THE DUNGEONMASTERS GUILDOverwatch and Key Faction Info:In the time following the creation of the Traveler’s Society, and the Edict of Mallacke, which made the Dungeon labyrinth buried beneath the continent of Avross the property and responsibility of the nation of Eldoth, the amount of adventurers and their subsequent quests to rid the land of danger increased exponentially. Due to this, dozens of races of monstrous creatures were hunted to extinction, and hundreds more were nearly exterminated. If not for the constantly changing state of the Dungeon network, many more would have faded into oblivion. In the wake of this mass war on monstrous races, representatives from a secret cabal of dark wizards and bounty hunters that opposed the Traveler’s Society were sent to offer these downtrodden creatures a deal; if the creatures would unite under a common banner of leadership and act as the soldiers of the cabal, the group would in turn provide protection and resources to allow them to strike back at the civilized folk that had taken their treasure and the lives of their kin. The subsequent combination of the brute force and varied power of the monster races with the strategic and financial savvy of the cabal was enough to turn a fractured smattering of minor irritations into a well oiled mercenary force known for its brutal efficiency and willingness to snuff out any party of adventurers, albeit for a high price of treasure. Over time, their reputation grew and more races of creatures pledged their loyalty, and thus was the Dungeonmasters Guild formed. In addition to their pay as troops for hire, employees of the Guild are permitted to keep 75% of all treasure and equipment looted on the job.
UNITS:Myconid GruntsDue to their quick, spore-based reproductive cycle, Myconids are one of the more prolific monster species native to Avross and thus make up the backbone of the Guild's footsoldiers. There are actually several tribes of Mycondids that are employed by the Guild, the largest two being the Amanita tribe and the Psilocybin tribe. Not all Myconids are as hostile and bloodthirsty as the tribes commonly hired by the Guild; the Basidio tribe in particular is mostly peaceful. However, the vast majority of the Myconid species has become warlike and greedy under the influence of the Guild.
Gelatinous Cube EvokerMany wizards and mages with darker inclinations found the treasure and conquest offered by the high council of the Dungeonmasters Guild to be too great an opportunity to pass up. These practitioners tend to end up serving less as frontline fighters and more as handlers and facilitators for some of the less intelligent monster species of the Guild. In particular, it was discovered that utilizing the various conjurers and summoners to teleport in vast swarms of acidic gelatinous cubes was incredibly effective at devastating more lightly armored troops. The most skilled evokers have even learned how to psychically direct their hordes.
Juvenile OwlbearFully grown Owlbears are almost too large and slow to effectively employ in combat scenarios, and their immense appetite and agressive and territorial behavior makes them more trouble than they are worth to the Guild. However, the beast masters of the group have learned that besides being easier to feed and manage, juvenile owlbears are more manuverable and more readily controlled and directed in battle. Thus, the Guild captures and maintains a collection of around a dozen or so semi-mature owlbear cubs at once. The Guild's chronomancers are currently looking into artificially stunting the age of these creatures so as to keep from cycling through so many at a time.
