The Guild Master for the Venerers is Auryon, a satyr who enjoys the thrill of the hunt, and testing himself against the dangerous creatures of the Dark Forest.
His experience and wisdom are highly valued by younger hunters, but, since he is very rarely in the Village (unless visiting the Armory), any seeking him out had better be able to face the unknown dangers of those woods as he can usually be found hunting in the Dark Forest.
Those that do track him down often gain a modicum of respect from the master hunter, although this can backfire as he might inadvertently drag the unworthy into dangerous situations.
Whicker is the dwarven head of the Wild Wanders guild, and will recount his adventures to guests if they happen upon him when he’s at his home in the Endless Caverns.
Jovial and very friendly, Whisker is delighted by the curious nature of children, and is always ready to encourage their wanderings. Unfortunately, Whisker's roving nature makes him unable to stay in one place very long, and he will be continuously on the move.
Although, happiest when wandering the wilds, Whisker always carries a memento from the Endless Carverns, a carved from polished stone with the engraved words: Home Sweet Home.
Orenda is the elven Head Mage who can often be found in the abandoned castle in the Dark Forest. No-nonsense and filled with a greater purpose, Orenda seeks to know more about the Dreaming Tree's origins, not for the knowledge itself, but to protect it from the ever encroaching dark beings from the Dark Forest.
She works closely with the Porter and considers him a good friend, even though they disagree on how to learn and protect the Dreaming Tree. Her desire to take action wars against his innate desire to know all before taking action which might hurt the tree. Orenda will interact with guests and give insights on the land.
The Guild Master for the Scholars is only known as the Porter, a large ogre-like being that can be found at the Atheneum, the Village’s library, and sometimes, this giant being can even be seen studying the strange glyphs carved into the temple walls surrounding the Dreaming Tree itself.
Although friendly enough, nothing gets him angrier than to see people take advantage of this sacred tree for their own gain. It's fortunate that he has never heard the accusations Cord and Brogan have slung at each other regarding how they make their drinks. If he had, the Village would be short one tavern and one potion cart.
The Guild Master of the Wranglers is a human woman named Damaso, who owns the Rookery in town. Although, she’s often too busy taking care of the creatures at the town livery, her hand picked assistants are more than glad to tell you about all the magnificent creatures they’ve encountered.
Travelers who wish to speak with the Guild Master, should do so at the livery (the stable), but don't be alarmed if she is easily distracted by the neighing of the pegasi who often appear at the top livery windows or the grunts of a horned beast whose shadow can be seen on the walls making a fuss.
When Damaso is out, the Rookery Wranglers help prospective wyvern enthusiasts find their companions. Outside of the Rookery, they can be seen around the Village, tracking down and rooting out wild wyverns nesting all over the village, often in inconvenient places.
Very loyal to Damaso, the Wranglers are fiercely protective of the old woman, and woe to anyone who insults her or her animals. The last person to do so, was driven out by a horde of angry wyverns at the behest of their handlers.
Cord is a half-giantess who runs the Fortune and Folly Tavern. Not afraid of making underhanded deals to get what she needs, Cord has never the less worked hard to get where she is today, and is plainly proud of her tavern.
The secret to her successfully tasty drinks? No one knows for sure, although Brogan regularly accuses her of using the tree's essence in her drinks; the nerve (although true). This tactic, however, has made her establishment extremely popular with travelers, so much so, she has managed to keep her business as the only permanent restaurant in town.
This shifty fellow deals with potions on the cheap, and is currently camped out near the edges of the Dark Forest. His mobile cart, Draughts and Concoctions, is always ready for a quick get away, if the need should ever arise.
If asked, Brogan will be happy to tell guests of his superior brewing skills in comparison to Cord. Buyer beware though, when entering the Dark Forest, you may find your draught of courage suddenly lacking.
His famed rivalry with Cord, has reached a fever pitch as of late, and both can be found shouting at each other in the streets.
Standing proudly just across the bridge from the Fortune and Folly tavern is the Guild Hall. Topped with banners from each of the Guild housed within, newcomers are welcomed to apply for entry into a certain mastery of their choosing. But be forewarned, entrants will need to complete a series of quests before they can officially join a guild. Work hard enough, and anyone can rise up to become a guild master.
Guests can walk up the stone steps (or use the ramp) to enter through the ornate wooden entrance of the hall, and will be immediately greeted with a vaulted ceiling of rich dark wood, lit with glowing gem lanterns from the Endless Caverns, and beautiful carvings laid into the beams and walls. A large meeting table dominates the back of the room, drawing guests to the back to meet the Masters, bypassing the individual guild alcoves decorated with each guild’s banner where Journeyman guild members assist the apprentice guild members.
Once at the table, the Guild Masters will help guests decide which guild is best for them (i.e. explain how the game is played such as the difficulty levels as some might be better for younger guests), and provide them with talismans that will track the guest’s progress. (The talismans also come with a scannable code that guests can use with the Play Disney app, which allows them to create and customize their own character to use in the land.)
There are three levels to this game to not only allow all ages to play but to allow guests to play casually or go all in.
Applicant – entry-level quests, fairly simple
Apprentice – mid-level quests, builds upon applicant quests
Journeyman – top-level quests, once completed, guests are considered guild masters
Once the guests make their decision, they will be directed to the correct alcove to begin their journey to guild mastery.
These are the hunters and fighters of the Village. They usually wander around armed with swords, shields, and bows in preparation to venture out into the Dark Forest, to hunt the dark things that lurk in the woods. Quests for this guild usually take place in the Dark Forest and are geared towards older guests.
Those that join the Scholar’s guild have a strong desire to learn, and are dedicated to understanding the strange symbols on the Shrine of the World Tree, and at the abandoned castle in the Dark Forest. Quests for this guild are catered to puzzle solving, crypto quips, and discovering the land’s backstory.
This guild specializes in the understanding and care of the unique animals of the land, both dark and benign. Quests for the Wrangler’s guild is especially geared for small children with an emphasis on seek and find.
Those that aspire to be mages are mostly focused on the magic of the World Tree and how it connects to the other worlds. Guests who attempt quests for the Mage guild will need to search out magic hotspots, learn magic spells (collect cards), and use them to unlock secrets hidden across the land.
Guild members of the Wild Wander are prone to exploring every nook and cranny. These people have discovered all of the off beaten paths of the Dark Forest, every hidden treasure trove, and traveled the multitude of wonders in the Endless Caverns. Quests for Wild Wanders will require exploration of the whole land, delivering messages at character requests, and finding missing map pieces to lost treasures.
Once at their chosen guild table, the Journeyman guild members will scan the talisman to start the guest quest process. A map of the land will be handed to them, along with any additional items they may need (a cypher code, a beast booklet, messages, etc.) One each quest is completed, guests can come back to the guild table to collect their "reward" and points for their guild. Each day the points will be tallied for each guild, and a winner will be declared for that day.
After all the quests have been for that level (applicant, apprentice and journeyman) a small announcement ceremony will take place heralding the accomplishment. Also, at the time, guests will either be offered a small token or the opportunity to buy a commemorative item.
Completion for all Applicants - certificate of completion with the Guild's seal
Completion of all Apprentices - the guild's sigil pin
Completion of all Journeymans - a resin charm (similar to the jujus preciously distributed for Adventureland campaign) and the right to be called a guild master.
For those that have reached the level of Master, be on the lookout for Master Quests on the guild boards around the land as they change daily. Guild Masters also get perks such as being the only eligible travelers able to vote for the Village's naming ceremony which happens daily and is reset each day.