The Sorcerer Adventurers are a group of elemental wizard guilds in Arabic lands of Al-Qadim. However, they are not like guilds of the West. The Sorcerer Adventurer guilds are dedicated to gaining power by any means necessary, including hiring out as mercenaries and robbing or stealing magic items from others. The guilds do not fight each other (supposedly), but since they are all greedy and treacherous, such things may happen. Outlanders are warned not to trust the deals they make, since the Sorcerer Adventurers put their goals above all others. Their members are better trained in physical combat, but are less skilled magically than regular wizards. Sorcerer Adventurers have d8 hit dice, can know only their level + 1 spells, and do not gain the Arcane Recovery ability. At first level, they gain proficiency their guild's chosen weapon (see below) in addition to Simple weapons and three skills, Deception and Intimidation are added to the Wizard's skill list to choose from.
Yellow Sect- tattooed lips and yellow robes, spears.
Foxglove Sect- pale green robes with an embroidered flower and small versions on sleeve hems. Tattooed eyelids and wrists, swords.
Moth Brotherhood- black robes, swords. Magical assassins, they use necromancy spells, but do not raise or work with undead, only the direct damaging spells.