Join the guild selection in book 1
The Adventurers Guild introduces Freestone, its guilds, and the friendship between Zed and Brock before the larger conflict unfolds.
Book Series · 3 Books
In order from The Adventurers Guild to Night of Dangers.
A completed fantasy trilogy about young recruits in Freestone, one of the last cities protected from the monsters and dangers that overran the world beyond its walls.
Reviewed by the Bookroo Editors Updated
Read The Adventurers Guild, Twilight of the Elves, and Night of Dangers in order. Zed and Brock's friendships, guild loyalties, and the threats facing Freestone build directly across the trilogy.
Sources: The authors' official Adventurers Guild site, Hachette's official Adventurers Guild series.
The trilogy includes a city under siege, frightening monsters, weapons, battles, betrayal, deaths, and children separated from or endangered alongside their families. The final book opens with a creature attack that kills more than a dozen people, so the stakes are more serious than a light role-playing-game adventure may suggest.
Friendship, trust, teamwork, and choosing among imperfect groups drive the story. The danger grows across the books, making publication order important both for understanding the plot and for letting readers adjust to the intensity.
The Adventurers Guild introduces Freestone, its guilds, and the friendship between Zed and Brock before the larger conflict unfolds.
Two friends join a perilous guild and uncover a conspiracy threatening their city.
3 books · Published 2017–2019
Two friends join a perilous guild and uncover a conspiracy threatening their city.
A covert mission to save a city tests friendships and uncovers ancient magic.
A betrayal separates allies as a timeless evil threatens to destroy their world.
There are 3 books in the Adventurers Guild series. It began with The Adventurers Guild in 2017, and the newest book, Night of Dangers, was published in 2019.
Start with The Adventurers Guild and follow the series order — the books above are numbered #1 through #3.
The series is best for ages 8–12, based on the age ranges of the individual books.
The people who bring The Adventurers Guild to life.
Keep exploring







