Hearth&Harbor
A Monsters & Memories Guild
A warm place to return to.
Good company for the journeys ahead.
We're gathering enough compatible people to reliably form groups, explore Aêthoril together, build a social-first guild, and foster the kind of community that made older MMOs memorable.
Who We Are and What We Do
The fire and frontier,
the road and return,
the mirth and mettle,
the wipes and wisdom,
and the Monsters & Memories.
All of it shared in good company,
at Hearth & Harbor.
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The hearth is the fire you come back to, for rest, safety, and good company. The warmth of home, the campfire in the wilderness, the lantern that lights the way into Eth-ur's Age of Discovery.
Together we explore that frontier, journeying across Aêthoril and down into the Deep to discover and brave whatever this sundered world has in store. We're a friendly, community-driven, family-style home base for people who want to go out into the world, have fun, and be in good company.
The harbor stays open and the hearth stays lit for you. Real life comes first, so there are no attendance or playstyle requirements. People naturally play at different speeds, take breaks, chase and explore different things, and step away for a while. None of it puts you outside the company.
When you're around, take part: group up, talk, ask or answer questions, invite someone to explore, ask for help with a quest. A guild tag should be more than a silent name over your head.
Bring enough mettle to face hard content and enough mirth to keep it fun when things go sideways. Nobody here is too good to laugh at a dumb death, including their own. We're here to enjoy the game and each other's company, so show up with a good attitude and everyone has a better time for it.
Be someone people want in the group: a real teammate who communicates, respects others, learns their class, adjusts with feedback, and acts with integrity, with guildmates and with anyone else you group with. Be the kind of teammate you'd want in your own group.
Things will go wrong, both in real life and in the game, and that's just how it is. Life just happens with AFK emergencies, a group member who has to drop and needs replacing, or an evening going awry. And in the game? Bad pulls, wrong turns, wipes, and corpse runs are all Monsters & Memories working as designed. We recover, regroup, learn what we can, adjust, and move forward.
A good attitude and a willingness to improve are what protect the integrity and camaraderie the guild runs on.
We're here to actually play Monsters & Memories: to take on content, delve into dungeons, journey on expeditions, and see the world of Eth-ur through Early Access and wherever it goes from there. To adventure, explore, earn gear, and go on quests. And to remember that the people beside you matter as much as the loot ahead.
That's the name, and the whole idea behind it: to fight the monsters and make the memories, in good company. Hearth & Harbor is one good crew among many in the Monsters & Memories community, and a fine one to call home.
All of it shared in good company,
at Hearth & Harbor.
How We Roll
We're building a small, close-knit, community-driven guild, around 30 to 50 members exploring Aêthoril and venturing out into the world of Eth-ur together.Small enough that the names on the roster stay familiar and there's always someone to talk to. Active and diverse enough to always have something to do and somewhere to go. That looks like:
Questions
Probably, if you'd rather learn a dungeon than rush it, you can laugh at a wipe and still help with the recovery, you enjoy the journey, and you value the people beside you as much as the loot ahead.
Probably not, if every night is a race, you leave the group at the first setback, you're unwilling to learn, you're disrespectful, or you're not a team player. A small guild is shaped as much by who doesn't join as by who does.
Small on purpose with roughly 30–50 regulars, plus friends and returning members who come and go. Enough for groups, expeditions, and trades, while still ensuring the names stay familiar. We're looking to grow naturally but never get too big. A hearth is only warm for people you actually know, after all.
Not really. No attendance requirements and no race to max level. Real life comes first. We just ask that you're more than a silent guild tag, so when you're around be sure to group up, talk, ask questions, or invite someone along.
Past that, it's more trust and good vibes than strict rulebook. There's no long list of restrictions to enforce. The charter defines expectations, and we trust people to be good company. If someone doesn't fit or bigger calls need to be made, we make them together as a guild.
Not at all. Veterans, newcomers, fast levelers, slow wanderers, crafters, and explorers are all welcome. Character matters more than credentials. New members can ask questions and get real advice, and returning players find familiar names still around. We just ask that you communicate and stay willing to learn.
Neither, exactly. We want to take on dangerous places and tough encounters. We want to play our characters well, know our classes, and earn good gear. We also want to do all that at a human pace, without trading away patience, people, or fun to get there faster. Competence and good company in equal measure.
We're growing and getting our name out there during beta. Joining now means you get to help shape what this becomes: the culture, the people, the way we do things.
From here the plan is to grow together through Early Access and into launch, keeping the hearth lit for years to come. A steady home base to explore Eth-ur from for as long as there's a world to adventure in.
The hearth is return, rest, warmth, and fellowship: the inn after a long road, the campfire kindled between pulls, the familiar names in guild chat, the people who come back when an expedition goes badly. Aêthoril is a last bastion of warmth and light in a world that has seen too much catastrophe during the Age of Sundered Kingdoms.
The harbor is shelter and departure both, a port for adventures during this Age of Discovery as well as a place for coming home. To harbor good folks is to take them in and give them refuge and warmth.
Together, the intentional name sets the standard of what you can expect at Hearth & Harbor: a warm place to return to, and good company for the journeys ahead.
The door's open. Join the Discord or say hey in-game. No application or interview. Just an invite to see if everything fits. Once you're in, hop into groups when you're around, say hi, and get to know the crew.