Post by stabs felcher on Jun 16, 2006 9:12:09 GMT -5
From the Travel Brochure: GUILD GUIDES
The Adventurer's Society:
A wide ranging group of adventurers of varying professions make up the loose organization known as The Adventurer's Society. It's home is a raucous tavern in Holmgard, where it's members are said to do more drinking than adventuring. The guild has no formal set up or heirarchy; anyone is allowed to post a job on the notice boards, and there is no order of seniority. Each job is merely marked for difficulty, one to five stars, and it is assumed that more experienced members take the five star jobs while newer members take the one star jobs. About the only thing binding the guild is the quartermaster, Mint Armenka, the stern shopwoman who both cashes in loot and pays out bounties for posted jobs.
Order of the Eternal Dawn:
The Order of Paladins devoted to Kelathyr was founded by Sir Wilfred Kithber in 120 A.E., and served the King of Crescentium for many years, acting both as advisors and protectors of his rule. Closely aligned with the Church of Kelathyr, the Order is the more militant wing of the faith, and routinely wage crusades against corruption and evil throughout Crescentium. Their headquarters is currently in Holmgard, with only small branches in Graven, Lorcae and the larger towns of the southern empire. They are led by an elderly paladin named Sir Tuart Kelsott, who even at age sixty continues to war against evil.
The Mercenaries Guild:
Led by the seasoned female warrior-general Karla Skall, the mercenaries guild is the place where a warrior can expect to earn a little more cash than the rank and file troops, even if they are sent on the more dangerous missions. They offer contract work, but their jobs are strictly militant in nature, as opposed to the Adventurer's Society where anything from exploration to standover work is an acceptable mission. Their headquarters is a fortress two days south of Crescentium, where they sign on any new recruits who can prove themselves in a practice duel with the retired soldier, Sergeant Grims.
The Scarlet Nocturne Society:
A curiosity among guilds, the extremely secretive Scarlet Nocturne Society was founded by King Hemrir after he turned the throne over to King Rothan the 1st in 183 AE. It is unknown why he would give up his rule to start the guild, but obviously King Hemrir thought it important. Today it is led by the former King's Grandson, Sir Matthaeus Hemrir, and the guild is still located in the King's grand mansion in the upper part of Holmgard. The curious part is, what, if anything, the Scarlet Nocturne Society actually -does-. They are obviously well funded, and members are often seen coming and going, though always by night, never by day. They remain a mystery, even after being around almost a hundred years.
Grey Ventures Incorporated:
Elite among swords-for-hire, the members of Grey Ventures Inc look down on the amateurs of the Mercenaries Guild and the hooligans of the Adventurer's Society. Led by a former cavalryman named Lt. Warrick Tanner, they only take the most dangerous and best paying jobs, and they are the only organization who has a deal with the King to be allowed access over the mountains to the western lands. About once a year, Grey Ventures Incorporated accept up to a half dozen new recruits. These are usually drawn from the most outstanding performers from the "lesser" guilds. Grey Ventures spies are said to be lurking wherever anything of importance is happening, scouting out new talent.
Zugav's Eye:
Zugav's Eye is the Thieves and Assassins Guild, and the place to go to pick up a contract for any of the more Rogueish pursuits. Members are identified by a tattoo on the back of the right hand so that other thieves know they are in the same guild. It is run by a retired pirate named Zugav, who also owns the tavern that the guild used as its headquarters. Amazingly, the guild remains untouched by the authorities, who are either too clueless or thoroughly paid off to investigate.
The highlight of the guild is the tavern’s basement. It is a complex of secret passages and hidden doors, used by fugitives who were also to hide from the law, to store loot, and to enter and leave the town unseen. If accidentally discovered by a non-member, Zugav gives him/her the old “join us or die” decision.
While the Zugav's Eye tavern itself is set in Holmgard, the Guild's largest presence is felt in Port Natharin, where they own the docks and demand tribute from ships heading in and out from the Port.
The Adventurer's Society:
A wide ranging group of adventurers of varying professions make up the loose organization known as The Adventurer's Society. It's home is a raucous tavern in Holmgard, where it's members are said to do more drinking than adventuring. The guild has no formal set up or heirarchy; anyone is allowed to post a job on the notice boards, and there is no order of seniority. Each job is merely marked for difficulty, one to five stars, and it is assumed that more experienced members take the five star jobs while newer members take the one star jobs. About the only thing binding the guild is the quartermaster, Mint Armenka, the stern shopwoman who both cashes in loot and pays out bounties for posted jobs.
Order of the Eternal Dawn:
The Order of Paladins devoted to Kelathyr was founded by Sir Wilfred Kithber in 120 A.E., and served the King of Crescentium for many years, acting both as advisors and protectors of his rule. Closely aligned with the Church of Kelathyr, the Order is the more militant wing of the faith, and routinely wage crusades against corruption and evil throughout Crescentium. Their headquarters is currently in Holmgard, with only small branches in Graven, Lorcae and the larger towns of the southern empire. They are led by an elderly paladin named Sir Tuart Kelsott, who even at age sixty continues to war against evil.
The Mercenaries Guild:
Led by the seasoned female warrior-general Karla Skall, the mercenaries guild is the place where a warrior can expect to earn a little more cash than the rank and file troops, even if they are sent on the more dangerous missions. They offer contract work, but their jobs are strictly militant in nature, as opposed to the Adventurer's Society where anything from exploration to standover work is an acceptable mission. Their headquarters is a fortress two days south of Crescentium, where they sign on any new recruits who can prove themselves in a practice duel with the retired soldier, Sergeant Grims.
The Scarlet Nocturne Society:
A curiosity among guilds, the extremely secretive Scarlet Nocturne Society was founded by King Hemrir after he turned the throne over to King Rothan the 1st in 183 AE. It is unknown why he would give up his rule to start the guild, but obviously King Hemrir thought it important. Today it is led by the former King's Grandson, Sir Matthaeus Hemrir, and the guild is still located in the King's grand mansion in the upper part of Holmgard. The curious part is, what, if anything, the Scarlet Nocturne Society actually -does-. They are obviously well funded, and members are often seen coming and going, though always by night, never by day. They remain a mystery, even after being around almost a hundred years.
Grey Ventures Incorporated:
Elite among swords-for-hire, the members of Grey Ventures Inc look down on the amateurs of the Mercenaries Guild and the hooligans of the Adventurer's Society. Led by a former cavalryman named Lt. Warrick Tanner, they only take the most dangerous and best paying jobs, and they are the only organization who has a deal with the King to be allowed access over the mountains to the western lands. About once a year, Grey Ventures Incorporated accept up to a half dozen new recruits. These are usually drawn from the most outstanding performers from the "lesser" guilds. Grey Ventures spies are said to be lurking wherever anything of importance is happening, scouting out new talent.
Zugav's Eye:
Zugav's Eye is the Thieves and Assassins Guild, and the place to go to pick up a contract for any of the more Rogueish pursuits. Members are identified by a tattoo on the back of the right hand so that other thieves know they are in the same guild. It is run by a retired pirate named Zugav, who also owns the tavern that the guild used as its headquarters. Amazingly, the guild remains untouched by the authorities, who are either too clueless or thoroughly paid off to investigate.
The highlight of the guild is the tavern’s basement. It is a complex of secret passages and hidden doors, used by fugitives who were also to hide from the law, to store loot, and to enter and leave the town unseen. If accidentally discovered by a non-member, Zugav gives him/her the old “join us or die” decision.
While the Zugav's Eye tavern itself is set in Holmgard, the Guild's largest presence is felt in Port Natharin, where they own the docks and demand tribute from ships heading in and out from the Port.