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The Guild of Adventurers is a rather grand name for what is, in
reality, a glorified employment agency. Urova is dangerous place
to live some areas are more dangerous than others but on
the whole it is not a land that smiles upon the weak. Norandor may
be by far the most civilised country but the authority and power
of the king and his loyal troops only extends so far. Even within
that great square of civilisation that links Uris, The Wold, Timberlake
and Northmeet one still finds places of great danger and evil such
as the Wraith Haunt or the Barrowmoors areas that Yaddagon
XIV has (wisely) not even tried to pacify.
So who do people turn to in times of great danger? The kings
men cannot be everywhere at once, and sometimes things need to be
done quickly, discreetly or without giving notice to the authorities.
People need adventurers. Whether they want a disreputable thief
to steal something from their neighbour, a strong sword arm to put
down an orc uprising or a madman with no regard for his own personal
well-being to enter a dragons lair and return with the creatures
tonsils the need is there. But how do they get in touch with
these men and women? The Arcanum Incognita will cast all manner
of magical spells for a fee, but they wont volunteer their
priests for suicide missions
.. there must be a better way
than hanging around a local pub and waiting for a collection of
toughs who appear to be at a loose end.
There is a better way, and this better way is the Guild of Adventurers.
The Guild is one of the largest and well-organised societies in
all of Urova. They do not have a membership roster, and do not collect
dues from their members. The Guild fills the roll of a facilitator,
an intermediary that puts those who need help in contact with the
appropriate adventurers. There will always be a representative of
the Guild in a specific area often they are the landlords
of the local tavern, or the local priest of the Church of Fortunes
Favour. Adventurers in the area can register with this representative,
known simply as the Guildsman, tell them their strengths and what
they are prepared to do. Anyone in the area wanting to hire a team
of adventurers or mercenaries for a particular mission simply gets
in touch with the Guildsman, who then assembles or contacts a team
appropriate to the task. Equally, adventurers looking for work contact
the guildsman from time to time hoping that something has come up
in their field. Any payments to the adventurers are made through
the Guildsman who takes a percentage of what they make, keeping
some for himself and passing some on to the head of the local guild.
A local Guildsman will keep a web of local contacts, and will often
know everything that there is to know about a particular area. News
travels quickly around the country often because of the extensive
network that this guild has in place. Some say it rivals that of
the Odyssian Church, but the Sharrashan clergy are playing the comparison
down. What this means is that the local Guildsman is a mine of information,
although he normally charges for his services. There is one thing
that he will never do, however, and that is break the integrity
of the Guild. He will not divulge the locations of adventurers who
have registered with him, neither will he reveal the identities
of employers who wish to remain anonymous. He will act as an intermediary,
for a fee, but he will not break the trust placed upon him. The
entire Guild is based on trust, and if it is compromised, their
position of influence would be harmed.
History of the Guild
The Guild of Adventurers was created in its present form in 168
LE by the three survivors of a group of mercenaries who slew the
great blue dragon, Zalcamar. Wisden Kendennis (a rogue), Saramil
Vyrn (a wizard) and Jasmin de Bauch (a bard) decided that they had
tempted fate enough in their lives, and that they would use the
dragons hoard to live the rest of their days in relative safety.
The three of them has been successful adventurers for many seasons,
and had built up something of a web of contacts throughout Norandor.
They used their wealth to purchase a modest building in Uris
merchant district and steadfastly milked their notoriety for all
it was worth. Soon they were able to fill the role as an intermediary
for adventurers and patrons in Uris and beyond. As time passed so
the sphere of influence of the guild expanded. As strange new lands
were discovered so the new guild sent a representative to get the
scoop on the area. As the fame of the new Guild spread, strange
characters in distant lands contacted the three pledging allegiance
and support.
Over the years the Guild became a massive structure, connected
by a delicate web of intelligence that stretched throughout the
civilised lands of Urova. The founders became deified as the greatest
examples of their kind, and many attempts were made to coax them
back into adventuring. In 174 LE, Jasmin was tempted to travel into
the Gunstadtan Hills and perform before the Dwarven king. She arrived
in the middle of a terrible battle between dwarf and orc forces.
She is reported to have fought on the dwarven side, but met her
death at the hands of an orcish shaman. Wisden Kendennis finally
forsook the quiet life the following year, to accompany a Tribraen
expedition into the Dragoncrown mountains. He was never seen again.
Only Vyrn remained, and he ruled as sole head of the organisation
for the next two years. The man was now over eighty seasons in age,
and many suspected that only magic kept him going. Towards the end
of his life Vyrn was increasingly stressed and vexed by his inability
to run the entire organisation on his own. The Guild had become
too large and too unwieldy. He died on 34th Coldsorrow 176, and
left instructions for a Council of Adventure to administer the doings
of the organisation. This was done, per his instructions, within
a month of his death. The transition was smooth and the Guild became
stronger than ever.
Currently, the nominal headquarters of the Guild of Adventurers
is based in the Old City in Uris. In 180 LE they acquired an old
and rather dilapidated temple to the Hadradan sun god and began
to convert it to their purposes. The interiors were ripped out,
new floors were put in, and a some shiny new paint was daubed on
the outside. The process took almost two years, but when it was
finished the guild had created for itself an administrative hub
that is unmatched by any other society on the continent. The organisation
quickly moved from its old premises in the merchant district to
a far grander headquarters; it was a statement that said that Guild
of Adventurers was a powerful player in the affairs of Man. They
named their new home Intrepidity, and for the first time had the
space, the time and the manpower to truly organise themselves.
By 204 LE the Guild boasts well over one hundred out-posts and
guildsmen throughout Urova. Thousands of adventurers are registered
with some, or all of the out-posts. Over the years the Guild has
grown very close with the Church of Fortunes Favour and the
two work together on many issues.
Structure of the Guild
Intrepidity is home to the Council of Adventure who oversee the
running of the organisation. The council has eleven members, one
representative of each of the countries where Guild maintains a
presence. The countries represented are Norandor (obviously) as
well as Calclafique, Eldagaire, Genbasson, Junos, Kerikal, Salmaynak,
Sorostrae, Tibrai, the Gunstadtan Hills and the Five Colour Kingdom.
Ten of the eleven members are natives of the country they sit for.
The member for the Gunstadtan Hills is not a dwarf the dwarves
have thusfar refused to take part in the guild. Instead, Guild activity
in Gunstadtan is overseen by Durlan Withers, a human with close
links to the dwarven ambassador, Niergan.
Each member of the council is technically equal, and members hold
the chair for one month before handing it over to a colleague. In
reality the member for Norandor has significantly more influence
than the others. This causes a little bad feeling within the group,
but by no means enough to work against the interests of the Guild.
New members of the council are normally proposed by outgoing members,
and voted in by the remaining ten council members. It has always
been the case that the candidate suggested by an outgoing members
is accepted. In the event of the death of a member, the remaining
ten must select a replacement as best they can.
Seeing the Guild as an organisation run by the Council is probably
a mistake. In actual fact, the organisation works completely in
the reverse. At a local level, throughout civilised Urova, it is
the Guildsmen who set the agenda. Guildsmen are always individuals
who know the local area very well. They have either lived in the
place for generations, or they are engaged in a profession where
they find things out very quickly taverners, innkeepers and
priests of the church of Fortunes Favour are the most common
Guildsmen. The Guildsman is responsible for finding out as much
information as he can about the local area and assimilating it.
He holds information about the adventurers who have registered with
him, and the patrons who have gone to the Guild for help. The Guildsman
takes all this information and creates news satchels.
These satchels are parcels of information, sealed with a the Guildsmans
unique moniker. The contents of each satchel are in a code that
no-one has been able to decipher. Each guildsman sends six identical
satchels to six other Guildsmen in the immediate vicinity. Each
one of those Guildsmen sends the information on to another six.
This way news is quickly disseminated across a network of Guildsmen
throughout Urova. Guildsmen living on the borders communicate with
their fellows in different countries and so the word spreads. There
is significant overlap in the six destinations of any one information
package, so that (all things being equal) most Guildsmen can expect
to receive the same information twice from different sources. All
things are seldom equal, however, and many satchels are lost or
stolen.
Theoretically, every guildsman should eventually receive all the
news from all over Urova. However, only Intrepidity in Uris has
the space and the staff to deal with it all successfully. Some Guildsman
may have trunks and trunks full of old memos and wouldnt be
able to find anything, but in Intrepidity everything is catalogued
and ordered. It is for this reason that the Council of Adventure
sits in Intrepidity. They have an army of administrators and archivists
at their command who spend their time received and filing despatches
from the Guildsmen in the field. The Council have easy access to
all the information, to all the intelligence reports that they receive.
Using all these reports they are able to make decisions that affect
the entire organisation, and they then have the means to send that
information back along the chain to all their outposts in temples,
in and public houses.
The entire system is a self-perpetuating and works very well. At
least one of every news satchel makes it back to Intrepidity where
the archivists decide what needs to be done with it whether
they have already received the information or not. The Guild doesnt
openly sell intelligence as the Odyssian Church does, but they would
happily negotiate a price if someone was interested in buying.
For information, the current members of the Council of Adventure
are: Aldous Wrardin (Norandor), Jenwell Selendus (Calclafique),
Ogan Renus (Eldagaire), Yanosh (Genbasson), Emile Vandif (Junos),
Ugluk Morningstar (Kerikal), Artur Melabonn (Salmaynak), Cerecee
Incantos (Sorostrae), Galvin McMuir (Tibrai), Durlan Withers (Gunstadtan)
and Diamond Hilbin Jan Guneetherish (the Five Colour Kingdom).
Major Places of Influence
From the above text it is easy to get the notion that Urova has
been civilised by the council, and that no matter where one goes,
it is no more than a hop, skip and jump from the nearest Guildsman
this is not the case. The truth is that the Guild is strongest
in Norandor, and probably always will be. In every human settlement
of any size within the civilised square, one could expect to find
a Guildsman. In major cities such as Vrex Cross, Timberlake and
Northmeet there will be more than one. In Uris there are a dozen,
not counting Intrepidity itself. Beyond the square, out toward Narrisham
and the Úngorn representation is a little thinner on the
ground. Out in this part of Norandor a settlement would have to
have a thousand souls in order to see a guildsman. New Guildsmen
are appearing all the time, but the process is a slow one.
Beyond Norandor, the guild becomes a little more insular. The Guild
of Adventurers in Tibrai considers itself to be a Tibraen organisation,
with Intrepidity as little more than a useful resource that they
havent the opportunity to plunder. They send information and
they receive it, but thats about as far as it goes. This doesnt
work too badly for either side, but it should be realised that outside
Norandor, Guild representation is less common. One would find them
in the major cities of Salmaynak, Calclafique and the others but
probably not beyond. As a result, information about countries outside
Norandor is less complete and reliable.
Allies and Foes
The Guild maintains as neutral an outlook as it can to all strata
of Urovan society. As far as they are concerned, anyone can be a
client and anyone can be an adventurer. Whether or not the Guild
involves itself in evil and underhand schemes is normally up to
the discretion of the individual Guildsman, however there are two
credos that most Guildsman would never break.
The first is that they would not involve themselves in a scheme
that was directly against the legitimate (i.e. ruling) government
of any Urovan country. Getting involved in politics is too much
hassle than its worth, they say. Secondly (and similarly), they
will not support any action directed against any particular religious
faith. Individuals wanting to hire assassins wont go to the
Guild of Adventurers, neither will revolutionaries or religious
radicals.
As a result, the Guild has managed to minimise its enemies. As
far as allies are concerned, they have a close working relationship
with a number of the religions. The Church of Fortunes Favour
and the Guild are close for obvious reasons, but many of the other
faiths view the Guild as a useful tool for its members. Many religions
want their young clerics to get out into the world, spread the words
of their god and generally come back with slightly more nonce than
they had when they left. There are no religions who actively oppose
their members being registered with guild and some (such as the
Fortunes Favour and the Church of Fire) openly encourage it.
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