The Adventurer's Guild


      Opportunity and relaxation

          Founded 30 years ago, the Adventurer's Guild is without
       question the primary focal point for the activities of
       freelance adventurers and mercenaries.  The rules, set by
       the founder, a human warrior named Gerred Kallic, are
       simple.  Membership dues are 20GP/month, or 200GP/year (up
       front).  For double rates, hirelings are also admitted, but
       only in the member's company, and the member is responsible
       for the hirelings' actions.
      
          Paid-up members may use the guild's stables, bar,
       restaurant and boarding at slightly-reduced rates.  Rooms,
       in particular, are subject to availibility, and if the inn
       is full, then members who have stayed more than a month
       will be asked to make room for newcomers.
      
          Members are required to sign an oath stating that they
       will perform no acts which are in violation of the laws of
       Freehaven.  This provision is only enforced by an honor
       code, and has encouraged an "it's only against the rules
       if you're caught" mentality.
      
          Likewise, members are barred from violence or magical
       attacks against others while in the Guildhouse.  Violation
       of either stricture will result in a permanent disbarment.
      
          The Guildhouse is actually a set of five buildings, with
       a walled internal courtyard, in the heart of the North
       Quarter.  The buildings are detailed below.
      
      
      1: The Gatehouse. The gatehouse sits in the center of the north wall, and is the only means of legitimate entry to the campus. Two guards are always on duty here, and the gates are open to members around the clock. New members are admitted only during the day (a rule that was instituted after it was discovered a vampire had infiltrated the guild). Prospective members sign a register and a declaration of intention to abide by the rules of the guild. Dues must be paid up-front. 2: The Haven Inn. The Haven provides low-cost rooms, combined with exceptional security. Food is good, especially breakfast, and the large, hardwood backs to the booths offer a great deal of privacy. A "war room" is availible for negotiations. The Inn is run by Tannek Dann, a middle-aged Gnome known for his even nature. Dunn also sells field-ration packets that are only half as bulky as normal, but require a skinful of water/week to be useful. He has declined all offers to buy the secret of this dehydration technique. 3: The Broken Blade. The Blade is the guild's bar, named for a halved longsword that rests over the mirror behind the bar. Rumor has it that the weapon was destroyed as part of the quest which induced Gerred Kallic to settle down. Drinks are brought in from all over the world, for all races. Even the almost overpowering (for mammals) Sirrouss Wine is kept on hand for the occasional Hissus patron. 4: Stable. The stable is a large one, and includes a small outfitter's store, where members can buy minor equipment (no weapons). A second floor area is used for housing exotic beasts. 5: Master's House. Kallic's son, Gerred II, took over the guild 5 years ago, just before his father's death. Now in his early 20's, Gerred II has made some noises about selling the place, or arranging for a steward to run it, while going on some adventures of his own. He has even considered auctioning it off to the highest bidder. Many long-time members fear that a new owner could be less adept at meeting the eclectic needs of adventuring groups. Courtyard. This common area has tables, sparring pits and other amenities for the Guild's unusual guests. Oak trees offer shade, and for an extra two or three silver, the staff of the Broken Blade will deliver drinks and meals to people who are used to eating under the open sky. During city-wide festivals, the courtyard is really a non-stop party, with drinking challenges and displays of showy (if harmless) magic common. The guild is probably the best place for adventurers to find sponsors and contacts. Most of the temples, and many of the diplomatic houses, maintain memberships so that they can gain easy access to the wealth of talent here. Similarly, the different district watches each post wanted posters here, complete with reward information.
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