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.
***********************_______**************************
* * 1* *1 * *
* 4 **** **** 5 *
* * * *
* **____********* ***********_**************
* * * *
* * * *
* * * *
********* * *
* * * *
* * Courtyard * *
* * * *
* * * *
* 3 * * *
* * * *
* * * *
* ***__*********____********************** *
* * *
* * *
* * *
* * 2 *
* * *
* * *
* * *
********************************************************