Merchant Adventurer's Guild
Created in DR 1379, the Guild has members of a disparate lot, and they
are required to engage in one or both of two fundamental activities.
Members
are expected to get involved in commerce and "make deals happen" to the
degree that they can, particularly goods from far-flung or
hard-to-reach places. Members are also asked to come to the aid of
Guild Members, out of their own packets if possible, in exchange for
discounts from its merchants.
The Guild operates out of the Adventurers' Guild building in Central Phlan.
Crest: a red wagon wheel transfixed by a yellow greatsword. The
wagon wheel denotes the strong commercial-caravanning tradition of many
members, while the greatsword denotes a willingness to risk and to use
violence to defend that commerce. It is yellow in honor of Waukeen and
the gold sought by those who trade afar.
Mottos: The Rule of Community: "the Guild takes care of its own." The Rule of Coin: "Coin should travel freely and without restriction. Duties of Adventuring Guild members:
Facilitate trade:
members are expected to get involved in commerce and "make deals
happen" to the degree that they can, particularly goods from far-flung
or hard-to-reach places.
Guild Protection Scheme:
the Guild has its own built-in "protection racket" -- members receive
strong discounts from its merchants, but in exchange are expected to
come to the aid of Guild Members, and to do so out of their own pockets
if at all possible. This includes tracking down and kicking
the shit out of anybody who steals from Guild Merchants. Outside
groups attempting to create their own protection schemes by preying on
Guild members are to be eradicated by whatever means the law and the
member's sense of ethics will tolerate, with prejudice.
Benefits of the Guild: Guild members are entitled to several notable benefits. Unlike civil organizations such as the Watch or Council, they do not
have legal privileges. Nor do they enjoy the strong access to magical
gear or advanced training possessed by others. That said, full members
do have some notable perquisites:
1.
Full Access to Evarar Company stocks and stores. It's an open secret
that Olso does this to buy favor from members, and it works.
2.
"Protection Money." In exchange for being permanently "on call" to
assist, a guild PC receives a 15% discount from all guild members.
3.
Fenced and Wholesale Goods. A PC may purchase a "wholesaler's
licencese." This enables the PC access to very specific Guild Store
which offers good prices and will fence stolen goods on behalf of the
Guild. This is not the same as a thieves' guild fence,
but is rather designed to help merchants recover from loss. The
license is somewhat expensive because funds go directly to insuring
Guild caravaners.
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