The Guild of Merchant Adventurers

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DM: Xy-Djehuti'Snafu (Maniple Sinestri)
GM: Erva (Maniple Dextri)
AGM: Netosa

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The Guild of Merchant Adventurers

Postby Xy-Djehuti'Snafu » Sat Feb 25, 2017 2:26 am

The Guild of Merchant Adventurers


Organization Type: Specialized Merchant Guild
Organization Size: Tiny, but access to the resources of the much larger Gnomish Whiskey Guild.
Reputation: Unknown
Sponsorship: The Gnomish Whisky Guild, The Merchants' Guild, Von'Lycien
Alignment: Aberrant
Dress: Code of Decorum
  • All members are expected to wear the Guild insignia pinned to their left breast.
  • All Agentes in Rebus are expected to wear the Guild-issued cloak
  • Members are expected to wear good-quality clothing appropriate for the task at hand.
  • Members must keep clean and proper while representing the Guild.
  • The Guild provides laundry and mending services.
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Equipment: High Standards in Information and Industry
  • Good quality equipment necessary to the individual's profession will be supplied by the Guild if required.
  • Medical services & supplies are available to members when injured or ill.
  • A large library with considerable information on a wide variety of topics is available in the Guildlodge at Raf'Chalon. It is staffed with a professional librarian.
  • The Guild maintains travel circles between Llorn, Ladden, Raf'Chalon, and Haven.
  • Members may use Guild resources to travel when on Guild business.
  • Members are expected to provide their own mounts, but food and care are provided free of charge.
Weaponry: Basic Arms
  • Members are expected to own their own arms and armor.
  • The Guild will provide repairs at half-rates.
  • The Guild maintains a small arsenal of good quality but standard weapons and armor in case of emergencies.
Communications: International Network
  • Messengers; men and woman deliver both written and verbal messages across the Dominion. They always guarantee a swift delivery.
  • Messenger Ravens; the guild keeps coops of trained Ravens in key locations around the region. They are more reliable than pigeons and less likely to take a hunter's arrow.
  • Limited Magic; the Guild also uses Magic Pigeon, Telepathy and other common mystical means to communicate.
Security: Paranoid Measures
  • No one is trusted completely.
  • All doors are constantly locked.
  • The guild grounds and surrounding areas are patrolled regularly.
  • Throughout the guild, hidden compartments, secret doors, magic alarms, and protection circles keep the guild's secrets safe.
  • Every entrance is guarded constantly, as are several internal routes.
  • Visitors are scanned by men of magic or psychics and scrutinized constantly, possibly escorted.
  • Everyone and every area is scrutinized, magically and psychically scanned, and watched.
  • Key areas of the guild are protected by powerful and permanent spells such as Sanctum.
Criminal Activity: The Agentes in Rebus
  • The guild employs a diverse team of experts whose job title is listed in the Tax Registry as "Agentes in Rebus".
  • Ostensibly these individuals are responsible for promotion and sales in new markets.
  • In reality, the Agentes in Rebus are a nearly-autonomous paramilitary unit whose activities and motivations are known only to themselves and the Guildmaster.
Comprehensive, Far-reaching Information Network
  • Spy Network; The Guild employs a Spymaster with a sophisticated network of agents. Besides an extensive team of embedded assets he can deploy operatives to any area to scout, infiltrate, and/or observe.
  • Underworld Contacts; the Guild possesses an unknown but extremely high-level contact in the Llorn Thieves Guild. Individual members have their own sources of information in the underworld.
  • Gossip; never to be underestimated, the League of Gnomish Innkeepers is an astonishingly bountiful source of information whose reach extends across borders, including into Wolfen lands.
Monthly Salary: Exceptional salary structure and benefits:
    • Agentes in Rebus: 2000 gold or more per month, plus bonuses, hazard pay, and even a pension.
Guild Member Benefits: Access & Privilege
  • Letters of Arms issued by the Dominion Council and ratified by the Civil Authority of Llorn.
    • A document that authorizes the Agentes in Rebus to carry weapons freely and untaxed throughout the Charter Territories of the Dominion of Man.
  • Letters of Passport issued by the Dominion and ratified by Llorn.
    • A document that authorizes the Agentes in Rebus to travel freely, exempt of tax or toll, throughout the Charter Territories of the Dominion of Man.
  • Chrysobull of Universal Jurisdiction: collectively issued by Bishop Rose Nodeki, Head of the Eastern Diocese of the Church of Light and Dark, Father William, Senior Priest of the Haven Parish of the Church of Light; High Priest Luthar, High Priest of the Temple of Light in Llorn, Father Samuel, Head Priest of the Llorn House of Vald Tegor; Father Barnabas, Chief Priest of the Church of Light in Hadrian's Cover; Lord-Captain Jarvous DeBarthe, High Priest of the Sect of Rurga; High Priest Renendar of Northholme, High Priest of Belimar; Father Boniac, Chief Priest of the Southwatch Parish of the Church of Light; Hierophant Ikoyahotep, Chief Priest of the Church of Thoth in Wisdom. This document has been legally ratified by the Dominion Council, the Civil Authority of Llorn and the Coalition of Merchants' Guild.
    • The Agentes in Rebus are authorized by this mandate, issued by the above cosigned, to travel freely and unhindered in jurisdictions which recognize this authority in order to root out and combat corruption and evil.
  • CMG Platinum Traveler's Card issued by the Coalition of Merchants' Guild
    • Cardholders receive a 20% discount at all Guild registered merchants (mundane only).
    • Cardholders receive a 50% discount at Gnome-owned Inns due to a commercial partnership with the League of Gnomish Innkeepers.


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    Organization Type: Specialized Merchant Guild
    • For all appearances, a distiller and distributor of Gnomish Whisky.
    Organization Size: Large Commercial Guild
    • Total Membership: 210 members
      • Llorn Lodge: 120 members
      • Raf'Chalon Lodge: 90 members
    Sponsorship: The Kingdom of Raf'Chalon, the estates of the Von'Lycien family.
    Resources: Extensive
    • The Sea District Warehouse & Distillery is a commercial distillery in Llorn producing blended whisky. They have two main products: a mid-range whisky called Gnomish Dew and a very affordable beverage called Gnomewater.
    • A commercial glassblower is employed by the Guild, his workshop is in the Sea District Warehouse & Distillery.
    • An industrial blacksmith is employed by the Guild, her forge is in the Sea District Warehouse & Distillery.
    • The Sea District Warehouse & Distillery; A large facility on the wharf. In addition to storage space and industrial-sized stills, the complex has equipped offices and meeting halls.
    Transport: Regional Network
    • The Gnomish Whisky Guild maintains a fleet of horse-drawn wagons which haul product and materials to, from and between the Guild's suppliers, customers and holdings.
    • The Guild maintains a small fleet of river barges and two shallow-water merchantmen to transport product and materials along the Riverways and near-coast of the Inland Sea.
    Monthly Budget: Generous Emergency Fund
    • If certain assets are moved around, 200,000 marks can be called upon in emergencies
    Alignment: Scrupulous/Unprincipled with an Aberrant streak
      The typical Guild member involved in the whisky trade is honest, loyal and hard-working.
    Criminal Activity: None
    Reputation: Excellent! A Rising Brand!
    • Gnomish whisky is becoming extremely popular in Llorn, common along the Western waterways and familiar to specialists and merchants throughout the Territories.
    Monthly Salary: Exceptional salary structure and benefits:
      • Laborer: 550 gold or more per month, plus bonuses, hazard pay, and even a pension.
      • Tradesman: 900 gold or more per month, plus the benefits of Laborer pay.
      • Manager: 1400 gold or more per month, plus the benefits of Laborer pay.
Privileges:
  • Letters Patent issued by the Coalition of Merchants Guild
    • A document that licences the Gnomish Whiskey Guild as the sole purveyor of Gnomish Spirits in the Dominion of Man (and by default, the world).
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!YX SI UFANS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"That is not dead which can eternal lie, And with strange aeons even death may die."
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Re: The Gnomish Whisky Guild

Postby SNAFU » Sun Feb 26, 2017 1:56 pm

Raf'Chalon

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One of the oldest independent Elvish Kingdoms in the world, Raf'Chalon sits on the Old Kingdom River between Llorn and Wisdom. The Kingdom's industrious gnomish community is one of the largest concentrations of gnomes in the East. It's Magic Guild includes some of the most learned magic-users in the world. Although not a particularly religious community, many monasteries exist in an around Raf'Chalon and it is the home of several experienced orders of Monks.
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The government is a constitutional monarchy where the elected High Council hold most of the power. Law is upheld by local magistrates generally in an upright manner free of corruption. The kingdom's military consists of paladins and knights of the Royal Guard, warrior monks, and the civilian militia consisting mostly of longbowman and rangers. The magic guild is also an important element of the national defense strategy. Furthermore a division of Dominion soldiers and an additional one from the Red Brigade maintain a major fort in the Kingdom.
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The kingdom has had a continuous history since its origin from before the Elf-Dwarf war. The valley of Raf' Chalon provides excellent natural defenses; the terrain, plus magic effects make the kingdom extremely difficult to attack from the other side of the river, where the orcish hordes roam. Millennia ago the kingdom opened it's borders to gnomish refuges escaping the genocide beset upon the millions and million of their kind that made the Old Kingdom Mountains their home. This gnomish community, concentrated in the borrough called Glenmaltchbarley Hill, has much to do with the prosperity of Raf'Chalon. The gnomes are typically are extremely patriotic and diligent citizens.
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A major trade center and market, Raf'Chalon is most famous for producing gnomish whiskey, the Elvish Palfrey (a superior riding horse). The skill of the warrior monks trained there and the knowledge of their Magic Guild is considered second to none. Collectors of Old Kingdom Relics can find treasures in the shops of Raf'Chalon, and guides and outfitters hires themselves out to assist in expeditions to the nearby ruins. Specialist agriculture is another major industry in Raf'Chalon; herbs, remedies and ingredients of all kind can be found there.
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Details and Supplemental Images
  • Location: West of Wisdom on the Old Kingdom river.
  • Population: 58,900
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  • Surrounding Area: Rolling hills
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  • City Defenses: Fortified City; Local Militia, Dominion Troops and the Red Brigade all have forces in Raf'Chalon.
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  • Government: Constitutional Monarchy; and elected High Council holds most of the power.
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  • Loyalty: High; Protection, security, prosperity and personal liberty keep the people happy and loyal.
  • Alignment: Scrupulous
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  • Wealth: High; besides its own industries, the Kingdom hold numerous investments throughout the East.
  • Industry: Saltern, Fishing, Magic, Brewery, Distillery, Fletchery; Horse-breeding
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  • Magic: High; A small but very old and learned magic guild
  • Religion: Moderate-High; Several Large Monasteries in the Area
  • Pantheon: Church of Light, Light and Darkness, The Cult of Thoth is particularly popular.
  • Racial Breakdown: 40% Elves, 33% Gnomes, 25% Human, 2% other.
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  • Buildings:
      Castle, Walls, Fish Processing facility, Temples.
    1. Residential: High standard of living, large, comfortable homes are the standard
      Image
    2. Industrial: Glenmaltchbarleyhill produces fine, small batch beers and they have invented Whisky! The only producer of whisky on the planet! Large-scale Fletchery Operations; Horsebreeding (specializing in the Elvish Palfrey)
    3. Commercial: Trade in Old Kingdom Relics, Alcohol Products, Bulk Arrow Sales, Horse Trading
      Image
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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SNAFU
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Re: The Gnomish Whisky Guild

Postby SNAFU » Wed May 03, 2017 7:59 pm

Guild Rings of the Agentes in Rebus
Image
Enchanted Ring
Magic Features
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures.


Guild Capes of the Agentes in Rebus
Image
Enchanted Garment
S.D.C.: 60 (A.R. 10; clothing)
Magic Features
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Cold: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Chameleon: 20 melees; twice daily


Code: Select all
[b]Guild Rings of the Agentes in Rebus[/b]
[img]http://i.imgur.com/RDLIE2G.png[/img]
[size=85]Enchanted Ring
[u]Magic Features[/u]
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures. [/size]

[b]Guild Capes of the Agentes in Rebus[/b]
[img]http://i.imgur.com/N7aAdR8.png[/img]
[size=85]Enchanted Garment
S.D.C.: 60 (A.R. 10; clothing)
[u]Magic Features[/u]
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Cold: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Chameleon: 20 melees; twice daily[/size]
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
User avatar
SNAFU
Game Master
 
Posts: 1559
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

Re: The Guild of Merchant Adventurers

Postby Xy-Djehuti'Snafu » Sun Jun 11, 2017 4:38 pm

Manipular Deployment

Boilerplate Formation
  1. Maniple Dextri
      GM: Erva / (Location)
  2. Maniple Sinestri
      GM: Xy Djehouti'Snafu / (Location)

Two Hands or Many Formation
  1. Maniple Dextri
      GM: Erva
  2. Maniple Sinestri
      GM: Xy Djehouti'Snafu
  3. Ad Hoc Maniple 1
  4. Ad Hoc Maniple 2
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!YX SI UFANS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
"That is not dead which can eternal lie, And with strange aeons even death may die."
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Xy-Djehuti'Snafu
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Posts: 289
Joined: Sat May 23, 2015 10:06 pm
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