Tales of the Intrepideurs’ Guild, Pt 2
So as I noted a little over a week ago, I am starting a Fantasy AGE campaign, specifically designed to help me have a place to try things out as the Fantasy AGE developer for Green Ronin Publishing. This will be the “Tales of the Intrepideur’s Guild,” and have as a framing device that the PCs are entry-level professional adventurers belonging to the aforementioned guild, and doing jobs it sanctions.
I explained a bit about why such a guild would exist in the imaginary game world of Fage I am creating for this campaign. Now I want to delve a bit into the guild itself.
For this article, we’ll discuss the guild’s place in the world of Fage.
The Intrepideur’s Guild is one of the major “Slate League” freelance unions (an unofficial designation that comes from only the most successful such groups able to afford slate tile roofs for all their guildhalls). It among the oldest still-active freelancer unions, third only to the Ratcatcher Society and the Right and Honorable Order of Dragonslayers, both of which are a good deal smaller and not considered Slate League institutions (though the Dragonslayers were, at one time). It is also among the most trusted (along with the Lady’s Sewing Circle and Heroic Alliance) most widespread (challenged in that regard only by the Council of Warlocks and Alchemists’ Consociation), and most successful (consistently placing in the top three best mission-clearance rates, often with the Court of Justiciars and Council of Warlocks, though it worth noting the Lady’s Sewing Circle refuses to discuss their clearance rate, or who their clients are).
Nearly every major city has a Intrepideur’s Guildhall, along with many towns, trading posts, and crossroads. Outside of emergency or disaster relief, only members of the guild in good standing can stay at a Guildhall, and they can do so extremely cheaply—though anyone staying for more than a few weeks without taking on some missions (officially called “Quests”) will get relocated to another Guildhall if members who are on quests need the room.
Because the guild will only accept and sanction quests from individuals or groups that agree to a set or rules regarding the treatment of its members, most city-states and townships have formal treaties with the it. these treaties insure that the guild will have a guildhall at a set rate or tax, that income from performing quests is not taxed, and that guild members are treated fairly and legally always have the right to demand to see an Intrepideur’s Guild representative before being taken to trial or having any criminal punishment carried out.
In many ways, the Intrepideur’s Guild is a government itself, run by a Guildroyal (currently Guildmistress Akachi), overseen by a Council of Senior Hallkeepers, and able to negotiate with the most powerful city-states on near-equal footing. Of course the Intrepideur’s Guild lacks a standing army, and city-states can gather in alliances… but since the guild also shows no sign of wanting to impose its will on anything beyond how its own people are treated, most governments consider the benefit of access to its quest-boards more than worth the cost of agreeing to its terms.
After all, sometimes you need a high-level Intrepideur.
So, how does the guild decide what Quests to take? How do you join? What’s in it for the Intrepideurs?
Well get to that stuff in time!
Want me to create more campaign setting notes? Want to see more stuff for Fantasy AGE? Want something else? Really Wild West content? generic GM advice? Would you rather see more material for 5e, Starfinder, or industry insider articles? Join my Patreon for a few bucks a month, and let me know!
Posted on October 1, 2020, in Adventure Design, Adventure Sketch, Fantasy AGE, Microsetting and tagged Fantasy AGE, Game Design, gaming, Geekery, Intrepideur's Guild, Worldbuilding. Bookmark the permalink. Leave a comment.