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<blockquote data-quote="crazy_monkey1956" data-source="post: 4581753" data-attributes="member: 49514"><p><strong>Setting Information: The Adventurer's Guild Compound</strong></p><p></p><p>The compound is located in the merchant district of the capital city and is surrounded by a stone and iron fence. Just inside the main gate is a small administrative building where new members go to sign up and where missions are available.</p><p></p><p>Beyond that first building is the tavern, where a Guild member can go for drinks, meals, and socializing. There are no servers as the central table magically creates whatever food a person could want. There is a bar, however, with a secondary gate behind the tavern where wines, meads, ales and other drinks are delivered.</p><p></p><p>Near the tavern is a barracks and infirmary where Guild members can bunk for the night for free. The accomodations amount to a cot and a lockable foot locker. The building also serves as a place for Guild members to recover from injuries and ailments acquired on missions. A Guild member cleric of the Healing Light is usually on hand to tend to the injured.</p><p></p><p>At the back of the compound are a series of inter-connected buildings that house a library (scrolls and books on a variety of topics are available, though the Guild requires that they not be removed from the premises as many of them are rare or unique), a supply store (carrying non-magical equipment), a smithy/weapon and armor shop (carrying non-magical weapons and armor, as well as taking comissions) and a magical consultant's office (a contact point to sell and purchase magical gear with comissions available; the consultant usually has anything under 3000 gp value on hand and can order or comission most anything else, more powerful items can take a considerable amount of time before they are available).</p><p></p><p>The guild contracts out live goods (horses, donkeys, guard dogs, etc) to one of the merchant guilds. Though many clerics are Guild members, the guild does not conduct any religious services within the compound.</p><p></p><p><strong>The Red Axe Tribe</strong></p><p></p><p>The following information is available in the Guild library...</p><p></p><p><em>The Red Axe tribe is one of the more militant and aggressive of the Drukkari tribes, claiming an area northeast of Turen as their hunting ground. They often come into conflict with the White Spear and Gold Bow tribes, though they set aside these differences to deal with orcish incursions. The Red Axe tribe suffers from unstable leadership as the position of chief is challenged for almost yearly. The tribe's shaman is a traditionalist, following the teachings of the Dread Shaman and the Drukkari Prophecies with a particular zeal that makes the tribe distrustful of outsiders.</em></p></blockquote><p></p>
[QUOTE="crazy_monkey1956, post: 4581753, member: 49514"] [B]Setting Information: The Adventurer's Guild Compound[/B] The compound is located in the merchant district of the capital city and is surrounded by a stone and iron fence. Just inside the main gate is a small administrative building where new members go to sign up and where missions are available. Beyond that first building is the tavern, where a Guild member can go for drinks, meals, and socializing. There are no servers as the central table magically creates whatever food a person could want. There is a bar, however, with a secondary gate behind the tavern where wines, meads, ales and other drinks are delivered. Near the tavern is a barracks and infirmary where Guild members can bunk for the night for free. The accomodations amount to a cot and a lockable foot locker. The building also serves as a place for Guild members to recover from injuries and ailments acquired on missions. A Guild member cleric of the Healing Light is usually on hand to tend to the injured. At the back of the compound are a series of inter-connected buildings that house a library (scrolls and books on a variety of topics are available, though the Guild requires that they not be removed from the premises as many of them are rare or unique), a supply store (carrying non-magical equipment), a smithy/weapon and armor shop (carrying non-magical weapons and armor, as well as taking comissions) and a magical consultant's office (a contact point to sell and purchase magical gear with comissions available; the consultant usually has anything under 3000 gp value on hand and can order or comission most anything else, more powerful items can take a considerable amount of time before they are available). The guild contracts out live goods (horses, donkeys, guard dogs, etc) to one of the merchant guilds. Though many clerics are Guild members, the guild does not conduct any religious services within the compound. [B]The Red Axe Tribe[/B] The following information is available in the Guild library... [I]The Red Axe tribe is one of the more militant and aggressive of the Drukkari tribes, claiming an area northeast of Turen as their hunting ground. They often come into conflict with the White Spear and Gold Bow tribes, though they set aside these differences to deal with orcish incursions. The Red Axe tribe suffers from unstable leadership as the position of chief is challenged for almost yearly. The tribe's shaman is a traditionalist, following the teachings of the Dread Shaman and the Drukkari Prophecies with a particular zeal that makes the tribe distrustful of outsiders.[/I] [/QUOTE]
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