Force Grey and the Gray Hands
The Grey Hand started as the Grey Hand Mercenary Company, they travelled Faerun helping those who could afford it. After failing to help the people of Chesenta end a bitter civil war the group founded a base in Turmish, and claimed Brightstone Keep as their headquarters.
The mercenary company showed that gold and fame was not their only motivation as they fought to uproot a cell of the Cult of the Dragon for the greater good, it was similar ethics that brought them to Waterdeep and to befriend the “Heroes of Baldurs Gate”.
Together they decided to disband the mercenary company and form a new organisation known as Guild of the Grey Hand, keeping the Grey Hand name as a symbol of their neutrality. They also invited some worthy adventures they had met through their travels to join the group, this brought their number around 18 members which rotated in and out of their two bases, Brightstone Keep and the Red Garnet.
Beliefs:
The Guild was founded on ideas of fairness and freedoms for citizens of Faerun, their combined efforts against the Cult of the Dragon and the Zhentarim showcase their ideas and ethics. The guild’s goals are to continue with mercenary work and to work against the forces of evil and oppression where practical. Their strong ties to Waterdeep and the Harpers help the guild gain work all across the realms.
Structure
The Guild Members are not employees, they choose to work, live, eat, win, lose and possibly die together. When not out on missions/quests/adventuring everyone works together and has a role suited to their particular talents.
New members start as a recruit and after training and working together it quickly becomes obvious if the guild would want them as a member or not. There is no formal process for membership. No member is concidered above or bellow another.
Role
2x Guild Master – The manager of the guild, handles some business and requests/leads for the adventures, Guilds representative. (Ovif, Everett)
Member – Adventure and a full member of the Grey Hand, gains ring, helps with training and recruitment, has a self-chosen role in the guild
.
Recruit – New members, yet to become full members, trains and studies as well as joins on missions/quests.
Possible roles
• Master at arms
• Quartermaster
• Shipmaster
• Lore master/Book Master
• Alchemist
• Smith
• Bowyer/FletcherDisciplines
• Mine foremen
• Healer
• Stable/animal healer
• Innkeeper
These are just ideas, each member decides their own role, think “how can this character best serve the guild when not adventuring”. Whilst not a rule its not uncommon for a recruit to have someone they particularly identify with and would work together in that role.
Public Agenda
The guild’s goals are to continue with mercenary work and to work against the forces of evil and oppression where practical. Their strong ties to Waterdeep and the Harpers help the guild gain work all across the realms.
Type
Political, Faction / Party
Leader
Location
Controlled Territories
Notable Members
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