Mercenaries' Guildhall
Some of the most unusual characters in the City of Greyhawk frequent this sturdy block building on the corner of Horseshoe Road and the Processional. Sellswords, wandering wizards, and shiftless adventurers of all types congregate here in search of profit and adventure. Folk in need of muscle and magic for hire contact the guild’s quartermaster, a gruff, white-bearded dwarf named Gelbrun Greyhalt. Occasionally these requests lead to thrilling adventures in an unexplored tomb in the Cairn Hills or into the massive undercity of cisterns, tunnels, and sewers just below Greyhawk’s streets. More often some noble needs protection at a social event, so the wisest mercenaries pick their projects carefully.
The guild’s 10 gp annual dues grant access to the hall’s interior, featuring a dozen utilitarian bunkrooms for the use of the general membership, but mercenaries planning to stay in town for a week or longer are expected to find their own accommodations. Weapons and armour are commonplace here, though the guild’s rigid code prevents any fighting within the headquarters. Those who flaunt this rule or who betray their employers are banned for life from the organization, making them ineligible for guild contracts.
The guildhall is the first place many prospective patrons go when looking to hire guards, armed messengers, security specialists, private officers, bodyguards, and more. Good short-term employment can be had with caravan owners, and longer employment is often available with minor nobles, merchants, and landowners needing more sentries for their estates and homes. Adventuring groups often look for added muscle here if planning long expeditions.
The priests of a number of warrior-based religions are members of this guild. In particular are clerics of Heironeous, Kelanen, Kord, Llerg, Mayaheine, Phaulkon, Saint Cuthbert, and Trithereon, with outlawed and secret cults of Erythnul and Hextor. Religion is not discussed openly.
Comments