Seekers' Guild

The Seekers' Guild is an organization in the city of Din'Lux formed by wealthy merchant Leera Duskrider after the return of the Starless Nights. The specially-trained members of this guild are hired for a variety of tasks that require traveling beyond the city walls. They are recognized by the iconic kinfire lanterns that they carry, which protect them from the Starless Nights and a source of magical energy.

 

FOUNDING

 

When the Starless Nights returned, the city of Din'Lux was unprepared. Starvation was rampant, leadership changed, and many were lost who attempted to travel beyond the reach of the Great Lighthouse. It was claustrophobic and chaotic.

 

In this disorder emerged Leera Duskrider, a prominent and wealthy human highly respected in Din'Lux. The Scholars' Circle had developed kinfire lanterns, a tool that provided an individual protection from the Darkness. But it was unclear who should be allowed to wield these expensive and difficult-to produce items. Leera saw an opportunity...a way to utilize these lanterns to their fullest potential.

 

With a desire to help the city (and to make a little bit of coin), she founded the Seekers' Guild. Armed with kinfire lanterns, these specially-trained adventurers would be able to travel out into the wilds beyond the city to gather resources, protect travelers, and attend to nearby villages–all at a price, of course. Her close relationship with Hierophant Selen and councilor Elias Talltide allowed her the resources she needed to recruit, train, and arm the first crew of Seekers and send them out on the very first expedition beyond the city (see The First Expedition).

 

The first few expeditions put on by the Seekers' Guild weren't regarded as successful, giving the guild a less-than-stellar reputation. It took many years for Leera to finally create the guild she imagined–with multiple crews of Seekers who were really able to make a difference for the people of Din'Lux. Only recently have residents of the city begun to truly respect the Seekers and their contributions and sacrifices.

   

OPERATIONS

 

As guildmaster, Leera Duskrider runs the day-to-day operations of the guild along with a team of trainers, scouts, cooks, a weapons master, housekeepers, and even outside consultants. Some would say Leera runs a tight ship, but although she asks great things of her Seekers, she allows them a good deal of independence. As long as they behave in a way that reflects positively on the guild, they are given the leeway to handle any situations they face outside the city walls however they see fit.

 

From time-to-time, the Seekers' guild has faced criticism and claims of unnecessary violence, but the guildmaster never has never responded to these accusations, nor has she made any moves to change guidelines within the guild.

   

GUILD CLIENTS

 

The City Council of Din'Lux - Seekers have been assigned a variety of tasks by the council, including research missions to discover the effects of the Starless Nights and commissions to acquire rare materials and artifacts. They are also often sent out to battle dangerous creatures and other foes in order to protect the city and its residents.

 

The Temple of Ziva - The Hierophant has employed the Seekers to gather information on plots against the church or the city itself, investigate and reclaim stolen kinfire vessels or Temple artifacts, and travel beyond the city walls to important religious sites.

 

Wealthy Merchants and Travelers - Merchants who are able to afford the fees hire the Seekers' Guild for security while traveling beyond the walls, but also to recover valuable goods, resources, and artifacts left behind by the Starless Nights.

   

MEMBERS OF THE GUILD

 

The Guild attracts people of all sorts: adventurous souls, rebels, misfits looking for a place to belong, idealists wishing to make the new world a better place, as well as desperados with nothing to lose. Each team is assembled by the guildmaster herself based on skills and experience.

 

Those who wish to join the Seekers' Guild must apply and pass both a physical exam and personal interview. Though the guildmaster isn't overly particular about members' individual pasts, she seeks a high level of loyalty and dedication in her recruits.

 

Newer guild members are often given the less desirable tasks and are not typically granted a kinfire lantern until they are able to prove themselves. Occasionally recruits are sent out with more experienced crews of Seekers in order to get their feet wet, but often this just means lugging heavy gear and cooking lunch. Most often, young Seekers are assigned tasks within the city walls that don't require lanterns. Many of these are jobs that the overworked City Guard aren't able to deal with.

 

Despite the loyalty and camaraderie encouraged within the guild, there have been more than one account of a Seeker going rogue and escaping with a kinfire lantern. These situations have been handled by the guildmaster with expediency and severity and it is the guild's stance that every stolen lantern has been recovered. It is, however, rumored that one rogue Seeker managed to escape with one not long after the guild was founded.

   

SEEKER CREWS

 

Each Seeker crew is made up of four to six members, with some crews being assigned to specialized assignments, while others serve a more generalized role. It is rumored that secret teams of Seekers exist who work off-the-books and fulfill some of the less savory requirements of the guildmaster.

 

Seeker crews generally have a good rapport with one another, though a spirit of competition occasionally leads to rivalries within the guild. Typically, the guildmaster allows these rivalries to play out, believing that friendly competition leads to the betterment of the guild.

 

A Scholar makes weekly visits to the Seekers' Guildhouse in order to tend to any lanterns that need maintenance or repairs. Otherwise, the Seekers are expected to protect and take care of their own lanterns.

 

The most famous Seekers crew to ever walk the halls of the guildhouse is Crew 44, also known as the Bronze Needles, whose portraits now hang in the Dining Hall. This group is credited with the most successful missions of any crew in the guild's history. It is even said that they saved the entire city on multiple occasions during their six-year tenure.

 

A few years ago, the crew was sent out to investigate a mysterious well said to be haunted by the spirit of a mad scientist. Their screams could be heard by villagers in a nearby town until they were suddenly silenced. The Bronze Needles were never seen again, but the legends of their exploits are told to every new Seeker who enters the guild and songs honoring their sacrifice are sung in taverns throughout the city.

 

If a Seeker meets their unfortunate end while on assignment, their name is added to a plaque located near the exit of the guildhouse. This serves a reminder to all as they leave to take care, for it's possible that they may not return. Fallen Seekers are honored every year on the anniversary of the guild's founding. At dusk, fellow Seekers gather with their lanterns atop the city wall and watch in silence as the sun sets, remembering those who have fallen for the sake of Din'Lux.

 

See also Seekers Crew 91 and the First Expedition.

 

THE GUILDHOUSE

 

The Seekers' Guildhouse stands in the district known as Seeker's Rest in the Stumps. The guild flag is flown night and day atop the peaked roof and a guard can often be found at the door.

 

On the first level of the guildhouse is a large dining hall, where ale and basic meals are served to Seekers and their guests. The weapons master, a baby-faced elf named Dauly, keeps a workshop in the back where swords and other items can be sharpened or repaired. Upstairs are a few rooms where guild members may spend the night on rare occasions when the guildmaster grants special permission. The guildmaster also has quarters as well as an office on the second floor.

Next door to the guildhouse is the The Library of Light, where more ambitious Seekers can be found studying maps and bestiaries before setting out on assignment. A private room of the library is reserved especially for the guild and houses the Seekers' Guild's collection of texts and maps.


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