Ad Hoc Adventurers Recruitment and Resettlement Guild


"A new start for anyone, anytime, in the arms of adventure"
  The Ad Hoc Adventurers Recruitment and Resettlement Guild, almost always referred to as AHARRG (Ah-H-ar-rg) for sake of ease, is a well-respected organization headquartered in the City of Wrath in central Ostelliach. Founded in 145 AB and maintaining a strong presence ever since, AHARRG dedicates itself to empowering adventurer parties through education, connection, and a consistent ethics code.   A nonprofit with a wide network of connections, AHARRG is sponsored by donations through settlement governments, private individuals, creation guilds, and generally anyone who benefits from a safe, well-trained body of adventurers to contract for their needs.  
Fun fact: There have been repeated attempts to relocate the guild's headquarters to the City of Mercy, as the city's richer and more powerful residents claim visiting the City of Wrath is "dangerous" and "dirty" and they would like it to be more convenient to place contracts. The organization's founder, Hiram Exenthia, however, deliberately made the location accessible to people without the means to travel into the more affluent city and staunchly opposed any attempts by the aristocracy to malign the City of Wrath in relation to his establishment. In particular, Hiram objected to making the guild something only the wealthy could access, as people of the City of Wrath were just as likely (or more so) to need his organization's assistance.   "The goal," he was said to have told wealthy merchants at the time, "is to create a safe place for people to ask for help. Your city is not safe for everyone, whereas our city is perfectly safe as long as you treat us like people. If you can't do that, I want no gold from you."   The lack of any other adventuring guild of reliable talent and trustworthy status has allowed AHARRG to keep its location in the "lower" city, forcing nobles and wealthy folk to make the trek out of their comfort zone if they were going to ask for help. Hiram's gamble that they needed him more than he needed them continues to pay off to this day.

Structure

AHAARG is primarily a flat heirarchy, with people dedicating themselves to one of the main aims of the organization. However, there are a few people known for their influence and respected impact on the guild:
 
  • Dortlitt, quartermaster and equipment acquisitions

Culture

AHARRG formed from a need to standardize and provide support for adventurers, but also because there was a need for a guidebook, a way to behave...and a visible front for managing this, so that people understood adventurers were not lawless vigilantes or thugs and that clients should behave themselves--but also expect to be treated a certain way.   As such, AHARRG has little tolerance for people who gleefully cause harm (theft, assault, murder, ecological damage, dishonesty, and on and on). They emphatically refuse to take on murder-for-hire contracts and excommunicate those who abuse others in their name.   (There's a rumor, even, that AHARRG works with a shadowy underground group that does take murder contracts, using them to take out rogue adventurers that need to be stopped, but such things will always be rumors, right? People love imagining a dark side to people in the light.)   Their culture is largely one based on helping others and often involved in acts of charity; when natural disasters occur, AHAARG is usually one of the first on hand providing helping hands to assess, control, and address the damage.

Public Agenda

AHARRG has 5 main aims:  
  • Education, providing adventurers new and old with updated information about everything from combat and medicine to the most-up-to-date breakdowns of what is most dangerous where in Ostelliach
  • Contracting, the bread and butter of an adventurer-for-hire's career, taking in requests for various missions including retrieval, rescue, reconnaissance, escorting, guarding, sleuthing, and reclamation. The one thing the guild does not take contracts for is hired killing of sentient creatures; monsters and beasts are another story and up for discussion at the time the contract is introduced.
  • Loadout, connecting adventuring parties with the resources they need to do their job safely. This includes goods and services, from finding someone to help repair a magical sword to a smith trained in mithril to a healer with a particular recipe.
  • Teaming, the connecting of adventurers to their new party or contact. This may include brand new adventurers hoping to start their journey or, more often than not, resettling people who no longer have an adventuring party (whether from disagreements over loot or misfortune and death).
  • Support, which here means psychological and mental health as well as ethics training. AHARRG has counselors that can assist an adventurer through a traumatic life change, the death of a loved one, or the fallout of a mission gone wrong. In addition, they provide resources and guides for adventurers and contractors alike to maintain healthy, moral relationships (including proper pay scales, negotiating fairly, knowing when to walk away, and deescalating conflict before it turns to violence).
Founding Date
145 AB
Type
Activist, Charity
Alternative Names
AHARRG
Demonym
Adventurers
Founders
Controlled Territories
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