The Guides

Guides, couriers, peacekeepers

Traversing the ever-shifting sands of The Surface is a pretty hard task. Many lost their lives, lost, never finding their destination. Even the maps aren't very useful in the long term, as sands tend to temporarily cover anything not destroyed by the corrosive sunlight. And that's where the Guides step in. For the right fee, they will safely lead one to the place they want to reach, deliver their stuff to the described place or just simply deal with the problems related to The Surface.  

In contact

The strongest weapon in the arsenal of the Guides is constantly being in contact with many of their informants, most of which are the members of various tribes living on the higher layers. Thanks to that, they always can find out where's the tribe planning to move next and which places to avoid. In fact, if one wants to be a good Guide, they need to learn how to befriend people and how to keep those friendships alive and strong.  

Keeping the peace

Once one leaves the borders of one of the transit villages, they are left on their own. Even inside those settlements, one needs to watch out to not be pickpocketed or even robbed. And again, this is where the Guides step in. Trying to not make any commotion, they try to eliminate any danger that might disturb anyone's "peaceful and safe" lives. And outside the settlements, where the only rule is the rule of nature, their combat expertise proves to be useful, both in avoiding and neutralizing any hostile targets.
Sometimes, in case of a fight between two tribes, where the voices of two Tongues of the Tribe might not be enough, the guides are sometimes asked to be judges, observers or negotiators.
Type
Military, Mercenary Group
Controlled Territories

The Guides vs Jackals

As one can expect, the Jackals, the bandits of The Surface, don't really have a good relationship with the people who tend to keep everything in order wherever they go. As such, the Guides actively try to hunt down any Jackal activity, while the Jackals try to find new ways to avoid being caught, such as constantly changing the meaning of their Jackal marks.  

Guide Posts

While not really a headquarters, every transit settlement has its Guide Posts, huts or buildings where the guides can rest between their errands, exchange their bounties or simply gossip about the newest happenings on The Surface layers. Not many Guides stay here for more than two, maybe 3 nights before leaving again.

Cover image: Call of the Tree by Revyera

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