Guild of Key & Lamp
Officially, the Guild is where the mercenaries of Cormyr are registered. Unofficially, it offers support over most regions in Faerun and the Sword Coast. They have offices in each major city, with their headquarters in Suzail.
Structure
The Guild is headed by the Guildmaster, who is then followed by the Guild Officers.
Each Guild Officer manages a particular office alongside a Guild Spokesman.
The ranks for Adventurers are: Initiate, Member, Veteran, Expert, Ascended (Only a group at any time)
Culture
The Guild charges individuals based either on reward, where they take a cut from any profits from the endeavor their members will participate in or with a fixed amount. The fixed amounts are quite heavy and dependant upon many factors such as the experience of the party requested, the danger involved and location.
Public Agenda
The Guild aims to organize adventures over Faerun and provide them with a steady income and ease in acquiring contracts. The steady income comes from the guild's coffer, ensuring that they have the minimum to survive even when no contracts are available.
Assets
The Guild has offices across many locations, at least in each capital for every major kingdom. The headquarters are located in Suzail with satellite offices including Waterdeep, Neverwinter, Baldur's Gate and others.
History
The Guild was created by Brandon Obarskyr. After absconding the throne of Cormyr to his sister, he married an adventurer named Talthea and register in the guild under her last name, Wenden. Talthea was serving as the leader of the Guild until her injury, which prompted Brandon to take over and implement safety insurances and guarantees.
We are the Inextinguishable Light in Darkness, We are the Key to Each Door
Founding Date
1486
Alternative Names
Adventurer's Guild
Demonym
Keylampers
Leader
Ruling Organization
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