Tuesday Knights

Jan 2 2017

Backgroundo and Guild Law

History and Law

250 years ago an event took place in the town of Phandalin. It is referred to as “The Ascention”. A fallen old god, Shadowthrone (aka GlassStaff) took the weapon of the gods and attacked them with it killing 8 of the gods of the pantheon. Shadowthrone took 2 mantles and proceeded to ascend to godhood once again. 6 adventureres who were there opposing Shadowthrone took the other 6 mantles and ascended as well. The old gods were gone. Now only the new gods and the ascended remain. Word of this spread across Faerun and the most powerful beings rose up to oppose Shadowthrone, making for some strange alliances of former enemies. With the Terrasque still at his disposal, Shadowthrone was able to defeat all who opposed him. The New Gods and the Ascended refused to aid either side. During the final hours of the conflict the heroes managed to break Shadowthrones control of the Terrasque, but it was too late for them. The Terrasque disappeared during the fight. Now, without the likes or Elminster, Larloch the Lich, Szass Tam, Cadderly Boneduce, Gromph, Khelben “Blackstaff” Arunson, and many others, the world was plunged into chaos. Chaos seeped into the world pushing back civilization. Cities and towns became beacons of light and civilization in an otherwise chaotic dangerous world. Monsters became more abundant and brazen, those who oppose them less numerous. This led to the rise of Adventurer Guilds.

The first, and arguably most prestigious, was The Black Company. It originated in Waterdeep with the Gnome wizard Nitzal Norblikton founding it with his compatriots, the paladin Elf (Corellon Larethian) Auric Goldskin, Halfling rogue Rhybek, Dwarf cleric of Moradin Artin Baldirk, and Human Bard Darragon Silver. The Black Company took on contracts to explore areas, retrieve goods and items, slay monsters and bandits, escort caravans between towns, and so forth. This led to the rise of other guilds as competition, such as the Night Foxes, the Bound Squad, the Templar Force, the Red Ravens, and many more. At first the guilds would war and fight amongst themselves until finally, Nitzal Norblikton gathered the leaders of the guilds and proposed a truce and treaty. The treaty was agreed upon and all guilds signed onto it. From there, guilds began springing up across Faerun. All the guilds agreed to sign the treaty and abide by Guild Law. This led to Nitzals invention of the Contract Ledger. The contact Ledger is a book that resides in all guildhouses small and large. Contracts are written in the Ledger and appear in all the books simultaneously. Guilds can then accept the contract and send their adventurers to fulfil the terms of the contract. Larger Guilds often have their own Guildhouse in larger cities, but in smaller towns, there is but one shared Guildhouse for all Guilds.

Guild Law

1 – Guild property is neutral ground

2 – No Guild member shall act against any other Guild member of any Guild while on Guild property

3 – No more than 3 Guilds may accept a single contract in the Ledger

4 – Guild members may freelance so long as the contract does not appear in the Ledger

5 – Guild dues are payable monthly



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