The solution was staring me in the face and I missed it until just this morning. While I still do need to set up a network for our thieves to get into adventuring parties, I could make things so much more streamlined by creating a place for adventurer’s to gather in the first place. What we need is an adventurer’s guild. I don’t believe I’ve ever heard of such a thing existing, but it makes a lot of sense.
Especially in a town such as Olympia which is a hub for trade and news, having a place for adventurering parties to gather, train, and find jobs, while also giving us an unofficial but hopefully effective irregular fighting force should the need arise. This will also help me keep tabs on notable warriors and magic users around Dunbar, which is always valuable information for me.
And with a hub for the adventurers, we have an easy way to network our Rogues into appropriate parties.
Now for the complications.
First, we’re going to need a relatively large building to house this proposed guild. This means repurposing a warehouse, or building something from scratch in New Town. This building will need sleeping space for individuals and parties, a common room, likely some form of food and drink, secure meeting rooms for contract discussions, a bounty wall for job postings, bath house…
Can contract out with Mondar’s people to run the stables, they’ve a solid reputation and should also be perfectly capable of handling themselves.
Food and drink will be more difficult. I do not want to compete with Russet or Sarah after all. Hm, perhaps we can stick with cheap and simple fair for the adventurer’s on budgets, while those who want something less plain and can afford it can spend their coin elsewhere. Small beer, meat porridge, bread, cheese, that sort of thing.
Next is security for the town. If we’re inviting in adventurers, that’s bringing in a variety of warriors and wanderers, who WILL get drunk and rowdy. To maintain the necessary reputation for this to work long term, we will need to contain this somewhat. Having rowdy heroes coming in and pissing off the locals will NOT be conducive. We need this place to be a home they want to protect, not a bar on the road for them to get wasted and impregnate half the landscape. I don’t have any ideas on this currently, but I need to get with Hansen and Rolph to discuss this plan anyway. …And Brian. And the Magistrate.
Let’s see, what will membership to the Adventurer’s Guild entail? A base of operations from which to operate with easy access to food, talented blacksmiths, magic shops, and information regarding jobs. For a fee, your party will get a room with a lock, access to the bounty board, cheap but decent food, and… I’m drawing a blank.
I also don’t particularly want to be the head of two guilds. I don’t REALLY want to be the head of the thieve’s guild as it is, I want to retire. I’m just too paranoid right now to entirely let go of the reigns, even with Jaffa taking care of most of the guild master position currently. Point is, I want to find someone ELSE to run the adventurer’s guild. I had the fun thought of seeing if Brian’s brother, the hero of the Empire himself Dar would be interested in taking that position. After all, he’s by far one of the most experienced adventurer’s on Oerth, his name would add quite a bit of legitimacy to what I’m trying to do here. I seriously doubt that man’s available or willing however, ha! Have the duke run an adventuer’s guild?
Maybe I can trick Hansen into it… No. Bah. I’ll find someone I can trust who isn’t already in an advantageous position for me and the guild.
I can’t think of anything else right now, I’m bloody tired.
Oh, and it should without saying but we’ll be staffing from within our ranks, putting our cross trained members who are interested to work.