Need a name for an adventurer's guild


Homebrew and House Rules


I'm designing an area in my hombrew theat is going to have a land-spanning adventurer's guild. Disparate groups of adventurers come to a HQ in the capital of the land. There they receive missions from officials. Yes it sounds a lot like the Pathfinder Society but I am not using factions as everyone is from the same region called Rukenvall. Also the model of this is sort of like old norse or germanic traditions.

So in ancient Rukenvall there were numerous "barbarian kingdoms" or chieftainships. Each chief or Jarl had a hall and besides the chief each hall boasted a number of champions. These heroes were used by the Jarls to do great deeds of daring like hunting down dragons or slaying giants. These champions were also used as spies, diplomats and generals afield.

The adventurer's guild then models that. In the capitol city of Halvenstadt there will be a hall, kind of like this image of the hall of the Rohan lord from the LOTR. PCs and other adventurers come to the hall, get missions like running down criminals, fighting epic threats or negotiating dangerous accords and can get cool swag and money for their efforts.

Sovereign Court

Sometime a simple name just works...the adventurer's guild is as valid as the White ravens or other long and complicated names.


The Epic League? Hearkening back to how the champions of old are the subject of bards tales in the land and such. Agents would be known as Epics. They meet at the Jarlshall in Halvenstadt and their deeds are handed to them by officers known as Skalds. Maybe this is too much like super heroes?


Adventure Path Charter Subscriber

Helden Liga


Mark Hoover wrote:
The Epic League? Hearkening back to how the champions of old are the subject of bards tales in the land and such. Agents would be known as Epics. They meet at the Jarlshall in Halvenstadt and their deeds are handed to them by officers known as Skalds. Maybe this is too much like super heroes?

High level pathfinder naturally becomes super heroes at high levels. The Epic League is generic but would work. My suggestion is the Order of the Frost Brand or the Order of Orized.

Is there one monolithically allied adventure guild, or is there a splinter cell/secret cabal inside planning their own schemes?

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Murderhobo Shelter.

Kidding aside, what image are they trying to project? Do they have low level field agents so no job is too small, or are they all established elites?


Since you're going with a Norse theme how about something like the "Noble Savages" or the "Vi Kings"?

From wiki:

Quote:
The Slavs and the Byzantines also called them Varangians (ON: Væringjar, meaning "sworn men" from var- "pledge, faith," related to Old English wær "agreement, treaty, promise," Old High German wara "faithfulness"[18]). Scandinavian bodyguards of the Byzantine emperors were known as the Varangian Guard.

How about the "Sworn Men" or the "Warriors of the Pledge" or "The Faithful" or the "Varangian Guard"?

I love naming stuff.


Brother Fen wrote:

Since you're going with a Norse theme how about something like the "Noble Savages" or the "Vi Kings"?

From wiki:

Quote:
The Slavs and the Byzantines also called them Varangians (ON: Væringjar, meaning "sworn men" from var- "pledge, faith," related to Old English wær "agreement, treaty, promise," Old High German wara "faithfulness"[18]). Scandinavian bodyguards of the Byzantine emperors were known as the Varangian Guard.

How about the "Sworn Men" or the "Warriors of the Pledge" or "The Faithful" or the "Varangian Guard"?

I love naming stuff.

I second this suggestion.


This organization would be small, regional. The agents are mostly contractors and the guild itstelf is little more than a clearing house for jobs that need doing but fall outside the standard jurisdiction of sheriffs or militia.

I like the sworn men idea. I also favor 2 word naming conventions. What would you think of the Oathsworn or perhaps the Oathbound?

Basically the only thing binding each guild member together is an oath to the organization. Members pledge not to knowingly endanger one another, follow due course when they feel other members are in the wrong and to basically uphold the welfare of the general public in the course of their duties for the guild.

Other than that though, members are free to come and go as they please. This is one big thing I want to have in the campaign: the idea that the players don't have to go to the guild for EVERY adventure. This lets them off the hook to follow up their own plot hooks and such, but also gives me the chance to to use the guild as a vehicle when the action stalls.


Take a page from Skyrim and combine it with something. Sort of like the Oathbound Companions.


Right now I'm leaning toward the Oathbound League.


How does "Quest Taker's" sound?


Heimdal's hands

The unchosen (as in not yet chosen for death by valkries)

Brotherhood of the meadhorn

the Valhalla bound..lol


Rune bearers (each has to take a matching runic tattoo to show allegiance, can be changed in a painful ceremony..hey its very viking) :)


Could just go with "Oathtakers"


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Pathfinders find paths of adventure. The Oathbound League form oaths. These "oaths" are the contracts of their service. When someone posts a job with the Oathbound they know it'll get done. Now the League can refuse jobs, and they do. "Go kill Asmodeus" is a job they generally dismiss. But when they DO in fact take the contract and post it in the Jarlshall (common room) or call in specific agents for the work, rest assured the League will see it through to the end.

Unlike the Pathfinders though, the Oathbound League is strictly found in Rukenvall. There are not Jarlshalls all through Karnoss (my homebrew). The League then has to abide by the laws of the Rukenvall. They hold charter for their organization with the Von Ruken Court; all members must have their letters patent showing them to be free citizens in good standing. This means that members of the Oathbound are not debtors, wanted criminals or fugitives... yet.

In the course of their duties the methods of the Oathbound League are often called into question by sheriffs, bailiffs and other local officials. Churches, particularly those of Abadar, Asmodeus and Iomedae often clash with the League. The executive leadership of the guild however, the Jarls as they are called, have reached understanding with the Von Ruken Court and even mingle with the viscount herself on occasion. As such the Oathbound are rarely prosecuted for their crimes.

Rarely however does not mean never. There have been occasions when Oathbound agents have egregiously flaunted and violated the laws of The Rukenvall. Murder and other violent or capital crimes outside the absolute necessity of resolving a contract are vigorously discouraged and actively denounced by the League. Several agents over the last century since the group's inception have been imprisoned or executed for their crimes.

Generally though agents of the Oathbound are trusted to do the job and do it well with minimal loss to life, limb or property. They are by their very nature dangerous and prone to vices, obscenity and numerous sins both petty and extreme. Not every agent lives through their contracts; not every agent remains active once a contract is fulfilled. Oathbound agents may resign their active service to the League at any time or resume it at will.

Every agent though undertakes the Oath. They pledge to respect one another; to respect the contract; respect the Jarls. No agent will actively undermine, harm, curse or otherwise impede another known agent or active member of the League in the course of their duties. Further they pledge that any contract undertaken will be seen to its end. Finally there is a pledge of aid, regardless of status, among agents. Once invoked it must be respected though the giver may choose its form. If the aid requested incurs a debt it must be repaid.

This is no secret society. The League was born of the Wilding when the hags and fey and other creatures of the primeval world cloaked themselves in mortal flesh and tormented the land. It was born in the midst of the Third Crusade, otherwise known as the Hexbane Inquisition. The inquisitors roamed the land seeking the evil hidden among mortalkind purging the blasphemies of knowledge, arcane magic and witchcraft from the Rukenvall with fire and righteousness.

Still through all of this the Oathbound League rose. They operated in the open and made no apologies for the agents they employed. When the Hexbane came to Jarlshall and demanded that the wizards, witches and libraries it contained be put to the torch a keg of sour ale dumped from the balcony was their reply. When the hag Nagruvygh made the mistake of infiltrating the League to form a coven and corrupt them from within she was slain, dismembered and made into a stew delivered to the doorstep of the Castle Brunnh and the Nightshade Coven who ruled the fane.

Many different agents join the League for many different reasons. Some seek gold or glory; others resources to resolve some personal wrong. Others still may seek to quietly gain converts for their otherworldly patrons. Not every agent of the League is primarily a field agent; administrators, sages and crafters all have a place within the ranks from time to time. But all who undertake the Oath honor it and all are changed by it.

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