Organisations

In the world of Randore there exists many guilds, groups, syndicates, societies, pacts, parties, and all sorts really.

## Unknown

x - a shady group who contacted the party.

## Businesses

Gold, silver and copper doesn't trade itself. Any organisation concerned mainly with the acquisition of wealth (through mostly-legal, non-adventuring means) should be listed here.

### Guilds

#### **The Merchants guild**

The Merchants guild is without doubt the largest guild operating within Randore. They are a conglomeration of hundreds of smaller guilds that have come together over the years. So much so that business related guilds can be divided by weather or not they are members of the huge group. They have incredible power and coin second only to the Bank of Randore.

##### **Subsidiaries thereof:**

The Shipwrights Guild - a group dedicated to building of ships and other water craft, as well as the training needed to do so.

Smithies Syndicate - A guild of blacksmiths, metal workers, blade and weapon smiths. After some aggressive marketing they became part of the Merchants Guild.

### Unions

The Hammer Holder - A union of crafters, smiths and the like. Based in Bacland.

## Governments

The Court of King William the Elder - The close circle and royal court of the King of (Mainland) Bacland - William the Elder.

Parliament of Greater Bacland - Those invited to the Parliament are involved in the process of the most important decisions that effect Bacland and its peoples.

## Adventurers Societies

Many groups exist that adventurers can register with. For a membership fee they get in return access to the society's information, resources and for some of the larger clubs places to stay in adventurer lodgings in major cities.

### Bacland

**Talons of Eituron** - A group of powerful and well resourced adventurers working for the Green Dragon Eituron, who lives somewhere in Frozen Heights, near the Scaled Swamp. They are a powerful group, known to reach out and try and recruit the best of the best.

### Dwarven / Northern

**Winters Scorn** - The Winters Scorn are one of the most fearsome adventuring societies. In order to join you must beat a current member in single combat. Failure may mean death. The Winters Scorn is based out of Wolfensea, and all dues must be sent there. Those who don't wish to send their payments can instead send the heads of those who haven't paid their dues. The Winters Scorn use the image of a polar bear's head crossed with a snowflake as their logo. While breaking the law is advised against, there are no rules barring criminals from being members.

**The Golden Barrels** - A large adventuring company of mainly Dwarves. The Golden Barrels have many different 'units' of 2-15 adventurers, usually with a leader that writes into the headquarters in Handforth in The North. There are Golden Barrel lodgings available in most Dwarven citadels, as well as many large towns in the north. Their insignia is a barrel filled with gold. Their recruiting process is very relaxed. As long as you're paying your dues and keeping papers up to date the only other requirement is not to break any serious laws.

## Academics

Haversums Institute - a magical and academic collage located in Eastern Downs, more or less. Has a reputation as a less than prestigious university.

The Forgers of War - The first and largest producers of Warforged in Randore. A collection of artificers, smiths, tinkers, wizards and other types. While other 'warforges' now exist, this remains the largest.

## Religions

The Church of Light - The dominant religion throughout Randore.

Dagon Devotees - a cult to a great old one god of fish and harvests. Use the symbol of a fist holding a fish.

## Criminal

The Crooked Men - By far the widest spread Criminal organisation, they originated in Daswer and have a presence nearly everywhere.

The Smugglers Guild - Found throughout Bacland and the North, It's every honest sailor's nightmare to hear that they have smugglers guild at their docks. While a lot of big money flows through the organisation no one wants to be caught illegally smuggling, the punishment if caught on land is to have two fingers cut off. However the price if you're caught at sea can be the entire hand, or death.

The Hoods - a gang of particularly well organised bandits.

The 45s - A group of predominantly Elven criminals, Named after their pointy ears.