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02 - Iron Kingdoms W.. - Captain Spud Is Amazing

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108.1.141.197<br />

staff of gunsmiths and mechaniks, Clockwerk Arms<br />

has greatly expanded the market for multiple-shot<br />

firearms with their unique and ingenious clockwork<br />

mechanisms. As a leading designer of novel firearms,<br />

Clockwerk Arms is one of the key recipients of<br />

Cygnaran military contracts and has become more<br />

and more industrious of late.<br />

Corvis Caravaner’s Guild<br />

Free trading has long been a way of life for<br />

thousands of western Immoren’s citizens. However, a<br />

life of constant risk, travel, and haggling can take its<br />

toll on even the most cunning free merchant. The<br />

Corvis Caravaner’s Guild was founded to alleviate<br />

these stresses for traders by acting as a mediator in<br />

trade contracts and route disputes and by hiring<br />

mercenaries to guard and protect trade caravans.<br />

Founded in Corvis in 595 AR, the year after Vinter<br />

the Elder fled into exile, the guild has grown swiftly<br />

from a few dozen members to nearly three hundred<br />

merchants and has prospered greatly from both<br />

river trade and by shipping goods inland to areas<br />

inaccessible by water. In this short time, the guild has<br />

become a prominent employer in Corvis. Its goods<br />

fill markets and warehouses throughout the city, and<br />

its banners are a welcome site to adventurers and<br />

mercenaries looking for some extra coin.<br />

Despite its relative youth, the Caravaner’s Guild<br />

is highly regarded both socially and professionally.<br />

The organization enjoys a healthy relationship with<br />

the Church of Morrow and the Corvis City Watch<br />

and is recognized by both as a reliable and legitimate<br />

organization. It has built strong ties with the Corvis<br />

Merchant’s Guild, which has turned it into the<br />

preeminent handler of merchant transport contracts<br />

into and out of Corvis.<br />

The guild’s work reaches far beyond the confines of<br />

Midlund. Before Khador invaded Llael, guild caravans<br />

frequently traveled the Great Northern Tradeway to<br />

Merywyn, sometimes further north to Leryn, and on<br />

Jewel of Immoren, most bountiful purse of the world, Cygnar—my home. I love Cygnar just<br />

for the sheer abundance of goods, the locations of several major trade cities, and the wealth<br />

that abounds within those cities. But you’ll be hard pressed to find a constant price on wheat.<br />

While the trade structure of Cygnar keeps things on an even keel amongst most of its cities,<br />

you’ll also find that merchants travel well-armed in Cygnar, despite the fact that it’s one of<br />

the most civilized nations. With civility comes treachery, and gobber bandits, trollkin bandits,<br />

junkers, even campaigning troops of soldiers… all types of unsavory folk can make life hell for<br />

an unprepared merchant caravan.<br />

—Gunner Wadock, Cygnaran tradesman<br />

occasion, as far as the dwarven city of Ghord. The King’s<br />

Highway and lesser trails are now more frequented by<br />

the Caravaner’s Guild, and their dusty wagons travel<br />

west into parts of lower Ord by way of the Bramblerut<br />

Road. Members are able to hire guild-approved guards<br />

for these long journeys as well as receive preferential<br />

discounts at particular toll stations.<br />

Membership within the guild requires a one-time<br />

membership fee, yearly dues, and a sworn oath to<br />

the guild. In return, members receive a symbol of<br />

the Caravaner’s Guild which bypasses fees levied by<br />

the Trade Boards in Cygnar and Ord (and previously<br />

Llael), an initial guild contract, and a choice of<br />

possible routes. The guild’s symbol is a medallion<br />

engraved with a balanced set of scales on one side<br />

and a representation of Ascendant Shevann on the<br />

other. Members bid for trade routes through the<br />

guild and hire guards with the guild’s approval. The<br />

guild also requires that member candidates present<br />

proof that they own a caravan wagon, are skilled and<br />

knowledgeable travelers, and possess knowledge of<br />

pricing and trading standards.<br />

Guild routes frequently cross hostile or dangerous<br />

territory, so it is little wonder that many adventurers cut<br />

their teeth as guards for the guild. Caravans traveling<br />

World Guide 71

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