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