Freeswords' Guild
Freeswords Guild
When some people think of the Freeswords Guild, they think of people willing to do the impossible, to spring into adventure and become heroes. When others think of the Freeswords Guild, they think of a place where you can take a job you need and people looking for work will get it done. Both opinions are correct.
The Freeswords Guild started from a single wooden board. Originally run by the mayor of the town it started in, people would post jobs on the board on sheets of paper, and those things would get done. Across from the board, an enterprising young raccoon set up his business. He was a scribe. Someone who could write up documents for those who could not write for themselves. Simple ones, like those for the board, were written cheaply. The first dispute came. A farmer needed a particularly murderous plains jarl removed from a den near his farm, but proceeded to deny he posted the paper in the first place. So, for another small fee, the scribe would put his mark on the paper to prove the task was legitimate.
In a short time, the board was put immediately in front of George Freepen's shop. People began to ask him for advice. People came to him to settle claims. The price of the board increased, the size of the board increased, and the scope of the board increased. The mayor put up rewards for things the local militia could not handle without going too far. Freepen's Swords would have to handle it.
Freepen was no fool. He was doing a great business. So he trained an apprentice, and left for a larger city. He set up a shop, bought a wooden board, and repeated the process. The Freepen family continues to run the main guild, with other guildmasters running them in other cities, spanning entirely across the continent. Each major city has its own guildmaster which runs an offshoot in each local settlement.
The Freepens' crest is a coin, a coin that represents the Freeswords Guild. On one side is a sword, representing danger, heroism, and battle. On the other is a pen and hammer, representing labor and necessary tasks. And depending on your upbringing, one side of the coin may appeal more than the other. Those in Mange Square who can hardly afford to put tasks to the Freeswords' Guild tend to see the Freeswords' Guild as a way of breaking through. If you find a job that pays well and you are lucky enough to survive the dangers it requires, you might push out of Mange Square. Or you might be the one to hear the rumor of something legendary among the Freeswords' Inn and become a legend yourself.
Those who are higher up on the social status, and perhaps not young and hot-blooded, see the Freeswords' Guild as a valuable source of labor. Sometimes, you need something to be done that a certified carpenter will charge quite a bit for, a mending on the roof. But as a cloth merchant, your limbs are lame and you cannot do the task yourself. An odd job at the Freeswords' Guild will see the job done for a modest charge.
All jobs are litigated by the Freeswords Guild. Dangerous jobs are marked as such, and notified of their believed risk of life. No insurance is given against a taker's loss of life. The Guild arbitrates all disputes of wages and details. The Sweetwater Militia will often post jobs too out of the way or risky for them to do themselves for would-be adventurers to handle.