The
Evil Slayers'
Guild
Appearance: Here
and there as individual members.
Number of Members:
Unknown, they don't even really know
Nature of Members: People
determined to fight evil throughout the land in a totally clueless
fashion. Members of the Guild are marked by a fondness for drink, a
willingness to tell anyone their business and an ignorance of the
real world that is stunning.
Organization: Guild
(barely)
Game Role: Amusement and trouble.
World
Role: A bunch of people aware of the truth and not needing
the
facts.
Relative Influence: Minor at best.
Public or
Secret?: Public, but relativity unknown.
Publicly Stated
Goal: SLAY EVIL!!! Just ask them, they'll tell you.
Relative
Wealth: Minor. Guilds usually meet in the back of taverns
and the
like.
Group advantages: Those that survive are
tough as
nails.
Special Abilities: By class mostly. Being a
guild
member does not confer any abilities.
Group disadvantages: Clue
resistant. They hold meetings to help each other resist
clues.
Special disadvantages: Low Wisdom scores,
really.
Those who favor them: Unscrupulous people that
figure to aim them at opponents.
Those opposed to them:
Creatures stuck on the Evil List.
Area of Operation:
Throughout the land.
Headquarters Location: The Grand
Hall of the Guild in Delta. (Or insert your location here) paid for
by a member that actually managed to knock off a dragon.
Public
Face: We want to SLAY EVIL!
Notable Members: Bodark
the Mighty founder of the Guild. He and is brave companions
drove
the monsters out of the Delta lands and made them safe for real
people.
Putard the Slayer: Killed a dragon and took
the
hoard! He built the Grand Hall in Delta and bought many
rounds.
History of the Organization: In the mists of
time a
group of well meaning types got together for the purpose of cleaning
the land of monsters. In due time, and with much blood, they managed
this. However, once the land is cleaned, what do monster cleaner
outers do? They formed a guild and decided to clean out other lands.
Needing some direction the Guild proceeded to compile a list of
those creatures deemed as "evil" and as fair game for the
Guild. Populated in the main by uneducated sword jocks the list
boiled down to "things we don't like" truly evil or not.
The list is maintained by the Guild. It is eagerly added to and
seldom pruned. It has only the vaguest and most formal relationship
with reality. As the atmosphere of the Guild will all but physically
drive anyone with any real knowledge away, this "truth" of
the List is self perpetuating.
Meetings of the Guild have a
vague nod to business, (They are usually broke) a telling of tall
tales (usually) of Evil slain, and general bucking each other up and
discussion the list over enough alcohol to drown a giant. It's rather
a queer reverse of an AA meeting where the abusers encourage each
other in their abuse, the rightness of their point of view and the
correctness of their "knowledge".
Most PCs will never
encounter a Guild meeting, but may encounter Guild members attempting
to join their adventuring party to "SLAY EVIL!" They might
attempt to recruit the PCs into the Guild. Wisdom loss from agreeing
to this would be up to the GM.
This
is a work of fiction. All characters, places, and situations are
fictional. Any resemblance to persons, places, or situations living or
dead is coincidental.
©
Garry Stahl: 2009
unless other Copyrights apply. All rights reserved, re-print only with
permission.
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