- You can store items at the guildhall free of charge.
- You can book lodging at the guildhall for 5 sp per
night. The accommodations are modest, but the guild
provides stronger security for lodgers and their pos
sessions than you'd find at an inn. - An adventurer's guild is an excellent source of infor
mation. By studying records and working with other
guild members, you can gain·advantage on any skill
check to research a subject in which the guild has ex
pertise or experience.
A strong rivalry exists between the Deathsgate Guild
and the Clifftop Adventurer's Guild. You might have
trouble with members of the opposing guild, whether in
the form of drunken boasting in a tavern or a rival stir
ring up trouble in the midst of a mission.
The Clifftop Adventurer's Guild. Located in the
Clifftop district of Upper Dura, this organization has a
sterling reputation as a source of reliable explorers and
champions. Clifftop adventurers are known for their
courage and integrity, and guildmaster Summer Kor
ranor holds members to a high standard of virtuous be
havior. As a Clifftop adventurer, you're expected to keep
your word, to stand by your comrades, to uphold the law,
and never to intentionally endanger innocents with your
actions. Many of the local businesses cater to adventur
ers, and if you're a member of the guild, you can expect
a warm welcome in the taverns of Clifftop.
The Deathsgate Guild. Adventurers who are willing
to take on any job and to do whatever it takes to triumph
might find themselves suited for membership in the
Deathsgate Guild. Named for its proximity to the City
of the Dead, the district of Deathsgate prides itself on
being a haven for those who challenge death on a daily
basis. The guild's founder, Kassh "Blackaxe" Droranath,
doesn't care how his members do their jobs, as long as
they don't fail.
THE CIRCLE OF SONG
A bard is a versatile individual, equally skilled at en
tertainment and espionage. These talents are perfectly
matched to the city of Sham, which is both the cultural
heart of Breland and a nexus for intrigue and diplomacy.
Bards have much to gain from the company of other
bards, as they exchange news, stories, and songs. For
this purpose, long ago a group of the finest bards in
Sham founded the Circle of Song, an alliance of enter
tainers and adventurers.
The Circle of Song is an informal organization, open
to any bard who knows its customs and who can find
an outpost. It has no membership dues; you're expected
to make a donation if you make significant use of the
group's resources. Membership provides the follow-
ing benefits:
- You can always find food and lodging at a circle out
post, though you might be expected to entertain the
patrons in exchange. If times are tough, your food and
lodging might be a step lower than the usual quality of
the inn, but at least it's free. - You have advantage on ability checks made to per
form research or gather information while in a circle
outpost, provided you have an opportunity to peruse
archives and talk with other members.
CHAPTER 3 I SHARN, CITY OF TOWERS
- Circle members are often willing to do minor favors
for other members-gathering information, embar
rassing a minor noble, causing a distraction. There's
no cost for such a service, but anyone who helps you
will expect you to provide similar assistance when
they need it.
The first and oldest outpost of the Circle of Song is the
Golden Horn in the University district of Upper Menthis;
a few bards are almost always in residence and willing
to share news and stories. Other, less elaborate outposts
are maintained in Sham, and over the centuries the
circle has established outposts in most major cities and
many smaller communities across Khorvaire. These
sites are usually taverns or inns that have hidden areas
accessible only to members of the circle.
Bards are expected to set aside personal rivalries
while in a circle outpost, and any kind of combat or vio
lence is prohibited. Violating this rule results in immedi
ate expulsion from the circle, at the least.
ARCANE ORDERS
Its mighty towers and floating spires mark Sham as a
symbol of mystic power and achievement. Soon after
the founding of the city, the greatest wizards of Breland
chose it to be the seat of their arcane order. Its goal
was to celebrate excellence in the mystic arts, bringing
together the greatest practitioners of magic in a society
that rivals Arcanix and the institutions of Aundair.
A schism split the original society, but today both
of the branches of the original organization, the Eso
teric Order of Aureon and the Guild of Starlight and
Shadows, are recognized and respected throughout
Breland. Each one has lesser halls in every major city in
the nation.
Membership Benefits. Someone accepted into an ar
cane order must pay 1,000 gp to join, with ongoing dues
of 250 gp each year thereafter. With this payment comes
many benefits, including the following:
- You can stay at the order's hall in any major city
and enjoy the amenities of a wealthy lifestyle free
of charge. - For as long as you have access to the order's hall, the
cost of crafting a magic item at the site is reduced by
10 percent. - While in the hall, you have advantage on Intelligence
(Arcana) checks, as well as any ability checks involv
ing arcane research. - Membership in an arcane order grants prestige within
Breland. Though this status provides no tangible
benefit, it proves that you are a gifted mage and stand
above any mere magewright or dabbler.
The Esoteric Order of Aureon. Members of the
larger of the two societies, the Esoteric Order of Aureon,
take a vow to use their talents to preserve and advance
civilization and to operate within the confines of the law.
The Esoteric Order helped Galifar I maintain the rule of
law, and many of its members served Breland during the
Last War. Although its members aren't prohibited from
studying any form of magic, the specialties of the order
are abjuration, divination, and evocation magic. Wizards
and artificers are almost always welcome in the guild.