Guilds and Orders
Merchants Guild
Within the Raven’s Gift Marketplace, one may find all manner of trade: leather goods, kit and garb, fresh-baked breads, plants, hearty ciders, finely carved wooden crafts, forged metalwork, letters penned by scribes, and even songs. Bring what you have, seek what you need, and let trade bind strangers to friends.
The Merchant’s Guild are folk who maintain a table within the Marketplace during trading hours. These Merchants are granted access to a table where they may display their goods, host activities, or provide services. Merchants are free to move about, come and go as they please, and may share their table with a fellow Merchant if they so choose. Those of the Guild may also take part in in-game mechanics tied to the Marketplace and are ever ready to role-play and engage with others in character.
But you do not need a table or to be a part of the merchant’s guild to trade in the marketplace! Those who carry their wares upon their person are welcome to partake in the spirit of exchange. These folk have no official ties to the Marketplace nor place within the Merchant’s Guild, but may still be called upon for quests. They are here for the joy of the barter, the thrill of a good deal—and may, on occasion, be asked to fetch a cider or two for their merchant friends.
The Marketplace is the living pulse of the realm—a place not only of exchange, but of intrigue. Here, whispers carry news, Men-at-Arms uphold the Queen’s law, and danger may lurk amidst the dealings. One might trade a wheel of cheese for a map, or a song for a satchel, all whilst rumors stir and daggers glint in the shadows.
Any player may bring goods to barter in the player ran Raven's Gift Marketplace. Be it bread or beads or leather crafts, always remember to send the items you intend to trade to hearthguard@weekendwarriorexperience.com for approval! Items in the marketplace are to be bartered at players' discretion, not sold for real world or in-game currency.
Queen’s Council
With the ruling of the Hearthlands, the Queen has sought the wisest of our shieldkin to serve on a council. The Queen’s Council are arbiters of wisdom and are often looked to for their insights and their council, especially in such dark times as these. There are seven seats on the council:
The Oathsworn
Keeper of the gods
Master of coin
Keeper of the histories
Master of healing
Keeper of the Queen’s justice
Master of the Hearth
The Oathsworn
The Oathsworn are the elite honor Guard of Queen Tove, founded in the days after Duke Killian joined the Order of Luminos and Tove became Jarl. Raven saw the Jarl as unprotected and vulnerable in such unsure times and so took up his sword and shield and swore to protect Jarl Tove. When Tove became Queen, Raven saw the need of a stronger force to guard the queen. And so several proven warriors amongst their shieldkin were called on, and the Oathsworn were born.
As the Hearthguard grew, so did the threat against Queen Tove. The Oathsworn expanded, divided between two groups named the Queen’s Sword and the Queen’s Shield
The Gothi
The Gothi are the spiritual leaders of the Old gods in the Hearthlands. Nine represent the pantheon, one shieldkin for each god. The Gothi are looked to as interpreters of the gods’ will, and they often look to the natural world to read signs and omens. The spiritual leaders are of great influence in the Hearthlands, and the Queen and her Jarls often lend them listening ears for guidance.
The Draugr
With omens of the coming Scourge, the Hearthguard seek to protect their home and people in many ways. In the days since the Queen's return from the Wode Wood, some shieldkin have turned to zealotry in the face of darkness. Chiefest among them are the Draugr. Some have heard rumors that they are mortally wounded warriors that have been brought back to life using old magics to serve the gods on the mortal plane. The Draugr look to protecting the Hearthlands through any means necessary, and are regarded as shock troops amongst the most elite soldiers of Adrasil.
The Draugr are not contained by Jarldom or Thane but fight amongst the rest of the Hearthgaurd, shadows in the ranks of our shieldkin.
Men-at-Arms
The Men-at-Arms, a security and order focused group, was established in YL 1122 in the Hearthlands by Hersirs-at-Arms Torbjorn, Tarik Blood-Eye, and Kjartan Rollosson following the Third Battle of the Thornwoods. Their creation was a response to the need for enhanced security at military encampments during ongoing conflicts. Alongside Hrӕgammr the Steward, they developed a reliable guard force, contributing significantly to the safety and order within the Hearthlands, particularly during military campaigns.
Each Hersir-at-Arms holds specific responsibilities within different Jarldoms: Fänrik Kjartan Rollosson ensures the safety of travel routes and defends the borders in the Fire Mountains; Tarik Blood-Eye focuses on training recruits and maintaining gate security in Lannock; Torbjorn is dedicated to overseeing security and resource protection in the Mines of Murnock and monitoring the northern border with Olaran.
Despite current peace, the presence of the Men-at-Arms continues to be crucial in the Hearthlands, providing reassurance to the populace amidst uneasy times. The Hersirs-at-Arms are committed to expanding their ranks to enhance their service to the Hearthguard and the citizens of the Hearthlands.