Caravaner's Guilds

Cohort

Upside Sprawl 
Cost of Services: Gold / Competence of Guilders: Silver 
Pay: Silver / Amenities: Silver  

When a caravan has to travel through an unstable area where they know they are likely to encounter hostile forces one option is hiring a Cohort unit. These mercenary troops will march alongside the caravan and will provide an effective deterrent. If an attack happens, the veteran forces will provide an equally effective defense.
Cohort also employs adventurers that will back up the mercenary unit when a job seem particularly dangerous. 
The Cohort headquarters is a barracks with a large walled compound where their forces train. A new hire must train until one of the Captains who runs the guild approves them for service. Members may stay at the barracks at no charge whenever they like. Modest meals are even provided. 
Adventurers who work with Cohort don’t need to train or get approved the same way the mercenaries do but will have to prove themselves before they are added to the roles. The Captains refer to them as “Special Forces”.


Durgun and Dell’s Roving Vault 

Upside Sprawl  
Cost of Services: Platinum / Competence of Guilders: Gold 
Pay: Silver / Amenities: Silver 

Durgun is a dwarven engineer and Dell is a gnomish tinkerer who have built a massive rolling vault driven by a complex system of steam boilers, wheels, gears and cogs. They hire out when a merchant has an exceptional valuable shipment the must be protected at all costs. Even if the Roving Vault is somehow stopped getting inside is very difficult unless you have the keys and know the order in whah they must be turned. 
The guild consists of mercenaries who walk alongside or ride atop the metal monstrosity. Either Durgen or Dell accompanies every shipment to tend the machine and repair it when necessary (chichis more often than they would like to admit).


Fellow Travelers 

Merchant Ward
Cost of Services: Platinum / Competence of Guilders: Gold 
Pay: Gold / Amenities: Platinum  

Provides “refined services for the discerning customer”. The focus is on presentable bodyguards for wealthy travelers. When traveling with a caravan they only protect the caravan as a whole so much as it affects the specific client they were hired to protect. If getting the client away from the danger means abandoning the caravan they will do so. They are often employed alongside members of other Caravaner guilds. 
The Guild Hall is Glenwood Manor, a spacious and opulent facility designed to convince clients of the quality of the services they offer and to reward their members. A staff of thirty sees to every need to staff, members and clients may have.
Fellow Travelers was founded and is run by Elora Tharane, a High Elf who retired from a profitable life at sea as a Corsair to serve a less dangerous but even ore profitable role as an administrator on land. She uses her wealth, grace and influence to attract the high status clients they need to keep everyone working and the coffers full.


Murgulmuir Caravaner’s League 

Merchant’s Ward 
Cost of Services: Silver / Competence of Guilders: Copper 
Pay: Copper / Amenities: Copper 

If you need some muscle to help keep your caravan alive the MCL is the copper standard! There is no guild hall. There is only a small building with a counter and a single agent on duty who matches those who are listed as available with whoever needs them. There is a fixed cost (5 silver per guild provided mercenary per day). The guild keeps 2 and passed the other 3 song to whoever they recruit. Getting listed requires coming to the counter at dawn on end week to apply with one of the Registrars. Depending on how many active guild members they have they may only be hiring few people each week and sometimes none at all. Getting in is easy have your own equipment and look like you know what you are doing. For obvious reasons the MCL doesn’t have a sterling reputation but when your resources are listed sometimes its the best you can afford.


Overwatch

Merchant’s Ward
Cost of Services: Platinum / Competence of Guilders: Gold 
Pay: Platinum / Amenities: Silver 

A family of gnomes (the Flying Fragginis) has built, runs and maintains an airship that is tethered to a tall tower in the Merchant’s Ward until i is needed. They can be hired to fly over a caravan. There is no better way to see an enemy approaching. They have equipment such as muskets, gliding wings and a small cannon fo use if they are needed to support the caravan during a fight. 
The Fragginis employ adventurers to protect the caravan on the ground or help up above. In the airship they need lookouts, archers and sorcerers.

Road Wardens 

Upside Sprawl 
Cost of Services: Gold / Competence of Guilders: Gold 
Pay: Gold / Amenities: Silver 

When you need to travel long distances outside of the actively patrolled network of roads nearest Murgulmuir or your route will take you even briefly offload this guid is the only rational choice. Road Wardens are all have training as scouts and are skilled riders. Many are actually rangers. They can help a caravan avoid ambushes that other guilds might miss. 
The guild headquarters has its own stable where a centaur (Emil) tends the mounts owned by the guild that are lent to its members for use on assignment. About half of these horses are awakened and can speak. 
The guild is run by a wood elf brothers who how go by Longshaft and Swiftarrow. Both are known to be master archers and have an impeccable reputation that they go to great lengths to maintain by making sure anyone who works for them is absolutely reliable.


There and Back 

Upside Sprawl   
Cost of Services: Silver / Competence of Guilders: Silver  
Pay: Gold / Amenities: Gold  


A small guild run by a halfling named Gubbin Tell who refers to his guild mates as his family, The guild hall is his home where his wife (Hoxxie) and six children are quite gracious and offer room and board to anyone who needs it. There are seldom openings in the guild but when there are the only real requirement is that Gubbin likes you.