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Weapons Supported: Few. Members are told to stay armed and to be proficient in the use of their chosen weapon as they would their instrument. But violence is generally to be used only in self defense. You can't go around killing off your customers. This is not usually required, as killing a crier or bard is a capital offense in most areas -- especially if the people find the culprit before the law does.
Requirements: Members bear no fiscal responsibility for the organization. Every few years, though, the best they have available are chosen to work for a time in the guild hall. Besides administrative duties, members so chosen are the only folks who can play at the hall itself -- a week of which can easily net the bard more cash than they would see in a year on the road. This keeps the organization running and without a shortage of money. Most of a Traveling Anchor's (that is , on in the field) income is via barter.
In addition, a Traveling Anchor takes a vow of neutrality upon being accepted as a guildmember. The parameters of the vow are fairly broad and open to some interpretation, but the intent is to keep Anchors, who are often the bearers of important information and correspondence, from becoming embroiled in the events which they observe. Anchors who come from the noble classes must take no part in the ruling of their family's lands and must not benefit financially from the family's holdings. Members are encouraged to go so far as to renounce all claims on any noble titles they hold, though this is not a requirement. All Anchors must conduct themselves in such a way that it will not be thought that the guild or the individual Anchor is taking sides in any political contest in the realm.
With the recent flood of non-human contacts throughout the realm, the hot topic among all Anchors is whether the vow is binding in regard to non-human races. One faction says it is not and points to the traditional antipathy between Drow and Anchor, whiile others say that the Drow are a special case and that each race should be given the benefit of neutrality on the same terms as humans -- neutrality is given as long as neutrality is respected.
Benefits: Ability to appear before nobility. Protection in most areas of the realm from bandits and such. Centralized collection of information and news. It is rumored that the guild secretly avenges Anchors who are mistreated and that it has ways of tracking down any offenders.
Organization: Very loose. Guild halls are placed in most towns and/or cities. Whenever around, members have lodging available and a place to get new news and work out a new routine.
Notes: "Gentlemen's agreement": whenever two criers work a duet, they must arrange for who gets which portion of the payment. This is the standard agreement. It says "food/drink are split 50/50, monetary gains are split 70/30 in favor of the bard whose territory they are in".
For years the minstrels and traveling bards of York were little more than a collection of vagabonds. It was not until YR 97 that they formed a craft guild unto themselves. Candidates to the guild must pass an exam. It should also be noted that women are common among the Anchors.
Among the Anchors none are so prestigious as those given the title "Troubadour". These are the people who know the vast epics of the Realm -- some numbering nearly twenty thousand lines. These epics are divided into couplets and every now and then, the troubadour singing them will address himself directly to the listeners, to arouse their attention, keep them quiet or invoke the blessings of heaven upon them. These are the true aristocracy of entertainers; they alone are privileged to perform in the Chapter House in York (and to receive a portion of the money taken in from such performances).
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