Welcome to the Adventurers Guild.
In the faded metropolis of Northport, city of goblin artisans and orcish civil servants, several decommissioned mercenarie companies formed a union with the former members of the shuttered rogue's guild, together with the disorganized circle of mages known as the Unclaimed Journeyman association. And formed the Adventurers Guild.
Housed in a ramshackle fortress built where the Merchant's, Artisan's, and redlight districts meet, the guildhall provides its members with hirelings, quests, and ease of access to training and equipment, and proof of employment so as to prevent arrests and indenture for vagrancy.
At the entrance you will find a kilted man between two signs. One says
"Anything that isn't nailed down in mine, anything that I can pry up isnnailed down"
The other says
"All weapons longer than a cubit plus a span must be peacebpnded or checked.
The shadows of some halberdiers in the next room seem to indicate that the second sign is important.