|Nicknames:||Coast Guard, Flyboys|
Of all of the Guilds, the Harbingers appear to be the least formally organized. That is not to say they have no center gathering point, but rather Guild members tend to focus on their jobs and not on inner politics like so many other Guilds. For Stygia, it has been nothing but beneficial. Next to a Ferryman, the best way to ensure safe passage through the Tempest is with the help of a Harbinger.
The Harbingers were originally explorers and messengers, and both are the primary tasks that still continue today, although guide has also been added to the list of jobs. Because of their free-spirited nature and usefulness, the Hierarchy never got their claws into the Harbingers the same way they did the Artificers. In fact, when the Artificers proposed their revolt, the Harbingers were extremely reluctant to join, as they felt no animosity directly towards the government of the dead, and also felt concern that their operations would be hindered by war with Stygia. As a result, they were one of the first groups to withdraw from the Guild Revolt.
The merest hint of connection with the Harbinger Guild is enough to keep most wraiths from messing with a Harbinger, especially while they are on duty. In fact, most denizens of the Shadowlands consider it bad luck to interrupt or interfere with a Harbinger at work. As a result and to continue the goodwill, Harbingers will almost always attempt to rescue any lost soul they sight in the Tempest.
Background info Edit
A harbinger is one who sees ahead to what is to come. It is derived from an Middle English word, herbengar, that means one who is sent ahead of a party to arrange lodgings.
|Wraith: The Oblivion Guilds|