Bonded Bands (of mercenaries)

Steel Realms
Bonded Bands are not part of the official Mercenary Guilds structure of the Steel Realms. They run their bonds through the guilds, though they gain no benefit other than a bonded surrender and basic armament retention – though are expected to honor surrender captivity to remain bonded. The culture of the heartlands of the Steel Realms respects the bonds and will accept the honorable surrender in most cases. Trust is the key to the bonding system – on both the part of the bonding agency, the bonded mercenary, and capturing parties. Fraud on any aspect of the policies are the same as the fully guilded agencies, and the penalty is typically lethal.

Basic Company Bonds

Funding the Bond: The bonding company/guild is given a large sum to hold as a pay out for the bond in case of capture or to designated survivor(s). A quarterly fee is then paid for maintenance of the bonding institution. The bonded is given a series of Bond Tags (usually placed on a neck chain or ankle chain) that shows their current status. Each time a claimed bond is renewed, the full bond deposit is increased by 10%.

Claiming a Bond: The claimant must bring the bond tag and it is matched with roll calls of the ‘taken’. The full bond is paid within another 30 days. For the bond to remain, the bonded agent must renew their bond deposit. The basic armaments of the bonded agent are returned at this point, the bonding agency sees they get returned. This does not include full kit, but bedroll, day pack, clothes and shoes, armor and weapons – though just primary… claim on extra weapons, shields, and spoils collected are given up as normal.

Surrender for Bond: Like fully guilded mercenaries, the captor is expected not to escape, and surrender their armaments. They must be given basic field wound dressing, and sustenance while captive. Once bonded, they are expected to not rejoin the cause for which they were hired, except off field in support of only medical care/transport and rehabilitation. They are allowed to leave after their bond tag is taken. Many of the smaller clashes allow them to take their primary weapons and sleeping gear – escorted out of any active conflict – because its easier and cheaper than holding on to the gear and turning it in when claiming the bond.

Realm's Aptitude Powers: Divine, Occult, and Psychic