Mercenary (Companies, Guilds, and Orders)

Steel Realms
Mercenaries ensure protocols are observed, reduce the loss of life, and help with economic stability. Mercenaries are not required the Code of Chivalry in any way. Only Guild Algaesh is allowed to operate north of Ynth within the primary fiefdom of Gladnor itself.

In the Steel Realms, there are a large number of Mercenaries as they are used to solve problems rather than risk local first in many cases. Given the amount of perils (undead, Orrish, off-spawn/nurth/darklings, the alliance of Dust Brothers of the South and Piglem, etc.) and those willing to exploit those threats, mercenaries rather than large standing armies are used. Regular Soldiers are also a large part, but there are caps on Mercenaries, established by the High King of the Steel Realms to prevent fighting between nobles.

Fractured Cooperation: The armies of the Dark Lands were so large that the rulers of the Lands of Light did not operate collaboratively when the Orrish invaded. Many rulers sought to use it to their advantage, using large forces paid for by others to weaken them and buy time for their own forces to be put into place. This fracturing was one of the direct causes of the downfall of the east and the end of the first age of The Blood of Saemon.

Interdependence: Interdependence against larger forces by prohibiting huge standing armies was made mandatory in the Proclamation of __, in CY __. While Gwinn and the lands of The Hinterlands ignore this, it is generally adhered to.

Many smaller Bonded Bands and non bonded (unaffiliated with any institutions or Guilds) bands of fighters and individuals exist all over. The Holy Places of Mizras often offer for hire small bands or individuals as well. The last few decades has seen a decline in bonded mercenary companies as the Orrish have been quiet. Mercenaries are mostly just Soldiers for hire, and aside from the guilded/bonded aspects conform to the general Soldier’s Culture. Many mercenary bands have members of the Halas Blaze School for occult support.

There are caps on Soldiers and Mercenaries, established by the High King of the Steel Realms to prevent fighting between nobles.

Guilded Bonds

Funding the Bond:

Claiming a Bond:

Surrender for Bond:

Benefits of Full Guild Bond

  • Ransomed (person and armor kept in camp and returned when possible to guild authorities in exchange for weregild)
  • Replacement equipment (at reduced costs)
  • Equipment storage
  • Guaranteed food and shelter and spared life if captured
  • Healing (at reduced costs)
  • Expectations

    • Ransom Provision: A possible payment plan – Each payday 10% of pay is taken out (usually up to 200sc total) for pay for ransom.
    • Basic Code of Conduct: Always wear the brotherhood badge, displayed openly.
    • Surrender is honorable (no trying to escape); death if dishonored in this way.
    Realm's Aptitude Powers: Divine, Occult, and Psychic