Mercenaries’ Guild⚔️
Mercenaries’ Guild⚔️
Monster Extermination
Mercenary Contracts
Combat Training
Weapon and Armor Repair
The Mercenaries’ Guild is the iron backbone of all legally operating sellswords across Midgard and beyond. It oversees independent companies, ensures fair pay, and handles registration and conduct of active mercenary parties.
The Guild issues contracts for monster extermination, bounty hunting, and personal security. Each contract varies in danger level, reward, location, and whether the target must be captured alive or simply eliminated.
To accept a contract, a group must register under a shared party name. Representatives and postings are commonly found in major city taverns, outposts, and guild halls.
Members in good standing enjoy the following perks:
Tavern Discounts: 10-20% off food, drink, and lodging at registered guild-friendly taverns.
Free Repairs: One free weapon or armor repair per week (standard materials only).
Combat Training: Access to elite sparring instructors and combat courses.
Message Posting: Free public board postings in guild halls (job ads, lost items, recruitment).
Sanctuary Status: Legal protection within guild grounds and partner establishments—no fights, no warrants.
To remain a member in good standing, all guild mercenaries must abide by the following tenets:
Honor the Contract – A job accepted is a job completed. Breaking a contract without just cause results in fines or expulsion.
No Blade Without Cause – Do not draw weapons in guild halls, sanctioned taverns, or during parley.
Respect the Chain – Obey guild officers, ranking mercs, and the rules of any contract-issuing city.
Claim Fairly – Do not steal kills, loot, or credit. All spoils must be divided according to contract terms.
No Unsanctioned Work – Black market contracts or forbidden targets (e.g., diplomats, healers, guild officials) are grounds for permanent banishment.
Defend the Banner – Should a guild hall be attacked, all nearby members are honor-bound to protect it.
The Mercenaries’ Guild recognizes five formal ranks. Advancement is earned through completed contracts, reputation, and the favor of guild officials. Higher ranks offer access to better-paying jobs, exclusive perks, and greater renown.
1. Bronze Rank – "Fresh Boots"
Requirements:
New members.
Must pass an initiation contract under observation.
Privileges:
Basic contracts only (low-risk monster slaying, guard duty).
Limited guild amenities (basic repairs, food discounts).
Required to report to a higher-ranking merc for disputes.
2. Iron Rank – "Proven Blade"
Requirements:
Complete 3+ contracts.
Positive reviews from at least 2 clients.
Endorsement from a Silver-ranked merc or higher.
Privileges:
Access to moderate-difficulty contracts.
Full access to guild amenities.
May form and register their own mercenary party.
3. Silver Rank – "Marked by the Guild"
Requirements:
Complete 10+ contracts, including at least one major bounty.
Clean reputation (no failed contracts or dishonorable conduct).
Interview with a guild officer.
Privileges:
Priority access to rare contracts.
Guild sigil granted (recognized legal badge in most cities).
Can mentor Bronze and Iron mercs.
4. Steel Rank – "Guildsworn"
Requirements:
30+ contracts, including high-risk or legendary hunts.
Exceptional service to the guild (defending a guild hall, rescuing a fellow merc, etc.).
Appointed by the Guildmaster or the council.
Privileges:
Access to legendary or sensitive contracts (e.g., nobles, cursed beasts).
Can lead multiple parties and manage their own banner.
Wields authority in inter-guild disputes.
5. Obsidian Rank – "Death’s Chosen"
Requirements:
Known across nations.
Completed a mythic contract (e.g., dragon slaying, sealing a demon gate).
Voted in by unanimous council decision.
Privileges:
Can issue contracts of their own.
Political immunity in guild-run cities.
Obsidian badge — feared, honored, or both.
"Steel for coin. Honor for none."