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The Mercenary's Creed

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[Llew]
Captain

PostPosted: Sun Dec 10, 2006 1:04 pm


Mercenaries and Assassins

"To be a sell-sword is to sell your body and your skills for money. Some of us can afford to be choosy with our clients. Some of us can't. To be a mercenary is to know that you are expendable. You are only worth to a client what they are paying to you. The more work you do, the more you are worth. The better a job you do, the more you are worth.

The longer you stay alive, the more valuable you are, to both guild and client.

A mercenary is often asked to do things that go against his instincts. A good merc knows how to follow orders and how to countermand them. He knows when to bargain and when to simply accept what is given. He knows when a situation is not worth the price he is being paid and when to take the wise option of retreating.

We are hired to work, not to die or to be fools, and we know well when we've been crossed. Curses fall on the man who angers a mercenary."

PostPosted: Tue Aug 14, 2007 5:18 pm


The Mercenary Guild

Mercenaries are those who sell their services, usually their skill with weaponry. Some mercenaries are part of companies, literal armies who hire themselves out to the whatever person or nation makes the best offer. Other mercenaries are freelancers, who work alone and get individual contracts from the guild. Some are a deadlier sort: assassins, who get individual invitations for a job from either a private client or through the guild, which acts as a middleman.

The guild usually is the mediator between the mercenaries themselves and the clients who hire them. It makes sure that both sides are treated fairly and that all contracts are legally written and binding. Of course, the guild collects dues from its mercenary members and takes a small commission of all payments, but neither clients nor mercenaries seem to object to this much. Mercenaries get more work by being part of the guild, and clients get extra insurance that their job will be completed as quickly and efficiently as possible. Mercenary companies, or individuals, who lose their guild accreditation are far less likely to come by work.

The guild sets a standard of behavior by which it expects its mercenaries to act. Any individual or Company's bad behavior goes on record, and that record is shown to prospective clients. Unsanctioned looting, instigating serious fights, and generally unbecoming conduct are all considered serious offenses by both guild and clients.

However, if they can't prove it...

[Llew]
Captain


[Llew]
Captain

PostPosted: Tue Aug 14, 2007 5:19 pm


Guild Headquarters

The mercenary guild headquarters is set in a valley, well away from villages and cities, the citizens of which are often made nervous by the nearness of sell-swords. The headquarters has one central stone building, filled with libraries and offices. The surrounding buildings are barracks for soldiers, several massive stables for mounts, and supply sheds of all sorts. The majority of the valley is taken up by archery ranges and practice rings, with a few scattered plots reserved for gardening.

Full bonded companies have winter headquarters elsewhere, and each company has their own preferential set-up. Most of them have some sort of central building for supplies and organization, along with barracks for the mercenaries, stables, obstacle courses for mounts, practice rings, target ranges, and farmland for growing some supplies.
PostPosted: Tue Aug 14, 2007 5:21 pm


Guild Members

Guild Member -- Wyrm (if bonded) -- Specialty -- Rank

None as of yet

[Llew]
Captain


[Llew]
Captain

PostPosted: Tue Aug 14, 2007 5:22 pm


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Mercenaries and Assassins

 
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