literature

Fighter's Guild

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Symbol: The Fighter's Guild heraldry depicts a highly stylized piercing weapon and bludgeon (typically a spear and mace) crossed over a massive axe or shield.  The guild is fond of flowing, decorative banners.

Background, Goals and Dreams: Long ago, before the Empire was ruled by a single Emperor and many princes commanded their own armies, a vicious war waged between them.  In response to rebellion, Potentate Versidae-Shaie declared martial law - "The princes of Tamriel would dissolve their armies are face his wrath" (History of the Fighter's Guild).  Despite impoverishing himself, Versidue-Shaie was able to subdue all of the renegade factions within his nation.  Then only his armies marched across Tamriel.

However, the war was as costly as it was bloody.  Both sides have drained every last coin in their coffers, leaving Tamriel a nation of paupers.  The criminal element thrived, exploiting a land without law and without guards or militia to defend the common people from them.  With no solution to the problem, Versidae-Shaie was forced to sit back and watch as his land dissolved further into chaos than ever before.  Then one of his kinsmen, a man by the name of Dinieras-Ves "The Iron" offered a solution – an order of mercenaries, warriors that the nobility could hire in lieu of a standing army to help combat crime and other threats.  The service would be temporary, a portion of the profits would go directly to the nation's coffers, and the soldiers would have no forced obligation to turn against their fellow citizens.

Then called the "Skyffim" (a Tsaesci word for "Soldiers"), the Fighter's Guild was born.  Now, the guild is a politically-neutral entity that offers its services to royal and commoner alike – any who can put up the gold.  Furthermore, in the interest of profit, the guild hasn't restricted itself to efforts of crime-fighting in generations.  A contract can be bought with the Fighter's Guild over any number of tasks that require the presence of strong and capable warriors.  The guild is also an honorable one, however, and it will not accept any contract that would offend the law of the province in which the contract is to be carried out, or any law of the Empire as a whole.

Type: Fighting company.

Scale: 11 (multiregional).

Fighter's Guild Affiliaton
Criterion: Affiliation Score Modifier

Expertise and Power: +½ character level

Base attack bonus: +1 per five points

Proficient with at least one heavy armor:

Proficient with at least one martial weapon:

Has at least one feat based on Strength, Dexterity or Constitution:

Per completed contract: +1

Fortunate in the aspect of the Lord, Steed or Warrior:

Land owner: +1

Noble title: +1

Saves the life of a fellow member: +½ per incident

Per failed contract: -1 per incident

"Defaults" (fails a contract by refusing to carry it out until the time frame expires) on a contract: -2 per incident

Base attack bonus of less than +5: -1 per point

Not proficient in any armor: -5

Pacifist actions or beliefs: -5

Carries out, or attempts to carry out, an illegal side contract: -10 per incident

Fighter's Guild Ranks
Affiliation Score - Title: Benefits and Duties

10 or less - Junior member without benefit.
11 to 15 - Associate: Associates are reward with 25 gold pieces upon completion of a contract.  The character gains a bonus feat, that may be chosen from the list of fighter bonus feats.  He must meet all the prerequisites of a feat to select it, except for class levels.
16 to 20 - Swordsman: Swordsmen are rewarded with 50 gold pieces upon completion of a contract.  The character gains a bonus feat, that may be chosen from the list of fighter bonus feats.   He must meet all the prerequisites of a feat to select it, except for class levels.
21 to 25 - Guardian: Swordsman are rewarded with 100 gold pieces upon completion of a contract.  The character gains a bonus feat, that may be chosen from the list of fighter bonus feats.  He must meet all the prerequisites of a feat to select it, except for class levels.  Guardians must claim one new member each month or lose 1 affiliation.
26 to 30 - Champion: Champions are rewarded with 200 gold pieces upon completion of a contract.  The character gains a bonus feat, that may be chosen from the list of fighter bonus feats.  He must meet all the prerequisites of a feat to select it, except for class levels.
31 or more - Master: A guild master is a leading member of the guild.  Upon achieving master rank, a member of the Fighter's Guild is allowed to take over command of one of the guild's existing chapters (should a previous master die or retire, leaving his position open) or to oversee the construction of a new chapter house.  Fighter's Guild masters form a council-like body that shares control of the guild as whole – the character must make a DC 20 Appraise check each month, or the Fighter's Guild loses one point of capital.  The chapter house master signs all contracts that the locals wish to place with his "unit" (the members who live in his chapter house and work under him).

Exectuive Powers: Craft, Crusade and Raid.
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