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Pariah

 
 
    Pariah. A mercenary guild of both fame and infamy, known throughout the lands of Edras for their great deeds and feats of daring. A rough and tumble band of Progeny, Echoes, and Others, Pariah takes the contracts that other companies can't or won't. They go where 'soft-skins' are afraid to tread, fight battles other companies could never hope to win, and take the fight into the depths of the Ascendant Realms of the Primordials in ways that sane folk would consider imminently suicidal. Notably lacking in manners, tact, social charms, and impulse control - Pariah is nevertheless highly sought out by the kingdoms and nations of Edras, and richly rewarded for the violent application of their particular set of skills.

Structure

The guild is broken up into companies that range in size from 4 to 12 members. These companies are usually formed around shared skill sets, preferred job types, or even personality traits.  

The Companies of Pariah

  • Sacred Company - A disbanded company built around guild members who possessed divine powers
  • Savage Company - A company of warriors, scouts, and survivalists who find themselves at home in the most inhospitable of terrain
  • Dead Company - A necromantic company focused on the arts of death and decay
  • Silk Company - A company formed of minor nobility, charlatans, and grifters who handle the high society and political jobs
  • Anchor Company - A sea-bound company of sailors, pirates, and couriers that manage distant deliveries and contracts that require a ship
  • Bastion Company - A highly organized company of professional soldiers that specialize in protecting VIPs, fortifying castles and keeps, and guarding important items and locations
  • Spell Company - An arcane magic company comprised of biothaumaturgists and other practitioners of spellcraft

Guild Charter

  1. A Guild Member is defined as a person who has taken the oath of the guild and has not been expelled from the guild.
  2. Every guild member has a vote in affairs of the moment while they are in the guild hall at the time of voting; has equal title to the fresh provisions, or strong liquors, at any time available, and may use them at pleasure, unless a scarcity makes it necessary, for the good of all, to vote a retrenchment.
  3. Every guild member must pay one hundred (100) gold pieces in dues to the guild annually. This is in addition to any shared spoils their company brings to the guild. It can be paid anytime within the year, or gradually over the year if preferred. The guild encourages all members to pay their dues as soon as it is able to be paid. Failure to pay dues within a timely manner could result in expulsion from the guild as decided by the Guild Council.
  4. Upon joining the Guild, a new member must immediately pay twenty-five (25) gold pieces upon taking the oath of the Guild. Once paid, and once membership is granted, this twenty-five (25) gold pieces is applied to the new member’s first year of dues(i.e. the new member fee is applied to the balance of the first year of dues).
  5. The Guild Council shall consist of:
    • The Guild Master
    • The Treasurer
    • The Vizier
    • The Man-at-Arms
    • The Chaplain
  6. The Guild Council can make addendums, revisions or retractions to/of these articles which can be proposed for voting by the members of the Guild IF the Guild has agreed on the proposed article by a two-thirds majority.
  7. All guild members in good standing can expect respect and protection from any other guild member. This respect and protection also applies to a member’s familiar(s), constructs, animal companions or other companions bound to them through the mysteries of the universe that are themselves not a member of the guild. A guild member or any of a guild member’s familiar(s), constructs, animal companions or other companions bound to them through the mysteries of the universe that are themselves not a member of the guild that fail to show respect will be brought before the Guild Council.
  8. The Guild Council can mete any justice, punishment or treatment to members as it sees fit, at any time, as long as the council is in a majority agreement.
  9. If any Guild Member shall steal any item or money from another Guild Member or the Guild, they shall face the judgment of the Guild at the Guild Hall before the Guild Council.
  10. If any guild member shall strike another guild member while free of any enchantment that could change their reason, they shall face judgment of the Guild at the Guild hall before the Guild Council.

Articles of the Companies

 
  1. Once a company has been formed, all company members agree to follow the below articles as long as they are a member of the company. A guild member does not need to follow the below articles unless they are in a company, however they are expected to follow the whole of the Guild Law as long as they are a member of the Guild.
  2. A “Company” shall be defined as a group of three (3) or more guild members who agree to a temporary partnership. This partnership can have any bounds of goals or stipulations, but no company member may leave the company without either fulfilling the agreement of those goals and stipulations or without the consent of a two-thirds majority (rounded down) of living company members other than themselves. If a company is ever reduced to less than three (3) living members, the company is disbanded and all agreed upon goals and stipulations between those remaining members are voided.
  3. The manner of oath, contract or ritual that binds the agreement of the company is up to the company members forming the company. A guild member is NEVER obligated to join a company.
  4. A company may offer company membership to other Guild Members after the formation of the company at any time, however the company may not change the binding agreement of the company ever. If they desire a different agreement, they can form a new company with a new agreement.
    • For Example: The company is formed by Marco and Rubio, they establish that each new member of the company, including themselves, will “rid the Caves of Shurin of the Goblin tribe.” To join the company, you must pledge to do this by drawing your own blood and swearing aloud that you agree to do so. If the company agrees to offer membership to a new Guild Member, but says they must cut off a finger to join, this is impermissible. Also, no one in the company, including Marco or Rubio, may change the goal of the company to anything other than “ridding the Caves of Shurin of the goblin tribe.” Should the company find they enjoy adventuring together after the goal is finished, they may form a new company with a new goal. Again, the goal can be any agreed upon stipulation, including “we will travel together for a year,”or “we will engage in pub crawl around Avenmasse.”
  5. In The case that a company member is involuntarily incapacitated for any length of time, they are still afforded all rights within these articles.
  6. In the case that a company member dies, they are no longer considered a company member, but retain their status of Guild Member and are protected under Guild Laws. Should their status of dead be changed to status of alive (this does not include becoming undead), they are immediately considered a member of the company if the company still exists.
  7. A member of a company can only be involuntarily expelled from the company under the following procedure:
    • A company member proposes the expulsion of another company member.
    • A second company member must “second” the proposal. If no company member “seconds” this procedure ends.
    • If a proposal has been made and another company member has “seconded” all living company members must contribute to a blind vote of either “expel”, “pardon”, or “abstain.” Each living company member has one and only one vote(this includes the company member being voted upon, since they are currently still in the company).
    • Should a majority of voting company members vote “expel”, the company member in question is no longer a member of the company and neither they nor the company need follow these articles in reference to that former member, however all involved are still protected by guild laws.
  8. The Guild shall have one full Share of monetary prizes. Each man or woman in the company at the time of recovering monetary and other prizes will be entitled one share of monetary prizes and one equal vote amongst company members on the distribution of non-monetary prizes, including, but not limited to magic-items, equipment, jewelry and art items. Any items the company is unable to distribute after voting, shall be given to the Guild Council to distribute as they see fit.
  9. If any company member defrauds the company members to the value of a single copper, gem or item, he or she will face judgment of the Guild at the Guild hall before the Guild Council.
  10. If any guild member shall run away from their company, thus leaving their company in danger, or keep any Secret from the Guild or company that could cause or prevent the guild or company from coming to harm, he or she will face judgment of the Guild at the Guild hall before the Guild Council.
  11. Once a company has been made, all company members shall keep their equipment clean and fit for an engagement. This includes care for equipment, preparation of spells, charges to magic-items and any other resource that by maintaining could aid the protection of the company. Neglecting to do so shall cause the company member to be cut off from their share.
  12. No company member shall give, or dispose of, the company's provisions; but every one shall have an equal share.
  13. If appointed to a watch to keep the company safe, such company members shall keep their watch with alertness and attention until their watch has ended. Upon ending their watch, if a new turn of watch has been agreed upon, it is their duty to alert the next watch that their post has begun.
  14. Any company members that find themselves in disagreement of these articles and how they are to be interpreted may call for a vote amongst company members to make judgment. Each company member shall have one vote and only one vote. Should the company be deadlocked on agreement of how these articles should be interpreted, the company shall take no action and bring the disagreement to the Guild Council who will make judgment.
Founding Date
2871
Type
Guild, Fighter / Mercenary
Location
Controlled Territories

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