Luuxinor Mercenaries' Guild Organization in Luuxinor | World Anvil
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Luuxinor Mercenaries' Guild

With Luuxinor's dangerous wilderness denizens, the mercenary guild is one of the most important organizations on the continent. While the official branches of the guild are in the major cities, even the smallest towns know of the guild and have a way to contact them when in need of their services. Members of this organization are regularly contracted to protect towns during times of intense threat or hunt down dangerous creatures in the wilds. On occasions of large operations, such as defeating the dragon that once inhabited Scudisola, the guild works alongside national military forces or mages from various academies.   Membership in the Guild is open to all manner of adventurers, both those of a martial inclination and those who use arcane arts. Many mages are members of this guild as well as their colleges. Entire adventuring parties can become members of the guild, and can operate as part of the guild or independently as their own groups. The different branches of the guild send open jobs to each other, to help fill jobs and get all quests answered, though very few have any sort of teleportation circles to move people from one place to another. The guild branches can use some of their communal funds to help subsidize travel for members answering questions in other branches.   Because the guild has a history of helping citizens and acting benevolently, they are highly regarded in almost all parts of the continent. Though the original manifestation of the Guild was created in the fifth century, various other competitors sprang up in different nations or cities over time. The consolidation of the various adventurers' or mercenaries' guilds occurred in 970, with slow expansion of guild branches occurring every few decades in the last 500 years. Because the guild has been around for most of Luuxinor's history, it has great trust among the people of the continent. So much so that the people tend to seek out Guild support in times of desperate need, when it's not clear if their local or regional governments will be able to protect them. On a day-to-day basis, the people still trust and mainly defer to their national governments, but in times of crisis when dangerous creatures are involved or threatening them, the Mercenaries' Guild is often the first resource they reach out to.



Structure

The guild has a very loose structure, with a rough hierarchy involved in the locations in the larger cities. When citizens or governments go through the Guild to hire mercenaries, a portion of the reward goes to the guild. Depending on the specific job and what negotiations have taken place, the actual mercenaries doing the job can keep anywhere from 50-90% of the rewards. When the bounty is gold, this split is quite easy to figure out, but when magic items or favors are involved the discussions can become more complicated. The local guild leaders have the final say in these negotiations, though they tend to favor amicable discussions with all parties involved.   The guild maintains various "regions" on the continent, each with its own Commander who is a leader of one of the large city branches. Other branches or locations within the region sends a portion of the gold to the regional Commander, which serves to balance out reward pots for when a smaller town or poorer individual contacts the group for assistance. The regional Commanders are all considered equal within the Guild and can confer with one another or request reinforcements from the others when necessary, using Gesch Crystals to communicate over long distances. There is no official overlord or continental leader that has authority over the regional leaders, though they unofficially organize themselves in some sort of hierarchy. The unofficial leader has typically been from the more powerful cities, with the leaders of the last few centuries representing Alloro, as that city has risen to and maintained prominence on a continental scale.


Culture

The organization believes that everyone deserves protection and safety. Where their local law enforcement or militias are not able to do so, the guild views its purpose to step in and protect people. For a price, usually. But history has shown that it is very rare that the Guild is extortionate in its negotiations, preferring to cooperate with the locals to make sure the job gets done. The guild maintains communal gold stores to help subsidize or facilitate these types of jobs getting done when the locals are not able to pay enough to offset the risks to the individual mercenaries/adventurers.


Logo designed by me, using Armoria
Founding Date
481
Type
Guild, Adventuring
Alternative Names
Luuxinor Adventurers' Guild

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