Mercenaries
With no standing army other than the Church Militant, everyone in Eversink who needs protection hires mercenaries, and those sellswords stay exactly as loyal as they’re paid to stay. Noble houses hire them for private armies, and merchants hire them for protection against smugglers or for when debts need to be paid.
They protect the city (paid by the Triskadane, much to the City Watch’s annoyance) and guard the docks. They get drunk and start brawls, they stick together in an unwritten code of honor and loyalty shared with other mercenaries, and occasionally they die horribly on old stone altars deep in the swamp when they’re lured there by conniving cultists and sorcerers. Mercenaries are the arm of martial power in Eversink, and the city couldn’t function without them. It’s just a shame no one can ever tell how loyal they are at a glance.
Bands of mercenaries typically have their own flag, unique name, color, and coat of arms. They vary tremendously in size, and either freelance to anyone who will pay them, or specialize in a particular social class of client. Mercanti, Ancient Nobility, and the Triskadane are their largest clients. The Church Militant can’t stand them, and usually looks at them as troublemakers unless a war is on. Most mercenaries live in their own neighborhood of Eversink’s Foreign District when they aren’t on duty or on campaign. It’s one of the safest parts of the city, except for assaults committed by bored and out-of-work sellswords. Mercenaries typically group people into the categories of “fellow soldier”, “potential client”, and “never a client.” If you’re in that last group and aren’t willing to pay, it’s hard gaining a merc’s assistance or trust.
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