Mercenary Club Organization in Toriel | World Anvil

Mercenary Club

The mercenary club serves a similar purpose to the adventurer guild and is a competiting agency. It lacks the international reach, of the adventurer guild, as other mercenaries regroupment compete with the guild in other nation. For example, a group, rather similar to the mercenary club, called the 'Curved sword Agency' proposes the same kind of services in the Lightfoot Land.   The Mercenary, not as regarding about the kind of job, do find many work opportunities when they are not in direct competition with the various adventurers, they are paid by bandits to plunder isolated village, or paid double by a merchant to protect them instead.   Due to the variety of their job, most of them on the edge of what's legal, guards and authorities tend to not see them as nicely as adventurers.   Except for a headquarter in Windrin, the mercenary club lack hall in the various village, but its member, scattered across the empire, have the reputation to gather in specific inns, where they can be found and talked to for jobs.  

Relationships

Relationships with most of the guild’s allies are based on business and built on upstanding reputations. Ultimately, though, the guild is a loose affiliation of groups, and organizations that have a good relationship with one of those groups might not transfer their goodwill to another. The following groups do brisk business with members of the Adventurers’ Guild:  
  • Magpiess. Due to the lack of attention of the mercenary for the exact nature of the job, they can often be hired by criminal and similar groups, with which they maintain a relatively good relationship. A mercenary is less likely to be ganged on by thieves and the like.
  • Adventurer's guild. A fierce rivalry simmers between the adventurer’s guild and the mercenary club, probably due to the way both can be hired for sometimes similar jobs. Sometimes the rivalry can be described as almost friendly, but the mercenary club occasionally escalates it with vandalism of the adventurer’s guildhall or even physical (but usually nonlethal) attacks on guild members in dark alleys.
 

Perks

As members of a mercenary club, your group gains the following benefits:  
  • Armory. You can purchase nonmagical weapons and armor at a 20 percent discount at a facility associated with your club. You can buy Magic items, but you receive no discount.
  • Contraband. You can leverage the club’s extensive contacts in underground shop, and have access to poisons or narcotics. You don’t receive a discount on these goods, but you can always find someplace to purchase them.
  • Training. The mercenary club is full of spellcaster, expert swordsmen, and other knowledgeable tutors. When you undertake the training downtime activity (as described in the Player’s Handbook and Xanathar’s Guide to Everything), the training takes half as long if its one of expertise of the club member, such as language, weapon, and armor, or you can gain proficiency in the Insight, Intimidation, or Survival skills by this method, as if you were learning a language. A character can only learn one of these skills in this way.

Quests

Mercenaries can take on the mission on adventurers, but in addition to those notice boards, they can take offers from other sources, such as criminal, or political work for dukes, kings, and other powerful people alike.  

Notable members


Basic Information

Alias(es)
Outlaw's guild
Base of operations
Windrin
Leader(s)
Sarah Fortune
 

Membership

Alignment
/
Members
Mercenaries, smugglers, bandits, outlaw, veteran
 
Others
Type
Guild, Fighter / Mercenary


Cover image: Farewell by Greg Rutkowski

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