The Free Mercenary Guild (Mercs): ================================= Type: ===== Fighter - Occupational Location: ========= From Sparkle Church: s-3e-s-e-2s-2sw-2n Requirements: ============= No requirements. Anybody may join. Rules: ====== None! Joining: ======== Just go there and "register". Leaving: ======== Go there and "unregister". Adapt & mercenary tactics skills are instantly zeroed. Skill trainers found for adaption are remembered, in case you join up again. Guild stat is zeroed. No other penalty. Guild sign: =========== mercenary insignia Skills: ======= club confident veteran sword confident veteran axe confident veteran polearm confident veteran knife superior professional defence confident veteran two handed combat confident veteran unarmed combat superior professional blindfighting superior professional parry confident veteran mercenary tactics superior guru adaptability junior craftsman Specials: ========= Special Attacks: The training yard offers the ability via knowledge of "mercenary tactics" which can be trained to superior guru. This special attack takes into account any weapon that the Mercenary might be wielding (or unarmed combat should none be in hand.) There is a very small chance that the attack will result in a critical hit which yields triple damage. Adaptability: Mercenaries get skill points to allocate however they choose. Detailed information on the ability and the guru quest that accompanies it can be had with . Affiliation: Mercenaries can hire themselves out to whomever they like, shifting loyalties with each job they choose to take. To declare loyalty to a particular person or guild, the command can be used which will establish the affiliation and reflect in the titles of the Mercenary. Skills: ~~~~~~~ Mercenaries pride themselves on competence in all forms of combat ability. Therefore, they receive training to confident veteran in each of the following skills: club defence sword two handed combat axe parry polearm Mercenaries deem the knife, and the martial art combat forms as slightly less important, thus training only to superior professional in: knife blindfighting unarmed combat Skill is also trained in Mercenary Tactics, which is detailed in . By far, the most important skill of any Mercenary is that of Adaptability, which can be learned from Mellok in the Training Yard. mappraise: Get an estimation on your opponent's skill in parry, defence and currently wielded weapon type. Based on appraise enemy. club confident veteran sword confident veteran axe confident veteran polearm confident veteran knife superior professional defence confident veteran two handed combat confident veteran unarmed combat superior professional blindfighting superior professional parry confident veteran mercenary tactics superior guru adaptability junior craftsman -> superior guru Abjuration spells: Nemur Somewhere on the Holm in the lands of Avenir Acrobat: Ashel Cottage between Gont Port & Ten Alders in Earthsea Air spells: Laran In the forests around Mithas in the lands of Krynn Alchemy: Raspatoon City of Gelan in the lands of Calia Animal handling: Cerion In village Thornlin sw of Minas Tirith in Gondor Appraise enemy: Mergula In Legion of Darkness hq in Terel Appraise object: Pelle In Blacksmith's Shop in Ten Alders in Earthsea Appraise value: 10/2 pc Rommik Auction Tent @ Sparkle Awareness: Tarshir Village of Solace in Krynn Axe: Brutus Entrance to the Gladiator Guild in Tyr Backstab: Penance Near the basket-lift in Kabal in Kalad Blindfighting: 10/2 pc Regliak Outside the Dragon Order Monastery west of Sparkle Block: Darryn Somewhere near Flotsam in Krynn Climb: Mimo Beneath a huge rock in foothills of the Misty Mountains in Middle Earth Club: Dougan Pub in Flotsam in Krynn Conjuration spells: Erinys Southern sections of the Holm in Avenir Death spells: Athir Around the township of Thornlin in Gondor Defence: Jaine In Kendermore in Krynn Divination spells: Hylar In the Moorlands of Calia Earth spells: Thimah In Solace in Krynn Enchantment spells: Aunty In Ag of Ten Alders in Gont in Earthsea Find and remove traps:Fredor South of Minas Tirith in Gondor in Middle Earth Fire spells: Thorr-kan In the troll camp in Mithas in Krynn Herbalism: Johanna In a park in sw region of Gont Port in Earthsea Hide: Quillean In the Qualinost Elf Camp in Krynn Hunting: Rommenus In the Silver Forest of Terel Illusion spells: Ry'nal In Ziggurat Pleasure Palace in the Forbidden City in Avenir Knife: Gakhan In Flotsam in Krynn Language: Deggart In the Great Library of Palanthas in Krynn Life spells: Xania In the Academy of Elemental Arts in Gelan in Calia Location sense: Azealia Amazon camp in the Silent Forest in Calia Missiles: Qualthas Qualinost Archer's Camp in Krynn Mounted combat: Brutakis Red Fang guild ne of Kabal in Kalad Open lock: Jasmine Kendermore in Krynn Parry: Verminaard Stronghold of Pax Tharkas in Krynn Pick pocket: Merldon Secret Society guild in Kendermore in Krynn Polearm: Atlas Royal Palace in the Underwater City of Thalassia in Calia Riding: Keleren Stables of Bree east of Shire in Middle Earth Sneak: Aradan Prancing Pony inn in Bree near Shire in Middle Earth Spellcraft: Gamalus Near southern entrance to Gelan in Calia Swim: George Somewhere in Cadu where he works as a lifeguard Sword: Viridian Path from Flotsam to Balifor in Krynn Tracking: Noigo In a mazelike forest somewhere in Cadu Trading: Hendi Telberin in Emerald Transmutation spells:Sharaburz Orc racial guild near Shire in Middle Earth Two handed combat: Arlenn Calathin in Terel Unarmed combat: Drelkhorn Kahedan monastery in Cadu Water spells: Maiden Entrance to Ziggurat beyond First Gate of Sybarus in Avenir 8000 History of the Free Mercenary Guild ============================================== The Free Mercenary Guild of Sparkle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ( a brief history ... ) Though lone mercenaries have always been known to drift in and out of Sparkle, it was not recorded in the logs of the City Councel that they were any sort of organized force until the mercenary known as Maligant arrived. An expatriot of the then disbanded Army of Angmar from the distant lands of Middle Earth, Maligant brought the knowledge he had gained as a soldier of the Angmarim to bear with those that joined him and his newly established band in the areas northwest of Sparkle City at the Mercenary Camp. For many years, Maligant trained like-minded soldiers for hire in the arts of the effective Mercenary, with special emphasis on the skills he himself had known in the service of Angmar - specifically, the tactics of the shield and single-handed weaponry. The Mercenaries came to be known as an established guild worthy of respect from friends and foes alike. When news first reached the Mercenary Camp that the Army of Angmar had been reestablished in Middle Earth, reports are that Maligant went into his tent and did not emerge for three days. When he was next seen by his fellow Mercenaries, he said little, but had a distant gleam in his eye as he left the camp with what appeared to be all he could carry. Word from relations in Middle Earth say he has been seen a few times in the Misty Mountains, gathered with orcs and other forces of the Angmarim. Attempts were made by numerous of the Mercenaries to maintain the order and discipline that Maligant had brought to the guild, yet none with much success. After a period of just a few weeks, it looked as if the Mercenary band might dissolve entirely, were it not for the goblin raid. It was in the middle of the night when a desperate horseman rode into the Mercenary camp from the City of Sparkle, crying out to all who could hear him about the attack on the city be goblins from the west. Morgan, who had long been one of the trainers of the guild had been wandering, looking for new prospects for the guild since the departure of Maligant. It so happened that she herself was in the city of Sparkle at the time of the attack. Sensing opportunity, she mustered what Mercenaries she could to come to the aid of the city. Though fewer than had hoped did come, it was enough to thwart the invasion, and save the city from disaster. Fearful of future attacks, and desperate to find some force to protect Sparkle, the City Council offered the Mercenary Guild lodging in an old logging complex outside the walls of the Old City in return for an agreement to protect the city should danger appear in the future. Finding this a welcome reprieve from the rough conditions at camp, the Mercenaries soon had moved their entire operation to the new location, converting the sawmill and logging compound to their own needs. Mellok, the old skillmaster who had for years run the Adventurers Guild in Sparkle, agreed to come and teach the Mercenaries all he knew, and became the lead trainer for the guild. As time passed, the arrangement proved successful, and the Mercenary Guild came to flourish with new members and newfound esteem from the local townsfolk. Even so, the guild grew less and less like the old war machine that had functioned under Maligant's firm guidance. Without a leader, the guild became more and more factioned, each member finding their own paths for loyalty and fortune. In the end, though the guild maintained its ability to provide the fundamentals of all aspects of combat to its members, no masters of any skills resided within its walls. Therefore, with individual mercenaries affiliating with various outside influences and guilds, the members became known for their ability to adapt themselves to any situation they found themselves in, honing their skills as needed to the employer they were currently serving, and seeking out masters throughout the realms for the skills they could not master at their own guildhall. And thus, the Mercenaries remain to this day - A chief offering for those adventurers in the land who would choose their master from among the various peoples of the realms, or, better yet, have no master but themselves - true exemplars of this, the Free Mercenary Guild of Sparkle! 8001 The Gifting of the Guildhall ======================================= The following account was posted in the realms following the goblin attack on Sparkle: ------------------------------------------------------------------------- Citizens, Yesterday, Sparkle narrowly avoided unspeakable calamity. As some of you are aware, an enormous force of goblin raiders set upon the city with the apparent goal of burning the ships in the harbor and sacking the town. Dozens of these vile creatures, some more powerful than any of us have ever set eyes upon, poured into the inner-city streets and made attempts to destroy and pillage anything in sight. Fortunately for all of us, the Mercenary Guild was at hand to stave off disaster. Morgan, a representative of this band, helped to coordinate efforts, summoning those of her kind to come to our aid, which they did, thank the Gods! Were it not for them, we would all be either dead or sifting through the ashes of our former homes. Morgan has informed me that it was a Mercenary by the name of Prokop who first heeded the call, bringing Trutblemma, an ally, alongside. These two singlehandedly fought off the first few waves of the attack. Not long after, a very young and intrepid Mercenary, Dawn, also came to assist. Teaming up, these three continued to battle it out, holding the invading tide at bay in the hopes that reinforcements might come. It was in this time that young Dawn met twice with death - a sacrifice that will be long spoken of in the taverns of Sparkle! In the end, as morale was slipping and the hordes continued to flow into the City, it was the arrival of Nomm and Zingil (one of those strange Ranger types!) who arrived just in time to deal with a true behemoth of a goblin who arrived with the final push of the attackers. Working together, the defenders threw down the goliath and continued to patrol the city until it was certain that the danger had passed. A few singular efforts were noticed by the city as well. One Jooli dispatched a few goblins on her own, and then proceeded to help clean the city streets of much of the clutter left from battle. It is not known whether or not this was a single horrible event, or whether or not the goblins are preparing for more such offensives against us. It is therefore that we of the City Council have struck up a contract with Morgan, who claims to be coordinating the interests of the Mercenary Guild since the departure of Maligant. It has been agreed that Sparkle will gift to the guild the old sawmill and lodge that once housed the logging operation that existed back when the city was first built. In addition, Mellok, the old skillmaster who set up the Adventurers Guild in Sparkle has agreed to join the Mercenaries and teach them all he knows. Morgan is now in the process of setting up a new camp for the Mercenaries at the lumber outpost, and tells me that she is hand-selecting a few individuals she has met to help her get things running. We in the city will do all we can to support this, as the Mercenaries have agreed to watch over Sparkle in return for our aid. Morgan tells us that she feels this new guild will be far more effective than the last, and she is even giving it a new name, of sorts - the Free Mercenary Guild. For any who are interested, she tells us that she feels it should be ready to accept new members within but a few weeks. In the meanwhile, we offer our heartfelt thanks and praise to those brave defenders of the city, and particularly to young Dawn, who gave more than any of the others in this effort. Eldon, Magistrate of the City Council of Sparkle Mappraise, appraise enemy = 50 (sup. journeyman): ------------------------------------------------- 100% (superior guru): 6.531073446327683 90% (superior master): 80% (superior veteran): 70% (superior professional): 5.1289808917197455 (/ 3221 628.0) 60% (superior craftsman): 4.439353099730458 59 (brilliant): 4.320374370050396 58 (eminent): 4.297163995067818 52 (junior): 3.9935205183585314 51 (novice): 3.929099876695438 50% (superior journeyman): 3.834710743801653 49 (brilliant): 3.763335837716003 48 (eminent): 3.6839452843772498 47 (expert): 3.6436498150431564 40% (superior acolyte): 3.1419284940411703 30% (superior layman): 2.449129593810445 24 (---): 1.9792342634652822 23 (apprentice): 1.9601990049751243 22 (junior): 1.9321819713563606 21 (novice): 1.9288425047438331 20% (superior amateur): 1.8195211786372008 18 (eminent): 1.6912384161752316 16 (seasoned): 1.5914069081718618 10% (superior student): 09 (brilliant): 08 (eminent): 07 (expert): 06 (seasoned): 1.0616352201257861 05 (confident): 0.9625 04 (---): 03 (apprentice): 02 (junior): 01 (novice): 0% (---): 0.7833099579242637 Another value in the skill Appraise enemy will give different results, eg appraise enemy = 60 (sup. craftsman), testing against skills 0: TF: Defense: 0.64, Unarmed: 0.681 (628,668 / 981) TF: Defense: 0.621, Unarmed: 0.645 (847,880 / 1365) TITLES: ======= ... Untalented Professional and Free Agent of the Mercenary Guild ... Untalented Specialist and Free Agent of the Mercenary Guild Fairly Limited Specialist and Free Agent of the Mercenary Guild ... Extremely Well-Rounded Specialist and Free Agent of the Mercenary Guild ... (went from Fairly Limited to Extremely Well-Rounded when maxing mercenary tactics, probably. Not certain) ... Extremely Well-Rounded Veteran, Extremely Well-Rounded Savant Book: ===== Just south of Sparkle lies the guildhall of the Free Mercenary Guild. This collection of diverse individuals has little more than a loose dedication with one another, each alike only in that they desire to remain true to their own purposes. These masters of adaptation will often affiliate themselves with other guilds, perhaps for coin or the profit of powerful companionship. Membership is free to all who wish to have no master but themselves. Mercenaries are proficient in all weapon types except for bow and arrow. Maligant's Mercenaries were founded by Lord Maligant and his comrades, Dalizen the dark and Morgan the Wanderer. They strongly believe in taking control of one's life and destiny. Within the Mercenaries, one can choose to follow a cause if they so desire, but it is not required. Lord Maligant is a former soldier of the Angmar Army, but that is a subject you should avoid talking about as he is still a slightly bitter. There are currently three weapons in which you may train your skills as a mercenary, sword, club and knife. Training is available from Dalizen, Morgan and if you choose to specialize in club, Maligant. Members have access to most of the guild hall save the portion reserved for Lords/Ladys and their causes. The History of Maligant's Mercenaries ------------------------------------- Maligant cursed in dwarven, swinging his club into a nearby rack and smashing it to pieces. He never really cared how this whole struggle turned out, or for the cause of the Witchking for that matter. What had mattered to him was seeking fame and fortune. He had obtained the former easily, his tactics in battle and his skill with a club had made him renowned in the realms, but sadly he had squandered most of his fortune carelessly, thinking the Angmar Army would go on forever. Now with the WitchKing driven out of the Misty Mountains, the army was disbanded without so much as a pat on the back. He was furious and felt betrayed. As he packed the last of his things in his pack, he cursed again and swore he would never be in a position where he could be betrayed again. Not him, he was going to control his destiny from now on and curse the fool that thought to stop him. Grumbling to himself, he began the long walk westward toward Bree, leaving behind all those who had called him comrade and never looking back. He decided to spend the night at the Prancing Pony. He had never been that fond of crowds but the rooms were decent and a fair price so he settled in and decided to head down the dining room for a pint and some stew. As he sat there eating, Maligant, ever the warrior, scanned the room, watching the eyes of those around him. The room fell silent as a woman entered the Inn. She was striking in appearance, her auburn hair fell softly against her dark green cloak. Her eyes told a story, Maligant was sure of it. She seemed the sort that had seen hardship and injustice. The woman approached Barliman and Maligant could tell from the conversation, the woman was asking for something and sadly for her, Barliman seemed unwilling to cooperate. Maligant called over the waiter and told him that he would buy the woman's meal. The waiter quickly ran up to Barliman and whispered in his ear. Barliman filled a bowl with stew and placed a couple slices of bread on the side and handed it to the woman. As she stared at him, Barliman pointed in the direction of Maligant. The woman nodded to Barliman and made her way to the table where Maligant sat. "My thanks stranger" she said to Maligant and extended her hand to him as she said "My name is Morgan the Wanderer, Rang... " her voice trailed off as she sighed as if she had just remembered something she wanted to forget. Maligant invited her to sit with him and they began to talk like old friends. Morgan explained to Maligant how her brother had been ruthlessly murdered years ago, and the she was the only one interested in finding the one who had committed the murder. She had finally tracked the man down, in Minas Tirith. The local authorities there had no interest in making an arrest, so Morgan had handled the matter in her own way. She had taken matters into her own hands and accepted the consequences of her actions without regret. She had found herself banished from the Rangers of Ithilien, but she told him she would not have changed a thing. Maligant liked this woman. He liked how she hadn't backed off at all and took all that came her way with dignity and certainty. When Maligant finally woke, it was nearly sunset again, and he decided it might suit him to travel through Shire at night. He had no illusions of being well accepted as he traveled through Shire and knew it would be best to do so under cover of darkness. He dressed and packed, recalling the woman Morgan from the night before. He liked the cut of her but he had no idea where he was going and no time or patience for ties at this point. As he left, he asked Barliman if he could get word to Morgan if a message arrived. Barliman assured him he could find Morgan and that brat child of hers if anyone was to ask. A child, hmm pondered Maligant, not something he had ever cared for much himself. Maligant passed silently through Shire. It was not fear that motivated him, but more a dislike of pecks. He found them annoying and chattery and far to cheery for his liking. Peck was the word Maligant assigned to anyone not of his stature or liking. He finally arrived at the Havens and took the first ship out that was headed to Krynn. As he huddled on the deck of the ship, he dozed off and on, thinking of the great city of Palanthas that awaited him at the end of this voyage. It would be good to be back on Krynnish soil, he thought, it had been to long since he had been in the land of his birth. The warmth of the Krynnish sun high in the sky had finally roused Maligant from his sleep. The ship was approaching Palanthas and he could already see the port city as it spread out before him. He took a deep breath of air, convincing himself that the air in Krynn was better than that wretched place he had left behind. As he disembarked, Maligant removed the tabard that had proudly been draped over his shield for many years. He folded it carefully and left it atop a crate on the pier. That was his past, and today his future began. He entered the city of Palanthas and peered around contentedly, which for a dwarf is about as close to joy as they get. Maligant was making his way through the midday crowds in Palanthas when he noticed some people gathering near the center of town. He was curious so he went to take a look at what all the ruckus was about. As he approached, he saw a dark elf, one of the silvanesti, in chains being taken away by two Knights. "This is what happens to those who cause trouble and challenge our traditions!" boasted the Knight. The elf glared at him with pure hatred as he uttered "Tell them the truth, you just distrust my race!" and with that he spat at the Knight. Maligant snickered to himself. Maligant liked people who stood up for themselves and didn't whine. He was none to keen on elves, but he did respect the elf not allowing them to publicly humiliate him. From the gossips in the crowd he learned the elf was correct, he had been taken into custody for no reason other than being a dark elf. He also learned the Knights intended to execute him at dawn. Maligant could feel his blood begin to boil, nothing angered him more than blind ignorance. Maligant decided to take a stroll near the prison where the elf had been locked up. As the sun set and the twin moons of Lunitari and Solinari began to shine down upon the city, Maligant made his move. He approached the guards as if drunken and close to passing out. They relaxed and laughed at him but telling him to move along all the same. Maligant got just close enough and then in a blur of movement, pulled his club from his holster and smashed in the head of the first guard. Before the second could sound the alarm, Maligant had delivered a crushing blow to his throat. With the guards dispatched, it was a simple matter to break open the locks and enter the prison. Maligant finally found the cell containing the elf and made quick work of the lock, smashing it to pieces with his club. The elf looked at him suspiciously at first, but was not foolish enough to question the motives of the dwarf who had just freed him from his prison. They began to make their way out of the prison when six guards surrounded them. Maligant charged into the center of them, his shield and club swinging wildly. One of the guards fell immediately and Dalizen wasted no time in the grabbing the blade from his corpse. The elf and Maligant stood back to back, with the remaining five guards surrounding them. The elf peered over his shoulder and asked "Who are you?" "Maligant" answered the dwarf gruffly "And you?" "Dalizen the dark" the elf answered back as he kept an eye on the guards. "Well Dalizen the dark, it looks like we will have to fight our way out of here." Maligant stated. With that, both elf and dwarf began to look for weaknesses in the guards defences. They struck quickly moving constantly, but always kept their backs to each other. The guards quickly fell one after another until Maligant and Dalizen stood in the midst of the bodies. "We should get out of her now" Dalizen said, stating the obvious. Maligant chuckled and headed for the door. They escaped under cover of darkness into the plains of Solamnia. They made their way in the darkness toward the city of Kalaman. When they had reached the hills near Kalaman, Maligant suggested they wait and rest. It would be safer to wait and sleep through the day and try boarding a ship once the darkness had returned once more. They made a small fire and ate some rations Maligant had been carrying with him. As they rested, Dalizen studied the old dwarf. "I owe you my life sir" Dalizen stated. "Yes, you do." Maligant agreed. "And someday I will figure out how you can repay me." They talked until the early hours of the morning about how they would both prefer a life where they owed nothing to anyone. They had both felt the sting of betrayal and longed for freedom. It was probably this conversation that planted the first seeds of Maligant's Mercenaries. For as they finished talking and the fire was flickering out, Maligant suggested they might find someplace where they could indeed decide their own destiny. Dalizen mumbled something about crazy old dwarves as he laid down to sleep. Maligant found this elf amusing. They were awakened by someone poking them in the ribs with a stick. Maligant jumped up with his club in his hand to find a young human standing there in front of them with a stick in his hand. "Who are you and what are you doing here?" the human demanded. Maligant was ready to crush the young man's skull but Dalizen stepped forward toward the young man. "And who are you? Wearing the crest of a disgraced Knight does not give you the right to harass anyone!" Dalizen confidently stated. "Aye, my lord has destroyed us both in his dishonour" stated the human, "And now I am Bryce Hawthorn, squire to none and herald of nothing." Bryce dropped the stick and hung his head in shame. Dalizen invited Bryce to sit by the fire and have some food with them. They talked for a while and Bryce explained how his Lord's womanizing ways had brought shame on not only the Lord Knight, but on all those who served him. He felt angry and betrayed, something Maligant could relate to completely. Bryce wanted to ask them to let him join them in their travels, but he felt unworthy and so after they had eaten and broken camp, Bryce waved farewell as Maligant and Dalizen went on their way. It was seven o'clock in the evening as they entered the city of Kalaman through a secret passage in the wall that Maligant had pointed out. They quietly made their way to the docks and began looking around for a ship that was departing soon. Maligant signaled to Dalizen and he hurried over to find Maligant had booked passage for them both on a ship to Newports. As Dalizen and Maligant traveled northward into the Plains of Abanasinia, they found themselves making wagers. One was whether or not they would find barbarians first or draconians, the next one whether they would run into a Red Dragonarmy patrol or not. Maligant seemed be ahead about four to one on the wagers. They spotted a half-elf in the plains ahead of them and began to wager as to why he was wandering the plains. Maligant wagered he had been cast out, Dalizen wagered the half-elf had chosen to leave his home. Maligant was right again. The half-elf was unable to speak a single word, but was clearly educated because he could write. He wrote them a note saying his name was Soren and that his father of was a human of the Que Shu tribe. Their village had been destroyed by the Red Dragonarmy and his father slain. Soren had dared to challenge the Dragonarmy General and had suffered for his actions. The General had decided to make an example of Soren and had publicly tortured him, crushing his throat and leaving Soren unable to utter a single word. The tribesmen of Que Shu had cast Soren out in hopes of placating the Dragonarmies. Soren was left to wander the plains, barely surviving on the leftovers of dragonarmy patrols that passed through there regularly. Maligant asked Soren what his trade was and Soren wrote down that he had been apprentice to his father, in his father's shop. Maligant respected a good trader and decided to ask Soren to join them. Soren agreed quickly since he had no ties to this part of the world anymore. They decided to head toward Solace and find lodging for the night. As they passed through the plains, they came upon a very strange sight indeed. There, in the middle of the road, was a gnome. As they approached the gnome cried out "OneTwoThreeMore!" he chattered "NowQuicklyGiveMeYourNames!". Maligant stated his name, as did Dalizen and Soren handed the gnome a small slip of paper on which he had written his name. Maligant asked the gnome "Why are you writing down our names?" "ItsMyLifeQuest!" he proclaimed "ToRecordTheNameOfEveryManWomanAndChildInTheWorld!". Maligant smiled slyly, nudging Dalizen and whispering something in Dalizen's ear, then shaking his hand. "Then you should come with us, for we are travelers of the world and will surely encounter every man, woman and child in our time!" "TravelToThePeople?" the gnome pondered "ThatsBrilliant!" The gnome quickly introduced himself as Gnimpsh the Record Keeper. They all shook hands and headed on toward Solace to find food and rest for the night. Maligant could see a plan forming in his mind, a plan for his future and for the future of all those he had met in his travels. He would need each of them to make it work, but it could happen, it could be freedom and companionship all at once. He spoke quietly with Dalizen over dinner. Gnimpsh and Soren sat together for dinner, the gnome chattering endlessly and Soren, of course, being the perfect listener. Maligant laid out his plan for Dalizen. They would set up camp in some out of the way corner of the world, a place for those who wanted to control their own lives, who wanted to set their own destiny. Together they could train them to fight and set the on a path for their own greatness. It turned out they had made another wager upon meeting Gnimpsh. Maligant had wagered he could get the gnome to come with them and Dalizen had wagered he could not. Maligant had decided the price of this wager would be in their new camp. Dalizen would have to deal with all the pecks, all the young people that came to their camp. Maligant would only train the older people who wanted to specialize in wielding clubs. Dalizen grumbled at this but finally agreed, after all, a wager was a wager. He flatly refused to train goblins and told Maligant he would have to deal with those sort. They shook hands and Maligant's Mercenaries was formed. Maligant decided the next morning they would travel to Thorbardin, home of the dwarves. He had some old friends there who would be perfect companions in this new venture. By the time the sun was midway up in the sky, they were reaching Thobardin and although it had been years since Maligant had been there, he remembered the way easily. He found his old friends Corwin and Tarn with no trouble and soon they were drinking ale and talking over old times. Maligant told them of his ideas and they were both quick to agree to join him. After a good meal and a nap, the party headed out again, This time with purpose, to find a location for the mercenary camp. They decided to head to Sparkle since the tower of the realms was there, they could see into all the lands and find the perfect place. While wandering around in the countryside near Sparkle, they spotted a place just northeast of Sparkle that was perfect. It was remote but not to far removed, private but easily accessible. Maligant built a huge campfire and they raised the tents there around the fire. This would be the site of their new home. Maligant decided to send for Morgan and her daughter. He was surprised when they arrived to find that Taryn, Morgan's daughter was a very capable cook. So they set her up in a sort of makeshift pub near the campfire. Gnimpsh demanded to have a dry, warm place to work, so they got to work on constructing a small building which would house part of the mercenary camp. Tarn setup his forge and Soren fashioned an equipment shop nearby. Maligant, Morgan and Dalizen setup their training areas. Corwin was put in charge of the armoury for those mercenaries who reached the rank of Lord or Lady. He even sent for Bryce, to fashion and look after the tabards of the Lord and Lady mercenaries. Everyone was there and happy to be controlling their own lives for a change. As people came to join Maligant, the gnomes of Genesis decided they didn't want to miss out, so they opened a branch of their banking system in the mercenary camp as well. Later a library was added and a sparring arena as well. An old half-ogre that Maligant had met years before, Raddick is the overseer of the arena. Maligant was content with this new life and many evenings you can find him with Dalizen in Taryn's pub, drinking to much ale and making wagers on just about anything. *It should be noted that I had to buy Maligant more than a few ales to get this much of the story from him, but I am sure there are even more adventures he has yet to share. Structure of Maligant's Mercenaries ----------------------------------- WARLORD/WARLADY ----- LORD/LADY (declared) --- / / / LORD/LADY (bestowed) GUILD MEMBERS < / | \_______ CAUSE MEMBER ----< | | \ | | LORD/LADY (declared) HIGH RANKED MERC HIGH RANKED MERC Guild Members - To become a member of Maligant's Mercenaries, one must have proven themselves in battle. They must be of at least adept level and gain the permission of Maligant himself. Maligant is the stoic looking dwarf near the entrace to the encampment. Once one has done this, they should see Gnimpsh to actually join. Guild members are not required to join any cause at all, nor declare a cause of their own. They are free to remain unattached and simply become high ranking mercenaries in their own right. There are currently three weapons in which you may train your skills as a mercenary, sword, club and knife. Training is available from Dalizen, Morgan and if you choose to specialize in club, Maligant. Members have access to most of the guild hall save the portion reserved for Lords/Ladys and their causes. Cause Members - To become a member of a cause you must reach the level of "blooded mercenary". At this point you may apply to the cause of your choice. You can learn about these causes in the library or seek out the Lord or Lady you wish to join. Once you find a cause you wish to apply to, simply visit Bryce and apply. You may use "mtitle cause" to display your title in conjunction with that of your Lord/Lady. Some of the benefits of joining a cause are the comraderie of those who share common goals or aspirations, the assistance of those comrades in gaining experience, access to the private armoury of your Lord/Lady and access to the board for causes. Cause members have access to all of the guild hall. Once you reach adequate rank, you of course have the option to request Lord/Lady status from your Warlord/Warlady, leave the cause and declare your own or return to being an unattached mercenary. Lord/Lady (declared) - To become a declared Lord/Lady one must reach the level of "famous mercenary" and visit Bryce. In his office you will find a book you can read. It details information on how to "declare" your cause. Once you have declared a cause you will be able to request your tabard and are considered an aspiring Lord/Lady. Writing a book containing information about your cause may aid you in gaining followers. Once you have three followers, you will have earned the title of Lord/Lady of the Mercenaries. You will be granted a private armoury that is equal in capacity to the number of people in your cause. i.e. a Lord/Lady with three followers has a private armoury with the capacity to hold four items. Items having the mark of the mercenary racks will be immediately rejected and returned to the mercenary rack room. Lords/Ladies also are given a dog of their choice, which has some special abilities and access to morders. Morders allow you to command those mercenaries travelling with you, should they wish to comply. (morder autocomply on). This can be most useful in sharing the burder of battle with another or in keeping younger mercenaries safe in battle. If your membership drops below three members, you will lose your title until such time as you regain three followers once more. Lord/Lady (bestowed) - As a member of a cause your Warlord/Warlady may bestow the title of Lord/Lady upon you. Given you remain in that Warlord/Warlady's cause, you are not required to gain followers nor will you have a private armoury seperate from the Warlord/Warlady. You will recieve a dog and morders. If your Warlord/Warlady wishes to announce a successor to their cause, all bestowed Lords/Ladies within that cause are returned to member status so the new Warlord/Warlady can promote those they wish. Warlord/Warlady - To become a Warlord/Warlady you must first be a Lord/Lady who has declared and has gained eight followers. Warlord/Warlady's have all the same benefits and access as a declared Lord/Lady and have the additional ability to bestow the title of Lord/Lady on their members as they see fit. Joining the Mercenaries ----------------------- Maligant's Mercenaries were founded by Lord Maligant and his comrades, Dalizen the dark and Morgan the Wanderer. They strongly believe in taking control of one's life and destiny. Within the Mercenaries, one can choose to follow a cause if they so desire, but it is not required. Lord Maligant is a former soldier of the Angmar Army, but that is a subject you should avoid talking about as he is still a slightly bitter. He saved the life of Dalizen the dark, who began traveling with Maligant, first out of a sense duty for his life, but later they gained a mutual respect for each other's abilities. He asked Morgan to join Dalizen and himself once they had chosen the location for their camp. Morgan came with her daughter, Taryn, to Sparkle. Although Maligant is none to fond of children, Morgan told him her daughter was part of the deal and could cook. Maligant not being one to ignore his stomach, reluctantly agreed. The combination of training available from Maligant, Dalizen and Morgan results in warriors who are well-rounded, highly trained and quite capable of handling the needs of their clients. Those wishing to engage the services of a mercenary should be prepared to remit compensation at the discretion of the individual mercenary. Those wishing to join the Mercenaries should be mature enough to handle the freedom and responsibility of this lifestyle. Due to an old wager between Dalizen and Maligant, Dalizen handles the combat and tactical training for those new to the mercenaries. Maligant chooses carefully those he wish to give more advanced training to. Morgan focuses on the more subtle arts of judging ones enemies, understanding languages and general exploration abilities. To join the mercenaries, one should first obtain the permission of Maligant himself, then seek Gnimpsh the gnome to actually "mjoin the mercenaries". For more detailed history, please read Maligant's Mercenaries on the reference shelf.