
Description
The Military Guilds is the collective organisation under which the main military Guilds of Kildar have united in order to further their shared goals. They are led by the Mercenaries Guild.
"It is the duty of every single person in this council to defend Stormhaven. Whilst I and those beside me offer our lives to this city, it is your duty to give us the tools so that we do not bleed in vain."
Grand Captain Dain Holderhek, speaking to City council of Stormhaven during negotiations regarding the payment for weapons from the Smiths Guild.
Worldview
Mission Statement
To promote the organization and centralization of military and magical power to defend Kildar against outside threats.
Values
Whilst internal disputes are kept behind closed doors, the core values of the Military Guilds can be used to separate its Guilds into branches, based on what they see as Kildar's most important next step.
Professionalism
As the branch of the Military Guilds that is the most dominant, when people think of the faction they often imagine this branch and its most prominent Guild, the Mercenaries Guild. This branch advocates for the creation of an standing army for Kildar that can be called upon to deal with major crises, such as War of Unyielding Shadows, Hadarian Crisis or Grandmother's Rise. They see the portal network as an exceptional opportunity to further this goal, as it would make the questions of location, logistics and manpower a non-problem.
They see the Eldritch Inquisition as it's major antithesis and obstacle. They see them as a lawless group who enforces their ideology on the peoples of Kildar without any check or balance. The hold they have on the portal network is regarded as both a major threat to the cities of Kildar, as well as an insult to the capabilities of the Military Guilds to keep the network safe.
Defence
Best represented by the Guards Guild, this branch believes that Kildar's resources are best spent defending its walled cities and towns. Whilst they agree with the other branches about the necessity of a powerful central army, they disagree that it is a priority at the moment, and see it more as a long-term goal. They would rather see the local guard regiments bolstered as to fend of any attack on the core economic regions of the continent.
Strength
Whilst the other two branches concern themselves mostly with politics, the Adventurers Guild and those who think like them, prefer to take more direct action. Whilst not opposed to the Landsraad itself, they hate its inaction and powerlessness. They see the Merchants Guild as the
Reaction to current events
Shadowfellian Exodus
The refugees from the Shadowfell are spread out, not small in number, they are loyal only to their own and dislike authority. On top of that, injustices against them have been fuelling suggestions amongst them to use force to secure their place. The Military Guilds, and especially the Dwarves and Orcs among them, clearly see the similarities between the Shadowfellians now and the Orc population before the War of Unyielding Shadows.
The Military Guilds remember what happened during the early years of the War of Unyielding Shadows, when the different Orc tribes massacred towns all over Kildar before coalescing into large armies that overwhelmed local armies. They intend to smother any uprising in its infancy if the Shadowfellians prove themselves dangerous to Kildar or its people.
As long as that does not happen however, the Military Guilds eagerly look towards what useful skills these newcomers might bring with them from the Shadowfell. Especially the Bounty Hunters Guild assumes they might provide talented recruits.
The Return of the Fey
The Fey's return is seen as a incredible threat to Kildar's independence and Safety. The Fey are both notoriously fickle tricksters and beings of great magical power. The Military Guilds refuse to accept any missions which will lead them into the Feywild or into conflict with a Fey. Whilst individual Adventuring parties might still accept missions there, the Adventurers Guild discourages any mingling with the Fey themselves.
The Military Guilds especially hold a strict policy of not owing any favours to the Fey. Any member of these Guilds that accept a favour from a Fey is removed from any offical position in the Guild, and repeat offenders are removed from their Guilds entirely. This is all to prevent the Guilds themselves from being influenced by the Fey.
How do they look at the current events of Kildar, like the Shadowfellian Exodus, the return of the Fey and planar magic?
History
Event 1
Event 2
Structure & people
The hierarchy and roles within the faction as well as the most important people in it.
Leader
Grand Commander Lezre Bandit-Butcher.
Quest Giver
A middle-ranked member the parties will probably see first and associate with the faction. Make them memorable
Opponent
The biggest critic of the faction, opposes their actions. Maybe disillusioned former member
Member creation tables
A template with tables for generating members of this faction. One per member type (e.g. guard, bureaucrat, diplomat, commoner)
Roleplay
3d12 | Appearance | Quirk | Story |
1 | An eye patch covers a missing eye, lost in combat. | Checks every room for another exit before fully entering it. | I have already lost many brothers in arms, I refuse to lose any more. |
2 | The emblem of the Mercenaries Guild adorns your armour. | Hates sleeping where there are no solid walls to protect them. | I have broken a contract whilst working as a member of the Mercenaries Guild, Bounty Hunters are now after me to restore the Guild's honour. |
3 | A brand signifying your allegiance to the Bounty Hunters adorns your ribs. | Tends to invite their fellows to the nearest tavern at every opportunity. | Life is too short, I make money so I can live a life of luxury. |
4 | Bald or buz-cut hair | Refuses to follow orders from someone that they don't think can beat them in a fight. | On a hasty retreat I lost a weapon that has belonged to my family for generations, I search for the one who took it and reclaim it. |
5 | A large scar marks your leg after a bad fall. | Refuses to use dishonourable behaviour in combat. | The small town I once guarded was beset upon by bandits and rescued by Adventurers. I long to find them and repay the life-debt that I owe them. |
6 | Lightning scars trail down your neck onto your back. | Always aims for the head. | My mentor in the Adventurers Guild is bedridden after having been cursed, I search for a way to break the curse or slay the one that cursed them. |
7 | Large burn scars cover your fore-arms. | Considers their body a temple. | I have heard many stories of the powerful fighters of ages long past. I intend to visit them in the heavens and hells before I die. |
8 | Your trusty boots and coat look like they will fall apart any day now. | Seems to be far more interested in fiction books than the weapons of their trade. | |
9 | Your helmet has large, impractical horns on top of them. They look cool though. | If they aren't sharpening their weapon, they are most likely actively using it. | |
10 | A depiction of your love hangs in a locket around your neck. (It is actually a picture of your favourite food.) | ||
11 | Your weapon is as much a work of art as it is deadly. | ||
12 |
Locations
The faction holds most influence in the cities of Arland,
Other locations
The Red Coin
The Headquarters for the Mercenaries Guild, located in Arland.
A paragraph for each other location, linked to the page about that location if it is big enough and a list of NPCs that can be found in that location.
