Difference between revisions of "Mercenary's Guild"

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official_id=14|
 
official_id=14|
 
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clan_leaders={{profile|1728|The Malice}}, {{profile|1327|Tom Failur}}, and {{profile|1755|HVLD}}
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clan_leaders={{profile|1728|The Malice}}, {{profile|1327|Tom Failur}}, and {{profile|1755|HVLD}}|
 
clan_membership=15+|
 
clan_membership=15+|
 
clan_goals=General moneymaking|
 
clan_goals=General moneymaking|

Revision as of 20:27, 26 December 2006

Mercenary's Guild|-style="background-color: #ffffff; text-align: center;" Gold2.gif|-style="background-color: #c3ddc3; text-align: center;" In-game page
Leadership: The Malice, Tom Failur, and HVLD
Members: 15+
Goals: General moneymaking
Recruitment policy: Any and all mercenaries ready to do whatever it takes to make quick cash. No natives or zombies. We train!
Contact: Look to the bottom of this document for more information on contacting us.


Someone pissing all over your hut's front lawn? Is someone smart-mouthing the trader? Are you an animal rights activist who's tired of seeing the trader's dogs mercilessly cut down? Is there an elephant attacking your loved one? Is there a hut that needs freeing? Is there a parrot kicking your ass while you wander drunk in the jungle? Do you need a project sabotaged? Well, you came to the right place.

To put it simply, the Mercenary's Guild is an open group for mercenaries traveling together in a small band doing both good and evil deeds in exchange for gold.

History

Back in the day, The Malice was a kind-hearted man. He came over to Shartak with a batch of survivors who ended up founding Durham. Soon it turned out that there was to be a road connecting the settlements of York and Durham. The Malice set out to help with the road-building when he noticed that a large amount of people appeared to be identical! How odd! He killed one and so started his serial-killing days, dashing onto the road and killing those who worked on it. Eventually, The Malice gained his current nickname - because he was a Malice.

A few days after he started killing those on the road, he noticed someone named Wojciech who shared his ideals. Wojciech turned out to be a friend of The Malice from long ago, so they joined together once more and united efforts against the road. They smashed roadmarkers, obliterated directions carved on trees, and urinated on the road in a (relatively futile) attempt to have it grow back. Although belatedly, the road was finished despite the efforts of the two, and they found themselves without anything to do. After twiddling their thumbs a bit, they decided to call a truce with the highwaymen and entered the settlement of York - ironically, The Malice got a bit lost on the way there even though he was following a road. York appeared to be under attack from Pirates and Native villagers alike so the two fought side by side with their old enemies against a new, more coordinated force. When they had a super-secret meeting in the middle of a packed Armoury, someone mysteriously over-heard their plans of sneaking into the jungle and killing random people and asked to join their group.

After a few more days, the trio decided to just stay in York a bit longer, get refreshed, and become full-time mercenaries instead of pillaging bandits. A few hours later and they decided to just make it formal, so the first Mercenary's Guild of Shartak was created.

Goals

The Mercenaries have no goals in particular. They fight evil and good alike and there are only a few things they shy away from doing. They stay together in a close-knit group of friends and go where they want until someone hires them to do a job - in exchange for gold, of course. Lots of pretty shining gold.

News

  • Sunday, May 14th - Mercenary's Guild founded by Wojciech and The Malice.
Bounty list set up by Tom Failur.
  • Monday, May 15th - Mercenary's Guild TWO DAYS OLD and SIX members, with a seventh on the way! Rejoice!
Forum set up.
  • Sunday, May 21st - The Mercenary's Guild declares war on the Shadow League due to illiterate insults found carved in the side of a wall.
  • Monday, September 4th - The Mercenary's Guild back in action after a long period of inactivity due to leadership being on vacation. Roll call is currently being performed and it may take a few more days until we can fully resume operations.
  • Mid-September - The MG appears to be fully operational again, and we're attacking York as part of a contract, obviously.
  • Late November - Opium Den established, conclusion that this news section is pointless has been reached.
  • Recently - Expect mass reform of the MG, not neccesarily to impose a better impression.

Missions

Our current mission is to protect Durham at all costs from the onslaught of natives and enemies. Temporary truces have been formed with former rivals, and the MG now fights alongside their old enemies.

Payment Plans

  • As we can't trust everyone, we can refuse service to whomever we wish for whatever reason we wish.
  • We will need gold paid before the deed (half or less) if the mission is incredibly dangerous or if we simply don't trust you - along with the remainder of the gold after the mission is completed successfully.
  • People who do not cough up will be killed on sight until payment is made.
  • A meeting place will have to be arranged for the payment. This can be done before or after the deed.
  • Jobs far from where the MG is currently (for example, if you want them to fight at Derby and they're at York) will make the price increase.
  • The paid gold will be divided equally amongst the members (the ones active in the job, of course). When the number of gold does not divide equally the leftover amount will be given to the mercenary who did the most work - for example, if the job was to kill a group of survivors, and everyone killed one and one person killed two, the leftover gold will be given to that person, although everyone else will get a reward too. Mercenaries who repeatedly do nothing will have their share of gold revoked until they work for a living.

Do's and Dont's

The MG does not shy away from much, but there are a few things it will not do:

  • The Mercenary's Guild will not zerg or use multiple characters owned by one person to complete its

goals.

  • The Mercenary's Guild will not attack its own for any reason, paid or not.
  • The Mercenary's Guild will not... Well, that's pretty much it. Ain't that somethin'?


The list of things we DO do (ha!) is much, much longer. If you've got a question on whether a job is too tough for us, just give us a shout on our discussion page. I won't list them all here, because there's unique jobs for every occasion.

'Note: We don't care about politics. If someone asks us to kill somebody, we don't ask why. We ask how much he can offer. We are also 100% confidential. Terms of any deal won't be given out to any third party, no matter the circumstances.'

Members and Nonmembers

Our member list is private at the moment.

Imposters: Mexkrax, http://www.shartak.com/profile.cgi?id=1777, who should be killed on sight by any Mercenary's Guild. Although banished now, he paraded openly as a mercenary for many weeks, killing mercenaries in his path, and due to an error in the payroll system, there was no way to kick him out.

Benefits

As a full-fledged, legal guild on the lovely island of Shartak, we offer various benefits to working with us. Full dental, for example. A member-only Opium Den. Opening soon is a member-only Brothel. We are an EOE, povided you're not a native because you all look the same to us outsider folk.

Contact

The Malice, HVLD, or Tom Failur in-game.

Erados, HVLD, or Sir Charles Highgate on the Shartak forums.

The MG's page on the Shartak Forums.

Most of all, though - Our Guildhouse