The Shieldmen's Alliance

The Shieldmen’s Alliance is the largest mercenary organization in The Free City. (A number of smaller organizations exist, but do not have the same size or prestige). With a large membership of soldiers left over from the Greyhawk Wars, the Shieldmen are aggressive about pursuing any contract, from bodyguard duty to brushfire wars in other nations.
Membership Criteria:The Shieldmen’s Alliance consists primarily of warriors, but there is no actual limitation on membership exists, and it is not unheard of for a militant priest or a sorcerer with a mercenary bent to rise high in the organization.
Enemies & Allies: The Shieldmen’s Alliance has an excellent relationship with The Blood Lineage, Dyvers primary sorcerer’s guild. The two groups often work together on contracts, and the they cross-refer each other with employers. While there is some tension between the Free Army and the Shieldmen, every attempt is made to make sure that the guardsmen have no reason to harass Shieldmen members.

Allies: Enemies:
The Blood Lineage
Status: Active Headquarters: The Free City of Dyvers
Resources:
Relation w/PCs: Associated Runlogs:
Organization Members
Leader:
Affiliation Data
Affiliation Type: Fighting Company Affiliation Scale: 7 (City and Outliers) Executive Powers: Craft, Raid
Affiliation Score Criteria: TBD
One Time Modifiers Multiple Use Modifiers
Character Levels + 1/2 Brought a significant or long term employment contract to the guild. + 1
Strength 13+ + 1 Guild Contracts Completed + 1/4
1 or more Ranks in Profession: Soldier + 1 Distinguished in Battle + 1
5 or more Ranks in Profession: Soldier + 2 Retreats against orders + 1
10 or more Ranks in Profession: Soldier + 3 Contract completed for the Guild Council +1
Class Levels as a Sorcerer + 1    
Class Levels as a Fighter + 1    
Charisma 17+ + 1    
Leadership Feat + 2    
Titles, Benefits & Duties
Rank Score Title Duties/Benefits
0 3 or lower Recruit A basic mercenary soldier, with no significant reputation.
1 4-10 Man at Arms Dues: 1gp/month
+ 1 to Diplomacy Checks with Blood Lineage members and Shieldmen’s Alliance members
Basic Dormitory-style Room and Board at the guildhall for up to 1 month per year
2 11-15 Swordsman Dues: 10gp/month
+ 2 to Diplomacy Checks with Blood Lineage members and members of The Shieldmen’s Alliance
+ When not living at the guildhall, may requisition 1 Cure Light Wounds Potion per Month
Dormitory-style Room and Board at the guildhall for up to 3 months per year
3 16-21 Warder Dues: 25gp/month
+ 3 to Diplomacy Checks with Shieldmen’s Alliance members
+ 2 to Leadership Score (if Leadership Feat is possessed) for the purposes of calculating Followers (and a 10% cost reduction for maintaining them)
+ 1 to Leadership Score (if Leadership Feat is possessed) for the purposes of calculating Cohort level
Able to sell arms and armor for 80% of face value.
Receive Spellcasting services from the Blood Lineage at 3/4 Price.
4 21-29 Captain Dues: 25gp/month
Captains may live at the guildhall full time, but are expected to pay Guild Dues regardless of their employment status
+4 to Diplomacy Checks with Blood Lineage members.
Honor Guard: 4-6 guild members swear personal fealty to you (Total EL 8)
4 30+ Champion Dues: None
A Champion is no longer a ‘mercenary’ in the classic sense. He or she becomes part of the Guild Council, able to command the powers of the guild itself, and has an expectation of obedience from other guild members.

Miscellaneous Affiliation Notes: No guild member below the rand of Captain is expected to pay dues when living at the guild hall (it is assumed they are between contracts and seeking employment.

The Shieldmen's Alliance

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