Certain models in the game do not have a specific affiliation to any of the dominant factions. Instead, they prefer to be neutral, unfettered to anyone. The non-affiliated are commonly mercenaries, wandering the world to its outer reaches, searching for a job worth their while; something to fatten their purse and supply their journey. 

However, those that do not join free companies or journey by themselves, often take commissions from the nearest branch of the Adventurer’s Guild – an establishment of vast influence, its tendrils reaching into most territories. The Guild presents an opportunity for anyone who wants to weigh coin and can swing a weapon or is otherwise inventive. In the name of a contractor, be it a city, a local lord, or other, it provides assignments and gives out rewards: everything from initiate-friendly small-coin trifles to hazardous challenges with correspondingly lucrative rewards. 

The Guild and its constituents keep a close eye on local happenings and developments, sometimes engaging in matters that they should be keeping out of. However, they are a necessary presence; their extensive capabilities and the help they can offer in a precarious situation are oftentimes welcomed. Despite it being an establishment on the lookout for profit, information, or collection of debt, it genuinely helps adventurers and the impoverished out of destitution and ignominy, offering basic shelter for small favors.  

Take note of so-called semi-neutral models: while they do affiliate with a certain faction, they prefer to keep their options open and often work as hired swords or journey outside of their home territory to pursue their personal goals. They can be employed into parties consisting of other faction members, however they will not easily be able to partake in the boon of leader stratagems. 

Merc flag4 WP

 

 

 

 





Certain models in the game do not have a specific affiliation to any of the dominant factions. Instead, they prefer to be neutral, unfettered to anyone. 

The non-affiliated are commonly mercenaries, wandering the world to its outer reaches, searching for a job worth their while; something to fatten their purse and supply their journey.

However, those that do not join free companies or journey by themselves often take commissions from the nearest branch of the Adventurer’s Guild – an establishment of vast influence, its tendrils reaching into most territories. The Guild presents an opportunity for anyone who wants to weigh coin and can swing a weapon or is otherwise inventive. In the name of a contractor, be it a city, a local lord, or other, it provides assignments and gives out rewards: everything from initiate-friendly small-coin trifles to hazardous challenges with correspondingly lucrative rewards. 

The Guild and its constituents keep a close eye on local happenings and developments, sometimes engaging in matters that they should be keeping out of. However, they are a necessary presence; their extensive capabilities and the help they can offer in a precarious situation are oftentimes welcomed. Despite it being an establishment on the lookout for profit, information, or collection of debt, it genuinely helps adventurers and the impoverished out of destitution and ignominy, offering basic shelter for small favors.  

Take note of so-called semi-neutral models: while they do affiliate with a certain faction, they prefer to keep their options open and often work as hired swords or journey outside of their home territory to pursue their personal goals. They can be employed into parties consisting of other faction members, however, they will not easily be able to partake in the boon of leader stratagems.