Society/ Organizations
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ID: 2473

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March 31, 2006, 3:22 pm

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The Azure Comet Mercenary Guild

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One of the finest mercenary circles who can trace their origins back to the Greater Comet School. They currently are on near permanent hire to the Crown of Kendaria.

Circle (n) 1) Any round line related to Pi. 2) A mystical symbol. 3) Archaic: Any group of magic users, like a gaggle of geese. 4) Common use:, any group of magicians bound by friendship or other common bond. 5) Traditional: A circle is the magical equivalent of a mercenary’s company.

The Greater Comet school was a magical academy of some repute for several centuries ago, specializing in magic and warfare. After violating Guild Law and involving itself directly in The Way of Throne, it was (violently) disbanded by a guild force. The traditions of that school live on in the various Comet groups. (See linked submission).

For reasons of Comet tradition, a mage mercenary company is called a Guild, while its units are called Circles.

The Azure Comet Guild is based of out Kendaria. Their compound is adjacent to the Grand Castle of Chechar, seat to Kendarian power. While still a mercenary company per law, they are practically a regular unit in the Kendarian military. This relationship harkens back to several principals (full comet members) whose chairs (in absencia) at the Comet School had been sponsored by The Kelarian Prime. Upon the fall of the school proper, those senior members in absencia simply began teaching students there (first in an attempt to restart the school, then to support their own guild). The Prime sold them some property which had been tasked to the cavalry adjacent to the castle. In the expanded mannor home, live and train combat mages, grogs, and houses all their staff. 

This mercenary relationship keeps a two fold fiction going. The first is to keep the Guild out of the Way of Thrones. The second is that the Caldorian Prime is not allowed to “raise and keep” a magical force by ancient law and several treaties. Since the Azures are occasionally hired to fight in campaigns (not against Caldoria… though if the prohibitively HUGE price is paid, they are honor bound to do it), they keep their mercenary status.

The Guild boasts a full eighty Principals and nearly two hundred Minors. The guild normally fields ten full Circles. Each Circle is comprised of five Principals, ten Minors in support, 20 Grogs (fighter bodyguards to defend the magicers, many hired away from the Caldarian Army), and a few support bodies (personal cooks, servants, and supply masters associated with Principals).

Each active circle is assigned a support roll for each Flag of the Caldorian Forces. Each Flag is based out of the one of the eight Doms (precinct) castles. They either camp adjacent to the castle, or have a small mannor nearby.

The Azures are experts in the traditional roles of magic in combat: scrying upon the enemy (to find them or spy on them), keep their forces concealed, communicating with the various parts of the force, and distraction (fog, illusions, and weather working). Except as intelligencers, they are completely out of the military chain of command and do not even act as advisors. 

Any given campaign seasons, the school will field one to four circles out of its hired position. Few, except possibly the Scarlets, can match their prowess in the field.

The Power and Success of Caldoria can be directly linked to its success in combat. This in turn is linked to the presence of the Azures there.



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Comments ( 6 )
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Voted Murometz
April 5, 2006, 11:43
0xp
I really like their structure and hierarchy! Who is their leader? And why so many parenthesis?

well done! An intricate, believable, political animal! Now I'll have to jump over to the Greater Comet Academy
MoonHunter
April 5, 2006, 12:05
0xp
Who is their leader?
Do not know. You can post up any figurehead at this point.

And why so many parenthesis?
Two reasons:
1) Many of these terms are used not in the popular parlance, so the parenthesis included the translation.
2) MoonHunter has a writing style flaw that includes too many "asides" in terms of comma-ed clauses and parenthesis.
Scrasamax
April 5, 2006, 16:55
0xp
When I read this, when I got to the end I was rather surprised, I mean this is a good idea, but it feels incomplete. I have no problem with the parenthesis, but I think that the submission could use some flash, something to grab the attention. A colorful NPC or the like, something for the reader to get a bearing on, rather than just seeing the entire guild. Who are these people, how do they live? What are their concerns, what do they worry about? What makes them human?
Voted Dozus
October 31, 2012, 14:49
0xp
A decent structural laying out of this guild, but like Scras said, I'd like to see something to make it come alive.
Voted axlerowes
November 1, 2012, 13:36
0xp
What scras said.
Voted valadaar
March 20, 2013, 21:23
0xp
I agree also with Scras. That and all of the paragraphs. It almost seemed to be an attempt to be silly.




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       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp


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