LGtC:Faction: Fighters Guild

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The Fighters Guild is a brotherhood of warriors. We provide a service to Tamriel, lending steel and shield to those who need our help. Whether that means ridding a town of an invading menace or protecting a helpless mage, we'll take the contract.

—Vilena Donton

By the authority of the Emperor, the Fighters Guild provides employment to sell-swords and mercenaries and protects many citizens of the Empire. Citizens and governments alike can contract with the Guild, usually to remove creatures and pests, deliver goods on dangerous routes, and collect fearsome beasts for the Arena. Dinieras-Ves “The Iron”, an Akaviri warrior in service of the Potentate Versidue-Shaie, was the first to come up with the idea of a guild of warriors. A group of companions that could be hired by nobility, rather than requiring a standing army. The work would be contractual, and a percentage of the fees would go back to the government. The organization was originally named The Syffim, after the Tsaesci word for 'soldiers', before opening itself to people outside of Akaviri descent.

Inside the Guild

A leader of the Fighters Guild is simply referred to with the appellation of Master, and while the Guild can be found throughout much of the Empire, the guildmaster typically keeps residence within the province of Cyrodiil. There is a relatively strict hierarchy within the ranks of leadership, each leader usually heading up a guild hall of a particular region or county. These Guardians and Champions that run the individual guild halls spend most of their time organizing contracts, while the Master deals with political matters and ensuring ongoing relationships provide meaningful advancement. While those in leadership may sometimes appear to be bureaucrats, make no mistake, they are still skilled and formidable warriors. To the associates of the group, the Fighters Guild provides training and guidance, often making it easy for skilled workers to increase their capabilities while being paid—and the work typically a bit more comfortable than joining the ranks of the Legion. Members of the guild are often treated with respect and seen as local heroes for keeping the citizens safe, especially given the strict code of conduct each member is expected to follow.

Even with the protections and guidelines put in place. the Guild is not immune to corruption. High ranked individuals have been known to use their knowledge and connections for self-enrichment, and nepotism, while not inherently counteractive, can put the incapable in places of power.

Goals of the guild

Any mercenary guild is generally straight forward: fulfill the contract and collect your coin, and the Fighters Guild doesn't deviate from this much. As one of the first guilds created after the Guilds Act of the Second Era, the Fighters Guild has a long history with the peoples of Tamriel which has produced a sense of trust with the Guild, along with an expectation of professionalism and the ability to deliver. Part of this trust is earned by the Imperial Charter of the Guild of Fighters, which prevents the guild from taking contracts that offend against the laws and customs of the Provinces and the Empire. Ultimately, the Fighters Guild sees itself as a premium mercenary guild and easily out-competes most individual sell-swords through skill and access to essential resources. Ensuring that they keep that distinction is paramount to the Guild's success and a fair amount of effort is put into ensuring any competition is snuffed out before they can gain much of a foothold with the people of Tamriel. In more uncertain times, the Fighters Guild has found itself in powerful positions, being contracted by governments to fight back threats to all of Nirn. During the Planemeld of the Second Era, the Guild was put in charge of fighting back the daedric forces that threatened to invade Tamriel.

Fighters Guild Characters

Alignment: Usually lawful, often good
Suggested Classes: Barbarian, crusader, monk, spellsword, warrior
You might enjoy playing a character who belongs to the Fighter's Guild if one or more of the following statements are true:
◈ You like the idea of a hardened mercenary working for coin.
◈ You prefer to use brawn to solve problems.
◈ You enjoy playing tactical warriors, glory seeking barbarians, or martial spellswords.

JOINING THE GUILD

As a new associate of the Fighters Guild, you are expected to be strong and healthy, as this is the bare minimum required to defend and deliver. You are also expected to maintain a minimum standard of public behavior and must have a clean criminal record to join. Your training usually occurs at the chapter's guild hall you joined in, which is typically short but effective. You've proven that you can handle yourself while protecting others, and now you are free to take on contracts. Given the name of the Guild, having some form of martial training is definitely an asset, but how that is exhibited, and what type of contracts you are more likely to receive depends on your abilities. If you are skilled with weapons and armor, you will be more likely to be engaged in pest control and monster hunting. If this is the career path you see for yourself,

then you are likely a warrior, ranger, barbarian, or even a monk. You will fit in with most of your fellow guild mates and will be a promising member of the team. If you are a spellcaster, you will likely be overlooked unless you can prove your worth with strong battle magics or protection. Crusaders of the Knight or Templar devotion and spellswords are well respected for their combination of magic and might always have a place in the Fighters Guild. Combat medics are seen as a necessity, especially for larger raids or when needing to escort caravans, but their restorative and defensive skills are sometimes overshadowed by the flashier acts of valor.

HOW DO I FIT IN?

As a member of the Fighters Guild, you will likely spend most of your free time in guild halls training, looking for contracts, recovering, or swapping tales of battle over a flagon of ale with your guild mates. Between contracts you will find yourself with a lot of independence, with the expectation that you always exhibit an air of professionalism and respect. Those who strike or steal from their own, or are found breaking the law, risk being expelled from the guild, with re-admittance at the discretion of the Guild Stewards. Most contracts for low ranking members consist of simple pest control, escorting merchants on dangerous trade routes, or collecting unpaid debts. Removing spiders, skeevers, or other wild animals that threaten the citizens is a great way for an associate to cut their teeth, but these simple tasks can become tedious for the more ambitious members who wish to rise through the ranks.

Those that have proven themselves as capable defenders are trusted with more dangerous jobs or guild business outside of standard contracts. You might be tasked with stopping entire bandit dens that are causing problems outside of town or fighting off giants or trolls that encroached on nearby farmland. At the same time, you might be worried about Thieves Guild members infiltrating your ranks and stealing secrets for their own gain, or going undercover in rival mercenary guilds to determine any illegal tactics being used to get an upper hand. In extreme circumstances, entire guild halls can be contracted to fight back supernatural threats like vampires, lycanthropes, or invading daedra.

A FIGHTERS GUILD PARTY

An entire adventuring party made up of ranking members of the Fighters Guild will be relied on to take care of more dangerous contracts, including raiding gangs of smugglers, or providing crowd control for official events. Bodyguards (warriors and barbarians) would provide the muscle, while light armored scouts (rangers or nightblades) sneak ahead gathering vital information before a strike. Medics and skalds (bards, mages, or wardens) support the party with extra defense and uplifting tales or heroism.

Rank and Renown

By gaining renown as a member of the Fighters Guild, you rise in rank within the guild. Promotion throughout the ranks requires the approval of a superior. Advancement is a reward for services rendered to the guild, rather than an automatic consequence of increased renown.

FIGHTERS GUILD SPELLS

Prerequisite: Spellcasting or Night Magic class feature

For you, the spells on the Fighters Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Fighters Guild Spells
Spell Level Spells
Cantrip resistance, second barrier
1st heroism, protection from evil and good
2nd enhance ability, warding bond
3rd haste, protection from energy
4th freedom of movement, locate creature
5th flame strike, hold monster

RANK 1: APPRENTICE

Prerequisite: Renown 3 or higher in the Fighters Guild

As an Apprentice of the Guild, you are provided with legal counsel, and the guild will pay for any damages that may occur at the cost of completing a contract, within reason. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. Your continued training with the guild has allowed you to learn 1 maneuver of your choice from among those available to the Battle Master archetype in the fighter class (Player's Handbook p.73). If a maneuver requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Agility modifier (your choice). You also gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. As a full member of the guild, you now earn a salary that supports you at a poor lifestyle, on top of your compensation for completing contracts.

RANK 2: PROTECTOR

Prerequisite: Rank 1 and Renown 10 or higher in the Fighters Guild

As a protector, you've proven yourself as a skilled fighter and an apt strategist. You are personally given contracts from your guild steward and you are responsible for determining the methods and actions used to complete them. Lower ranking members of the guild now report to you, and when you are given a contract, a group of 1d6 Fighters Guild Associates can assist you on the mission, or can be assigned to completing contracts within your guild hall's region. Additionally, you have begun training with some of the most skilled fighters within the guild, learning 1 additional maneuver of your choice from among those available to the Battle Master archetype in the fighter class (Player's Handbook p.73). You also gain one additional superiority die. Between contracts and adventures, you now have a salary pursuing your duties that supports you at a modest lifestyle.

RANK 3: GUARDIAN

Prerequisite: Rank 2 and Renown 25 or higher in the Fighters Guild To become Guardian, you must be promoted by your provincial Champion. Your new title places you in charge of your own guild hall and gives you the responsibility of a guild steward. The guild hall you run may be the hall you've been working with for some time, or perhaps you are transferred to another city, or even another province. As Guardian, you collect contracts from your Champion while also pursuing your own local jobs, handing them out as necessary to your own company of guild members. You have full access to the resources of your guild, including a personal assistant who can take care of your duties while on adventures. You also earn a salary that is sufficient to maintain a comfortable lifestyle.

RANK 4: CHAMPION

Prerequisite: Rank 3 and Renown 50 or higher in the Fighters Guild As Champion, you take on the leadership of the guild halls throughout your province. Only the Guild Master can promote you to this rank, and only if the previous Champion is demoted, retires, or is otherwise indisposed.

In this role, you are in regular communication with the Guild Master, who relies on you as an advisor and puts you in charge of major guild initiatives. You may be expected to heighten guild membership, investigate rival mercenary groups, deal with Thieves Guild spies, or assist the Empire with greater concerns. As Champion, your personal assistant stays with you and you gain 1d4 + 1 Protectors that act as your entourage. You continue to earn a salary that maintains a comfortable lifestyle.

ENEMIES AND ALLIES

The Fighters Guild does its best to maintain a neutral relationship with the other guilds and organizations of Tamriel, although they often work alongside the Imperial Legion, the Imperial Cult, trading companies, and the Mages Guild. They usually do not have much representation outside of the Empire, nor do they attempt to encroach on the established guilds of other provinces, such as the Companions of Skyrim. While the Fighters Guild is not responsible for upholding the law, you likely prefer to work with those who operate within the law and oppose those who don't. The guild has had problematic relationships with the Thieves Guild and various assassination guilds in the past, and that history make attempts at accord to be difficult. Mercenary guilds that operate within the borders of the Empire rarely grow to a size that truly competes with the well-established Guild of Fighters, but they do appear from time to time. The Guild goes to great effort to stifle these guilds before they even have a chance to interfere with their profits. You may be tasked with sabotaging the relationships of rival guilds, defying spies attempting to steal guild secrets, or protecting well known targets of assassins.