Antasia · Legacy archive

Shadow Knights

Started by Ria Hawk Oct 13, 2002 10 posts Locked

  1. Shadow Knights

    #1
    The Shadow Knights are headquartered in Kairnivahl. Many are members of the Shadowlan or Circi (see Kairnivahl description), although that's certainly not a requirement. Many are assassins or training to be such. The Knights are the mercenaries most likely to, um, "bend" the rules a little. They have a very loose definition of "honor," but they will always fulfill contracts. Therefore, if you pay them to do something, you do not have to worry about them stabbing you in the back, at least until their services are completed. Then they'll let anyone hire them. They are fairly reasonably priced, but they charge extra for very dangerous jobs. They are quite competent at their jobs.
  2. Shi-nou

    #2
    The Shi-nou are headquartered in Crystal City. They have very rigid guidelines regarding conduct, and refuse to break laws, although they can get around a lot of them. Honor is almost like a religion to them, and the quickest way to get dead is to cause a Shi-nou dishonor. They refuse to lie. They will always fill contractual obligations, and it is difficult to get them to go against a former employer. They are they best group to hire to provide protection for trade caravans or VIPs. They are extremely well-trained and disciplined, sometimes rivaling the best soldiers. Of all the mercenary companies, the Shi-nou are the cheapest. The Merchant's Association has a standing contract with the Shi-nou.
  3. The Roughers

    #3
    The Roughers are not really considered a mercenary company by the other companies, and have no center of operations. They are basically glorified bandits. They have absolutely no morals or scruples, and stuff like "honor" is a foreign concept to them. They are the ones that will cut and run on you, and they have no loyalty to current employers. They will work for whoever will pay them the most at any time. It is a very bad idea to trust them, and if they get a job guarding something, be assured it will walk off at the first opportunity. Occasionally, people have to hire another of the mercenary companies to deal with the Roughers. Almost all of the other companies despise the Roughers, and have been know to cut their rates for a chance to deal with them. The Shi-nou in particular can't abide them. The Roughers have no set price, but they will charge as much as they can for anything.
  4. Noctis Nautae

    #4
    The Noctis Nautae are based in Anchorfall. They are the sea mercenaries. They are not particularly honest, but they will always fill their contracts before accepting payment. They will not turn on an employer before the job is done. They have no problems working for pirates, smugglers, or honest citizens. Many own their own ships, and all are skilled sailors. They're all former military, thieves, smugglers, and the like. There are a few members who are also part of the Shadow Knights. Experienced pirates do not like to go against the Noctis Nautae, so they make very good escorts for merchant ships. Even so, many will serve on pirate crews when business is slow. They can get ugly when they are angry. They are good at what they do, and their prices are not too high, although they are a little higher than some other companies, because the work is a little more dangerous and a little more expensive than land-bound operations.
  5. shadow knights?

    #5
    i think they look like a very good guild but hery are mecerary knights??
    or is only a nickname for the guild??
  6. Mercenary Companies

    #6
    It's more of a nickname. It stems from the fact that the leader of the Shadowlan (Thieves' Guild, which I will eventually post more about) is usually referred to as the Queen of Thieves (or King, if it's a man). And since most members of this particular mercenary company are members of the thieves' guild... Shadow Knights. Plus it sounds kind of nifty, and the group is semi-respectable, so most people let it pass.
  7. The Dragoon Armada

    #7
    A mix of my old day and first family name, "Armada". I was the son to "Malagen Armada". The name of the actual "Mercenary campaign" was the "Darkmoons" Yet the Darkmoon name can't be spread, on a due it's creator wishes otherwise. So, the Dragoon Armada. It was an elite gang of people who I'd trained to fight. Well, I trained one, he trained about three others. This was an unstoppable force, and now the Captain of the Dragoon Armada is back in town...And willing to strike up a few people for a new group...To be yet again, the most feared group of people in existence.
  8. The Forgotten Mercenaries

    #8
    A group of mercenaries that don't give out their name, or any sort of title. They are just men without ranks, all under one. They come, and go, with pay. They do any job for the right amount of money. They have no true ordeals, or traditions, they just are. They are forgotten after they are used, and that's the way they like it. If you want one of their attention, just yell in their direction. Hope that they comprehend that it's you wanting them.
  9. The Anchorfall Irregulars

    #9
    The Anchorfall Irregulars are small as far as mercenaris go, and some argue that they do not really fall under the banner of mercenaries. The Irregulars are all residents of Anchorfall, and they are primarily bounty hunters. The Irregulars prowl the seedier sides of Anchorfall, and will apprehend criminals in the act and turn them into magistrates and judges to collect the bounty offered on criminals.

    They are good at working quietly, and unobserved. They are also known to be meticuluous in following a perpetraitor and ensuring that they do not apprehend innocents and frame them for crimes to collect the reward money.

    The Irregulars classify themselves as mercenaries since their services can also be bought by the private sector. They do not take the field with sword and shield, but they do work as security detail for mansions, and other smaller functions.
  10. Mercenary Companies

    #10
    The Members of Dawn is a small group led by Sentinel, there is only three other members and that is Sir Whitewing who met Sentinel when he was almost killed by a tiger in the Eastern Jungles and Sentinel saved his life, Xavier Kinslayer, for reasons yet unknown has joined the group, maybe he knows of the past of Sentinel, and Azriel Azur who is amused by Xavier. They have their headquarters in Methlin, a border town on the Wood Elf Realm. They are a very good team, Sentinel the archer and tracker, Xavier the mage, Skene the swordsmand, and Azriel the silent killer. They are effective in combat and can do things others could possibly could not

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