Saturday, June 13, 2020

Contractors: Adventurers, Monster Hunters, Explorers, Mercenaries, and More

Contractors
Contractors are adventurers in Tys that take contracts in the forms of quests, bounty hunting, mercenary pacts, scouting, bodyguarding, cartography. magic work, errant cleric work, errant paladin work, and other jobs that suit their strengths most commonly for pay but also for rewards in property and items. "Contractor" is the neutral term for the broad class that would contain those considered to be heroes and adventurers. Contractors come in a variety of forms and professions that have different specializations and take certain kinds of work. Often their jobs are ideologically neutral but they can align themselves with certain groups and ideologies across the world such as the People's Company of the Uhlionic Republic or the Gold Company of Thrale which works for materielist interests. Often contractor work is seen as very individualistic and wealth-driven with the most popular companies in materielist nations. Thrale has a long history of adventure work exemplifying this and it's often seen as exemplifying the pull-oneself-up-by-the-bootstraps to wealth ideal. However, equitianist nations, even those that are wary of what contractors can represent like the Republic, also often use them but under more restrictions and guidance and prefer to use military and government institutions to carry out work that contractors do. Regardless, contractors make up a unique and special group in the world willing to face danger past duty to nation or god and get paid well doing it.
Contractors as an institution were made to replace knights and other such warrior classes across the world that chafed against the powers of the temples and the high aristocracy. Knights were known as thugs that often stole from peasantry and extorted from businesses and merchants. They often were also landed gentry that held political power and were protected from facing consequences from their actions were often tolerated to ignored due to their special place. Some would even be callous enough to kill peasants for being shown disrespect and that disrespect was very arbitrary. Scalebound and samurai were counted among these ranks although they survived for longer. Many of these warrior classes died in the large scale events of the world and in wars between nations and fights against monster invasions. Many at the end of their power joined the regressive militant Firmament and the legalistic Dominion to keep their traditions and warrior ways.
Contractors, as an institution that were popularized as a pool of specialists to draw from, were not landed (until they could afford their own land under materielist systems), did not have outright stake in politics (at least at first before their participation could decide major decisions and influence events), could be seen as neutral (even when they chose sides), and were able to be hired on a case by case basis (even if some extorted their way to permanent situations). Contractors solved some problems and created others, but their existence was well warranted into a world with changing times and chaos in the form of monsters, cultists, brigands, and more. 
Contractors did not just replace knights but also were used in new activities such as serving as scouts to explore new lands or the use of magic contractors in researching magical artifacts found in the wild.
Contractors can work alone, but often they are found as part of guilds and companies. Guilds and companies offer membership to contractors and in exchange for a percentage of loot and pay to the guild they are given services of healing, personal smithing, places to sleep, food, and jobs brought to the guilds that one cannot find on notice boards out in the public. 

   Contractors versus Mercenaries
Mercenaries often belong to a mercenary company that works for royalty, aristocrats, plutocrats, and other ruling classes in warlike ways. Contractors can take part in wars but often serve in smaller numbers than mercenaries and have more specialized uses.

Known Guilds and Companies

Exceldius Guild - Headed by Joanna Hume Lukal and created from the previous Lukal Mercenary Company led by her husband, Vaulk Lukal. Their headquarters are located in Badab and they have franchises open over Velas. 

The Gold Company - An adventuring company that answers directly to the supreme chancellor of Thralish parliament. Their headquarters are located in Chawceton and they reach beyond Thrale into Gothica and Shudder.
The Okhotnik Ministry - A monster-hunting organization founded by and ran by the Uhlionic government. Their headquarters are in Zurikau and they stretch from the far north of Skalovia to the rest of the Republic's lands.

GURPS
Joining a guild takes the form of a Patron advantage with how many points it costs dependent on the size and power of the guild. One must also take an ongoing debt disadvantage to represent paying one's dues and the percentages. In return, they can receive care by medical personnel and healing clerics, room and board, hot meals, and quests to take. 

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