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Blade and shield bastion

It's like one of those spiky animals, spines all over. Those spears were taken from the giants you know, and stuck all over as a reminder, don't fuck with us or we'll fuck you up. I love visiting and it's not just because you get to see all the cool trophies they've got, no for me it's the noise of the place. Doesn't seem to matter what time you visit, if you're in the low halls, you can hear it, the rap rap rap of a march, or the clash of steel on steel as they practice. Better yet it's the arena, I'm not talking the big fights. Give me one of the midnight skirmishes, where it's all lots of hush, and the only sound is that left by those who don't know how to hide it yet. I live for this place, even if my old ways have taken me off to a richer fare. Still never pass up a visit, they're always got something going on here, makes me remember my youth, when I was one of those sweaty fucks. I cut my teeth fighting in the battle of Light Bringer, when that eldritch bastard came up at us with that army made of light. We snuffed that our quick, whatever god you think you got on your side I tell you it matters nothing if the guild is against you.   Vottin, Chapter Master and Arena Champion
    This pillar sits on the very edge of Caspi no one likes lots of armed people with too much time on their hands in the middle of a city. The mercenary guild operates out of a single pillar, it's outside coated in spikes and grisly trophies of their conquests. Unlike most pillars in Caspi the Bastion has no hangers-on on the outside, it's walls are sheer and reinforced with magic. Placed on the path of approach for all who come from Rasht way, its the cities first line of defense. It's top and bottom bristle with guns, supplied by The Hanging Hold, and it is constantly filled with the noises of training, combat and slumbering soldiers.

Architecture

The narrow but tall stone walls can feel like a warren, despite being clearly marked and the mercenaries insisting that navigation isn't that hard it's still easy to get lost. Split around are large more open caverns, originally natural caves formed in the rock, these spaces became the halls, with 10 being found, 8 chapters were established, one of the more misshapen caves was used as the arena and the largest that sat near the top and was later opened out and domed with coloured glass, was reserved for the guildhall proper.    While mostly a spartan affair the guildhall has got its fair share of beauty, with each of the halls being decorated in prizes from the greatest campaigns of the mercenaries or memorials to great but noble losses.

History

The Mercenary Guild is confined to the one rock, it's members are not allowed to sleep outside it for more than a day at a time unless on duty, with their family or are no longer able to be a part of 'active duty'. The group was founded by the bodyguards of what ended up becoming the The Guild Authority, who saw an opening for fighting folk who also wanted a future free of the Corsairs. With surprising clarity, they envisioned their descendants becoming corrupted and seizing power and bound themselves and the fighting outfits they created to a set of rules. One such rule was confining themselves to a specific pillar, so there was less ability for them to seize power.   Two attempted coups of Caspi have occurred, both foiled in part by the Mercenary Guild. On both occasions, the large movements of fighters and absences from the pillar alerted those loyal to the Guild Authority and allowed for quick reactions. It was in the first of these coup attempts that the tradition of decorating the outside of the pillar with the most awe-inspiring trophies began, after the leader of the coup, a Fire Giant name Calisto was slain and his armour wired together and impaled over the entrance to the docks.

Tourism

The Pillar has lots of visitors, both those on business and those seeking a good time. The mess halls of the different chapters are in constant battle mostly ritualistic pranks and hazings that draw crowds, who come to see what insane lengths the fighters have gone to outdo their rivals. While some grudges are bitterly held most are good-natured competition.    In addition to the pranks, there is the main attraction, the arena. Known as the only incorruptible ring in all of Reef, the arena showcases the best and most talented fighters the guild has, often randomly selected the fights are never known in advance. The practice was said to have begun as honest training but then the betting kept growing. The Guild experts run the ring, and they work together to select fighters of similar skill from across the chapters. They also change up the rules, the arena is rarely a one on one affair, with most of the games being larger team events. These exhibitions help sell the guild as the premier martial academy on Reef and encourage collaboration and camaraderie between the different chapters. The cut of the bets that are taken by the Gamblers Guild doesn't hurt either.
Type
Guildhall

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