Room of the Mantle
The Guild’s greatest strength is not its blades nor its coffers, but its law. And that law is upheld by the Enforcer’s Mantle. Well-known across all ranks, the Mantle is more than a division, it’s a doctrine, a living system of justice that ensures loyalty, order, and consequence. At its core stands the Room of the Mantle, an austere, echoing chamber lined with seven iron seats. It is here that the highest judgments are made, disputes over dungeon claims, punishments for sabotage or betrayal, and quiet verdicts that ensure the Guild's authority remains unchallenged.
The Mantle is commanded by ten figures known only as the Main Enforcers, each a master of their craft, feared and respected in equal measure. Seven of the Enforcers take seat within the Room of the Mantle and serve as the visible hands of Guild law. They are often seen walking the halls, attending auctions, patrolling the rotunda, or even offering private counsel. Their presence is not just symbolic, it’s personal. You can speak to them, plead your case, even earn their favor. Many Guild members revere them not just as judges, but as protectors.
The remaining three are known as The Inquisitors, silent, elusive, and unseen by most. They do not speak in assemblies, nor do they walk the halls like their seated brethren. Instead, they operate from the shadows of the Guild’s lowest sanctums, emerging only when circumstances call for the most delicate or dangerous corrections. Whispers say they handle matters beyond the public eye: secret executions, black relic theft, internal espionage, and the occasional erasure of problematic figures. No one asks questions when an Inquisitor acts. No one dares disturb them. Most Guild members would rather face a dungeon in randomcy mode than be summoned by one.
To carry out the Enforcers’ will, the Mantle command a unit of soldiers, armored in dull-grey plate and trained to act without hesitation. They escort criminals, break up unsanctioned duels, guard high-profile auctions, and oversee the Guild’s most secure vaults. While other sub-guilds boast strength, only the Mantle’s soldiers have permission to raise a blade within Guild grounds.
Type
Room, Chamber, Council
Connected Rooms
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