Contracting the Charred Sigil Mercenaries
Jul 24, 2014 17:41:24 GMT
Post by LucasP on Jul 24, 2014 17:41:24 GMT
Hiring the Charred Sigils is not a difficult thing to do, though it requires a bit of coin and a good knowledge of what problems you need cared for.
To hire the Charred Sigil, a person goes to the House of the Bannerman near the Golden Way and signs into an agreement. At that point, a bookkeeper assigns a minimum requirement of Sigils for the mission based on known details and any unknown danger potential to the following amounts:
Contract Initiation Fee: 200 GP
Each Required Blek: 25 GP
Each Required Skilti: 50 GP
Each Required Innsigli: 100 GP
Each Required Hönd: 250 GP
Each Required Einn: 500 GP
Unknown Danger: 250 GP
Contract Deposit: 1000 GP or Original Signing Amount, Whichever is Higher
Once signed, a contract can only be terminated by the contractor for a fee of 3x the original signing amount, including minimum requirement fees.
Unknown Danger: When signing for a contract, a description of any potential dangers must be given. Many jobs (escorting caravans, protecting warehouses) have known values for dangers - but an unknown assailant causing chaos in a village or settlement, or an unspecified raiding party size, or similar attributes to the contract may result in an unknown danger fee being assessed.
Contract Desposit: This fee is collected at the time of signing a contract and is held in reserve until the contract is completed. This amount of money is used as leverage against the contractor in the event that the contractors mission parameters changed, varied, or entailed a greater danger than originally reported / anticipated. In most situations this money is returned unaltered to the contractor without any issues, however there are rare occasions when a mission was vastly understated by the contractor, the wrong members of the Sigil's were sent, and deaths of several members were a result. In these types of situations (or similar) - this fee is drawn from as part of reimbursing families, and paying appropriate fees to new members who are required for contract completion.
Loot: Unless the mission is specifically to retrieve an item, all looted materials during and related to the contract parameters that are acquired, found, discovered or accepted by the Sigil's are forfeit to the participating members of the Sigil's and any item which is not previously stated by the contractor as specific to the contract's parameters may only be taken from the participating Sigil members through negotiated purchase not to exceed the fair market value of the item in question. If no negotiation can be reached, the contractor can petition for the item from the Sigil's and a ranking member of the company will handle negotiation for the item personally.
Guarantee of Fulfillment: The contract between a contractor and the Sigil's clearly defines the assessment of completion for a contract and assures the contractor fulfillment of that assessment within an appropriate time period, based on the location and difficulty of the challenge at hand.
To hire the Charred Sigil, a person goes to the House of the Bannerman near the Golden Way and signs into an agreement. At that point, a bookkeeper assigns a minimum requirement of Sigils for the mission based on known details and any unknown danger potential to the following amounts:
Contract Initiation Fee: 200 GP
Each Required Blek: 25 GP
Each Required Skilti: 50 GP
Each Required Innsigli: 100 GP
Each Required Hönd: 250 GP
Each Required Einn: 500 GP
Unknown Danger: 250 GP
Contract Deposit: 1000 GP or Original Signing Amount, Whichever is Higher
Once signed, a contract can only be terminated by the contractor for a fee of 3x the original signing amount, including minimum requirement fees.
Unknown Danger: When signing for a contract, a description of any potential dangers must be given. Many jobs (escorting caravans, protecting warehouses) have known values for dangers - but an unknown assailant causing chaos in a village or settlement, or an unspecified raiding party size, or similar attributes to the contract may result in an unknown danger fee being assessed.
Contract Desposit: This fee is collected at the time of signing a contract and is held in reserve until the contract is completed. This amount of money is used as leverage against the contractor in the event that the contractors mission parameters changed, varied, or entailed a greater danger than originally reported / anticipated. In most situations this money is returned unaltered to the contractor without any issues, however there are rare occasions when a mission was vastly understated by the contractor, the wrong members of the Sigil's were sent, and deaths of several members were a result. In these types of situations (or similar) - this fee is drawn from as part of reimbursing families, and paying appropriate fees to new members who are required for contract completion.
Loot: Unless the mission is specifically to retrieve an item, all looted materials during and related to the contract parameters that are acquired, found, discovered or accepted by the Sigil's are forfeit to the participating members of the Sigil's and any item which is not previously stated by the contractor as specific to the contract's parameters may only be taken from the participating Sigil members through negotiated purchase not to exceed the fair market value of the item in question. If no negotiation can be reached, the contractor can petition for the item from the Sigil's and a ranking member of the company will handle negotiation for the item personally.
Guarantee of Fulfillment: The contract between a contractor and the Sigil's clearly defines the assessment of completion for a contract and assures the contractor fulfillment of that assessment within an appropriate time period, based on the location and difficulty of the challenge at hand.