Mercenaries
The Mercenary camp is home to mixed groups from disparate backgrounds – warriors, scholars, spell casters, craftsmen, traders and drifters; those who have no home within the factions and those who are seeking one.
Some mercenaries work for coin while others act for honour, some for knowledge or power. Some simply travel the lands free of the ties to a nation. Each acts for their own purpose, there is no single motivation that unites the mercenaries.
Mercenaries are outside the political systems of the land and are beholden to no one with all the advantages and disadvantages this brings. All have learned to survive and defend themselves away from the support and protection of the factions, each with their own friends and allies.
Any player character who is not part of a faction is automatically termed a mercenary. Outside the land’s political system and beholden to no one, a mercenary has the freedom to befriend or offend whoever they choose. There is, therefore, a great deal of scope for player interpretation, for example, a mercenary could be a land-less knight, a wandering merchant, the classic warrior for hire or almost anything else. It is important to remember that such a character does not have any of the support or protection given by a Faction and should therefore be wary of overtly hostile or antisocial behaviour.
Though mercenary groups may have an internal hierarchy, they may only gain Noble Rank by suitably impressing a faction’s command team, who may grant their Faction titles as they see fit.