Purpose of the Crimson Sky:
Our Purpose is to aid the City of Seahaven and the Crown against Demon attacks and other dark deeds that impede Trade and the Common Good of the Citizens of the Crown’s Kingdom. We offer training to all who desire it towards that goal and take pride if our members join the Watch, Rangers, or Royal Guard. The Crimson Sky will serve as a supplement to the Watch and Rangers and keeps our first loyalty to the Crown.
The Crimson Sky and its leaders also believe that no one is beyond rehabilitation and hold that criminals and indentured servants can, ‘Pay for their debts by deed or blood.’ We will instill the discipline necessary to gracefully reintroduce them into society as productive citizens.
Fees and Dues
Insurance: Guard duty on person or property can be insured at the discretion of the Command Hierarchy and the cost will be based on the amount of protection purchased. Purchasing a larger guard force will result in a lower Insurance cost. Insurance will always be kept aside to pay for any damages incurred by the Company.
Disclaimer: All rates are subject to modification by the Command Hierarchy based on their assessment of the threat involved with a mission. Any missions into the Darkness automatically increase the rate by 200% and requires at least a full platoon be purchased.
Company Rate: Hiring the full company is a costly endeavor and requires compensation for other customers hiring out the Soldier’s of the Company as well as incentive pay for the Company to break their contracts. Compensation includes a full refund plus 10% of the cost other customers pay to hire members of the Sky.
Commander: On any mission in which the Commander is required or requested to accompany units of the Company, a 20% increase in the fee will be applied. In any mission where the Second is required or requested to accompany units of the Company a 15% increase in the fee will be applied. If both are required the increase will be 40%. This includes missions where the entire company is hired.
24-Hour Service: Continuous, 24-hour service requires at minimum 2 graduate or higher members of the Company.
Divvying Fees: Each member of the Company receives an equal share of the total fee received by the Company (minus insurance.)
Missions will be assessed on a case by case basis, the following is a general guideline but other arrangements can be made:
One Platoon includes 2 Soldiers, 2 Graduates, 2 Seniors, 1 Hand of the Fallen, 2 Questioned or Redeemed, and 4 Questioned, Redeemed, or Fallen. Base Rate: 5L for mission not more than 12 hours in duration, including travel.
One Graduate Squad includes 2 Soldiers, 2 Graduates, and 2 Seniors. Base Rate: 2L for mission not more than 12 hours in duration, including travel.
One Fallen Squad includes 1 Hand of the Fallen, 2 Questioned or Redeemed, and 4 Questioned, Redeemed, or Fallen. Base Rate: 1L for mission not more than 12 hours in duration, including travel.
One Pure Platoon includes 2 Soldiers, 2 Graduates, 2 Seniors, 4 Sophomores, and 4 Freshmen. Base Rate: 8L for mission not more than 12 hours in duration, including travel.
One Fallen Platoon includes 2 Hands of the Fallen, 2 Graduates, 4 Questioned or Redeemed, and 6 Questioned, Fallen, or Redeemed. Base Rate: 3L for mission not more than 12 hours in duration, including travel.
Guard Duty and Surveillance Duty will be evaluated on a case by case basis, the following is a guideline to determine pricing but fewer of the Company may be contracted if desired:
Standard Guard Unit includes 2 Soldiers, 2 Students.
The standard Guard Unit provides 24-hour surveillance and guardianship of property or person in 12-hour shifts of 1 Soldier and 1 Student. Base Cost: 4L/Week within Seahaven.
Student Guard Unit includes 2 Graduates and 2 Lesser Students.
Same as Standard Guard Unit, providing 24-hour service in shifts. Base Cost: 2L/Week within Seahaven.
Fallen Guard Unit includes 2 Hands of the Fallen, 2 Questioned, and 6 Lesser Fallen.
24-Hour Guardianship and Surveillance with two 12-hour shifts of 1 Hand, 1 Questioned, and 3 Lesser Fallen on each shift. The rate is discounted enough because of the criminal nature of the guardians to give a good reason to pay for more eyes watching. Base Cost: 4L/Week within Seahaven.
Chain of Command
Command Hierarchy
1.Master of the Sky
1.Title: General
1.Dues: 0L
1.Wage: 0L
1.The Leader of the whole guild. In the case of an even number of commanders, the Master of the Sky has the tie-breaking vote in matters which allow a vote and is expected to represent the best interests of the Mercenary Company as a whole. The Master of the Sky is not provided a wage, and is not expected to pay dues. It is understood that missions on which he personally accompanies the Company will provide a larger sum (which he is not required to pay a percentage of) and he is also allowed to draw from the Company funds at need.
1.Second in Command
1.Title: Sergeant Major
1.Dues: 10% of profit from missions assigned by the Company.
1.Wage: 5s plus raises from time served.
1.The Second in Command is the direct heir to the Master of the Sky, and has the full authority of the Master of the Sky in the absence of the General. The Second in Command has a decision in any matters requiring a vote and is expected to represent the best interests of the Soldiers and Aspiring Mercenaries.
1.Treasurer
1.Title: Quartermaster
1.Dues: 10% of profit from missions assigned by the Company.
1.Wage: 10s plus raises from time served.
1.The Treasurer is in charge of disbursing and receiving payments required by the Crimson Sky. In the absence of both the Second in Command and the Master of the Sky, the Treasurer is expected to take command of the Company - he is not expected to succeed the Master of the Sky if that position is vacated, but he is expected to adjucate the replacement and fill in until that replacement is found. The Treasurer is given a vote in matters which require a vote and is expected to represent the Fiscal necessity of the Company.
1.Soldier
1.Title: Sergeant
1.Dues: 25% of profit from missions assigned by the Company.
1.Wage: Based on Time Served.
Training Hierarchy
1.Master of Study
1.Title: Master
1.Dues: 10% of profit from missions assigned by the Company
1.Lower than normal rate outside of the Command Hierarchy because the Master is expected to supervise his students as well as participate in the mission.
1.Wage: According to Martial Proficiency plus time served.
1.The Master of Study is responsible for assessing applicants to join the Company and continuously assessing students to determine what their stature in the Company shall be (From Novice to Soldier). The Master is expected to be proficient in at least three forms of martial combat and an expert of at least one. His wage is based on his mastery of combat and his teaching ability.
1.Master of the Fallen
1.Title: Master
1.Dues: 10% of profit from missions assigned by the Company
1.Lower than normal rate outside of the Command Hierarchy because the Master is expected to supervise the Fallen as well as participate in the mission.
1.Wage: 2s 5d
1.The Master of the Fallen is responsible for the rehabilitation of indentured servants and volunteer criminals. The Master of the Fallen determines when the Fallen are suitable to enter the student’s ranks. The Master of the Fallen teaches only basic combat arts to his ‘students.’
1.The Hands of Discipline
1.Title: Drill Sergeant
1.Dues: 20% of profit from missions assigned by the Company.
1.Lower dues because they are required to supervise the Fallen during missions.
1.Wage: Based on Time Served.
1.The Hands of Discipline exist to serve the Master of the Fallen and help facilitate training of the Fallen. They are required to supervise the Fallen at all times.
1.Graduate
1.Title: Graduate, Specialist, or Corporal
1.Dues: 30% of profit from missions assigned by the Company.
1.Wage: 0L (Or, Time Served)
1.Graduates are students who have completed their training. Graduates have three choices:
1.A) They may remain with the company until they find other employment and retain the title, ‘Graduate.’
1.B) They may choose to remain in the Training Hierarchy and assist either the Master of Study or train to become a Hand of Discipline. At this point their ‘time served’ begins to accrue and they gain the title, ‘Specialist.’
1.C) They may choose to remain with the Company and train to join its ranks as a Soldier. At this point their ‘time served’ begins to accrue and they retain the title, ‘Corporal.’
1.Senior
1.Title: Senior Initiate
1.Dues: 50% of profit from missions assigned by the Company.
1.Wage: 0L
1.Seniors are expected to join Company Missions on a regular basis and receive the majority of their training in ‘the field.’ They are taught primarily maneuverings, large-scale combat, and anything else that requires live experience to assimilate.
1.Sophomore
1.Title: Initiate
1.Dues: 75% of profit from missions assigned by the Company.
1.Wage: 0L
1.Sophomores are trained in advance martial arts, they are expected to become proficient in at least two styles of martial arts before they achieve the title of Senior Initiate. Sophomores are also trained in squad-sized maneuvers and are expected to begin joining Company missions more often.
1.Novice
1.Title: Novitiate
1.Dues: 90% of profit from missions assigned by the Company in addition to 1d weekly.
1.A loan may be offered in certain circumstances, as decided by the Treasurer, to cover the costs of Novice training.
1.A Novice is also expected to furnish an entrance fee of 5s which may also be loaned to them.
1.Novices who are unable to repay their loans will be remanded to the ranks of the Fallen.
1.Wage: 0L
1.Novices are required to become proficient in at least one martial arts style before advancing to the rank of Sophomore. Most Novices train very hard due to the required 1d weekly tuition that is abolished upon becoming an Initiate.
1.Redeemed
1.Title: Redeemed
1.Dues: 90% of profit from missions assigned by the Company.
1.Wage: 0L
1.The Redeemed are those who have earned their freedom from slave status, repaid their debt, or shown themselves worthy of upgrade. This is a form of 'limbo' the only way to soldier status or to leave the guild is via a vote of the three, recommendations by a noble or seated official, or completion of ‘time served’ for their crime. Redeemed are allowed to join the ranks of the Novices to begin learning advanced martial arts, but retain a lesser status and will always be known as ‘Redeemed’ until that status is removed.
1.Questioned
1.Title: Fallen
1.Dues: 90% of profit from missions assigned by the Company, plus they accrue a 1d per week debt that they must pay off before they are released from the Company.
1.Wage: 0L
1.The mid tier in the slave/criminal sect of the guild. These are the ones whom are still in practice or still working to repay their debt. They are aloud to walk alone, but are still held to the will of the Three and the Master of the Fallen. More than two instances of disobedience within the period of a single week will demote the Questioned to the rank of Fallen.
1.The Fallen
1.Title: Lesser Fallen
1.Dues: 90% of profit from missions assigned by the Company, plus they accrue a 5d per week debt that they must pay off before they are released from the Company.
1.Wage: 0L
1.The lowest possible rank. Those who have joined by force, trade, or to repay their debt to society. They are to, without question, do whatever they are told. They are to be guarded at all times, if they are to go anywhere it is known by a high ranking member of the guild. They are in a sense slaves to the Company. The Fallen will be taught some trade-skills useful to the Company, whether it is cooking, gathering, fishing, smithing, whatever. Becoming proficient in that trade and being obedient for a time of no less than three months will advance them to the rank of Questioned.
Regulations:
1.Leadership
1.All leadership positions are chosen by the General of the Company (ie. Second in Command, Treasurer, Master of Study, and Master of the Fallen.)
1.Hands of Discipline and ‘Specialist’ ranked Graduates are chosen by their appropriate Masters.
1.Absence of the General due to Death or Other Circumstance.
1.Should the General be absent for a period of not more than one month the Second in Command will temporarily take control of the Company and appoint a new temporary Second in Command.
1.The General Pro Temp may not replace any of the other Commanders except for temporarily if they are absent for a period of not more than one month.
1.If the General is absent for a period of not more than six months, the appointment of the Second in Command as General becomes permanent unless he chooses to relinquish Command.
1.If the Second in Command is similarly absent, it falls to the Treasurer to Appoint a new General, who will subsequently choose a new Second in Command. The choice of the new General is expected to be from among the Soldiers or Hands with the longest time served.
1.If the Treasurer is similarly absent the Soldier or Hand with the longest time served becomes the next General and all appointments are made by him.
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