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  1. THE FRACTURED REACH
  2. Lore

THE MERCENARIES GUILD

THE MERCENARIES GUILD

“No cause. No creed. Just contracts.”


I. Overview

The Mercenaries Guild is a pan-Reach organization of licensed combat contractors, specializing in high-risk, high-pay deployments — particularly in active warzones like the Broken Belt Front on Credence.

Unlike the Freecrews, Cartels, or Marshals, the Guild has no ideological alignment. Their loyalty is strictly to:

  1. the contract,

  2. the paycheck,

  3. and the Guild Code,

— not necessarily in that order.

Wherever mechs clash, artillery roars, and governments lose their grip on territory, the Guild is already there, setting up temporary staging grounds like vultures with clipboards.


II. Reputation Across the Reach

To most people, the Mercenaries Guild is:

  • respected for professionalism,

  • feared for efficiency,

  • resented for neutrality,

  • and hated for how expensive they are.

Constellation hires them for “non-attributable operations.”
Freecrews hire them when they need overwhelming firepower.
Cartels hire them when subtlety fails.
Pilgrims avoid them entirely.

To the average frontier settler?
They’re war wrapped in a paycheck.


III. Structure and Ranks

The Guild is not a loose collective — it is a regulated combat industry.

• Ranks:

  • Iron Contracter – entry, small arms & light mechs

  • Steel Rider – battle-tested pilots, medium mechs

  • Titan-Grade Specialist – heavyframe operators

  • Executioner-Class – elite, permitted to operate siege-grade weapons

  • Guild Marshal – commanders of whole battlegroups

  • Arbiter – neutral auditors who enforce the Code

• The Guild Code:

  1. Always complete the contract.

  2. Do not betray a client without cause.

  3. Do not attack other Guild members unless contractually required.

  4. Do not engage neutral civilians.

  5. Do not reveal client intelligence until the contract expires.

They break every rule except the first two — and even those have creative interpretations.


IV. Presence in the Broken Belt Front

The Guild maintains a fully operational forward bastion on the Broken Belt Front called Rediron Bastille, built from welded cargo frames and reinforced mech plating.

Guild involvement includes:

  • escorting convoys

  • destroying fortified positions

  • hunting rogue mechs

  • defending temporary settlements

  • extracting downed pilots

  • completing “deniable” missions for factions

They stay strictly “neutral,” which in practice means they accept contracts from both sides, sometimes simultaneously, as long as two contracts never explicitly conflict.

If a conflict would occur, they simply raise the price.


V. Methods & Equipment

Guild mech pilots operate some of the most advanced and terrifying frames in the Reach, including:

  • modular heavyframes

  • stealth lightframes

  • bunker-buster artillery walkers

  • siege claws & plasma mauls

  • suppression drones

Guild mechs bear distinct serial-red livery: crimson markings on joints, visor frames, and reactor housings.

Their drop tactics are brutally efficient:
orbital micro-pods, fast insertion rigs, or mech-mounted locomotion skids that slam into combat zones at breakneck speeds.


VI. Politics & Diplomacy

The Mercenaries Guild carefully walks a tightrope:

  • Marshals tolerate them because they keep wars contained.

  • Constellation funds them because they need plausible deniability.

  • Cartels respect them because they don’t break deals.

  • Freecrews hire them because sometimes you need a Titanframe to level a bunker.

  • Pilgrims despise them for exploiting conflict near Rift zones.

Scraphaven allows their presence but keeps them on a short behavioral leash.
Nobody wants Guild mechs causing “accidental skirmishes” inside the outpost.


VII. Motto & Culture

Their unofficial motto:
“Peace is bad for business.”

More formal motto:
“Work. War. Wages.”

They are a nomadic culture built on:

  • camaraderie between pilots

  • competition between ranks

  • pride in skill, not nation

  • a strange, almost religious devotion to the notion of a Contract

There is no shame in losing a battle.
There is absolute disgrace in breaking a contract.


VIII. Why They Exist in the Setting

The Guild creates:

  • rival mech NPCs

  • optional combat challenges

  • morally grey allies

  • high-risk/high-reward missions

  • campaign arcs centered on contract warfare

They add pressure to the Broken Belt Front without escalating the war globally.

And most importantly:

Players engage with them only if they choose to.

They will never force war content into a narrative.


IX. Player Note — Participation Optional

The Guild interacts only with players who seek them out.
They won’t drag PCs into battle, conscript them, or entangle them in war politics unless the player explicitly wants to engage.

For players who want:

  • tactical mech missions,

  • rival pilot duels,

  • mercenary drama,

  • or contract-based campaigns—

the Guild becomes an incredible hook.

For everyone else?
They remain background world flavor and occasional loud neighbors.