Hand of Inarias

## Statistics

**Description**: The Hand of Inarias is a for-hire mercenary group that operates around the world, under the pretense of being approved by Inarias by being warriors who work in his name.

**Headquarters Location**: Their main base of operations is located in Baptisae.

**Other locations**: Chapter Houses are found worldwide, mostly in urban areas.

**Leader(s)**:  S’dul Amaveer, current Master Hand.

**Noteworthy Members**: (Deceased) Olfhmar the Hammer, founder of the Hand of Inarias. (Living) Arthur Cromwell, Selina of Mehris

## Details

### History

Olfhmar was a dwarf born in what was the beginnings of Baptisae to a young refugee. He grew up and always watched with wonder how people slowly integrated into their small camp and was no stranger by the time this camp became a flourishing city. He couldn’t help but notice that as the city grew, so did the crime amongst people. He thought long and hard about this and how to eradicate such things, but he did not have the manpower or the money to even begin to dream of it. Eventually an idea came to him, and he started a paltry little area advertising that he could keep thugs and other such people away from the merchant’s goods with just his fists. Merchants were skeptical of this man but out of humor, one of them hired him. He proved his worth that night when he stopped the merchant’s business from being robbed and word quickly spread about his exploits, most exaggerated but it was enough to bring business rolling in.

Eventually he made enough money and was able to buy his own gear and even hire other people to work under him when he couldn’t do a job because he was busy with another. Eventually after he and the original members had carved a name out for themselves in this city and even had their own pact heavily inspired by the teachings of priests of Inarias. Their deeds were rewarded and they quickly went from simple caravan guards to warriors that took out whole groups of bandits at a time and all other manners of things.

Over time, the group became a powerful force, branching out around the world, becoming renowned enough to be able to have nations enforce contracts if the employer refuses to pay.

### Culture

The Hand takes on jobs like protecting commerce, capturing or driving away bandits and raiders, security details, dungeon-delving, and other random bits and pieces. While some mercenary groups have a bad reputation, the Hand of Inarias follows a strict warrior code that has been passed through their ranks for generation after generation and it is their greatest honor to die in battle. If a job breaks laws or customs of a region, they will also refuse it no matter the money offered. Their blacksmiths make their own weapons and sometimes sell to those not in the group, though they're normally given to newbies, after they've proven themselves to be worth the investment.

While the Hand does have contracts that are normally first come first serve, they also target specific members for specific jobs, such as Arthur Cromwell for handling dangerous beasts. Once a member reaches the rank of Veteran Adventurer, they're allowed to seek out their own work, forging spontaneous contracts, enforceable by the Hand. No matter how the job is acquired, the Hand always takes a portion of the pay.

### Structure

The Hand, like all mercenary organizations, has a hierarchy. Unlike others, however, the rank does not change how you are treated, once you're no longer a Recruit. Ranks impart pay and contract priority. The only ranks that impart any social benefit is the Master Hand and their Digits, members of the Hand that have been around long enough, and made enough of a name for themselves, that they end up running the guild.

#### Ranks

Each time a member of the Hand is promoted, they receive a new Token of Rank, surrendering their old one. Tokens of Rank are often passed down the lines, so it's not uncommon to find a low ranked member with a hundreds of years old token. the more hands the Token has passed through, the higher the Hand thinks of you, or so the gossip says. The Hand has no rules about race or class, allowing anyone entry, so long as they are not a wanted criminal or part of any other Guild.

* Recruit: the lowest on the totem pole. Recruits are run through a 'boot camp' of sorts to make sure they're up for the task, usually running a month long, culminating with The Gauntlet, a battle royale with all other Recruits, with the winner receiving a bonus. Making it to the Gauntlet is graduation enough, failing is not viewed negatively. Recruits cannot take contracts, cannot leave their Chapter House, and often act as stewards for higher ups.
* Greenbeard: the lowest level of mercenary, someone who has proven their worth for investment and received a basic set of gear that fits their style. They must get work through the first come, first serve contracts, or by working with others for a smaller share of the pay. Greenbeards that work together tend to come out better than solo Greenbeards.
* Adventurer: This mercenary has proven their worth to the Hand and may be given specific contracts, as they've begun to show promise in specific matters. They may purchase gear from the Chapter Blacksmith at a discount.
* Veteran Adventurer: This mercenary has shown great potential and is allowed to forge their own contracts outside of the oversight of the Chapter house, though the share of pay taken by the Hand is larger than another rank, due to the inherent risk of a forged contract being a bad investment. Most members are stuck at this rank, for their inability to determine what contracts should and should not be formed, or because their superiors see them as a financial risk.
* Seasoned Adventurer: This mercenary has shown that they understand the inner workings of contract forging and mercenary work. Can commission a weapon or piece of armor from a Chapter house blacksmith. This is the last rank achievable without an open slot.
* Master Adventurer: This mercenary has shown great skill in their work and brought great wealth an fame upon themselves and the Hand. All contracts generally taken are specifically targeting them for work, as they're usually too busy for normal work. Master Adventurers are normally assisting in running a Chapter House or training Recruits. Occasionally hired by town guards to fill holes in officer slots. If training recruits, this rank receives a stipend. May also act as Chapter Masters for smaller Chapter Houses.
* Thumb: Leadership role. Normally running a Chapter House or setting one up. This rank and all others higher receive a stipend.
* Digit: One of five members that make up a council that assists in the overall running of the Hand itself. Each continent is represented by a Digit, as well as one for Baptiase and one for Anax.
* Master Hand: The Master Hand runs the entire Guild. When the Master Hand dies or steps down, a Digit is chosen to replace them, and a Thumb is chosen to replace the Digit that became Master Hand.

### Player Benefits

* Members of the Hand are able to form legally binding contracts with quest givers, almost guaranteeing payment.
* In lands with aristocracy, you are free from the whims of the nobility.
* You gain the language Inari for free.
* More often than not, Nobility and Leadership will be willing to speak with you if you ask, due to your position as a Veteran Adventurer.

## Trivia

* The Chapter House that acts as the main Headquarters sits atop the original site that Olfhmar lived before forming what became the Hand.
* the Token of Rank that marked Olfhmar as the Master Hand was buried with him. no other tokens have been handled by Olfhmar, though many a mercenary might say otherwise.
* Anyone that is kicked out of the Hand is required to pay back their investment.
* In lands with an aristocracy that holds power, such as Albion, the Chapter Master is granted the status of a noble, so they may protect mercenaries that work in their Chapter House from noble backlash.

## References

1. ↑ The Hand does not mandate worship of Inarias, even among the leadership.
2. ↑ A large black panther leonin who is a fierce Paladin and an intimidating negotiator.
3. ↑ There can often be small shrines to him found in their chapter houses.