User:Imperial Misanthrope/Eayn Mercenary Guild

The Eayn Mercenary Guild is a political and military body that is the closest thing to a unified Kig-yar government there is. The Guild is in fact a business that became extremely popular after the fall of the Covenant. Simply put, the Guild is an allocation bureau used to appropriate hired Kig-yar forces to various clients, and also distributes payment and ranks to various Kig-yar mercenaries. The Guild also acts as a political body, having a legislative branch of Oligarch Aristocrats that form a Parliament to rule over the people within the Guilds territory.

Origins
The EMG has its origins to way back in the days of the Covenant. During the zenith of the Covenant Empire, several Kig-yar guilds operated to appropriate funds from Covenant funds to the Kig-yar mercenaries. However, during the later days of the 9th Age of Reclamation, the guilds began to fail, and in a last bid to survive the shifting economic and political climate, began to merge into larger and more unified organizations.

Finally, in the year 2556CE, 3 years after the Covenant ended, the remaining large guilds formed into one large Super-Guild that exists today. The remaining smaller guilds inevitably disbanded, leaving the EMG as the only available mercenary guild on Eayn and its colonies.

All Guilds since their founding have allowed both male and female participants, and the KMG is no exception. As a result of enlargement and expansion as the largest Guild, the Guild officially owns territory which it rules over like a governing body.

Government
The Guild owns several systems of space, though no where near the size of the Covenant Remnant, the Human Empire, or the Imperium of the Sangheili Empire Territory, it still rules over a number of citizens. To do this, the leaders of the Guild, the Five Elders, rule as the Heads of Government and the Executive Branch. The Legislative Branch is comprised of a Parliament of Aristocrats who rules over parts of Kig-yar space. They in conjunction with the Five Elders form law and order, and oversee the civil services, such as education, police, and medical services.

The Judicial Branch consists of the a an Oligarch Tribunal, five of the Aristocrats are removed from the Parliament by popular vote within the Guild Masters and Elders and form the Oligarch Tribunal. All lower cases are run by lower local courts.

Organization
The EMG is organized via several levels of bureaucratic positions, each having total authority over one specific priority of the Guild. Each level is known as a Division. Each division is headed by and subject to a Guild Master, who in turn are subject to the five Guild Elders. The Divisions of the Guild are as follows:

Capital Appropriations Division
Guild Master of Enrichment

The Capital Appropriations Division, as per its name, is the Division that deals with the payment and distribution of earnings amongst the guild and its mercenaries. Based upon calculations of rank, jobs, company needs and finances, the Division is essentially the department of the treasury in a word, and handles most monetary business within the guild.

All complaints resulting from or leading to payment or financial inquisitions come directly to the Guild Master of Enrichment, who per his job and authority is allowed to go to any means to sort issues of finance, so long as he doesn’t overlap the boundaries of the other Divisions.

Military Organizational Division


Guild Master of Technology

This Division handles the upgrade and distribution of technology among the Kig-yar mercenaries, and is responsible for keeping all mercenaries up to date on the latest technology. These include the Kig-yar’s famous arm shields, plasma pistols, carbines, particle beam rifles, plasma grenades, and various other devices. Most of these devices are brought from the ISE or the Covenant Remnant, though there are some manufacturing factories on Eayn that still provide certain weaponry.

Fortunately, Kig-yar mercenaries are so desired for their sniping and assassination skills, that these two factions quite often give the needed weaponry in exchange for service.

Career Management Division
Guild Master of Assignment

The Career Management Division is responsible for the assigning of mercenaries to certain jobs. When the Guild is presented with employment, the Division appropriates the needed amount of mercenaries, decides the level of the mission, how long they can be gone, and specifically what work they will be doing on said mission.

The Division works in conjunction with the Arms Educational Division.

Arms Educational Division


Guild Master of Education

The Arms Educational Division is the training section of the Guild, all new recruits and would-be mercenaries come to this division to receive their basic, and then more advanced training in several arts. This Division is also responsible for the assigning of ranks and careers to specific mercenaries who succeed the training, those who don’t must wait a years before coming back. After three failures, they are branded via a hot stamp on the back of their left hand, and are forbidden from being trained in the Guild.

The Arms Educational Division also decides whether a recruit is able to become a mercenary, using a medical exam and a basic skills exam. The exams are based upon points; one must acquire a certain amount of points from both of them in total before being accepted. This means that if there is a Kig-yar with one blind eye, but he scores enough points, he may still be trained. However if a fully healthy Kig-yar fails to get enough points, he will be denied.

Employee Maintenance Division
Guild Master of Survival

The Employee Maintenance Division has two primary responsibilities. First, it is responsible for feeding and housing the mercenaries in the Guild appropriately. The second and more important role of the Division is to keep the Mercenaries in top condition. To these ends, the Division gives regular training exercises, target practice, melee practice, medical examinations, and is able to assign them to a bi-annual survival test if the mercenary in question is lacking

The Five Guild Elders
The Five Guild Elders are the total authority of the Guild, any and all major decisions or complaints go and come directly to and from them. The Five Guild Elders acquire their position when their terms as regular Guild Masters expire, which occurs when they retire, hence their name. They do not retire simultaneously; they acquire their position when the previous Guild Elder dies of natural cause, or from an unsuspicious murder. This way, a Guild Master does not become an Elder simply by killing off his predecessor. When the previous Elder does die under the correct conditions, the Guild Master immediately retires and ascends to the position, theoretically this means that there is a new set of Guild Elders every 2-3 generations depending on how long the Elders live.

The Elders hold supreme authority over the entire guild, unlike the Guild Masters who hold power over their respective Divisions. When there is a discrepancy or a complaint between two or more division, or if there are foreign complaints, the Guild Elders personally deal with them. If there are decisions made that the Elders do not comply with, they may change it. Essentially they are the law of the Guild; however, they are bound by a set of rules constructed at the Guilds founding:

Guild Imperatives
The Guild Imperatives are a set of rules and guidelines set up on the Guild’s initial founding. They may not be augmented, adapted or changed unless 4/5 Guild Masters, and 4/5 Guild Elders are in agreement to do so.

Clients


The EMG has branches and clients ranging from the Covenant Remnant to the Imperium of the Sangheili Empire, even taking jobs from the UNSC. This has led to a lot of inwards tension between certain groups of mercenaries about each side having to kill the other side.

Imperium of the Sangheili Empire
The ISE is probably one of, if not the largest client. Despite their siding with the Covenant Loyalists in the Covenant Civil War, the Sangheili are not fool enough to believe they did so out of loyalty, it was simply more lucrative to be on the side that was able to pay them. As a result of the Empires rapid expanse and phenomenal wealth, the Guild has made some of its top money with the Sangheili, and have often shown that if forced to choose, they would ally with them.

The Sangheili do have their own snipers, but good experience from the days of the Covenant make Kig-yar prime choice when they are available.

United Nations Space Command
The UNSC is considered their second best client. Although nearly as lucrative as the ISE, the UNSC are second mostly because they refused to employ the Kig-yar for many decades because of post-war tension issues. However, beginning in the early 2600’s, the majority of the old remnants of the Human-Covenant War had either lost influence or died off, and as such, the UNSC began to employ mercenaries from the Guild.

Although Humans too have snipers, the Kig-yar’s naturally increased sight and reflexes make them far more preferable if given they are available, especially by ONI. However, the Guild is expensive, and human forces often employ their own snipers who can prove to be equally effective in battle situations.

The Covenant Remnant
The Covenant Remnant is another client the Guild considers lucrative. The main reason is that Jiralhanae and the majority of their conquered species are not particularly good snipers. This essentially forces the Remnant to employ the Guild’s mercenaries to be able to compete in land based battles with their main enemies, the UNSC and the ISE. Thusly speaking, the Remnant likes to keep several battalions of Kig-yar mercenaries around at any given time, which is all too pleasant for the Guild’s purse.

Mgalekgolo Republic
The Mgalekgolo sometimes hire Kig-yar, however the Mgalekgolo themselves are frequently a mercenary army in their own right, though they tend not to do it for personal gain, rather so they can buy ships and technology for their universal use. Nonetheless, the Mgalekgolo are a small time client to the Guild, usually only paying a contingent to help fortify important positions to the esoteric giants.

Human Corporations
As well as the UNSC, several independent industries on Earth and within the Terran Imperial Space like to hire Kig-yar for various “uses”. It is speculated they use them as assassins and spies, though in the open they are used as bodyguards and escorts.

Sangheili Security Forces
As a separate entity to the military, though still controlled by the Imperial Admiral, the SSF also employs Kig-yar from the Guild to use as sentinels in shipyards, civilian areas, government buildings, and various other places. The SSF use Kig-yar less than the official Armed Forces, but near always keep a Contingent of Snipers on Imperial planets.

Trivia

 * The KMG is not the only Kig-yar governing body, several sections of Kig-yar space are controlled by aristocrats and pirate clans.
 * The Aristocrats within the Guild territories were, or still are frequently the leaders of pirate guilds that act on the Guild’s behalf.
 * The KMG is considered a business above all other things, as such many foreigners consider the Guild to not be a legitimate ruling body.