The Marching Men have a simple premise: Just as Lower and Sewer Town has had its loyalist groups the Marching Men are a loyalist group dedicated to the ideals of Old Sanctuary. They exist to protect democratic freedom and thus serve the Council. They work against all those who threaten the law, order or stability of Sanctuary.
The Marchers are also striving to become the elite defenders of Sanctuary. Whereas the Watch Patrols the streets keeping law and order, and the Spellguard researches the Machine to aid in the cities defense, the Marching Men believe in taking the fight directly to the enemy. They fight to do battle with the Chosen of the Sewers, the Beholder's of Chazbash, the Mind Flayer's of Ysinode, and the Drow of Traensyr. They seek to free slaves, promote the prosperity of Sanctuary, and assist the defense organizations and the Council in any way that they can.
If you wish to join this faction on a day-to-day basis we focus heavily on exploring the Machine and the Underdark. We seek to go places that most other people on EfU never get to see, and do things that most people on EfU never get to do.
Almost any PC can join so long as they seek to promote democratic freedom and are loyal to the Council. Not all roles in the faction are combat roles, other roles may be supportive such as the role of playing a merchant, or someone seeking to join the Council. We are, first and foremost, a loyalist group as well as a paramilitary group. So let me reiterate: Not everyone who joins needs to perform a combat role.
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For those seeking to create a character to join, I am going to outline what types of characters will find themselves to be a "best fit" for the faction. This does not mean characters who differ from those outlined below could not work, only that they may have a slightly harder time.
Alignment: Lawful Neutral, Lawful Good, Lawful Evil
Classes: Any, except Paladin, Druid and some Clerics
Deities: Helm, Red Knight, and Gond are all good choices but other deities are acceptable as well such as Torm. Out-and-out evil deities such as Bane, Shar and Cyric followers would not find a place in the faction if they openly follow such deities.
Races: Any race that can legally walk around Upper Sanctuary. Some races will have a harder time than others, such as Gnomes, as we are supportive of Sanctuaries Allies, including the Shadow Tribe.
Background: This can be almost anything, although ideally it will be a background that reflects your character and that has led him to hold some sense of loyalty to Sanctuary.
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What do we need in our faction right now?
- Merchants: We require someone whose main focus is on selling goods, but that doesn't preclude you from being someone like a Councilor.
- Scouts: We need someone who is good at scouting, picking locks and disarming traps.
- Loyalist Spies: If you're going to be a spy, please consider investing in bluff as a skill! This can be either a combat or non-combat role.
- Fighter-types: We need fighters - those with good AC who can hold the frontlines and do decent damage.
- Wizards: We require wizards who focus on becoming battle mages or a wizard who becomes a supporter for other members in our groups.
- Engineers: All of the above does not preclude you from also becoming an engineer. Almost every class has access to Craft Trap and that is all that is needed to work with the Machine. Therefore, anyone can become an Engineer who makes the investment in the skill.
- Clerics: Clerics of Helm, Red Knight and Gond are the most suitable. A Cleric of Helm who takes an oath to defend Sanctuary and her democratic way of life is a good candidate. A cleric of Red Knight who devotes himself to bettering Sanctuary's defense organizations and training new recruits is also a good candidate. A Cleric of Gond who is dedicated to learning all he can about the Machine, and in turn, defending the Machine from its enemies is also a good candidate.