SHIELD (Organization)

SHIELD, formerly known as the Shield of Unity, was once a secretive organization that protected all the mundane races from extra-planar threats, has now evolved into an inter-planar diplomatic and protective organization that operates publicly. Most governments on most planes have a membership status, but SHIELD takes a non-interventionist policy to most practices besides protecting lives.

Shield of Unity
The Shield of Unity was originally founded as a secret organization, based off of the now defunct League of Five, an organization from the Mecagoll Desert (far to the south of Albion) by Desseris Sandbred in response to the Destruction of Isdania.

SHIELD
It has evolved into essentially a combination of an inter-planar political forum, investigative and justice bureau, and armed force.

Recruitment
SHIELD recruits experienced and talented individuals from all sorts of places, but they keep them local (on an inter-planar level) and only high level agents ever leave their home countries/planes.

Levels
Level One: Base Guard, Cook, Crewmember, etc. (Classification Level 0: Need to know)

Level Two: Field Agents, Combat Operatives, Accountants, Researchers, Medical Doctors, etc.

Level Two de facto: SHIELD Assets

Level Three: Special Agents, Combat Experts, Squadron Commanders, Vessel Commanders, etc.

Level Four: Super-Special Agents, Military Commanders, Chief Researchers, etc.

Level Four-More: Secret Agents, Assassins, Witchers, etc.

Level Five: Area Directors, Area Administrators, and Area Generals (Classification Level 1: Area Omniscient)

Level Six: Regional Directors (Classification Level 2: Regional Omniscient)

Level Seven+: Classified Levels (Classifications Levels 3+)

Note: These are the minimum level to hold each position; although some positions are explicit upgrades of others that also entail further level non-dependent privileges.

Locations
Northwick Office

Equipment
SHIELD field agents are, (as in the show), generally allowed a lot of leeway in equipment. Traditional cultural weapons are common and sometimes encouraged, as they help maintain a balance of familiarity and authority in communities. Hobbit agents often carry slings, often outfitted with salt stones for nonelethal damage, and explosive "stones."

Humans tend to wear locally appropriate clothing lined with mithril metal for protection (Everyone should have this, its a +6 armor bonus on clothes, but it’s balanced because its fairly common for everyone, unlike magic AC boosting items.)

Everyone, though, is expected to carry a shield issue revolver with nonlethal salt shot (Assuming they can use such a thin with their specific extremities) and a gun-shield.