The Idea
You are going to be in charge of deciding the everyday activities of a D&D 5E mercenary company, from its birth as a ragtag group of adventurers to its inevitable rise as either the army the world needs to fight off the great big bad, or as the army of said big bad. Or anything in between, really.
There will be some dice-rolling, which will be available as always in my
Dice-Room.
The map was generated through Donjon, and will only be posted in pieces -and only when required.
So, with that being said, let's get the party started. (and let's see how many days it takes before this too gets abandoned.)
The White Company, that was the name of the adventuring group that rose to the challenge of facing off a band of skulking Kobolds in the far corners of the
Llanfest Woods.
The members of the company were:
[X] A balanced group, lacking in nothing, and excelling in nothing.
[X] A roving band of sorcerers and wizards, mighty in the arcane arts, and flimsy in anything physical.
[X] Barbarians of battle-hardened valor. Attracting one another like flies to the honeyed smell of blood. Though culture taught them to read and write, blood still boils in their veins.
[X] Faithful members of the
Blazing Hand, a company of faithful of the
Gods of Light, tasked with purging the world of evil.
[X] Wicked followers of the
Unnamed King, a powerful wizard that spurned the Gods and claimed power for himself.
[X] Mercenaries seeking fame and fortune, more of the latter than of the former.
Their leader was among them, never far from battle, and never too close. He was:
[X] A voice of reason.
[X] A born diplomat.
[X] A terrifying presence.
[X] A gentle soul.
[X] A brawny talker of Fist-tongue.
And also:
[X] Insert Name
The Kobolds of the forest were dealt with, but not before some losses. For it is only through loss, that one can learn the true valor of someone's soul.
[X] Many members lost their loved ones, killed during the Kobolds' raids. The bitterness of loss strengthened their morale and valor in the upcoming battles.
[X] Facing the Kobolds' treacherous traps left nasty scars on most of the members. Gruesome sights, but also marks of valor, and most importantly, it taught valuable lessons in first aid.
[X] It just wasn't profitable enough; killing the Kobolds didn't give back as much as one hoped, but it taught the members valuable lessons on scavenging supplies from the wilderness.
[X] There's something to be said about misinformation and poor payments; everyone promises gold and then delivers copper, unless you've got what it takes to weasel back up to silver. The company learned it, and now it's rare for them to get short-changed.
[X] No company can march without knowing where the enemy is. If there's one thing they learned, it's that scouting ahead always yields results.
And thus with their blades slick with blood and their victory assured, they set out to reach a new contractor.
[X] Merka the Malign, ruling from a fortress in the depths of the Berdy Woods.
[X] Oron the Merchant, holding the fort at an important crossway by the shores of the sea of Melor.
[X] Ezzebash the Bloody, overlord of the jungles of Pomachi from his citadel.
[X] The Free City of Damon, by the shores of Cyan sea.
[X] The Free City of Rastone, surrounded by the sands of the Desert of Tombs
[X] Baragzadd, mountain hall of dwarven might, amidst the highlands of Gabaraz.
[X] The tranquil city of Lula, by the Toadfen river.