Skimming at work I agreed with Duesal that we should try to bind the Daemon itself but looks like we're risking it on the Quick Fix.

To the Solidarity Mobile!!

[X] Azel
 
Okay, my cat is on the mend, but still taking a bit more active care than I was hoping, so I'm just starting to flesh this thing out. Here's the current rough draft of the legion, with a good bit written in various notes on my desk but not typed up yet. I don't have anything else to do but work on it for the rest of the day, so I should get most of it typed up. The HI sheets are TNE up to date (at least until TNE decides to add ranks in Perform (Oratory)). The other officers do need skills fleshed out still, but with the HI sheets we have a baseline. TNE wrote up full stat-blocks for the HI as well, but those aren't here (yet).

We also wanted to add lesser raven constructs as standard scouts, but I've not had time to go back and edit them in yet (and probably should focus on finishing everything and then going back to edit).

Each Legion is comprised of 6 Infantry Companies, 2 Crossbow Companies, an Assault Company, 2 Scout Cavalry companies, and a Lancer Company. Ideally they should be deployed with supporting Imperial knight heavy cavalry and local auxiliaries, but in a pinch will be fully functional without.

The major unit divisions are a Legion, split into Companies, split into Battalions, split into squads. It seems simplistic, but the Westerosi style is comparatively a mess of Lord serving higher lord up a chain, while the Essosi tradition is mercenary companies working with a free city's own forces in a similar disorganized hodgepodge of companies. There isn't a huge tradition of extremely structured organization, and there is flexibility enough to group multiple Battalions or Companies together to perform some task under a clearly in charge commander. A vast improvement over almost any contemporary, with the possible exception of the Golden Company (the standard for a professional and disciplined combined arms force in the setting), who I expect to be able to match, once bloodied, in terms of cohesion.

Ranks are similarly straightforward:
General (commands Legion)
Colonel (an officer helping the General)
Captain (commands Company)
Lieutenant (an officer helping the Captain)
Commander (commands Battalion)
Serjeant (an officer helping the Commander)
Corporal (Enlisted Squad leader or Specialist)
Legionnaire/Crossbowman (basic rank)

I tried to choose ranks based on reasonable etymology to try and fit the setting. We're still at a relatively disorganized stage of history, where the basic division of units is a company, commanded by a Captain, with a wide variation in what a "company" means, from a few hundred men to the 10,000 strong Golden Company.

General would normally not be used, since it's rise is actually relatively recent (out of general officer (like Captain-General, shortened to merely general), that is, an officer with more general or expanded duties). However, it occurs in canon sources, and in English it has pretty much become ubiquitous, with Marshal being the only remaining competition. Since it's used contemporaneously in canon, designating a rank as general rather than a more traditional ranks such as Captain-General seems justified.

Colonel derives from Column Commander, which seems appropriate for the general's seconds, since if the legion split into separate columns to travel, they would be the ones who would be expected to take command of any separated columns.

Captain, as previously mentioned, is the most traditional, and commands a company. In the legion, a company ranges between about 500-700 soldiers, making it the closest comparison to the existing companies in size.
Lieutenant is also likely one of the existing names for officers. Historically, a lieutenant was a captain's second, and was considered a high rank. Its relative low rank in modern times is a consequence of both Captain and Lieutenant falling in prominence as armies increased in size, but the number of men they commanded stayed relatively the same, but doesn't fit with the setting. In setting, a Lieutenant only has his Captain to answer to, who only answers directly their employer, so it makes sense to preserve it as the second to a Captain.

I chose Commander for Battalion, because it's the lowest "command" rank, who might find themselves operating independently (like say, defending our Lysene embassy). The ranks below this no longer have the burden of command, but instead support their superiors. It's my least favorite, but there are not a lot of options to choose from that would make sense here.

Serjeants, in this time/setting, are officers. If you look at the sellsword companies, a serjeant ranks below the leader and specialist officers (like company paymaster, or quartermaster), but above just about everyone else. The way we originally had it, we had hundreds of sergeants in a legion, when a comparative army, like the Golden Company, would only have a few dozen. Bumping them up the chain makes them more comparative to how it's used in setting, even if it looks a little strange from a modern perspective.

Corporal naturally suggests itself to replace serjeant. Its relative lowness has been the most consistent throughout history, so using it as the rank for senior enlisted men makes sense and is derived from latin meaning "head of the body." Given its use, interpreting that as "highest of the low" or "directly in charge of the body" (that is most of the actual legionnaires) is reasonable.

Legionnaire is used as the basic rank due to its descriptiveness and distinctiveness. They are not a mere soldier, or sellsword found in any army. They are a member of the Imperial Legion. They might not have any rank beyond that, but even Legionnaire is a word we want them to take pride in and identify with.

We'll now take a look at how each of the types of company would be organized.

The smallest unit of the Legion is a squad, which in a heavy infantry company consists of 9 men commanded by a Corporal, and a non-combatant auxiliary in charge of the squad's mule, delivering them water on the march, helping them don and doff their armor, and daily maintenance on their equipment, for a total of 10 men. A squad fights in formation together, marches together, eats together, and sleeps in the same tent together. This closeness necessitates that the legion is segregated on the level of a squad, meaning that women that choose to enlist serve in all female squads to help reduce disciplinary problems. Each legionnaire carries around 88 lbs of steel, with the serjeant carrying 76 lbs of steel equipment, for a total steel requirement of 780 lbs.

Together, 8 squads form a Battalion, lead by a Commander, and two Serjeants under him. Outside of battle (on the march, or in camp), each Serjeant is responsible for maintaining the discipline and order of 4 squads, with the Serjeant in charge of the forward four squads on the march the "forward" serjeant and considered the senior to the "rear" serjeant. In battle, each Serjeant goes where he is needed to keep the battalion in order or as directed by the Commander, but if the Commander is slain, command of the battalion falls to the forward serjeant.

Additionally, each Battalion has a standard bearer, and a hornblower, for a total of 77 soldiers on the line. The 8 squad auxiliaries are joined by another 9 non-combatants under the battalion quartermaster (official rank of corporal), who perform more logistical tasks, have several more mules, wagons, etc. and a chest and barrel of purification. The quartermaster also has 5 soldiers under him that help protect the baggage train during battle, prevent theft, and help administer discipline in the battalion, making up 100 people, 83 soldiers, of which 77 would fight in battle. A battalion thus has a need for 7,124 lbs of steel, and a ring of purification to purify food and water. (75 IM).

Together, 8 Battalions form a Heavy Infantry Company, lead by a Captain and two Lieutenants under him, once again split between forward and rear. There is a Company Standard Bearer, Hornblower, Quartermaster, and 4 runners in case more complex orders need to be sent, making up 810 people, 674 soldiers, of which 625 would fight in battle. A Heavy Infantry Company needs 57,576 lbs of steel, and 8 rings of purification (600 IM).

For a Crossbow Company, it is structured similarly to a Heavy Infantry Company, though constrained to fit the same frontage as 1.5 HI companies, with the line being two crossbowmen deep.

The smallest unit is the squad, made up of 8 Crossbowmen, and commanded by a Corporal, for a total of 9 soldiers and a non-combatant auxiliary. Each Crossbowman needs 49 lbs of steel, or 441 lbs of steel for the whole squad.

Together, 8 squads form a Battalion, lead by a Commander, and two Serjeants under him, split between forward and rear. Additionally, each Battalion has a standard bearer, and a hornblower, as well as a quartermaster with 5 infantry soldiers under him that help protect the baggage train, prevent theft, and help administer discipline in the battalion, along with 3 non-combatant auxiliaries who are in charge of additional mules and and a chest and barrel of purification, for 95 people, 83 soldiers, 77 fighting in battle, of which 72 are crossbowmen. A Crossbow Battalion needs 4,412 lbs of steel, and a ring of purification (75 IM).

Together, 8 Battalions form a Crossbow Company, lead by a Captain and two Lieutenants under him, once again split between forward and rear. There is a Company Standard Bearer, Hornblower, and Quartermaster. Altogether, that makes up 766 people, 670 soldiers, 621 fighting in battle, of which 576 are crossbowmen. A Crossbow Company needs 35,740 lbs of steel, and 8 rings of purification (600 IM).

Cavalry companies are structured slightly differently from the infantry, but still follow the same general structure.

In a Scout Cavalry company, the smallest unit is still a squad, led by a Corporal. It's made up of 10 soldiers, but no non-combat auxiliaries directly attached to the squad, to reflect the more dispersed and sudden nature of engagements they might run into and how there might not be an obvious "rear" to send non-combatants. To carry supplies, and to allow some rotation of mounts, each squad is assigned two additional light warhorses. Each soldier requires 56 lbs of steel, and a Light Warhorse. A full squad requires 560 lbs of steel, and 12 Light warhorses.

Together, 6 Squads form a Cavalry Battalion, lead by a Commander and two Sergeants beneath him (forward and rear), as well as a standard bearer, hornblower, and a quartermaster. Scout Cavalry Companies run leaner and are more likely to suddenly encounter the enemy, so rather than the officers and specialists being separated from the men as they are in other companies, they instead take the place of a regular cavalryman within the squad, so the first squad would instead have the Commander, the standard bearer, hornblower, a corporal, and six cavalrymen. They also have a dozen auxiliaries, who are on paper non-combatants, but are lightly armed and armored (Light Chain, Light Shield, Dagger, and Light Mace) to protect themselves and their supplies, which consist of additional horses carrying rations, resupply, and a barrel and chest of purification. Thus, a Scout Cavalry Battalion has 72 people, 60 soldiers, 12 auxiliaries, and needs 3,792 lbs of steel, 72 Light Warhorses, 24 Light Horses, and a ring of purification (75 IM).

Together, 8 Battalions form a Company, lead by a Captain and two Lieutenants under him, once again split between forward and rear. There is a Company Standard Bearer, Hornblower, and Quartermaster. The Captain, Quartermaster, Standard Bearer, Hornblower, and 6 bodyguards generally travel together as the command unit, and each Lieutenant has 4 bodyguards to accompany them personally. Another 10 auxiliaries are attached at the command level as well as another barrel and chest of purification, thus a Scout Cavalry Company has 606 people, 500 soldiers and 106 auxiliaries, needing 31,816 lbs of steel, 600 Light Warhorses, 212 Light Horses, and 9 rings of purification (675 IM).

EDIT: ELYSIUM FRUIT CHANGES THIS SIGNIFICANTLY. Redo Horses.

In a Lancer company, the smallest unit is still a squad, still led by a Corporal, but due to the nature of a Lance Charge, the squad is less important compared to cohesion of the battalion as a whole. Each squad is made up of 8 Lancers, with 4 non-combat auxiliares to help them take care of their horses, their armor, etc. Each squad has 8 heavy warhorses, 12 riding horses, and 8 pack horses, since riding a charger on the march tires them for battle. Each Lancer needs 194 lbs of steel equipment, between them and their horse, and thus the full squad needs 1,552 lbs of steel.

Together, 8 squads form a Lancer Battalion, lead by a Commander and two Sergeants beneath him (forward and rear), as well as a standard bearer, hornblower, and a quartermaster. Similar to the Scout Cavalry, the officers are directly embedded in squads in their battalion, with the Hornblower and Standard Bearer being additions to the first squad of the battalion (which thus has 10 men, and 5 auxiliaries). Another 10 auxiliaries serve under the quartermaster (who is equipped more like a regular legion officer, with a horse, who helps protect the baggage) thus each Lancer Battalion has 109 men, 67 soldiers, and 66 lancers in battle. They need 12,908 lbs of steel, a ring of purification (75 IM), 66 heavy warhorses, 109 riding horses, as well as around 80 pack horses.

Together, 6 Battalions form a Lancer Company, lead by a Captain and two Lieutenants under him, once again split between forward and rear. There is a Company Standard Bearer, Hornblower, and Quartermaster, who has 10 more auxiliaries and 5 (mounted) infantry soldiers to help him protect the baggage train. The lieutenants are again embedded within squads, but the Captain, Standard Bearer, Hornblower, and an additional Lancer selected for their skill serve as a command half-squad. Thus each Lancer Company has 673 men, 412 soldiers, and 400 lancers in battle. They need 78,574 lbs of steel, 6 rings of purification (450 IM) 400 heavy warhorses, 673 riding horses, and 495 pack horses.

Assault Company
2 lines of 100 men, for ~200 men. Elite. Bodyguard to general/senior officers when not in formal battle lines.

Attached Mages
Attached to HI battlaions, as specialty officer above quartermater, below serjeant in chain of command?

Attached Local Auxiliaries

Idealized formation

On the March and Camping

Pay, Terms of Service, and Retirement Benefits

Discipline in the Legion

Appearance and Attire

Unit Sheets

Legionnaire
Warrior 3 - STR 14/DEX13/CON14/INT8/WIS10/CHA8 - Phalanx Fighting, Shield Specialization, Shield Ward, Precise Strike(Legion Bonus Feat) - Skills: Profession (Soldier) 6, Spot 6

Equipment: Razor Sharp Thinblade, 2x Javelin, Reinforced Segmented Fullplate, Mwk Extreme Shield, Razor Sharp Dagger.

Advancement
Warrior 4 - +1 DEX - +1 Profession (Soldier), +1 Spot
Fighter 2 - Power Attack - +1 Profession (Soldier), +1 Spot

Corporal
Warrior 2/Fighter 1 - STR 14/DEX10/CON14/INT13/WIS10/CHA8 - Allied Defense, Combat Expertise, Improved Trip, Knockdown - Skills: Profession (Soldier) 6, Spot 6, Listen 6, Ride 4, Knowledge (Law), Bonus Language (High Valyrian)

Equipment: Mwk Razor Sharp Guisarme, Razor Sharp Thinblade, Razor Sharp Dagger, Mwk Buckler, Reinforced Segmented Fullplate.

Advancement:
Officer 1 - +1 INT - +1 Profession (Soldier), +1 Spot, +1 Listen, +3 Profession (Manager)
Retrain Warrior -> Fighter - Toughness
Officer 2 - Retrain Toughness ->Battlecry, Outflank (Teamwork) - +1 Profession (Soldier), +1 Spot, +1 Listen, +4 Profession (Manager)

Heavy Infantry Serjeants and Commanders
Officer 2/Marshal 2 - STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16 - Combat Expertise, Battle Cry, Draconic Aura, Gang Up (Serjeants and Commanders)/Shake it off (Lieutenants and Captains) - Skills: Profession (Soldier) 7, Knowledge (War) 8, Diplomacy 10, Knowledge (Law) 8, Profession (Manager) 5, Language (High Valyrian), Ride 2

Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.

Auras: Master of Tactics, Motivate Attack, Draconic Aura (Toughness)

Advancement:
Officer 3 - +1 Profession (Soldier), +1 Knowledge (War), +1 Diplomacy, +1 Knowledge (Law), +1 Profession (Manager), +2 Ride

Heavy Infantry Lieutenant and Captains
Officer 2/Marshal 2 - STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16 - Combat Expertise, Battle Cry, Draconic Aura, Gang Up (Serjeants and Commanders)/Shake it off (Lieutenants and Captains) - Skills: Profession (Soldier) 7, Knowledge (War) 8, Diplomacy 10, Knowledge (Law) 8, Profession (Manager) 5, Language (High Valyrian), Ride 2

Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.

Auras: Art of War, Resilient Troops, Draconic Aura (Resolve)

Advancement:
Officer 3 - +1 Profession (Soldier), +1 Knowledge (War), +1 Diplomacy, +1 Knowledge (Law), +1 Profession (Manager), +2 Ride

Legion Crossbowman

Warrior 3 - STR 8/DEX15/CON12/INT8/WIS10/CHA8 - Rapid Reload, Far Shot, Lob Shot, Deadly Aim (Legion Bonus Feat) - Reinforced Breastplate, Mwk Great Crossbow, Razor Sharp Thinblade, Razor Sharp Dagger (49 lbs of equipment.) Skills: Spot 6, Profession (Soldier) 6.

Advancement:
Warrior 4 - DEX +1, Spot +1, Profession (Soldier) +1
Fighter 1- Weapon Focus (Great Crossbow) - Spot +1, Profession (Soldier) +1

Crossbow Officer
Officer 2/Marshal 2 - STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16 - Combat Expertise, Battle Cry, Draconic Aura, Volley Fire (Serjeants and Commanders)/Shake it off (Lieutenants and Captains) - Skills: [XXXXXXXXXXXX]

Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.

Auras: Accurate Strike, Steady Hand, Draconic Aura (Toughness)

Advancement:
Officer 3 - [skills XXXXXXXXXXX]


Scout Cavalry
Warrior 3 - STR 9/DEX14/CON12/INT10/WIS10/CHA8 - Mounted Combat, Mounted Archery, Rapid Reload, Skill Focus Ride (legion training bonus) - Skills: Spot 6, Ride 6, Profession (Soldier) 6

Equipment: Light Warhorse, Riding Saddle (25 lbs), Bridle (1 lbs), Saddle bags (8 lbs), Horse Water and Feed (10 lbs), Waterskin and Day's rations (5 lbs) Traveler's Clothing (5 lbs), Mwk Breastplate (30 lbs), Mwk Razor-sharp Lance (10 lbs), Mwk Heavy Crossbow (8 lbs), Mwk Razor-sharp Thinblade (3 lbs), Mwk Razor-sharp Dagger (1 lbs), 40 Razor-sharp bolts (4 lbs). Total: 66 lbs on soldier, 110 lbs of equipment, plus 120 lbs of rider for a total of 230 lbs on the horse.

Advancement:
Warrior 4 - +1 Str, +1 Spot, +1 Ride, +1 Profession (Soldier)
Fighter 1 - Weapon Focus (Heavy Crossbow), +1 Spot, +1 Ride, +1 Profession (Soldier)

Scout Cavalry Officer
Officer 2/Warrior 2 - STR 10/DEX14/CON12/INT10/WIS10/CHA8 - Mounted Combat, Mounted Archery, Battlecry, Volley Fire (Serjeant/Commander)/Shake it off (Lieutenant/Captain) - Skills: [XXXXXXXXXXXX]

Advancement:
Officer 3: [XXXXXXXX]

Equipment: Light Warhorse, Riding Saddle (25 lbs), Bridle (1 lbs), Saddle bags (8 lbs), Horse Water and Feed (10 lbs), Waterskin and Day's rations (5 lbs) Traveler's Clothing (5 lbs), Mwk Breastplate (30 lbs), Mwk Razor-sharp Lance (10 lbs), Mwk Heavy Crossbow (8 lbs), Mwk Razor-sharp Thinblade (3 lbs), Mwk Razor-sharp Dagger (1 lbs), 40 Razor-sharp bolts (4 lbs). Total: 66 lbs on soldier, 110 lbs of equipment, plus 120 lbs of rider for a total of 230 lbs on the horse.

Lancer
STR 14/DEX13/CON12/INT10/WIS10/CHA8
Warrior 2/Fighter 1 - Mounted Combat, Ride-By Attack, Spirited Charge, Power Attack, Skill Focus (Ride) Flaw: Mounted Warrior - Skills: Ride 6, Spot 6, Profession (Soldier) 6

Equipment: Heavy Warhorse*, Military Saddle, Reinforced Plate Barding (110 lbs), Reinforced Segmented Plate (55 lbs), Mwk Heavy Shield (15 lbs), Mwk Lance (10 lbs), Mwk Razorsharp Thinblade (3 lbs), Mwk Razorsharp Dagger (1 lb.)

*With Heavy Barding, is already heavily encumbered. Can thus carry up to 900 lbs. with no change in encumbrance, so only listing important and steel equipment.

Advancement:
Fighter 2: Con +1, Shield Focus, Ride +1, Spot +1, Profession (Soldier) +1
Fighter 3: Mounted Shield, Ride +1, Spot +1, Profession (Soldier) +1

Lancer Officer
Officer 2/Fighter 2 - Mounted Combat, Ride-by Attack, Spirited Charge, Power Attack, Battlecry, Skill Focus (Ride) Flaw: Mounted Warrior - Skills: [XXXXXXXXX]

Assault Trooper
Unbreakable Fighter 1/Armored Hulk 2 - STR 16 DEX 13 CON 14 INT 10 WIS 10 CHA 8 - Power Attack, Furious Focus, Cleave, Endurance (UF), Diehard (UF) - Reckless Abandon Rage Power - Equipment: Razor Sharp Mercurial Fullblade, Razor Sharp Dagger, Reinforced Segmented Fullplate, Mwk Buckler- Skills: Spot 6, Listen 6, Profession (Soldier) 6, Sense Motive 3, Bonus Language (High Valyrian)

Advancement:
Unbreakable Fighter 2 - DEX +1, Outflank, +1 Spot, +1 Listen, +1 Profession (Soldier)
Armored Hulk 3 - +1 Spot, +1 Listen, +1 Profession (Soldier) +2 Sense Motive

Assault Trooper Serjeant/Commander
Officer 2/Unbreakable Fighter 1/Armored Hulk 1 - STR 16 DEX 10 CON 14 INT 14 WIS 10 CHA 8 - Power Attack, Combat Expertise, Battlecry, Endurance (UF), Diehard (UF), Gang-Up (Officer Teamwork Feat) - Equipment: Razor Sharp Mercurial Fullblade, Razor Sharp Dagger, Reinforced Segmented Fullplate, Mwk Buckler- Skills: [XXXXXXXXXXX]

Advancement:
Unbreakable Fighter 2 - Furious Focus

Assault Trooper Lieutenant/Captain

Marshal 2/Unbreakable Fighter 1/Armored Hulk 1 - STR 16 DEX 10 CON 14 INT 14 WIS 10 CHA 8 - Power Attack, Combat Expertise, Draconic Aura, Endurance (UF), Diehard (UF) - Equipment: Razor Sharp Mercurial Fullblade, Razor Sharp Dagger, Reinforced Segmented Fullplate, Mwk Buckler- Skills: [XXXXXXXXXXX]

Auras: Master of Tactics, Motivate Attack, Draconic Toughness

Advancement:
Unbreakable Fighter 2 - Furious Focus


Basic Assault Trooper - STR 16 DEX 12 CON 14 INT 13 WIS 10 CHA 8 - Warrior 3 - Power Attack, Furious Focus, Cleave - Equipment: Razor Sharp Mercurial Fullblade, Reinforced Fullplate, Mwk Buckler

Veteran Assault Trooper - As basic, two levels in Fighter, take Combat Expertise and Gang Up.

@DragonParadox

This is just a draft, but I believe it might be sufficient unto the day? It has the stat blocks for the two unit types present.
 
OK then vote closed.

BTW how are the legion sheets going? I'll likely need them pretty soon

@DragonParadox for quicker reference.

Here are the full HI stat blocks, courtesy of TNE.

Warrior 3 - STR 14/DEX13/CON14/INT8/WIS10/CHA8 - Feats: Phalanx Fighting, Shield Specialization, Shield Ward, Precise Strike - Skills: Profession (Soldier) 6, Spot 6

HP: 23
AC: 25 (10+1 dex + 9 armour + 3 shield + 1 shield spz +1 phalanx fighting); Touch 15, FF 24
Atk: Thinblade +6 (1d8+3/19-20 x2)

Fort: +5
Ref: +2
Will: +1

Precision: Whenever flanking a foe together with another Legionnaire, 1d6 precision damage.
Phalanx: If withing 5ft of another Legionnaire, gain +2 AC and +1 Reflex
Shield Ward: Bonus of +4 to resist Bull rush/Overrun/Trip/Disarm/Grapple

Advancement
Warrior 4 - +1 DEX - +1 Profession (Soldier), +1 Spot
Fighter 1 - Power Attack - +1 Profession (Soldier), +1 Spot

Usually member of a nine-man squad, composed of eight Legionnaires and one Corporal in a 3x3 square formation, with the Corporal at the center.

Equipment: Razor Sharp Thinblade, 2x Javelin, Reinforced Segmented Fullplate, Mwk Extreme Shield, Razor Sharp Dagger. Travel pack.

Corporal
Warrior 2/Fighter 1 - STR 14/DEX10/CON14/INT13/WIS10/CHA8 - Feats: Allied Defense, Combat Expertise, Improved Trip, Knockdown - Skills: Profession (Soldier) 6, Spot 6, Listen 6, Ride 4, Knowledge (Law) 2, Bonus Language (High Valyrian).

HP: 24
AC: 22 (10 + 9 armour + 3 Combat Expertise), Touch 10, FF 22
Atk: Guisarme +3 (2d4+3)

Fort: +5
Ref: +0
Will: +0

Allied Defense: Shares his Combat Expertise bonus with all adjacent allies (usual Legionnaier AC with Corposal present is 28)
Knockdown: Whenever he deals 10 damage or more, gains a free trip attempt (Trip bonus: +9)
Battlecry: 1/day, as a swift action, grant all allies within 30ft +1 morale bonus to attack, +4 morale bonus against fear. If an ally fails a saving roll against fear while under this effect, she may prematurely end it in exchange of rerolling her saving throw.

At fifth level, a Corporal grants the benefits of the Outflank feat to all allies within 30ft or one Mass Combat Unit. This is an Officer Aura. This benefit means that only does the flanking bonus to attack goes from +2 to +4, but every time a flanked opponent is hit, any allies withing reach (that are benefiting from the feat) are entitled to an attack of opportunity.

Advancement:
Officer 1 - +1 INT - +1 Profession (Soldier), +2 Profession (Manager), +5 Knowledge (Law)
Retrain Warrior -> Fighter - Toughness
Officer 2 - Retrain Toughness ->Battlecry, Outflank (Teamwork) - +1 Profession (Soldier), +1 Spot, +1 Listen, +3 Profession (Manager)

Usually member of a nine-man squad, composed of eight Legionnaires and one Corporal in a 3x3 square formation, with the Corporal at the center.

Equipment: Mwk Razor Sharp Guisarme, Razor Sharp Thinblade, Razor Sharp Dagger, Mwk Buckler, Reinforced Segmented Fullplate. Travel pack.

Heavy Infantry Junior Officers - Serjeants and Commanders
Officer 2/Marshal 2 - STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16 - Combat Expertise, Battle Cry, Gang Up, Draconic Aura - Skills: Profession (Soldier) 7, Knowledge (War) 8, Diplomacy 10, Knowledge (Law) 8, Profession (Manager) 5, Language (High Valyrian), Ride 2

Auras: Master of Tactics, Motivate Attack, Draconic Aura (Toughness)

HP: 30
AC: 23 (10+ 9 armour + 4 shield), Touch 10, FF 23
Atk: Thinblade +0 (1d8/19-20 x2)

Fort: +5
Ref: +0
Will: +5

Officer Aura: All Officers spend at least one standard action per round maintaining their command auras. The Junior Officers grant the benefits of the feat Gang Up to all allies within 30ft, or one Mass Combat Unit.
Command Aura: Through judicious micromanaging of one specific type of troop, equipped with specific equipment (in this case, Legionnaires), an Officer is capable of granting the benefits of a Draconic Aura and two Marshal Auras. -The Junior Officers grant all allies withing 60ft: +3 damage if they are flanking a foe, DR 1/Magic and +1 to Attack.
Battlecry: 3/day, as a swift action, grant all allies within 30ft +1 morale bonus to attack, +4 morale bonus against fear. If an ally fails a saving roll against fear while under this effect, she may prematurely end it in exchange of rerolling her saving throw.

Advancement:
Officer 3 - +1 Profession (Soldier), +1 Knowledge (War), +1 Diplomacy, +1 Profession (Manager), +2 Ride

Serjeants usually lead half a Cohort, the equivalent of 4 infantry Squads, not counting support personnel.
Commanders usually lead a full Cohort, which countains 8 infantry Squads, support personnel and at least two Serjeants.

Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.

Heavy Infantry Senior Officers - Lieutenants and Captains
Officer 2/Marshal 2 - STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16 - Combat Expertise, Battle Cry, Draconic Aura, Shake it Off - Skills: Profession (Soldier) 7, Knowledge (War) 8, Diplomacy 10, Knowledge (Law) 8, Profession (Manager) 5, Language (High Valyrian), Ride 2

Auras: Art of War, Resilient Troops, Draconic Aura (Resolve)

HP: 30
AC: 23 (10+ 9 armour + 4 shield), Touch 10, FF 23

Fort: +5
Ref: +0
Will: +5

Officer Aura: All Officers spend at least one standard action per round maintaing their command auras. The Senior Officers grant the benefits of the feat Shake if Off to all allies within 30ft, or one Mass Combat Unit, effectively granting a +4 bonus on all saving throws.
Command Aura: Through judicious micromanaging of one specific type of troop, equipped with specific equipment (in this case, Legionnaires), an Officer is capable of granting the benefits of a Draconic Aura and two Marshal Auras. -The Senior Officers grant all allies withing 60ft: a +1 bonus on Concentration checks and on saves against Fear, Paralysis and Sleep, a +1 bonus on all saving throws and a +3 bonus on disarm, sunder, bullrush and trip attempts.
Battlecry: 3/day, as a swift action, grant all allies within 30ft +1 morale bonus to attack, +4 morale bonus against fear. If an ally fails a saving roll against fear while under this effect, she may prematurely end it in exchange of rerolling her saving throw.

Advancement:
Officer 3 - +3 Profession (Manager), +1 Knowledge (War), +1 Diplomacy, +1 Ride

Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.

And our current crossbow sheets.

Legion Crossbowman
Warrior 3 - STR 8/DEX15/CON12/INT8/WIS10/CHA8 - Rapid Reload, Far Shot, Lob Shot, Deadly Aim (Legion Bonus Feat) - Reinforced Breastplate, Mwk Great Crossbow, Razor Sharp Thinblade, Razor Sharp Dagger (49 lbs of equipment.) Skills: Spot 6, Profession (Soldier) 6.

Advancement:
Warrior 4 - DEX +1, Spot +1, Profession (Soldier) +1
Fighter 1- Weapon Focus (Great Crossbow) - Spot +1, Profession (Soldier) +1

Crossbow Serjeants and Commanders
Officer 2/Marshal 2 - STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16 - Combat Expertise, Battle Cry, Draconic Aura, Volley Fire (Officer Feat) - Skills: Profession (Soldier) 7, Knowledge (War) 8, Diplomacy 10, Knowledge (Law) 8, Profession (Manager) 5, Language (High Valyrian), Ride 2

Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.

Auras: Accurate Strike, Steady Hand, Draconic Aura (Toughness)

Advancement:
Officer 3 - +1 Profession (Soldier), +1 Knowledge (War), +1 Diplomacy, +1 Profession (Manager), +2 Ride

We don't have enough crossbowmen for the senior officers of that type to be around, so I'm just leaving them off.
 
@DragonParadox for quicker reference.

Here are the full HI stat blocks, courtesy of TNE.

Warrior 3 - STR 14/DEX13/CON14/INT8/WIS10/CHA8 - Feats: Phalanx Fighting, Shield Specialization, Shield Ward, Precise Strike - Skills: Profession (Soldier) 6, Spot 6

HP: 23
AC: 25 (10+1 dex + 9 armour + 3 shield + 1 shield spz +1 phalanx fighting); Touch 15, FF 24
Atk: Thinblade +6 (1d8+3/19-20 x2)

Fort: +5
Ref: +2
Will: +1

Precision: Whenever flanking a foe together with another Legionnaire, 1d6 precision damage.
Phalanx: If withing 5ft of another Legionnaire, gain +2 AC and +1 Reflex
Shield Ward: Bonus of +4 to resist Bull rush/Overrun/Trip/Disarm/Grapple

Advancement
Warrior 4 - +1 DEX - +1 Profession (Soldier), +1 Spot
Fighter 1 - Power Attack - +1 Profession (Soldier), +1 Spot

Usually member of a nine-man squad, composed of eight Legionnaires and one Corporal in a 3x3 square formation, with the Corporal at the center.

Equipment: Razor Sharp Thinblade, 2x Javelin, Reinforced Segmented Fullplate, Mwk Extreme Shield, Razor Sharp Dagger. Travel pack.

Corporal
Warrior 2/Fighter 1 - STR 14/DEX10/CON14/INT13/WIS10/CHA8 - Feats: Allied Defense, Combat Expertise, Improved Trip, Knockdown - Skills: Profession (Soldier) 6, Spot 6, Listen 6, Ride 4, Knowledge (Law) 2, Bonus Language (High Valyrian).

HP: 24
AC: 22 (10 + 9 armour + 3 Combat Expertise), Touch 10, FF 22
Atk: Guisarme +3 (2d4+3)

Fort: +5
Ref: +0
Will: +0

Allied Defense: Shares his Combat Expertise bonus with all adjacent allies (usual Legionnaier AC with Corposal present is 28)
Knockdown: Whenever he deals 10 damage or more, gains a free trip attempt (Trip bonus: +9)
Battlecry: 1/day, as a swift action, grant all allies within 30ft +1 morale bonus to attack, +4 morale bonus against fear. If an ally fails a saving roll against fear while under this effect, she may prematurely end it in exchange of rerolling her saving throw.

At fifth level, a Corporal grants the benefits of the Outflank feat to all allies within 30ft or one Mass Combat Unit. This is an Officer Aura. This benefit means that only does the flanking bonus to attack goes from +2 to +4, but every time a flanked opponent is hit, any allies withing reach (that are benefiting from the feat) are entitled to an attack of opportunity.

Advancement:
Officer 1 - +1 INT - +1 Profession (Soldier), +2 Profession (Manager), +5 Knowledge (Law)
Retrain Warrior -> Fighter - Toughness
Officer 2 - Retrain Toughness ->Battlecry, Outflank (Teamwork) - +1 Profession (Soldier), +1 Spot, +1 Listen, +3 Profession (Manager)

Usually member of a nine-man squad, composed of eight Legionnaires and one Corporal in a 3x3 square formation, with the Corporal at the center.

Equipment: Mwk Razor Sharp Guisarme, Razor Sharp Thinblade, Razor Sharp Dagger, Mwk Buckler, Reinforced Segmented Fullplate. Travel pack.

Heavy Infantry Junior Officers - Serjeants and Commanders
Officer 2/Marshal 2 - STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16 - Combat Expertise, Battle Cry, Gang Up, Draconic Aura - Skills: Profession (Soldier) 7, Knowledge (War) 8, Diplomacy 10, Knowledge (Law) 8, Profession (Manager) 5, Language (High Valyrian), Ride 2

Auras: Master of Tactics, Motivate Attack, Draconic Aura (Toughness)

HP: 30
AC: 23 (10+ 9 armour + 4 shield), Touch 10, FF 23
Atk: Thinblade +0 (1d8/19-20 x2)

Fort: +5
Ref: +0
Will: +5

Officer Aura: All Officers spend at least one standard action per round maintaining their command auras. The Junior Officers grant the benefits of the feat Gang Up to all allies within 30ft, or one Mass Combat Unit.
Command Aura: Through judicious micromanaging of one specific type of troop, equipped with specific equipment (in this case, Legionnaires), an Officer is capable of granting the benefits of a Draconic Aura and two Marshal Auras. -The Junior Officers grant all allies withing 60ft: +3 damage if they are flanking a foe, DR 1/Magic and +1 to Attack.
Battlecry: 3/day, as a swift action, grant all allies within 30ft +1 morale bonus to attack, +4 morale bonus against fear. If an ally fails a saving roll against fear while under this effect, she may prematurely end it in exchange of rerolling her saving throw.

Advancement:
Officer 3 - +1 Profession (Soldier), +1 Knowledge (War), +1 Diplomacy, +1 Profession (Manager), +2 Ride

Serjeants usually lead half a Cohort, the equivalent of 4 infantry Squads, not counting support personnel.
Commanders usually lead a full Cohort, which countains 8 infantry Squads, support personnel and at least two Serjeants.

Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.

Heavy Infantry Senior Officers - Lieutenants and Captains
Officer 2/Marshal 2 - STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16 - Combat Expertise, Battle Cry, Draconic Aura, Shake it Off - Skills: Profession (Soldier) 7, Knowledge (War) 8, Diplomacy 10, Knowledge (Law) 8, Profession (Manager) 5, Language (High Valyrian), Ride 2

Auras: Art of War, Resilient Troops, Draconic Aura (Resolve)

HP: 30
AC: 23 (10+ 9 armour + 4 shield), Touch 10, FF 23

Fort: +5
Ref: +0
Will: +5

Officer Aura: All Officers spend at least one standard action per round maintaing their command auras. The Senior Officers grant the benefits of the feat Shake if Off to all allies within 30ft, or one Mass Combat Unit, effectively granting a +4 bonus on all saving throws.
Command Aura: Through judicious micromanaging of one specific type of troop, equipped with specific equipment (in this case, Legionnaires), an Officer is capable of granting the benefits of a Draconic Aura and two Marshal Auras. -The Senior Officers grant all allies withing 60ft: a +1 bonus on Concentration checks and on saves against Fear, Paralysis and Sleep, a +1 bonus on all saving throws and a +3 bonus on disarm, sunder, bullrush and trip attempts.
Battlecry: 3/day, as a swift action, grant all allies within 30ft +1 morale bonus to attack, +4 morale bonus against fear. If an ally fails a saving roll against fear while under this effect, she may prematurely end it in exchange of rerolling her saving throw.

Advancement:
Officer 3 - +3 Profession (Manager), +1 Knowledge (War), +1 Diplomacy, +1 Ride

Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.

And our current crossbow sheets.

Legion Crossbowman
Warrior 3 - STR 8/DEX15/CON12/INT8/WIS10/CHA8 - Rapid Reload, Far Shot, Lob Shot, Deadly Aim (Legion Bonus Feat) - Reinforced Breastplate, Mwk Great Crossbow, Razor Sharp Thinblade, Razor Sharp Dagger (49 lbs of equipment.) Skills: Spot 6, Profession (Soldier) 6.

Advancement:
Warrior 4 - DEX +1, Spot +1, Profession (Soldier) +1
Fighter 1- Weapon Focus (Great Crossbow) - Spot +1, Profession (Soldier) +1

Crossbow Serjeants and Commanders
Officer 2/Marshal 2 - STR 9 DEX 10 CON 14 INT 13 WIS 10 CHA 16 - Combat Expertise, Battle Cry, Draconic Aura, Volley Fire (Officer Feat) - Skills: Profession (Soldier) 7, Knowledge (War) 8, Diplomacy 10, Knowledge (Law) 8, Profession (Manager) 5, Language (High Valyrian), Ride 2

Equipment: Reinforced Segmented Fullplate, Razor Sharp Thinblade, Razor Sharp Dagger, Tower Shield.

Auras: Accurate Strike, Steady Hand, Draconic Aura (Toughness)

Advancement:
Officer 3 - +1 Profession (Soldier), +1 Knowledge (War), +1 Diplomacy, +1 Profession (Manager), +2 Ride

We don't have enough crossbowmen for the senior officers of that type to be around, so I'm just leaving them off.
I feel dirty.

Also fuck. They would tear through most non magical encounters. As well as more than a few magical ones.

Goblin camps? Pft... not on their lives.
 
@DragonParadox In reference to the unit names, it seems like people are generally in favor of Cohort over Battalion, particularly since you used it in the text already, so feel free to keep that the same if you're looking over that half-completed mess of a draft.

Fortunately, both crossbow cohorts and HI cohorts are the same size, each needing 83 soldiers, 77 of which fight "in line" and 6 of which stay back in the "baggage." We don't have baggage or non-combatant deployed in this type of battle, but the rear-guard soldiers would likely help guard the ships (for the landings) or guard the tower (for the tower deployed groups).

We have a HI cohort deployed to Lys, leaving just half of a HI cohort (~42 men) in SD to pretend the Bloodkeep is still garrisoned.

It looks like I did my bad habit of over-committing again, where I try to finish several things at once and just burn out into a puddle of uselessness with most of them half-finished when something unexpected happens. Sorry about not having the full legion write-up done in time, everyone.
 
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@Diomedon, it would be good to have a basic Legionaire sheet where all buffs are included. I'm not quiet getting which of the officer auras would apply.

Also add Magic Army, since we got enough castings to buff them all.
 
In formation supported by junior officers, and their standardbearer (I should stat them sometime, but I keep forgetting to. Built around the flagbearer feat). Senior officers add different benefits, but we'd only have 1 Captain and 2-4 Lieutenants, and then only add those benefits to one unit at a time, so not super useful for a "general purpose" stat block, so I'm not including them. I'm also assuming they've not advanced at all, since they're super green as a fighting force.

Legionnaire
Warrior 3 - STR 14/DEX13/CON14/INT8/WIS10/CHA8 - Feats: Phalanx Fighting, Shield Specialization, Shield Ward, Precise Strike - Skills: Profession (Soldier) 6, Spot 6

HP: 23
AC: 25 (10+1 dex + 9 armour + 3 shield + 1 shield spz +1 phalanx fighting) +2 (Phalanx adjacency), +3 (Corporal Allied Defense) = 30 AC; Touch 15, FF 24 & Dr 1/magic (draconic aura)
Atk: Thinblade +6, +2 (Magic Army, only effective plus two due to mwk), +2 (due to Flanking via Officer Granted Gang-Up feat), +1 (Motivate Attack), +1 (Flagbearer morale bonus) = +12 Atk, (1d8+3/19-20 x2) +2 (Magic Army), +1 (Master of Tactics), +1d6 (Precise Strike) = 1d8+6/19-20 x2 +1d6 damage

Fort: +5
Ref: +2, +1 Phalanx
Will: +1

Precision: Whenever flanking a foe together with another Legionnaire, 1d6 precision damage.
Phalanx: If withing 5ft of another Legionnaire, gain +2 AC and +1 Reflex
Shield Ward: Bonus of +4 to resist Bull rush/Overrun/Trip/Disarm/Grapple

Advancement
Warrior 4 - +1 DEX - +1 Profession (Soldier), +1 Spot
Fighter 1 - Power Attack - +1 Profession (Soldier), +1 Spot

Usually member of a nine-man squad, composed of eight Legionnaires and one Corporal in a 3x3 square formation, with the Corporal at the center.

Equipment: Razor Sharp Thinblade, 2x Javelin, Reinforced Segmented Fullplate, Mwk Extreme Shield, Razor Sharp Dagger. Travel pack.

The Corporal gets to attack as well with his polearm, so doing a similar thing would probably be good, but I really need to go to bed.
 
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Part MCMLXXI: Traitor's Doom
Traitor's Doom

Twenty-Seventh Day of the Second Month 293 AC

You have only the faintest notion of what the hells is happening, but you do not allow the mask to slip even for an instant. The fearful grace of ancient wyrms was yet upon you, their voices almost whispering in your ear. A monster you are meant to play and thus you do, your tall skeletal thin seeming looming over the sellsword like the shadow of death itself. "There are some who called for your head, given what you took without fulfilling your task, but calmer voices prevailed. After all, it will aid you greatly in making good on your bargain, won't it?"

"But I thought..." the man mumbles, confusion writ clear upon his features.

You must have guessed wrongly somehow but you cannot afford to fish for answers now. Instead you snap, "Be still!" Then in a lower voice though still with an air of impatience you add, "He is alone, save for a whore sharing his bed. Come now. All will be forgiven once you do the deed."

"Yes..." the word has an almost hungry edge to it, a hiss barely heard that was never meant to come from the tongues of men. You move quickly ahead with Dany besides you.

Where Ser Richard is you can but guess as the sight had finally left your gaze and he is shrouded not only in glamour, but in unnatural silence to hide the creak of his armor.

***​

The tent is dark and quiet as you had left it, Gorgious feigning sleep besides his lover, though he is looking upon he scene between his lashes though Mero does not notice in the gloom. In truth you wonder if he would even care... A feral light sparks in hie eyes as he draws a dagger from his boot.

He starts muttering to himself. "Finally... it should looks like an accident... what does it matter... no one will know.... no one will care... NO!" Quick as a snake in the grass he twists to face you, the skin of his face writhing as though a nest of worms slithered beneath. Before he can say another word Oathkeeper slashes in a dazzling arc. Dragonsteel cuts though flesh and bone as easily as it trims his beard, sending his head flying.

The corpse does not collapse as it should. Instead it sways sickeningly, dagger still held in hand, before it is ripped apart from within as something impossibility larger than it tears its way free.

A contorted monstrosity caked in blood and gore lurches forward on multiple arms and legs, its spine contorted into a painful curve with its hips higher than it head. A stream of mad whispers still spews forth from its misshapen mouth. Stringy hair falls like a bloody veil over its eyes. In one of its twisted limbs a rusted scythe swings wildly.


A spirit of misfortune whose feast are the tears of mortals bereft by happenstance, true or seeming so, you recognize it at once even as you will that it be bind it against itself in common and unmoving stone.

You take 1 Charisma damage


The wretched thing rears up cursing in the foul tongue of its kind blood and spittle flying from its lips. The whispers cease and in their place it speaks in the tongue of the Freehold, though befouled by the lips that utter it. "For thine folly thou art..."

"Begone thee, back to the foul cauldron that begot you!" Dany calls, and for a moment it seems as though the fiend struggles against a wind only it can feel before it melts away into oily smoke.

"I trust that was proof enough of my claims," you say to Gorgious, who to his credit had rushed to get his sword for all the good common steel would have done against such a foe.

After a few brief but well-chosen curses, and spitting on the head of his treacherous second-in-command the man answers. "What do you need of the Second Sons... Your Grace?"

"I need you to take and hold the Southern gates when my forces land. Look to the sky for a signal. It will be clear enough for all," you explain your plan, even going to far as to present the other parts of the invasion. After what he has seen this night the man will not soon betray you.

"Just hold the gate?" he asks, getting dressed with the sure and swift motions of a one who has had to do just that many times before. "No looting, then?

"No," your reply is curt. "This will be my city by dawn, and I will not have it be any more harmed than is unavoidable to wrest it from the hands of madmen and monsters."

"What's the pay, then?" he asks. Seeing Ser Richard's incredulous look he adds, "I can't ask the man to fight and bleed just because you saved my neck."

What do you reply?

[] Write in

OOC: I know you guys would have preferred to keep the corpse or even the sacrifice, but the daemon was about to act (cast disintegrate at Viserys as it happens) so I felt it would have been out of character for Dany not to use the spell that was the most likely to finish it in one go.
 
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The major unit divisions are a Legion, split into Companies, split into Battalions, split into squads. It seems simplistic, but the Westerosi style is comparatively a mess of Lord serving higher lord up a chain, while the Essosi tradition is mercenary companies working with a free city's own forces in a similar disorganized hodgepodge of companies. There isn't a huge tradition of extremely structured organization, and there is flexibility enough to group multiple Battalions or Companies together to perform some task under a clearly in charge commander. A vast improvement over almost any contemporary, with the possible exception of the Golden Company (the standard for a professional and disciplined combined arms force in the setting), who I expect to be able to match, once bloodied, in terms of cohesion.

Ranks are similarly straightforward:
General (commands Legion)
Colonel (an officer helping the General)
Captain (commands Company)
Lieutenant (an officer helping the Captain)
Commander (commands Battalion)
Serjeant (an officer helping the Commander)
Corporal (Enlisted Squad leader or Specialist)
Legionnaire/Crossbowman (basic rank)

I tried to choose ranks based on reasonable etymology to try and fit the setting. We're still at a relatively disorganized stage of history, where the basic division of units is a company, commanded by a Captain, with a wide variation in what a "company" means, from a few hundred men to the 10,000 strong Golden Company.

General would normally not be used, since it's rise is actually relatively recent (out of general officer (like Captain-General, shortened to merely general), that is, an officer with more general or expanded duties). However, it occurs in canon sources, and in English it has pretty much become ubiquitous, with Marshal being the only remaining competition. Since it's used contemporaneously in canon, designating a rank as general rather than a more traditional ranks such as Captain-General seems justified.

Colonel derives from Column Commander, which seems appropriate for the general's seconds, since if the legion split into separate columns to travel, they would be the ones who would be expected to take command of any separated columns.

Captain, as previously mentioned, is the most traditional, and commands a company. In the legion, a company ranges between about 500-700 soldiers, making it the closest comparison to the existing companies in size.
Lieutenant is also likely one of the existing names for officers. Historically, a lieutenant was a captain's second, and was considered a high rank. Its relative low rank in modern times is a consequence of both Captain and Lieutenant falling in prominence as armies increased in size, but the number of men they commanded stayed relatively the same, but doesn't fit with the setting. In setting, a Lieutenant only has his Captain to answer to, who only answers directly their employer, so it makes sense to preserve it as the second to a Captain.

I chose Commander for Battalion, because it's the lowest "command" rank, who might find themselves operating independently (like say, defending our Lysene embassy). The ranks below this no longer have the burden of command, but instead support their superiors. It's my least favorite, but there are not a lot of options to choose from that would make sense here.

Serjeants, in this time/setting, are officers. If you look at the sellsword companies, a serjeant ranks below the leader and specialist officers (like company paymaster, or quartermaster), but above just about everyone else. The way we originally had it, we had hundreds of sergeants in a legion, when a comparative army, like the Golden Company, would only have a few dozen. Bumping them up the chain makes them more comparative to how it's used in setting, even if it looks a little strange from a modern perspective.

Corporal naturally suggests itself to replace serjeant. Its relative lowness has been the most consistent throughout history, so using it as the rank for senior enlisted men makes sense and is derived from latin meaning "head of the body." Given its use, interpreting that as "highest of the low" or "directly in charge of the body" (that is most of the actual legionnaires) is reasonable.

Legionnaire is used as the basic rank due to its descriptiveness and distinctiveness. They are not a mere soldier, or sellsword found in any army. They are a member of the Imperial Legion. They might not have any rank beyond that, but even Legionnaire is a word we want them to take pride in and identify with.

While the ranks in general seem/sound good, Colonel feels kind of awkward to me, likely because it's not something you'd have heard used much before the 1500s or 1600s. I suppose you could sort of say the same of Lieutenant or Corporal, but I'm not too sure on which millennia the first dates back to and the latter... eh, it's somewhat in the same boat, but it sounds less awkward to my ears for what it's worth.

Back to Colonel, perhaps some sort of Marshal would fit better? Marshal is actually used in several Westerosi titles, like Lord Marshal of the Mander(Manderly) or High Marshal of the Reach(Tyrell), so it's certainly more authentic.

Titles
 
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OOC: I know you guys would have preferred to keep the corpse or even the sacrifice, but the daemon was about to act (cast disintegrate at Viserys as it happens) so I felt it would have been out of character for Dany not to use the spell that was the most likely to finish it in one go.

Nah, it's fine by me.

Like I said before by the time this is done we're going to be swimming in sacrifices.

One thing about Demon Cultists, they never die quietly.
 
Match the contract for one of our mercenary companies. I suspect he won't sack the city even without further incentive than making sure they still have an employer by the time the invasion is over.
 
Match the contract for one of our mercenary companies. I suspect he won't sack the city even without further incentive than making sure they still have an employer by the time the invasion is over.

That and the fact that his current employer is an actual fucking dragon that will seek recompense should some upstart monkeys not hold to their agreement and wreck his things.

And I'm sure everyone in this thread would be more than happy to show them just how, thorough, we are about seeking reparations.
 
OOC: I know you guys would have preferred to keep the corpse or even the sacrifice, but the daemon was about to act (cast disintegrate at Viserys as it happens) so I felt it would have been out of character for Dany not to use the spell that was the most likely to finish it in one go.

Sometimes we don't get sacrifices. NBD (imo) :)

It's probably been said earlier, but how many second sons are there present? What armour (light% /medium %/heavy %) do they use (the Ibbinise charged extra as they have heavy armor, no?)

[ ] Well, I'm paying the sellswords under my command X on average, half(or was it full) again for a successful non-looting. How does that sound? With the warning that the setting of fires can be easily tracked via magic, so... he should tell his men not to give us cause to do that. If he would like half now, half after; that is fine. Or if he doesn't want a big pile of gold to watch over with a city in turmoil, we can pay him in a few days. Non burning bonus is, of course only after. If he complains/tries to push too hard, remind him that while we are doing this for our own purposes, we did save his life from his second who had given himself to fiends.

That and the fact that his current employer is an actual fucking dragon that will seek recompense should some upstart monkeys not hold to their agreement and wreck his things.

And I'm sure everyone in this thread would be more than happy to show them just how, thorough, we are about seeking reparations.

He won't know/understand that until after the signal though. I think we're just a scary mage to him. Lol, just.
 
I kinda miss the low level good times with the cuddly demons.
This guy seems to like collapsing major infrastructure.
Do we have to make a pitstop to ensure the major bridges weren't weakened fatally?
 
Well, here's for the first of many missed sacrifices of this campaign!
*sounds of a shot of tea bring drinked*

Anyway, I'm just a little bit disappointed, I mean, we totally could have tanked this death-beam with our face and walked out alive!
:/

Eh. XP is XP, I guess...

At the very least, all is going according to plan so far. That's a great consolation, actually!
 
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OOC: I know you guys would have preferred to keep the corpse or even the sacrifice, but the daemon was about to act (cast disintegrate at Viserys as it happens) so I felt it would have been out of character for Dany not to use the spell that was the most likely to finish it in one go.

You'll get no complaints from me. That's why Rina, Malarys, and Dany have so many Dismissal and Banishment spells prepared between them in their invasion loadouts.

That said, seeing that Mero was possessed by a CR 14 Daemon makes me wish I had managed to squeeze more Dismissal and Banishment spells in somehow.

As of now, Dany and Malarys have 2 Dismissals and a Banishment each, and Rina has one of each. I hope that's enough.
 
Well. They are 2000 people and I would guess an average monthly income of 2 IM per person with looting accounting for the rest when campaigning.

Yearly rate would thus be 24,000 IM, probably 30,000 IM, since they also need to take care of their horses. Still cheaper then a standing army, though they expect to be able to pillage to supplement with looting unless they are just sitting around.

[X] Since the Magisters paid them already and their role in the fighting is rather safe, 6000 IM as a one time bonus and you take the remaining time of the contract that was already paid for.
 
was hoping that no-one would mention that...
As a French person, I want to remind people that even in France that part of the French Revolution isn't exactly remembered with pride. We call it "the Terror" in history books. Indeed, a great many people think that it was all-around a bad decision that tainted the memory of the start of the revolution, and that led to the eventual return of dictatorship and even ******* monarchy. Getting rid of an absolute monarchy was pretty much the entire point of the Revolution! And this made absolute rulers return!
@tarrangar:
Do we want slavery to eventually return, or to return in a form like the "bondsmen" of Pentos? Do we want chaos, massacres and horrible consequences in our legal traditions for decades to come? Because all that happened in France, you know.
No, "retroactive slave justice" isn't actually justice, nor is it feasible. The old laws were wrong and unjust, but retroactive legislation is never just or convenient.

To be honest, part of the reason I'm salty on this issue is that I think in my own country, we mollycoddled the ex slave holders to a ridiculous degree after they committed treason against their country. As a result, they maintained political power and oppressed the ex-slaves for a century after they had to technically free them, and to this day we are suffering the political deprecations of their ideological descendants.

Edit: realizing this cannot be solved here, I'll drop this issue now.
 
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