Mercenary Company Quest (CK2 Quest)

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Status
Ongoing
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TBA
The Captain
Location
Southampton, Great Britain
Pronouns
He/Him
Kalirea has a long and interesting history, stretching back for thousands of years with some of the more educated claiming that tens of thousands of years is more accurate. For your part, it matters little as you live in the present and your concerns are of the now, the recent past and the immediate future.

You are a soldier of fortune, a sellsword, a hireling or more simply, a mercenary. A mercenary captain to be precise as rather than working solo or under someone else. Your company isn't going to be much to start with, but in times like these, there is plenty of money to be made by fighting for coin and if you play your cards right, you could end up with plenty of riches and glory.

Kalirea is not a peaceful place. Most ancient Jorgard rules over the frozen north as they have done so for all of history, predating even the gods outside of the Hero himself. Jorgard endures and so do the Joric people as they produce tough and hardy individuals. Yet most of Jorgard's hardships are in the past with Jorgard getting by with ancient techniques of the past, using methods and ways of life lost to everyone else.

The High Kingdom of Laria rules over the Western Isles. The uncontested naval power of the world, none can match the warships of the Royal Navy and it is the Royal Navy for no other kingdom can boast one capable of arguing the Larian claim.

The Marlean Empire rules over the Eastern Plains, having long since conquered it all with its mastery of magic. Yet even as their thriving nobility competes amongst itself for power and influence, it is an only matter of time before the Empire looks outward for more conquest. One day, the Imperial Legions will march once more.

The Wood Elves remain in solitude and isolation within the Black Forest, with only outcasts and exiles venturing out into the wider world. The Kirmans still have no competitors for dominance of the Great Desert while the Virenese continue their century of peace within the Southern Islands.

The Dark Elves fight amongst themselves as the Dusk and Twilight Councils continue their ongoing conflict even as the civil war between the princes and oligarchs rages on in Southron. The Darmans have ambitious as they seek to turn their Commonwealth into the fourth great power of Kalirea if they can keep the High Kingdom off their back, they may just be able to do so.

Kalirea is not a peaceful place and that suits you just fine as you seek out a future with your new company of mercenaries.

What is your origin?
[] [Origin] You are a Jorman from most ancient Jorgard. The Joric people are the oldest in the world for Jorgard endures, having survived multiple apocalypses and on its third pantheon. Located in the frozen north of Kalirea, you have known hardship and had the fortitude to survive. You are more physically impressive than the average human and have innate affinity for enchanting and elemental magic.
[] [Origin] You are a Mari from the Marlean Empire in the east. While physically unimpressive, you like all of your kind have immense magical potential and like all Mari within the Marlean Empire, you have spent your childhood doing that. You have more innate magical power than any non-Mari mortal and a natural affinity for all magic.
[] [Origin] You are a Larman, a native of the Western Isles. You have grown up around the sea and the ships that sail it and like all those from the Western Isles, you have a naturally high level of focus and an affinity for crafting and healing magic.
[] [Origin] You are a Varc from most ancient Jorgard. More impressive than other Arcs, very few can match the physical prowess of your kind. With an innate talent for combat, you have a natural affinity for healing magic.
[] [Origin] You are a Cari from the Councils. Your kind are more agile than most others with a history of being the nasty thing that creeps about in the dark. You are at home in the shadows and the darkness of night with a natural affinity
[] [Origin] You are a Karc from the Western Lands. Whilst not as physically imposing as your northern brethren, you are still more physically impressive then most Men or Alire. You can do well in most physical challenges and have an innate affinity for fire magic.

What is your background?
[] [Background] You used to work as a bard, travelling from settlement to settlement as you performed in taverns and inns for coin. You have learnt how to master your voice and to manipulate a crowd. Boost to Diplomacy.
[] [Background] Before founding your own company, you served a soldier in another mercenary company. You fought on the frontlines and earnt experience when it came to the art of waging war. Boost to Martial.
[] [Background] Before taking up arms as a mercenary, you worked as a trader. You learnt how to drive bargain, stock and sell your wares and what it takes to run a business. Boost to Stewardship.
[] [Background] You used to work as a street thug. A result of your time in the criminal underworld, you know how to work out deals under the tables and get things done from behind the scene. Boost to Intrigue.
[] [Background] You have spent your time studying magic and other aspects of the world. A student of history and science, you have some proficient with the art of magic and greater ability to understand how the world works. Boost to Learning.

Who is your first companion?
[] [Companion] Florentios Vassilios is a Marman sorcerer and a decently talented one at that. Having lived a life of scholarly comfort, political upset in the Empire has forced Florentios to turn his mystic arts to matters of waging war. Learning-Focused Companion
[] [Companion] Thamara Akram is one of the hardy Kirman of the Great Desert. She has spent most of her life managing the supplies of her nomadic tribe, but now she is attempting the mercenary's life. Stewardship-Focused Companion
[] [Companion] Asgal Coradial is one of the short and study Darman, yet despite her people's reputation for being hardy warriors and workers, Asgal focuses on more social pursuits. While circumstances have seen her take up a mercenary's life, Asgal's greatest weapon is still her silver tongue. Diplomacy-Focused Companion
[] [Companion] Lian Wei is one of the elusive Nari from the Black Forest. You do not know what she did before becoming a mercenary, but Lian knows her way around the more shady aspects of civilisation. Intrigue-Focused Companion
[] [Companion] Walter Wertheim is one of the physically massive Rarc and a mighty fine warrior. Having spent most of his life as a wandering mercenary, he is an expert in the art of war. Martial-Focused Companion

***​

An idea for a quest that was semi-inspired by @huhYeahGoodPoint's latest quest. While I don't like the CK2 system for tracking large entities like civilisations and countries, I do like how they are using it on an individual scale and since my last attempt at a quest like this fizzled out, I am trying a new one.

This vote is setting up your characters, which is the player character and his right-hand man/woman. The next update will be choosing your starting troops, the special bonus that makes your company stand out from the rest and what your first job will be. Rather than using any dice rolls, your choices here will determine your starting stats. If you want to know what a good combination for a certain build or character type, feel free to ask and I will answer as best I can.

Now for a bit of background detail. The setting is a fantasy one that is its fourth era with start of a new era being marked by a world-ending apocalypse and the death off the previous era's pantheon. The world currently has two pantheons combined with a couple goddesses from the third era and a god from the second era plus regular spirits of varying power.

There are also three types of sapient species with multiple sub-species for each one. You got Men with Jormans, Larmans, Kirmans, Marmans, Darmans which are basically human, but with some extras. Next you got the Alire or Elves where you have the Mari/High Elves, Lari/Sea Elves, Nari/Wood Elves and the Cari/Dark Elves. Lastly, you've got the Arcs who are orcs and similar monsters consisting of the Karcs/Orcs, Varcs/Trolls, Rarcs/Ogres and Garcs/Goblins. Alire lean towards magical ability at the expense of physical ability whilst the vice versa is true for Arcs and Men are in the middle with an even mix of magical and physical ability.

With magic, you have got three different types, based around the source of the magic. First of all is Sorcery where you perform spells using your own power and knowledge. Next you have Pledgery, where you make a pact or deal with a spirit or some other magical creature to perform magic using some of their power that is granted to you via the agreement you made. Lastly, you got Divinity where the magic is granted by a deity to one of their mortal followers with the rules and conditions of it being determined by the deity giving the power.

Tech wise, most of the world is middle-age level of technology with a few holdouts from previous eras, mainly Jorgard who operate using knowledge leftover from the third and second eras. That said, the world is beginning to enter the early modern period due to new farming techniques and the Marlean Empire figuring out how to begin mass production of magical equipment, leading to start of industrialisation and the introduction of magical firearms.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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Stats
Toldur Ironhand
Info: Toldur is a male Jorman from Jorgard. He has sought coin and glory in the lands south of his homeland, serving as a mercenary in the Red Guard company of Mergel Grundler before founding his own mercenary company.
Age: 21
Upkeep: 1

Diplomacy: 10
Martial: 14
Stewardship: 10
Intrigue: 10
Learning: 10

Traits:
Jorman: Toldur is a Jorman. +1 Martial, +1 to Injury Rolls, Affinity for Enchanting & Elemental Magic.
Mirran: Toldur is a follower of Mirra, the Lighting Soldier and Storm Goddess.
Experienced Mercenary: Toldur has plenty of experience as a mercenary. +2 Martial.

Blessing of Mirra (+2 Martial until Week 4, Daen 4-3997)

Items:
Joric Steel Plate: The legendary armour of Jorgard. +2 Martial in combat.
Joric Steel Sword: One of the famous Jorgardian blades. +2 Martial in combat.

Thamara Akram
Info: Thamara Akram is a female Kirman from the Great Desert. She has spent most of her life managing the supplies of her nomadic tribe, but now she is attempting the life of a mercenary.
Age: 22
Upkeep: 0.5

Diplomacy: 10
Martial: 11
Stewardship: 13
Intrigue: 10
Learning: 9

Traits:
Kirman: +1 Martial, Immune to Heat & Fire, Affinity to Rock Magic & Wind Magic.
Moridean: Thamara is a worshiper of the Moridea, the Young Gods.
Logistician: Reduces Upkeep by 5%.

Items:


Alexis Sophia Caelios
Info: Alexis is a female Mari Dragonborn, born to the Caelios House of the Marlean Empire. Distaining the traditional pursuits of Imperial nobility and being born to a dragonic father, she has taken up the life of an adventurer and now mercenary.
Age: 16
Upkeep: 1.2

Diplomacy: 13
Martial: 13
Stewardship: 12
Intrigue: 15
Learning: 13

Traits:
Mari: Alexis is a Mari. +2 Learning, Use d8 when performing magic, Strong Affinity for Elemental Magic, Affinity for Sorcery,
Dragonborn: Alexis is born to a single dragon parent. +2 to all Stats, Use d8s, +3 Martial in Combat,
Novice Sorceress: Alexis knows the basics of casting magic via sorcery. +1 Learning.
Moridean: Alexis is a worshiper of the Moridea, the Young Gods.
Noblewoman: Alexis is a member of the Marlean nobility. +1 Diplomacy, +1 Intrigue,

Seriously Injured: -3 to all Actions

Items:


Tasha Yanovna
Info: Female Cari
Age: 56
Upkeep: 1

Diplomacy: 13
Martial: 11
Stewardship: 10
Intrigue: 10
Learning: 8

Traits:
Cari: Tasha is a Cari. +1 Martial, Affinity for Darkness Magic and Rock Magic.
Moridean: Tasha is a worshiper of the Moridea, the Young Gods.
Experienced Bard: Tasha has spent over a decade as a bard. +2 Diplomacy.

Items:


Toldur's Ironsides
Fame: 1
Reputation: 1
Upkeep: 8.265 (8.7)
Budget: 244.305

Troops: 5
3 Jorgardian Infantry = Upkeep 3/Experience 2 (0/25)/Very Loyal
2 Jorgardian Hunter = Upkeep 2/Experience 2 (0/25)/Very Loyal
 
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Mechanics
Character Stats
Stat Numbers
These numbers tell you how good a character is at a certain thing. 10 is the average and you safely can assume that unless specified otherwise, a character will have a stat of 10.
0-2 = Terrible
3-5 = Poor
6-8 = Incompetent
9-11 = Competent/Average
12-14 = Skilled/Good
13-16 = Expert/Excellent
17-19 = Master
20-25 = Heroic
26-30 = Legendary

What each Stat represents
Each stat represents a certain area of expertise and covers several related skillsets within that area of expertise.
Martial: The Art of War. This is about how good you are fighting or waging war. Covers strategy, tactics and personal combat equally.
Diplomacy: Persuading others and otherwise bring them around to your viewpoint peacefully and with words. This can range from talking someone down to convincing them to go along with what you want.
Stewardship: Logistics and actually running an organisation. This is how good you are with numbers and paperwork, whether it be a business, an army or government that you are helping run.
Intrigue: Shady Stuff. How good you are sneaking around, doing things under the table and otherwise doing things that you shouldn't according to society.
Learning: How educated and knowledgeable you are. While it is used for inventing and science, this stat is more the religion and magic stat than it is the science stat.

How Actions Work
When you take an action, you will roll 1d6 and add the relevant stat before testing that result against the DC of the action. If you get a result equal or higher than the DC, you will pass the action whilst getting a result under the DC will result in failing the action.

DCs
DC stands for Difficulty Check and each action has one that you need to be beat in order to pass it. Below is a rough guide to determining the DC of an action based on its difficulty
DC5 = Easy Task
DC10 = Basic Task
DC15 = Difficult Basic Task
DC20 = Advanced Task
DC25 = Difficult Advanced Task
DC30 = Legendary Task

Costs and Gains
Some actions will cost budget to complete while others will gain you budget upon. How can action will affect your budget is showed by either Cost if you lose budget from taking the action or Gain if you acquire budget from completing the action. In the case of the former, sometimes you will only pay budget if you pass the action while other times you will have to pay an upfront cost to take the action regardless of success or failure.

Cooperation
You may assign two or more characters to the same action for increased changes of success. The character with the highest relevant stat applies their stat in full while each additional assigned character adds their relevant stat divided by five.
 
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The Company
[X] [Origin] You are a Jorman from most ancient Jorgard. The Joric people are the oldest in the world for Jorgard endures, having survived multiple apocalypses and on its third pantheon. Located in the frozen north of Kalirea, you have known hardship and had the fortitude to survive. You are more physically impressive than the average human and have innate affinity for enchanting and elemental magic.
[X] [Background] Before founding your own company, you served a soldier in another mercenary company. You fought on the frontlines and earnt experience when it came to the art of waging war. Boost to Martial.
[X] [Companion] Thamara Akram is one of the hardy Kirman of the Great Desert. She has spent most of her life managing the supplies of her nomadic tribe, but now she is attempting the mercenary's life. Stewardship-Focused Companion.

You are Toldur Ironhand, proud Joric warrior and veteran sellsword. Coming from frozen and ancient lands of Jorgard, you have spent your adult life fighting for coin in the south. Falling into the companionship of Mergel Grundler, you joined her mercenary company, Mergel's Red Guard.

Under her leadership, you spent the next three years fighting for money as a soldier of fortune. Most of it was relatively boring guard duty for traders and nobles with coin to spare and things to protect, but you got a fair few fights in. A couple of clashes with the Imperial Legions, a fending off a pirate attack on a trade ship and even a year fighting for the Duchy of Suntom against the invading Daric Commonwealth.

But that was in the past and since then you have moved onto greater things. With plenty of experience under the belt and having amassed a small fortune, you decided to take charge of your own life and found your own mercenary company. Falling with a young Kirman lady by the name of Thamara Akram, the two of you hatched a plan.

While you had plenty of experience at actually being a mercenary, Thamar was pretty darn good at managing supplies and money. You would find some troops and lead them with your greater experience, Thamara would act as your right hand and handle the logistics of running a mercenary company.

All you had to do is find some troops and line up your first job.

What troops does your company start off with?
[] [Troops] You have a handful of likeminded individuals from your homeland of Jorgard, who have flocked to your leadership. While few in number, none can match Jorgardian warriors for quality. Start with 3 Jorgardian Infantry & 2 Jorgardian Hunters.
[] [Troops] You have found yourself a squad of retired Marlean Imperial Legionaries, who seek something more than what they could find in the Legions. Imperial Legionaries are good, disciplined troops who worked well as a unit. Start with 20 Imperial Legionaries.
[] [Troops] You have fallen with a squad of former Larian Royal Marines, having left the Royal Navy to find fortunes aboard. Royal Marines are the finest light infantry in the world. Start with 12 Royal Marines.
[] [Troops] You have acquired a good number of former militiamen and militiawomen, who have taken their arms and armour with them as they seek a more. Heavy Infantry are well-armoured and well-equipped, but more expensive to maintain. Start with 16 Heavy Infantry
[] [Troops] You have recruited a fair few youngsters who have potential even if they don't start with much. Light Infantry are agile and cheap, but can only take so much punishment before breaking. Start with 30 Light Infantry.
[] [Troops] You have rounded up some former hunters and poachers to filled your company with competent archers. Archers were like light infantry, but fight at range rather than in melee. Start with 24 Light Archers.

What special advantage do you and your company have?
[] [Special] Some of your soldiers is a competent magic user. A handful of your troops can use magic.
[] [Special] You are capable of using magic as a cleric of Mirra, the Lighting Soldier and Storm Goddess. Toldur can use magic.
[] [Special] Thamara is capable shaman, with a few old pacts and capable of forging new ones. Thamara can use magic.
[] [Special] You left your old company with a large fortune rather than a small one. Start off with twice as much Budget.
[] [Special] Your troops are especially loyal and reliable. Your starting troops will be extremely dependable.
[] [Special] When you left Jorgard, you took a runic sword with you. Gain a Joric Runic Sword.

What is your first job?
[] [Job] One of oligarchs in Commonwealth of Southron wants hire your company to support him and his forces in the Commonwealth' civil war against the Principality of Southron. Will be a supportive element of a larger army. Pitched battles possible, but unlikely and raiding and skirmishes will be far more likely. Risks unknown, but both sides of the Southron Civil War are equally matched. 10 Budget upfront and 50 Budget a month plus the right to keep your loot.
[] [Job] A Marlean noble wants to hire your company to take partake in the raid he is organising against the Seaborn Council for their recent uptick in piracy. Pirates are unlikely to be much of a threat and the biggest danger will be your ship sinking. Shouldn't be too difficult, but the Seaborn Council might have some tricks up their sleeve. 25 Budget upfront and 75 Budget once the job is complete plus a share of any loot.
[] [Job] A Torrin merchant wishes to hire your company to guard his trade caravan for a few months, maybe longer. Standard guard duty job for a trade caravan. Pretty safe barring any unexpected dangers. 8 Budget a week plus an extra 5 Budget upon safely arriving at destination.
[] [Job] A Shiran Clan wants to hire your company to guard their town after their native troops got all but wiped out in recent fighting. Unlikely to face any serious danger outside of an attack by a rival clan. 10 Budget a week plus an extra 5 Budget at the end of every month.

***​

Okay, so the first vote is picking your first troops. There is a degree of quality vs quantity there, but different troops will result in different ways of getting things done. Furthermore, while it won't impact the initial list of jobs, what sort of troops your company has to offer will impact what job offers you receive as potential employers will want a company that fits what they need doing.

Second is your starting bonus. You can unlock magic at the start though you will have options to do so in the future regardless of what is chosen here. Otherwise you can get better troop quality, a magic sword for some personal martial buffs or double the amount of money you start off with.

Lastly, you got your starting job. Each one has a brief description plus how risky it will be along with what you will be getting paid. For those wondering, each turn will be a week, with four weeks equalling a month and twelve months equalling a year.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
Marlean Imperial Legionaries and Jorgardian Warriors
Marlean Imperial Legionaries have been covered, but here is more detail or at least the details put into one post. The Imperial Legionaries of the Marlean Empire are the natural outgrowth with a wealthy empire with plenty of spare manpower and a magocratic nobility. While the Imperial Legions are built around a core of spellcasters, they also need troops to protect those formations of battlemages and do more tedious duties like patrols or guarding.

The end result is the Imperial Legionaries. They were expected to fight at range with their crossbows, but they have maces and shields in the event that they are forced into melee, something which happens far more often their noble leaders expect. For protection, they have gambeson with metal boots, gauntlets and breastplate. While this sounds good on paper, the Marlean nobility wants their armies to be both cheap and numerous so many corners get cut to result in Imperial Legionaries being less impressive in practice.

Their weapons and armour are made quickly and on the cheap. The iron used is determined y how inexpensive it is than the quality of it while the gambesons are made of either low quality materials or insufficient numbers if not both. Crossbows tend to be break more often than they should due to low quality and the Marlean approach to dealing with these problems is just to replace the losses, be it equipment that breaks or the soldiers using them when their gear fails them.

When it comes to training its legionaries, the Imperial Legions focus on obedience and teamwork. While they aren't shabby when it comes to fighting, Imperial Legionaries are taught to obey orders without question and how to operate as a unit and with other units within the Imperial Legions. Imperial Legionaries will not break except under the most dire of circumstances and they work best when operating with other Imperial Legionaries or elements of the Imperial Legions.

Jorgard is the opposite. A hardy and an ancient people, they lack the raw population or magic of the Marlean Empire, but they have their own secrets that predate the current batch of gods. Using techniques that they retain from before the current era of civilisation, Jorgard is able to produce high quality steel armour and weaponry for all of its people. Every warrior is equipped with a full plate harness with chainmail and arming jacket alongside the warrior's favoured melee weapon and a shield made from alchemically treated with a steel boss and rim.

While Jorgardians primarily use melee weapons, many will train with crossbows to provide Jorgard with archers. These crossbowmen and women are known as hunters due to their duties whilst those that fight exclusively in melee are known as infantry.

Similar to the Imperial Legionaries, Jorgardian warriors work best when supported by the infrastructure of Jorgard with the most advanced medical techniques and technology in the known world combined with a robust logistic system.

When it comes to training, it starts at childhood for Jorgardians. While Jorgard doesn't provide extensive military training until the mid-teens, all children are taught the basics of how to fight and defend themselves in the event that their hold finds itself under attack or they encounter some of the north's wildlife.

For those going down a path of war, Jorgard gives a mixture of more depth military for each squad before pairing up a new recruit with a veteran for more specialised training. Jorgardian warriors are primarily taught to survive via putting them through training that exposes them to hardship in safe conditions that toughens their body and mind. At the end of it all, the armour and training of a Jorgardian warrior means that they have been known to keep on fighting despite broken limbs or other injuries that would be crippling for any other mortal warrior.

Just as Jorgard endures, so do the warriors that it produces.
 
Week 1, Mith 4-3997
[X] [Troops] You have a handful of likeminded individuals from your homeland of Jorgard, who have flocked to your leadership. While few in number, none can match Jorgardian warriors for quality. Start with 3 Jorgardian Infantry & 2 Jorgardian Hunters.
[X] [Special] Your troops are especially loyal and reliable. Your starting troops will be extremely dependable.
[X] [Job] One of oligarchs in Commonwealth of Southron wants hire your company to support him and his forces in the Commonwealth' civil war against the Principality of Southron. Will be a supportive element of a larger army. Pitched battles possible, but unlikely and raiding and skirmishes will be far more likely. Risks unknown, but both sides of the Southron Civil War are equally matched. 10 Budget upfront and 50 Budget a month plus the right to keep your loot.

"I certainly hope you and your Ironsides live up to the famed reputation of Jorgard Captain Ironhand," says your first employer, Judge Garnert Duret as you meet the man in his private office.

As expected of a wealthy oligarch in the Commonwealth of Southron, the office is certainly decked out in displays of wealth. There is enough here to pay for your old company for the next century and you have no doubt that Duret has plenty more wealth stashed away. He wouldn't be in his position if he didn't.

"We can live up to the reasonable one," you answer, keeping your observation to yourself, "I'm afraid that the more outrageous one is simply that, outrageous."

"Good, good," says Duret in that congenial manner of his, something that might have worked on his southern fellows, but you are from Jorgard and have no time for his false friendliness, "The campaign shouldn't take too long to start, just need to wait for the last of the men to arrive and finish getting the supply line set up. A week or two at most before we are off and I suspect we will engage the enemy before the month is out. That dog Talbot isn't one to take an enemy without doing anything and I got reason to believe that he is preparing his own army."

"Of course," you say, returning his smile with one of your own, "If that is all, I will tend to my men."

***​

"What have you got Thamara?" you ask your partner as you arrive in the room that she has rented out for herself.

"Our new boss has amassed himself quite the army," answers the dark-skinned woman from there she sits as the desk with a pile of papers, "Our little band of Jorgardians is just the cherry on the top. Duret himself has a significant force in his retinue. Fifteen technically not knights, three scores of heavy troops that are split two-one into greatswordsmen and longbowmen. The rest is mercenaries like us, mainly minor forgettable, but there is some light cavalry from Kargard with supporting light infantry, a whole band of half a hundred recruits from Torrine and some veterans from Farlan, a score of spearmen and a score of archers."

"That is a pretty fine army for someone like Duret," you comment as you sit on the bed, "Who isn't forgettable?"

"Heard of Raigh's Ravagers?" inquires Thamara as she raises an eyebrow at you.

"Aye, I have," you answer as you heard of the Karc and his merry band here and there.

Ciaran Raigh isn't exactly world famous, but when you move in the circles that you do, Raigh's Ravagers aren't unheard of either. Consisting of mainly Karcs like Cairan, the company is full of veteran mercenaries with a nice mix of heavy infantry, light infantry and archer support that is led by a captain who is a darn sight better than you.

"He is the last band of mercenaries that Duret has hired for this campaign," says Thamara, "He arrived in town about a week ago. I got his location if you want to go and have a chat with the Arc."

"Maybe," you say, "How are our finances doing?"
"Pretty good," answers your friend as she wages a paper at you, "Duret paid up front like he said and now we got enough to last us two months. If we pays us the agreed amount, we will be making enough that we will making about 20 Budget each month. That's enough we could probably recruit some more men if we wanted to."

"He will pay us, at least if it goes well," you reassure her, "A man like Duret is too dependable on mercenaries to get a reputation for stiffing them."

"You're the expert at this," says Thamara, "I'll trust your judgement on the matter."

You get one action for Toldur and one action for Thamara, please mark them as [Toldur] and [Thamara] respectively. You may put them on the same action for a Cooperation bonus on that action. Use Plan Voting.

Diplomacy Actions
[] Speaking to the Boss

For a Southron oligarch, Judge Garnert Duret seems pretty standard. Try to get to know the man better, maybe get on his good side through it will cost a bit to dress up all fancy like. DC: 15. Costs 2 Budget.
[] Chat with Raigh

The leader of a somewhat famous mercenary band, Ciaran Raigh had a decent reputation and is frankly better than you. Since it looks like you will be campaigning together, try to get to know the Arc better. DC: 15. Costs 1 Budget.
[] Local Talks

Get to know some of the locals while in town. Some contacts might be useful and maybe you might find out something interesting. DC: 12. Costs 0 Budget.

Martial Actions
[] Local Policing

Towns like this always have a crime problem and that presents opportunity. Hunt down some local criminals. DC: 20. Gain 10 Budget.
[] Backroom Brawls

You are a Jorman and an experienced fighter. Find some shady places to do brawling for a bit of extra coin. DC: 15. Gain 2 Budget.
[] Early Patrols

You've got a week or two before the campaign starts. Take your Ironsides out on some patrols to see you can find anything interesting on the frontlines. DC: 15. Costs 1 Budget.

Stewardship Actions
[] New Recruits

You got enough coin to afford some new recruits and you won't deny that your company is a bit small. You could recruit enterprising fellows while in town. DC: 10. Costs 5 Budget.
[] Supply Lines

You are sure that Duret will be setting up some supply lines for the army, but it couldn't hurt to make sure that your company has its own supply line set up. DC: 20. Costs 10 Budget.
[] Safe Local Trading

You could try doing some local trading while in town to get some extra coin and supplies. No need to take any risk through. DC: 10. Gain 3 Budget.
[] Risk Local Trading

You could try doing some local trading while in town to get some extra coin and supplies, maybe take some risks for extra payoff. DC: 20. Gain 8 Budget.

Intrigue Actions
[] Spying on the Boss

He may be your employer, but Judge Gernert Duret is still a Southron Oligarch. Go poking around a bit to see what the man is up to or he isn't telling you. DC: 20. Costs 2 Budget.
[] Ravager Rivals

The sellswords of Ciaran Raigh aren't call the Ravagers for no reason and you aren't afraid to admit that Raigh is the better captain between you. Looking for what the Arc is getting up to and see if there is anything to give you the advantage over him. DC: 18. Costs 2 Budget.
[] Early Bird Reconnaissance

While you've got a week or two before the campaign starts, some early reconnaissance couldn't hurt. It would help to know what you risk running into before you run into it. DC: 20. Costs 0 Budget.

Learning Actions
[] Pray to Mirra.

While you worship all of the Winter Gods, the Lightning Soldier is the one whose path you follow. Make some offerings to gain a Blessing from the Storm Goddess. DC: 10. Costs 2 Budget.
[] Pray to Urbad

Urbad is the Moridean God of Conquest and Men and the former means that his Blessing might be worth getting for the campaign. DC: 15. Costs 2 Budget. Toldur may not take this action.
[] Pray to Korica
Korica is the Moridean Goddess of War and Honour and that makes her an ideal goddess to pray to over this upcoming campaign. DC: 15. Costs 2 Budget.
[] Pray to Nirea

Nirea is the Moridean Goddess of Strategy and Death and means it may be worthwhile to get her Blessing for the campaign. DC: 15. Costs 2 Budget.
[] Local Spirits

While no where near the power of a deity, local spirits are nothing to scoff at and earning their favour can grant some useful boosts. DC: 10. Costs 2 Budget.
[] War Spirits

You are going to war and that means earning the favour of a war spirit or two can only be good. It never hurts to have an extra bit of spiritual aid on the battlefield. DC: 10. Costs 2 Budget.

***​

Okay, each turn is one month and each turn, you get to make a single action per a character, which is just Toldur and Thamara for now. There will be opportunities to recruit more characters later in the quest.

On a related now, other major characters will also get to make an action in the background. This can be good or bad for you if it even affects you are all. Right now, the major characters you know of are Judge Garnert Duret, Captain Ciaran Raigh and Baron Girout Talbot.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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Week 2, Mith 4-3997
[X] Plan hYGP
-[X][Toldur] Local Policing
-[X][Thamara] Supply Lines

Local Policing (Toldur)

DC: 20. Roll: 11+14 = 25

"May Nirea take you!" curses the limping man before you shove him into the jail cell.

"That the last of them," says Joanne as the local lawwoman closes the cell's door as you step back, "I'll get someone to deal with the thief. Thanks for helping us out with this Captain Ironhand."

"I am always happy to make a bit of extra coin by bringing in some thieves," you tell her, keeping your private doubts to yourself.

The south is not Jorgard and the rest of Kalirea lacks the proper justice system that the north has. While you could depend on getting justice in Jorgard, elsewhere it was a tossup depending on the local leadership and priesthood.

Ultimately, it was not your concern and you learnt as a mercenary, you have to do plenty of distasteful things to get by. In this case, this means rounding up accursed criminals and handing them over to whatever passes as law enforcement.

This week, you hunted down three wanted thieves, a man crippled another in a bar brawl and a woman who refused to pay her fines. Not bad and the bounties for each one was good, but you were unable to enjoy the deeds without knowing that the criminals would be facing true justice.

***​

Supply Lines (Thamara)
DC: 20. Roll: 6+13 = 19

Thamara of the Akram Tribe curses her luck on the way back to the inn as her third deal of the day falls through. It was supposed to be a simple matter of getting some supplies stocked and a means to deliver them to the front lines.

The first part was easy enough. She just had to locate some willingly local shops and get them to stockpile the necessary goods. She got that done within the first couple of days with any hassle. She might have been a Kirman, but she worked for a Jorman with a band of Jorgardians so while a foreigner's word might have been suspect, the honour of a Joric individual was not.

It was the second stage where she had to find those willingly to deliver that things went badly. They were either too leery of getting that involved in the campaign or too close to the fighting while those that were willingly were charging Thamara too high a price for the mercenary to accept. The outrageous charges were not unpayable, but they certainly were too high for her to accept.

It would take her more time to get things sorted out. She needed to continue haggling down prices or persuade some of the reluctant ones to help out or just find some new traders and hope that they would be more reasonable.

***​

Random Event Roll: 3
It was at the end of the week that Judge Garnert Duret summoned you to see him, his guardsman claiming that the matter was most urgent and that the good Judge needed to see you right away.

Grumbling about the annoying timing of it all, you make your away up to the town hold, leaving Thamara in charge of your Ironsides. Arriving at the desired location, you are shortly joined by the other mercenary captains, facing down Judge Duret with his general standing behind him.

Well, all but one of the mercenary captains that is. Cairan Raigh is here as it the Arc behind the Kargard mercs and the pair of men who speak for the Torrine sellswords. The Alire in charge of the Farlan veterans is missing and soon as Duret begins to speak, you know why.

"Captain Emilio Marques and his company have deserted us," says Duret darkly and you internally wince as that means a third of the army's archers are gone, "The campaign will be going ahead regardless and I will be hiring some more mercenaries to replace those that we have lost. In the meantime, I am willingly to pay a bounty for anyone who takes down Captain Marques and his merry band of traitors."

***​

Budget:
Successful Local Policing: +12
Failed Supply Lines: -5
Upkeep: -7.125
Net Change: -0.125

You done some policing and earnt a bag of coin, but Thamara has seen last success in setting up the supply lines for your company. Meanwhile the Farlan mercenary company has pocketed the Judge's money and run to your employer's displeasure and the man has placed a bounty on their heads. In other news, you got just another week before the campaign begins as Duret doesn't want to delay things despite the desertion and he hopes to hire some replacements for the Farlans.

You get one action for Toldur and one action for Thamara. You may put them on the same action for a Cooperation bonus on that action. Use Plan Voting.

Diplomacy Actions
[] Speaking to the Boss

For a Southron oligarch, Judge Garnert Duret seems pretty standard. Try to get to know the man better, maybe get on his good side through it will cost a bit to dress up all fancy like. DC: 15. Costs 2 Budget.
[] Chat with Raigh

The leader of a somewhat famous mercenary band, Ciaran Raigh had a decent reputation and is frankly better than you. Since it looks like you will be campaigning together, try to get to know the Arc better. DC: 15. Costs 1 Budget.
[] Local Talks

Get to know some of the locals while in town. Some contacts might be useful and maybe you might find out something interesting. DC: 12. Costs 0 Budget.

Martial Actions
[] Local Policing II

Towns like this always have a crime problem and that presents opportunity. Hunt down some local criminals. DC: 20. Gain 10 Budget.
[] Backroom Brawls

You are a Jorman and an experienced fighter. Find some shady places to do brawling for a bit of extra coin. DC: 15. Gain 2 Budget.
[] Early Patrols

You've got a week or two before the campaign starts. Take your Ironsides out on some patrols to see you can find anything interesting on the frontlines. DC: 15. Costs 1 Budget.
[] Hunting Traitors

The mercenaries from Farlan have fled Duret's army after pocketing his money. Do something about their treachery. DC: 20. Gain 50 Budget plus loot.

Stewardship Actions
[] New Recruits

You got enough coin to afford some new recruits and you won't deny that your company is a bit small. You could recruit enterprising fellows while in town. DC: 10. Costs 5 Budget.
[] Supply Lines II

Thamara has begun to set up some supply lines for your company, the job just needs to be finished. DC: 18. Costs 5 Budget.
[] Safe Local Trading

You could try doing some local trading while in town to get some extra coin and supplies. No need to take any risk through. DC: 10. Gain 3 Budget.
[] Risky Local Trading

You could try doing some local trading while in town to get some extra coin and supplies, maybe take some risks for extra payoff. DC: 20. Gain 8 Budget.

Intrigue Actions
[] Spying on the Boss

He may be your employer, but Judge Gernert Duret is still a Southron Oligarch. Go poking around a bit to see what the man is up to or he isn't telling you. DC: 20. Costs 2 Budget.
[] Ravager Rivals

The sellswords of Ciaran Raigh aren't call the Ravagers for no reason and you aren't afraid to admit that Raigh is the better captain between you. Looking for what the Arc is getting up to and see if there is anything to give you the advantage over him. DC: 18. Costs 2 Budget.
[] Early Bird Reconnaissance

While you've got a week or two before the campaign starts, some early reconnaissance couldn't hurt. It would help to know what you risk running into before you run into it. DC: 20. Costs 0 Budget.

Learning Actions
[] Pray to Mirra.

While you worship all of the Winter Gods, the Lightning Soldier is the one whose path you follow. Make some offerings to gain a Blessing from the Storm Goddess. DC: 10. Costs 2 Budget.
[] Pray to Urbad

Urbad is the Moridean God of Conquest and Men and the former means that his Blessing might be worth getting for the campaign. DC: 15. Costs 2 Budget. Toldur may not take this action.
[] Pray to Korica
Korica is the Moridean Goddess of War and Honour and that makes her an ideal goddess to pray to over this upcoming campaign. DC: 15. Costs 2 Budget.
[] Pray to Nirea

Nirea is the Moridean Goddess of Strategy and Death and means it may be worthwhile to get her Blessing for the campaign. DC: 15. Costs 2 Budget.
[] Local Spirits

While no where near the power of a deity, local spirits are nothing to scoff at and earning their favour can grant some useful boosts. DC: 10. Costs 2 Budget.
[] War Spirits

You are going to war and that means earning the favour of a war spirit or two can only be good. It never hurts to have an extra bit of spiritual aid on the battlefield. DC: 10. Costs 2 Budget.

***​

So the rolls when sort of well. You passed Toldur's action with distinction, earning you a bit of extra Budget while Thamara failed, but since she barely failed, it will be a fail forward and you can take the action again at reduced cost and difficulty.

In other news, you got a bad random event with one of the semi-generic mercenary companies deciding to dash for it.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
Week 3, Mith 4-3997
[X] Plan: When life gives you lemons
-[X] [Toldur] Hunting Traitors
-[X] [Thamara] Supply Lines II

Hunting Traitors (Toldur)
DC: 20. Roll: 7+14+2+2 = 25

Captain Emili Marques and his Scarlet Marauders had quite the bounty on their head and while you certainly wanted to collect that, you also wanted to make sure that will not defect to the enemy.

To that end, you gathered up your Ironsides and set off in pursuit the same day that Judge Duret informed you of their betrayal. It would not do to let them get too much of a head start but catching them up to the Farlan sellswords proved to be the easier part.

You reached them on the second day of the hunt and from there, you had the trickier part of actually defeating them. They outnumbered your Ironsides over six to one, but these were lightly armed and armoured Farlans whilst your half a dozen were all Jorgardians. They might be able to take you if they were willingly to swarm you, but you doubted these cowards had the guts to do that. No, it was far more likely they would break and flee, something which presented its own set of problems.

You needed to strike the Scarlet Marauders hard and swiftly, both to keep them from putting up a proper defence and to keep as many of the mercenaries from escaping since you only had so much time to track them down.

It was in the middle of the night when you struck. Whilst the majority of the Farlans were tired and asleep and only a handful on watch, your Ironsides struck.

Both your hunter and huntress opened fire. Two bolts struck down half of the sentry and the rest of you charged in. You cut down the Farlans as they rose from their slumber whilst the sellswords didn't bother fighting back once they realised they were under attack, instead running into the wilderness with whatever they had on them.

By the end of it, you got over half of the Scarlet Marauders though admittedly not by much. You personally slew Captain Emilio Marques, looping off the head of the dazed man as he stumbled out of his tent. Between his death, the loss of over half their manpower and losing pretty much all of their supplies, this is the end of the Scarlet Marauders even if a few of their number survive.

After gathering the most valuable things you can take with you and leaving the rest to nature and any lucky scavengers, you and your Ironsides returned to the town. The head of Captain Marques is enough proof to collect the bounty from Judge Duret and the loot you took with you either goes to your own supplies or Thamara sells it off in the town markets.

***​

Supply Lines (Thamara)
DC: 18. Roll: 7+13 = 19

After a semi-successful last week, Thamara continued the work in the hopes of getting it done before she leaves on campaign. After double-checking that the shopkeepers are still willingly to stock and store the goods for her, she branched out a bit, looking for more reasonable traders.

It took her a bit, but she found some who were going to charge her reasonable prices for the desired services. After a bit of haggling and bargaining, the Kirman woman hammered out some deals and you now have a private supply line set up when you march out on campaign.

***​

Enemy Action!

It is two says before you set out that Baron Talbot makes the first move. A dozen knights come north from the Principality and assault on of the patrols being made by the sellswords from the Serene Republic of Torrine. They are wiped out to a man, unsurprising given that it was a case of light infantry going up against heavily armed cavalry.

The remaining Torrines are left with low morale, Judge Duret is furious that his foe got the first blood in the upcoming campaign and in general, it is a poor omen to start off the campaign with, especially given the desertion by the Farlan mercenary company last week.

Friendly Actions!

On a brighter note, both Judge Duret and his General Brosseau proved successful at hiring two mercenary companies, both easily a good deal more impressive than the Farlan sellswords they are nominally replacing.

Judge Duret's deal is the better one as your employer has found himself a large (and expensive) band of mercenaries from the Daric Commonwealth. While they aren't as dangerous as one of your people, the stout and sturdy Darmans are all wearing heavy plate armour and are armed to match. With eighty melee infantry supported by three scores of crossbowmen, the Sons of Balvar are largest and most dangerous mercenary company on Duret's payroll even if Raigh's Ravagers are still the most famous.

General Brosseau's hire isn't as impressive, but it still rather impressive nonetheless. Hailing from no particular place, it consists of light forces from across Kalirea. It heavily favours melee-oriented troops, but it also has a decent amount of bowmen.

***​

Random Event Roll: 55

With a shining sun and clear skies, the campaign finally begins proper. At the order of Judge Gernert Duret and under the command of General Beatrix Brosseau, an army over four hundred strong marches south going from the lands of the Commonwealth of Southron into the territory of its bitter foe, the Principality of Southron.

And within that army is your Ironsides, going to war for the first time since you and Thamara founded the company.

***​

Budget:
Bounty Collection: +50
Loot: +34
Setting up Supply Lines: -5
Upkeep: -7.125
Net Change: +71.875

You are marching to war for the first time since the founding of your Ironsides and for the fourth time in your life. You will reach the border between the Commonwealth and the Principality at the end of the week and you will remain with the army unless specifically specified otherwise.

You get one action for Toldur and one action for Thamara. You may put them on the same action for a Cooperation bonus on that action. Use Plan Voting.

Diplomacy Actions
[] Speaking to the General

With Judge Duret having chosen to stay at home, he has left command of his army to General Beatrix Brosseau. Try to arrange a chat with your commander for the duration of the campaign. DC: 15. Costs 1 Budget.
[] Chat with Raigh

The leader of a somewhat famous mercenary band, Ciaran Raigh had a decent reputation and is frankly better than you. Now you are on the campaign path together, try to get to know him better. DC: 15. Costs 1 Budget.
[] Campsite Chats

Now the army is on the march, it might be a good idea to integrate yourself into presence of the common troops and maybe get to know them better while they get to know you better. DC: 12. Costs 0 Budget.

Martial Actions
[] Extra Patrols

While General Brosseau has put out some patrols for the army, you could arrange for your company to do some extra ones just in case. DC: 10. Costs 3 Budget.
[] Forceful Scouting

As you approach the border, you could do some scouting. While dangerous, you could go ahead of the army and slip into Principality territory to see what they got waiting for you. DC: 20. Costs 5 Budget

Stewardship Actions
[] Army Logistics

There isn't much to do on the march except make sure that the army doesn't use up any more supplies than necessary and try to stretch what it does have. DC: 15. Costs 0 Budget.
[] Company Logistics

There isn't much to do on the march except make sure that your company doesn't use up any more supplies than necessary and try to stretch what it does have. DC: 15. Gain 2 Budget.

Intrigue Actions
[] Spying on the Boss

General Brosseau seems like a decent leader, but she works for a Southron Oligarch. See what she is really like and what sort of secrets she may have. DC: 20. Costs 2 Budget.
[] Ravager Rivals

The sellswords of Ciaran Raigh aren't call the Ravagers for no reason and you aren't afraid to admit that Raigh is the better captain between you. Looking for what the Arc is getting up to and see if there is anything to give you the advantage over him. DC: 18. Costs 2 Budget.
[] Sneaky Scouting

While you've got a week or two before the campaign starts, some early reconnaissance couldn't hurt. It would help to know what you risk running into before you run into it. DC: 18. Costs 0 Budget.

Learning Actions
[] Pray to Mirra.

While you worship all of the Winter Gods, the Lightning Soldier is the one whose path you follow. Make some offerings to gain a Blessing from the Storm Goddess. DC: 10. Costs 2 Budget.
[] Pray to Urbad

Urbad is the Moridean God of Conquest and Men and the former means that his Blessing might be worth getting for the campaign. DC: 15. Costs 2 Budget. Toldur may not take this action.
[] Pray to Korica

Korica is the Moridean Goddess of War and Honour and that makes her an ideal goddess to pray to over this upcoming campaign. DC: 15. Costs 2 Budget.
[] Pray to Nirea

Nirea is the Moridean Goddess of Strategy and Death and means it may be worthwhile to get her Blessing for the campaign. DC: 15. Costs 2 Budget.
[] Local Spirits

While nowhere near the power of a deity, local spirits are nothing to scoff at and earning their favour can grant some useful boosts. DC: 10. Costs 2 Budget.
[] War Spirits

You are going to war and that means earning the favour of a war spirit or two can only be good. It never hurts to have an extra bit of spiritual aid on the battlefield. DC: 10. Costs 2 Budget.

***​

And now you march to war. You did well on the Hunting Traitors action and you got a lot of Budget from it on top of stopping the Scarlet Marauders from joining up with Baron Talbot's army as they would have done if they had successfully got away.

In other news, someone on Talbot's side has made the first move while both Duret and Brosseau have gone mercenary recruiting with some rather good successes. Now you march to war with one week to be prepare before entering enemy territory. Once you cross the border, expect to have a chance of seeing combat against the enemy.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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Week 4, Mith 4-3997
[X] Plan Spirits On High
-[X] [Toldur] Pray to Mirra
-[X] [Thamara] War Spirits

Pray to Mirra (Toldur)
DC: 10. Roll: 8+10 = 18

Mirra, the Lightning Soldier and the Storm Goddess is one of the three Winter Gods. While you revere Mithias, the Light Warrior and Sun God, and Dorra, the Frost Hunter and Ocean Goddess, it is the path of the soldier that you have chosen to follow and it is Mirra that you pray to in times of need.

While Mirra does not demand great expenses like some others and you are certain she will not turn away your request, it is rude to not offer something up to the goddess. Well, at least you consider it rude and it is not like you will be spending too much.

So you buy an iron dagger and a flask of Daric wine before picking out a couple slices of bread from your own supplies and filling up a small bowl of water. There is no standardised pray for the Winter Gods as the connection to them is between individuals rather than a deity to a religion.

The words used for the giving of the offering and the request for the blessing are yours and yours alone. You come up with them on the spot, using whatever seems fitting as you place the iron dagger into bowl then pour in the wine and finishing if of by placing both slices of beard into the wine-mixed water.

The bowl turns cold, almost freezingly slow and you feel the comforting cool touch of Mirra's power as the Lightning Soldier answers your call for her blessing.

Toldur gains Blessing of Mirra (+2 Martial for four months). Blessing of Mirra expires on Week 4, Daen 4-3997.

***​

War Spirits (Thamara)
DC: 10. Roll: 3+10 = 13

While Toldur seeks the blessing of his northern goddesses, Thamara turns to the spirits. No spirit can match the power of a deity, a proper deity at least, but for the likes of Thamara that matters little. Someone of her stature is unlikely to draw more of a divine's attention and power than they can get from a spirit.

The Kirman never invoked a spirit of war before, but she has done it before with less martially inclined spirit and Thamara knows how to haggle and bargain. So she acquires some suitable offerings, a mug of good beer, a nice fat sausage and some herbs.

With the aid of a shaman from the Ravagers, Thamara performs the ceremony, reaching out to any war spirits in the area. Despite her inexperience, the Kirman woman gets the attention of a war spirit and her gifts are enough to earn some favour. Not much favour, but Thamara is able to bargain the spirit into extending its blessing into lasting a whole month.

Thamara gains +1 Martial for one month. Expires Week 4, Mirr 4-3997.

***​

Enemy Action!

As the army approaches the border, the enemy once again takes action and launches a raid against Duret's forces. They make use of their knights again, but unlike week, the Principality knights face not light infantry from Torrine, but the Daric heavy infantry. Crossbow fire and heavily armed and armoured hammerers force the knights to withdraw after slaying a quarter of their number, but not before the enemy leaves its mark. Ten of the Daric mercenaries lay dead and you aren't sure who came off better in that fight.


***​

Random Event Roll: 73

While it doesn't directly affect your campaign, there is some good news that arrives a day before reaching the border. On the other side of the Commonwealth, another oligarch has launched their own offensive into the Principality territory. While Mayor Delacroix was unlikely to provide any aid to Judge Duret, it would mean that the Principality would have to split their focus between Duret and Delacroix. At least for now. A two-pronged invasion might motivate the Principality to respond in force.

***​

Budget:
Spiritual Offerings: -4
Upkeep: -7.125
Net Change: -11.125

You have reached the border between the Commonwealth and the Principality and tomorrow, the army will cross it. Then the fighting will begin proper even if it already feels like it has. Between enemy raids and desertion, the army has already lost fifty men while only three enemy knights have fallen.

You hope that isn't a sign of how this campaign will go through given the apparent falling out between General Brosseau and Captain Raigh, you fear that the campaign's string of bad luck isn't going to end anytime soon.

You get one action for Toldur and one action for Thamara. You may put them on the same action for a Cooperation bonus on that action. Use Plan Voting.

Diplomacy Actions
[] Speaking to the General

With Judge Duret having chosen to stay at home, he has left command of his army to General Beatrix Brosseau. Try to arrange a chat with your commander for the duration of the campaign. DC: 15. Costs 1 Budget.
[] Chat with Raigh

The leader of a somewhat famous mercenary band, Ciaran Raigh had a decent reputation and is frankly better than you. Now you are on the campaign path together, try to get to know him better. DC: 15. Costs 1 Budget.
[] Campsite Chats

Now the army is on the march, it might be a good idea to integrate yourself into presence of the common troops and maybe get to know them better while they get to know you better. DC: 12. Costs 0 Budget.

Martial Actions
[] Extra Patrols

While General Brosseau has put out some patrols for the army, you could arrange for your company to do some extra ones just in case. DC: 10. Costs 3 Budget.
[] Forceful Scouting

Now you've reached the border, you could do some scouting. While dangerous, you could go ahead of the army and slip into Principality territory to see what they got waiting for you. DC: 20. Costs 5 Budget
Stewardship Actions
[] Army Logistics

There isn't much to do on the march except make sure that the army doesn't use up any more supplies than necessary and try to stretch what it does have. DC: 15. Costs 0 Budget.
[] Company Logistics

There isn't much to do on the march except make sure that your company doesn't use up any more supplies than necessary and try to stretch what it does have. DC: 15. Gain 2 Budget.

Intrigue Actions
[] Spying on the Boss

General Brosseau seems like a decent leader, but she works for a Southron Oligarch. See what she is really like and what sort of secrets she may have. DC: 20. Costs 2 Budget.
[] Ravager Rivals

The sellswords of Ciaran Raigh aren't call the Ravagers for no reason and you aren't afraid to admit that Raigh is the better captain between you. Looking for what the Arc is getting up to and see if there is anything to give you the advantage over him. DC: 18. Costs 2 Budget.
[] Sneaky Scouting

Having entered enemy territory, maybe do some covert looking around to see what the Principality has in wait. DC: 18. Costs 0 Budget.
[] Leadership Woes

There seems to be a bit of trouble between Captain Raigh and General Brosseau. You don't think it is serious, but it may be worth investigating just what happened between them. DC: 18. Costs 2 Budget.

Learning Actions
[] Pray to Mirra.

While you worship all of the Winter Gods, the Lightning Soldier is the one whose path you follow. Make some offerings to gain a Blessing from the Storm Goddess. DC: 10. Costs 2 Budget.
[] Pray to Urbad

Urbad is the Moridean God of Conquest and Men and the former means that his Blessing might be worth getting for the campaign. DC: 15. Costs 2 Budget. Toldur may not take this action.
[] Pray to Korica

Korica is the Moridean Goddess of War and Honour and that makes her an ideal goddess to pray to over this upcoming campaign. DC: 15. Costs 2 Budget.
[] Pray to Nirea

Nirea is the Moridean Goddess of Strategy and Death and means it may be worthwhile to get her Blessing for the campaign. DC: 15. Costs 2 Budget.
[] Local Spirits

While nowhere near the power of a deity, local spirits are nothing to scoff at and earning their favour can grant some useful boosts. DC: 10. Costs 2 Budget.
[] War Spirits

You are going to war and that means earning the favour of a war spirit or two can only be good. It never hurts to have an extra bit of spiritual aid on the battlefield. DC: 10. Costs 2 Budget.

***​

You got your blessings, but if you look at your character sheet, you will see that they are per character. Beyond that, the enemy have launched another raid though it hasn't been as successful as the first one while another Southron Oligarch has decided to launch their own campaign on the other side of the frontlines in the Southron Civil War.

Closer to home, the other two main leaders in the army have apparently had a falling out through neither Toldur or Thamara know what happened. Incidentally, you should be getting paid next week.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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