Mercenary Company Quest (CK2 Quest)

Enjoying this quest, following.

To paraphrase Conan the Barbarian:

"Crom, I have never prayed to you before. I have no tongue for it. No one, not even you, will remember if we were good men or bad, why we fought or why we died. No, all that matters is that few stood against many. That's what's important. Valor pleases you, Crom, so grant me one request - grant me victory! And if you do not listen, then the Hell with you!"
 
The vote is now closed.
Vote Tally : Mercenary Company Quest (CK2 Quest) Original - Fantasy | Page 5 | Sufficient Velocity [Posts: 112-125]
##### NetTally 2.2.0

[X] Plan Spirits On High
-[X][Toldur] Pray to Mirra
-[X][Thamara] War Spirits
No. of Votes: 12


Total No. of Voters: 12
 
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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Hm I think one of our actions should be to take extra patrols now that we're at the border and about to cross it.
 
Hrm, 16 Martial including the Blessing, and an extra +4 from our gear.

I don't suppose the gear gives bonuses to scouting? Though... even without that, we'd only need to roll a 4, while our two guys cooperating would make it a guaranteed thing.

And I think scouting might be good. As it stands, our force is pretty reliant on its heavy foot, and the bulk of the light infantry are green recruits and otherwise unremarkable footmen rather than any specialist recon or skirmishers.
Between enemy raids and desertion, the army has already lost fifty men while only three enemy knights have fallen.
Look, if you count the deserters as enemies (and you did say they would have joined if we hadn't intercepted them), then the enemy has technically lost 43 men to our 50.

Ten of the Daric mercenaries slay dead and you aren't sure who came off better in that fight.
Also, I think you mean 'lay dead', not 'slay dead'.
 
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Look, if you count the deserters as enemies (and you did say they would have joined if we hadn't intercepted them), then the enemy has technically lost 43 men to our 50.

Yes, but that is meta-information. Toldur or anyone else (who is still alive) in-universe has no reason to suspect that is the case.

I don't suppose the gear gives bonuses to scouting?

No. Your gear only applies when you get into a fight and only those rolls which involve the fight. It represents the advantage that the Jorgardian equipment gives you in a fight.
 
[ ] Plan Scouting and Campfires
-[ ] [Toldur] Forceful Scouting
-[ ] [Thamara] Campsite Chats

First preliminary plan I have. Forceful Scouting has only a 1/12 chance of failure while Campsite Chats is the same. Get whatever intel we can before we march over the border, and get at least some talk going on with the other members of the army.

Alternatively,

[ ] Plan Scouting and Security
-[ ] [Toldur] Forceful Scouting
-[ ] [Thamara] Extra Patrols

Thamara has 12 Martial with the War-Spirit Boon, so that's a guaranteed success, and after the two Knight raids we've already had, we could use some security to make sure we don't suffer a third, larger one.

Alternatively alternatively:

[ ] Plan Information is Everything
-[ ] [Toldur] Forceful Scouting
-[ ] [Thamara] Forceful Scouting

We've already seen that scoring higher than the DC by a larger margin can give extra rewards, so this plan puts everything into recon in the hopes that we can grab as much intel as we possibly can. It also guarantees the success of the action.
 
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[X] Plan Scouting and Campfires
-[X] [Toldur] Forceful Scouting
-[X] [Thamara] Campsite Chats

This plan seems solid. We'll make use of our martial buff to ensure that some intel is gathered. Intel is a crucial part of warfare.
Campsite Chats will allow our little network to group somewhat and to pick up some nice hear say around the army. If we're lucky then we might find possible recruits that can used to deal with the other attributes that Toldur and Thamara aren't skilled in.
 
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You'll want to put X's into the brackets if you're voting for it. I left them out of mine because I'm personally undecided (but leaning on Scouting and Security to try and prevent the losses in men and morale from a third raid, or Campfires so we're not mostly strangers to the rest of the army.)
 
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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.
This mess of oligarchs and nobles (well, Baron in the case of our opponent) independently skirmishing on the border has me wondering. What's the background behind the Southron Civil War?
 
Background on the Southron Civil War
What's the background behind the Southron Civil War?

The Principality of Southron was ruled by the Prince of Southron and had a feudal hereditary nobility in place. One of the larger and wealthier lesser powers, its aristocrats disdained non-nobles including those with significant wealth and influence due to their non-noble blood. This bred resentment from the rich non-nobles and when the Prince and his supporters were gathered for a war against the Daric Commonwealth in the south about a decade ago, the rich oligarchs raised a mercenary army (some foreign involvement from either the Daric Commonwealth or Marlean Empire is suspected in this) and revolted against the Principality of Southron, declaring themselves the Commonwealth of Southron.

Since then, Southron has been involved in back and forth fighting. Both sides are pretty evenly matched with the Commonwealth controlling the north while the Principality retains the south. While the Principality is your typical feudal kingdom with a weak central authority, the Commonwealth is a corrupt mess ruled over the uncaring rich as the oligarchs compete for power and influence amongst themselves as they wage war against the Principality. They dress themselves up as a republic and avoid the trappings of nobility, but honestly, the main differences between them is that the Commonwealth is focuses on wealth over heritage whilst the Principality focuses on heritage over wealth. That and the Principality is poorer, but the Commonwealth is more corrupt.

Basically, two sides of grey with more than a little helping of not so different.
 
[X] Plan Scouting and Campfires
-[X] [Toldur] Forceful Scouting
-[X] [Thamara] Campsite Chats
 
The vote is still open.
Vote Tally : Mercenary Company Quest (CK2 Quest) Original - Fantasy | Page 6 | Sufficient Velocity [Posts: 135-149]
##### NetTally 2.2.0

[X] Plan Scouting and Campfires
-[X][Toldur] Forceful Scouting
-[X][Thamara] Campsite Chats
No. of Votes: 7

[X] Plan Scouting and Security
-[X][Toldur] Forceful Scouting
-[X][Thamara] Extra Patrols
No. of Votes: 5


Total No. of Voters: 12
 
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