Seven Years Bloody, or: Forever Free

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The year is 1016 and the world as you know it is at war.

Between the clash of two great coalitions, lies opportunity for the desperate. Strike at the Great Powers as they bleed, and take back what should be yours.
Over Where?

DocMatoi

Theoretical Lover of Girls
Location
within 2 hours of the White House
Pronouns
They/Them
The year is 1016 and the world as you know it is at war. The Continent is gnashed between the jaws of two massive coalitions, half the world's capacity for war turned against the other's with everyone in the known world caught in their teeth.

For seven long years the Concord of Teeth, an alliance of convenience between the Vesakh homelands known as the Locust Territories, the Nostrian Tsarina Vyria Wyrmthrottler, and the Starborn Protectorate of Nashax has fought the Alliance of the Comet to a bloody stalemate, seeking to secure borders, resources, or simple revenge against the nascent Confederacy of Azharach and the ancient Dominion of Dis. The Alliance, formed from a coalition between the Confederacy, the venerable Navath-Qor, and the Dominion, pursues expansionist goals openly, while turning a blind eye to the revanchist rhetoric of High General Khrizhan Orsus, who sees this continental conflict as a mere evolution of his personal war against what he sees as the existential threat of the Vesakh people.

Long gone are the days when a company of Made Women or a coalition of adventurers and alley thugs could relatively politely enforce the neutrality of the Free Cities. War, total, grinding war, has sharpened everyone involved to a knife's edge that all participants now dance along. The Vesakh Territories face a crisis of emigration to the Far North and to the South, the frontiers accumulating dissident Locusts as the realities of industrial war challenge the Vesakh's traditions. Noster festers with discontented war dead, Nashax begins to splinter as the tidal opinion of the Church of Sea and Sky begins to ebb away from war, the Dominion faces a demographic crisis as the toll of war eats away at the number of elder Devils. The Confederate armies, under attrition that would destroy a pre-modern nation, are at this point held together only by racial animus and the need to save a bullet for the generals. The battleground nations groan under the weight of the dead and wade through the bloody mud of a generation of belligerents, and the centuries-stable Navath-Qor suffers a crisis of faith seven species wide.

War. Some say the only winning move is to not play. But veterans of conflict would know that there's another way to win a one-on-one fight: be the third guy to show up.

You are not affiliated with any of the Great Powers. You are an irregular squadron of neutrals, having stolen war materiel from both sides and struck out on your own, seeking to take advantage of the war-torn fronts of the world for your own ends.


Where (and why) do you fight?

[] [Theatre] Chelqath
Chelqath has never been conquered. Oh, every century or handful of decades someone makes a spirited attempt at occupation, as the various neighboring powers allow their greed for green hills and rich soil to outweigh their good sense. And yet, come back twenty years later, and you'll find a foreign grocery run by the son of a spirited local and the garrison commander, who speaks fluent Chelqathi. Mother Chelqath, spirit of the very land, wears away at all chains that outsiders try to place upon her, but the inexhaustible clash and furor across the country as the Frontline shifts back and forth have soaked Her face in blood, and you have decided enough is enough.
"Peace, damn you, peace! Take it outside!"
Goals: Maintain Chelqathi self-sovereignty, preserve integrity of land, push conflict beyond borders, take the wind and teeth out of offensives, contribute to cessation of hostilities.

[] [Theatre] The Kraels
The green and crumpled karstland of the Border Kraels, riven by valley and creak and rising up into the foothills of the Wall of the World, was a battleground long before it was made into the Gateway to the South. The clans that make their home there have long been exploited as militia or labor by the empires that flank them, empires that often try to strike at one another through the Kraels themselves. Nashax and the Confederacy often use Kraelin auxilia and manual labor in their cities, but have also funded brutal proxy conflicts against each other, backing Kraelin factions to get one over on the other. As the Continental War rages on, the thorn-filled ravines and lake-topped hills teem with the bandits and bushwhackers that either wage the War or prey on those who do. Larger-than-life figures like the Long-Handed Lady strike at military movements throughout the kraels, but below their stories stalk Yellow Bandana liberation militia, guerilla fighters of all factions, and deserters outrunning their own fear.
You wear the Yellow Bandana, and you are tired of your homeland being nothing but a place one crosses to get from one war to another.
Goals: Enrich self, impede war efforts in Kraeling theater, safeguard Kraelin population and resources.

[] [Theatre] The Interior
The Seas Clouded and Unfound connect the Interior, above and below, and the Interior connects the Coastal Powers of the Continent. If any of the Great Powers of the Continent want to trade with the other coast, they cross the Interior, and if they want to cross the Interior, they deal with the Free Cities. Wealthy and powerful city-states that draw upon their exurban holdings, vast trade connections, and the martial power of every sell-sword, adventurer and malcontent the world over to stay independent, their independence and control over the world's trade lanes are finally threatened by war in every corner. Suspicious of each other and at risk from their nation-state neighbors, the Free Cities of Outlandishton, Black Rocks, New Moloch, Ramshackle, Mt. Falsehood, Freedom Town, Lago Riendo and Iash Qoma are each faced with the choice to hang together or hang separately.
"The world's trade, its adventurers, its hired muscle and fugitives and scholars, once were the blood in these cities' veins. Now, we attempt to suture the wound."
Goals: Impede destructive conflict, push frontlines away, maintain independence and hegemony, achieve either control of coalition or avoid being made vassal, restore peaceable, profitable traffic

[] [Theatre] Yasaal
Great Yasaal, Golden Yasaal! Yasaal of the Sun! Once one of the Giants of the West, an empire that struck its grasping arms into the soft belly of the East again and again, the last handful of decades for Yasaal have robbed it of its cruel volition. The Raishes, the nine governors of the nine core provinces, each grew strong and prideful on trade and adventurism, while the central government withered on the vine, mismanaged and unable to whip the prideful provinces into a single team. When war broke out, the provinces could not agree on a side to back, and, just when it seemed like she might find enough backbone to bring her warring princes to heel, the Empress was assassinated. Now sister fights sister as the provinces declare for opposing factions, and Yasaal's saber is pressed to her own throat.
"Here lies half of Yasaal; it died of the other half."
Goals: Achieve stability or hegemony, prevent becoming rump state, suborn or neutralize Yasaali factions, prevent ascendancy of foreign power in Yasaali territory


While you and your cohort are isolated on the battlefield, you are not, strictly speaking, alone. One of the neutrals, those minor powers who looked at the brewing storm of death seven years ago and said "nuts to that", has elected to put their toe in the water by providing groups like you with supplies. They have their reasons, their strings and conditions, but guns and butter are guns and butter.

Who is backing you?

[] [Backer] The Republic
When your prosperity is locked into international trade and your oldest enemy and much more entrenched mother state has a land border with you, you tend to step lightly. The Brimstone Republic has so far stayed out of the war, afraid of killing their golden geese or pissing off the Dominion without much bigger guns at their back. But the roads are choked with smoke and bodies, and the tenor of the war, having lost all politeness, is shifting ever more towards 'war to the knife', frightening a vocal population of the citizenry away from open involvement even as the inward flow of gold dries up. The unpopularity of official involvement, however, is not frightening away the ambitious and daring from unofficial involvement. Be plausibly deniable and the Republic will fill your coffers with misplaced assets. Enter the light and burn… not just metaphorically.

[] [Backer] The Southern Frontier
When hostilities truly started, the powers of the Continent were tentatively stepping into the new frontier south of the Wall of the World mountain range. When Mt. Txova was leveled by a mingling of Nephilic divine rage and dynamite, it revealed a landmass beyond, a landmass now supporting a growing multiplicity of small settlements, colonies and compounds. The dust settled and Stromfels Pass was in its place, a gateway to an entire new world. A burgeoning coalition of townships helmed by the charismatic Mayor Achlodius of Coolwater is gathering power by advertising itself as asylum for Vesakh that object to their status quo. The first of these were treasure hunters, the second sought a quiet life away from the Locust ideal. Now, rebels, malcontents, conscientious objectors and schismatics flee the war into four outstretched arms. The powers of the South are fractious and growing too fast to manage themselves, but exotic resources, handcrafted materiel, good home cooking, and the goodwill of a free people belong to those who will help keep the war on the other side of the mountains.

[] [Backer] The Iadra
The Iadra Tevoyamat is the collective body of the Teuthis, beings from another world that landed in three vast colony ships on this world on the zero year of the current calendar. A century later, they tentatively reached out to join the world beyond, and have been a small but significant player in Continental politics ever since. Today, they are independent city states with a nominal confederation government… and the constant threats from the strange creatures within and around them have been joined by the threats to pick a side in this terrible war. While Iad Ekrekesh, the "Winding Coil" deep in Confederate territory is too far to reach, Iad Volemari, the so-called "Ninth Free City" in the Interior, and Iad Koseverem, the "Grounded Star" in lush provincial Yasaali jungle, are deep in battleground territory and are in need of your aid, offering living technology and foodstuffs in exchange for assistance against threats more esoteric than the lead, steel and resonance of the Powers.

[] [Backer] No one!
You're a strong independent militia that don't need no foreign entanglements! Without a strong backer, you'll have to secure your own materiel to wage the war, but it'll be your war to wage, without anyone interfering with your agenda. It'll be your fight to lose and your own choice of prize.

Author's Notes:
DM: "Doc," you may ask, "haven't you started and abandoned several quests already?" And you'd be right to. Heck, maybe I'll do it again! However, those other quests weren't set in the Hungerverse, the world of Never Full and Always Something which have lived rent free in my brain for years now. This was written with the assistance of the lovely @Wicked Sanguine , and is set about seven years after the current time in Never Full and Always Something. (As of writing: that's You Are Never Going Home 11 and chapter 25-B, respectively).

WS: Those of you who follow the main work know that progress is slow and agonizing, but this world never leaves my mind. It's my baby, I'm sticking with it for as long as I'm the type of person who cares about made-up worlds in which to splash around, and Doc's one of the people I trust to watch my baby when I'm at work. This is a sort of "possible future" of Never Full; what the world might look like after the war rages on. Think Sunless Skies' relationship to Fallen London. And in this space for play, I intend for Doc and I to play with these toys until they break.
 
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Information 2
THE DUST SERMON IN EXILE

capabilities:??

STEEL +1 - Still She Walks Besides Us: Your miraculous technology and Dedicate's prayers still work. You've abandoned your country and earned their hate but your god has not abandoned you.
BREAD: -1 When Johnny Comes Marching Home - Your soldiers are separated from the supply lines to which the Sermon was used. Like any professional soldiers, you're no strangers to forage, but Confederate arms generally enjoy much more robust logistics than you do now.
HANDS: +1 - Meet-on-the-Road: You are mundane people bound together by your sense of justice and a religious covenant in the name of a goddess of travelers with a good reputation even outside your homeland. This makes you far less daunting for potential recruits.
SILVER: -1: Order Militant - There are those who will recognize you as soldiers of Azharach, despite or perhaps because of your desertion, and they will react accordingly. Little evil can be laid at the feet of the church of your goddess, but far more is owned by the country you once called home.
 
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Post reservation done. You may now vote
 
Yes! Yes!! I have been so excited to see this hit the ground! I'll withhold my vote but I am very much hyped! And I hope everyone enjoys this fresh door onto the storm-walled shores of that little Continent out there!
 
[X] [Theatre] Yasaal
[X] [Backer] The Iadra

What's so civil 'bout war anyway...
 
[X] [Theatre] Chelqath
[X] [Theatre] The Kraels
[X] [Theatre] The Interior

What I want, is to focus on telling the Big Two, 'take your grudge match out of our turf' as opposed to a civil war story. No solid ideas on backers yet.

[X] [Backer] No one!
 
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[X] [Theatre] The Interior
[X] [Backer] No one!

THE MERCHANT POWERS NEED NO SUPPORT.

Let us pave the future with Gold and Unity! Hang together, or Hang Separately!
 
[X] [Theatre] Yasaal
[X] [Theatre] Chelqath

Either of these will do. Uniting Yasaal as an initial goal in lead up to ending the war is a fitting tale. However, there is something unique about being this unconquered bastion of civilization at last pushed to far to suffer invaders in our heartlands anymore. Both appeal to me.

[X] [Backer] No one!

No outside agenda's, no distractions from our goals, no political vassal dynamics to juggle.
 
Vote will be closing sometime today
 
Hello! I am also coming in through the QM door like a normal person!
Vote will close in 24 hours, on 11/25/2024, at 1800 MT/2000 EST!
 
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[X] [Theatre] The Interior
The Seas Clouded and Unfound connect the Interior, above and below, and the Interior connects the Coastal Powers of the Continent. If any of the Great Powers of the Continent want to trade with the other coast, they cross the Interior, and if they want to cross the Interior, they deal with the Free Cities. Wealthy and powerful city-states that draw upon their exurban holdings, vast trade connections, and the martial power of every sell-sword, adventurer and malcontent the world over to stay independent, their independence and control over the world's trade lanes are finally threatened by war in every corner. Suspicious of each other and at risk from their nation-state neighbors, the Free Cities of Outlandishton, Black Rocks, New Moloch, Ramshackle, Mt. Falsehood, Freedom Town, Lago Riendo and Iash Qoma are each faced with the choice to hang together or hang separately.
"The world's trade, its adventurers, its hired muscle and fugitives and scholars, once were the blood in these cities' veins. Now, we attempt to suture the wound."
Goals: Impede destructive conflict, push frontlines away, maintain independence and hegemony, achieve either control of coalition or avoid being made vassal, restore peaceable, profitable traffic
[X] [Backer] The Iadra
The Iadra Tevoyamat is the collective body of the Teuthis, beings from another world that landed in three vast colony ships on this world on the zero year of the current calendar. A century later, they tentatively reached out to join the world beyond, and have been a small but significant player in Continental politics ever since. Today, they are independent city states with a nominal confederation government… and the constant threats from the strange creatures within and around them have been joined by the threats to pick a side in this terrible war. While Iad Ekrekesh, the "Winding Coil" deep in Confederate territory is too far to reach, Iad Volemari, the so-called "Ninth Free City" in the Interior, and Iad Koseverem, the "Grounded Star" in lush provincial Yasaali jungle, are deep in battleground territory and are in need of your aid, offering living technology and foodstuffs in exchange for assistance against threats more esoteric than the lead, steel and resonance of the Powers.
 
Vote closed
Scheduled vote count started by DocMatoi on Nov 23, 2024 at 8:14 AM, finished with 16 posts and 13 votes.
 
Scheduled vote count started by DocMatoi on Nov 23, 2024 at 8:14 AM, finished with 16 posts and 13 votes.
The Free Folk of the Hills will brook trespass no longer.
 
The Commander Is Dead...
Your commander lay in her bed of pain, a cot stained with time and less mentionable processes. It was less than she deserved. The tent filled with her wheezing breaths, with her quiet gasps, with the smell of death coming for her step by shuffling step.

"There was- supposed to be more time." She did not whimper. She did NOT whine. She boldly stated her objection to the time of her impending death, and when the day comes, you'll make sure the histories say just that. "With you by my side, I could have - we could have done so much…" Her eyes close in regret, and for the briefest of moments, she is so much smaller in your eyes.

But only for a moment, and when her eyes open again they are full of the fire that took you in so long ago. She snatches up your hand, and clutches it to her bloody chest. "This changes nothing; the land will be free. I am just one soldier, in the end. It falls to you. Take up the torch, and fight on. I have… the utmost… faith…"

And with an entirely insufficient amount of fanfare, your Commander breathes her last.

After you pull yourself together, you leave the tent. One of your fellow lieutenants looks at you and your downcast eyes and draws his own conclusions. "So, what now?" he asks you.
[] "We go home, I guess. Try to survive the rest of the war."
No.

[X] "we keep fighting"
No choice at all.
He flinches back from the snarl that crosses your lips. "Nothing has changed. Our fight isn't over until every one of us falls. If you don't have the liver to stay, then leave. I won't stop you. But I'm fulfilling her wishes."


Who was she? For that matter, who were you?

[] She was Melted Gold In The Cracks Of The World, or Salvage if you're in a hurry. A 5th Treatment Vesakh from Vespergren, she and your Crew of lower-Treatment Vesakh and Scarfolk had managed to work your way along the frontline, and as your orders and suggestions from Vesper Command sent you further south, the more you saw what she called simply, "Bad Fighting." On receiving orders from a Nostrian Knight-Commander to charge a fortification armed with bullet-spitters, she finally got fed up and deserted, taking you with her. Lighting out for the South, you instead wound up here, fighting for the Yellow Bandana movement.

STEEL: +2: The Commandment Of Xhaal: Whether mutated by the Ves or ground down by life on the fringes of the Territories, your lads are competent in combat of all kinds. Gear? Gear is nice, but often unneeded.
BREAD: -1 -Never Full: You are Vesakh and Scarfolk, and you burn through food at an alarming rate when you have it. But a lot counts as "food" when you're Vesakh.
HANDS: -1: Vesakh Means Chosen…: And Chosen means you don't have the option to leave anyone behind, or forget them. Replacing fallen members is emotionally difficult, but you are all dedicated to each other.
SILVER: -1 -Hungry Hungry Heretics: This far into the war, and this far from the Territories, the Tribulations, the cruel gods of your people, may or may not be interested in you, and that interest may be calculating, or it may be punitive. Compared to that, the reputation of Vesakh has not actually changed that much.



[] The Long Handed Lady herself, or so she claimed... There must be half a dozen Kraelin partisan leaders who've claimed the name of the Lady Long-Handed, who surely can't have done half of what the stories tell. A hero of the downtrodden, last of her clan, sworn to break the knuckes of Nashaxi and Confederate grip and champion Kraelin freedom. As much tall tale as woman. But you think yours may have been the real thing. The story's already bigger than a single woman who owes a single death. You're determined that Kraelin self-determination won't die with her. A ragged band of deserters from both colonial and mercenary armies, clan warriors, ex-reivers and peasants with stolen guns, the promise that your home would no longer be larder and graveyard for competing empires has driven you all to take up the Yellow Bandana that demands blood for freedom.

STEEL: -2 - War-Tattered and Torn: For seven years the great powers have ravaged the land and not only is everyone tired of war, they're tired, period. Everything is cut to the marrow, and you make do with what wargear you can scrounge or salvage.
BREAD: +1 - Turnip Winter VI : You are the survivors of seven years of pillage, and you have gotten very good at either finding something edible when needed or making do.
HANDS: +2 - Nov Shmoz Ka Pop?: You're local boys! It'll take a lot for the people to give up on you, given that everyone has a friend of a friend who's nephew's third cousin's wife's roommate is in your band, and they're often willing, if not necessarily excited, about helping you out.
SILVER: -1 - Thorn-sap in the Veins: You are intimately tied in with the locals and have made a negative name for yourselves with all imperial powers and centrists.



[] She was Sub-Odunakh Drahm, and she commanded your loyalty in a way second only to the Goddess Edah, who watches all those far from home. A company in the Dust Sermon, one of only two militant chapters of the Edahoin Church, you marched out with a host thousands strong of religious soldiers from the heartland of Nisroch Clanhold in the Confederacy, your job to clear their path and make logistics easier. Your war was one of bushwhacking and bivouacing, muzzle flash in the night and screams in the silence as you pathfound for a host of armor. The ugly things you saw on the ragged front of the front haunted you all, and it was with a glad heart that you agreed when Drahm said enough was enough. Deepmarrow Company awoke to find their walker's joints chocked and the whole Sermon gone, and you tried to atone for what you've done by joining the most militant group of rebels out here--the Yellow Bandana.

STEEL +1 - Still She Walks Besides Us: Your miraculous technology and Dedicate's prayers still work. You've abandoned your country and earned their hate but your god has not abandoned you.
BREAD: -1 When Johnny Comes Marching Home - Your soldiers are separated from the supply lines to which the Sermon was used. Like any professional soldiers, you're no strangers to forage, but Confederate arms generally enjoy much more robust logistics than you do now.
HANDS: +1 - Meet-on-the-Road: You are mundane people bound together by your sense of justice and a religious covenant in the name of a goddess of travelers with a good reputation even outside your homeland. This makes you far less daunting for potential recruits.
SILVER: -1: Order Militant - There are those who will recognize you as soldiers of Azharach, despite or perhaps because of your desertion, and they will react accordingly. Little evil can be laid at the feet of the church of your goddess, but far more is owned by the country you once called home.



[] She was Capitan Isabel Noriega de los Toros, and you were the Silver Bulls. A tight-knit company of coin-soldiery from the Acragan highlands, you'd knocked around for years based on romantic whims--you'd take interesting, bizarre, and even foolish contracts based primarily on the story you'd thought it might make, with the Capitan taking suggestions from all her veterans. Of late, you'd taken a side with the partisans because Isabel fell in love with Siobhan of Clan Coalriver, a Yellow Bandana revolutionary and military deserter. A found cache of bronzewood planks bought the doubters. Now that Isabel's dead, the right thing to do, at least by your charred and bent sense of what's right, is to keep supporting Siobhan's fight.

STEEL +1: I Do This For A Living: You were once actual, legitimate professionals who spent money on meeting professional standards so you could make more money. Your vehicles, weapons, and tools were updated to the latest prosaic yet competent standards before you went and got yourselves a cause.
BREAD: +1 - Brass Guts: Much like Vesakh, Devils are hard to be killed through the stomach, with even alcohol needing to be made vastly more toxic to even begin affecting them. While you have standards, you're also both used to the privation of the road and capable of choking down some truly vile things.
HANDS: -2: Faltering Ignition: The process of making more Devils is twisted and arcane. Finding people in the Kraels willing to jine up, likely more so. Even without that, you're not just foreigners, but Devil-foreigners, who are seen the world over as a hand in the till. It's a hard rep to overcome.
SILVER: -1 - That Old Evil Metal: You're career sell-swords and a significant number of you are Devils. You're viewed with extra suspicion and are driven by your twin greeds for payment and intrigue.


DM: You may be asking, 'doc you absolute dickweasel i thought this supposed to be a narrative quest'
first off that wasn't a question so jot that down
secondly, this quest began life as an idea for a campaign of Chariots Of Steel, so i'm still somewhat thinking of it in those terms- Sang's loose adventure-game system works a little less smoothly under war conditions, but i didn't want to commit to really mulching this whole premise through CoS' systems.

so instead we have:

STEEL: What kind of killing gear do you have? when you go into combat, how much does your enemy laugh or cry at the sight of you? rolled in combat situations.

BREAD: An army marches on its stomach, and a cohort of guerillas is no different. how much capacity do you have to resist the privations of war? Do you have socks? applies to rolls regarding supply, logistics and strategic morale

HANDS: what reserves of manpower do you have? How willing are people to fight by your side, or to otherwise stick their necks out for you? Applies to situations involving the common Kraelin, or personal-scale diplomacy

SILVER: What kind of expectations do important people have of you? How much can you be trusted by the Powers? What do you have in the way of civilian assets for trading? Applies to attempts to bargain or otherwise deal with groups beyond the scale of a fellow cohort.
 
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[X] She was Sub-Odunakh Drahm
STEEL +1
- Still She Walks Besides Us: Your miraculous technology and Dedicate's prayers still work. You've abandoned your country and earned their hate but your god has not abandoned you.
BREAD: -1 When Johnny Comes Marching Home - Your soldiers are separated from the supply lines to which the Sermon was used. Like any professional soldiers, you're no strangers to forage, but Confederate arms generally enjoy much more robust logistics than you do now.
HANDS: +1 - Meet-on-the-Road: You are mundane people bound together by your sense of justice and a religious covenant in the name of a goddess of travelers with a good reputation even outside your homeland. This makes you far less daunting for potential recruits.
SILVER: -1: Order Militant - There are those who will recognize you as soldiers of Azharach, despite or perhaps because of your desertion, and they will react accordingly. Little evil can be laid at the feet of the church of your goddess, but far more is owned by the country you once called home.

Guns, blessing of a Goddess, and a small edge to recruitment. Poor loggistics and reputation can be fixed.
 
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[X]She was Sub-Odunakh Drahm, and she commanded your loyalty in a way second only to the Goddess Edah, who watches all those far from home. A company in the Dust Sermon, one of only two militant chapters of the Edahoin Church, you marched out with a host thousands strong of religious soldiers from the heartland of Nisroch Clanhold in the Confederacy, your job to clear their path and make logistics easier. Your war was one of bushwhacking and bivouacing, muzzle flash in the night and screams in the silence as you pathfound for a host of armor. The ugly things you saw on the ragged front of the front haunted you all, and it was with a glad heart that you agreed when Drahm said enough was enough. Deepmarrow Company awoke to find their walker's joints chocked and the whole Sermon gone, and you tried to atone for what you've done by joining the most militant group of rebels out here--the Yellow Bandana.

STEEL +1 - Still She Walks Besides Us: Your miraculous technology and Dedicate's prayers still work. You've abandoned your country and earned their hate but your god has not abandoned you.
BREAD: -1 When Johnny Comes Marching Home - Your soldiers are separated from the supply lines to which the Sermon was used. Like any professional soldiers, you're no strangers to forage, but Confederate arms generally enjoy much more robust logistics than you do now.
HANDS: +1 - Meet-on-the-Road: You are mundane people bound together by your sense of justice and a religious covenant in the name of a goddess of travelers with a good reputation even outside your homeland. This makes you far less daunting for potential recruits.
SILVER: -1: Order Militant - There are those who will recognize you as soldiers of Azharach, despite or perhaps because of your desertion, and they will react accordingly. Little evil can be laid at the feet of the church of your goddess, but far more is owned by the country you once called home.
 
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