Sellswords

Decamper

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Jul 28, 2014
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Sellswords

Rohnia is a continent in peril. An empire crumbles, kingdoms rise up in patriotic bloodshed, religions purge the unholy with righteous prejudice, monsters prod and press on the ever shrinking edges of civilisation, and a vile darkness grows in the shadows. Great people, small and large, heroes and villains, from near and far, fight desperately to shape the fate of this tumultuous land.

You are not these people.​

In Sellswords, you take on the management of a mercenary company. Your main goal: make gold. Your second goal: make your sellswords more badass. The fate of Rohnia may very well be decided by your hand, but it will most likely be by accident.

Sign Up
To join, fill in the below sheet. You have 400 gold to purchase any sellswords, offices, equipment or items to start with. All unused gold will be added to your bank once the game begins. For starting sellswords, you may purchase any class tier you can afford regardless of reputation. All information needed to fill out the sheet is in the Stats and Rules section below.

Company Name: self explanatory
Office: Location of your first office
Captain Name, Race, Class, Feats, Trait: Your Captain is free, and is level 3, meaning they can be a footman, hunter or adept, or a multiclassed second tier, and has two feats.
Specialist Name and Class: You may choose one free specialist to begin with
Items: Any starting items or equipment.
Sellswords’ Names, Races, Classes, Feats: All starting sellswords.

The Stats and Rules of a Company
Spoiler :

Company: Truffle Pigs
Player: Decamper
Offices: Ravonsk
Captain: Timmy, Aggressive
Reputation: 15
Morale: 0
Gold: 400 (-29)
Relations:
  • Kingdom: 10
  • Republic: 60
  • Bandits: -10
Stash:
  • Socks: 5
  • Spoons: 6
  • Forks: 2
  • Sporks: 4
Specialists:
  • Garreth, Merchant Lvl 1
  • Toble, Doctor Lvl 1
Sellswords:
  • Timmy, Dwarf Recruit , Equipment: Standard, XP: 5, HP: 15/1, Frt: 3, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Jordy, Dwarf Recruit , Equipment: Standard, XP: 9, HP: 9/1, Frt: 3, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Tera, Elf Recruit , Equipment: Standard, XP: 9, HP: 9/1, Frt: 1, Mob: 1, Arc: 3, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Jill, Human Recruit , Equipment: Standard, XP: 18, HP: 18/1, Frt: 1, Mob: 3, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1


The Company
Spoiler :
Mercenary companies are composed of sellswords and
specialists
, with one sellsword acting as the captain. Sellswords are a company’s actual fighting force, while specialists are in non-combat support roles. Reputation is how well known and reliable your company is. The morale of a company affects how well its sellswords fight, as well as how loyal they are. Companies use gold to purchase everything they need, as well as pay the wages of sellswords and specialists. Companies have relations with various factions and employers, determining how friendly or hostile towards you they will be. All items not equipped on sellswords is stored in the stash, and can be equipped later or sold as needed.


Offices
Spoiler :
To take a contract in a territory, a company must have an office in the territory’s capital. Companies begin with one free office, and each additional office costs 200 gold, with an upkeep of 25 gold.


Captain & Captain Traits
Spoiler :
Captains affect their companies by way of their trait. If a captain is killed or replaced, the trait may be replaced. The loss or replacement of captains will immediately reduce morale by 2. The level of the captain will enhance the bonus of their trait. The trait will also change a company’s starting bonus.
Traits
Army Veteran: +1 Fortitude to all sellswords. Company begins with 1 extra militia.
Vagabond: +1 Mobility to all sellswords. Company begins with 1 extra skirmisher.
Mystic: +1 Arcana to all sellswords. Company begins with 1 extra acolyte.
Haggler: +10% to all contract wages. Company begins with an extra 100 gold.
Sweet Talker: +10% relations per contract. Company begins with 50 relations with main factions in starting territory.
Boastful: +10% reputation per contract. Company begins with 5 reputation.
Encouraging: +10% morale per contract. Company begins with 1 morale.
Watchful: Acts as 5 level 1 Muscle specialists (see specialist section below). Company begins with 1 extra Muscle specialist.


Reputation
Spoiler :
Reputation determines how well known and trustworthy a company is. Reputation is gained through completing contracts, while it is lost through inactivity or failing contracts. Every inactive turn will result in -1 reputation. A higher reputation will give you access to more contracts and employers, and therefore more opportunities for gold. Higher reputation also allows companies to hire more skillful sellswords and attract new specialists.
Reputation & Hiring
0-20: Tier 1 sellswords
21-40: Tier 2 sellswords
41-60: Tier 3 sellswords
61-80: Tier 4 sellswords
81-100: Tier 5 sellswords


Morale
Spoiler :
Morale ranges for 3 to -3, and determines how well your sellswords fight, as well as how loyal they are. At morale 1 and higher, the morale (rounded down) is added to your sellswords hp/attack/defense. Your morale (rounded down) is added to the Frt/Wil/Arc of your sellswords. If you run into negative gold, the rate at which your sellswords desert is determined by your morale and the sellswords’ tier. At morale 0, low tier sellswords will immediately desert. Morale is generally raised or lowered through completing or failing contracts, as well as losing sellswords, though many other smaller things may affect morale.


Gold
Spoiler :
Gold is gained through completing contracts, looting, and selling items. It is needed to buy new equipment, hire new specialists/sellswords, as well as pay wages for specialists/sellswords and upkeep for offices. Higher level specialists/sellswords have higher wages. More information on wages will be found in the sellsword and specialist sections.


Relations
Spoiler :
Companies will build better relations with employers and factions by successfully completing contracts. Having higher relations with employers and factions can open up new contract opportunities, as well as gain the favour of the employer/faction, who will then choose the more preferred company over another if they receive multiple offers for a contract. Higher relations will also result in higher contract payments, with every 10 relations resulting in an additional 5% payment.

Failing contracts, or acting in a hostile manner towards an employer/faction will result in negative relations, resulting in less available contracts, as well as lower payments, with every -1 relation resulting in -5% payment. At -10 relations, the faction will become hostile to you, and at further levels of negative relations, may send guards, hitmen, soldiers, etc after you. You can revert to 0 relations with a faction or employer by paying them a certain amount of gold, varying depending on the specific faction or employer. See more info in the contracts section.


Stash
Spoiler :
The stash is where all items not currently held by a sellsword are kept. Items can be swapped out between sellswords and the stash between contracts, but cannot be accessed if a sellsword is away from an office. Items from the stash may be sold at any time.


Specialists
Spoiler :
Specialists are your support staff. They do not participate directly in combat, but can provide a range of bonuses for your sellswords and your company. Specialists do not gain xp like a sellsword, but will level up automatically every 5 turns, to a maximum of level 3. A company gains a new specialist every 10 reputation. Losing reputation will not result in the loss of a specialist.

Specialist Classes
  • Accountant - Increases contract payments by (5*level)%.
  • Doctor - Can heal (1*level) resting sellsword to full hp per turn.
  • PR Officer - Can raise relations with one faction by (5*level) per turn.
  • Blacksmith - Can forge (20*level)gp worth of weapons and armour a turn.
  • Alchemist - Can create (20*level)gp worth of potions a turn.
  • Drill Sergeant - Can train up an (1) inactive (not resting) sellsword by (5*level) xp a turn.
  • Entertainer - Raises morale by (.05*level) per successful contract.
  • Advertiser - Raises reputation by (1*level) per successful contract.
  • Thief - Steal (25*level) gold from another company. Must share territory.
  • Impersonator - Reduce the relations of another company by (5*level) per turn with an employer or faction. Must share territory.
  • Propagandist - Reduce the reputation of another company by (1*level)per turn. Must share territory.
  • Assassin - Reduce hp of another company’s sellsword by (1*level).
  • Muscle - Counter the effects of (1*level) Thief/Impersonator/Propagandist/Assassin targeting your company.


Sellswords
Spoiler :
Sellswords are the main fighting force of a mercenary company. Assuming you have the required reputation, sellswords can be hired for the below prices:
Recruit: 10g
Militia/Skirmisher/Acolyte: 50g
Footman/Hunter/Adept: 125g
Warrior/Warden/Mage: 225g
Blademaster/Ranger/Wizard: 350g

Below is an example of a sellsword stat block.

Timmy, Dwarf Wizard Footman, Equipment: Standard, XP: 5, HP: 15/15, Frt: 10, Mob: 6, Arc: 13, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 25

Name: The name of the sellsword. When you hire a new sellsword, you may choose the name, unless you are hiring an npc.

Race: the race of the sellsword. Different races provide different starting bonuses. You may choose the race of a sellsword if it is a generic hire (special hirable NPCs’ races are pre-decided).
Race Fortitude Mobility Arcana
Dwarf 2 0 0
Human 0 2 0
Elf 0 0 2
Half-Orc 1 1 0
Half-Elf 0 1 1
Halfling 1 0 1


Xp and Classes: Sellswords can advance along three generic class lines (Soldiers, Scouts and Spellcasters), as well as multiclass between two class lines, as they gain experience. There are three class lines, each focusing on one of the three attributes (see Attributes section below), with each line being divided into 4 classes. Sellswords begin as Recruits, the first ‘generic’ class, who after gaining enough experience, may choose their main class, advancing into the second tier. The first tier of each class are Militia (fortitude), Skirmisher (mobility), and Acolyte (arcana). Once enough XP has been gained, a sellsword may proceed to the next class, or pick up a subclass line, beginning at the lowest class (militia, skirmisher, acolyte), adding together the attributes of the main class and the subclass. A sellsword may only have one subclass, and the subclass can never be a higher than the main class. Sellswords can be leveled up at 10, 25, 50, 90, 150, 235, 350, 500, and 690 xp.

Line Class HP Fortitude Mobility Arcana Upkeep
Generic Recruit 2 1 1 1 1
Spellcaster Acolyte 4 1 1 2 2
Spellcaster Adept 8 2 2 4 5
Spellcaster Mage 14 3 3 7 10
Spellcaster Wizard 22 4 4 11 20
Soldier Militia 4 2 1 1 2
Soldier Footman 8 4 2 2 5
Soldier Warrior 14 7 3 3 10
Soldier Blademaster 22 11 4 4 20
Scout Skirmisher 4 1 2 1 2
Scout Hunter 8 2 4 2 5
Scout Warden 14 3 7 3 10
Scout Ranger 22 4 11 4 20


Attributes: All sellswords posses HP, as well as three combat attributes: Fortitude, Mobility and Arcana. Once a sellsword reaches 0 HP, they will die. Resting one turn (taking no actions) will return 25% of max HP.

In combat, attributes each have a target attribute they do extra damage to. Fortitude targets Mobility, Mobility targets Arcana, and Arcana targets Fortitude. Each attribute is also countered by itself (Fortitude is countered by Fortitude, etc). See more details in the Combat section below.

Equipment: Equipment is the quality of weapons, armour and gear a sellsword is using. Equipment affects the frt/mob/arc of a sellsword. Over time and use equipment will lower in quality, and new equipment must be bought to replace it. A sellsword will never have negative attributes due to equipment, only lowering to a minimum of 1 for an attribute. Equipment levels and their effects are:
Decrepit: -8
Rusty: -4
Worn: -2
Standard: 0
Mint: 2
Mastercraft: 4
Legendary: 8

Feats: Every time a sellsword levels up, they may choose a feat. Feats may all be taken multiple times unless specified otherwise.

Generic Feats
  • Plains Wanderer: +1 to frt/mob/arc when in planes terrain. May be taken 3 times.
  • Forester: +1 to frt/mob/arc when in forest terrain. May be taken 3 times.
  • Mountaineer: +1 to frt/mob/arc when in mountain and hills terrain. May be taken 3 times.
  • Urban Crawler: +1 to frt/mob/arc when in settlements. May be taken 3 times.
  • Cave Delver: +1 to frt/mob/arc when underground. May be taken 3 times.
  • Sailor: +1 to frt/mob/arc when on ships. May be taken 3 times.
Soldier Line Feats
  • Tough: +2hp
  • Brothers in Arms: +1 to frt per every 2 friendly soldier line sellswords in battle.
  • Tank: Double frt if there are no other friendly soldier line sellswords in battle. Can only be taken once.
Scout Line Feats
  • First Shot: Deal 2hp of damage to a random enemy automatically before battle.
  • Wolfpack: +1 to mob per every 2 friendly scout line sellswords in battle.
  • Lonewolf: Double mob if there are no other friendly scouts line sellswords in battle. Can only be taken once.
Spellcaster Line Feats
  • Healer: heal 4hp of damage on random ally after battle.
  • Arcane Battery: +1 arc per every 2 friendly spellcaster line sellswords in battle.
  • The One: Double arc if there are no other friendly wizard line sellswords in battle. Can only be taken once.

Friends and Enemies
Sellswords will occasionally develop friends and enemies among their colleagues. This will happen randomly. When a sellsword is fighting alongside a friend, they will gain +1 to f/m/a, while fighting alongside an enemy will have a penalty of -1 to f/m/a.


Making and Using Gold
Spoiler :

Items
Spoiler :
Items may be bought or sold for the prices set below. Prices that sell for below one gold must be sold in bulk, otherwise round down (e.g. 10 decrepit equipment must be sold to receive one gold). From time to time, prices for items may change depending on current events. Special items may be found in the world, either from loot, or as a reward. Some items have special properties, such as:
Medicine: Used to speed up recovery of wounded sellswords. Consumed on use, but you can use multiple medicines on a single sellsword.
Potions: Potions last for 1 turn, and are consumed on use. A sellsword can only use one potion a turn.
Ships: Ships allow companies to travel by sea without having to pay transport fare. Also allows for naval combat.
Item Buy (g) Sell (g) effect
Decrepit Equipment X .1 -8 f/m/a
Rusty Equipment 1 .5 -4 f/m/a
Worn Equipment 4 2 -2 f/m/a
Standard Equipment 10 5 0 f/m/a
Mint Equipment 25 12 +2 f/m/a
Mastercraft Equipment 60 30 +4 f/m/a
Legendary Equipment 150 75 +8 f/m/a
Medicine 10 5 +2hp to a resting sellsword
Constitution Potion 20 10 +2 temporary hp
Strength Potion 20 10 +1 frt.
Dexterity Potion 20 10 +1 mob
Will Potion 20 10 +1 arc to one sellsword/1 turn. 1 use.
Fishing Boat 50 25 Holds 5, -4 f/m/a to all onboard
Longboat 200 100 +0 f/m/a to all onboard
Galley 500 250 +2 f/m/a to all onboard

Contracts
Spoiler :
As a mercenary company, your main method of making gold is by taking contracts. Every update, there will be a list of contracts that can be taken. To accept a contract, you must meet a number of requirements, varying between contracts. At the very least, you must have an office in the employer's territory. Following that, you must have a high enough Renown, as specified by the particular contract, which is determined by your Reputation + Relations with the employer. Finally, some contracts may have a specific personnel/attribute need, such as requiring only a single sellsword, but with at least 10+ fortitude. If you meet all the requirements, you may take the contract.

Some contracts will only pay once the contract is complete, while others may pay a portion upfront, or even the full wage upfront. The payment is modified by a number of things, such as your captain’s trait, specialists, and your relations with the employer.

Some contracts can be completed in the same turn they are taken, such as caravan guard contracts. Others may require two or more turns to complete, requiring multiple actions.

Contracts can be accepted by multiple mercenary companies only if they agree to work together beforehand, in which case the payment will be split between the two. If a two competing companies seek a contract, then the company with the higher Renown (reputation + relations) will be awarded the contract, meaning the the losing company may waste a turn (hint: it’s good to have a backup plan).


Exploration
Spoiler :
If a company wants to take independent action rather than contracts, exploring is a way to gain experience and treasures without dealing with employers. While the central Marwood is the most obvious area to explore, almost anywhere that is off the main roads of Rohnia is wilderness, and may contain treasures or horrors. A party can only explore a single tile a turn, but you can skip over tiles you know to be empty or safe, and can send multiple parties to speed up exploration. Be warned though, even if a tile was once safe and empty, something may have moved into it between turns, and the further you stray from settlements, the more dangerous Rohnia becomes.


Banditry and Inter-Company Conflict
Spoiler :
If a company is in dire need of gold, or is simply tired of playing straight, they may turn to raiding and banditry. The safest way of doing this is by camping out along a road, far from a settlement, and rob passerby. Depending on who is robbed and killed, it is possible for a company to collect gold this way without being discovered, and without being in much danger. Undertaking larger and more blatant forms of banditry and raiding, such as waylaying large caravans or directly attacking settlements, will indeed bring in more gold, but will also be more dangerous, and severely damage a company’s relations and reputation. This can eventually result in factions sending troops after the renegade mercenaries, or even offering other companies a contract to bring down the bandit company.

Contracts overlapping in this way is generally the only time in which companies will come into direct and open conflict. If a company attacks another company without a contract, it can severely damage relations with whatever faction is in the area, as well as reputation, as employers and the authorities do not approve of unpredictable violence. Competition between companies is generally done through stealing contracts or skullduggery undertaken by specialists.


Writing
Spoiler :
Stories and RP are lovely, and keep me from setting my computer on fire when stats/you piss me off. Creative content will be rewarded with bonuses decided by me every update, generally in the form of a bonus to a stat (gold, relations, reputation, xp). A word of warning though, some of your sellswords will die. This is unavoidable, so remember that any characters you are writing about and developing could at any moment be rather unceremoniously killed. Just keep that in mind.


Sending Orders
Spoiler :
Please email your orders to decampergame@gmail.com. Orders sent via PM will not be accepted. When sending orders, please title them with your company name, and the turn number. Within the orders, please include your company’s current stats. Beyond that, feel free to write orders in whatever form suits you, though the more clear and concise the better. Here is a sample orders format:

*stats*
Spending: By X for Y gold.
Contracts: Take X, Y, and Z contracts.
X Contract: Send A,B,C sellswords to do etc.
Y Contract: Send D,E sellswords to do etc.
Z Contract: Send F,G,H sellswords to do etc.
Other stuff: whatever.


Contacting Me
I can be reached by CFC pm or the above email address. If you use skype, you can find me there with the name decamepergame. I’m occasionally on chatango and steam as decamper, though there’s a good chance I’ll ignore you if I’m playing something.
 
The World of Rohnia

Map - warning for size
Settlements indicated on the map do not include smaller villages or farmsteads of <25 people, which can be assumed to exist along the roads here and there.
Spoiler :
OjgUI2r.jpg


Territories and Main Factions
Spoiler :
Rohnia is broken up into 12 territories, 11 of which are provinces of the Empire. While the provinces are nominally united by the Empire, in practice they are largely autonomous. From north to south and east to west, the territories and their ruling factions are:

Ziemno
Main Factions: House of Tsaryov (Local and historical ruling family), Rohnian Empire (small garrison and viceroy)
Important People: Duchess Tsaryova (head of House Tsaryov), Viceroy Bosko (Imperial Viceroy), Count Drugov (lord of Malenkaya and Polputi), Count Vetrov (lord of Otenk and Temho).
Demographics: Majority human, large minorities of elves and half-elves.
Description: Ziemno is the north eastern section of Charkov Island. It is primarily ruled by the House of Tsaryov and its retainers, though the Empire maintains a viceroy in the territory, and small garrisons in Dv&#8217;gav, Fort Vorat and Fort Piesz. Economy is mostly based on logging, hunting and agriculture, with only cursory mining. Traditionally human, though large numbers of elves and half-elves have integrated well after Imperial annexation. As the Empire has declined, tensions have again risen between the Houses in Cieplo and Ziemno.
Secuirty: The forests of Ziemno are notoriously dangerous due to bandits and wildlife, leading to most travel and trade to and from Otenk and Temho being done by ship, or requiring heavy guard if done overland. On the eastern island of Bezlundy, all manner of beasts roam freely outside of the chronically undermanned Fort Piesz.
History: Pre-Imperial Era, the island was divided into numerous feudal Houses that occasionally formed a united Kingdom of Charkov to enjoy a few decades of relative stability, before inevitably descending into civil war.When Imperial forces arrived, much of modern Ziemno was controlled by the House of Tsaryov and its retainers, locked in a vicious war with an alliance of southern houses. After a very brief reactionary attempt to combat the Imperials, House Tsaryov and the southern alliance accepted Empire&#8217;s enforced ceasefire. Chernov was split into two provinces, with Ziemno falling under almost complete control of House Tsaryov and its retainers. Later, the uninhabited eastern island of Bezlundy was added to Ziemno&#8217;s jurisdiction, with the Empire funding the construction of Fort Piesz as a claim, though the island was never further developed do to aggressive wildlife and a lack of funding as the Empire declined. Charkov culture was similar to Imperial culture, and both Ziemno and Cieplo became two of the more peaceful and prosperous provinces.
Settlements
  • Capital: Dv&#8217;gav (d11)- Centre of House Tsaryov and Ziemno trade. Large garrison of Tsaryov soldiers, as well as a small Imperial garrison.
  • Fort Vorat (g8)- Border station between Ziemno and Cieplo. Heavily garrisoned by Tsaryov troops, as well as small compliment Imperial soldiers.
  • Fort Piesz (d20)- Battered and undermanned outpost on Bezlundy Island. Small garrison of Tsaryov and Imperial troops to defend against large number of monsters.
  • Malenkaya (b9)- Fishing and logging town. Local lord provides small town guard.
  • Polputi (d8)- Small farming town. Local lord provides small town guard.
  • Otenk (g12)- Logging town. Sizeable garrison of Tsaryov troops, as well as local lord town guard to ward off bandits and dangerous wildlife.
[*]Temho (h11)- Logging town. Sizeable garrison of Tsaryov troops, as well as local lord town guard to ward off bandits and dangerous wildlife.[/list]

Cieplo
Main Factions: Council of Houses (alliance of local ruling families: House Pavlenko, House Kulyk, House Yatsenko), Rohnian Empire (small garrison and viceroy)
Important People: Duke Pavlenko (lord of Pivnich Bere and Vulk), Duke Kulyk (lord of Dv&#8217;hav), Duchess Yatsenko (lady of Pid Horyhk, Vohkist, and Mal&#8217;kiv), Viceroy Jablonski (Imperial Viceroy)
Demographics: Majority human, large minorities of elves and half-elves.
Description: Cieplo is the south western section of Charkov Island. Cieplo is primarily governed by the Council of Houses, three allied noble houses and their retainers, though the Empire maintains a Viceroy and small garrisons in Dv&#8217;hav and Slyuz. Economy is heavily based on agriculture, as well as mining and fishing. Traditionally human, though large numbers of elves and half-elves have integrated well after Imperial annexation. As the Empire has declined, tensions have again risen between the Houses in Cieplo and Ziemno.
Security: Most of central Cieplo is fairly safe from wildlife and bandits. The mines in Pid Horyhk occasionally break into a caves that need to be cleared out of monsters. The southern highlands and woods, as well as the rocky waste between Dv;hav and slyuz are more dangerous due to bandits and wildlife.
History: Pre-Imperial Era, the island was divided into numerous feudal Houses that occasionally formed a united Kingdom of Charkov to enjoy a few decades of relative stability, before inevitably descending into civil war.When Imperial forces arrived, much of modern Cieplo was united by an alliance of Houses, locked in a vicious struggle with the House Tsaryov controlled north. After a very brief reactionary attempt to combat the Imperials, the alliance and House Tsaryov accepted Empire&#8217;s enforced ceasefire. Chernov was split into two provinces, with the alliance forming the Council of Houses, tasked with governing Chernov on behalf of the Empire. Charkov culture was similar to Imperial culture, and both Ziemno and Cieplo became two of the more peaceful and prosperous provinces.
Settlements:
  • Capital: Dv&#8217;hav (J5)- Centre of the Cieplo trade, seat of the Council of Houses, and holding of House Kulyk. Large garrison of House Kulyk troops, small garrison of imperial soldiers.
  • Fort Slyuz (g8)- Border station between Cieplo and Ziemno. Heavily garrisoned by Council troops and a small garrison of imperial troops.
  • Vulk (i4)- Farming and fishing town. Small garrison of House Pavlenko troops).
  • Pivnich Bere (i2)- Farming and fishing town. Small garrison of House Pavlenko troops.
  • Pid Horyhk (4)- Mining town. Small garrison of House Yasenko troops.
  • Vohkist (l2)- Farming and fishing town. Small garrison of House Yasenko troops.
  • Mal&#8217;kiv (l4)- Fishing and farming town. Small garrison of House Yasenko troops.

Skal
Main Factions: Birlik Confederacy (United Dwarven Clans), Rohnian Empire (governor and standing army)
Important People: Clanmaster Mavi (Birlik Confederacy Head Figure), Governor Piatek (Imperial Governor)
Demographics: Largest minority is dwarves, with significant number of Imperial human, elves and half-elves. Sizeable population of transient half-orcs.
Description: North section is almost entirely dwarven populated and controlled, with Imperial presence being mostly situated in Odrodzi. Dwarves are broken into hundreds of family based clans, united into the Birlik Confederacy. Every clan has members who are skilled fighters, meaning the Confederacy in practice has a standing army. The Confederacy is on paper subordinate to the Imperial governor seated in Odrodzi, who maintains the largest Imperial army in the north. Transient groups of half-orcs can be found throughout Skal, though mostly focused in Odrodzi. The Economy is largely based on the mining and manufacturing based in Yedi Tepeli and other dwarven towns, and trade based out of Odrodzi between Cieplo/Zienmo and the rest of Rohnia, along with limited fishing, agriculture and logging.
Security: Monsters from the Marwoods constantly infringe on civilised lands, meaning large numbers of soldiers and guards are need to keep Odrodzi and the trade roads open. The highlands in the south are home to bands of Orcs who have stubbornly fought off all attempts to subdue them, and still occasionally raid villages and caravans. The northern mountain range is full of beasts, both above and underground. Bandits are a growing problem.
History: The dwarven clans traditionally were not united, instead weaving an intricate web of alliances and marriages between clans. When the Empire arrived with fire and sword, the clans were quick to unite into the Birlik Confederacy to counter the invaders. The conquest of Skal was a long and bloody battle for the Empire. The dwarves were never truly beaten, but rather a ceasefire was drawn when both sides simply tired of the war. The Empire announced the ceasefire as a successful annexation, though in truth the Empire would have little influence over the dwarves. Both sides did profit from their new relations, as trade flowed after the Empire settled its people in Skal.
Settlements:
  • Capital: Odrodzi (r16)- Imperial and trade centre of Skal, and seat of the Governor. Center of trade Large Imperial garrison.
  • Capital: Yedi Tepeli (p15)- Dwarven and mining centre of Skal, and seat of the dwarven Clanmsater. Large garrison of confederacy warriors.
  • Fort Wlozy (r17)- Marwoods border fort. Garrisoned by Imperial troops, and a small number of dwarven clan warriors.
  • Fort Ucho (t17)- Marwoods border fort. Garrisoned by Imperial troops, and a small number of dwarven clan warriors.
  • Ust Delik (n16)- Dwarven mining town. Moderate amount of clan warriors.
  • Kranlik (q13)- Dwarven mining town. Moderate amount of clan warriors.
  • Sasiedzi (p15)- Imperial town used as a trading port. Small garrison of Imperial soldiers.
  • Ucuncu Hon (r12)- Dwarven fishing town. Small amount of clan warriors.

Polud
Main Factions: Temple of Hikar (Elven theocratic government), Rohnian Empire (embassy and small garrison)
Important People: Priest-lord Takayam (Temple of Hikar head administrator), Priest-general Kimnor (Temple of Hikar head general), Ambassador Brozda (Imperial ambassador)
Demographics: Massive elven majority. Small minority of half-elves and humans.
Description: Imperial presence is limited to an embassy in Ak Ie and small garrisons in Fort Midor Ish and Fort Kir Tsuk, with the rest of the province being entirely under control of the elven Temple of Hikar. The Temple is centralised and militaristic, though Polud as a whole is not particularly developed. There are no major cities, with the population evenly distributed through towns and smaller villages. The economy is fairly insular, though there is limited trade with the Empire by way of elven woodwork for metals.
Security: The woods are teeming with wild beasts, though elves manage better than most in coexisting with them. Monsters constantly probe the border from the Marwoods, and can find their way into Polud through the mountains at times.
History: It is assumed that the elves of Polud migrated out of the Marwoods at the same time as those who went south and eventually found themselves in modern Polnoc. The Poluc elves took a much different path than their southern cousins who would join with humans to create the Empire, instead becoming isolationist. The theocratic government of the northern elves, the Temple of Hikar, formed early after the migration, and has permeated every facet of life in Polud. When the Empire made contact with the Hikar elves, it had only recently come out of its war with the Skal dwarves, and was not capable of another prolonged conflict. It instead formed bilateral relations with the temple, which eventually allowed itself to become an honorary territory in the Empire to avoid warfare. In practice, the Empire never had control over Polud, and the two still remain essentially separate states.
Settlements:
  • Fort Midor Ish (p20): Heavy garrison of Hikar troops, small garrison of Imperial troops.
  • Fort Kir Tsuk (p24): Heavy garrison of Hikar troops, small garrison of Imperial troops.
  • Kar Is (n23): Fishing and agriculture town. Small garrison of Hikar troops.
  • Har Ryuj (n26): Fishing, agriculture and trade town. Small garrison of Hikar troops.
  • Char Ki (o23): Agriculture, hunting, and logging town. Small garrison of Hikar troops.
  • Hon Kesh (o25): Hunting, fishing and logging town. Small garrison of Hikar troops.
  • Ak Ie (p21): Agriculture, fishing and trade town. Small garrison of Hikar troops and Imperial embassy with small garrison.

Zmier
Main Factions: Rohnia Empire (governor and large garrison), Druhy-Privy Joint Band (joined half-orc Druhy and Privy bands).
Important People: Governor Peszek (Imperial governor), Band-leader Hayek (head of Druhy Band), Band-leader Lejsek (head of Privy Band).
Demographics: Majority Imperial human, elf and half-elf, with large minority of half-orcs in the Hon towns.
Description: Much of Zmier is still empty land, with only three population centres. Half-orcs have settled the western lands, and the Empire generally lets them handle their own affairs, though also leaves them to fend for themselves. The economy is mostly based on agriculture, fishing, and trade, as well as a small amount of mining.
Security: The central plains are home to bands of Orcs who have stubbornly fought off all attempts to subdue them, and still occasionally raid villages and caravans. Monsters from the Marwoods also occasionally make it past the border forts or over the mountains. Bandits are also a growing issue, especially in the west.
History: Zmier has generally been empty of settled people, home only to wild beasts and bands of Orcs. The Empire initially settled Rownina without much trouble, but had a difficult time push the orcs further northwest to make room for further expansion north. Proximity between Orcs and the Empire has lead to a large population of Half-orcs, who, facing discrimination in Zmier and Skal, have formed their own bands and settled towns in western Zmier.
Settlements:
  • Capital: Rownina (w15)- Imperial, agricultural and trade centre of Zmier. Seat of the governor and a large garrison of Imperial soldiers.
  • Fort Paznokcia (u16)- Small garrison of Imperial soldiers.
  • Fort Golonka (w18)- Moderate garrison of Imperial soldiers.
  • Druhy Hon (t12)- Fishing and agriculture based half-orc town. Small number of half-orc fighters.
  • Privy Hon (v14)- Fishing and agriculture based half-orc town. Small number of half-orc fighters.

Marwoods
Main Factions: ?Monsters?
Important People: ?Monsters?
Demographics: ?Monsters?
Description: The largest territory of Rohnia, but completely out of the Empire&#8217;s influence.
Security: Deformed monsters, known as Marbeasts, are all that come out of the Marwoods. They resemble natural creatures, but are horribly twisted and beastly. More disturbingly, some also resemble humanoid creatures, though utterly rabid and incapable of reasoning.
History: In ancient times it is said the elves of Rohnia migrated out of the Marwoods. Some went north to form the Temple of Hikar, while others moved south, mixing with the humans of Polnoc and eventually leading to the formation of the Empire. The Marwoods have attracted adventurers and emperors alike who seek to explore and tame it, but none have ever succeeded, and many have been broken in their attempts. A ring of forts was eventually constructed around the Marwoods, holding back most of the monsters from rampaging through the civilised world.
Settlements: ?

Swit
Main Factions: Rohnian Empire (settlers and small garrison)
Important People: General Sikora
Demographics: Majority imperial humans, elves and half-elves. Sizeable minority of halflings.
Description: The least settled Imperial province, most of the land is still untamed. Most settlements are pioneer towns and villages, and are fairly secluded. Economy is largely isolated, with most towns supporting themselves with limited trading along the main road.
Security: Very active wildlife, as well as monsters coming over or under the mountains from the Marwoods. Swit also has some of the most active bandits in the Empire, preying on under guarded trade caravans.
History: Swit empty of any settled humanoids when the Empire decided to settle it, giving it a second border with Hikar elves. Settlers were called on mostly from Plnoc, Kosz and Pogrzeb, but a significant number of halflings also came over from Rozbita or even from overseas.
Settlements:
  • Fort Nadgarstek (s28): Marswood border fort. Moderate imperial garrison, seat of General Sikora.
  • Auksas (q27): Mining, fishing and trade town. Small local town guard.
  • Sidabras (s30): Farming, fishing, hunting and logging town. Small local town guard.
  • Varis (t32): Fishing, trading town. Small local town guard and very small imperial garrison.

Rozbita
Main Factions: Rohnian Empire (governor and small garrison), Rozbitan Trade League (league of trade companies)
Important People: Governor Kaczor (Imperial governor), Chairwoman Halama (Head of the Rozbitan Trade League)
Demographics: Majority Imperial human, elf and half-elf. Large minority halflings (who also dominate the Trade League).
Description: The Rozbita islands are relatively sparsely populated, but also see a large amount of trading from overseas. Imperial military control is light, but still well respected. Rozbita has the highest population of halflings in the Empire, and they have come to dominate maritime trade, forming the Rozbitan Trade League. The economy is based mostly on trade and fishing, along with some farming and mining.
Security: The beasts roam the hills, but rarely attack the town or villages, though they do threaten the roads (most travel and trade is done by ship anyways). Bandits and piracy are a growing issue.
History: Rozbita was unpopulated when the Empire first began sending settlers. Most settlers were initially from southern Rohnia, but to speed up colonisation the Empire allowed some overseas settlers, particularly halflings who were deemed not dangerous. This resulted in large numbers of halflings immigrating to Rozbita, and from there to Swit and throughout the Empire.
Settlements:
  • Pocalunki (q37): Fishing and trade town, mostly halfling population. Plagued by pirates and bandits. Small local town guard.
  • Usciski (s39): Fishing and trade town, mostly halfling population. Plagued by pirates and bandits. Small local town guard.
  • Stok (x35): Fishing, trade and farming town, and seat of the Rozbitan Trade League. Small imperial garrison.
  • Cieply (x39): Fishing and trade town, mostly halfling population. Small local town guard.
  • Nadmorski (z35): Fishing, trade and mining town, and seat of the Imperial Governor. Small Imperial garrison.
  • Przytulny (z37): Fishing, trade and farming town. Small local town guard.

Kosz
Main Factions: Rohnian Empire (governor and large garrison), Vorel Royal Family (traditional rulers, large garrison)
Important People: Governor Kurek (Imperial governor), Prince Sedlak (second oldest (first oldest male) sibling of the Vorel family), Princess Prchalova (oldest sibling of the Vorel family)
Demographics: Mostly human, elf and half-elf.
Description: Most heavily populated province in the Rohnia, as well as the Empire&#8217;s breadbasket. Ruled by an Imperial governor, but with much local administration delegated to the traditional Vorel royal family. Economy is overwhelmingly based on agriculture, as well as trade and mining.
Security: The core farmlands are very safe from wildlife, and nearly completely covered in towns, villages and homesteads, though bandits are a growing issue. The long border with the Marswoods means monsters are not uncommon sights in the northwest. Monsters and beasts also move freely above and below the mountain range.
History: Kosz was traditionally the Kingdom of Vorel, and was the first province to be conquered by the Empire. The war was bloody, and only came to an end when the dwarves of Stracil joined the Empire, sending a legion of hardened dwarven warriors into Kuzyn bay by ship. The royal family was dethroned, but soon after was given back some local authority to placate growing unrest. Kosz proceeded to integrate quickly and smoothly into the Empire, and is now considered one of the &#8216;home&#8217; provinces. As the Empire weakens though, it has handed more and more authority to the Vorel Royal Family, and there are whispers of a new kingdom rising.
Settlements:
  • Capital: Kuzyn (z18)- Centre of Kosz trade, and the seat of both the Imperial Governor and the Vorel Royal Family. moderate Imperial garrison, and moderate Vorel garrison.
  • Fort Dlon (x19)- Marswoods border fort. Large Imperial garrison.
  • Fort Ramie (x21)- Marswood border fort. Large Imperial garrison.
  • Fort Zab (y22)- Marswood/mountain border fort. Medium Vorel garrison.
  • Fort Usta (z23)- mountain border fort. Medium Vorel garrison.
  • Fort Nos (ab22)- mountain border fort. Small Vorel garrison.
  • Padly Strom (x19)- Logging, farming and fishing town. Small Imperial garrison and small Vorel garrison.
  • Zelena Voda (z20)- Farming and fishing town. Small Vorel garrison.
  • Prvni Krok (z19)- Farming and fishing town. Small Vorel garrison.
  • Mala Vlna (z21)- Farming and fishing town. Small Vorel garrison.
  • Skala (ac21)- Mining town. Small town guard.

Pogrzeb
Main Factions: Rohnian Empire (governor and medium garrison), Krysa Cult (local peasant religion)
Important People: Governor Bialik (Imperial governor), Pan Krys Novak (leader of Krysa Cult)
Demographics: Mostly human, elf and half-elf. Halfling minority in Samotna.
Description: Pogrzeb is relatively stable, and firmly in Imperial control, with no delegated power. The old Krysa Cult has been gaining popularity amongst the peasantry and poor folk, despite discouragement by authorities, though no significant violence has occurred yet. The economy leans towards mining, though it also has a balance of farming, fishing, logging and trade.
Security: The south is fairly secure, besides some low key bandits and wildlife, but the mountain range is crawling with wild creatures and monsters from the Marwoods. The forest to the north is also a haven for bandits and dangerous wildlife.
History: Pogrzeb was once divided into a handful of individual kingdoms and tribes, who were all brutally crushed by the Empire. During the early years of Imperial occupation, the Krysa Cult spread among the oppressed peasantry, promoting rebellion and insurrection. Mass persecution followed, and eventually the Cult died away. Pogrzeb has since blossomed into one of the most prosperous provinces, and is considered one of the &#8216;home&#8217; provinces of the Rohnian Empire.
Settlements:
  • Capital: Cieszyc (y28)- Centre of Pogrzeb trade, farming, and the seat of the Imperial governor. Medium Imperial garrison.
  • Fort Szyja (u28)- Marwoods border fort. Medium Imperial garrison.
  • Fort Udo (w27)- Marwoods/mountain border fort. Small Imperial garrison.
  • Fort Kolane (y24)- Marwoods/mountain border fort. Medium Imperial garrison.
  • Tanuc (w28)- Logging and fishing village. Small local guard garrison.
  • Adryvac (x26)- Mining town. Small town guard garrison.
  • Razryu (x25)- Mining town. Small town guard garrison.
  • Zakopvoc (y26)- Farming and fishing town. Small town guard garrison.

Polnoc
Main Factions: Rohnian Empire (Emperor and Imperial Governor), Imperial family (claimants and personal armies).
Important People: Emperor Stasiak (Emperor of Rohnian Empire), Governor Czarny (Imperial Governor), Princess Jaworska (eldest daughter), Princess Krakowska (middle daughter), Princess Godlewska (youngest daughter).
Demographics: Mostly human, elf and half elf. Sizeable dwarf minority in Adatekni.
Description: Polnoc is the birthplace of the Empire, and home of the Imperial family. While the province is officially administered by Governor Czarny, he defers to the Emperor in most matters. Much of the province is also influenced by the many members of the Imperial family, from the Emperor&#8217;s daughters to distant cousins. The economy is mostly based on trade goods flowing in from the rest of the Empire, but it also has significant amounts of mining, farming and logging.
Security: The forests in the south are free of most dangerous beasts, but the mountains to the north have numerous caves that house monsters from the Marwoods or other dangerous animals. The island of Maly to the west is also dotted with caves filled with beasts that often interfere with mining operations out of Adatekni.
History: In the great histories it is said that elves migrated south to Polnoc from the Marwoods. The native humans and elves mixed peacefully and thoroughly, and soon there were as many, or more, half-elves than their parent races. From this cultural mixing pot the Rohnian Empire was born, coalescing the numerous tribes and petty kingdoms of the peninsula before spreading across the rest of the continent.
Settlements:
  • Capital: Pochlaniac (ah25): Centre of Polnoc and the Rohnian Empire, seat of the Imperial Governor and the Emperor and his family. Heavy Imperial garrison.
  • Fort Stopa (ab24)- Mountain fort, commanded by Princess Godlewska. Medium private army garrison.
  • Fort Palec (ac23)- Mountain fort, commanded by Princess Krakowska. Medium private army garrison.
  • Fort Graniea (ad21)- Mountain fort, commanded by Princess Jaworska. Medium private army garrison.
  • Rybi Ogon (ad25)- Fishing, farming and trade town. Property of Princess Godlewska. Small private army garrison.
  • Nalesnik (af23)- Logging and trade town. Property of Princess Krakowska. Small private army garrison.
  • Trojki (ag23)- Mining town. Property of Princess Jaworska. Small private army garrison.
  • Brud na Plazi (ah21)- Fishing, farming and trade town. Small town guard garrison.
  • Nidgzie (ai23)- Fishing and farming town. Small town guard garrison.
  • Adatekni (ai14)- Dwarven mining town. Small town guard garrison.
  • Malyport (aj15)- Trade town. Small Imperial garrison.

Stracil
Main Factions: Rohnian Empire (Viceroy and small garrison), Court of Guilds (union of dwarven guilds).
Important People: Viceroy Dabrowska (Imperial viceroy), Grand Guildmaster Kaner (Court of Guilds Headman)
Demographics: Mostly dwarven, small minority of human, elves and half-elves.
Description: Largely independent island under the administration of a web of guilds, united in the Court of Guilds. All members of society belong to a guild, and can move between guilds by changing occupations. The Empire maintains a viceroy to smooth trade between Stracil and the mainland, as well as provides a small detachment of soldiers to help man Fort Balta in exchange for tax revenue. The economy is based heavily on mining, but has some fishing and farming to keep it from being completely dependant on trade with the mainland.
Security: Creatures prowl the caves and forests, but the main island is overall fairly safe. The blasted, rocky southern island, is far more dangerous, and Fort Balta has stood tall since before the Empire arose, holding at bay the beasts that routinely try to cross over.
History: The dwarven guilds of Stracil are old, existing well before the Empire. The guild dwarves have developed a fine eye for commerce, and when the Empire approached them, they saw a good deal in joining willingly, rather than fight a possibly disastrous war. Stracil profited greatly in the coming centuries, with Stracil metal and stonework being famed across Rohnia.
Settlements:
  • Capital: Cekic (an29)- Centre of Stracil trade, mining, and the seat of the Court of Guilds and the Imperial Viceroy. Large Guild garrison, small Imperial troop garrison.
  • Fort Balta (aq30)- Southern island border fort. Medium Guild garrison, small Imperial garrison.
  • Orak (an28)- Dwarven fishing and farming town. Small Guild garrison.
  • Tirmik (an30)- Dwarven mining town. Small Guild garrison.
 
Company Stats

Spoiler update 0 stats :

The Baron's Fabulous Knights (HunterG24)
Spoiler :

Offices:
  • Pochlaniac Polnoc
Captain: Baron Bryonne Fabelhaft, Sweet Talker
Reputation: 0
Morale: 0
Gold: 0 (-10)
Relations:
  • Rohnian Empire: 50
  • Imperial Family: 50
Stash: Specialists:
  • I Have No Name and I Must Scream, Advertiser Lvl 1
Sellswords:
  • Baron Bryonne Fabelhaft, Human Footman , Equipment: Mint, XP: 25, HP: 6/6, Frt: 6, Mob: 6, Arc: 4, Feats: Tough II, Friends: N/A, Enemies: N/A, Upkeep: 0
  • Mannheim, Human Militia , Equipment: Mint, XP: 10, HP: 3/3, Frt: 4, Mob: 5, Arc: 3, Feats: Tough, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Albrecht, Human Militia , Equipment: Mint, XP: 10, HP: 3/3, Frt: 4, Mob: 5, Arc: 3, Feats: Tough, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Reinhard, Human Militia , Equipment: Mint, XP: 10, HP: 3/3, Frt: 4, Mob: 5, Arc: 3, Feats: Tough, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Jurgen, Human Militia , Equipment: Mint, XP: 10, HP: 3/3, Frt: 4, Mob: 5, Arc: 3, Feats: Tough, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Hugo, Human Militia , Equipment: Mint, XP: 10, HP: 3/3, Frt: 4, Mob: 5, Arc: 3, Feats: Tough, Friends: N/A, Enemies: N/A, Upkeep: 2


The Companions of the Verivalan (Cived)
Spoiler :

Offices:
  • Cekic, Stracil
Captain: Hovsep Vordintsovy, Watchful
Reputation: 0
Morale: 0
Gold: 0 (-8)
Relations:
  • Rohnian Empire: 0
  • Court of Guilds: 0
Stash: Specialists:
  • Ara Shaganakaguynmashki, Dwarf PR Officer Lvl 1
  • I Have No Name And So I Scream, No Race Muscle Lvl 1
Sellswords:
  • Hovsep Vordintsovy, Dwarf Footman , Equipment: Decrepit, XP: 25, HP: 4/4, Frt: 1, Mob: 1, Arc: 1, Feats: Sailor, Brothers in Arms, Friends: N/A, Enemies: N/A, Upkeep:
  • Merrats', Dwarf Militia , Equipment: Decrepit, XP: 10, HP: 2/2, Frt: 1, Mob: 1, Arc: 1, Feats: Tough, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Dejen Wede Merikebenyawi Kifili, Human Skirmisher , Equipment: Decrepit, XP: 10, HP: 2/2, Frt: 1, Mob: 1, Arc: 1, Feats: Lonewolf, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Vlado Noviot, Half-Elf Acolyte , Equipment: Decrepit, XP: 10, HP: 2/2, Frt: 1, Mob: 1, Arc: 1, Feats: Healer, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Voski Aryunotvats, Dwarf Militia , Equipment: Decrepit, XP: 10, HP: 2/2, Frt: 1, Mob: 1, Arc: 1, Feats: Tank, Friends: N/A, Enemies: N/A, Upkeep: 2


The Dirty Dozen (ShadowtheShrimp)
Spoiler :

Offices:
  • Skal
Captain: Duncan "Pepper" Durant, Encouraging
Reputation: 0
Morale: 1
Gold: 0 (-15)
Relations:
  • Rohnian Empire: 0
  • Birlik Confederacy: 0
Stash: Specialists:
  • Boulin Ironbeard, Dwarf Blacksmith Lvl 1
Sellswords:
  • Duncan "Pepper" Durant, Half-Orc Footman , Equipment: Mastercraft, XP: 25, HP: 5/5, Frt: 9, Mob: 7, Arc: 6, Feats: Tough, Tank, Friends: N/A, Enemies: N/A, Upkeep: 0
  • Connor, Human Skirmisher , Equipment: Standard, XP: 10, HP: 2/2, Frt: 1, Mob: 4, Arc: 1, Feats: Forester, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Airas, Elf Acolyte , Equipment: Standard, XP: 10, HP: 2/2, Frt: 1, Mob: 1, Arc: 4, Feats: Healer, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Gorin Barkskin, Dwarf Militia , Equipment: Standard, XP: 10, HP: 2/2, Frt: 4, Mob: 1, Arc: 1, Feats: Cave Delver, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Brodzki, Human Recruit , Equipment: Standard, XP: 1, HP: 1/1, Frt: 1, Mob: 3, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Chalupa, Human Recruit , Equipment: Standard, XP: 1, HP: 1/1, Frt: 1, Mob: 3, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Kahveci, Dwarf Recruit , Equipment: Standard, XP: 1, HP: 1/1, Frt: 3, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Polat, Dwarf Recruit , Equipment: Standard, XP: 1, HP: 1/1, Frt: 3, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Dunin, Dwarf Recruit , Equipment: Standard, XP: 1, HP: 1/1, Frt: 3, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Cieplak, Elf Recruit , Equipment: Standard, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 3, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Tetmajer, Elf Recruit , Equipment: Standard, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 3, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Uysal, Elf Recruit , Equipment: Standard, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 3, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Poza, Human Recruit , Equipment: Standard, XP: 1, HP: 1/1, Frt: 1, Mob: 3, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1


Higher for Hire (Massive Attack)
Spoiler :

Offices:
  • Dv'gav, Ziemno
Captain: Hothgar Zuleyn, Vagabond
Reputation: 0
Morale: 0
Gold: 0
Relations:
  • Rohnian Empire: 0
  • House Tsaryov: 0
Stash: Specialists:
  • I Have No Name and I Must Scream, Blacksmith Lvl 1
Sellswords:
  • Hothgar Zuleyn, Human Hunter , Equipment: Mint, XP: 25, HP: /4, Frt: 4, Mob: 9, Arc: 4, Feats: Lonewolf, Forester, Friends: N/A, Enemies: N/A, Upkeep: 0
  • Garth Gravelkinder, Dwarf Footman , Equipment: Mint, XP: 25, HP: /5, Frt: 8, Mob: 5, Arc: 4, Feats: Tough, Tank, Friends: N/A, Enemies: N/A, Upkeep: 5
  • Maestro Charlo L'bourbon , Elf Adept , Equipment: Mint, XP: 25, HP: /4, Frt: 4, Mob: 5, Arc: 8, Feats: The One, Sailor, Friends: N/A, Enemies: N/A, Upkeep: 5
  • Guy Redpantos, Human Skirmisher , Equipment: Standard, XP: 10, HP: /2, Frt: 1, Mob: 5, Arc: 1, Feats: Lonewolf, Friends: N/A, Enemies: N/A, Upkeep: 2

Lucid Crow (<nuke>)
Spoiler :

Offices:
  • Odrodzi, Skal
Captain: Uruhara, Mystic
Reputation: 0
Morale: 0
Gold: 0 (-11)
Relations:
  • Rohnian Empire: 0
  • Birlik Confederacy: 0
Stash: Specialists:
  • Lubbock, (?) Drill Sergeant Lvl 1
Sellswords:
  • Uruhara, Human Wizard , Equipment: Mint, XP: 90, HP: 11/11, Frt: 6, Mob: 8, Arc: 14, Feats: The One, Forester II, Mountaineer, Friends: N/A, Enemies: N/A, Upkeep:
  • Natalia, Elf Mage , Equipment: Mint, XP: 50, HP: 7/7, Frt: 5, Mob: 5, Arc: 12, Feats: The One, Forester, Urban Crawler, Friends: N/A, Enemies: N/A, Upkeep: 10
  • Zolo, Dwarf Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1


Mirriam's Most Illustrious Company of Condottieri (Tolni)
Spoiler :

Offices:
  • Dv'gav, Ziemno
)
Captain: Mirriam Minovich, Vagabond
Reputation: 0
Morale: 0
Gold: 0 (-12)
Relations:
  • Rohnian Empire: 0
  • House of Tsaryov: 0
Stash:
  • Standard Equipment: 1
Specialists:
  • Anderson, Human PR Officer Lvl 1
Sellswords:
  • Mirriam Minovich, Human Footman , Equipment: Mint, XP: 25, HP: 4/4, Frt: 6, Mob: 7, Arc: 4, Feats: Brothers in Arms, Tank, Friends: N/A, Enemies: N/A, Upkeep:
  • Aleister Mira, Human Hunter , Equipment: Mint, XP: 25, HP: 4/4, Frt: 4, Mob: 9, Arc: 4, Feats: Forest Wanderer, (1 more feat), Friends: N/A, Enemies: N/A, Upkeep: 5
  • Ain Ayra, Elf Acolyte , Equipment: Standard, XP: 10, HP: 2/2, Frt: 1, Mob: 2, Arc: 4, Feats: Healer, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Ivich Maho, Dwarf Footman , Equipment: Mint, XP: 25, HP: 4/4, Frt: 8, Mob: 5, Arc: 4, Feats: Tank, (1 more feat), Friends: N/A, Enemies: N/A, Upkeep: 5


The Ryghre Honourable Companye of Gentledwarven Mercenaries (For Hyre), Inc (Hodad MD)
Spoiler :

Offices:
  • Yedi Tepeli, Skal
Captain: Borngwen, Vagabond
Reputation: 0
Morale: 0
Gold: 10 (-12)
Relations:
  • Rohnian Empire: 0
  • Birlik Confederacy: 0
Stash: Specialists:
  • Frerin, Blacksmith Lvl 1
Sellswords:
  • Borngwen, Half-Elf Hunter , Equipment: Mint, XP: 25, HP: 4/4, Frt: 4, Mob: 8, Arc: 5, Feats: Forester, Mountaineer, Friends: N/A, Enemies: N/A, Upkeep: 0
  • Fror, Dwarf Skirmisher , Equipment: Mint, XP: 10, HP: 2/2, Frt: 5, Mob: 5, Arc: 3, Feats: Wolfpack, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Gror, Dwarf Skirmisher , Equipment: Mint, XP: 10, HP: 2/2, Frt: 5, Mob: 5, Arc: 3, Feats: Wolfpack, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Mim, Dwarf Militia , Equipment: Mint, XP: 10, HP: 2/2, Frt: 6, Mob: 4, Arc: 3, Feats: Brothers in Arms, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Nali, Dwarf Militia , Equipment: Mint, XP: 10, HP: 2/2, Frt: 6, Mob: 4, Arc: 3, Feats: Brothers in Arms, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Loni, Dwarf Acolyte , Equipment: Mint, XP: 10, HP: 2/2, Frt: 5, Mob: 4, Arc: 4, Feats: The One, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Narvi, Dwarf Recruit , Equipment: Standard, XP: 10, HP: 1/1, Frt: 3, Mob: 2, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Nain, Dwarf Recruit , Equipment: Standard, XP: 10, HP: 1/1, Frt: 3, Mob: 2, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1


Rum Serpents (SouthernKing)
Spoiler :

Offices:
  • Cieszyc, Pogrzeb
Captain: Marja Vanska, Mystic
Reputation: 0
Morale: 0
Gold: 5 (-6)
Relations:
  • Rohnian Empire: 0
Stash:
  • Will Potion: 1
  • Longboat: 1
Specialists:
  • Sami Nevalainen, Elf Alchemist Lvl 1
Sellswords:
  • Marja Vanska, Half-Elf Acolyte Skirmisher, Equipment: Mint, XP: 25, HP: 4/4, Frt: 4, Mob: 6, Arc: 7, Feats: Sailor, Healer, Friends: N/A, Enemies: N/A, Upkeep:
  • Ivana Hostivita, Human Acolyte , Equipment: Mint, XP: 10, HP: 2/2, Frt: 3, Mob: 5, Arc: 5, Feats: Sailor, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Elena Sakarova, Human Acolyte , Equipment: Mint, XP: 10, HP: 2/2, Frt: 3, Mob: 5, Arc: 5, Feats: Arcane Battery, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Fox Hamadan, Dwarf Militia , Equipment: Decrepit, XP: 10, HP: 2/2, Frt: 1, Mob: 1, Arc: 1, Feats: Tank, Friends: N/A, Enemies: N/A, Upkeep: 2


Shadowdancers (Angst)
Spoiler :

Offices:
  • Kuzyn, Kosz
Captain: Sargal, Sweet Talker
Reputation: 0
Morale: 0
Gold: 60 (-13)
Relations:
  • Rohnian Empire: 50
  • Vorel Royal Family: 50
Stash: Specialists:
  • Kran, Dwarf Drill Sergeant Lvl 1
Sellswords:
  • Sargal, Human Adept , Equipment: Mint, XP: 25, HP: 4/4, Frt: 4, Mob: 6, Arc: 6, Feats: Urban Crawler II, Friends: N/A, Enemies: N/A, Upkeep:
  • Morgun, Dwarf Warrior , Equipment: Standard, XP: 50, HP: 7/7, Frt: 9, Mob: 3, Arc: 3, Feats: Tank, (2 more feats), Friends: N/A, Enemies: N/A, Upkeep: 10
  • Saphaleh, Elf Acolyte , Equipment: Standard, XP: 10, HP: 2/2, Frt: 1, Mob: 1, Arc: 4, Feats: Arcane Battery, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Ront, Human Recruit , Equipment: Standard, XP: 1, HP: 1/1, Frt: 1, Mob: 3, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1


Silver Wolves (Seon)
Spoiler :

Offices:
  • Nos, Kosz
Captain: Serverian, Haggler
Reputation: 0
Morale: 0
Gold: 100 (-10)
Relations:
  • Rohnian Empire: 0
  • Vorel Royal Family: 0
Stash: Specialists:
  • Mr. Nameless, Entertainer Lvl 1
Sellswords:
  • Serverian, Human Hunter , Equipment: Mint, XP: 25, HP: 4/4, Frt: 4, Mob: 8, Arc: 4, Feats: Wolfpack, First Shot, Friends: N/A, Enemies: N/A, Upkeep:
  • Samantha Goodwin, Elf Acolyte , Equipment: Mint, XP: 10, HP: 2/2, Frt: 3, Mob: 3, Arc: 6, Feats: The One, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Gire, Human Militia , Equipment: Mint, XP: 10, HP: 3/3, Frt: 4, Mob: 5, Arc: 3, Feats: Tough, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Chion, Human Skirmisher , Equipment: Mint, XP: 10, HP: 2/2, Frt: 3, Mob: 6, Arc: 3, Feats: Wolfpack, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Melon, Half-Elf Skirmisher , Equipment: Mint, XP: 10, HP: 2/2, Frt: 3, Mob: 5, Arc: 4, Feats: Wolfpack, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Vodka Vodkavich, Dwarf Militia , Equipment: Mint, XP: 10, HP: 3/2, Frt: 6, Mob: 3, Arc: 3, Feats: Tough, Friends: N/A, Enemies: N/a, Upkeep: 2


Sobol Solutions (NinjaCow64)
Spoiler :

Offices: Captain: Anton Sobol, Boastful
Reputation: 5
Morale: 0
Gold: 25 (-0)
Relations:
  • Rohnian Empire: 0
  • Imperial Family: 0
Stash: Specialists:
  • Andrea Molska, Human Advertiser Lvl 1
Sellswords:
  • Anton Sobol, Elf Wizard , Equipment: Legendary, XP: 90, HP: 11/11, Frt: 12, Mob: 12, Arc: 21, Feats: Urban Crawler III, The One, Friends: N/A, Enemies: N/A, Upkeep: 0


Spellswords (thomas.berubeg)
Spoiler :

Offices:
  • Odrodzi, Skal
Captain: Antonin Fire, (trait?)
Reputation: 0
Morale: 0
Gold: 0 (-8)
Relations:
  • Rohnian Empire: 0
  • Birlik Confederacy: 0
Stash:
  • Mint Equipment: 1
Specialists:
  • Burding Flesh, Doctor Lvl 1
Sellswords:
  • Antonin Fire, Half-Elf Warrior Acolyte, Equipment: Mint, XP: 25, HP: 7/9, Frt: 10, Mob: 7, Arc: 9, Feats: Urban Crawler, Arcane Battery, Friends: N/A, Enemies: N/A, Upkeep:
  • Hamling Sword, Halfling Militia , Equipment: Mint, XP: 10, HP: 2/2, Frt: 5, Mob: 3, Arc: 5, Feats: Tank, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Little Antoni, Half-Orc Acolyte , Equipment: Mint, XP: 10, HP: 2/2, Frt: 4, Mob: 4, Arc: 5, Feats: Arcane Battery, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Vlad Fox, Human Skirmisher , Equipment: Mint, XP: 10, HP: 2/2, Frt: 3, Mob: 6, Arc: 4, Feats: First Shot, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Drei Hawk, Dwarf Skirmisher , Equipment: Mint, XP: 10, HP: 2/2, Frt: 5, Mob: 4, Arc: 4, Feats: Mountaineer, Friends: N/A, Enemies: N/A, Upkeep: 2


Stunties and Skinnies (RenaofArc)
Spoiler :

Offices: Captain: Feyet, Haggler
Reputation: 0
Morale: 0
Gold: 25 (-13)
Relations:
  • Rohnian Empire: 0
  • Court of Guilds: 0
Stash: Specialists:
  • I Have No Name and I Must Scream, Blacksmith Lvl 1
Sellswords:
  • Feyet, Half-Elf Hunter Footman, Equipment: Mint, XP: 25, HP: 8/8, Frt: 8, Mob: 9, Arc: 7, Feats: First Shot II. Tought, Sister in Arms, Friends: N/A, Enemies: N/A, Upkeep: 0
  • Larry, Dwarf Militia , Equipment: Standard, XP: 10, HP: 2/2, Frt: 4, Mob: 1, Arc: 1, Feats: Brothers in Arms, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Curly, Dwarf Militia , Equipment: Standard, XP: 10, HP: 2/2, Frt: 4, Mob: 1, Arc: 1, Feats: Brothers in Arms, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Moe, Dwarf Militia , Equipment: Standard, XP: 10, HP: 2/2, Frt: 4, Mob: 1, Arc: 1, Feats: Brothers in Arms, Friends: N/A, Enemies: N/A, Upkeep: 2
  • FeyFey, Half-Elf Skirmisher , Equipment: Standard, XP: 10, HP: 2/2, Frt: 1, Mob: 3, Arc: 2, Feats: First Shot, Friends: N/A, Enemies: N/A, Upkeep: 2
  • Bill Nye, Elf Adept , Equipment: Standard, XP: 25, HP: 4/4, Frt: 2, Mob: 2, Arc: 6, Feats: Healer, The One, Friends: N/A, Enemies: N/A, Upkeep: 5


Swellswords (Double A)
Spoiler :

Offices:
  • Pochlanian, Polnoc
Captain: Muncel Molotov, Watchful
Reputation: 0
Morale: 0
Gold: 0 (-20)
Relations:
  • Rohnian Empire: 0
  • Imperial Family: 0
Stash: Specialists:
  • Waclaw Krlov, Half-Elf Advertiser Lvl 1
  • Zosia Krylov, Half-Orc Muscle Lvl 1
Sellswords:
  • Muncel Molotov, Half-Orc Militia Acolyte, Equipment: Mastercraft, XP: 25, HP: 4/4, Frt: 8, Mob: 7, Arc: 7, Feats: Tank, The One, Friends: N/A, Enemies: N/A, Upkeep: 0
  • Gradimir Novy, Human Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Rade Klima, Half-Orc Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Slavoj Stiedry, Half-Elf Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Radmilo Svetleachni, Half-Orc Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Klonimir Prohaska, Dwarf Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Vladimir Tiutchev, Dwarf Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Vukan Voronoff, Half-Orc Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Vojtech Ivanov, Human Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Velizar Kovalsky, Elf Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Radousek Slutskiy, Halfling Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Ljubodrag Tiutchev, Half-Elf Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Derwan Kovalsky, Half-Orc Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Braslav Torbica, Half-Orc Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Zbyszko Sergeyev, Half-Elf Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Zlaticek Kovach, Half-Orc Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Gojslav Masur, Half-Orc Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Bogdan Podolan, Dwarf Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Miroslav Litvinchuk, Half-Elf Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Velek Karbashewski, Half-Orc Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1
  • Zlatomir Okilj, Halfling Recruit , Equipment: Decrepit, XP: 1, HP: 1/1, Frt: 1, Mob: 1, Arc: 1, Feats: N/A, Friends: N/A, Enemies: N/A, Upkeep: 1

Update 1 stats
Update 2 stats
Update 3 stats
 
And go for it.
 
Company Name: Spellswords
Office: Odrodzi
Captain Name, Class, Feats, Trait: Antonin Fire, Half Elf, Spellsword (Arcane/Warrior): Urban Crawler, Arcane Battery.
Specialist Name and Class: Burding Flesh (Doctor - Half orc)
Items: Mint Equipment X6
Sellswords&#8217; Names, Classes, Feats:
Hamling Sword (militia) - Halfing - Feat: Tank
Little Antoni (Acolyte) - Half Orc - Feat: Arcane Battery
Vlad Fox (Skirmisher) - Human - Feat: First Shot
Drei Hawk (Skirmisher) - Dwarf - Feat: Mountaineer
 
Company Name: Silver Wolves

Office: Nos

Captain: Serverian (Hunter) Feat: Wolfpack, first shot. Race: (Human) (Trait: Haggler)

Specialist: Entertainer

Sellswords: Samantha Goodwin: (Acolyte) The One. (elf)

Gire: (Militia). Human (Tough)

Chion (Skirmisher). Human (Wolfpack)

Melon (Skirmisher). Half elf (Wolfpack)

Vodka Vodkavich (Militia) Dwarf (Tough)

I'll do the spending breakdown and item acquisitions later.


Items: 6 Mint Equipment.


Gold Breakdown:

400 Starting Gold + 100 Haggler Gold + 5 first tier soldiers (-250 Gold) + 6 Mint Equipment (-150 gold) = 100 Gold leftover.
 
Company Name: The Companions of the Verivalan
Office: Cekic, Stracil
Captain Name, Class, Feats, Trait: Hovsep Vordintsovy, Dwarf, Footman, Sailor, Brothers in Arms, Watchful
Specialist Name and Class: Ara Shaganakaguynmashki, Dwarf, PR Officer
Items: Longboat
Sellswords&#8217; Names, Classes, Feats:
"Merrats", Militia - Dwarf - Tough - "Merrats" is an example of a Dwarf with no place on land. Known only by the name of his former company, it is gossiped that he is the reason they disappeared off the face of the earth.
Dejen Wede Merikebenyawi Kifili, Skirmisher - Human - Lonewolf - Origin unknown but presumed "far to the south", Merik, to give his company nickname, is a master with the sling and javelin. Rumors abound that he could shoot the emperor with a rock from wherever he is standing, but he rejects these rumors as fearmongering.
Vlado Noviot, Acolyte - Halfling - Healer - A halfling hailing from the mainland, he is the Companion mage. Were it nto for him, there would be no Companions anymore, and their names would be etched into the floorboards of the temples of the Verivalani.
Voski Aryunotvats, Militia - Dwarf - Tank - Surprisingly for the Verivalani, Voski is their only male priest, their only Dwarven Priest, and their only priest with no skill at magic whatsoever. Instead, he is the proud owner of a symbol that indicates his office. And a very, very large shield.

"Son, there isn't anything that a good axe and a longboat can do. Never seen a dwarf on a boat? Bloody hell, we're done for. Don't throw up, it costs money to clear your mother's damn cooking off my boots.
"Sellwording? What do you think we are, base hired thugs? No, my friend! We are the Companions of the Verivalan! Each man who joins us is subject to a life of hardship, of sea lief, and of continuous sacrifice! If you can't deal with that, then run back to your mam, it's past your bedtime!"
 
Company Name: Miriam's Most Illustrious Company of Condottieri
Office: Dv'gav
Captain Name: Miriam Minovich.
Class: Footman
Feats: Vagabond
Trait: Brothers In Arms, Tank
Race: Human

condottieri_by_uncle_pirog-d751v3v.jpg

That's Captain Miriam for you.

Notable Quotes: "Cash! Where is the gold, goddamnit!"
[expect more? I guess?]

Items: Mint Equipment, x5. If not enough cash, give 3x Mint to the Specialist, Captain and Footman, and 2x to Standard
Specialist Name and Class: "Anderson" - PR Officer..sort of. Human
Sellswords&#8217; Names, Classes, Feats:

Spoiler :
crossbowman_by_michaelkrein.jpg

Aleister Mira, Hunter, Forest Wanderer, Human
Notable Quotes: "Crossbows are an excellent way keep critters away, be they on four or two legs."
[woooords?]

Spoiler :
persuade___bonuses___by_majorexpendable-d4guwi9.jpg

Ain Ayra, Acolyte, Healer, Elf
Notable Quotes: "I stare into the future and predict...Uh...you're going to get stabbed. A lot."
[this is where text should be. but its not]

Spoiler :
just_another_dwarf_by_dwarfish_beer-d6u7oau.jpg

Ivich Maho, Footman, Tank, Dwarf
Notable Quotes: "Good mooooorning! Meet my spiky ball of steel!"
[more text once I have the will to do it]

also u should come on IOTChat
 
Good stuff so far folks. Couple notes:
@tolni - What races are your sellswords?
@cived/seon/everyone else - Don't forget to save some gold for equipment! Don't want your mercs to have to throw their boots at the bad guys.
 
20140925194314


Company Name: Rum Serpents
Office: Cieszyc
Members:
-(Captain) Marja Vanska (Half-Elf Mystic Acolyte-Skirmisher - Sailor, Healer)
-Ivana Hostivita (Human Acolyte - Sailor)
-Elena Sakarova (Human Acolyte - Arcane Battery)
-Fox Hamadan (Dwarven Militia - Tank)
-Sami Nevalainen (Elf Alchemist)
Spending: 400 gold
-200 gold on a galley
-100 gold on 2 T1 members
-75 gold on 3 mint equipment
-20 gold on 1 will potion
-5 gold...banked, I guess?
 
tn26mUPJ_400x400.jpeg

Company Name: Lucid Crow
Office Location: Odrodzi
Captain: Uruhara (Level 5 Wizard, Human)
Age: ????
Trait: Mystic
Feats: The One, Forester (x2), Mountaineer (x1)
Spoiler :
tumblr_muxledvlDe1svkdu7o1_500.jpg

----

Mage: Natalia(Elf)
Age: 17
Feats: The One, Forester (x1), Urban Crawler (x1)
Spoiler :
300


-----------

Specialist

Drill Sergeant: Lubbock

----

Recruit: Zolo
Race: Dwarf

----

2 Mint equipment

------

Natalia was a lonely elven girl in a small town on the trading roads, harboring a powerful magic talent in herself. She tried to deflect attention, working mostly as a maid at the inn, and then at night trying to practice her magic. She could tell she had a great gift, but without formal education she could not advance, or even secure an apprenticeship, being dismissed as just another elven girl with dreams of grandeur.

One day, a strange boy appeared in her village, tired and hungry. Weak from his long travels, he tried getting food with his magic but could only manage a spark, and a murder of crows that surrounded him squawked in what sounded like laughter. That was enough for Natalia though. He could be her co-collaborator in learning magic, and she imagined her and the boy pooling their resources to buy spellbooks and other magical equipment. She bought him a meal, and as he scarfed it down, he explained that where he came from, there was no concept of money. He had not eaten for months in this land, but as he finished his food, all of his strength returned. At this moment, Natalia realized she was not dealing with a boy who could barely manage a spark, but a full fledged wizard.

The terms of their deal were radically altered, and the boy, Uruhara was his name, was forced to agree to take her as an apprentice. They arrived in Odrodzi, and after doing a favor for a half-Orc merchant, secured an office space in the city. Uruhara, after his initial horrible experience with capitalism, was eagerly seeking to apply his arcane abilities to the art of making money. The name "Lucid Crow" was picked after picking two words from a hat.

As for the apprenticeship, at times it seemed insane. Natalia would quiver with rage as she continued doing things such as sweeping and handing out posters, things that Uruhara assured her were essential aspects of her training. But when he went out on missions, he almost never brought her.

One time he did though, after 6 months of nothing to do with magic. She watched as Uruhara tore across the battlefield, single-handedly wiping out an entire company. After that day, Natalia learned to fight with Uruhara's explosive style. While this has made Natalia strong in her own right, it means that they can barely work together, in fear of stepping on one another's toes. While she still has to train herself so she might fight in actual combat, Uruhara feels comfortable sending her out so long as she has a bodyguard or three. Natalia has become more trusting in their relationship, and more confident in herself. She runs most of the business functions of Lucid Crow, greets clients, and keeps Uruhara in line and out of trouble. However, when it comes to magic and combat, she is willing to defer to him, knowing that she is a long way from his level, and has kept to her training with vigor.

Today, the guild of Lucid Crow is still unknown to the wider world, but at the least within the city, there are the rumors of a powerful wizard and his apprentice available for hire. There may be hundreds of crows circling outside, but once inside, if you have a problem that can be solved with magic, then it will be solved.
 
Company Edict : The Emerald Flame
Office Location : Midor Ish
Captain : Rakon, the bandit, (Human Hunter)
 
Good stuff so far folks. Couple notes:
@tolni - What races are your sellswords?
@cived/seon/everyone else - Don't forget to save some gold for equipment! Don't want your mercs to have to throw their boots at the bad guys.

Derp.

How much does equipment cost?
 
Derp.

How much does equipment cost?

Standard is 10g, mint is 25. There's more in the 'items' section under 'making and using gold.'

I didn't mention it in the rule, so I'll edit it in later, but you're Sellswords' attributes will never be less than 1. So a recruit with decrepit weapons will still have f/m/a of 1/1/1.
 
okay that's really helpful actually
 
Interest post. Will submit something when I have time this week-end.
 
Claiming "Shadowdancers" as a company name. Entry inbound.

*** ENTRY HERE ***

Company Name: Shadowdancers

Office: None yet.

Captain Name, Race, Class, Feats, Trait:
Sargal, Human, Adept, Urban Crawler x 2, Sweet Talker.
Age: 25.
Sex: Male

Specialist Name and Class:
Drill Sergeant - Can train up an inactive (not resting) sellsword by (5*level) hp a turn. <You mean xp, not hp right?
Kran, Drill Sergeant. Dwarf.
Sex: Male

Items: 3 standard equipment, 1 mint equipment. 55 g.

Sellswords&#8217; Names, Races, Classes, Feats:
Morgun, Dwarf, Warrior, Tank. 225 g.
Age: Middle aged for a dwarf.
Sex: Male

Saphaleh, Elf, Acolyte, Arcane Battery. 50 g.
Age: 30s aged for an elf.
Sex: Female.

Ront, Human, Recruit, -. 10 g.
Age: 15.
Sex: Male.

340 g total.
(13 upkeep)
 
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