Decamper
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- Joined
- Jul 28, 2014
- Messages
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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
- Socks: 5
- Spoons: 6
- Forks: 2
- Sporks: 4
- Garreth, Merchant Lvl 1
- Toble, Doctor Lvl 1
- 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.
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.
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
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.
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
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
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.
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).
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.
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.
- 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.
- 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.
- 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
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.
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).
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.
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.
*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.