Nameless Mercenary Unnamed Company
10,000 14 Jan 1648 Outside Leipzig, Saxony
Health 100 / 100
1
Lvl 1 / 10 0 / 100 XP
Physique0
Charisma0
Intellect0
Subterfuge0
Discipline75
Morale75
Strength75
Loyalty75
Chronicle of Steel & Coin
Warband Simulator
1648
Made by Kyrie/Aelfwine

Europe bleeds. Thrones tremble. The fate of nations hangs upon the edge of pike and powder.
You are a mercenary captain of no great birth and uncertain fortune, yet history is written by those bold enough to seize it.

Alter the Course of History
Thirty Years' War
1618 – 1648  ·  Holy Roman Empire
English Civil War
1642 – 1651  ·  Kingdom of England
The Fronde
1648 – 1653  ·  Kingdom of France
Khmelnytsky Uprising
1648 – 1657  ·  Cossack Hetmanate
Roll of Enlistment

Forge Thy Captain

All particulars shall be entered upon the muster roll, lest the chronicle remember thee as nameless.

Identity
Station

Europe, for all its sermons, has long known a third estate of being. Choose the manner befitting thee:

Free Company
Starting Theatre

Where shall thy company strike its first camp? Other theatres remain unreachable, for the moment.

Thirty Years' War
1618 – 1648  ·  Holy Roman Empire
English Civil War
1642 – 1651  ·  Kingdom of England
The Fronde
1648 – 1653  ·  Kingdom of France
Khmelnytsky Uprising
1648 – 1657  ·  Polish–Lithuanian Commonwealth
Thy company shall encamp outside Leipzig, in Saxony, with the Imperial cause on one hand and Swedish horse upon the other.
Personal Attributes

Distribute 10 points amongst thy faculties.

Physique
0
Charisma
0
Intellect
0
Subterfuge
0
Initial Muster

Thy father's estate yields 10,000 thalers. Hire as thou wilt, but mark well: each cohort thereafter demandeth coin and bread by the month.

Treasury 10,000 / 10,000 thalers
Spent on Muster 0 thalers
Monthly Upkeep 0 thalers · 0 supplies
Battle Tactics

Battles unfold upon a chequered field, after the manner of chess, each cohort a piece, each tile a yard of broken ground.

  • Melee Infantry, pike, halberd, the backbone of every well-ordered tercio. Brace and gut frontal cavalry.
  • Ranged Infantry, arquebus and musket. Deadly from afar; smoke and hedge may yet blind them.
  • Melee Cavalry, cuirassier, hussar. Loose them upon a flank or rear; gunned down should they charge a steady line head-on.
  • Ranged Cavalry, reiter and dragoon, swift skirmish and pistol-shot.
  • Artillery, the great pieces, longest of reach. Slow to limber, slower still to reload. May also level fieldworks, splinter bridges, fell stands of trees, batter stone houses to ruin. Mountains, alas, stand against any shot.

Terrain & passage: every cohort can step a single tile in any direction, even up a hillside or into the woods, though rough ground spends its whole movement. Rivers may be waded slowly; bridges cross them at the pace of plains. Trees, houses, and mountains forbid passage outright, though guns may yet clear the first two.

The Armory drills and re-arms each kind of cohort, granting +5% damage and armour per rank, to five ranks. Pay in coin or in stores.

The Encampment

Thy Camp Stands Ready

Captain of .

Camp · Outer Yard

The Training Ground

A great square of trampled earth, ringed by pike-racks and straw butts. Sergeant Hesse drills the recruits past supper, when the cooking fires gild the dust. Here the company's mettle is hammered into shape, blow by blow.

On the Eve of Engagement

Make Ready the Company

The mock foe is drawn up on the far end of the field. Thou hast one hour before the trumpets sound. Choose how thou wilt spend it.

Select one preparation, a single skill check
The Field of Honour

A Skirmish at Dawn

Thy Turn · 1
Plains Hills Forest Urban Tree House River Bridge Mountain
Camp · Inner Sanctum

The Command Tent

Within the captain's tent, maps lie unrolled and pinned with daggers. Couriers come and go on muddy boots. From here thou seest the wars of Europe at a glance, and the small marks thy company hath left upon them.

Camp · Public Notice

The Mission Board

Pinned with daggers and bone-headed nails, the notices flutter in the wind, contracts from burghers, magnates, prince-bishops. Couriers ride daily from the great cities; envoys still warm from a hard ride wait beneath the awning. Some matters are spoken low and only to thee.

Completed, Awaiting Turn-In
Open Offers
Camp · Outer Yard

The Recruitment Tent

A line of hungry men and a few hard women winds out from the tent flap. The quartermaster's clerk asks names, signs them with a fee in advance, and points them to the colour-sergeant.

5,000 Thalers
Camp · Forge & Stores

The Armory

Smoke curls from the forge, and the apprentice's bellows wheeze. Spare pike-heads stand in barrels of straw; breastplates hang on pegs in the gloom. Each band of cohorts may be drilled and re-armed at the smith's expense, +5% damage and armour per rank, to a maximum of five ranks. Pay in coin from thy purse, or in iron, powder, and timber from thy stores.

0 Thalers 0 Supplies
Camp · Surgeon's Tents

The Infirmary

Linen, hot water, and the steady curses of the surgeon. The wounded are sorted: those who may yet stand to a line, those who must rest, and those past help. Supplies bind the bandages; time, the rest.

1,000 Supplies
No cohorts presently require the surgeon's care.
Camp · Threshold

The Gates

Beyond the gate, the road forks toward every quarter of the Empire. The watchman lifts his lantern: with a contract in hand, the road leadeth somewhere, without one, it leadeth nowhere of consequence.

Active Contracts
Camp · Market

The Trade Caravan

Wagons drawn up under a flapping canvas, drovers shouting prices in three languages. The caravan-master will sell thee bread, powder, and timber by the bushel, or buy off thy surplus when the road is long. His rates favour the house.

0 Thalers 0 Supplies
Buy Supplies
at 2 thalers per supply
Sell Supplies
at 1 thaler per supply

Deeper trade, rare wares, faction-tied prices, caravan reputation, will come in time.