Showing posts with label blackguard. Show all posts
Showing posts with label blackguard. Show all posts

Friday, February 9, 2018

Who Are Your Mercenary Companies?

PCs come from all walks of life. Some of them have been soldiers, others were scholars, and more than a few of them were craftsmen, priests, and farmers. All too often, though, players won't give you a detailed answer on their character's work history. They simply reach for the low-hanging fruit as a way to plug the huge gap in the PC's backstory. While the most common answer by far seems to be, "I'm an adventurer!" (and I've covered that previously in Stop Using The Word "Adventurer" And See How It Changes Your Game), the second-place contender is typically that the PC is a mercenary.

Problem?
Now, that isn't to say that "mercenary" is a bad background for a PC, or that your world shouldn't have freelance troops ready for hire. However, rather than just letting a player give a general job title, dig a little deeper with them. Ask why they left the group they used to work for, what trappings they took with them, if they would be welcomed back, and most importantly, who they've served with?

And if you need help with that last one, you might enjoy 100 Random Mercenary Companies from Azukail Games (authored by yours truly). Also, if you're going into the high tech future, you might want to take a look at 100 Sci-Fi Mercenary Companies as well!

Give Them Options (And Watch Characters Grow)


Mercenary companies come in all shapes, sizes, and flavors. Some are cavalry tacticians, while others are unsurpassed foot soldiers. Some are sailors in times of war, and pirates in times of peace. Every mercenary company, though, has a reputation. Because that reputation is often what they sell themselves on, and how they attract new blood.

The 100 Ronin have won wars simply by being hired, their reputation is so fierce.
Whether you take inspiration from history by looking at groups like The Varangian Guard (viking and Anglo-Saxon mercenaries who protected the Eastern Roman emperors), or you decide to make up something out of whole cloth like the Lost Squires (a group founded by squires whose knights died, leaving them half-trained, but otherwise masterless), these groups add a lot of potential to player backstories.

Take a moment to ask what mercenary companies exist in your setting? How big are they? Who founded them? What is their reputation, and do they have any kind of uniform or badge to mark out members? Do they have a motto, or a doctrine? Do they claim to serve a higher purpose, such as being servants of a god of war?

Also, remember, free companies have all sorts of needs, and will hire all kinds of freelancers. So if you're looking for a spin on "Dark Ages PMC", here are some examples to consider.

- The Acolytes of Arannis: Founded by the evoker Arannis, the war wizards of the Acolytes specialize in ending wars with arcane might. Their commanders are made up of wizards, sorcerers, bards, magi, and even alchemists, but the company also boasts assassins and warriors trained in how to kill spellcasters should the need arise.

- The Harbingers of Sorrow: Every war has losers, and the Harbingers of Sorrow was originally formed from those who knew how to fight, but who had nothing left to fight for. Dressed in funerary black, the Harbingers fight in almost complete silence but for bellowed orders, and droning war horns. Their ranks are made up of disowned knights, exiled warriors, and veterans who lost everything but their swords when their units fell. The Harbingers never flee, it's said, because they have nowhere else to run to.

- The Jolly Company of The Black Flag: When war turns to peace, sailors often turn to piracy in order to keep food in their bellies. While there was much to be made plundering merchant ships, Captain Korgon Blood realized there was even more to be made in keeping them safe. The half-orc and his galleons hired themselves as escorts, using their knowledge of the other captains to avoid being attacked when they could. While the Jolly Company is mostly legitimate now, there are always rumors dogging them that they aren't above playing both sides of the water... or in staging attacks by phantom pirates to drive up demand for their services.

But What About Independent Operators?


With all of that said, there's still plenty of room for independent contractors. After all, sometimes a caravan just needs an extra sword, and one more pair of eyes. Maybe your employer has a very specific job he wants done, and it's a one-time gig for a professional like you. Perhaps you specifically operate in gray areas of the law, so they want someone not affiliated with any established group.

That's still an option. However, the iron trade is a booming business anywhere there's strife and conflict. So consider expanding the world a bit, and giving your players several mercenary groups they could have been affiliated with in the past... or which might recruit them in the future!

Also, speaking of mercenary companies, you may want to consider Blackguard. They hire anyone, regardless of past criminal history, alignment, race, or class. And they're particularly keen on doing outreach to groups that tend to be marginalized. Kobold survivors of warren raids, orcs whose parents were killed by wandering sellswords, and even to those serving convictions for misuse of the mystic arts. Blackguard has a place for you, if you're willing to step up!


 
That's all for this week's Fluff post. Hopefully it got some wheels turning out there, and if you have any unique mercenary companies of your own, feel free to leave a description in the comments below. If you'd like to see more content from yours truly, then check out my Vocal archive, or head over to the YouTube channel Dungeon Keeper Radio where I work with talented gamers to create things like that Blackguard video above. To keep up-to-date on all my latest releases, follow me on Facebook, Tumblr, and Twitter. And, if you'd like to support my work, please head over to The Literary Mercenary's Patreon page, or click here to Buy Me A Coffee! Either way, I'll be happy to send you some sweet gaming swag as a thank you for your support!

Friday, January 29, 2016

The "Compassionate" Antipaladin

A paladin's fall from grace is one of those stories we all dread, but simultaneously want to see. There's something compelling about someone struggling for perfection, falling short, and then deciding to embrace their moral terminal velocity to become a perversion of all the things they'd once stood for. Some paladins fall out of pride, some out of envy, and others because of greed, or lust. But what happens when a paladin takes the left hand path not because of a human failing, but because of a core virtue taken to an extreme?

That is the Compassionate Antipaladin, and it's where the story of Ezekiel Cairn begins.

You have to earn that black armor.

The Life (And Death) of Ezekiel Cairn


In life, Ezekiel was everything you would expect a paladin to be. Selfless, devoted, charitable, and he was always willing to extend a hand before reaching for his sword. He was loyal to his compatriots, fair in his rulings, and he understood the value of life. Whenever he was forced to fight, he dug his enemy's grave with his own hands. That way he never forgot the burden he carried on his hip, and in his heart.

As with many paladins, Ezekiel sacrificed himself to protect his friends. He passed with no regrets, and pleased that he had done his duty well. And, as one would expect from a virtuous man who had worked so tirelessly for the benefit of others, he was richly rewarded by his patron in the afterlife.

Long days on the beach, with nary a sunburn in sight.
 
Time didn't have much meaning in the after world, but it seemed like he'd only just allowed the weight to truly drop from his shoulders, when he felt a pull. His comrades were trying to resurrect him. Deciding that his duty wasn't done yet, Ezekiel heeded the call, and returned to his broken, bloody body, coughing his way back into the world to take up the fight anew.

Death Was Only The Beginning


Returned to life, and with renewed vigor flooding his limbs, Ezekiel stood with his compatriots once more. For a time, he fought all the harder, knowing for a fact what awaited him in the heavenly realms. Worldly concerns seemed lighter, and less important than they had before. Hardships were easier to endure, and even arduous tasks were easier to complete.

For a time, anyway.

An irritant slipped into Ezekiel's mind, though, and began building an ugly pearl. The heavenly realms were eternal, and pure. The gods meted out punishment and reward based on the actions of a mortal's life. Yet, for all the promise, the world was full of terrors, and pain. Children with empty bellies forced to steal, cringing from the hands of abusive parents. The weak violated by the strong, their screams answered only with harsh laughter, and sharp blows. Jealousy, hatred, envy, and greed ate away at the finest souls, turning virtuous youths into corrupt old men. All at once, the cycle of mortality no longer seemed like a beautiful promise. It was a punishment. A hobbling wheel full of unnecessary suffering and torment, where no one reached the end free of scars and blood.

His duty was clear. Ezekiel would break the wheel, and murder the world.

The Elements of a Truly Threatening Villain


We've all seen the villain who plans to kill everyone in the world, but rarely does that goal make sense. After all, if the villain destroys the world, then where is he going to live? In the case of the Compassionate Antipaladin, though, he's making the ultimate sacrifice, in his mind. He will commit the unspeakable horror of wiping out every life in the world, so that others can remain pure to attain their reward of heaven. Worse, he is knowingly sacrificing his spot in paradise in order to do this great and terrible deed.

Because when your path gets dark, you own that shit.
 
As an individual, the Compassionate Antipaladin is frightening. His zealousness, combined with an array of brutal abilities, is enough to give any group of adventurers pause. However, the idea that drives him, combined with his charisma and zealousness, can be hideously persuasive. The rhetoric could, all on its own, lead to horrors. Paupers who drown their children before hanging themselves. Riots as the poor are slaughtered in droves to send them to a safer, warmer place. The formation of an army of martyrs who want to take on the selfless role of shepherding the world's populous on to the place where everyone receives their just rewards.

That's where the true power of the Compassionate Antipaladin comes from; the combination of twisted logic, and the determination to continue on until the job is complete. As an individual, this kind of antipaladin is a force to be reckoned with. If he forms alliances, and gains a following, then it's possible he could take serious steps toward achieving his stated goal. Whether he's given a battalion of infernal creatures at the behest of a demon lord, resurrects a fighting force of the dead, gains the service of his own murder cult, or some combination of all of these, this sort of character could easily swing heavy as a campaign's Big Bad.

A villain with goals on this grand a scale is also notoriously difficult to put down, and keep down. Demonic overlords aren't likely to let someone like this stay dead for long, especially if he's a useful tool. So if your party does manage to kill the Compassionate Antipaladin, an evil resurrection with dire results (and possibly adding a new template for additional challenge) is an option. Or, if your villain refuses to stop, then he may become a Graveknight. For those of you unfamiliar with the creature, it's like a lich for melee characters, whose raw determination and refusal to be stopped by something as paltry as death, imbues their armor. Their spirit, trapped within the steel they once wore and able to regenerate from nearly any defeat, makes them nearly impossible to kill for long.

DMs, if you've been looking for a monster we can sympathize with, but who still has one of the highest-stakes motivations out there, have fun with this villain! Also, if you're looking for more tips on memorable bad boys, you might want to check out Under The Black Hat: Tips On Writing Believable Bad Guys, and Tips For Playing Evil Characters (Your DM Might Allow).

And for more tips on paladins of all sorts, take a look at 5 Tips For Playing Better Paladins!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, July 4, 2015

The Risen Antipaladin (How You Can Play A Paladin In An Evil Campaign)

Like a lot of other gamers I've been hearing chuckles of wicked glee surrounding the adventure path Way of the Wicked from Fire Mountain Games (if you have no idea what I'm talking about, check it out right here). Not only is it a well-written level 1-20 campaign, but it is a game specifically geared toward evil PCs. It's a game where you get to open up that restricted door and let out the serial killers, the cultists, the brutes, the monsters, and all the other villains that lurk in your shadow's subconscious.

So naturally, that got me thinking about what I'd like to play in an evil campaign. So, when presented a chance to bring any terrifying monster I have locked up in the depths of my mind, I decided I should bring this.

The guy on the left is the one I'm talking about.
In the spirit of my entry about The Android Barbarian, I'd like to discuss my idea of the Risen Antipaladin.

The Redeemed Villain


In the long ago and far away there was a book that sensible DMs kept out of their players' hands; The Book of Exalted Deeds. That book was full of feats and spells of such holy power that they would melt the flesh from the bones of devils, and bring light to the deepest darkness of hell. In the flavor section, the book laid out the basic archetype of the redeemed villain. It is what you think it is; a character who has lived a life of bloodshed, violence, and corruption, but who has turned their back on that life to do good deeds.

The Advanced Player's Guide gave us the antipaladin as the exemplar of evil; a warrior who holds no regard for life, liberty, or the well-being of others. Terrible to behold, and powerful beyond belief, antipaladins are often made from fallen paladins... but sometimes they're not. Sometimes, as you see on page 121 of the APG, antipaladins are rigorously trained for that specific life. In some cases they may even be bred for the role that they'll be forged to fill. While an antipaladin may turn his back on the pain and horror that made him who he is, those things still live inside him. He may try to keep them at bay with prayers, and to smother them beneath the weight of good deeds, but he'll always know what he was... and what he might be again.

The Thin Line Between A Good Man, And A Bad


For Way of The Wicked you begin the game with a prison break. You're all bad guys, and so it makes sense for you to throw in together to get out of this place. Then in walks the new fish. A few weeks ago he was the empire's golden boy; a blade of light, and a shield against evil. Then it came out who he really was, and despite all the good deeds he'd done, he was locked up for the terrible crimes he could never wash out. Maybe some of the villains were arrested by him  when he was called the Hammer of Justice, and was a force for good in the empire. Maybe some of them know him better by his old names; the Bloody Knight, the Bone Burner, or the Shadowman. The right hand of the devil himself, there were some who said that as long as he did the infernal lords' bidding that he couldn't be killed by mortal weapons. That he'd fallen a hundred times, always to rise and wreck bloody vengeance on those who had caused him pain.

A man born and raised in darkness.
Could your villains truly turn down the help of such a powerful ally? Especially if, as some suspect, that his black heart beats closer to the surface than you'd think?

Blood and Bone


There are a lot of ways you can set this situation up. Long-lived characters like elves and dhampir are ideal for those who were once terrible villains, and who have tried to bury that past behind them for many years. Tieflings and aasimar have infernal and divine blood, which can add into the story of struggle to define oneself. Humans are perhaps the simplest, and as paladins (or antipaladins) they'd greatly benefit from the Eldritch Heritage feat tree (more on that feat tree in How To Power Up Your Pathfinder Characters With The Eldritch Heritage Feats).

My particular favorite for this setup is a human paladin with the Infernal eldritch heritage. You have someone who, before he was even born, was being pushed onto the left hand path, and it's only been through sheer will and refusal to let go that he's managed to hang onto the grace he's found at the end of his repentance.

You Won't Last Long Here, Friend


While it might seem like a noble struggle, in an evil campaign it's only a matter of time until your hand is forced. Sooner or later you'll wade through enough filth that your grip on grace will slip, and you'll fall. And when you fall you're going to fall very, very hard.

We're talking ALL the way down.
That sort of thing is to be expected, and it's part of the challenge of the concept. The goal is not to make it through an evil campaign while playing a paragon of virtue; the goal is to see how far you can get before you take that plunge. And if you see your fellow players sniggering and elbowing each other, planning to drag your down off that plinth before you or your story is ready, just deliver a little in-character speech that goes something like this.

"They say the Bloody Knight's blade was never dry. That he would quench that steel in whomever was near to hand at the slightest provocation. Even his own allies. He was a man who would cut the tongues from those who disagreed with him, and who would cripple those he thought less than worthy. He was a creature of suffering, torment, and agony, whom even demons groveled and sniveled before. Tell me truly, do you really want that man to be sitting here by the fire when you sleep tonight?"

You Put Down The Darkness Once... And You Can Do It Again


A fun little hat trick for this concept requires you to get your DM's assistance in one, major manner. You need to give yourself a liege lord, and take the Absolute Loyalty trait at creation. That way you get a get-out-of-falling-free card you can use once and only once to cast atonement on yourself, assuming that what you're doing is at the behest of your lord commander. The trait implies you need to do it immediately, but with storyteller permission you might be able to hold onto it until an appropriately climactic moment so that you can slam the door shut on the fiend, and return to grace.

Even if you don't go that route, though (or do something equally cheap like recruiting a cleric to cast atonement on you once you reach a high enough level), there's nothing that says you have to remain wicked. You redeemed yourself once, and you can do it again... but some situations really do call for a monster.

For more tips applicable to paladins, check out my 5 Tips For Playing Better Paladins!

That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!