Okay choice time (and no you can't be a Trow...):
Name: (feel free to supply a name of your choice, if you need suggestions we can do that too)
1. Sex (should be self explanatory):
a)male
b)female
Background:
Here is how this will work, pick your top three options, your first pick gets 3 points, second 2 and last 1. If you can't find three you like, (well then I guess I really do suck at this); no worries just pick the ones you like or try "the kid" option.
Also I am limiting you to "starting classes" so no Heron Guards, if you really want to be one you can try to win the tournament they will be holding.
Stats work on a one to ten scale, they are not absolute measures of ability per say but should help you figure out how good the classes are in relationship to one another and potential threats, (for example a Trow has a strength of 10, and an Archmage has a intelligence of 10 and so on) the stats can improve with effort but don't expect it to happen very often (maybe once a chapter, if you pick the right choices).
Your character will also have skills which are easier to acquire but no less useful, to keep this simple I will just list the skills as you get them, if it is on the list then you are proficient at it, if we need a more complicated system then that I will come up with something. Most importantly if you want to try something then let me know and I will see if it is feasible. Any questions about a skill just ask and I will try to clarify.
Oh, one last thing, the apprentice starts out with magical knowledge and an "in" into magical circles but magic is not innate in Myth. Anyone can learn provided they have the patience and someone willing to teach them (it will be harder to do with the other backgrounds however).
2. Backgrounds:
a) The Apprentice:
Str: 3/10 Dex: 4/10 Con: 5/10
Int: 7/10 Wis: 6/10 Cha: 5/10
Useful Skills:
Literacy, Language Bruig, quick learner, magical training, scholarly knowledge
Equipment:
plain clothes, spellbook, knife
Current Spells:
An assortment of utility spells and a basic attack spell, nothing special.
You did not fight in the war but rather served your master behind the front lines. Your master was harsh but fair and took good care of you, unfortunately he died in defence of the dam across the Ire River. He often told you that you had the potential to become a true great. You came to Muirthemne in pursuit of magical knowledge as even ruined it is the greatest repository of arcane knowledge in the world and home to a number of colleges and wizard circles.
b) The Veteran:
Str: 5/10 Dex: 5/10 Con: 6/10
Int: 5/10 Wis: 3/10 Cha: 6/10
Useful Skills:
Combat Knowledge, Tactics, Leadership, Literacy, Language Bruig, herbal skill
Equipment:
Broadsword, Kite Shield, Mail, Pot Helmet
You fought alright, sword and shield against the Dark. Ghôls, Souless, Thralls you fought them all but the worst were the enemy mercenaries, living men turned to the service of the Dark. Through the cold and the heat and the blood and the shit you fought on (you even lost an eye to an enemy arrow of all things). All your mates may be dead but you won and free men and women can live their lives because of your sacrifice....
And then they let you go...
So now here you are in Muirthemne searching for work and a meaning to your life...
c) The Northerner:
Str: 8/10 Dex: 6/10 Con: 7/10
Int: 2/10 Wis: 5/10 Cha: 2/10
Useful Skills:
Combat Knowledge, Tracking, Outdoorsman, Berserker Rage, Resistance to Cold, Silent, Language Berserk, Language Bruig
Equipment:
Wool Armour, Greatsword
You could hardly care less about the soft men and women of the empire. You signed up and left the "Strainer of Kraken" to fight the blasted Dark Lords and to keep your word to a dead empire. Now that the war is over perhaps you will stay and perhaps you will go but always you will search for the next great battle and always will you hold the honour of the Beserk lands close to your heart.
d) The Inventor:
Str: 5/10 Dex: 6/10 Con: 6/10
Int: 8/10 Wis: 3/10 Cha: 1/10
Useful Skills:
tinker, demolition training, friend of the dwarves, Language Bruig, Language Dwarven
Equipment:
ruined clothes, backpack with 40 improvised "dwarven" cocktails, 4 satchel charges
You sit in the corner by yourself, you almost wish the damned Fallen Lords had won, at least then you would not have to worry about your future. You are the product of one of the Emperor's attempts at modernizing the army through the introduction of dwarven weapons and knowledge. It was all going so well until on of those idiot nobles blew his own head off with one of your rifles. Now the whole program has been mothballed and you have been cast out with barely a penny to your name...
e) The Archer:
Str: 5/10 Dex: 7/10 Con: 4/10
Int: 3/10 Wis: 3/10 Cha: 8/10
Useful Skills:
Archery, keen eyes, Language Bruig, Language fir'Bolg, courtly manners, combat knowledge
Equipment:
Bow, 24 arrows, 1 fire arrow, cloth armour, knife, falchion
You had joined the archers before the war because father had demanded it. You never thought you would actually be accepted, but the fir'Bolg had seen something in you and taken you into their forests. They had taken in the spoilt child of a minor noble and turned that same spoilt child into a crack shot with a bow, and you made the Dark pay for every inch of ground they tried to take. Following the war you returned home to Strand but Soulblighter had left nothing in his wake, your family dead, your estate in ruins you set out once more to find adventure, to rebuild your family name and to win eternal fame.
f) The "Merchant"
Str 6/10 Dex 6/10 Con 5/10
Int 4/10 Wis 4/10 Cha 5/10
Useful Skills:
Combat Knowledge, gambling, born liar, thief, language bruig, language ghôl, dirty fighter
Equipment:
thick cloak, mail, round shield, broadsword
You pull the cloak closer around yourself as the stranger finishes his tale. You remember the war, you lived it, but from the other side. You were a sell sword in the pay of the Fallen Lords. You won't lie to yourself, though you lie to everyone else, you loved it even as it scared you. The nobles, the merchant lords, all those who had kicked you and beat you and ran you out of the service; well you got them back and even made a fair profit doing it.
And then one day, the mother of plagues, Shiver marched into your camp at the head of a column of Myrkridia.
And you made the mistake of looking into her eyes...
And you saw the madness and ever so much death and you ran...
In truth you still have not stopped running, maybe here in the capitol of Alric's new Cath Bruig Empire you will finally find a reason to stop.
g) The Scavenger
STR: 4/10 DEX: 5/10 CON: 6/10
INT: 6/10 WIS: 7/10 CHA: 2/10
Useful Skills:
Literacy, Magical Training, Scholarly Knowledge, Herbal Skill, Keen Eyes, Language Bruig
Equipment:
clothes, knife, spellbook, a weathered book "On the cycles of Light and Dark", a very stylish hat
Spellbook:
a variety of utility spells and simple attack spells
A life-long study of the arcane and a master with a single-minded obsession for lost artifacts hasn't made you particularly charming, but it's given you a strong constitution, a keen eye for traps, and an even keener mind for magic. Your thirst for knowledge has brought you to Muirthemne, in search for one of the Halycon Stones. Your master would also have come with you if your last excursion into a tomb didn't end with him triggering a pressure plate. Not to worry though, you haven't let the sight of his strewn entrails diminish your optimism. The only trouble here seems to be seeking out some help for your journey. For some reason, everyone seems to think your plan is insane and they don't even want to bother hearing you out.
h) The Courtesan:
Str: 1/10 Dex: 5/10 Con: 3/10
Int: 7/10 Wis: 5/10 Cha: 9/10
Skills:
Born Liar, Quick Learner, Literacy, Courtly Manners, Magical Training, Sexpert
Equipment:
Knife, fine clothes, spellbook.
Spells:
An few utility spells.
Background:
Opportunity is where you find it. Riches and nobility and stories of heroes of light battling dark lords - all of those had little meaning to you. Growing up in a city still recovering from the Fallen war six decades ago, you made a living the only way you could, taking the only opportunity you had. You sold your body, and you were good at it. To capture the nobles' attention you learnt how to speak in a way pleasing to them. To give yourself that little edge over the younger girls that joined the establishment with every passing year, you plied simple tricks of magic from the mages that favoured you. In another life you could have been a mage yourself, they said, lying in bed while you flattered their ego. You laughed. This life suited you just fine. It was one where you did not have to lift a finger for your whims to be fulfilled.
Then, Soulblighter came.
What use had the undead for a courtesan?
The city was razed. Your patrons were killed. You escaped, but just barely.
In the aftermath of that war, you wandered, travelling from town to village to town, doing what you could to stay alive. It was not aimless. You had a destination in mind. Muirthemne, crown jewel of the east. Opportunity is where you find it, and in the new Empire's seat of power, there will be plenty.
i)The Prodigy (designer's note - Male fits better for this)
STR: 3/10 DEX: 4/10 CON: 4/10
INT: 9/10 WIS: 6/10 CHA: 4/10
Useful Skills:
Quick Learner, Herbal Skill, Keen Eyes, Literacy, Language Bruig, Language Berserk
Equipment:
3 Mandrake roots, wool armour, knife
You had never quite fit in, growing up in the lands of Gower. The hearty Northmen there were known for both their great mirth and their great skill at cleaving a man in two. You were known for a dour demeanor and could barely even hold onto the massive claymores your kinsmen carried into battle, let alone cleave a man in two with it. Your peers mocked and bullied you mercilessly for your frailty, and while you ended up developing a thick skin and a stoic attitude from the abuse, you yearned for an escape.
Your salvation came in the unlikely form of Soulblighter's army. His undead had laid waste to your village to add more to their number as they marched further west. Your bolder kinsmen, aided by a token Legion force, placed you in the rearguard of the defense, seeing you as too much of a liability up front.
As they charged forward to meet the enemy, they didn't spot the wight shambling out of the riverbed.
The wounded were brought back to you and a fur-garbed Southerner with the Legion. Shaking, dismembered, and pus oozing from their festering wounds, you went to work by amputating, applying tourniquets and disinfecting wounds with what you had taught yourself of medicine.
While most of your kin had survived thanks to your efforts, rather than growing fond of you, they became more resentful. As they saw it, you had denied them an honourable death. For his part, the Southerner was in awe of your skills; a skilled healer with no formal training was unheard of in the walled, sprawling city of Muirthemne where he hailed from. As he left, slinging his shovel across his back while returning to his comrades, he urged you to seek him out in the city, should you find him. He was even kind enough to provide you with a book, though you didn't have the heart to tell him you were illiterate.
That was over a year ago. Your journey here has been long and difficult, and you've taught yourself to read in the meantime, but you've finally made it. Now to make a new life for yourself.
j) The Witch:
Str: 2/10 Dex: 6/10 Con: 4/10
Int: 8/10 Wis: 6/10 Cha: 4/10
Useful Skills:
Literacy, Language Bruig, language ghôl, quick learner, magical training, scholarly knowledge
Equipment:
thick cloak, plain clothes, spellbook, knife
Current Spells:
An assortment of utility spells and a basic attack spell, nothing special.
You pull the cloak closer around yourself as the stranger finishes his tale. You remember the war, you lived it, but from the other side. Unfortunately, for some reason your master picked the wrong side in the conflict. He was not the kindest man, but you served him faithfully. Or maybe that was fearfully. Until one day, the mother of plagues, Shiver marched into your camp at the head of a column of Myrkridia.
And you made the mistake of looking into her eyes...
And you saw the madness and ever so much death and you ran...
In truth you still have not stopped running, maybe here in the capitol of Alric's new Cath Bruig Empire you will finally find a reason to stop. You have no idea what happened to your master but it was probably (and hopefully) nothing good.
k-z) The "Kid"
Str -- Dex -- Con --
Int -- Wis -- Cha --
Useful Skills:
Equipment:
Your life is an empty book, just waiting to be written...
Don't like any of the characters well then fear not, come up with your own. You have 30pts to spend on stats, pick a reasonable equipment load out (weapon, armour) and make up a few skills. If people back it then I will see what I can do...
Your group rolled very well here, sometimes you get lucky. There was a good chance you could have lost most of your group.
You had to roll for every segment of hallway you crossed going in and out. Whenever you passed a servant or guard you had to roll to maintain your disguise. You did not have to roll to bait the guards. None of them had a WIS over 3 or any modifiers. The captain was given one check to see if he noticed the silence outside while you were disposing of the guards. None of the rolls were particularly difficult though and you easily passed them all. All and all it was a reasonable task to expect these two characters to pull off.
The three golems sit in a row at the table. From left to right they are Golem A (Bronze 'Face'), Golem B (Silver 'Face'), and Golem C (Gold 'Face')when you vote for this option be sure to include A, B, C or Bronze, Silver, Gold to mark which golem you advise Nine to pick when you have made up your mind.
This is a slightly more difficult puzzle than the last one (which really was quite easy) but is not too difficult really. There is no trick, this is simply a logic problem (which is why Nine struggles with it).
It can be solved in two questions and there are multiple ways to go about it. When I was first introduced to it I did it in three which is the traditional number of questions it takes. I will give you five questions since it is difficult to coordinate things in a group. After that you will be out of time and will not be able to ask any more questions. (And to make it interesting if you can do it in three you might get a reward, if you can do it two you are guaranteed one.)
Come up with the questions, ask them and I will give an answer. This might require a bit of discussion to come up with a strategy though.
A couple points to consider:
One: to avoid misinterpretation and so we do not confuse the discussion with the actual questions Derryth will ask be sure to frame them so it is obvious that she is asking the question for example:
I ask A if he is the Liar would not count.
Neither would 'Is Golem A a Liar'.
But, Derryth: "Golem A, are you the Liar?" would count. Hopefully that will keep you from accidentally burning through questions.
As previously mentioned the aim of the game is to figure out which one of the golems is the Truthsayer and have Nine request his reward. One of the golems will always tell you the truth, one of them will always lie to you and the third is completely random. I will flip a coin each time you ask it a question and I will either tell the truth or lie depending on the outcome.
The golems will answer in a high pitched whine or a low pitched moan. One means yes and the other means no though you don't know which is which. All three golems use the same conventions. A high pitched whine from one of them means the same thing as a high pitched whine from the others it is the intention behind it (truth or lies) that will vary.
When you think you have it figured out add the information to your vote.
If you require any further clarification then let me know.
Your assets:
Individuals:
Derryth - Mentalist, receives bonuses if paired with Thaïs, see character sheet for details
Thaïs - Mentalist, receives bonuses if paired with Derryth, see character sheet for details
Lyssa and her Eagles (2) - Illusionist with elemental and animal spells, see character sheet for details
Berty Levy - Warrior, skilled small unit infantry commander, possibly insane, see character sheet for more details
Biliku - Warrior, Derryth's Bodyguard, quite skilled with a blade, see character sheet for details
Uttu - Warrior, Thaïs' Bodyguard, an excellent archer for one so young, see character sheet for details
Myora - Warrior, excellent defensive fighter and Infantry commander, maul, see character sheet for more details
Nanshe - As a prisoner: ghôl leader, her apprentice should be in charge of the opposing force, may be a useful bargaining chip. As an ally: may be able to negotiate on your behalf, may be able to win over her soldiers, a skilled mage with spells largely derived from those once taught by the dark gods, see character sheet for a little information
Troops:
Forty Royal Guards (Dwarves) - your escort, they would prefer to stay close to Derryth and Thaïs but given the situation will accept almost any order you give them. They are probably your best trained soldiers (highest morale), they are also very well equipped in heavy arms and armour.
Twenty Chariots - your escort's chariots, each is equipped with ten javelins (two of which have exploding tips). They are light chariots built for hit and run attacks and rapid deployment in the desert. They also serve as escorts on occasion which is how you wound up with them. They can be devastating on open ground but near useless on uneven terrain.
Your Carriage - If you packed them in it could hold ten dwarves though it is only built for two. It could be used to rapidly deploy infantry or to form a barricade. It is near useless on very uneven terrain.
Twelve Blackrock Grenadiers (Dwarven) - The largest dwarves are made into Grenadiers. They are not heavily armed or armoured but they each carry a full pack of cocktails and four charges. If given time they could lay down a mine field and they are quite good at holding a defensive position. It is very dangerous to position yourself in their line of fire, next to them or even behind them. More often than not you will want to give them a wide berth. They are excited to get a chance to kill a few ghôls and will probably be quite aggressive if given the chance.
Eight Blackrock Warriors (Human) - Mercenary sell swords that are in it primarily for the pay. They are quite skilled and are probably on par with the warriors used by the Legion. They are each armed with a sword, shield and a pair of javelins. They are amongst the fastest fighters in your entire force.
Two Blackrock Archers (Human) - These are the scouts that have managed to link up with your forces. They are your fastest soldiers and are capable of moving through rough terrain with a minimum of difficulty. Each carries a falchion and a bow and twenty four arrows. Each also carries a pair of fire arrows often used for signalling. They are professionals primarily doing this for the pay.
Five Blackrock Warriors (Maul) - Your heavy infantry. One maul is probably worth two humans and five ghôls as long as they are not overwhelmed. Each has a truly intimidating shield and blade with a fair amount of armour as well. Despite the weight of their kit they are capable of tremendous speeds over short distances. A charge by you mauls at the proper time could be the deciding factor. They enjoy the violence of battle but in general they have nothing against the ghôls, it is likely that a couple of them even fought alongside ghôls in the last war.
Your Intel:
--------------------------------------Rough Terrain Ends/Plains Begin------------------------------
The Terrain ahead of you is too rough for chariots but you infantry should manage reasonably well. You prey are less than an hour in front of you and as far as you can tell they are not yet aware that you are following them. They are however surrounded by a screening force of crows which are likely to alert them before you move within striking range. Once they are aware of you they are likely to try and take up a defensive position if they can.x (Blackrock Fort)The odd magicalx <---------- Where the scouts say the ghôls are. They are headed northeast
traces--------------------------------->x
-------------------------------------------Rough Terrain Begins----------------------------------------- <---------Rough terrain also ends with the lines on either sides,----------------Crows begin Here---------------
x <---- You are hereYou will send your chariots around this side in the premade choices.
Enemy:
Crows - In the hundreds.
Ghôls - Approximately forty, one known mage apprentice, a handful with minor magical abilities. It would not be surprising if they had explosives or actual wight parts given that they are in the service of the Watcher. From Neel's report they also seem to be better equipped than most ghôls, with shields, helmets and actual armour.
Unknowns:
-Trace magical signals, may be from your prey, may be a trap.
-How close are they to the Watcher's Fortress? Nanshe is unwilling to say (she likely fears giving away that information and endangering her clan).
"Lyssa, Derryth, and Thais.
Uttu, Billiku, and Berty.
Two of Lyssa's Eagles with a greater energy bolt ring and a greater firebolt ring.
All Pathfinders with their mortars loaded onto two separate chariots with drivers.
Ceannard and half his archers. The other half left in overwatch on walls.
Neel and his scouts.
Twelve chariots loaded with royal guards."
"Lyssa, Derryth, Thais and Uttu.
Two of Lyssa's Eagles with a greater energy bolt ring and a greater firebolt ring.
All Pathfinders with their mortars loaded onto two separate chariots with drivers.
Ceannard and half his archers. The other half left in overwatch on walls.
Neel and his scouts.
Eight chariots loaded with royal guards.
Four chariots with drivers for our main characters."
"Lyssa, Derryth, Thais and Uttu.
Two of Lyssa's Eagles with a greater energy bolt ring and a greater firebolt ring.
All Pathfinders with their mortars loaded onto two separate chariots with drivers.
Ceannard and half his archers. The other half left in overwatch on walls.
Neel and his scouts.
Eight chariots loaded with grenadiers for throwing cocktails.
Four chariots with drivers for our main characters."
However, I propose to step it up a notch.
First, have our Pathfinders and Berty that we have conveniently dropped behind enemy lines set up a minefield ahead of the enemy on a path they will be retreating towards. The Blackrock reinforcements have horses, and the enemy force moves with the speed of their Thralls and Soulless, which is really slow. We should have no problems with this part.
Have our Blackrock forces wait in an ambush ahead, too. They should not engage in a direct combat, but they should see if there is an opportunity to harass them when their attention is turned elsewhere.
Then, have Lyssa, some dwarven grenadiers (or whoever is good with explosives) and - maybe? - a pair of Black Arrows get into the air balloon. Get it as high as it can go to be safe from the enemy spells, and maybe even higher than that with the help of the Strong Wind spell, and rain grenades from above for as long as you have them. With the numbers our enemies have, precision should not be a concern. Have our archers try and single the enemy mages with their arrows, if that is possible. If we get really high in the balloon, arrows may not normally fly that far, but gravity should help that since we will be shooting downwards. They'll just have to adjust their aim.
Coordinate this assault with the one from Stoneheim troops and/or Pathfinders for maximum confusion.
It should not take long to install a makeshift sail on the balloon to give it more sideways and upwards mobility. With luck, we would even be able to strafe enemy projectile spells that way.
Have everyone equip a chute. Tie them all with a single rope, or just have them grab onto it. If the airship is shot down somehow, have Lyssa guide the crew safely to our side with her Strong Wind spell.
When they are not bombing, she can also help with splitting the larger enemy groups into smaller chuncks with illusion spells, sort of like what we did with Miosguinn when we broke the spider and ghost hordes attacking the dwarves. Though will it work with the enemy mages to guide them through? Still, it might split their attention if they try to control the horde and disbelieve the illusions simultaneously.
Give her enough Energon Cubes to pull it off, maybe even all of them safe for those we might need for our part in the plan and for the mice. Also give her a ring with Heal, just in case. We still have two mandrake roots for emergencies.
And of course, pursue them with the archers and a mortar, trying to inflict some casualties and to guide them straight into our Pathfinders' loving arms and their trap. Derryth and Thais should assist with that, though this should primarily be a job for Ceannard and our mortarmen, as they are the only ones outranging the enemy.
Have Argus handle the smaller tactical details and consult with him on a matter of how to get through this with the least amount of casualties. We do not want to lose anyone here if we don't have to.
Communicate with your forces and coordinate your efforts through the eagles.
With death ahead of them, behind them, above them and generally everywhere, I think our enemies might just panic and rout. Even if they don't, they will have to spread their horde quite thin, as they would be essentially surrounded, and they will have trouble guiding a large number of undead if we disable some of the more experienced mages.
Leader: Ada the Dove
Numbers: Sixty human soldiers. Forty of which are heavy infantry, ten of which are light infantry and ten of which are light cavalry. Their cost is higher than average as each has a great deal of intricate equipment to maintain most of which has a religious significance for them.
Flat costs: The Doves will run you about 60WPs a month given the supplies they will require for their own use and for their rituals.
Opinions:
Lyssa likes this option, she reasons that since they already have a god they will not be easily compromised by either the Watcher or the Spider Goddess. She thinks their mental resiliency will come in handy.
Berty likes this option, the Doves provide a core of heavy infantry, something your Blackrock mercenaries lack, with a little light infantry to supplement your own and some light cavalry for mobility.
Mayer does not like this option, the Doves are expensive and will require further assets to maintain their faith. He argues that they simply are not worth the cost.
Skite likes this option, he has had dealings with the Doves in the past and has found them to be reasonable if a little strange. He argues that if you are willing to respect their faith you will be hard pressed to find a more skilled company of infantrymen.
Leader: 'Ta Blue Bastard
Numbers: One hundred and twenty 'berserker braves', (eighty dwarves, twenty humans and twenty mauls).
Flat Costs: The Bastards do not require much more than alcohol. (They will scavenge and steal the rest.) As a result they will cost you about 20WPs monthly.
Opinions:
Lyssa does not like this option. The Bastard told her she had nice 'tits' five times in three minutes. In fact it was a challenge to get any information out of him at all. On the bright side she doubts that he, or his men, are capable of being subverted by the Goddess or the Watcher. They simply lack the intelligence to want for more than a full mug and a blood soaked blade.
Berty is undecided on this option. He says that the Bastard and his men lack the ability to follow simple orders and as a result would be of little long term use. However, you could use them as cannon fodder as it is likely they would charge any enemy no matter the odds. He says it all comes down to what you expect them to do.
Mayer likes this option. He argues that they are cheap bodies that can be placed between you and most any threat. Sure they will die in large numbers but those that die also do not need to be paid and they are dumb enough to follow damn near any order you could give them.
Skite does not like this option. He has worked with the Bastards before and they inevitably ruin all that they touch. If you hire them he tells you to treat them as completely expendable because they are.
Leader: The Cock
Numbers: Ninety brawlers (forty Berserks, thirty mauls, and twenty dwarves). They are all poorly armed and armoured.
Flat Cost: The Cocks will cost you about 30WPs monthly to support them and their lifestyles.
Opinions:
Lyssa does not like this option. She says that the Cocks are motivated entirely by material concerns. They will remain loyal as long as you can pay well but they could easily be tempted by the Goddess or the Watcher with the right resources.
Berty likes this option. He says that the Cocks are the sort of brigands that are easy to understand and easy to use. They have just enough disciple to be a consistent tool and enough viciousness to make your enemies rue crossing you. He does note however that you will need to keep a close eye on them as their loyalty will not be guaranteed.
Mayer is undecided on this option. Their asking price is not horrible all things considered but it is hardly great either. He says that it is completely up to you.
Skite is also undecided on this option. He has never worked with the Cocks before. From what he can tell they are more or less like any other mercenary band he has come across and while their materialistic nature does not put him off he also is not terribly impressed by their leadership. He recommends challenging the Cock to a duel if you do decide to recruit them. If you kill the Cock you will have a lot more legitimacy in the eyes of his followers and that might help you control them.
Leader: Oscar mac Cumhail
Numbers: Thirty riders, twenty heavy cavalry and ten light cavalry
Flat Cost: The Knights tend to live large. They will cost 80WPs a month to see to their needs and their desires.
Opinions:
Lyssa is undecided on this option. They come from the Province so they are unlikely to be already compromised and as sons of nobility they may find the idea of serving a Fallen Lord or a Dark Goddess repulsive. However they also seem to be motivated largely by a desire for money and a chance to return to their homeland. Such motives could be easily corrupted.
Berty likes this option. Mobility can be key to controlling any battlefield and can provide a commander with a number of options that would not otherwise be available. If you plan to wage war on open terrain then the Knights could prove quite useful.
Mayer does not like this option. Cavalry are very expensive and the Knights have no real assets to speak off in a corporate sense. Each knight receives his or her share of a contract and nothing is kept for communal needs. This company will cost you.
Skite is uncertain about this option. He is ready to admit that a strong cavalry branch could open all sorts of tactical and strategic possibilities but he is uncertain of how readily the Knights would follow the lead of a pair of commoners or a handful of regular mercenaries. He is worried that their may be leadership issues if the Knights are not handled carefully.
Leader: Egil
Numbers: Twenty dwarves, fifty hounds, six humans, four elephants, two fir'Bolg, six Ermine wolves
Flat Costs: The Hounds will cost you about 60 WPs monthly to feed, house and take care of all staff and animals.
Lyssa does not like this option. Not because they might be corrupted but because they treat their animals horribly. She almost wept when she saw the scars on some of their hounds and the conditions they kept them in.
Berty likes this option. He can think of a number of purposes these animals can be set to and he is fairly confident that the Hounds are smart enough to properly execute them.
Mayer likes this option. The animals require little more than basic food and a place to rest while the wages for the handlers are not outrageous either. The elephants are something of a drain but they are just so impressive that he is willing to make an exception.
Skite is undecided on this option. He has only heard of the Hounds second hand and has not directly dealt with them. From what he knows they are decent enough but he is unconvinced about the use of animals in war. He argues that you should not send a hound to do the work of a man but he is ultimately willing to defer to your judgement.
Leader: The Lady Grey
Numbers: Sixty 'Grey Arrows', novice human bowmen in exquisite gear.
Flat Cost: The Greys will cost you nothing. In fact the Lady Grey holds assets that bring in about 70 WPs monthly. As long as she is kept happy those funds could likely be yours.
Lyssa likes this option. She thinks it will be a good way to have a little fun at Ceannard's expense and the Greys are unlikely to already be compromised as they all come from outside the Kingdom.
Berty is uncertain about this option. The Greys are a little green and normally he would not consider that a problem but the Lady Grey takes a very firm hand in training them. Unfortunately she is training them improperly. He says a lot will rest on managing the Lady Grey herself.
Mayer really likes this option. The Lady Grey has money, lots of money, and is willing to share under certain circumstances. He says that of all the companies they interviewed the Grey Arrows are the only one that would actually improve your financial situation.
Skite does not like this option. He says that the Lady Grey is merely pretending at being a mercenary to attract Ceannard's attention and worse yet she is completely unmanageable, at least in his opinion. He says you should not bother with her.
Leader: Ajiak the Mason
Numbers: Four hundred dwarves armed with makeshift weapons and cloth armour or no armour at all.
Flat cost: It will cost you an additional 20WPs a month to feed and shelter all these people. Options to equip and train them will be available should this option be chosen.
Opinions:
Lyssa is uncertain about this option. She did not detect any outside influences in the representative the Brickyard Boys sent but with such a large group, with such an open membership, it would be difficult to weed out any spies.
Berty is strongly in favour of this option. He argues that you have a body of willing soldiers without a strong command structure or any preconceptions. They are as unmolded clay and you can build them up as you wish. You get the impression that he is quite excited about the possibilities they could present.
Mayer is against this option. In fact he was even against its inclusion in the list provided to you. He argues that these mercenaries will be nothing but a drain on your resources, you will not only have to feed them and shelter them but you will also have to arm and train them and worst of all they have no resources of their own to contribute.
Skite is uncertain about this option. He says it is a bit of a gamble and he is certain that at least some of the members of this company are unfit for military service. However if you can organize and train them it would give you a military presence on par with some of the smaller Great Houses and you would dwarf many of the lesser Houses in size. There are definite possibilities there.