Captain
“War is not just won with soldiers, war is won in the planning
tent and with leaders on the field.”
– Field Marshal Beremo Herengol.
The captain class provides the battlefield leaders that
were so important in the defeat of the Dark Lords. They are
expected to lead both on the battlefield and off it, so they
possess both personal martial prowess combined with a capability to command and train others to improve the fighting
ability of a group as a whole.
Captain Approaches
Each captain is a superb leader of others but their
goals may be as unique as their personalities. When you
choose an approach, you make a choice about what kind
of leader you are and what benefits you offer those who
follow you.
Merchant Master
These captains are those who have taken the lessons of military life and applied them to ordinary affairs, especially
mercantile concerns. After all, a merchant caravan in the
wild is in almost as much danger as a scouting party along
the front lines. Many merchant masters lead expeditions
paid for by future shares, see page 161.
Some of the benefits from this approach provide equipment to the party members. These benefits are considered
to be paid for by the trading efforts of the group that mostly
happen “off-screen”. Also, if a character loses an item that
the merchant master gave them for whatever reason its loss
should be temporary and its replacement automatic and at
no cost to the character.
Officer
You grew up in or around the military. You might have been
one of the children in the baggage train that every army
accumulates with no sure knowledge of your parents (or
at least your father’s identity), or you might have waited
at your parents’ estate for any news from the front lines.
As soon as you were able, you joined the battle and learned
even more then.
But now the war is over and most soldiers, even Officers, have been dismissed. You might find a sort of similar
satisfaction in watching over a misfit group of adventurers, drilling them into something resembling a squad of
your soldiers.
Outlaw
Not every captain fights on behalf of their higher-ups. An
Outlaw has broken free from their society and now disobeys its laws. Human Outlaws, either from the barbarians
or Ambrians, are often concerned with those their society
has left behind. Others, like elves, dwarves or trolls may
have strained at their limitations and decided on plotting
their own way forward. Outlaws focus on stealth and ranged
weaponry to even the odds and remain free.
Poet-warrior
You became a captain not because you love war, or hate
oppression, or even wish to profit from your own safety.
But instead you are a true philosopher of war, one that
observes and then acts with efficiency for its own sake.
Your weapon becomes like your pen, a teacher in deeds,
not words. And those that survive your lessons would do
well to think on them.
Captain Shadows
The Shadows of young captains can glow like their burnished
armor shining in the noon-day sun. But for those captains who
have experienced battle and sent forth warriors on impossible
missions, knowing that their deaths were part of a larger plan,
they have darker spots where their soul no longer shines and
they might begin to coalesce into darkness as a captain realizes
the futility of struggling against the world itself.
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