Captain Artisan
The experienced soldier tired of campaigning abroad, the watch commander sick of fighting endless crime in the big city. Any captain used to command might retire their post when they hear tell of a new lord or lady with a keep or tower to defend. Like other artisans, captains sometimes come from local villages the heroes saved. More than other artisans, the captain knows how hard an adventurer’s job is. Respects them. If you saved the village from the conspiracy of lizardmen in the swamp, the local watch captain may well decide it would be better to serve you than continue taking abuse from the town council, none of whom have ever lifted a sword.
Captains like serving characters who act rather than deliberate. A captain can also serve ably as your lieutenant if you haven’t yet rolled a retainer. Your captain will serve your domain while you adventure, protecting your interests and negotiating on your behalf to the best of their ability. Like all followers, the captain is loyal, but unlike the others, there’s iron in the glove. With the power and authority to wage war, you may return to find your keep under siege. Its only defense: the strategy and tactics of your captain. A captain does not automatically come with an army! It’s entirely possible to recruit a captain in spite of having no troops, no army for them to lead. This is of little concern to the captain—they’re certain you will need an army eventually, especially now that you’ve raised this lovely stronghold.
THE CAPTAIN’S SHOP: THE BARRACKS The first thing your captain does is supervise construction of a barracks. Your barracks temporarily upgrades the experience level of some number of units by one—green units become regular, regular units become seasoned, etc. Your barracks can upgrade a number of units equal to its level. It begins at 1st level (one unit affected) and can be upgraded to 5th level (5 units affected). The units affected are chosen at the start of a battle and cannot be changed until the next battle.
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