The 2nd Watch Company

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The 2nd Watch Company can trace its roots to a dark time in the history of Elderia, where the vampiric threat has reached its peak, with near regular incursions permeating its borders on all fronts. As a response to this insidious threat, His Holiness, Kapral Yn’Myerdes Mhodorim declared a royal edict to assemble the blades of Elderia and put an end to this threat. And as such, the blood crusade had begun.   Sublatio Armorii, the national call for conscription was sounded and its dutiful citizens answered fueling its vast legions, mages volunteered to join the front and the inspiring call of the Kapral, bolstered by the esteemed noble Houses of the Empire who were honor-bound to send their house Daroskis and bannermen into the dark lands east.   But as the crusades continued, a heavier and heavier toll began to weigh on the Empire for as vast as their legions were, they could not persist forever. As such, The army took to adopt a more unconventional approach to supplement their forces, the Imperial army conscripted a diverse array of warriors: disillusioned knights, unscrupulous criminals and seasoned explorers. These individuals, drawn together by circumstance rather than allegiance, were organized into auxiliary units to support the main military thrust.   Among these units, one stood out for its cohesion, resilience, and effectiveness—the group that would become known as the 2nd Watch Company.  
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Initially designated as the “Auxiliary Cohort Secundus”, this unit quickly distinguished itself on the battlefield. Their members, with their myriad of personality and origins, shared a common disdain for the rigid hierarchies of the traditional military structures and a mutual respect for each other's competency in providing results no matter the cost.   The 2nd Company drew nationwide fame at the bloody battle of Blackridge city, where a pincer attack led by the Shadow-that-hunts, the grey lycanthrope lord and his bloody warhounds, collapsed the left perimeter and threatened the demise of the 17th Imperial Legion and the city entire. With the reserves in full retreat and the line collapsing in on itself, a band of 432 survivors of the cohort, led by the Lord Company-captain Thibauld, a formerly disgraced knight of House Telemund, chose to advance forward and hold the position.   Outnumbered, outclassed and out of their wits, they fought relentlessly for three days and nights. Ensuring that they would exact a toll on the dark packs for each inch of ground paid for dearly in grim blood and valour. Finally on the fourth day, Only 25 remained to see the dawn as it was due to their sacrifice that the hordes relented and thus saved 50,000 souls from the brink. When the Imperial imperator heard of this, and asked how they survived, Thibault, still grisled and bloody, simply responded:
“We make miracles.”   In the years following the Blood Crusades, the 2nd Watch Company continued to serve the Chosen Empire with distinction. By recruiting denizens from all corners of the Empire as well as talented individuals across Kaidryn, they have expanded their operations to beyond the battlefield, encompassing intelligence gathering, diplomatic escorts, and crisis response.​ As such, they would be able to function as a branch of the Elderian Military but with the ability to operate with flexibility and adapt to unconventional warfare.
   

Prerequisites

To join the faction, applicants must enlist into the Elderian Military and undergo Basic Training. Those with an existing military career (at the discretion of the Region Head) can enlist directly, skipping Basic Training.
  • Applicants are expected to have no other non-Elderian Faction allegiance. This can be determined through physical or magical markings, signifiers, or equipment.
  • Applicants require that they have at least 1 level in a martial class.
  • Adheres and swears to abide by the tenets of the 2nd Watch company
  • There is a 100 gp application fee, as well as a 150 gp deposit for your Faction Equipment. You may forego the Faction Equipment purchase if you wish, or purchase it at a later point, but you may only ever possess one set of Faction Equipment. This does not include the Sigil of Enlistment.
 

Faction Equipment Package

  • 2nd Watch Company Dog-Tags: Granted as an inducted member.
  • Elderian Military Dress Uniform: Granted as a inducted member.
  • Standard-Issue Arms: Pick between one of the following options: Elderian SI Weapon; regardless of choice, your standard issue arms are improved at Ranks 4 and 6 in this faction, and returned when leaving the faction. These items are given in more detail below under the Standard Issue Equipment section.
  • Standard-Issue Armor: Pick between one of the following options: Elderian SI Scout Armor, Elderian SI Infantry Armor, or Elderian SI Plate Armor; regardless of choice, your standard issued armor begins at Fine Quality and is improved at Ranks 4 and 6 in this faction. Upon leaving the faction this must be returned. These items are given in more detail below under the Standard Issue Equipment section.
 

Faction Benefits

Regulars

  • Clean-slate: Any crimes that has been charged, convicted or active bounties issued by Elderian authorities effectively within Elderian territories would be subject to review and annulled during their service with the Watch Company.
    • Any infringements by said individual during their time as a watch member which breaks their oaths with the company and as a result of a court martial, leads to a dishonorable discharge, will result in the re-application of previous criminal history of the individual prior to their indictment in addition to further consequences applied by the company and Imperial Elderian military corp.
  • Card Sharks: Playing cards with your fellow members who constantly lie, cheat and bluff their way has given you a keen eye to the game.
    • You gain proficiency in Playing card sets. If you already have proficiency, you may select a different gaming set or musical instruments.
  • Bad Influences, Bad Habits: By hanging around the wrong crowd of people, you’ve developed a stronger tolerance to drinking.
    • When rolling for drink Intoxication, your threshold is increased by a bonus equal to half of your constitution score.
    • You also gain advantage on Constitution saving throws against hangovers.
  • Military Salary (1): Every Downtime Day Period, you gain 50g This can only be obtained while you can access one of the major Elderian cities, as payment is done within the mainland, and is not stockpiled if a payment is missed.
  • Watch Barracks: You are entitled to a poor upkeep for free every upkeep so long as you maintain at least 50 percent of your total Downtime in the Upkeep period within Elderia.
 

Veterans

  • Esprit de Corps: While being a member of the 2nd Watch company, you tap into the wealth of experience and knowledge from your fellows who originate from all walks of life. You are granted access to an additional fighting style of your choice. This can be changed through a retraining akin to a Class Feature.
  • Service guarantees Citizenship: For the entirety of your service with the Watch Company and with honorable service, you will be considered an Elderian Citizen within all Elderian territories and spheres of influence.
    • You gain lore in (Elderia) Geography or (Elderia) Culture.
    • From a legal perception, you are afforded more rights as a citizen in Elderian courts compared to non-citizens. Such as Presumption of Innocence and legal counsel whereas a Non-Citizen is presumed guilty until proven innocent as well as a public defender.
  • Tactical Mind: You gain the ability to observe the battlefield with a clear mind. If you were to roll a tactics check, you may treat it as if it was a success.You may use this ability once, regaining the use after completing a long rest.
  • Military Salary (2): Every Downtime Day Period, you gain 100g This can only be obtained while you can access one of the major Elderian cities, as payment is done within the mainland, and is not stockpiled if a payment is missed.
  • Watch Barracks improved: Your living situation has improved as a result of your seniority. you are entitled to a modest upkeep for free every upkeep so long as you maintain at least 50 percent of your total Downtime in the Upkeep period within Elderia.
 

Sergeant

  • Attribute Cap Increase: +2 to one Ability Score Cap of your choice. This boosts the maximum of an ability score, but not the score itself.
  • Card Apex: Your deft playing of cards with cheats has improved.
    • You gain an additional level of proficiency with Playing card sets.
    • When drawing a 2nd watch card, you have the ability to reroll the chosen card. This may occur only once per turn up to a number of times equal to your proficiency bonus.
  • Military Salary (3): Every Downtime Day Period, you gain 150g This can only be obtained while you can access one of the major Elderian cities, as payment is done within the mainland, and is not stockpiled if a payment is missed.
  • Watch Barracks, Officer room: You are considered a respected officer and leader within the company. you are entitled to a comfortable upkeep for free every upkeep so long as you maintain at least 50 percent of your total Downtime in the Upkeep period within Elderia.
 

Company Sergeant / Sergeant Major

  • Seasoned Campaigner: As an authority on the battlefield, you are well-versed on how to efficiently retain your reserves of energy. you get a bonus to your total stamina equal to your proficiency bonus.
  • Armor Improvement: Your Standard-Issue Equipment is converted into Specialist-Issue Equipment and improves from Fine Quality to Excellent Quality.
  • Tactical Mastery: You gain the ability to observe the battlefield with a clear mind. If you were to roll a tactics check, you may treat it as if it was a success. You may do this once per turn but up to a maximum of your proficiency bonus. After doing so, you can only do another after completing a short rest.
  • Military Salary (4): Every Downtime Day Period, you gain 200g This can only be obtained while you can access one of the major Elderian cities, as payment is done within the mainland, and is not stockpiled if a payment is missed.
 

Company Staff Officer

  • Combat Doctrines: you may learn one free Combat Feat.
  • Chain of Command: when you use the Help Action, you may target two creatures within range instead of one.
  • Military Salary (5): Every Downtime Day Period, you gain 250g This can only be obtained while you can access one of the major Elderian cities, as payment is done within the mainland, and is not stockpiled if a payment is missed.
  • Tactical Adept: You gain the ability to observe the battlefield with a clear mind. If you were to roll a tactics check, you may treat it as if it was a success. After doing so, you can only do another after completing a short rest.
 

Company Chief or Executive Officer

  • Rallying Presence: Allies within 10ft of you gain advantage on saving throws against fear, confusion and fogged.
  • Stalwart under Fire: When you take damage from an area of effect, you can use your reaction to reduce it by an amount equal to your class level. This may only occur once per turn up to your proficiency bonus.
  • Armor Embellishment: Your Specialist Equipment improves into Officer Equipment, raising the quality from Excellent Quality to Exceptional.
  • Military Salary (5): Every Downtime Day Period, you gain 300g This can only be obtained while you can access one of the major Elderian cities, as payment is done within the mainland, and is not stockpiled if a payment is missed.
 

Faction Signifier

2nd Mercenary Company’s Tags

A pair of enchanted metal tags upon a chain, with a name, rank magically etched into both and can be used as proof of identity of the Watch member. Upon promotion, the tags are cleared and re-etched, intended to remain with a soldier throughout the entirety of their service. In the case of death, one is intended to be taken for record-keeping, and the other to remain with the soldier in burial.
  • Company channels: When you hold onto your tags, you can use an action to cast the sending spell from it. The target is the bearer of a tag whom youve met previously. If no creature bears the tag, you know that fact as soon as you use the tag and don’t cast the spell. Once Sending is cast through the stones, they can’t be used again until the next dawn.
  • Command Missives: Elderian High Command and Watch Company Officers may send messages akin to the message cantrip. The recipient hears the message and cannot reply. The range of receipt is to a maximum of 50km.
  • Military Authority: When displayed, you may add your Proficiency Bonus to any non-combat Charisma-based ability checks where Elderian Military authority may be beneficial. This may be reversed to a deficit in cases where it would be detrimental. While worn and a member of the 2nd Mercenary Company, you gain a +2 Competence bonus to ability checks made to order or encourage NPC allies during combat. This bonus is equal to your rank in this faction -2, using the higher of the two.
 

2nd Watch Playing Card Set

  • Tools, Rare, Attunement
A traditional set of playing cards provided to each member of the watch company. They are etched with the name of the company along with names of notable commanders and battles that the company participated in. While visibly worn with wear and damage, each card is kept accounted for by each owner in superstitious belief that it is unlucky to have a missing card in a full deck.   When the cards are in your possession and while you’re in combat, you may use your bonus action to draw a card. Upon doing so, You roll a Die equal to twice your faction rank. (D(2*FactionRank)). Based on the number rolled you gain the effect in the table below.  
Die RollHandEffect
1High CardGain a +2 to AC until the start of your next turn.
2Single PairGain a +2 to Attack rolls until the start of your next turn
3Two PairGain a +2 to the next save until the end of your next turn
4Three of a Kind The next weapon attack you hit a creature with before the start of your next turn, you can reroll the weapon damage die. When doing so, you must choose the new roll.
5Straight Rush You gain an additional bonus action which ends at the start of your next turn. This bonus action can only be used to Dash, Disengage, or make an off-hand attack.
6Sweeping FlushYour next weapon attack has advantage, and attacks against you are made at disadvantage until the start of your next turn.
7Full HouseYou gain 10 temporary hit points, and until your next turn, you can use a reaction to parry one incoming melee or ranged weapon attack, reducing its damage by 2d10+STR/DEX.
8Four of a Kind When you make a weapon attack before the end of your next turn, you may choose to deal maximum damage on the weapon damage die.
9Straight Flush You gain an extra action which ends at the start of your next turn. That action can only be used to make one weapon attack or Dash.
10Royal Flush Until the start of your next turn.:
  • You score crits on 19–20
  • When a creature within weapon range makes an attack against you, you can use your reaction to make a weapon attack against the attack creature at advantage
11Five of a Kind The next time you would fail a saving throw, death save, or attack roll, you succeed instead, this no longer takes effect when combat ends
12Dead Man's Hand The first time the target would drop to 0 hit points as a result of taking damage, the target instead rolls 1 hit die and remains at that hit point. This effect expires at the end of combat.
 

Ranks

Rank structure from lowest to highest.
  1. Regulars
  2. Veterans
  3. Sergeant
  4. Company Sergeant
  5. Company Staff officer
  6. Company Aide de Camp / Executive Officer
 

Unique Ranks:

  • Reliable Blade (Short)
  • Reliable Blade (Long)
  • Numbered Company Captain
 

Rank Ascension

To rank up within the the 2nd Watch Company, you must do one (or more) of the following, each honor rite may only be accomplished once and cannot be repeated multiple times:  
  • Detain the Enemy: Capture an enemy of Elderia alive and return to allied lands.
  • Snatch the Coin: Steal coin or treasure from the enemy and return.
  • Grasp the Glory: Seize the banner or flag of an enemy of Elderia.
  • Recover the Fallen: Retrieve the tag or body of a fallen ally.
  • Aid in the Defense: Participate in the defense of elderian territory from invaders or threats or safeguard allied territory
 

Rank 3-6:

  • Lead the Charge: Participate in a mission on behalf of the Elderian Military and lead the party or squad of members successfully
  • Seize the Day: Deliver the killing blow on a champion on the field of battle such as a notable enemy officer, mage or monstrous entity in single combat.
  • Lay of the Land: survive off the land in enemy territory for 3 days and travel from one point to another without being captured.
  • Hold the Line: Stand your ground in an overwhelmed position. Ensure you are the last to leave and no one is left behind.
  • Given High Honors: Be named and praised by an officer of the watch or by the Imperial military.
 

Goals

  • Defend the sovereignty of Elderia, its citizens, and its territories.
  • Take on posted missions or assignments provided by the Elderian Military.
  • Join any large-scale operations assigned to the Company.
  • Ensure the Chosen Imperial Throne’s interests are served.
 

Tenets

  • Follow orders from your direct superior officers, as well as the Elderian High Command, they’ll keep badgering us if we don’t after all!
  • Be honorable to your allies, they’re your friends after all!
  • Be dirty to your enemies, they’re not your friends after all!
  • Never betray Elderia, nor your comrades-in-arms fighting for Elderia. They’re paying us after all!
 

Taboos

  • Disobeying orders from a superior officer or Elderian High Command.
  • Behaving dishonorably in combat or encouraging uncivilized behavior, such as looting and pillaging.
  • Working against the Chosen Empire of Elderia.
    • Betraying a comrade-in-arms while fighting for Elderia.
 

Standard Issue Equipment

Pick one of the following Standard Issue Equipment pieces as a part of your Faction Equipment Package. These items can be considered as augmentation components for the purpose of aesthetic decorative appearance.  

2nd Watch Weapon

A pristinely polished Elderian-style weapon, shining with the distinct look of silvering. A common sight on any battlefield, issued to the vast majority of Elderian infantry.
  • Weapon: Choose one non-firearm simple or martial weapon from the Equipment Guide, this weapon utilizes that weapon's statistics.
  • Alchemical Silver: A weapon made from Alchemical Silver bypasses the damage resistances and immunities of creatures weak to Silver, such as lycanthropes.
  • Elderian Metallurgy: This weapon gains a +1 bonus on Attack rolls.
 

2nd Watch Elderian Scout Armor

A set of hardened leather pieces, the chestpiece emblazoned with Elderian markings. The separated pieces are comfortable to move around in, yet durable enough to resist damage. Commonly issued to Elderian archers and scouts, providing them with some measure of protection while on the move.  
  • Light Armor: AC (12 + Dexterity modifier Adaptable, Comfort; T1 Light Quilted, 12lb Fine Hide; DC 18; 6wh / 100mh; 275gp.)
  • Fine Quality (Supple I): Tier I: While wearing this armor, you gain +5-foot enhancement bonus to your combat walking speed, which stacks with other Enhancement bonuses to Movement speed.
  • Maneuverable: While this armor is equipped, you ignore the effects up to 5 ft. of difficult terrain each round.

2nd Watch Elderian Infantry Armor

A set of flexible scale armor covering both the upper and lower body, composed of simple yet effective layers of metal and leather. Issued by the Elderian Military to most infantry, as well as many supporting personnel.  
  • Medium Armor: AC (14 + Dexterity modifier, max 2 Bulk (10), Cumbersome, Flexible; T1 Medium Scaled, 12lb. Fine Cloth, 25lb. Steel; DC 18; 12wh / 388mh; 327gp.)
  • Fine Quality (Balanced Weight I): Tier I: By using the weight of your armor against your opponent, you can use a bonus action to put in extra weight to your blows, causing your next attack made before the start of your next turn to send your opponent reeling, causing them to suffer disadvantage on Reaction attacks until the end of your next turn.
  • Elderian Uniform Set: If you also have the Elderian Military Uniform equipped, you increase its DR to 4/Magical.

2nd Watch Elderian Plate Armor

A set of durable plate armor covering the entire body with unadorned, functional plates of interlocking metal. Issued by the Elderian Military to heavy infantry and mounted knights.
  • Heavy Armor: AC (17 Bulk (16), Bulwark, Burdening, Cumbersome, Custom-Fitted (removes burdening), Stalwart; T1 Heavy Plate, 11lb. Fine Cloth, 42.75lb. Steel; DC 34; 20wh / 554mh; 1,230gp.)
  • Fine Quality (Thick I): Tier I: A suit of armor with the thick property provides 1 DR against Bludgeoning, Piercing, or Slashing attacks. This stacks with other forms of DR.
  • Elderian Uniform Set: If you also have the Elderian Military Uniform equipped, you increase its DR to 4/Magical.
 

Elderian Military Uniform

Sturdy, lightly-enchanting underclothes that serve both as general-purpose uniforms and an additional layer of protection.  
  • Soldier's Uniform: Clothing, 8lb Common Cloth; DC 10; 2wh / 6mh; 4gp.)
  • Protection: You gain DR 2/Magical while wearing this outfit.
Written by - FritzCaphe  
Type
Military, Mercenary Group

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