Wintergale

Whitegold Mercenary Company Tables

Nov 1st, 2015
565
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 11.81 KB | None | 0 0
  1. I'm considering this to be finished. I might add (optional) Flaw and Demeanour tables.
  2.  
  3. Random tables for generating a Whitegold Mercenary Company:
  4.  
  5. # Age
  6. D10
  7. 1: Ancient
  8. This Company is one of legends, an established institution in the military world. The current members can pride themselves on being part of a tradition that stretches back generations, where brave soldiers before them have fought, bled and won on every battlefield imaginable.
  9. 2-3: Venerable
  10. This Company is older than House Whitegold, and has been around for decades, maybe even an entire lifetime. Often well travelled and organized, Companies like these have likely even fought outside of Equestria, in the lean years before the Royal Sisters went missing.
  11. 4-5: Established
  12. This Company was established in the time of Equestria's dissolution, around fifteen years ago. They might have been mustered directly in relation to the establishment of House Whitegold, or perhaps in the tumultuous years that followed.
  13. 6-8: Soldiers of Fortune
  14. This Company was created after the establishment of House Whitegold, a timespan of over one decade which saw a explosion in the number of Mercenary Companies, as Whitegold merchants and nobles began to understand the possible profits that can be made once warfare meets commerce.
  15. 9-10: Fresh Meat
  16. This Company is young, at most a few years old, and maybe even just founded. It lacks the tradition and respect of the older companies, but its members are nevertheless eager to get to work, earn good coin, and possibly start a military enterprise that will endure over the generations.
  17.  
  18. # Size
  19. D10
  20. 1: Tiny
  21. This Company is minuscule in size, perhaps 500 soldiers total.
  22. 2-3: Small
  23. This Company is small, but potent enough to field around 1000 soldiers.
  24. 4-6: Medium
  25. This Company is well manned, able to muster around 2500 soldiers for willing contractors.
  26. 7-9: Large
  27. This Company is much larger than most, being among the few able to field about 5000 soldiers, forming a mighty force.
  28. 10: Colossal
  29. This Company is truly abnormal, having swollen to a size that normally wouldn't happen. A vast number of mercenaries marches under this Company's banner, perhaps even 10000 or more. This size is usually the result of some extraordinary event, or a sponsor with extremely deep pockets.
  30.  
  31. # Origin
  32. D10
  33. 1-2: Ponyfolk
  34. This Company has its origins in Equestria, and was born as a gathering of adventurous, gold-hungry Ponyfolk from all corners of their realm, with little regard for tribe or race.
  35. 3: Masters of the Arcane
  36. This Company was founded by a Unicorn majority.
  37. 4: Masters of the Earth
  38. This Company was founded by a Earth Pony majority.
  39. 5: Masters of the Sky
  40. This Company was founded by a Pegasus majority.
  41. 6: Strangers from the North
  42. This Company hails from the far north, founded in the Griffin Kingdoms or by wayward Griffins in a foreign lands.
  43. 7: Strangers from the South
  44. This Company hails from the far south, founded on the Emerald Coast, or by Zebrafolk in stranger lands.
  45. 8: Strangers from Underground
  46. This Company hails from the unknown depths, founded in deep tunnels, or by Diamond Dogs who have travelled elsewhere.
  47. 9-10: Brotherhood of War
  48. This Company can't trace its origin back to any particular race, tribe or majority. It is simply a fraternity of like-minded warriors, fighting for coin under a common banner. The founders were foremost Brothers of Battle, not kin related by blood.
  49.  
  50. # Signature Tactics
  51. D10
  52. 1: Pike Square
  53. Well drilled and unflinching, none others can quite compare to this Company once it comes to deploying a mighty array of pikes. From holding ground to the fearsome Push of Pike, this Company knows how to form and fight as a single, unfaltering formation.
  54. 2: Arcane Superiority
  55. At some point in its history, this Company realised that there was more to battle than the spear and the bow. In a way of its own, the Company has come to be characterized by its integration of the arcane into the harsh conditions of the battlefield.
  56. 3: Aerial Supremacy
  57. There can be no mobility, no freedom of movement quite like the one offered to airborne units, and upon realizing this, this Company also came to value the establishment of aerial superiority.
  58. 4: Ordnance Experts
  59. In this age of great upheaval, the true kings of the battlefield are not the generals and officers that march upon it. No, this Company has realised that it is the massive field guns, trebuchets and bolt throwers that ultimately decide the outcome of the battle.
  60. 5: Ground Mobility
  61. Aerial mobility is all well and fine, but wars are fought over arable land and precious resources. They are, as this Company has experienced, about the very soil upon which cities are built, soldiers march, and battles are fought. This Company has become skilled in the creation and operation of swift charge formations and punishing raids upon the enemy ground units.
  62. 6: Small Unit Tactics
  63. Rather than dedicate itself entirely to the most conventional forms of battle, and the large formations that are deployed in the thick of battle, this Company favours deploying smaller units of troops, adept at skirmishing, scouting, raiding and pursuing.
  64. 7: Forlorn Hope
  65. This Company is willing to do the dirty work few others dare, placing themselves in the place of the Forlorn Hope. In the thickest of battle, where the casualties are the highest, these mercenaries charge under a blood banner, taking the highest risks, for the highest rewards.
  66. 8: Massed Fire
  67. This Company knows the value of strength at range, and the strengths of having many soldiers carrying bows, crossbows or firearms. With drilled precision, they're able to pull off massed volleys, and form disciplined lines of fire.
  68. 9: Phantasmagoria
  69. Through some means or another, be it magic, mobility or something entirely else, this Company has come to develop an array of methods to deceive their enemies. The Company has come to believe that being a strong or a fast fighter is only second to being a clever fighter, and that through careful trickery they can make the enemy lead themselves into unfavourable positions.
  70. 10: Above All Else, Fluidity
  71. This Company, voluntarily or involuntarily, has no distinct tactics. Rather, they will fit into any order of battle, performing the core tasks asked by any mercenary. It might be that they have yet to develop their own traditions, or that their tradition-bearers have died. Perhaps is the Company currently restructuring for the tumultuous time ahead? Or it might be that this is their chosen state, that they do not value some special tactic, but rather to be exceptional at the mundane?
  72.  
  73. # Owner
  74. D10
  75. 1-3: Whitegold Upper Class
  76. This Company is owned by some wealthy member of the Whitegold upper class. Perhaps it is a rich merchant who specialises in mercenary companies, or a renowned Noble who has acquired or established this Company to further his own economic and political interests.
  77. 4-5: Whitegold Noble Captain
  78. This Company is currently owned by a Whitegold Noble (or member of the upper class), who also functions as the Company's Captain, essentially treating it like his own personal army. These owners often invest deeply in their Companies, and some of them see their activities as a continuation of the chivalrous traditions of Equestria's nobility.
  79. 5-7: Venture Captain
  80. This Company is not owned by a Whitegold member, but rather by the Company's commanding Captain. If this Company is young, it might be that he's the original founder. If the Company is old, it might be that he's the latest in a line of hereditary owners, or that he has been elected to lead the ancient brotherhood, perhaps even having risen through the ranks to get there.
  81. 8: Company Council
  82. This Company is not owned by one individual, but rather by a group of the Company's wealthiest officers. Though they may have elected to be commanded by a single Captain, it is the Council that is called upon to take the truly important decisions, and distribute the profits.
  83. 9-10: Foreign Ownership
  84. The owner or owners of this Company do not hail from Whitegold lands. They might be Diamond Dog gem mine owners, a Zebra noble, Griffon merchants, or just a Pony from outside Whitegold itself.
  85.  
  86. # Captain
  87. D10
  88. 1-3: Traditional Captain
  89. This Captain doesn't necessarily have to be a traditionalist himself, but racially speaking he follows in the footsteps of those who founded the Company. He's of the same race as specified one the Origin table.
  90. 4-5: Ground Pounder
  91. Having no particular ability to either fly or cast magic, this Captain stands solid with all hooves planter firmly on the ground.
  92. 6-7: Magically Inclined
  93. This Captain is magically able, maybe even gifted.
  94. 8-9: Wing Commander
  95. This Captain moves in air as well, if not better, than he does on the ground.
  96. 10: Diarchs
  97. Some companies choose not to give all the responsibility to one leader, or maybe they just weren't able to choose. Regardless, the result is that this Company has not one, but two Captains to share responsibility between themselves.
  98.  
  99. # Event
  100. D10
  101. 1: A Banner Reclaimed
  102. At some point in its history, this Company has been disbanded or entirely wiped out. The current Company has reclaimed the banner of the fallen Company, either as direct successor, or as someone just wanting to bask in the glory of a prestigious name.
  103. 2: Atrocity
  104. At some point in its history, this Company's name and reputation became linked with some great atrocity, most likely a heinous act or massacre committed by the Company's soldiers.
  105. 3: Disloyalty
  106. This Company has a history of having broken contracts or turned upon their employers for the Company's gain. As a result, new employers might be wary of this Company, and unlikely to place them in critical positions.
  107. 4: Pro Bono
  108. There is more to the world than gold and wealth, and at some point in its history, this Company has been swayed to fight for some greater ideal. Be it the defence of the weak, overthrowing some villian, or to further some racial/national vision. What matters is that this Company is no stranger to ideals above mere wealth.
  109. 5: Glorious Victory
  110. At some point, a truly grand success befell this Company. It might have been a victory against an overwhelming number of enemies, or a well-conducted siege.
  111. 6: Betrayed
  112. This Company has, in its history, lived through having been betrayed by their employer, owner or captain. They might have been left in a seemingly unbearable situation, refused pay, or been tricked into doing a job they normally would have refused.
  113. 7: Unique Vows
  114. For some reason or another, this Company lives by a special creed, and requires its members to take a unique vow, and live by some ideals that most mercenaries do not abide by.
  115. 8: Unfaltering Loyalty
  116. This Company has a reputation of never betraying their employers, as long as they're paid, no matter how bleak the situation may look. They've proven at least once that a contract signed is a contract honoured.
  117. 9: Breaking Tradition
  118. This Company has, for some reason, broken off with the traditions of its founders in some significant manner, and became permanently changed.
  119. 10: Unexpected Reward
  120. This Company has at some point reaped an unexpected reward from their adventures. Maybe a new owner brought in a windfall of funds, or maybe they chanced upon some hidden treasure. Regardless of the cause, the reward was significant enough to become part of Company history.
  121.  
  122. # Friendship
  123. D10
  124. 1-2: Friendly Mercenary Company
  125. 3-4: Whitegold Merchant or Noble
  126. 5-6: The Undercity
  127. 7-8: Wanderers, Brigands, Factionless or Unaligned
  128. 9-10: A Foreign Power
  129.  
  130. # Enemies
  131. D20
  132. 1-4: Rival Mercenary Company
  133. 5-6: Whitegold Merchant(s)
  134. 7-8: Whitegold Noble House
  135. 9: The Cult
  136. 10: Changelings
  137. 11: House Everfree
  138. 12: House Earthborn
  139. 13: House Stormwing
  140. 14: House Moon & Star
  141. 15: Diamond Dogs
  142. 16: Northern Zebra Tribes
  143. 17: Southern Zebra Tribes
  144. 18: Griffons
  145. 19: Whitegold Army
  146. 20: The Undercity
Advertisement
Add Comment
Please, Sign In to add comment