Mercenaries and Companies: Difference between revisions
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== Companies == | == Companies == | ||
Companies are the beating heart of life in Tanyth. | |||
A Company is more than a team. It is a group of characters united by a common purpose, story, culture, belief, goal, or ambition. Some Companies are military organisations, others are religious orders, trade guilds, criminal syndicates, explorer societies, or simply groups of like-minded adventurers. | |||
Companies take contracts, build influence, earn reputation, and compete with one another for power within the city. As a Company grows in reputation, it gains access to better opportunities, more dangerous jobs, and greater rewards. | |||
Many players choose to join a Company because it provides a shared story, long-term goals, and a group of allies to adventure alongside. Others remain Mercenaries and build their own reputation independently. | |||
=== Joining a Company === | |||
After creating a character, players are free to decide whether they wish to join a Company or continue operating as an independent Mercenary. | |||
There is no requirement to join a Company, and many characters spend part or all of their career working independently before committing to a group. | |||
==== Join an Established Company ==== | |||
Established Companies already operate within Tanyth and have their own reputations, cultures, goals, and histories. | |||
Joining an existing Company provides immediate access to a group of allies, shared objectives, and a place within the city's ongoing political and social landscape. | |||
Some Companies are large and influential, while others are small groups attempting to make a name for themselves. Players are encouraged to spend time meeting different Companies before deciding which one best suits their character. | |||
==== Remain a Mercenary ==== | |||
Not every character chooses to join a Company. | |||
Mercenaries operate independently, taking contracts and building their own reputation without being tied to a larger organisation. | |||
While Mercenaries miss out on some of the benefits available to Company members, they enjoy greater freedom and flexibility and may still become highly influential figures within Tanyth through their Personal Reputation alone. | |||
=== Form Your Own Company === | |||
For those who wish to carve their own path, it is possible to establish a new Company within Tanyth. | |||
Creating a Company allows a group of players to build their own identity, traditions, goals, and reputation from the ground up. | |||
==== Requirements ==== | |||
To create a new Company: | |||
* At least 5 players must be involved. | |||
* The combined Personal Reputation of the founding members must total at least 40 Reputation. | |||
* The Company must secure sponsorship from a Benefactor. | |||
Without a Benefactor, a Company cannot accept contracts, earn Company Reputation, or participate in the city's power structure. | |||
==== Company Application ==== | |||
New Companies must submit the following information: | |||
* Company Name | |||
* Motto | |||
* Focus or Playstyle | |||
* Background | |||
* Desired Reputation | |||
* Company Culture | |||
* Traditions | |||
* Ideal Recruits | |||
Applications should be submitted to: | |||
[mailto:info@kongaskreations.com.au info@kongaskreations.com.au] | |||
Once the application has been reviewed and the reputation requirements have been met, a Benefactor may choose to sponsor the Company. Only then will the Company be formally recognised within Tanyth. | |||
== Company Reputation == | |||
Company Reputation represents the influence, reliability, and standing of a Company within Tanyth. | |||
As Companies complete contracts, achieve objectives, and build a name for themselves, their reputation grows. Higher reputation unlocks access to more prestigious contracts, greater rewards, and opportunities that would otherwise remain unavailable. | |||
A strong reputation also grants leverage. Well-known Companies can negotiate better terms, attract skilled recruits, and earn the trust of powerful clients. | |||
=== Company Reputation Scale === | |||
{| class="wikitable wizlords-magic-table" | |||
! Reputation | |||
! Rank | |||
! Description | |||
|- | |||
| 0-99 | |||
| Unknown | |||
| Your Company is just another name scrawled on the registry. No one knows you, no one trusts you, and no one is watching. You will get nothing but scraps, if that. | |||
|- | |||
| 100-199 | |||
| Noticed | |||
| You have stirred the waters. Locals may recognise your Company's name. Minor contracts trickle in. Some start to watch, unsure whether to be impressed or concerned. | |||
|- | |||
| 200-299 | |||
| Recognised | |||
| Your Company is starting to matter. Clients seek you out for work. Other Companies take note. You are climbing, and people are beginning to care where you step. | |||
|- | |||
| 300-399 | |||
| Respected | |||
| Your name carries weight in Tanyth. You are seen as dependable, skilled, and capable. Better contracts come your way, and rivals tread more carefully. | |||
|- | |||
| 400-499 | |||
| Feared or Admired | |||
| Your Company is a known power. Factions either court your loyalty or plan around your movements. You may receive access to special contracts, forbidden resources, or insider knowledge. | |||
|- | |||
| 500-599 | |||
| Influential | |||
| You have become a serious force in the city. Your choices ripple through political, criminal, and economic circles. The powerful know your name, and some fear it. | |||
|- | |||
| 600-699 | |||
| Elite | |||
| You are more than a Company. You are a symbol. Your banner represents control, legacy, and consequence. City leaders may consult you. Opponents may avoid you altogether. | |||
|- | |||
| 700-799 | |||
| Legendary | |||
| Your Company's name is etched into the city's history. Stories of your deeds circulate in every tavern and war room. You are a dominant force in Tanyth's evolving narrative. | |||
|- | |||
| 800-899 | |||
| Mythic | |||
| Your reputation surpasses truth. What matters now is belief; your name inspires hope, fear, or awe. Whether praised or cursed, you shape the dreams and nightmares of the city. | |||
|- | |||
| 900-999 | |||
| Untouchable | |||
| You stand beyond challenge. You are protected by power, legacy, and fear. Only the most reckless dare to oppose you, and most do not live long enough to try again. | |||
|- | |||
| 1000+ | |||
| Icon | |||
| Your Company is legend. Not just a part of Tanyth, but woven into its identity. Your banner changes laws. Your enemies rewrite history to survive. You do not just play the game, you define it. | |||
|} | |||
=== Reputation Calculation === | |||
A Company's total reputation is determined by combining: | |||
* The Company's earned Company Reputation. | |||
* The Personal Reputation of all current Company members. | |||
For example: | |||
If a Company has 40 Company Reputation and five members with 10 Personal Reputation each, the Company's total Reputation is 90. | |||
This system ensures that both individual achievements and collective success contribute to a Company's overall standing. | |||
=== Underdog Bonus === | |||
If a Company defeats another Company whose total Reputation is more than 100 points higher than their own, they receive an additional +10 Company Reputation. | |||
This bonus rewards bold play, determination, and successful challenges against stronger opponents, allowing newer Companies an opportunity to climb the rankings more quickly. | |||
=== Jobs and Benefactors === | |||
Companies survive by taking contracts offered by mysterious figures known only as Benefactors. | |||
These jobs vary greatly in nature and may involve recovering relics, escorting important individuals, protecting valuable assets, uncovering secrets, eliminating threats, or pursuing other objectives important to the Benefactor. | |||
Success brings wealth, influence, and reputation. Failure may damage a Company's standing and limit future opportunities. | |||
=== Company Jobs === | |||
At the beginning of each round, the leaders of all active Companies are invited to review the available contracts. | |||
Companies take turns selecting jobs from the current contract pool. | |||
Some contracts may require a minimum Reputation before they can be accepted. Others may carry greater risks, but offer greater rewards. | |||
Once contracts have been selected, the games for that round are scheduled and a roster is released detailing: | |||
* Participating Companies. | |||
* Game dates. | |||
* Scenario information. | |||
* Additional rules and maps. | |||
This system ensures that Company decisions directly influence the opportunities and challenges they face throughout the campaign. | |||
=== Benefactors === | |||
Benefactors are the mysterious figures who fund, direct, and influence the Companies operating within Tanyth. | |||
Few know their true identities. Some are believed to be merchant princes, criminal masterminds, disgraced nobles, foreign powers, secret societies, or influential political factions. | |||
What matters is simple: Benefactors provide work, resources, and opportunities in exchange for results. | |||
Without a Benefactor, a Company has no place within the city's contract system. | |||
==== The Game Behind the Game ==== | |||
While battles are fought on the field, a larger struggle takes place behind the scenes. | |||
Companies compete for reputation, influence, and the attention of powerful Benefactors. Every success strengthens a Company's position within the city, while every failure risks damaging its standing. | |||
As a Company grows, it gains access to more valuable contracts, more dangerous opportunities, and greater influence over the future of Tanyth itself. | |||
For many Companies, the true goal is not simply to win battles, but to build a legacy that will be remembered throughout the city's history. | |||
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