► 1. Nubio
This guard, originally from Dandiara, is your best choice to defend your passengers and their cargo against attack from out of the Mists. But it’s not an easy choice to make, as Nubio is a difficult person to get along with. He is arrogant and ill-humored, and the negative effect his difficult character can have may even be worse than those from the dangers of the road.
- Life Points: 7
- Combat: +2
- Commission: 10% of money gained during an Expedition.
- Terrain Knowledge: +1 Driving in the environs of Dandiara.
- Special Characteristics:
■ Ill-tempered. 10% Rapport penalty on completion of a contract.
■ Envious. If not chosen as Captain, you must pay him double commission.
► 2. Sugóth
Sugóth was born in Wédersmood but spent five years in Dandiara, so he knows both cities well, and in general is very skilled in the special art of city living. For this reason, he is an obvious choice if your caravan has to go via a city en route to its final destination. He is also a skilled healer with a deep knowledge of medicinal plants, inherited from his mother (a renowned druid, lost fighting a creature of the Mists). For all of these reasons Sugóth is one of your most valued guards.
- Life Points: 5
- Combat: +1
- Driving: +1
- Survival: +1
- Commission: 10% of money gained during an Expedition.
- Terrain Knowledge: +1 Driving in the environs of Dandiara and Wédersmood.
- Special Characteristics:
■ Urbanite. Sugóth can haggle down any price you have to pay in a city en route to your destination by 50%. When your caravan is nearing a city, you will have to decide whether to enter the city or simply to keep Traveling. If you go into a city, you can buy supplies and spend a comfortable night in an inn, rather than making camp by the road as you usually do. If Sugóth is in your party the balance swings toward the option of spending a night within the walls, as his negotiating skill will really make it much more economical to do so.
■ Healer. When the caravan stops, which is to say during any Camp stage (generally every night, but you may also stay in Camp during a morning or an afternoon/evening), Sugóth can heal either one guard or the passenger by 1 LP.
■ Nightmares. Sugóth suffers from night terrors. For this reason, the 1 LP increase that you can choose to apply to any of your injured guards each night you spend in camp cannot be applied to him. You can use this LP for Sugóth if you spend a morning or afternoon/evening stage in camp.
■ Night Driving. There is no one capable of moving in the hours of darkness like Sugóth can. If your caravan is obliged to travel by night add +1 to the 1d12 roll you make in the ‘Special Table for Traveling by Night’.
► 3. Belford
Although he was actually born in the capital thanks to his parents being in Elmuria on Builder’s guild business, Belford is from a long-established Quechakmec family. He is one of the most versatile of your guards and well-versed in the internal functioning of the guild system.
- Life Points: 5
- Combat: +1
- Driving: +1
- Survival: +1
- Commission: 10% of money gained during an Expedition.
- Terrain Knowledge: +1 Driving in the environs of Quechakmec and in Jungle terrain. (+1 maximum– if in Jungle near to Quechakmec). The caravan will also be at an advantage when rolling for distance covered in Jungle terrain.
- Special Characteristics:
■ Organization. Belford knows how to distribute the different components of a caravan, choosing the best layout possible at all time. Thanks to this, he can change the result of any 2d6 damage location roll, made by enemies or hazardous situations by adding +1 or +2, or subtracting -1 or -2.
■ Guilds. If you have been contracted by one of the guilds (Tanners and Furriers, Blacksmiths and Cauldron-makers, Coopers and Carpenters, Jewelers and Goldsmiths or Scribes and Translators), 10% Rapport bonus on completion of the contract.
■ Home ground. +1 Survival in Jungle terrain.
► 4. Lisbeth
A native of Anu-Sísgor, Lisbeth is the least well-travelled of your guards, having spent most of her life working in her family business– she is, like you, from a family of coachbuilders. She has done a deal of vertical Traveling, however, as she has a great love of the mountains. As her siblings are now all dead, she is looking for a change – lucky for you! Her skills with wagons and carts will come in very handy, especially on long journeys with no cities en route.
- Life Points: 5
- Driving: +2
- Survival: +1
- Commission: 20% of money gained during an Expedition.
- Terrain Knowledge: +1 Driving in the environs of Anu-Sísgor or in Mountain terrain (+1 maximum in the event of Mountain terrain near Anu-Sísgor). The caravan will also be at an advantage when rolling for distance covered in Mountain terrain.
- Special Characteristics:
■ Speed. 10% Traveling speed bonus for all Travel stages.
■ Wagoneer. Lisbeth can repair wagons by 1 RP during each Camp stage, both during regular overnight stops and during any morning or afternoon/evening stage you spend in camp.
■ Mountaineer. +1 Survival in Mountain terrain.
► 5. Mulvar
Mulvar, a native of Keshan, is physically the largest of your guards. Maybe for this reason he is not the most agile. But don’t let this be a reason to underestimate him– he is a hard worker, brave and efficient. He is knowledgeable about carts and wagons, but his greatest love is his husband’s cooking.
- Life Points: 6
- Combat: +1
- Driving: +1
- Survival: +1
- Commission: 10% of money gained during an Expedition.
- Terrain Knowledge: +1 Driving in the environs of Keshan or in Swamp terrain. (+1 maximum– if in Swamps near to Keshan). The caravan will also be at an advantage when rolling for distance covered in Swamp terrain.
- Special Characteristics:
■ Wagoneer. Mulvar can repair wagons by 1 RP during each Camp stage, both during regular overnight stops and during any morning or afternoon/evening stage you spend in camp.
■ Swampmaster. +1 Survival in Swamp terrain.
► 6. Trasgo
From Sarakia. A real public relations expert, able to turn people’s frowns upside down. He is also a versatile and able guard, which makes him one of your best candidates to form part of any team.
- Life Points: 5
- Combat: +1
- Driving: +1
- Survival: +1
- Commission: 10% of money gained during an Expedition.
- Terrain Knowledge: +1 Driving in the environs of Sarakia or in Hill terrain. (+1 maximum– if in Hills near to Sarakia). The caravan will also be at an advantage when rolling for distance covered in Hill terrain.
- Special Characteristics:
■ People person. 10% Rapport bonus on completion of a contract.
■ Sacrifice. Trasgo can, if you so choose, deflect and receive 1 point of the total damage inflicted on passengers in an attack.
■ Lord of the High Places. +1 Survival in Hill terrain.
► 7. Varsia
Originally from Vindania. Varsia is renowned for her knowledge of the natural world, both animals and plants. Some say she gets on far better with plants and animals than she does with people! Her knowledge of the forests and her skills with the draft animals make her a valuable addition to any expedition.
- Life Points: 5
- Combat: +1
- Driving: +1
- Survival: +2
- Commission: 20% of money gained during an Expedition.
- Terrain Knowledge: +1 Driving in the environs of Vindania or in Forest terrain. (+1 maximum– if in Forest near to Vindania). The caravan will also be at an advantage when rolling for distance covered in Forest terrain.
- Special Characteristics:
■ Experts in animals. Varsia heals the draft animals by 1 LP during each Camp stage, both during regular overnight stops and during any morning or afternoon/evening stage you spend in camp.
■ Horn oils. When you are in the middle of a journey and Varsia is part of that convoy, any decision related to horn oils, about which one should be used to heal draft animals, will be considered a success, without the need to visit any extra section to check it. Mind you, every time she saves the caravan from a major problem, she will take 10 SC from the ‘Expedition Cash’, without the captain (if she is not the captain) daring to protest. If there is no money left in the ‘Expedition Cash’, Varsia will increase her commission by 10%, only for the remainder of that trip.
► 8. Fileex
Born in Elmuria. You and Fileex go way back, and although he is a bit ill-tempered you truly value his skills and character. Out of respect for your long friendship you will always appoint him captain. Not everyone is such a fan of Fileex– he has a habit of humming constantly, which tends to drive people crazy, and he always wakes up in the morning like a bear with a sore head. But he is loyal, and will give his all for the success of the Expeditionary Company.
↑ Be aware that Fileex is the only one of your guards who starts with the possibility of performing a ‘Heroics’ from his first trip with you (because, actually, it will not be the first, but the second one).
- Life Points: 5
- Combat: +1
- Driving: +1
- Commission: 0% of money gained during an Expedition (must be captain).
- Terrain Knowledge: +1 Driving in the environs of Elmuria or in Mountain or Hill terrain. (+1 maximum– if in Hills near to Elmuria). The caravan will also be at an advantage when rolling for distance covered in Hills or Mountains.
- Special Characteristics:
■ Captaining. Fileex must always be the captain of an expedition.
■ Grumpy. 10% Rapport penalty on completion of a contract.
■ Safe camp. When the caravan is in a Camp stage Fileex adds +1 to any combat, thanks to his skills in defensive preparations.
■ Pathfinder. +1 Survival in Mountains and Hills.
► 9. Jota
Jabbal-Gulam-Tirol, better known as Jota, is from Sarakia, and is the biggest person you have ever seen. He has always worked as a guard, as private security for VIPS in Sarakia before moving to Elmuria. Jota is a powerful, useful guard, but he has one drawback: he will not travel by night under any circumstances. If he is obliged to travel by night at any point he will quit and abandon the expedition.
- Life Points: 8
- Combat: +1
- Driving: +1
- Survival: +1
- Commission: 20% of money gained during an Expedition.
- Terrain Knowledge: +1 Driving in the environs of Sarakia or in Hill terrain. (+1 maximum– if Hills near to Sarakia). The caravan will also be at an advantage when rolling for distance covered in Hills.
- Special Characteristics:
■ Defensive wall. During combat Jota can deflect and receive damage meant for other guards. For example, if you are instructed that all guards receive 1 point of damage, Jota can take on all the damage, saving his comrades.
■ Adventurer by day. Jota will not, under any circumstances, travel by night. If you take the decision to travel by night with Jota in your guard team, he will immediately leave the caravan. The caravan will lose his Combat, Survival and Driving points. When and if this happens, he returns to Elmuria and can be contracted again for future expeditions.
■ Lord of the High Places. +1 Survival in Hills.
► 10. Runa
They say the most potent poison comes in small bottles. Well, Runa says this, and what she means is that she is small, but deadly. And it’s true. In some ways she is the jewel in your crown. Runa is an intrepid traveler who knows all the surviving cities of Zekáinar like the back of her hand, including their less savory denizens.
- Life Points: 4
- Survival: +2
- Commission: 20%
- Terrain Knowledge: +1 Driving in the environs of all cities except the capital: Dandiara, Wédersmood, Quechakmec, Keshan, Anu-Sísgor, Sarakia and Vindania.
- Special Characteristics:
■ People person. Thanks to charming little Runa you receive 10% Rapport bonus on completing a contract.
■ Guild knowledge. If the contract is with any of the guilds (Tanners and Furriers, Blacksmiths and Cauldron-makers, Coopers and Carpenters, Jewelers and Goldsmiths
or Scribes and Translators), another 10% Rapport bonus on completion.
■ Brotherhood. If the contract is with one of the brotherhoods (Drapers and Haberdashers or Potters and Tilers) 10% Rapport bonus on completion.
■ Criminal fraternity. On arriving to your destination Runa can submerge herself in the city’s underworld and use her contacts to acquire the necessary goods to make up any losses to the cargo (Material Points) suffered on the journey. She can recover points up to 10, but she can’t go beyond that maximum. For every one MP that she recovers she will give a payment note to her suppliers– you will have to pay back that cost when she returns to Elmuria – 20 SC for each MP recovered. Let’s say Runa wants to recover 4 points of damage to the cargo– from 6 MP back to the maximum 10 MP: that will cost you 80 SC which you will pay from your Expeditionary Company Capital.
► 11. Qhalab – Back-up Guard
Careful! Qhalab is a backup guard, which means you can only use her services after one of your guards 1-10 have retired, quit or (gods forbid) died. Qhalab has another restriction, in that you cannot use her until you have completed the second journey with the Guild of Tanners and Furriers (in case you’re playing with the narrative of the Contract Ledger). Until these conditions are met you cannot hire Qhalab.
From Anu-Sísgor. Qhalab is a skilled musician, but had to give up her instruments due to an injury to her hands. In the old days she travelled a great deal as a musician so the wandering life of an Expeditionary Company guard appeals to her. Her family were traditionally sentinels of the walls of Anu-Sísgor, so she has training in the arts of war as well as knowledge of the use of owls, a secret known only to the protectors of that city. The owling tradition of Anu-Sísgor, maintained by Qhalab and her last surviving brother, allows adepts to train owls to be their ‘eyes’ and use these birds as scouts to gain terrain knowledge.
- Life Points: 4
- Combat: +1
- Driving: +1
- Survival: +1
- Commission: 30% of money gained during an Expedition.
- Terrain Knowledge: +1 Driving in the environs of Anu-Sísgor or in Forest terrain. The caravan will also be at an advantage when rolling for distance covered in Forests.
- Special Characteristics:
■ Eyes in the sky. 20% Traveling speed bonus for all Travel stages, thanks to the improved terrain knowledge Qhalab obtains from her trained owl. However, if Qhalab is hurt at any time the first point of damage kills the poor creature, instead of harming her and she will not have access to this bonus for the rest of the journey. If she receives 2 points of damage on a first attack, the first point kills her owl and she also loses 1 LP. On completing a journey and returning to Elmuria Qhalab can obtain and train a new owl, which she will have available for the start of the next expedition.
■ People person. 10% Rapport bonus on completion of a contract.
■ Lady of the woods. +1 Survival in Forests.
► 12. Essium – Backup guard
Careful! Essium is a backup guard, which means you can only use his services after one of your guards 1-10 have retired, quit or (gods forbid) died. Essium has another restriction, in that you cannot use him until you have completed the second journey with the Guild of Tanners and Furriers (in case you’re playing with the narrative of the Contract Ledger). Until these conditions are met you cannot hire Essium.
Although he was born in Vindania he spent little time there. He prefers to be in nature, and has expert knowledge in several kinds of wild area– forests, jungles and swamps. He always has an animal of some kind with him, of the most unexpected kinds: sometimes a fox, others an eagle, a turtle, a mouse … you never know until he turns up with his new friend!
- Life Points: 5
- Driving: +2
- Survival: +2
- Commission: 30% of money gained during an Expedition.
- Terrain Knowledge: +1 Driving in Forests, Jungles and Swamps. The caravan will also be at an advantage when rolling for distance covered in Forests, Jungles and Swamps.
- Special Characteristics:
■ Animal expert. Essium heals the draft animals by 1 LP during every Camp stage, both during regular overnight stops and during any morning or afternoon/evening stage you spend in camp.
■ Friends of the natural world. Thanks to Essium’s familiars you are at an advantage out in the wild. On the road you can apply +5 or -5 to every ‘Table for Travel Stages’ and Table for Camp Stages’ rolls. This can allow you to make changes to the results that can greatly help your caravan. For example, a roll tells you that something has happened to the wagons, but your wagons are already badly damaged, so it would be better for you at this point to roll for a terrain-related issue; or something is going to happen with your passengers, and you think it would be less risky to deal with a guard-related issue– the +5 or -5 may allow you to make advantageous adjustments.
► 12+1. Alzzía – Backup guard
Alzzía cannot be used until all other guards have been used at least once, including Qhalab and Essium. This means, obviously that two of your original guards have presumably retired, quit or died, Qhalab and Essium have joined your crew and travelled at least once each, and either one more of your original guards, or Qhalab or Essium, have departed. One more restriction is that to hire Alzzía for an expedition you must previously have completed at least one contract for the Brotherhood of Drapers and Haberdashers (in case you’re playing with the narrative of the Contract Ledger).
You know little about Alzzía. You don’t know where she is from, or anything about her past, though she is obviously very young. Her healing skills and her power over the Mists is unique though, and was enough to convince your guards, and you, of her worth.
- Life Points: 4
- Combat: +1
- Driving: +1
- Survival: +1
- Commission: 0%
- Terrain Knowledge: None.
- Special Characteristics:
■ Great healer. She can add +1 point to any category, either living things (passengers, draft animals, one guard) or even to the wagons. She can do this once for every stage spent in camp (during the night or during a morning or afternoon/evening stage).
■ Anti-Mists. In exchange for losing 1d6 Life Points, risking her own existence, Alzzía can reduce a density of the Mists whenever you see fit, as many times as necessary. If for this reason she is left with 0 LP or less, she does not die, but she instantly abandons the journey (so that all her contributions are lost). Don’t worry about her fate, as she will be available for next Expeditionary Company adventures, satisfied for having been of service.