Having written up short blurbs on the different heritage packages, I’ve started work (finally) on the band types, adding more rough information to the end of the document (just before the aforementioned heritage blurbs); it’s not fleshed out or carefully balanced yet, it’s just ideas I had at 2am that I partially recall having slept since then.
I want each of the band types to have its own feel to it, something that makes it distinct from the others in how you approach it. So far I’ve only been working on the special abilities, but I’ll add upgrades later on.
The Pilgrim band type is meant to be religious or supernatural in nature; this may be a group on a set pilgrimage to a particular location, or it might be a group of priests and laypeople constantly following a route through towns and villages to minister to the faithful. You could even use them as a band of mages or the like. I want them to feel resilient, magically capable, and overcoming obstacles through faith (theirs and others) as much as anything else.
The Explorers are designed to constantly push frontiers, reach new places, and blaze trails. They’re superior to the rest when they’re in unfamiliar territory, and there’s supposed to be a dash of Indiana Jones-style exploring lost civilizations feel. If you’re wanting something close to dungeon crawls, this is the band type that’ll fit.
Mercenaries are your military campaign- your PCs are commanding officers, and the cohorts/coteries are the troops. Designed for lots of combat, and I’m thinking the seventh SA should be something that enhances the Train downtime action. Letter of Marque is probably going to attract murderhobo-ish activities, but it felt appropriate, and I’ll see if I can’t make something other than a license to be legal Outlaws.
Tradesmen are your merchants and craftsmen. David Eddings has had a few characters who were running mercantile empires in the wings, and I found the idea fascinating, so I wanted to include that option. This is the band that is going to have lots of coin and ways to use it to get around obstacles.
Outlaws are your bandits, pirates, Robin Hoods, and so on. You’re always on the run from the law, regardless of if you or they are the baddies, and you live on the outskirts of civilization. Direct fights are more the mercenaries’ gig; the outlaws are intended to be closer to traditional Blades scoundrels.
And the Entertainers are your circuses, carnivals, fortune tellers, thespians, musicians, and so on. You put on a good show, navigate society (polite and otherwise), make some coin, and then return to your wagons (or tents, or whatever) and unload all the stress that comes with propping up someone else’s fantasies long enough to make a living.