faction
The Legion
- legion
- military
We’ve been on the move for days now. We wake when it’s dark, and camp long after it’s the same. The Legion is tired, but whenever someone falters, the Commander happens to ride by with a joke. When short tempers lead to raised voices, they die instantly under the withering gaze of the Marshal. If our leaders are tired, they refuse to show it. The Quartermaster is still assessing supplies for the next day by the time we’re in our bunks. I don’t know how much of this is a mask. I wonder about the people beneath these well-practiced exteriors. I don’t even know their names. Everyone just calls them by their titles. I will ask the Lorekeeper if she has any records of their exploits before they were promoted. For now, I watch from my perch on the masts, and sketch them in the moments they think nobody’s looking.
—Dame Mikila Savrelli, Shin'zeni Legionnaire
Central to the story is the Legion itself—the haggard characters, the dwindling resources, the few trustworthy spies, the scraps of intel. There's too much here for any one person to track, so the responsibilities are divided up into Roles.
Each player, including the GM, takes on a Role that divides up the responsibilities of the game so that it’s manageable for the group. The GM's Role concerns generating missions, setting scenes, and portraying the undead and the Chosen. Each of the other players has an equally important responsibility in portraying the Legion and its interests.
Each Legion Role is also a character—one of the leaders in the Legion's command staff. They stay in camp and orchestrate day-to-day operations of the Legion. These characters often feature in Back at Camp scenes or in free play that emerges after. The GM might also include the Chosen in these scenes.
Strength
| Rank | Count | Notes |
|---|---|---|
| Specialists | 6 | Named, playbooked, scarce |
| Rookies | 30 | Conscripts and volunteers |
Rules and mechanics for this, if any, live in the campaign codex.