Retribution Remnant

The Last Sun came and, with it, the end of the gods. The Eladrin and Shadar-kai were far from the streets of Daggerford, off at work driving driven the back the vicious hordes. But soon victory turned to madness as the priests within the ranks were driven wild by the death of the gods and lashed out against their friends and kin. Ultimately, those few priests who remained were left only with a deep sense of loss within their souls. The journey back to would bring them all to a home unlike the one they had left: a kingdom of the dead ruled by eldritch and filled with the soulless. With the road ahead uncertain, the only option was back, out into the eternal night and on to make some sort of life as soldiers with no kingdom or gods.

Company Accomplishments

Your company’s prestige increases when you help create a refuge for the living through acts such as
the following:

  • Recovering an Fey artifact
  • Finding some sign of the Fey gods’ return
  • Defeating a major raiding party that is attacking a camp of Fey refugees
  • Negotiating a favorable mercenary contract

Prerequisites

All members of a Retribution Remnant company are presumed to be Fey (Eladrin or Shadar-Kai).

Given the itinerant life of these companies and the pragmatism required to survive, however, such companies may have accepted members from other races and kingdoms, especially those who were once temporary allies against Ezreal El.

Tier 1 : Echoes of Sidar

Your company is a small traveling band of guns for hire. The Retribution is gone, and your people outside of the borders of the home planes need protection and, perhaps, a glimmer of hope. You task yourself with their defense and holding on to what memories of your realm that you can.

Benefits

Arcanist Armorer. You have connections to one of the few arcanist weaponsmiths remaining. This relationship allows you to repair some of your weapons and to maintain what few strongholds you have. You receive a 10 percent discount on costs to repair your weapons and gear with this trusted armorer.

Mercenary Charter. Your company holds a mercenary charter that allows you to legally fight within the borders of the Wraith Coast. The charter is prescriptive, detailing how you must act with civilians and distribute recovered loot and defining what constitutes a breach of contract. The charter thus includes some of the following limitations
and regulations:

  • Civilians must be treated fairly and not harmed.
  • Loot recovered from enemy warbands is to be returned to its rightful owners if possible, after which any remaining value is to be distributed among the company’s members equally.
  • The company doesn’t have to follow any law that violates either natural law or the laws of the company’s home kingdom.
  • The company is beholden to an employer for the duration of its contract with that employer. Following the completion of a contract, the company can’t contract with the employer’s enemies for at least 30 days.
  • An employer’s violation of a contract renders all terms void.

Sellswords. You can go looking for contracts as a downtime activity. Gathering such information costs 1d4 gp per day for 1d4 days. These funds are spent mostly on bribes and drinks. At this tier, contracts are worth no more than 200 gp, with compensation sometimes paid in goods and weapons rather than just gold.

Tier 2 : Shadows of Sidar

Your company grows as it continues to travel the lands fighting for your people, recovering what relics you can, and pursuing the rumors surrounding your gods. The faithful and hopeful have gathered to your banner.

Benefits

Forgotten of Sidir. Your company has attracted or hired a number of warriors and seekers determined to aid you in your quest. You gain your choice of 1d6 hirelings with a challenge rating of 1/2 or lower or a myrmidon with a challenge rating of 4 or lower that will require some time and money to bring up to full working order.

Mementos of Sidir. In its journeys, your company has discovered old outposts, come across numerous fallen arcanists on the battlefields, and explored ancient sites of power. All these discoveries have provided you with relics, mementos, and a tiny connection to your dead gods. Could they still live? Could they come back? Whatever the truth may be, these items hold some connection to a larger power and help you focus your will and faith. An Fey who finishes a long rest at camp and meditates in the presence of the relics can choose one spell of 1st or 2nd level and replace it with another spell of the same level from their spell list.

Tier 3 : Wraiths of Sidir

At this tier, your company has grown in size and influence and likely commands a number of smaller companies. Your forces have recovered many other weapons. Grateful arcanists in refugee camps have reinforced your armory. Your banners and colors are well known throughout the kingdom, and you have rivals who are jealous of your victories and resources.

Benefits

Eyes of Sidir. Your company has recovered relics or has been otherwise blessed with insight regarding the fate of your gods. Your arcanists contemplate upon this and have a greater sense of the possible futures of your people. When you make a death saving throw at the start of your turn, you have advantage on roll. You can’t use this effect again until you finish a short or long rest.

Trained Soldiers. Your company attracts several well trained troops. You gain 1d10 hirelings with a challenge rating of 1 or lower who act as privates in your company and 1d4 hirelings with a challenge rating of 2 or lower who act as sergeants and command staff.

Tier 4 : Remembrance of Sidir

At this tier, your company now commands many smaller companies operating across the kingdom. You have a number of Fey in your employment, and warriors from other races and peoples have joined you purely for money and glory. You are sought out by lords and merchants for your military prowess. You have recovered significant amounts of weapons from old battlefields as well as hidden caches, and you harbor the faint hope that your home planes as you once knew it could exist again.

Benefits

Beacon of Fey. You command great respect among your fellow Fey refugees and mercenary companies. When interacting with others, you can replace Charisma (Persuasion) and Charisma (Intimidation) checks with Intelligence (Religion) checks.

Militant Order. Your large company employs highly trained soldiers. You gain 1d10 hirelings with a challenge rating of 2 or lower and 1d4 hirelings with a challenge rating of 4 or lower who work as your command staff.