This is a very long thread and pic heavy, I'm afraid.
The first ever game I played solo was Sellswords and Spellslingers with Marek then being a budding adventurer; now he is largest provider of independent adventurers in all of An-Mor from his premises in Dorantia.
I have returned again and again to this setting and this ruleset and here I go again.
I spotted 3 figures at Otherworld Miniatures called Mongrelfolk and fell in love with them.
Once bought and painted I decided to kitbash my own from the bits box and play them in SS and SS, increasing my force to around 10 Mongrelfolk.
Whilst these will form the backbone of my stories there are also Snakemen, Humans, Dwarves, Orcs and Ogres to name a few in Marek’s employ who will move in and out of the tales.
I have also been watching The Joy of Wargaming on YouTube who plays a lot of campaign linked games using various rulesets, although obviously for larger battles rather than skirmish.
However, the concept of Marek's different crews travelling around the world having random(ish) adventures really appealed to me so I have been taking on board travel, randomised maps, scenarios and enemies – I will attempt to highlight how these are done for anyone interested but my main aim is to tell the story.
I will most likely add more complexity such as weather and fatigue later but have enough for now I think.
For those who want to know more about the world of Norindaal where Andrea Sfiligoi sets all his works:
https://sites.google.com/site/norindaal/Mongrelfolk – the ancestry and history of these peoples is a mystery to the others races of Norindaal, but not to the Mongrelfolk themselves, who have detailed genealogical records and histories.
The first Mongrelfolk became so as a punishment by the Great Sorcerers of Doran Kell, often for menial crimes or imagined offence against their rulers. Later many were cursed simply for amusement of the magic users, some being so hideously deformed that they did not live for long.
Once the time of the Great Sorcerers was ended, the remaining Mongrelfolk moved to the unnamed island and established small communities there, naming it Freedom Isle.
They maintain meticulous breeding records to ensure mutations which could not possibly survive are avoided, and planned marriages are commonplace to facilitate this.
Mongrelfolk are surprisingly welcoming of all other races and are one of the most tolerant peoples of Norindaal.
However, as they have migrated to An-Mor they have found themselves unwelcome at times, despite being skilled artisans, miners and traders; the latter of which is a labour of love for many Mongrelfolk who desire a life on the road more than any other.
Consequently, many Mongrelfolk operate the trade caravans which traverse the Isle or work as jobbing adventurers.
Some towns and villages, especially to the South of the river, can be mistrustful and antagonistic towards them, but they still welcome the trade that the caravans bring.
Mongrelfolk dislike Sorcery but some of their number are ‘Talkers’ who can forge empathetic links with the Fae. This allows Talkers to encourage spirits to inhabit the land and create Golems of earth, stone, plants, trees, flesh and bone, referred to as Fen Beasts.
Some Mongrelfolk are in Marek's direct employ whilst others, such as Logan Roe, are self employed but may complete contracts that are mutually beneficial.
Logan is currently taking medicines to the port of Seaton to the West and Marek has asked that he carry a number of goods for Marek to the same location.
A small group of Marek's employees, lead by Maelgwn Hawkfoot, are to accompany Logan's caravan to the Bridge Inn as brigands are currently running amok on the High Route.
Once the two parties have reached the Inn the adventures truly begin.
Party Members of Logan Roe's Caravan20240522_174238 by
markndebs, on Flickr
Logan Roe - A merchant and current employer of Taran, Mostyn and Amphis.
Roe not only carries his own goods for sale but will transport for others, either selling their wares for a commission or simply delivering them as contracted.
He is relatively wealthy but seems to have other motivations for being involved in his trade as money holds no interest to him; the truth is he loves life on the road and would struggle to settle in one place.
Logan is a good employer and so his guards have been with him some time and have become more friends than employees.
20240522_173812 by
markndebs, on Flickr
Amphis Baena – Works as a hunter, messenger and, occasionally, bodyguard. He is fleet of foot with his equine legs and would be even quicker if one wasn’t fore and the other hind.
He has two heads, one snake and the other gnomic in appearance, who bicker and argue constantly but still work together extremely well when the situation requires.
He is currently in the employ of Logan Roe but intends to leave once the caravan reaches Dorantia, to seek work with Marek Adamis’ Adventuring Service.
20240522_173937 by
markndebs, on Flickr
Taran Drust – Powerful and quick to anger, Taran has worked as a guard on the merchant caravans and baggage trails across Albion.
Not very talkative at the best of times he is a dour companion yet respected and liked by those he works for and with.
20240522_173847 by
markndebs, on Flickr
Mostyn Non – Mostyn is from an affluent and well educated background. His father was a rich merchant and his mother an accomplished Talker able to improve the fertility of land and encourage crops to grow both speedily and fruitfully.
When his parents were murdered traveling to Doran Kell, Mostyn was only 10 years old and he was raised by the family’s loyal housekeeper, Mared Drust.
As Mostyn grew he wanted nothing more than to hunt down his parent’s killers and would have set off alone, with few skills, into the wilds.
Mared, fearful of Mostyn’s fate, persuaded her younger brother, Taran, to take him under his wing, teach him the necessary skills and protect him until he was proficient.
20240522_173917 by
markndebs, on Flickr
Dorganna Verlin – daughter of a farmer, Dorganna is skilled in growing things, raising stock and some healing arts with herbs. She is also an exceptionally good shot with her bow and also excels at hand to hand fighting; much to the surprise of many a young man.
Despite her prowess in farming and healing her greatest desire is to travel the world of Norindaal, seeking fortune where she can.
The farm will, once her father cannot manage any longer, pass to her brother, Deson, so, reluctantly, he has given her leave to approach an adventuring company.
She now works for Marek and has agreed to accompany Logan Roe’s caravan to ensure that Marek’s goods are delivered intact.
20240522_174022 by
markndebs, on Flickr
Maelgwn's Band20240522_174338 by
markndebs, on Flickr
Maelgwn Hawkfoot – for many years Maelgwn worked the mines to the Northern edge of the Bleakmoor before realising his skills as a Talker.
He eventually gave up the toil of mining to work as a travelling adventurer specialising in clearing out undesirable creatures and beasts, whether mortal or magical.
20240522_174005 by
markndebs, on Flickr
Lain- A maturing Mongrelman who met with Maelgwn a few years previous and has worked with him since. He is deceptively quick, handy with his Glaive and can pull into his armoured shell quickly to avoid harm.
20240522_174046 by
markndebs, on Flickr
Uri Moti – a strange individual who always seems to be grinning but rarely speaks. Although he has some unusual features and deformities he is most definitely not a Mongrelman. However, given their nature, they are the only folk who accept him for what he is, especially Maelgwn and Lain who appreciate the long range cover the archer offers them.
20240522_174309 by
markndebs, on Flickr