SP - Quests Minor Faction Quests to fulfill each faction's unique lore in gameplay.

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Knight at Arms
Minor factions are said in the lore to do lots of interesting things. The Brotherhood of the Woods rob from the rich and give to the poor, the Forest People do slash-and-burn farming in the deep woods, the Embers of the Flame want to bring back the child Emperor, the Hidden Hand acts like the Mafia, etc. But in gameplay, all every minor faction does is work as roaming mercenaries. What they are said to be and how they act in gameplay are often very different. Also, they have cool unique troop trees, but the player can only get them by fighting them, taking their units prisoner, and recruiting the prisoners, which is unintuitive and does not aid immersion in roleplaying.

Another popular game with minor factions, Fallout: New Vegas, gives you quests you can complete for each faction. If you do these quests and make the factions happy, they lend you their assistance in some way.

So, to tie minor factions to their lore better and allow the player to use their troops more easily, a unique quest for each could be the answer. Here is my suggestion for how it could work.

Brotherhood of the Woods: "Take from the Rich, Give to the Poor."
The Brotherhood say that the taxation of the villages is excessive, and want you to rob guarded parties of tax collectors, who spawn around the area. Once you have defeated or intimidated enough collectors, return the money to the Brotherhood for "redistribution" in local villages. Once this is done, the Brotherhood show their nastier side - they also want you track down and kill a group of villagers they say have betrayed them. Doing this will earn you the Brotherhood's approval.
Success: Medium amount of denars, ability to recruit Brotherhood troops near Ocs Hall.
The Brotherhood are obviously based on Robin Hood, so the quest takes inspiration from that.

Company of the Golden Boar: "Vengeance of the Boar."
A lord who recently hired the Company on contract, but is worried about their growing power, has imprisoned the founder of the Company in his city, and all their troops are recognized in the city, so they need a stranger's help. You must break out the Company's founder to ensure his safety, then join the Company in pillaging the city in revenge.
Reward: Large amount of denars, ability to recruit Golden Boar troops near Charas.
The Company of the Golden Boar is said to be based on the Catalan Company, so this quest takes inspiration from their real-life adventures.

Eleftheroi: "Reply of the Wild Frontiersmen."
A local lord has sent a message to the Eleftheroi demanding that they stop raiding his caravans and submit to be taxed. The Eleftheroi have just finished writing a scathingly insulting reply letter. They're looking for a neutral party to deliver it to him, but warn that the lord has killed messengers before, and advise travelling with backup. Once you deliver it, the lord wants to attack you for daring to bring it before him, and you can attempt to persuade him to calm down, or else fight his warband. When done, return to the Eleftheroi and describe his reaction to amuse them and gain their approval.
Reward: Small amount of denars, ability to recruit Eleftheroi troops near Akkalat.
TW said the Eleftheroi are (anachronistically, of course) based on the Cossacks, so this quest is based on a story about the Cossacks.

Embers of the Flame: "Rise of the Phoenix."
The Embers have declared you as their new prophet, who will one day conquer Calradia and whose heir will be the reincarnation of Emperor Darusos. To succeed in this quest and gain the financial support of the Embers, you must have a new male heir, name him Darusos, and conquer or own at least one Imperial city.
Reward: Medium amount of denars, ability to recruit Embers troops near Diathma.

Forest People: "Burn and Slash."
A local woman has been leading mobs of villagers to attack the Forest People, claiming that they have been stealing from the villagers and that the fires they started have spread onto their territory. The Forest People claim this is a lie, and want revenge against the individual responsible and the villagers. You must first burn and raid the village, which will make the peasant mob's leader arrive; defeat the mob in combat, and let the woman go free under the condition that she promises to stop agitating mobs against the Forest People.
Reward: Small amount of denars, ability to recruit Forest People troops near Tyal.

Ghilman: "Anarchy of the Slave-Soldiers."
The Ghilman wish to destabilize the region's balance of power to ensure their continual employment, by creating a rebellion in a restless city that brings a new clan to power. They justify this by saying they will also free some oppressed people in this way. However, they don't want to be seen doing this by potential employers, so they hire you to do it for them. You must persuade multiple people in the town that their situation is unacceptable, which will start the revolt. Then you must keep the new revolt clan alive from the parties that come to attack it. Doing this will earn the Ghilman's favour.
Reward: Large amount of denars, ability to recruit Ghilman troops near Iyakis.
Partially based on the Anarchy at Samarra.

Hidden Hand: "An Offer You Can't Refuse."
The Hidden Hand mafia have very recently suffered a devastating attack in an all out gang war with an up-and-coming gangster faction called the Shrikes, who have killed multiple of the Hand's "business associates" in a short period of time. The Hand are looking for assistance in the gang war from someone with a decent army who won't ask too many questions. You must defeat multiple of the Shrikes' alley gang hideouts to force them into a truce meeting, at which point you either intimidate them out of business, or duel their leader one-on-one and kill him, to gain the favour of the Hidden Hand.
Reward: Medium amount of denars, ability to recruit Hand troops near Poros.
I took inspiration from The Godfather's plot for this one

Jawwal: "All Of Us Against the Stranger."
Two tribes of the Jawwal have been fighting over who should have the right to a grazing pasture, and they ask you to adjuticate the conflict. No matter who you side with, it will turn into an unarmed brawl anyway. Once you have knocked out a certain amount of Jawwal, a large roving desert bandit gang suddenly approaches, and all of you must draw your weapons and ally against them. Defeating the bandits together will gain you the approval of the Jawwal. Actually killing any of the Jawwal fails the quest.
Reward: Small amount of denars, ability to recruit Jawwal troops near Quyaz.
Inspired by a Bedouin saying

Karakhergit: "Attila the Fun."
The leader of the Karakhergit wishes his son to be taken on an educational tour of the cities bordering the Khuzait, so that he may learn what is ripe for conquest, and needs a guide who knows the area. The son is a board game enthusiast, and is happy to go along with you as long as you show him the board games of each culture. You must take the son into your party and travel to Tyal, Onira, and Husn Fulq; during the course of this journey, you must play a game of Tablut, Seega, and Konane. Then return the son safely to his father to gain both their friendship.
Reward: Medium amount of denars, ability to recruit Karakhergit troops near Ortongard.

Lake Rats: "Homewrecker."
A ship has been lured ashore and wrecked by the Lake Rats, which unfortunately turned out to be full of tough sea raiders who survived the wreck. The raiders are now furious with the Lake Rats, who have fled their hideout and seek help. You can attempt to persuade the pirates they need the Lake Rats' help to repair their ship and thus should spare them (high skill check), or fight them to clear out the hideout; either option will gain the eternal thanks of the Lake Rats.
Reward: Small amount of denars, ability to recruit Lake Rats troops near Varnovapol.

Legion of the Betrayed: "Down To The Triarii."
While a cohort of the Last Legion was travelling to recruit new troops, one of their recruiters was caught kidnapping young men to be pressed into service. The ensuing scuffle turned into a fight, and the cohort fled, pursued by the local lord's whole army. At the time you talk to the Legion party, the cohort is besieged in a makeshift stockade nearby, and most of them have been slaughtered except the triarii veterans. You must help the Legion break the siege to gain their favour.
Reward: Large amount of denars, ability to recruit Legion troops near Rhotae.

Skolderbrovta: "Saga of the Shield-Cousin."
The Skolderbrovta were involved in a power struggle between the Nord jarls on the other side of the sea, but lost the war. Now the winners have sailed an army of Huscarls over to attack the Skolderbrovta on their own turf, and are nearby. Desperate for aid, but also oath-sworn not to disgrace the order with the cowardly act of hiring outside mercenaries for protection, the Skolderbrovta will take you on as an honorary Shield-Brother (a Shield-Cousin!), if you can first pass their rite of passage: defeat a Shield-Brother in single combat (knock him unconscious) at the combat grounds. Shortly after you win, jarls' army comes over the ridge and attacks; you must help the Skolderbrovta defeat them.
Reward: Large amount of denars, ability to recruit Skolderbrovta troops near Reyvl.
TW says the Skolderbrovta are based on the Jomsvikings, so this quest takes inspiration from the Jomsviking sagas.

Wolfskins: "The Code of the Wolf."
The leader of the Wolfskins was promised marriage to a Battanian village notable's daughter, but the engagement was broken off. The Wolfskins tell you this story, and if you persuade them that you sympathetise, they tell you their plan to restore their honor: stage a cattle raid. You must travel to the village in question, wait until night, and then the Wolfskins will show up and begin herding the notable's prized bull away across the map to a safe location, while you must escort them and either persuade passersby that these cattle are owned by the Wolfskins, or knock them out before they get the word out that a raid is in progress. Once the bull is safe, the notable will show up with a small party, and you can either try to persuade him to exchange the bull for restoring the original agreement, or fight him. Either will please the Wolfskins.
Reward: Small amount of denars, ability to recruit Wolfskins troops near Seonon.
This is inspired by two major legendary tales from Irish mythology, which the Wolfskins are based on.

Beni Zilal: "Shadow Strike."
The Beni Zilal say they have been denied the rightful rulership of the Aserai lands, and aim to rebuild their dynasty in secret by assassinating their enemies. However, they are finding it difficult for their agents to infiltrate the retinue of their latest target. They want an unknown outsider (you) to build up good relations with that particular lord to gain his trust by doing quests for him, which will gradually become more important until he entrusts you with sending a message, which you will then deliver to the Beni Zilal so they can find out his plans. Doing this will earn the favour of the Beni Zilal, and result in the death of that lord.
Reward: Medium amount of denars, ability to recruit Beni Zilal troops near Razih.
Beni Zilal don't have much information on them in the game, but judging by their secretive nature, the time period/location they're set in, and their war with overall Aserai society it seems likely that they're based on the Order of Assassins, so I took inspiration from that.
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Thanks for reading, hope you liked the general idea.
 
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When I see someone invest much time and thinking into a game and only gets frustrated for his efforts, I'd say it's time to start modding and be the master of your fate instead of waiting for other less inspired people to do something. Modding gives you agency.
 
Seems good ideas. Lake Rats should require naval DLC and involving luring some ship in their base, some subfactions are just roguelike, other more noble and other idealistica but "Crazy" like embers.
No idea why they haven't implemented It.
 
Minor factions are said in the lore to do lots of interesting things. The Brotherhood of the Woods rob from the rich and give to the poor, the Forest People do slash-and-burn farming in the deep woods, the Embers of the Flame want to bring back the child Emperor, the Hidden Hand acts like the Mafia, etc. But in gameplay, all every minor faction does is work as roaming mercenaries. What they are said to be and how they act in gameplay are often very different. Also, they have cool unique troop trees, but the player can only get them by fighting them, taking their units prisoner, and recruiting the prisoners, which is unintuitive and does not aid immersion in roleplaying.

Another popular game with minor factions, Fallout: New Vegas, gives you quests you can complete for each faction. If you do these quests and make the factions happy, they lend you their assistance in some way.

So, to tie minor factions to their lore better and allow the player to use their troops more easily, a unique quest for each could be the answer. Here is my suggestion for how it could work.

Brotherhood of the Woods: "Take from the Rich, Give to the Poor."
The Brotherhood say that the taxation of the villages is excessive, and want you to rob guarded parties of tax collectors, who spawn around the area. Once you have defeated or intimidated enough collectors, return the money to the Brotherhood for "redistribution" in local villages. Once this is done, the Brotherhood show their nastier side - they also want you track down and kill a group of villagers they say have betrayed them. Doing this will earn you the Brotherhood's approval.
Success: Medium amount of denars, ability to recruit Brotherhood troops near Ocs Hall.
The Brotherhood are obviously based on Robin Hood, so the quest takes inspiration from that.

Company of the Golden Boar: "Vengeance of the Boar."
A lord who recently hired the Company on contract, but is worried about their growing power, has imprisoned the founder of the Company in his city, and all their troops are recognized in the city, so they need a stranger's help. You must break out the Company's founder to ensure his safety, then join the Company in pillaging the city in revenge.
Reward: Large amount of denars, ability to recruit Golden Boar troops near Charas.
The Company of the Golden Boar is said to be based on the Catalan Company, so this quest takes inspiration from their real-life adventures.

Eleftheroi: "Reply of the Wild Frontiersmen."
A local lord has sent a message to the Eleftheroi demanding that they stop raiding his caravans and submit to be taxed. The Eleftheroi have just finished writing a scathingly insulting reply letter. They're looking for a neutral party to deliver it to him, but warn that the lord has killed messengers before, and advise travelling with backup. Once you deliver it, the lord wants to attack you for daring to bring it before him, and you can attempt to persuade him to calm down, or else fight his warband. When done, return to the Eleftheroi and describe his reaction to amuse them and gain their approval.
Reward: Small amount of denars, ability to recruit Eleftheroi troops near Akkalat.
TW said the Eleftheroi are (anachronistically, of course) based on the Cossacks, so this quest is based on a story about the Cossacks.

Embers of the Flame: "Rise of the Phoenix."
The Embers have declared you as their new prophet, who will one day conquer Calradia and whose heir will be the reincarnation of Emperor Darusos. To succeed in this quest and gain the financial support of the Embers, you must have a new male heir, name him Darusos, and conquer or own at least one Imperial city.
Reward: Medium amount of denars, ability to recruit Embers troops near Diathma.

Forest People: "Burn and Slash."
A local woman has been leading mobs of villagers to attack the Forest People, claiming that they have been stealing from the villagers and that the fires they started have spread onto their territory. The Forest People claim this is a lie, and want revenge against the individual responsible and the villagers. You must first burn and raid the village, which will make the peasant mob's leader arrive; defeat the mob in combat, and let the woman go free under the condition that she promises to stop agitating mobs against the Forest People.
Reward: Small amount of denars, ability to recruit Forest People troops near Tyal.

Ghilman: "Anarchy of the Slave-Soldiers."
The Ghilman wish to destabilize the region's balance of power to ensure their continual employment, by creating a rebellion in a restless city that brings a new clan to power. They justify this by saying they will also free some oppressed people in this way. However, they don't want to be seen doing this by potential employers, so they hire you to do it for them. You must persuade multiple people in the town that their situation is unacceptable, which will start the revolt. Then you must keep the new revolt clan alive from the parties that come to attack it. Doing this will earn the Ghilman's favour.
Reward: Large amount of denars, ability to recruit Ghilman troops near Iyakis.
Partially based on the Anarchy at Samarra.

Hidden Hand: "An Offer You Can't Refuse."
The Hidden Hand mafia have very recently suffered a devastating attack in an all out gang war with an up-and-coming gangster faction called the Shrikes, who have killed multiple of the Hand's "business associates" in a short period of time. The Hand are looking for assistance in the gang war from someone with a decent army who won't ask too many questions. You must defeat multiple of the Shrikes' alley gang hideouts to force them into a truce meeting, at which point you either intimidate them out of business, or duel their leader one-on-one and kill him, to gain the favour of the Hidden Hand.
Reward: Medium amount of denars, ability to recruit Hand troops near Poros.
I took inspiration from The Godfather's plot for this one

Jawwal: "All Of Us Against the Stranger."
Two tribes of the Jawwal have been fighting over who should have the right to a grazing pasture, and they ask you to adjuticate the conflict. No matter who you side with, it will turn into an unarmed brawl anyway. Once you have knocked out a certain amount of Jawwal, a large roving desert bandit gang suddenly approaches, and all of you must draw your weapons and ally against them. Defeating the bandits together will gain you the approval of the Jawwal. Actually killing any of the Jawwal fails the quest.
Reward: Small amount of denars, ability to recruit Jawwal troops near Quyaz.
Inspired by a Bedouin saying

Karakhergit: "Attila the Fun."
The leader of the Karakhergit wishes his son to be taken on an educational tour of the cities bordering the Khuzait, so that he may learn what is ripe for conquest, and needs a guide who knows the area. The son is a board game enthusiast, and is happy to go along with you as long as you show him the board games of each culture. You must take the son into your party and travel to Tyal, Onira, and Husn Fulq; during the course of this journey, you must play a game of Tablut, Seega, and Konane. Then return the son safely to his father to gain both their friendship.
Reward: Medium amount of denars, ability to recruit Karakhergit troops near Ortongard.

Lake Rats: "Homewrecker."
A ship has been lured ashore and wrecked by the Lake Rats, which unfortunately turned out to be full of tough sea raiders who survived the wreck. The raiders are now furious with the Lake Rats, who have fled their hideout and seek help. You can attempt to persuade the pirates they need the Lake Rats' help to repair their ship and thus should spare them (high skill check), or fight them to clear out the hideout; either option will gain the eternal thanks of the Lake Rats.
Reward: Small amount of denars, ability to recruit Lake Rats troops near Varnovapol.

Legion of the Betrayed: "Down To The Triarii."
While a cohort of the Last Legion was travelling to recruit new troops, one of their recruiters was caught kidnapping young men to be pressed into service. The ensuing scuffle turned into a fight, and the cohort fled, pursued by the local lord's whole army. At the time you talk to the Legion party, the cohort is besieged in a makeshift stockade nearby, and most of them have been slaughtered except the triarii veterans. You must help the Legion break the siege to gain their favour.
Reward: Large amount of denars, ability to recruit Legion troops near Rhotae.

Skolderbrovta: "Saga of the Shield-Cousin."
The Skolderbrovta were involved in a power struggle between the Nord jarls on the other side of the sea, but lost the war. Now the winners have sailed an army of Huscarls over to attack the Skolderbrovta on their own turf, and are nearby. Desperate for aid, but also oath-sworn not to disgrace the order with the cowardly act of hiring outside mercenaries for protection, the Skolderbrovta will take you on as an honorary Shield-Brother (a Shield-Cousin!), if you can first pass their rite of passage: defeat a Shield-Brother in single combat (knock him unconscious) at the combat grounds. Shortly after you win, jarls' army comes over the ridge and attacks; you must help the Skolderbrovta defeat them.
Reward: Large amount of denars, ability to recruit Skolderbrovta troops near Reyvl.
TW says the Skolderbrovta are based on the Jomsvikings, so this quest takes inspiration from the Jomsviking sagas.

Wolfskins: "The Code of the Wolf."
The leader of the Wolfskins was promised marriage to a Battanian village notable's daughter, but the engagement was broken off. The Wolfskins tell you this story, and if you persuade them that you sympathetise, they tell you their plan to restore their honor: stage a cattle raid. You must travel to the village in question, wait until night, and then the Wolfskins will show up and begin herding the notable's prized bull away across the map to a safe location, while you must escort them and either persuade passersby that these cattle are owned by the Wolfskins, or knock them out before they get the word out that a raid is in progress. Once the bull is safe, the notable will show up with a small party, and you can either try to persuade him to exchange the bull for restoring the original agreement, or fight him. Either will please the Wolfskins.
Reward: Small amount of denars, ability to recruit Wolfskins troops near Seonon.
This is inspired by two major legendary tales from Irish mythology, which the Wolfskins are based on.

Beni Zilal: "Shadow Strike."
The Beni Zilal say they have been denied the rightful rulership of the Aserai lands, and aim to rebuild their dynasty in secret by assassinating their enemies. However, they are finding it difficult for their agents to infiltrate the retinue of their latest target. They want an unknown outsider (you) to build up good relations with that particular lord to gain his trust by doing quests for him, which will gradually become more important until he entrusts you with sending a message, which you will then deliver to the Beni Zilal so they can find out his plans. Doing this will earn the favour of the Beni Zilal, and result in the death of that lord.
Reward: Medium amount of denars, ability to recruit Beni Zilal troops near Razih.
Beni Zilal don't have much information on them in the game, but judging by their secretive nature, the time period/location they're set in, and their war with overall Aserai society it seems likely that they're based on the Order of Assassins, so I took inspiration from that.
__________________________________________________________________________________________________________________

Thanks for reading, hope you liked the general idea.
This was a really fun read and I like the ideas and implementations of quests. I hope TW gets inspiration from you posts. This would get me to start a new campaign instantly to try to build a minor faction specific army. (would me great if you can select a minor faction culture as you kingdoms culture combined with the change culture mod mechanic)

I like that you took inspiration from known sagas/myths and folklore. props for making playing each board game a quest, I only played one and had never any disere to play more. The reward of recruiting minor faction troop would be a good incentive to experience them.
 
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