Mercs: The Black Guard Company


The first Play by Email ("PBEM") campaign that I created and ran was "Mercs."  In 1996 the tabletop game I had been running four the past three years in college was shifting from a primarily AD&D Forgotten Realms campaign to a White Wolf World of Darkness Storyteller campaign, and we also were meeting less often. Those truly epic tabletop AD&D campaigns had included  James B ('Helix'), Brian H. ('Hathron'), Chad ('Antontio'), and Stephen ('Marik') amongst others who never joined the PBEM games. (The adventures of that party, the Oathbound, will be told elsewhere on this blog). 

The world wide web and email were just becoming common in the academic world and I had dipped my toe into play by email games as a player - unsuccessfully, I clashed right away with the DM. I realized from that,  however, that PBEM could provide the sort of gaming experience I've always craved: a living, breathing, involved world that felt like being inside a fantasy novel that the players and I were cooperatively writing.  

I also wanted to be able to revisit old adventures and enjoy them again, and the PBEM format made it possible to preserve sessions to and reread them. Collecting the turn  summaries into "chapters" created a constantly expanding  fantasy novel, or more accurately, a novel series and I saw this potential right from the beginning. 

The question was, how to start the campaign? One of my platers, James B, expressed interest in doing more with his character Helix, one of the oldest characters in my Columbus, Ohio campaigns. Helix had recruited a merc companies several times for large scale battles in our campaigns. (fought using   Battlesystem 2nd ed rules). I decide to just continue that, Helix was hired by one of the other characters from the campaign to raise a company and attack an evil temple. 

I enjoy campaigns based around mercenary companies, inspired originally by my love of the Thieves' World  fantasy series, and its resident mercenary company, the Sacred Band of Stepsons. I created my own mercenary band, the Bondswords (described in an online article here, I'll be posting more about them in this blog later) but aside from the company occassionally acting as NPCs or sponsoring avarious adventuring bands I had never really explored the inner workings of a company in game play. This would be the chance to do that. 

For this game, the the players would be the officers of a newly formed mercenary company. James B. named them the Black Company. I believe that he was inspired by  Arthur Conan Doyle's The White Company, about a company of English longbowmen in the 100 Year's War. He wasn't inspired by Glen Cook's The Black Company, which neither he nor I had read then. If I had known it existed I would have had him change the name. :) Later, after I discovered several players had joined thinking it was an inspiration, I did have the name change in-game to The Black Guard. I've since read Cook's novels and I'm a bit shocked at how similar the first three are in many ways to the game. 

Sadly, my play by email games all slowly petered out by 2017 or so. The Black Guard had begun a new adventure following the defense of Nagarr but never really got started with it. I miss the game, and I miss all of the players. We played this game for almost 20 years, I think it was time well spent. 

One of my players used to maintain a webpage
dedicated to the game, this was the cover
image he chose. It is still viewable on
Wayback archive here
-------------------------------------------------

Below I've posted links to the pdf compilations of the Black Guard's adventures. The pdfs vary in size from fifty-five to several hundred pages. The first four have been mostly edited, with bookmarks and images and other sidebars added to make it easier to follow the story. Please note, these do not read quite like a novel, I tried to maintain consistency in tense and voice, but there are some rapid shifts in point of view and not every conversation between players was recorded. But the essence of the tales are here.  I do plan to edited the unedited chapters over the next few weeks. 





Volume I: The North
Chapter One: Journey to Hill’s Edge and Assault on the Fist of The Future
[played between 1/27/1996 and 6/16/1997]
Realms Dates: 1 Elient (September) to 30 Elient (September), 1367 DR, 587 CY 5049 OC
The company is formed in Waterdeep and travels to Hill's Edge for its first job, destroying a Cyricist Temple. 

Chapter Two: Flying Ships and Scornubel
[played between 6/16/1997 and 11/4/1997]
Realms Dates: 1 Marpenoth (October) to 29 Marpenoth (October), 1367 DR, 587 CY 5049 OC
The company escapes Hill's Edge and reforms in Scornubel, enduring scattered revenge attacks.

[played between 11/4/1997 and 9/17/1998]
Realms Dates: 30 Marpenoth (October) to 19 Uktar (November),1367 DR, 587 CY 5049 OC
The company takes its second job and journeys to the Greypeak Mountains to liberate the small valley of Deganwy from the Zhentarim.

[played between 9/17/1998 and 5/26/1999]
Realms Dates: 20 Uktar (November),1367 DR, 587 CY 5049 OC to 6 Ches (March), 1368 DR, 588 CY 5050 OC
The Black Guard overwinters in the iconic city of Waterdeep, attending noble soirees, exploring Undermountain, and surviving the perils of civilization.

Volume II: Tethyr
[played between 5/26/1999 and 11/10/1999]
Realms Dates: 6 Ches (March) to 14 Tarsakh (April), 1368 DR, 588 CY 5050 OC
The Black Guard takes a commission from the Lord's Alliance to sweep the Trade Way from Waterdeep to Baldur's Coast clear of humanoids and brigands.

[played between 11/10/1999 and 6/18/2000]
Realms Dates: 14 Tarsakh (April) to 25 Kythorn (June), 1368 DR, 588 CY 5050 OC
The Black Guard enters Queen Zaranda Star's service as she strives to reunify Tethyr.

[played between 6/18/2000 and 5/22/2002]
Realms Dates: 25 Kythorn (June) to 26th Flamerule (July), 1368 DR, 588 CY 5050 OC
Queen Zaranda orders the Guard to clear the northern Forest of Mir of Drow raiders and old enemies reappear. 
[n.b. To date, this is the only pre-written adventure I've used for this game, I adapted "Forest of Doom" from Dragon #73 for the campaign.]

[played between 6/18/2000 and 5/22/2002]
Realms Dates: 26th Flamerule (July) to 1 Marpenoth (October), 1368 DR, 588 CY 5050 OC
The Black Guard survives the first siege of Myratma.

[played between 5/22/2002 and 12/9/2002]
Realms Dates: 1 Marpenoth (October), 1368 DR, 588 CY 5050 OC to Eleasias (August), 1369 DR, 589 CY 5051 OC
The Black Guard fights in service to the Queen in the final days of the Reclamation War.

Volume III: The Lake of Steam
[played between 12/9/2002 and 11/2/2005]
Realms Dates: 1 Eleint (September) to 15 Marpenoth (October), 1369 DR, 589 CY 5051 OC
The Black Guard accepts a long term commission to garrison the village of Nagarr on the Nagawater.

[played between 11/2/2005 and 1/12/2009]
Realms Dates: 16 Marpenoth (October) to 25 Marpenoth (October), 1369 DR, 589 CY 5051 OC
Avenging an attack on Nagarr, the Black Guard hunts the green dragon Xargithorvar in the Winterwood.

[played between 1/12/2009 and 10/5/2015]
Realms Dates:  25 Marpenoth (October) to 14 Uktar (November), 1369 DR, 589 CY 5051 OC
Banite Knights of the Black Gauntlet led a hobgoblin army to conquer Nagarr and wrest it from Ankhapur's control. The Black Guard stopped them.

n.b. A note on the dates above. 'DR' stands for 'Dale Reckoning' and is the most common calendar or the Forgotten Realms. All of my D&D campaigns are played within the 1e/2e D&D multiverse, so I also noted the 'CY' ('Common Year') calendar of Greyhawk and the 'OC' ('Olven Calendar') of Spelljammer.

Disclaimer: This blog recounts the fictional events of a game of Dungeons & Dragons. Views expressed by characters within the blog are those of the characters, not the players, dungeon master, nor the blog's author. All other views in this blog are my own and represent the views of no other person, organization, or institution.



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