Adventure

## Companies and Factions

> “There are many benefits, coming with the industrial revolution in this new Age. But the rise of sell-sword and muscle-for-hire in the form of those Companies, is not one of them and does not support the fragile stability of society as it is.”
>
>

> -     Tristan Elzstein XVI, High-King of the United Hansalands
>
>

The world of Eras of Mortality’, also often called the Known World, finds itself in the beginnings of an industrial revolution, as major cities grow, steam-engines are used for manufacturing and the first rifles are being built by the first engineers. But the fragile order of the previous, Golden Age is also being shacked at its foundation, as ideologies rise and society changes. Following this fundamental change, came a new adventure spirit. People try to discover new fields of expertise in both science, politics and technology.

But this freedom of self also comes with new dangers, as the Known World has become an open field again, with people and organisations trying to get the biggest piece of the new pie in front of them. To support both legal and illegal efforts of gaining and protecting power, Companies arose.

The idea of mercenaries is not a new one, but the “*Age of the Companies*” brought the idea of sell-swords to a new level: People present their skills to the highest bidder, doing all manners of “work” to gain a quick coin. Some smaller and individualist, some big and organised, are Companies to the New Era, what Knights used to be to the *Era of Mortals*. From kings, to high ranking government members, to industrial lords. All of them use the Company's members as soldiers of fortune in the changing landscape of the Know and even Unknown World.

Companies are the backbone of every Player Group, as they often are employed by such to work in the field. Of course, the size and affinity may vary on the Player’s preference, but Companies are generally a must, for every Play Session of ‘EoM’. Companies can be completely made up or chosen from a list of available canon Companies.

## Contracts

> “1. No questions of/about contracts and contractor
>
>

> 2. Bounty at the ‘Rose’, after work is done
>
>

> 3. If confronted with/by authorities, do not expect any associated with the ‘Rose’ to help you out, or recognise you if asked by said authorities
>
>

> […]”
>
>

> -      Excerpt from, ‘Broyeur Rule Operator’
>
>

As the different Companies act in the Know World, they all constantly fight about the Contracts, given out by different Contractors. These Contracts are a highly valued good, as they promise riches and adventure to those, seeking one of the two (or both).

Normally, if using the Contract List , every Play Session starts with a Contract asking for a certain objective with a specific reward. Players may choose their Contracts themselves, giving the autonomy of their own adventure. The usage of the different canon Contracts is completely optional. Of course, can the Game Master always come up with their own adventure or even Contracts. The way the adventure is done, can be completely adapted to personal preferences.

## Honing your Skills

Players may, depending on the Game Master, receive rewards after finishing Contracts. Those can go from Siglin to points, which increase Professions, or even Mournival Attributes. The idea is that between Play Session, Players can experiment or reorganise their Abilities and Equipment, trying out new Builds and Playstyles.