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Endoran Militia

There is no high king or empress of Endora— instead each demesne provides annual tithes to the Endoran Militia and becomes responsible for its command for a given year. Endoran citizens born on the third Aluday of Parra are consigned into service from birth, sworn by their parents to serve their demesne when the time comes in an ancient practice drafted from rules established in the Imperial Age long ago. As one of the children born on the fateful third Aluday of Parra, you were handed over to one of the demesnes of Endora and raised along other infant conscripts.

Growing up the training was tough, but life in the militia is infinitely more stable than the world whose safety you have a duty to oversee.

What was life like growing up having everything planned out for you? Are you curious about life outside of your duty, or did you treasure the stability and security? Are you currently still in the militia, or did something occur that resulted in you deserting your post or being discharged?


Ability Score Increases: +1 to Constitution and one other ability score.

Skill Proficiencies: Athletics, and either Culture, Perception, or Survival.

Tool Proficiencies: Either one type of artisan’s tools, land vehicles, or water vehicles.

Suggested Equipment (Cost 10 gold): A simple armband signifying your militia rank, militia whistle, 7 days rations, traveler’s clothes, whetstone.

Feature: Whistle for Aid. Many militia veterans set up a lodge out in the wilderness to act as gathering and resting spots. Conveniently these small teams can also be dispatched from their outposts to help any greenhorns who run into trouble in the region. By blowing on your militia’s whistle once, you can determineif there is such a lodge within 10 miles of you, and in what direction. The lodges can provide you and your allies with a haven to rest, simple meals, small maintenance, and treatments for a small fee. You may also collect rumors here about the general region.

You can also blow a particular rhythm through the whistle to signal for help if there is such a lodge in the region, who will dispatch 1d4+1 militia members to hustle towards you.

The militia’s whistle does not produce sound most humanoids can hear, audible only to Endorans born on the third Aluday of Parra. How the whistle does this and the nature of its construction are both closely guarded secrets.

Adventures and Advancement. As word of your major deeds spreads and your reputation grows, you are promoted along the ranks of the militia (from greenhorn to soldier to scout to commander) and might be permitted to set up a lodge of your own. You gain a secret encampment or training hall of a value no greater than 5,000 gold. So long as you are in Endora, you automatically know which direction your lodge is in without needing your whistle. You and your party can rest at your private lodge for free. You cannot sell this stronghold, but can pass it on to another militia member (increasing your Prestige by 1).


Endoran Militia Connections

  1. A commander you used to serve under, who has retired to a hidden lodge.
  2. A twin or cousin who used to be in the same squad but deserted for reasons unknown.
  3. A noble whom you saved from assassination.
  4. A regretful parent who wished they had not handed you over.
  5. A younger sibling who tracked your whereabouts down after they grew up.
  6. A merchant you saved from some highway bandits while you were on the job.
  7. A vigilante bandit that you hunted who was beloved by the people and evaded all your attempts at capture.
  8. A young blacksmith who wishes to join the militia, but was not born on the right date.
  9. Your instructor who taught you all there is to know and currently runs a hidden lodge.
  10. An individual you know who should have been conscripted but was not (and entrusted you this secret).

Endoran Militia Mementos

  1. An heirloom item you were allowed to keep after being consigned.
  2. A broken masterwork weapon handed down to you by a militia veteran.
  3. A few loaded dice you confiscated off of a cheating gambler.
  4. A small trophy from a creature you slayed.
  5. A very visible scar you received from a particularly nasty fight.
  6. A gift given to you by an admirer who is unfortunately no longer alive.
  7. A letter of recommendation from a superior attesting to your ability and character.
  8. Your trusty steed (a riding horse) or pack animal (draft horse).
  9. A small flute you carved once when you got really bored during a watch.
  10. The militia armband of a friend who is no longer serving or dead.