The Redcloak Battalion is the best of the best among Brelish elite forces. Devastatingly skilled heavy infantry supported by magic, the Redcloaks serve as an immovable rock in the front lines of several Brelish battles. The group never exceeds forty members but is fully capable of outfighting far superior numbers.

As a Patron

The soldiers of the Redcloak Battalion number among the deadliest warriors in Breland. When a situation calls for extreme military force, law enforcers turn to the Redcloak Battalion. This elite unit fought at the forefront of the Last War, and Brelish bards still sing of the exploits of Khandan the Hammer and Meira the Huntress. At the end of the war, the battalion was split up and its units assigned to cities and strongholds across Breland.

As an elite group of special forces, the Redcloaks don’t include inexperienced adventurers in their ranks. Considering that, there are two ways to use the Redcloak Battalion as a group patron.

First, the Redcloaks do sometimes take inexperienced adventurers under their wings. Existing Redcloaks proved themselves on the battlefields of the Last War; if the group is to continue, the Redcloaks of the future have to learn the soldier’s trade in different battles. To such ends, senior members of the battalion send your party on missions across Khorvaire to provide you with combat experience as well as to further Redcloak goals.

Alternatively, your DM might decide to start the campaign with your characters at a higher level and already established as members of the Redcloaks (see “Starting at Higher Level” in chapter 1 of the Dungeon Master’s Guide). In this case, you might also begin with magic items and other gear reflecting your status in the organization. The standard-issue uniform for the Redcloaks is a hooded crimson cloak of protection bearing two badges: the seal of the Brelish crown on the left shoulder and a snarling displacer beast surrounded by the words, “First in battle, last to fall”—the Redcloak insignia and motto—on the right.

Allies. As part of Breland’s military forces, the Redcloaks can count on the support of the crown, the King’s Citadel, and the larger Brelish army, largely summarized as the following parties:

  1. King Boranel. The king of Breland is a cautious advocate of the Redcloaks. He values their contributions but fears their power, which is why he divided the battalion after the end of the war. Still, he rewards loyalty among the Redcloaks by showing loyalty to them in return. Again and again, he has proven himself willing to exercise his power on behalf of a loyal Redcloak.
  2. Other Redcloaks. The first place any Redcloak turns for help is another Redcloak. No one else is as reliable and competent, while being unerringly faithful to the Brelish king and the battalion. Every Redcloak readily provides aid to other members, with no questions asked and no favor expected in return.

Enemies. As veterans of the Last War, many Redcloaks carry strong grudges against other nations. They tend to believe that the Treaty of Thronehold is merely an intermission in the ongoing conflict, and soon enough King Boranel will take his proper place on the throne of a reunited Galifar. Many of these grudges are personal based on an individual soldier’s experience in the war, but some of them run both ways. Among the Redcloaks, tensions still run hot regarding their former rivals, particularly those from the following nations:

  • Darguun. The hobgoblins of Darguun fought alongside Brelish forces at the Battle of Cairn Hill, but the cordial relations between the two nations frayed immediately after. The Redcloaks skirmished with hobgoblins who were leading Thrane civilians in chains back to Darguun. Few Darguuls remember the skirmish itself, but the “wicked red-cloaked Brelish” have an established place in the goblinoids’ collective memory—and many Redcloaks do remember the event bitterly.
  • Thrane. In the waning years of the Last War, the Redcloaks played a major role in the devastating Battle of Cairn Hill between Brelish and Thrane forces. Thanks to heavy losses on both sides, veterans of that battle tend to nurse bitter grudges against their enemies.

Patron Benefits

With a military force as your group’s patron, you gain the following benefits:

Accommodations. You can always find a place to stay and meals on a base or fort connected to your military force. Your accommodations are appropriate to your rank and station, but never luxurious.

Armory. You can purchase nonmagical weapons and armor at a 20 percent discount at a facility associated with your military force. This might also be a location where you can buy magic items, at the DM’s discretion, but you receive no discount.

Chain of Command. You are part of a rigid chain of command. In addition to providing you with orders, this structure reduces your responsibility for your own actions. If you land in trouble in your own nation, you answer to your officers, not local law enforcement.

Orders. You undertake your missions at the direction of a commanding officer. Your absolute obedience is expected. These missions are often explicit, leading you into the path of adventure. In some cases, though, you might be trusted with more open-ended tasks that afford you more leeway in interpreting orders.

Salary. Each member of your group is paid a regular salary. The amount varies depending on your organization and your position within it, but at minimum you enjoy a modest lifestyle. You might receive a small salary (as little as 1 sp per day) but also receive food and housing on a military base. Or you could receive 1 gp per day but rely on that money for room and board. With higher rank comes commensurately higher pay. As an officer, you can maintain a comfortable lifestyle.

Build Your Group

A military unit, like most adventuring parties, incorporates a range of useful skills while covering each member’s weaknesses with another’s strengths. Thus, characters of any class can find a home in such a unit, and a diversity of different skills and backgrounds benefits the group as a whole. Consider some or all of these roles for characters in your party:

Commander. Every band of infantry has its leader, even if that person isn’t a officer. The Commander earns that position through some combination of high Charisma and Intelligence—the ability to inspire and the capacity to plan. Proficiency in skills such as Persuasion and History can be helpful as well. The Commander might be a career soldier (with that background) or someone from a noble background placed in command by virtue of birth. A Commander might be a fighter, bard, cleric, paladin, or even wizard—as magic proves valuable in military engagements.

Medic. Keeping soldiers alive is essential to military success, and that’s the Medic’s job. In an elite unit of adventurers, the Medic is often a cleric or has another class with healing ability, but these characters are also often proficient in the Medicine skill or use of a herbalism kit. A Medic can be a soldier who demonstrated aptitude in healing and got moved into this position, or a character from a different background (such as acolyte, sage, or even hermit) who decided to put medical expertise to military use.

Scout. Trained in navigating the wilderness and laying ambushes for enemy soldiers, the Scout melds the combat skill of a fighter with the skills of a ranger or rogue. High Dexterity and Wisdom scores, combined with proficiency in the Nature, Perception, Stealth, and Survival skills, support this character’s core capabilities. Scouts are often recruited from people who are more familiar with the wilds than with city streets, including folk heroes, hermits, and outlanders.

Soldier. Soldiers make up the core of most military groups, whether they’re general infantry, magical artillery, or elite special forces. These characters come from all classes and backgrounds—for some, their background before joining the military is more important than their current role. No particular set of talents is common to all soldiers, but military units often strive to avoid duplication of skills.

Warforged. Literally made for war, most warforged characters have spent the years since the end of the Last War trying to find a new way of life. For some warforged, the answer is to continue fighting the war one way or another, often as part of an organized military unit. This experience, as a people created to fulfill a role and now seemingly locked into a destructive destiny, is just a part of life for many warforged.

Military Missions

The work involved in serving as a military unit is wide-ranging. Your missions potentially run the risk of shattering the fragile peace established by the Treaty of Thronehold and plunging all of Khorvaire back into war. Alternatively, you might consider running your campaign during the Last War, so your group’s missions influence the war effort and don’t risk violating the treaty. As a group, consider the options on the Military Missions table and work with your DM to decide how the work you do fits into the larger picture of war and peace in Khorvaire.

Military Missions

d6 Missions
1 Strike Force. You are trained to make quick, strategic, devastating attacks against enemy assets.
2 Special Forces. You’re trained in covert operations, similar to the work of spies but with more focus on combat.
3 Defensive Operations. Your focus is on protecting your allies from attackers, monsters, or deadlier enemies.
4 Reconnaissance. Your missions involve keeping track of enemy troops and surveying potential battlefields.
5 Peacekeeping. Your paradoxical task is to maintain the fragile peace of the Treaty of Thronehold by maintaining a military presence in turbulent areas.
6 Warforged Affairs. You are responsible for hunting down berserk warforged, working in the gray spaces between national order and a people seeking their destiny.

Defining Mission

You were there at a crucial moment that turned the tide of the Last War. Choose or roll an option on the Defining Mission table to determine what that moment was.

Defining Mission

d6 Mission
1 Heroic Stand. You knew if you took one step back from the line, all would be lost. When relief arrived days later, you had not budged.
2 Telling Blow. The enemy general never knew what hit them. You still carry their personal flag as a trophy.
3 Dawn Raid. You traveled hundreds of miles around enemy lines to reach your target. In a single day, months of enemy preparation went up in flames.
4 Break the Line. During a key battle, you were part of a heroic push to break the enemy line.
5 Liberator. You were at the forefront of a daring assault to liberate a captured citadel or town.
6 Sharp Eye. The enemy’s secret attack would’ve been devastating. Luckily, you spotted it in time.

Nemesis

During the Last War, you had a run-in with a particularly dangerous foe, one who still haunts your nightmares. One day you’ll have your revenge. Consult the Nemesis table to determine the identity of your foe.

Nemesis

d6 Nemesis
1 Necromancer. You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you.
2 Camp Commandant. As prisoners of war, you were captured and subjected to brutal conditions in a prisoner camp. The commandant delighted in your pain.
3 Inept Commander. Your friends would still be alive if one incompetent officer with political power and influential allies hadn’t sent you on a disastrous mission.
4 Colossus. You were among those who survived an encounter with a warforged colossus. Cyre or House Cannith—whoever was responsible for such a nightmare—deserves whatever evil fate comes their way.
5 Mercenaries. A band of traitorous mercenaries who switched sides, turning the battle against you.
6 Champion. One mighty hero fought on the enemy side, wielding powerful magic and cruel strategies against the rank-and-file soldiers on your side.

Military Contacts

Your group’s primary contact within your hierarchy is generally your superior officer—the person who gives you orders and is responsible for your success or failure. The Commanding Officer table offers suggestions for the personality and goals of that officer.

Commanding Officer

d8 Officer
1 An angry officer who yells every order, reprimands you for even the smallest mistake, and fully expects you to fail at every mission you undertake
2 A battle-scarred officer who experienced terrible horrors during the Last War and is barely capable of giving you orders through a haze of intoxication
3 A grim officer who expects the Last War to reignite at any moment and intends to be ready
4 A cheerful officer with a dark sense of humor who merrily sends you into grave danger
5 A kindly officer who is hesitant to send you into danger and constantly reminds you to be careful
6 A bitter officer who carries deep grudges against your nation’s enemies in the Last War and leaps at any chance to deal them any blow
7 An optimistic officer who believes that a new era of peace is just over the horizon, as soon as these few last military tasks are complete
8 A devout officer who believes that your success or failure lies entirely in divine hands and you’re ultimately just along for the ride

All characters that are members of this organization.