The 'Warriors of the North' DLC adds a number of company origins to pick from when starting a new campaign. Each of those comes with a flavor introduction, different starting characters, equipment, resources, and special rules for your campaign. Some origins change the game more than others, but most of them impact it from beginning to end. If the 'Beasts & Exploration' DLC is also installed, the Beast Slayers origin can be selected.
|Rebuilding a Company|
|You are second-in-command in a mercenary company that has been tracking a brigand named Hoggart for some time now. An unexpected turn of events leaves the company in shatters, and you in charge to rebuild it to its former glory.|
Inexperienced: Recommended for new players as it includes some helpful guidance in the beginning.
|A New Company|
|After years of bloodying your sword for meager pay, you've saved enough crowns to start your very own mercenary company. With you are three experienced mercenaries with whom you've fought side by side in the shieldwall before.|
Impatient: A quick start into the world, without any particular advantages or disadvantages.
|You and your small band of mercenaries have done the dirty work of small-time merchants for years, yet you're barely a step above brigands. You want to be bigger than that. You want it all. And the Gilder will reveal to you the way.|
Impatient: A quick start into the southern part of the world, without any particular advantages or disadvantages.
|It started as a ragtag militia made up of anyone brave or desperate enough to volunteer for defending their homes, but has grown into a small army. An army that needs to be fed each day. Perhaps the militia's services could be rented out?|
Peasant Army: Start with a roster of 12 poorly equipped peasants.
Human Wave: Take up to 16 men into battle at once, and have up to 25 in your roster.
Dirty Peasants: Can never hire anyone that isn't a lowborn peasant.
|You're running a small trading caravan and have most of your crowns invested into trading goods. But the roads have become dangerous - brigands and greenskins lay in ambush, and there's rumors of even worse things out there.|
Caravan: Start with two caravan hands in your employ.
Trader: Get 10% better prices for buying and selling.
Not a Warrior: Start with no renown, and gain renown at only 66% the normal rate.
|Band of Poachers|
|For years you've made a decent living by poaching in the local woods, evading your lord's men by being quick on your feet. But pickings have become slimmer and slimmer, and you're faced with a decision - how to make a living when all you know is how to use a bow?|
Hunters: Start with a group of three woodsmen.
Expert Scouts: You move faster and can always get a scouting report for any enemies near you.
Travel Light: You can carry less items in your company's inventory.
|For too long have you been dragged from one bloody battle to another at the whim of lords sitting in high towers. Last night, you absconded from camp together with three others. You're dressed like soldiers still, but you're deserters, and the noose will be your end if you stay here for too long.|
Deserters: Start with three deserters and decent armor, but lower funds and a noble house that wants to hunt you down.
First to Run: Your men always are first to act in the very first round of combat.
|For all your adult life you've been raiding and pillaging in these lands. But with the local peasantry poor as mice, you may want to finally expand into the profitable field of mercenary work - that is, if your potential employers are willing to forgive your past transgressions.|
Warband: Start with three experienced barbarians.
Outlaws: Start with bad relations to most human factions.
Pillagers: You have a higher chance to get any items from slain enemies as loot.
|Davkul awaits. You lead a small flock devoted to the elder god, and it's time to spread the word. Find more followers, acquire riches, and please Davkul with sacrifices.|
Cultists: Start with a group of four cultists with poor equipment.
Sacrifices: Davkul will occasionally demand sacrifices from you, but also bestow boons upon those loyal to him.
|Constant conflict between city states and nomads makes for good business. The bulk of your outfit are captives, forced to fight to earn their freedom, and their ranks grow after each battle.|
Army of Captives: Start with two manhunters and four indebted. Take up to 16 men into battle at once. Having equal or fewer indebted than non-indebted will make your men dissatisfied.
Overseers: All non-indebted can whip indebted in combat to reset their morale and buff their stats.
Captives: Indebted earn 25% less experience, are capped at level 7, and will die if struck down.
|You and your men make your living by hunting down the many beasts that beset villages on the fringes of civilization. It's dangerous work, but it pays well enough, and there's always a bigger beast to slay and more crowns to earn.|
Beast Slayers: Start with three beast slayers and decent equipment, as well as some beast trophies.
Expert Trackers: See tracks from further away.
Expert Skinners: Each beast you slay has a 50% chance to drop an additional trophy.
Prejudice: Most people don't trust your kind, so you get 10% worse prices.
|You've fought in the arenas of the south for years. First for your freedom, then for crowns, and finally to become immortal. What else does fate have in stock for you?|
Gladiators: Start with three experienced gladiators with good equipment, but very high daily wages.
Legends of the Arena: Each gladiator has a unique trait in combat.
Glorious Three: You can never have more than 12 men in your roster, and if all of your three starting men should die, your campaign ends.
|You've been traveling alone for a long time, taking part in tourneys and sparring with young nobles. A hedge knight tall as a tree, you never needed anybody for long. Is it true still?|
Lone Wolf: Start with a single experienced hedge knight and great equipment, but low funds.
Elite Few: Can never have more than 12 men in your roster.
Avatar: If your hedge knight dies, the campaign ends.
Hedge Knight (lvl.4)