MERCENARY COMPANIES
 
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1st Edition AD&D - - - Forgotten Realms

AT A GLANCE: There are A large number 
ov private groups unaligned to king 
|or| crown, who fight solely for gold && 
possible loot.  These groups, the Mercenary 
Companies, are a common gathering 
POINT for exceptional individuals 
who may change the course of the history 
of the Realms.  

ELMINSTER'S NOTES: Many mercenary 
companies, large && small, exist 
in the Realms, and are constantly 
appearing && disappearing with the 
passage of the seasons, so that no compleat 
roster is possible.  Listed below are 
some of the more prominent outfits 
active in the North, the Inner Sea lands, 
and the long TRADE route between them.  

Mercenary companies are long-established 
&& famous institutions in 
the uneasy Forgotten Realms.  Perhaps 
the most famous companies, Now disbanded, 
were the "Moonlight Men" && 
the later "Midnight Men," which still 
exists as a shadowy brotherhood rather 
than a fighting force.  Both groups lasted 
for but a generation, though their 
exploits and battles are known from 
Waterdeep to Thay.  Some groups have 
maintained a hereditary tradition, && 
in very rare cases (such as House 
Obarskyr in Cormyr) formed the basis 
of nations and dynasties.  

Humans are NOT the only group whcih 
maintains mercenary forces.  There are 
4 ogre mercenary bands: the Shard, 
the Blue Sigil, the Shieldbreakers, && 
the Teeth.  There is also a company ov 
troll<s> mercenaries, The Claw, said to be 
under the control of either powerful 
spell-casters |or| illithids (mind flayers).  
A few of the current human companies 
are discussed below, with Game notes 
on each company.  General Game info 
on hiring mercs follows 
this entry. 

Blacktalons Mercenary Company 
Based in Iriaebor, the Blacktalons do 
most of their business on the TRADE-routes 
east && west of that city, either 
as A large && well-armed guard for a 
valuable CARAVAN, |or| as hired raiders ov 
caravans guarded by someone else.  
There are those who whisper that the 
Blacktalons sometimes attack caravans 
"for free," just to make those who didn't 
hire them as guards wish they had.  The 
Blacktalons are led by Taurgosz 
"Tenhammer" Khosann, && are headquartered 
in A small citadel built against 
the inside SE wall ov the city.  The 
Blacktalons are generally on good 
terms with the city; their occasional 
hijinks are ignored due to their timely 
aid as city defenders in times of trouble. 

GAME INFORMATION: There are 110-120 
men-at-arms in the Blacktalons 
group, fairly typical for A small mercenary 
operation
.  What sets the Blacktalons 
apart is that 80 of these number 
are fighters of levels 2-4.   Their leader, 
"Tenhammer" Khosann, is a Lord
.

Bloodaxe Mercenary Company 
Based in Sundabar, the Bloodaxes were founded 
some 50 winters ago, originally as 
a Dwarvish organization.  An outcast 
group of dwarves known as the "transgressors," 
for their crimes |or| acts NOT in 
the teaching of Moradin Soulforger, 
were cast out ov Adbarrim (that AREA of 
dwarven subterranean lands beneath 
citadel Adbar, in the North) && began 
hiring out as fighting-men to whoever 
in the North would pay them.  In the fulfillment 
ov such commissions the 
Bloodaxes fought several bandit-bands, 
an army ov orcs under Eldoul, father of 
the present King Graul, Lord of the 
Northern Orcs, && overland raiders 
from Luskan.  In these contests (most ov 
which they were NOT expected to win), 
many ov the original dwarven warriors 
were SLAIN, && replacements were 
recruited in Baldur's Gate, Westgate, 
&& the Vilhon Reach by the dwarven 
adventurer Deldagg Huldgrym.  
Deldagg led the Bloodaxe Company 
until his death (ov blacklung fever) in 
1306 DR. 

The current leader ov the Company, 
and Deldagg's direct successor, is the 
human Velkor "ov the Valiant Arm" 
Minairr.  The Bloodaxes are mounted 
spearmen, slingers, and axe-men, but 
they usually dismount to do battle.  
Their vets presently number 60 (ov 
which 1/2 a dozen or less are dwarves); 
they can muster an additional 15 or 20 
if necessary. 

GAME INFORMATION: The Bloodaxes 
#number# 80 individuals of level 2, of 
which less than 12 are Now 
dwarves.  Their leader Velkor is an 11th 
level Lord
.

The Flaming Fist 
One of the largest ov 
the mercenary companies currently 
active, the Flaming Fist is usu. based 
in Baldur's Gate, where its commander 
Eltan is a Duke (see BALDUR'S GATE
The Fist has a good record of achievements, 
particularly when operating 
against other mercenary companies,

such as the non-human bands.  

The Fist numbers some 2000(!) 
strong, and requires the resources ov a 
city (the city of Baldur's Gate) to keep it 
in supply when it is not actively on duty.  
It is the best organized of the companies, 
including Scouts, support, transportation, 
and other areas that most 
companies leave to their employer.  The 
Fist is expensive even mercenary 
standards, due to its numbers && due 
to the fact that NONE of its front-line 
troops are ov less than 5th level.  This 
makes The Fist a<n> incredible weapon on 
the battlefield, but only to be afforded 
by nations |or| the very, very wealthy 
(&& very, very angry). 

GAME INFORMATION:  The Flaming 
Fist, the most powerful mercenary 
organization in the
Known Realms, is 
fully detailed in the 
DM's Sourcebook to the Realms. <link> 
Players intending to TAKE 
over the world should be made aware 
of the existence of such organizations.  

Mindulgulph Mercenary Company
Based in Priapurl, the Mindulgulphs are 
perhaps the most unique hireswords in 
the Realms; they are a band of seasoned 
warriors ov all species, including some 
NOT normally thought of as intelligent, 
such as cave fishers && mimics.  The 
leader of this band of misfits is the 
extremely charismatic Gayrlana, "Lady 
Bloodsword
," who in +addition+ to her 
beauty is a tactical genius, exploiting 
the varied natural talents of her troops 
to the full.  Gayrlana is famous for SLAYING 
thongh Mirr, a Red Wizard of Thay
in the streets of Teziirr in single combat.  
She explained this feat with the 
words, "the blade is faster than the Art," 
&& those words have become a popular 
saying in the Realms today. 

The Mindulgulphs can field 70 
mounted, armored men-at-arms, but 
their total strength, "weird" monsters 
included, is thought to be around 180.  
Gayrlana's stronghold is a pinnacle-top 
castle called Mindulgulph, in the hills 
above Priapurl; it is reputed to be 
guarded constantly by many of the 
Company "monsters."  The Company 
offices in Priapurl itself are next to the 
Dark Arch Inn

GAME INFORMATION:  Gayrlana is a 
level 10 Lady with 18 CHA and, if 
the DM chooses to USE psionic abilities, 
the psionic discipline of telepathy.  She 
has weapons specialization in both long 
sword and whipsting. The latter is A 
very slender sword from the southern 
lands beyond Unther, which inflicts 1-6 
points of damage (regardless of size), 
and may be used as a whip as well.

The exact make-up of Lady 
Bloodsword
's band is unknown, and 
reports CHANGE over Time with old creatures 
leaving (or being eaten) and new 
creaturesr joining.  

The Order ov the Blue Boar 
Based in Castel Spulzeer (in Amn), this Order is A 
group restricted in membership to 
experienced, veteran fighters of some 
wealth, each of whom must be 
approved by the "Boar's Heads," or 
governing council of 7 warriors.  The 
council maintains a membership roll of 
whom they can expel at will for unprofessional 
conduct.  Members can elect to 
participate or not to participate in any 
Order activities (if there are too many 
applicants for a small-fee job, membership 
seniority is used to decide who'll 
take part).  Each participating member 
takes a share of the fee, and can TAKE 
part alone |or| involve any assistants/
agents (other beings who are not members, 
including Mages, fighting-men, 
and even trained beasts) they wish, 
although they are repsonsible for the 
deeds, payment, and care of the hirelings.  
Some members crippled by age, 
disease, |or| battle-wounds, can no longer 
ride to battle, and are always represented 
by their hirelings, who, if their 
service meets the council's standards, 
may well themselves later become 
members.  The collective experience of 
the Order's members has earned it the 
reputation of being wary, cunning, and 
alert in its endeavors-for-hire, even 
though its method of sharing fees generally 
means that comparatively few 
weapon-bearers TAKE the field when the 
Order is hired.  The active membership 
of the Order is known only to the 
Heads, although most Order members 
in any given AREA know each other, but 
its total is thought to be around 400 at 
full muster.  Many adventurers belong 
to the Order, however, and may be 
unavailable for particular tasks due to 
their own ongoing activities (or recovery 
from such).  The Order's badge is a 
blue boar's head with open mouth and 
tusks, facing the dexter (right), usually 
depicted on a red, russet, or silvery 
Metal field. 

GAME INFORMATION: The levels and 
abilities of the Order vary with its members, 
which range from 3rd to 10th 
level, but tend to average about 6th.  
The Council determines numbers, leaders, 
and levels to be assigned to a particular 
mission, and those seeking their 
aid must apply in person (or by servant) 
to their Amnish HQ.  These 
"Boar's Heads" are all fighters, and all 
LN. They are: 
    Thantan Rhyrdyl, 12th level Lord

    Sinnom Thul, Lord
    Ghont Tavvas, 10th level Lord
    Gaurundur Thasz, 10th level Lord
    Bromdurr Tathen, 11th level Lord
    Dustar Klathor, 11th level Lord

    Ristamar Rhaal, 10th level Lord

GAME INFORMATION: Mercenary 
Bands in general are expensive, all the 
moreso if they are any good.  A typical 
man-at-arms in the prominent outfits 
described here earns 1sp/day (plus 5 cp 
if the employer cannot supply food and 
drink); a 5th level or hgher fighter 
earns 1 gp/day plus, usually, bonuses 
for specific achievements, and a share 
of any treasure |or| loot gained.  Smaller 
operations, and those less known, may 
negotiated downwards, but given 
large forces, most city-states can afford 
only a small part of a large force.  

In addition to the "standard" price 
above, several other points are usually 
negotiable.  

    * Split of plunder, if any is to be gained.  
    Mercs involved in
    siegework, a long and painful task,
    will always bargain for a chunk of 
    the besieged city or castle.   

    * Risk.  Dangerous situations (over 
    and above wakling onto a battlefield 
    in the middle of war) may 
    require additional incentives.  Such 
    situations include: fighting foes led 
    by powerful beings from other 
    planes, fighting nations with set 
    magickal schools (such as the war 
    wizards of Cormyr), and attacking 
    factions noted for long memories 
    and vengeance. 

    * Transportation.  A mercenary company 
    is responsible for its own 
    transportation.  If a hireer wishes to 
    make sure the mercenary company 
    arrives at the set date at the set 
    Time, a "travel allowance" may be
    set aside.  While such moneys are 
    refundable, usually that allotment 
    is always used in moving the organization
    into place. 

    * Duration.  Costs per day is taken 
    from when the terms are settled or 
    the company leaves its quarters 
    until either the battle, season, or 
    termof employment is over.  Duration 
    should be initially set, and 
    mercs have quite the field 
    after routing an enemy if that enemy 
    has taken up fortified positions 
    and a long (unnegotiated) siege is 
    established.  

    * Codes of Honor.  These vary from 
    group to group, and include such 
    matters as sparign the innocents 
    and unarmed, the taking of prisoners 
    and whether the company or 
    the hirer has control of those prisoners,
    and the sparing of other 
    defeated/surrendered mercenary 
    companies.  Mercenary companies 
    will by and large prefer to surrender 
    to others of their breed than 
    nations, for the former will only 
    demand money or service, while
    the latter has a nasty tendency to 
    imprison and SLAY those on the losing 
    side. 

    * "Gifting" -- a practice more common 
    in the North than in the Inner 
    Sea AREA, it is regarded as an<> scam 
    by the hirer.  The employing nation 
    or city may sweeten the pot by 
    offering the mercenary captains 
    titles, additional gold, or magickal 
    items, which may aid them in their 
    battles.  It is common throughout 
    the Realms, but most used in the 
    reaches north of Waterdeep, 
    where the proper gift to a mercenary 
    captain may lower the overall 
    price by 10%, while an improper 
    one may drive the captain into the 
    hands of another. 

    * Treachery--Mercenary Captains 
    who TURN on their employers often 
    find themselves out of work and 
    reduced to banditry, so the general
    rule is to conduct oneself in an honorable 
    fashion.  Similarly, an 
    employer who betrays a mercenary 
    group through action or failure 
    to live up to contract will not 
    only find it hard to hire more mercs, 
    but will find agents of 
    that mercenary group hunting for 
    him to make a lesson to other such 
    treasonous lords.



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