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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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