Mercenary Companies

A company may not accept a guild contract using any non-guild soldiers. Naturally, all guild soldiers and companies must pay yearly dues. There are quite a few benefits to being a guild member, namely:

Ransom. The guild will ransom any and all of its members at current rates, provided that no other ransom is available. Certainly, this cannot always be said of many employers, including several of history’s kings!

Arbitration. The guild will act as an impartial arbitrator between individual members or companies, or between members and their companies, or between companies and their employers. All such decisions are strictly enforced.

Contractual benefits. Member companies have the benefit of checking with any guildhall to find posted contracts; obviously, potential employers may post their contracts through the guildhalls. The guild serves as a hiring agency for new members, if requested. Further, the guild will strictly enforce contractual obligations upon reluctant employers – no one in their right mind would risk angering the mercenary guild.

Discounted services. Guild members can usually expect to obtain equipment (weapons, armor, and related materials), lodging, and other supplies as discounted rates, subject to local availability. While not tremendous, these discounts frequently range from ten to twenty percent; certainly enough to be worth the trouble!

Of course, all guild members and companies are expected to fully observe the Mercenary Code and Mercenary Company Code, respectively. Failure to do so will result in heavy fines and/or permanent expulsion from the guild. Gross violations can result in a guild contract being placed upon the offender.

The Mercenary Code

  • I am a professional soldier. My equipment and comportment shall reflect this.
  • I shall uphold my contract and perform my duties to the best of my ability.
  • I shall not betray my employer.
  • I shall not rape.
  • I shall not loot nor pillage without my commander’s consent.
  • If my employer betrays me, I shall seek redress through the Guild.
  • Once engaged in a contract with an employer, I will fulfill my duties or die in service to the contract.
  • I shall only ever be on retainer with a single Company at any time.
  • I shall sever ties with my Company only whilst not engaged in a contract.

The Mercenary Company Code

  • The company shall uphold its contract and perform its duties to the best of its abilities.
  • The company shall not betray its employer.
  • The company shall not rape, nor pillage from civilians. Looting shall be confined to the battlefield, and be at the company commander’s, or the employer’s, discretion.
  • The company commander shall not accept impossible nor suicidal missions for his company.
  • The company may repurchase a contract, at the full face value, at any time, but may not seek employment with the original employer’s enemies for a length of time no less than the length of the original contract or current conflict.
  • If the company has been wronged by the employer, it shall seek redress through the Guild.

Companies of Note

Jenkin’s Company

Jenkin’s company is renowned south of the wall for their cunning, and ability to ensure that almost any mission is accomplished, if not always within the contractually allotted time. Jenkins himself keeps his men disciplined when on a mission, but encourages less-than-savory behaviors when they’re not. The captain is, at best, marginally sane, but he commands great loyalty from his troops, who are always paid on time.

Leader: Captain Gerritt Jenkins
Organization: Military
Contract: Task-based
Approximate Number: 250
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 50
Medium Foot: 50
Heavy Foot: 25
Light Mounted: 50
Medium Mounted: 50
Heavy Mounted: 25
Exotic: 0

Timm’s Blades

Timm’s Blades are a ravening horde of cruel swordsman. As a result, Timm is usually forced to billet his forces above the Wall, even when not on contract. Timm’s men can often be found south of the wall in small groups, the only way in which they’re not considered a danger to innocent citizenry. One-eyed Timm is careful, cunning, and brave – a set of characteristics not generally found in mercenary leaders. He treats his men fairly, but is not overly kind to them. Strife from one of his chief lieutenants led to the once two-eyed leader earning his current nickname, though the lieutenant is no longer among the living. How a relatively honorable man ended up leading so may ruffians is an enduring mystery in the North.

Leader: One-Eyed Timm
Organization: Horde
Contract: Time
Approximate Number: 300
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 0
Medium Foot: 200
Heavy Foot: 75
Light Mounted:
Medium Mounted:
Heavy Mounted:
Exotic: 25*
*Half-tamed ogre axe-fighters

The Steelhelms

The Steelhelms are a group of disgraced former military officers, gathered around a former Army Captain named Alexander Steelhelm. Steelhelm himself is a certified genius, and can accomplish with his 50 men and women what other bands could not do with a thousand. But you get what you pay for. The Steelhelms are expensive, and Alexander is very choosy about jobs.

Leader: Commander Alexander Steelhelm
Organization: Military
Contract:Task
Approximate Number: 50
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 0
Medium Foot: 0
Heavy Foot: 0
Light Mounted: 0
Medium Mounted: 0
Heavy Mounted: 0
Exotic: 50*
*Assorted classed/leveled characters of questionable morals.

The Greyshield Battalion

The Greyshield Battalion can be identified by the slate-grey shields that nearly all of its members carry, an emblem that is also emblazoned across the unit’s banners. Its members are noted for their discipline, and for refusing to leave any of their fallen on a battlefield, no matter the cost. At the same time, deserters from the Greyshields are mercilessly hunted and killed, assuming they ever make it out of camp.

Leader: Major Maximus Fennig
Organization: Military
Contract: Time
Approximate Number: 500
Troop types:
Foot Skirmishers: 100
Mounted Skirmishers: 0
Light Foot: 150
Medium Foot: 150
Heavy Foot: 100
Light Mounted: 0
Medium Mounted: 0
Heavy Mounted: 0
Exotic: 0

The Band of the Red Leaf

A group of High Alder both inspired and shamed by the actions of their race in the last great war, the Band of the Red Leaf is made up primarily of elves who feel that serving in the regular Army is beneath them. The band purposely seeks out dangerous missions, hoping to win glory for their long-lived (and not easily impressed) race one battle at a time. Although not bound by tight discipline, many of the members of the band are veterans, and thus the band has largely conformed to the same organization as the army.

Leader: Commander Nehran Oakbow
Organization: Military
Contract: Time
Approximate Number: 500
Troop types:
Foot Skirmishers:
Mounted Skirmishers: 0
Light Foot: 400*
Medium Foot: 0
Heavy Foot: 0
Light Mounted: 100**
Medium Mounted: 0
Heavy Mounted: 0
Exotic: 0
Armed with longbows
*
Armed with shortbows

The Jade Company

All graduates of the Jade Forest Academy, these highly-trained mercenaries are often in high-demand in the North. Although not all graduates of the Academy join this prestigious company, many of the best do. The company operates primarily in the North, while a sister organization, the Jade Hunters, operates in the South. Discipline is rarely necessary in the company, as its members were practically born into the military life. Most notable, perhaps, is that all of the members of both the Company and the Hunters are women.

Leader: Captain Tarin Bless
Organization: Military
Contract: Task
Approximate Number: 250
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 0
Medium Foot: 150
Heavy Foot: 0
Light Mounted: 0
Medium Mounted: 0
Heavy Mounted: 100
Exotic: 0

The Mountain Legion

The Mountain Legion is a unit of civilized Ogrun. About half are from the South, while the remaining half were born in the Deathlands, and have sought refuge with their better-treated brethren. Named for the mountains that their people often call home, the Mountain Legion pursues its objectives with a single-minded dedication, at least until its contract runs out. Their terms are often simple, and its leadership easy to work with; however, Krug demands that any one wishing to hire the legion must provide the legion’s rations. Consequently, the massive cost associated with feeding so many ogres has discouraged some potential clients.

Leader: Warleader Krug
Organization: Horde
Contract: Time
Approximate Number: 1000
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 0
Medium Foot: 0
Heavy Foot: 0
Light Mounted: 0
Medium Mounted: 0
Heavy Mounted: 0
Exotic: 1000*
*Ogres

The Brotherhood of Ceridrawn

The Brotherhood is named for the city in which they first gathered. Remnants of hundreds of broken mercenary bands, they came together in partnership to seek contracts and to survive. Since its founding, the Brotherhood has become increasingly dominated by the more savage races, although anyone can seek a partnership in the Brotherhood. The Brotherhood’s leaders are elected, and its members share equally in any profits from its exploits. The self-styled “general” Drynn has led the unit for nearly two years, the current record in the fractious brotherhood.

Leader: General Drynn
Organization: Horde
Contract: Time
Approximate Number: 2000
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 250
Medium Foot: 250
Heavy Foot: 250
Light Mounted: 0
Medium Mounted: 250
Heavy Mounted: 0
Exotic: 1000*
*Hobgoblins

The Hammer of Moradin

Named after a mythical hammer of one of the patriarchs of the dwarven race, this group of mostly dwarven troops has a reputation for efficiency, and brutality. It’s leader, the self-styled General Grut Bonegrinder is primarily responsible for the unit’s record on brutality, and his troops responsible for efficiency. Although not a terribly good leader, Grut rules his men with an iron fist, and at least ensures that they are paid on time and often.

Leader: General Grut Bonegrinder
Organization: Military
Contract: Time
Approximate Number: 250
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 0
Medium Foot: 0
Heavy Foot: 250
Light Mounted: 0
Medium Mounted: 0
Heavy Mounted: 0
Exotic: 0

The Bloodborn

The Bloodborn are a relatively old unit, started by the younger sons of a group of Aesirin nobles shortly after the War of the Damned. Still a haven for spoiled nobility, they nonetheless have a fairly successful record.

Leader: Colonel Reshathir Thorasen
Organization: Military
Contract: Time
Approximate Number: 720
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 120
Light Foot: 0
Medium Foot: 0
Heavy Foot: 0
Light Mounted: 200
Medium Mounted: 200
Heavy Mounted: 200
Exotic: 0

Reinholds Truppe (Reinhold’s band).

This small mercenary band, lead by Reinhold, an ambitious 16-year-old warrior, travelled on the Reik in a barge and engaged in any low-level activity which promised profit. They also fought Chaos whereever they found it.
At its peak, Reinholds Truppe consisted of Reinhold himself, his trusted lieutenant, his purser, a magician, a doctor, two dozend armed men and a cook. They had a reputation of fighting hard, sharing fair and being followed by disaster. Unfortunately, they where wiped out at the battle of Wittgenstein. Only Reinhold survived.

The Host

Led by Gavirel Veracin, a charismatic and tactically brilliant commander rumored to have formerly been a High Pontiff of the Ecclesiastic Order of Endurant Light, Veracin’s company of soldiers-for-hire (known only as The Host) offers a unique service to those with the money to pay. Veracin guarantees not only a body of men-at-arms and tactical expertise, but faith. Using powerful magics, Veracin is able to imprint upon his troops an unshakable, absolute belief in the religion of their employer’s choice for the duration of the contract. In a world where faith empowers the gods, and the power of the gods is made manifest for all to see, this can be an incredible boon. Holy will-workers find themselves bolstered by the influx of worshipful power, while regular crusaders find their morale bolstered by devout reinforcements. At the end of the contract, the magics are lifted and the minds of Veracin’s troops are once again wholly their own. The soldiers under Veracin’s employ don’t mind the fact that they undergo regular “conversions.” Their own thoughts and memories aren’t altered in any permanent way, the feeling of absolute faith is of great succor in the midst of harsh battle, and the pay is excellent.

The Hundred Hounds

One of the most in-, un- and famous mercenary companies of Welryn, the Hundred Hounds has a fearful reputation, among the few who know of them. The Hundred Hounds recruit directly from the various large Welrynian mercenary armies, only picking the best to join their ranks. The Company specializes in black ops, utilizing stealth, cunning and the individual talents of their members to infiltrate and strike where it really hurts their enemy. The company is divided up into independent 5-10 man squads called leashes, each is commanded by a beta. Every soldier in the squad usually have his own speciality, but they are expected to be able to perform well in almost any situation. At times when a greater organisation is needed between leashes two or more leashes may form a pack, these usually only last for a single campaign or shorter, otherwise each leash operate independently and may take missions at their own will. Some might consider the Hundred Hounds no more than an assassin’s society, but the members take great pride in their work and strictly sees themselves as soldiers. A strong code of conduct is followed and the Hundred Hounds only take jobs from clients who are in a state of war or armed conflict and they try to their best to avoid civilian casualities (“Why should we kill if we aren’t paid for it?”).

White Shrouds

The White Shrouds are aloof mercenaries, contracted for the most difficult of jobs. Their leader is a boasting, strutting man who styles himself as Baron Black. To a man, the White Shrouds are tightly-wrapped in bandages. They reek of incense and are reputed to feel no pain. They fight in heavy armor and bear powerful weapons. They share a fierce camaraderie with each other. They will admit nobody into their ranks except those who have fought against them, it’s said – a boast both true and misleading. Some say they are merely lepers, and that they spread disease on the battlefield. Some believe that it is merely a pose, a way of admitting criminals and exiles into a fighting force while disguising their identities. The truth is guessed at by the wise. The White Shrouds are a fighting force of zombies. The strongest of those that fight against them – and lose, of course – are inducted into their ranks through necromancy. While most zombies are mindless brutes, the White Shrouds retain a great deal of animating intelligence and personality. This is the influence of the Baron. Whatever his secret, his zombies are human-like enough that the White Shrouds find continued employment. And if they take a contract from someone who knows their secret, what of it? Anybody who values their fighting prowess may find this a small price to pay.

The Silver Wyvern Mercenary Company (Calestra, Coria)
Commanded by Lord Captain Aliex Unthar. One of the focal points of the Calestran mercenary trade. Due to the Silver Wyverns’ success, they tend to lack any shortages of potential contracts or potential new members. The unit’s standard is a silver wyvern against a blue sky.

The Redwall Guild (Calestra, Coria)
Commanded by Aeric Jalstone. Much like their commander, this company has more of a reckless reputation than do the Silver Wyverns; opinions are often divided on whether this is positive or negative. The unit’s standard is a red brick wall.

Calen’rimae (Green Runners) (Palil, Coria)
Commanded by Talinthonel Matenintras Palil, Sylvarian by birth. The Runners are light and fast, and considered to be one of the premier reconnaissance units in existence. The unit’s standard consists of a rapier with vines wrapped around the blade.

Tongar’s Hammers (Relegas, Sendia)
Commanded by Tongar Ralbane, a brute of a man, and a deadly warrior. The Hammers specialize in dirty, hotly-contested fights, and carry a reputation for getting the job done. The unit’s standard is a battered war maul.

Ebony Vipers (Davnor, Sendria)
Commanded by Ri’leas Alderbranch, a renegade Sylvari, this company is known for specializing in nonconventional operations. “Move fast, strike swiftly, disappear” is their motto. The unit’s standard is a coiled black serpent, poised to strike.

Nightmare Legion (Davnor, Sendria)
Commanded by Captain Bardis Keth, the nephew of master necromancer Dedrix Keth. The Legion is rumored to use dark magics to aid them in battle. The unit’s standard is a skeletal fist on a field of black.

The Scarlet Gale (Bayris)
Commanded by Jalian Drenis, a former captain in the elite Marteal Guard. The Gale specializes in amphibious operations, which ensures that they never run out of clients. The unit’s standard is a thunderbolt over a scarlet field.

Cultubar’s Eagles (Dergeroth, Ertain)
Commanded by Captain Filtas Cultubar, a veteran of several small conflicts, and a respected warrior. The Eagles are a cavalry-heavy unit, focusing on tasks that are best accomplished on the traditional battlefield. The unit’s standard depicts a diving eagle with talons extended, on a field of purple.

Fortune’s Blades (Targos, Ertain)
Commanded by Captain Damask Pordian, a landless knight-errant. The Blades have a penchant for taking the side of the underdog, which naturally boosts their popularity among the common folk. The unit’s standard is a pair of crossed blades over an orange field.

The Lockshir Regulars (Lockshir, Ertain)
Commanded by Strom Durmis, the Regulars are one of the oldest mercenary companies in existence, tracing their roots back to a local militia that took part in the Independence War with Drannon. The unit’s standard is an alternating checkerboard of green and black.

The Iron Storm (Einal, Drannon)
Commanded by Kuldar Stonecleaver, a clean-shaven Khordaldrum. The Khord seems to wear his shame paradoxically almost as a badge of honor, and has never offered to regrow his beard after whatever sin caused his exile. He is, however, almost maniacal on the field of battle, and a brilliant tactician; his heavy foot troops and his own personal axe have spilled an enormous amount of Ertainian, Sendrian, and Drannese blood over the years. The unit’s standard is a double-bladed axe imposed over a gray storm cloud.

The Twilight Riders (Throthgard, Drannon)
Commanded by Lord Cilian Toricus, a powerful Drannese noble who appears to prefer warfare to his inherited life of luxury. This company has served as far south as Pardinal and as far north as Rayther. The unit’s standard is a crescent moon against a field of midnight blue.

Mercenary Companies

Egron billy_blackerby