Playthings of Mad Gods

5 bands of mercenaries for your games

CW: War Crimes. Slavery. Military. Mentions of Sexual Abuse.

Introduction

Each of these may be placed into most fantasy worlds with little work to adjust them. Each is a major force, hired by entire free cities or kings to wage their war. Each has their own specialist troops, their own organization and their own idiosynchracies.

Spells mentioned are at the end of the post, outside of the most obvious ones like Blink and Scry.

I am assuming morale checks rolled with 2d6, with a result higher than morale meaning a rout.

Immortal Legion

They number:

Their leader is The Horned Skull, a minor divinity held in their camps, taking the form of a horned skull on a stick. It desires blood to be spilled, the simplest of sacrifices. In return it grants immortality. It is a decent strategist, although it leaves most of the tactics to the Standard-Bearers themselves.

The Immortals are all undead, thus needing no supply lines and able to besiege a city for years without issue, or wage war in enemy teritorry without resupply and throughout the winter. They also have a powerful effect against enemy morale, with many fleeing to avoid falling in battle with an enemy that will desecrate their bodies. They are also known as loyal, The Horned Skull disliking betrayal of those who hire it.

The Immortals do not sleep, do not drink, do not eat, and do not fuck. Thus, the soldiers have a problem on what to do with their money. Games of chance are common, as is extravagant clothing. There is always some group of musicians following the undead, who pay great sums for their music, as they can still enjoy it. Some also keep pets, as reminders of what it was like to be alive. Their leaders allow it as a reward for their good service; there were no mutinies or unplanned retreats for the last 200 years.

Burning Men

They number:

Their leaders are The Council of Four, Four old dragons who have decided to form the company, as a method to accquire more of the treasures they desire. (each dragon's claws deal 2d12 damage) The dragons are:

Together, the dragons vote on most decisions, with Chosen Ones consulted in case of a tie. Each is an experienced military commander, just as much as it is a weapon of mass destruction. They often divide their armies for complex maneuvers, made possible by seeing the battlefield from the sky. The company usually uses Shock and Awe tactics to break through the enemy forces, then uses their light cavalery to pursue them. If met with enemies who do not scatter, they instead maim them. They are good at razing forts to the ground, but not good at taking them.

The soldiers are a mix of those who seek money and those who seek power. The first are just your usual mercenaries, who have joined this elite force, and are risking burns for extra pay. The others are more interesting - they intend to become greater by the contact with Dragons, which are more real than the surrounding reality. They almost worship them, if only to advance their own transformation. Most soldiers of either group have at least some burn-scars, and are missing at least 1 finger.

Company of Roses

They number:

They do not have a leader, instead the Captains are chosen as representatives due to their greatest experience. The day-to-day operations of each ship are decided by consensus, tradition and a good degree of ancient games of dominance, while fleet-wide manners are decided by the captain's in much the same way. Loot and payment is divided equally, with bonuses for Captains, doctors and enchanters.

The ships are each of the highest quality, created in elven dockyards for a war that has long since passed. The Company of Roses is mostly hired as corsairs or for colonial operations, but their commandos have had great successess in assasinations as well. They are also known for having captured slaves for The Half-Demon Prince's Soul Furnaces, in return for save harbour close to a Theater of their recent operations.

The pirates from The Company of Roses have an obsession about their own freedom, having fled from the (over-)organized Elven Kingdom of Manbar. They often believe that they can gain their freedom through gold and power, thus wanting to get as much as they can of both. There are humans and other, stranger creatures serving among them, but almost always in support roles, away from combat, instead delivering resources or taking care of ships. The Elven rules around beauty and politeness are much-relaxed in The Company, although still overwhelming for a human.

Sons of Iron

They number:

They are led by William Worchestershire (4 HD), AC as Plate, armed with a pistol. He is an ex-adventurer, who is missing a leg and an eye. He is a great strategist and tactician, who used his proceeds from raiding an ancient tomb to found the company. He is seen as no-nonsense, talks fast and loud and is half-deaf from all the detonations. He is ruthless, although he cares about his people (and only them). He has shifted allegiances in the past, based on offers of gold. He plans on taking over a city and making it into a barony of his own, when given the opportunity.

The company is hired for sieges and prolonged fights, as well as the defense of keeps and cities. They took over multiple cities for those who hire them (and took a fair share of loot) using a mix of ingenuity, brutality and good equipment. Many cities have surrendered when their defenders saw the giant cannons outside their walls, or after the first shot has shattered a wall. The soldiers that make it up usually miss at least 1 finger, and all have hearing issues. Thus, orders are mostly relayed not by word, but by a set of signals based on movement of colourful flags, with horn signals as backup.

The Ivory Inquisition

They number:

They are led by Archbishop Boniface (2! HD), AC as Chain (enchanted robes), covered in relics, a pragmatic fanatic. He is on a Holy Crusade given to him by Divinity, and intends to fully follow it, funded by the various lords who hire his "Holy Order" to remove undead, demons or nonbelievers. He is convinced that everyone is inherrently evil and unclean, and that only through suffering they may be clensed; he wants war of all against all, so that they may be purified. He has 4 MD, with Lance of Light, Consult Divinity, Resurrect and Ceremony prepared.

The soldiers paint their armour white, but red stains are not seen as impurities. Most are cultishly devoted, recruited from the populations ravaged by war, searching for any meaning. They get small pay and do not eat good food. The money is instead spent mostly on funding further crusades of purification.

Spellbook

These are well-guarded by the mercenary magicians, who will send assasins to hunt down those who try to steal them.

  1. Resurrect Undead R: 100 m T: Any corpse that was once undead D: instantaneous
  1. Undying Fury R: 100 m T: Any undead creature D: [dice] minutes
  1. Awaken Fire R: 100 m T: Any Fire D: [sum] rounds
  1. Elemental Fire R: 100 m T: Any Fire D: [sum] rounds
  1. Freezing Fire R: 20 m T: any spot D: until extinguished
  1. Waterskip R: [sum]*100 m T: any spot with water in range D: instantaneous
  1. Guiding Wind R: Self T: Self D: [dice rounds]
  1. Leaden Boots R: 100 m, or Special T: creature D: [sum] turns or Special
  1. Priestly Eyes R: Self T: Self D: [sum] hours
  1. Purifying Light R: 50 m T: 10 m radius circle D: [sum] rounds
  1. Lance of Light R: [dice]*10 m T: [dice] m wide line from the caster D: instantaneous

Post Scriptum

Yeah, those mercenaries are bastards. All of them. As on how to use them? You may use the whole armies in a domain-level campaign(as hired help or foes), or as an unstoppable force moving through the country-side in a lower-level campaign. The party may join them, or fight with small groups of soldiers, or just try to flee their wrath.

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