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Forgotten Realms - Gold & Glory

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Page 1: AD&D - Forgotten Realms - Gold & Glory
Page 2: AD&D - Forgotten Realms - Gold & Glory

OFFICIAL GAME ACCESSORY

Gold & Gloryby Tim Beach

Table of Contents

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Color Plates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

Chapter 1: Mercenaries in the Realms . . . . . . . . . 3 Chapter 6: Retired Companies . . . . . . . . . . . . . . 49Map of Mercenary Activities in the Realms . . . . . 5 Chapter 7: Recruiters . . . . . . . . . . . . . . . . . . . . . . 52

Chapter 2: Standing Companies . . . . . . . . . . . . . . 6 Chapter 8: Adventuring Companies . . . . . . . . . . 58

Chapter 3: Nonhuman Companies . . . . . . . . . . . 18 Chapter 9: Current Events . . . . . . . . . . . . . . . . . . 60Chapter 4: Regional Companies . . . . . . . . . . . . . 23 BATTLESYSTEM� Game Statistics . . . . . . . . . . . 61Chapter 5: Specialists . . . . . . . . . . . . . . . . . . . . . . 29 Index of Mercenary Companies by Region . . . . 64

Credits

Design: Tim Beach Cartography: John KnechtEditing: R.U. Steinberg, Karen S. Boomgarden Typography: Gaye O�KeefeCover Art and Color Plates: Doug Chaffee Production: Paul HanchetteArt Coordinator: Peggy Cooper Black and White Art: Karl Waller

Special Thanks: Jeff Grubb, Ed Greenwood, Karen S. Boomgarden, Dave Sutherland,Rich Baker, James M. Ward, CoastCon, David LaMulle, Douglas Niles, Dave ZenzExtra Special Thanks: Teeuwynn, Colin McComb, Wolfgang Baur

TSR, Inc.POB 756Lake GenevaWI 53147 USA

TSR Ltd.120 Church End, Cherry Hinton

Cambridge CB1 3LBUnited Kingdom

ADVANCED DUNGEONS & DRAGONS, AD&D, SPELLJAMMER, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc.BATTLESYSTEM and the TSR logo are trademarks owned by TSR, Inc.

All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products.Distributed to the toy and hobby trade by regional distributors.

Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.This product is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material

or artwork contained herein is prohibited without the express written permission of TSR, Inc.Copyright © 1992 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

ISBN 1-56076-334-59373XXX1501

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Introduction

When the call to war goes out, many peo-ple answer. Some are patriots fighting fora cause; others are professional soldierslured by the sound of gold pieces. Wheth-er they are motivated by avarice or altru-ism, all these people have a price of somekind.

Sword for hire. Sellsword. Man at arms.Myrmidon. Legionnaire. Soldier of for-tune. Hiresword. Mercenary. All theseterms�and several unprintable terms aswell�identify those men and women whohire themselves out to fight other peoples�battles. Gold & Glory describes these pro-fessionals and the groups in which theyoperate.

The information provided applies chief-ly to the FORGOTTEN REALMS® CampaignSetting, primarily the continent of Faerun,but the basic information could be usedwith most campaigns for the AD&D®game.

Chapter 1 of Gold & Glory describesmercenary companies in general terms:their history, how they are formed, meth-ods of operation, and so forth.

Later chapters detail many of the better-known standing mercenary companies inthe Realms.

Chapter 7 offers descriptions of severalNon Player Characters (NPCs) who recruitmercenaries for specific tasks. A numberof special groups are mentioned in Chap-ters 8 and 9, which tell how adventuringcompanies and other groups sometimesinteract with mercenary companies.

The final few pages of the book offer anindex of mercenary companies andwhere in the Realms they might be found,as well as statistics that can be used inBATTLESYSTEM� scenarios.

How to Use ThisInformationThere are several ways for a Dungeon Mas-ter (DM) to use mercenary companies inthe campaign. DMs should feel free to useany of the ones presented here, to make upnew ones, or to allow player characters(PCs) to start a company.

The DM could use the provided merce-nary companies as enemies or allies forthe player characters. The PCs might joina company for a time�many of the com-panies herein recruit �local talent� whenthey have a job in a given area. Some re-cruit through advertisement, others bycoercion.

If the PCs choose to join a mercenarycompany, they must follow the orders oftheir superiors; this gives a DM a greatmechanism for setting up adventures. Awise DM will be careful not to force toomuch on the player characters, however.

PCs should probably be treated as asquad of elite troubleshooters. The DMcan offer two or three missions for themto choose from, but might sometimes in-sist that the PCs are the only ones who canhandle a specific task.

The PCs may at some time wish to formtheir own band as well. They could recruitsoldiers and lead them into large conflicts.If their fame grows, kingdoms might tryto hire the PCs to lead armies of invasionor defense.

Mercenary companies might also beused to inspire small adventures or epicquests. Perhaps a friend to the PCs hasbeen forced to join a mercenary group;maybe a group has been infiltrated by aspy whom the PCs must capture; the pos-sibilities are almost endless.

There are also a few ideas �hidden� inthe following text, such as hooks to spaceadventures, the growth of lizard manpower in the south, and so forth.

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Chapter 1: Mercenaries in theRealms

Some professional soldiers are loners,choosing when and where they fight, ad-hering to individual codes of honor, andfollowing whatever clarion draws them tobattle. They might be motivated by blood-lust, desire for adventure, or a cause.Many of these lone mercenaries can befound throughout the Realms.

Some mercenaries band together, form-ing regular companies and operatingalong military or paramilitary lines. It isthese mercenary companies that are thesubject of Gold & Glory.

There are two basic types of mercenarycorps: standing and recruited. Membersof standing companies are are always to-gether, often have no other occupations,will do things that won�t keep them fromleaving on short notice, and are profes-sional adventurers on the side.

In the case of recruited companies, anemployer will hire an individual or groupto go and quickly build an army.

Some companies are part standing andpart recruited, such as standing compan-ies that recruit locals wherever they go.Other companies are recruited, but al-ways from the same group of veterans,sometimes with a few new faces. Theselatter groups are essentially standing com-panies without permanent headquarters.

Within the two basic types of compan-ies, there are a number of variations.Some specialize by race, social class, typeof weapon, or type of job; others try tohave members with a variety of abilities.Some of the more versatile mercenarycompanies have wizards, thieves, rangers,and priests, in addition to fighters.

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General History

Mercenaries have existed for a very longtime, from the first time someone asked�What do I get if I fight this war for you?�Military leaders have always had to offersome kind of pay, with land, gold, glory,prestige, or power. True mercenaries trav-el to any place where there is armed con-flict, often caring little on whose side theyfight. Others have principles or standards,and will fight only on the �correct� side.

Mercenary forces have changed the out-come of many battles. Over the course ofthe last century or so, mercenary groupshave become more formal, choosing col-orful names and advertising their loca-tions. Like many other institutions, theyhave become a normal aspect of life in theRealms.

Mercenary Companies

Chapters later on in this book offer spe-cific details on several mercenary com-panies. It may be useful, however, tocover some general principles that applyto all or most mercenary groups.

Formation

Most mercenary groups are formed bythe actions of a single, charismatic leader,though a group of leaders is also likely.These people gather veterans of battles,train likely prospects, and organize thecompany. Some corps are formed by orfrom adventuring groups.

Recruited companies operate a little dif-ferently, as they are formed anew eachtime one is needed. The employers con-tact a recruiter or recruiting group, offer-ing a fee for an army. Word is spread forinterested parties to meet at a certainplace, at which time the recruiter reviews

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the applicants and decides who may jointhe corps.

Leadership and Organization

Most mercenary corps operate along mili-tary lines, with leaders and their assistantstaking military titles. Other companieswork more informally, with the leader be-ing essentially a dictator, perhaps with afew counselors or assistants. Some com-panies are democracies in which mem-bers elect their officers, and still othersare run like a business.

Strategies and Operations

All companies choose which jobs they willaccept based on individual codes and de-sires. Most are hired for a specific task andleft to their own devices to fulfill their as-signment. Most companies are responsi-ble for their own transportation to andfrom the job.

Retiring a Company

A mercenary company stops being a mer-cenary company when certain events oc-cur. Obviously, the death of all memberswould eliminate a group. Other corpsmight break up because of age, whilesome might achieve the legitimacy of apermanent job. Several examples of �re-tired� companies are offered in Chapter 6.

Other Sources

Several other p r o d u c t s i n theFORGOTTEN REALMS® Campaign line of-fer information on mercenary companies.An index of sources appears on the lastpage of this book.

The Entries

Most of the following descriptions of mer-cenary companies are done in a standardformat, using these headers.

Type: A standing company is one that istogether at all times. A recruited companyis built by recruiters when the call goesout for an army. Standing/recruits indi-cates a standing company that recruits lo-cals as well. A company with recruitedveterans is one with consistent and loyalmembers, but without a permanent head-quarters, so the company must be calledtogether whenever there is a job. A fixedcompany has a permanent headquarters.A company that is roaming has either noparticular headquarters, or has several.

Base: This indicates the place (or region)that the company calls home.

Current Sphere(s) of Operation: Thislists where the group is currently active.

Leader: This lists the group�s leader.Government: This indicates how the

corps operates internally.Number of Members: If a range is

given, the lowest number is the numberof people who always serve; the highestnumber is the core, plus semi-regularswho might be called in for specific jobs.This number does not include any peoplewho might be recruited locally.

General Alignment: This indicates thebasic morals and ethics of the group; indi-viduals may vary.

Larger entries have these headings aswell: History describes the group�s forma-tion, composition, and past activities; Strat-egy and Tactics tells how the companychooses and completes jobs; Personality de-tails the group�s motivations, code of honor,and friends and enemies; and Logistics de-scribes the group�s equipment, require-ments, and price.

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Chapter 2: Standing Companies

This chapter offers details about severalof the better-known standing mercenarycorps in the Realms. Standing companiesare the �standard,� but in the Realms,�standard� can mean many things.

In most cases, standing companies havea single leader; this way, there is no ques-tion about who is in charge.

Standing companies generally have aheadquarters of some kind, whether it bea castle they have built themselves, or atown where all the members live. Stand-ing companies without permanent head-quarters will almost always have a meansof transportation, and when they arrive atthe location of their job, they usually findlodgings together or set up a large camp.

Standing companies can be worked intoan adventuring campaign in several ways.These groups might be recruiting, testingpeople who want to join by sending themon a mission. Alternately, enemies of amercenary corps might mislead a groupof PCs into raiding the mercenary compa-ny�s headquarters.

The Companies

Information about many of the compan-ies can be found in other sources. Theseentries provide updates on status and ac-tivities of these mercenary groups.

The map on page 5 shows where manyof the groups operate, while the index onpage 64 lists the groups by region and alsolists the other sources where informationmight be found.

The Blacktalons MercenaryCompany

Type: Standing, fixedBase: Blacktalon Citadel in IriaeborCurrent Sphere(s) of Operation:

Traderoutes near IriaeborLeader: Taurgosz �Tenhammer� KhosannGovernment: Counciled dictatorship

Number of Members: 120General Alignment: NeutralHistory: This group formed less than adecade ago, when Taurgosz Khosann-earned his �Tenhammer� nickname byslaying 10 people with a single swing ofhis huge warhammer, thus wresting lead-ership of his bandit gang from the formerleader. Tenhammer has led the Blackta-lons to a more legal occupation.

Tenhammer, an 11th-level fighter,stands over 7� tall and weighs about 350pounds. His size and great strength (18/94)allow him to wield some two-handedweapons with just one hand; his favoriteweapon is his great hammer, whichcauses damage as a battle axe. Tenham-mer is an absolute dictator, but has a smallcouncil of trusted aides to whom he lis-tens.

The Blacktalons consist of 80 3rd-levelfighters, both male and female. In addi-tion, there are 20 1st-level fighters and 20thieves of levels 3-6. If The CompleteThief�s Handbook is used, give the thievesthe scout and bandit kits (in approxi-mately equal numbers).

The Blacktalon sigil is a black, three-taloned claw on a blood red field. It isworn on the breast or helmet, but is neverflown from a banner.Strategies and Tactics: This group pre-fers jobs guarding caravans, but will alsoraid caravans for a price. True to theirbandit heritage, they sometimes raid un-guarded caravans to encourage them toseek protection.

They have on occasion hired themselvesout as irregular cavalry, and they act ascity defenders in times of trouble�whichhelps maintain good relations with the lo-cal government.Personality: The Blacktalons are rela-tively unscrupulous, but have never beenknown to renege on a contract. They arevery vengeful when cheated.

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The Blacktalons seldom come into con-flict with other mercenary corps, thoughthey have earned the enmity of the Siroc-co, the Mindulgulph Company, and sev-eral adventuring companies.Logistics: The Blacktalons have their ownmounts, mostly medium warhorses. Theyprefer to use these mounts, but will rideanimals appropriate to the caravan theyare guarding. Since Iriaebor is known forfine mounts, the Blacktalons always havefine horses.

They wear a variety of armors and carrya variety of weapons. They often darkentheir armor with mud or paint, so they donot stand out.

The Blacktalons charge 1 gp per personper day for guard duty. A raid costs an em-ployer 300 gp, in advance.

The Bloodaxe MercenaryCompany

Type: Recruited veterans, fixedBase: Sundabar, in the NorthCurrent Sphere(s) of Operation:

The NorthLeader: Velkor �of the Valiant Arm�

MinairrGovernment: Military hierarchyNumber of Members: 60-80General Alignment: Chaotic goodHistory: The Bloodaxe Mercenary Com-pany was founded by a dwarven adven-turer, Deldagg Huldgrym, more than 40years ago. Most of its original memberswere dwarven outcasts.

Under Deldagg�s leadership, the groupfought several bandit bands, an army oforcs, and raiders from Luskan. Many ofthe original members were slain, and newwarriors (mostly humans from the SwordCoast, the North, and the Vilhon Reach)were added to the ranks.

Deldagg died of black lung fever in 1331DR (1306 by Cormyrian reckoning), and

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the group�s leadership fell to his second incommand, Velkor Minairr, a human fight-er (11th level). Only four of the originaldwarven Bloodaxes remain with the com-pany.

The group�mounted spearmen (30),slingers (10), and axe-men (20)�is largelyinactive at present, but occasionally hirethemselves out to fight orcish hordes inthe North.

To avoid recognition, the Bloodaxes of-ten elect not to display their sigil, a grayaxe on a dark red background.Strategies and Tactics: The Bloodaxes areskilled and versatile, willing to take almostany job, from gladiators to bodyguards.Not overly prideful or crude, their strate-gies and tactics vary as widely as the typesof jobs they take.Personality: The Bloodaxes are moti-vated largely by hatred of humanoids,though they do enjoy being paid for kill-ing the creatures. They have few enemiesother than humanoids, the Blue Sigilogres, and the Chill.Logistics: Their equipment varies widely,though the battle axe is the weapon ofchoice for most. The group maintains sev-eral small bases in the North, where theycan replace equipment as needed.

The Bloodaxes may be hired at a cost ofbut 10 gp per day, since they are currently�down on their luck.�

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The Company of the SingingDawn

Type: Standing, fixedBase: Arrabar in ChondathCurrent Sphere(s) of Operation:

The Vilhon ReachLeader: SolaraGovernment: CouncilNumber of Members: 250General Alignment: Neutral goodNote: The Company of the Singing Dawnand its components are described in I14,Swords of the Iron Legion.History: This group was formed in Chon-dath about 15 years ago, and was firstknown as Solara�s Elite. Solara trained herpeople well, and eventually added moreunits to the company.

The company consists of f ive 50-member units: Solara�s Elite, handpicked4th-level fighters from the Fields of Nun;the Spears of Dawn, 1st-level fighters; theForester Guards of Nun, charismatic andchivalrous 3rd-level warriors from theChondalwood; the Lightblades, 4th-levelpaladins mounted on pegasi; and the Sun-shafts, 7th-level Pegasus-riding elvenarchers.

The Elite are led by Taran, 6th-level fe-male human fighter; Randwulf Doorbane,a grizzled 8th-level fighter, leads theSpears; the Foresters are led by a 7th-levelelven ranger, Miebhailar; Justin Ironedge,a 9th-level human paladin, leads theLightblades; and the Sunshafts are led byLotharius Goldentree, a 9th-level elvenfighter. These leaders advise Solara,10th-level ranger and undisputed leader of theCompany of the Singing Dawn.

The company�s most famous battle wasagainst the forces of Yrkhetep, an arcana-loth who tried to conquer Chondath andTurmish.

The company�s symbol is a rose-coloredphoenix, with a green key below, to the

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right, and to the left, all on a field of silver.All members of the company wear somered, pink, or yellow, and many wear sun-burst emblems.Strategies and Tactics: The Singing Dawnprefers to fight evil and is known to docharity work, especially when it involvesfighting undead or otherwise promotesworship of the group�s patron deity, La-thander. They will not take any job that isantithetical to the worship of theMorninglord.

Solara and her councilors are great tacti-cians, and they work well together coordi-nating aerial and ground assaults.Personality: The Company of the SingingDawn has a very strict code of honor andchivalry. They are motivated by a wish todo good, though they realize that theyneed gold to maintain their effectiveness.Their only enemies are the evil and un-scrupulous.Logistics: Each unit has distinctive armsand armor. The Elite uses scale mail,shields with the company�s symbol, andlong swords with dusky pink stones in thehilt. The Spears wear chain mail and carrysilver-tipped spears. The Foresters wearstudded leather and carry wooden shieldsand long swords. The Lightblades wearscale mail and attack with medium lancesor long swords +1. The Sunshafts wearscale mail and attack with long bows orlong swords. Solara and the unit leaderscarry a number of magical items.

The Company of the Singing Dawn issomewhat expensive, requiring 1,000 gpper day, though they will cut that price by50-75% when asked to fight undead orcreatures from the nether planes. They al-so do some work for free, with councilmembers using personal funds to pay theregular members.

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The Flaming Fist

Type: Standing, fixedBase: Baldur�s GateCurrent Sphere(s) of Operation:

Anchorome, Tethyr Chult, Sword CoastLeader: Duke EltanGovernment: Military hierarchyNumber of Members: 1,600General Alignment: Lawful neutralNote: The Flaming Fist Mercenary Compa-ny is fully described in the FORGOTTENREALMS® Campaign Set. What follows is asummary of statistics and recent history.History: Despite recent setbacks, theFlaming Fist is the largest and most pow-erful mercenary corps in Faerun. Eltan, aDuke of Baldur�s Gate, founded the groupalmost 30 years ago, building it into one ofthe most effective fighting forces in theRealms.

The Flaming Fist has been very activeduring the last few years. Recently, 300members were hired with Sembian fundsto participate in the Horde Wars. They ac-quitted themselves well and reportedback with some casualties.

At the same time as the Horde Wars, theFlaming Fist took action against the pi-rates of the Sword Coast (the same �war�in which the Golden Legion destroyedAkbet-Khrul�s forces in Amn). The Fist wasable to provide the pirates with a setbackthey will not soon forget.

Also, Duke Eltan noticed an opportunityin leaderless Tethyr. He has been cau-tiously scouting the region, hiring outsmall bands for reduced fees in Tethyr.Wise observers speculate that Eltan wish-es to be invited into Tethyr, so he may setup a puppet government.

Because of the Horde Wars and the dis-covery of Maztica, Duke Eltan has beentaken by an urge to explore. He has not yetsent an expedition to the Hordelands andKara-Tur, though he has recently funded

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expeditions to Chult and the New World.The founder of Baldur�s Gate (home to

the Fist) was a sea captain called Balduran.Long ago, he sailed west past Evermeet, tothe fabled islands of Anchorome, return-ing with great wealth that was used tobuild the wall around what becameBaldur�s Gate.

Eltan had always been taken by the taleof Balduran, and wondered about theman�s final fate. When word reachedEltan that the Golden Legion had discov-ered and conquered Maztica, Eltan�s curi-osity was piqued, and he decided to findAnchorome.

Eltan bought a fleet of ships and sentseveral hundred men and women acrossthe seas. The ships stopped in Lantan,where the company split, three shipsheading to Chult.

The Chult expedition (150 people led byBeluarion and Nenon) recruited an experi-enced group of six elven mercenaries toact as guides in Chult. The expedition lostroughly half of its number (including Be-luarion) in Chult, but was somewhat suc-cessful.

The Anchorome expedition was not assuccessful, however. This group consistedof four leaders (Scar, Bellan, Desedrak,and Yulimtul) and more than 500 merce-naries. The ships also carried 200 horsesand a great deal of equipment.

After the 20-ship fleet left Lantan, it wasbeset by problems ranging from diseaseto storms. The company clerics were ableto keep disease from taking more than ahandful of lives, but three ships werecompletely lost to storms with no survi-vors. Unfortunately, one of those shipshad been designated a hospital ship andwas carrying most of the priests when itwent down.

When the ships finally reached the Maz-tican port of Helmsport/Ulatos, they re-cruited to replace some of their losses,

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hiring 60 Eagle Knights who wished tofight for glory and land.

Again, the expedition split, with 225heading northwest overland into the des-ert, hoping to find the fabled City of Gold.This group, led by Desedrak and Yulimtul,has not been heard from since, and all at-tempts at magical and psionic contacthave failed.

The Expeditionof

The Flaming Fist

The rest of the group (roughly 340 peo-ple and 150 horses) took 15 ships up thecoast from Maztica to explore the coast ofAnchorome. Again, the group met with di-saster.

The Flaming Fist discovered Itzcali,Realm of the Sea People, when sahuaginfrom that undersea nation attacked andwrecked a third of their ships, which layanchored several yards off shore. Somepeople were rescued, and a number ofhorses were seen swimming to shore.Scar led the Fist in a brilliant counterat-tack, driving the sahuagin forces away sothe ships could escape the area.

When the expedition moved farthernorth, they discovered a lush and fertileland devoid of civilization. Moving alongthe coast, they eventually came to the ru-ined remains of a small fort with a wood-en palisade. Broken weapons, rustedarmor, and an old ship�s log indicated thatthis was the probable final resting place ofBalduran and his crew.

The members of the Flaming Fist soondiscovered the likely cause of Balduran�sdeath when they were attacked by a tribeof savage elves sporting odd haircuts andwearing feathers and paints. At the sametime�possibly a coincidence�largewhale-like beasts attacked the company�sships and sank them. The members of thecompany performed a fighting retreat un-til they escaped the territory of the sav-ages.

Less than 100 members of the expedi-tion survived the retreat; these set up Fort

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Flame at the mouth of a river that opensinto a large bay, which they have namedBalduran�s Bay.

Scar and a small group of men andwomen left the encampment, and miracu-lously made it back to Helmsport, andthence to Baldur�s Gate. Eltan may see fitto send reinforcements to the colony, nowunder Bellan�s leadership, and communi-cations have been established through ar-cane means.

The Flaming Fist�s main base is Baldur�sGate, but the company has establishedsecondary bases in Chult and Anchorome,and has an unspecified number of opera-tives in Tethyr.

Fort Flame holds its leader Bellan (a10th-level fighter), two rangers, a wizard,five clerics, three thieves (one an assassin),four 6th-level fighters, 17 5th-level fight-ers, 53 4th-level fighters, and 13 5th-levelEagle Knights (who can change into eaglesat will).

Fort Beluarian, on the northern coast ofChult, is supervised by Nenon; she over-sees a garrison of three rangers, three wiz-ards (one an assassin), seven priests, twothieves, and 80 fighters (10 6th-level, 205th-level, and 50 4th-level).

The main forces in Baldur�s Gate are ledby Duke Eltan (a 22nd-level fighter), andhis assistants Moruene (a 20th-level wiz-ard) and Scar (a 16th-level fighter). Alltheir lieutenants except Koruelve (a 10th-level fighter) are dead or on semi-permanent assignment, so they haverecruited the following new unit leaders,all 9th-level fighters: Lendali Firehair, Her-culus the Hammer, Delandria, MorganRedwing, Skot-sar of Berdusk, and Kalvis-talk the Hunter.

The forces in Baldur�s Gate include 10rangers, 10 wizards, 150 priests, 10 assas-sins (the best of which are a pair of elvenwizard-thieves), 15 thieves, and 1,200fighters (550 3rd-level, 400 4th-level, 150

5th-level, and 50 6th-level).The Flaming Fist seldom recruits locals

for a battle (they hardly need to!), butsometimes hires advisers or guides.

The company is organized along strictmilitary lines. Their symbol is a flamingred fist; it is worn on a white tabard.Strategies and Tactics: The Flaming Fistalways leaves part of its number to defendBaldur�s Gate, but will accept almost anyjob that pays enough. They seldom disap-point their clients.

The Flaming Fist is almost unstoppableon a battlefield, and they should make anywould-be conquerors pause and consider.Personality: The Flaming Fist is moti-vated by both gold and glory, thoughDuke Eltan does prefer to stem chaosrather than promote it.

The Fist negotiates contracts wisely andadheres to them stringently; woe to theemployer who tries to cheat them.

The Flaming Fist has a number of pow-erful enemies, including other mercenarycompanies, the Zhentarim, and the Cult ofthe Dragon. Assassination attempts onEltan and the other leaders are fairly com-mon.Logistics: The Flaming Fist has spentyears collecting items both magical andmundane. Each member has two heavywarhorses, and the company owns sev-eral wagons, thousands of mules, and aplethora of magical items.

Hiring the entire Flaming Fist costs10,000 gp per day, with smaller divisionscosting a proportionate amount. The mo-bilization of the company can bankruptan area.

The Golden Legion

Type: Standing, fixedBase: Helmsport in MazticaCurrent Sphere(s) of Operation:

MazticaLeader: Alanza DaNosta

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Government: Military hierarchyNumber of Members: 600General Alignment: NeutralNote: The Golden Legion and its exploitsare covered in the Maztica Campaign Set;FMA1, Fires of Zatal; and the novelsIronhelm, Viperhand, and FeatheredDragon. What follows is a summary of thecompany�s history.History: The Golden Legion was formedalmost two decades ago by a man namedCordell after the destruction of his pre-vious mercenary corps. Learning frompast mistakes, Cordell built slowly, devot-ing much attention to training.

The Golden Legion, consisting of unitsof crossbowmen, swordsmen, cavalry,spearmen, and longbowmen, won famealong the Sword Coast. Cordell�s legionbroke the power of one of the most vi-cious buccaneers of the Pirate Isles,Akbet-Khrul, who was killed by legioncrossbowmen in a great battle in Amn.This earned the gratitude of the Council ofAmn, who sponsored the Golden Legion�sexpedition to Maztica.

Cordell used diplomacy, militarystrength, and magic to conquer the Nex-ala, the most powerful political entity inMaztica. Many battles took their toll onthe Legion, which was almost destroyedin this campaign.

Cordell became Governor-General ofthe area, which Amn has claimed as a col-ony. Alanza DaNosta, a greedy and unsa-vory sort, has been given command of theGolden Legion, which is now the militarygarrison in Helmsport, the center of com-merce with Faerun.

The group now consists of 100 cavalry,250 swordsmen, 100 spearmen, 100 bow-men, and 50 crossbowmen.

The Legion�s symbol, which is used on itsbanners, is a golden eagle outlined in blackon a field of gold. Some units, particularlycavalry, also have their own symbols.

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Strategies and Tactics: The Golden Le-gion is rapidly losing the elements thatmake it a mercenary company, instead be-coming the legitimate military force of thegovernment of New Amn. Thus, they havelittle choice in jobs, as they are required toperform guard duty, keep the natives qui-et, and so forth.

Though most of the old veterans arenow gone, the company still uses goodtactics. They will generally soften the ene-my with bows and crossbows, then attackwith swordsmen and cavalry. Some magicis used as well.Personality: Though motivated largelyby greed, the old Golden Legion had asense of family to it. As it stands now, theLegion is motivated primarily by a senseof duty toward New Amn. In general, theleadership of the group is corrupt, butmany individuals tend to be honest, seri-ous, and honorable. Most still revere Cor-dell as a great hero.

Most natives in Helmsport/Ulatos dislikethe Legion, though many elsewhere re-member the Legion�s activities in defend-ing both themselves and the Mazticanrefugees against the beast hordes of Nex-ala.Logistics: The Golden Legion is armedwith typical, non-magical weapons and ar-mor. Because the region is warm, mosthave abandoned any steel armor otherthan breastplates.

The Legion is on retainer to the colonialgovernment of New Amn and is paid bythem. They are usually allowed to plun-der when used in the field.

Llandrydd�s Steel

Type: Standing/recruits, roamingBase: The Vilhon ReachCurrent Sphere(s) of Operation:

The Vilhon Reach, Sea of Fallen StarsLeader: Llandrydd WyvernheartGovernment: Business

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Number of Members: 233-300General Alignment: NeutralNote: Additional information on Llan-drydd�s group can be found in I14, Swordsof the Iron Legion.History: Llandrydd began as a recruiter,but formed a standing company after anextended period of action.

Llandrydd�s band has two units, theSteel (150 men led by the charismaticLlandrydd, a 6th-level fighter), and theAuxiliary (80 pike wielders led by Lonth, a4th-level fighter). Llandrydd almost al-ways recruits locals to expand his compa-ny�s ranks before a battle.

Each squad of 10 elects a sergeant; theseform a board that is chaired by Llandrydd(Lonth is vice-chairman). The board dis-cusses prospective jobs.

Like the Singing Dawn, Llandrydd�sgroup fought against Yrkhetep.

The corps� sigil is a sword betweendraped sleeves on a green field.Strategies and Tactics: In battle, the Steeloften wraps around the Auxiliary, whosepikes can attack from the second or thirdrank. The group is skilled, but does notadapt well to odd situations.Personality: This corps chooses jobs byprofit and contracts for specific time peri-ods. If the job runs long, they will renego-tiate and may refuse to renew.

Llandrydd�s band is on good terms withthe Company of the Singing Dawn andwill not fight against them.Logistics: The men of the Steel weargreen chain mail and use both shortsword and dagger. The people of the Aux-

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iliary wear leather and carry pikes.Llandrydd�s band charges 500 gp per

week, half in advance.

The Mindulgulph MercenaryCompany

Type: Standing, fixedBase: Mindulgulph Castle near PriapurlCurrent Sphere(s) of Operation:

The Eastern Shaar and the Great RiftLeader: Gayrlana �Lady Bloodsword�Government: Counciled dictatorshipNumber of Members: About 200General Alignment: NeutralHistory: The Mindulgulph Company wasformed almost 20 years ago by Gayrlana,�Lady Bloodsword,� a 12th-level fighterwith psionic talents, including contactand mindlink. She has dusky skin andwhite hair, and rumors persist that she ispart drow.

Gayrlana and her adventuring bandraided Mindulgulph Castle in their youthand discovered intelligent monsters in-side; rather than wiping them out, they re-cruited most of the creatures and started amercenary corps.

Most of the company�s non-monstrousmembers are former adventurers whoare specialists of some type. There arecurrently 80 �normal� members, humanand near-human warriors of levels 2-5.

The Mindulgulph Company also hasaround 120 �monster� members. All haveat least low intelligence and are non-evil.None are enslaved in any way, but someunintelligent monsters (notably burbur,golems, and rust monsters) are kept asguards and pets.

The company prefers members whocan function in human society with a min-imum of disruption, though they alsohave a number of specialists.

Some notable non-humanoid units in-clude squads of blink dogs, centaurs, giff,

grippli, kenku, thri-kreen, and wemics.The Company is known to have membersfrom the following races: beholder, bela-bra, cave fisher, cildabrin, cloaker, githze-rai, hengeyokai, loxo, mimic, plasmoid,q�nidar, shambling mound, shocker, sull,tabaxi, treant, and triton. Many others arepossible as well.

Human and near-human members areorganized into squads of 10, each with asergeant; the more monstrous membersanswer directly to Gayrlana.

The Mindulgulph Company is currentlyemployed by the dwarves of the Great Riftto study the likelihood of a war in theUnderdark.

Though most of the company is current-ly several hundred miles from home, itscastle is well-guarded by several of themore monstrous members.Strategies and Tactics: Gayrlana�s com-pany prefers unusual, difficult jobs. Theyare capable in any environment.

Company tactics vary widely, dependingon which members are present, but al-most always involve subterfuge and am-bush if possible. Gayrlana is a tacticalgenius as well as a telepath, so is veryadept at exploiting the strengths of hertroops.Personality: The corps is trustworthy as awhole. On occasions, individual membershave caused problems, but Gayrlana takespains to set things right when such eventstranspire.

The Company is friendly with most oth-er mercenary corps, though they considerthe Blacktalons enemies.Logistics: The company possesses and us-es a wide array of equipment. They haveno standard armor or weapons.

Gayrlana uses a special whipstingsword, which does 1d6 damage and maybe used as a whip as well. She has a suit ofdress plate, but usually wears lighter ar-mor under a gown or cloak.

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A mission performed by the companycosts a minimum of 500 gp per day, moreif large numbers are required.

The Red Raven MercenaryCompany

Type: Standing, fixedBase: Arabel in CormyrCurrent Sphere(s) of Operation:

Cormyr, the Stonelands, AnaurochLeader: Rayanna the RoseGovernment: Democratic councilNumber of Members: 110General Alignment: Lawful neutralHistory: The Red Ravens were formed byseveral people who fought in the HordeWars. After the wars, a few of those whowould eventually lead the group pooledtheir funds to get a royal charter in Cor-myr, then asked several friends to join.

The company operates on a system of�one person, one vote.� They meet annu-ally to elect an overall leader, and then tochoose sergeants for each group of 10.Rayanna the Rose has been leader for overtwo years now, and her policies are gener-ally well-received.

The group works mostly for the Cor-myrian government or for Cormyrianmerchants. They have recently worked to�clean up� the Stonelands, and have seensome action in Anauroch and against theZhentarim.

The company�s symbol is an amuletshowing a red raven.Strategies and Tactics: The Red Ravensprefer government jobs, such as fightingbandits or goblinoids.

Their battlefield tactics are fairly simpleand straightforward, though they will en-gage in an occasional ambush.Personality: As one of the few groups inCormyr with a �license to pillage,� the RedRavens are very careful to not do anythingto lose their charter. They never cheat cli-ents.

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Logistics: Most Red Ravens carry swordsand wear studded leather. They charge200 gp per week.

The Renegades

Type: Standing, roamingBase: ChessentaCurrent Sphere(s) of Operation:

ChessentaLeader: HelyosGovernment: Military hierarchyNumber of Members: 200General Alignment: Neutral (evil)History: The Renegades are human malesfrom Akanax, city of soldiers. They choseexile from their home so they could earngold as well as glory.

The Renegades� leader, Helyos, a 14th-level fighter, is considered one of thetoughest and meanest fighters in Chessen-ta. In a recent tournament, he nearly wonthe throne of Mourktar. The companycomprises 70 cavalry (3rd-level fightersled by the 10th-level Pyrimestes), 20 infan-try (2nd-level fighters led by the 7th-levelThemis), and 90 archers (1st-level fightersled by the 9th-level Hamilcar). There arealso six scouts and 10 low-level mages inthe company.Strategies and Tactics: The corps willtake any job if the price is right.

On the battlefield, the Renegades will dowhatever it takes to win. The mages andarchers generally soften the enemy be-fore the infantry engages, which allowsthe cavalry to sweep in for the kill.Personality: The Renegades are knownfor ruthlessness and excessive pillaging.They are unscrupulous and will twist thespirit of agreements with employers.They have many enemies, but are on goodterms with several pirate bands.Logistics: The infantry uses chain mail,shield, and long sword, while the archersuse leather armor, long bow, and broad-sword. Cavalry uses heavy warhorses,

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plate mail, lance, and shield.The corps charges 200 gp per week.

The Sailors of the Crimson Sea

Type: Standing, roamingBase: ChessentaCurrent Sphere(s) of Operation:

Chessenta, ChondathLeader: Lhrek JarsynGovernment: Military hierarchyNumber of Members: 185General Alignment: Lawful neutralHistory: This group�s name is a metaphor:�the crimson sea� is a bloody battlefield,and �sailors� are soldiers.

Formed only a few years ago by a mannamed Bendix, the Sailors of the CrimsonSea have seen many hardships. In the re-cent battle of Thurgabanteth in Chondath,the company lost many of its fighters, in-cluding Bendix.

After a political fight for leadership be-tween Lhrek Jarsyn (7th-level fighter) andIurnan Chall (7th-level wizard), Lhrek be-came leader, Chall his top adviser. Theyhave three lieutenants.

Chard leads the cavalry (60 2nd-levelwarriors); Masoth leads the infantry (202nd-level fighters and 60 4th-level fight-ers); and Vidad leads the archers (40 1st-level warriors).Strategies and Tactics: The Sailors preferto be on the right side of a conflict, butnever work for free.

Once in combat, the company employsgood tactics, though morale has a tenden-cy to be low because of the politics amongthe leaders.Personality: The Sailors always hold uptheir end of a bargain. They have a few en-emies, mostly evil groups. They are care-ful in forests because of a past encounterwith treants in the Chondalwood.Logistics: Cavalry uses plate mail, shield,and lance; infantry, plate or chain mail,

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shield, and long sword; and archers, leath-er armor and long bows.

The sailors ask 250 gp per week.

The Society of the Sword

Type: Standing, fixedBase: Cimbar in ChessentaCurrent Sphere(s) of Operation:

Chessenta, the Vilhon ReachLeader: StilmusGovernment: Military hierarchyNumber of Members: 1,020General Alignment: Lawful neutralHistory: The Society of the Sword is thelargest and oldest mercenary group inChessenta. Formed nearly a century ago,the company�s leadership has passedthrough many hands.

The current leader is Stilmus, 15th-levelfighter and scarred veteran of many con-flicts. His lieutenants are Belvorides, a12th-level mage, who leads five 5th-leveland 10 3rd-level mages; Aronidas, an 8th-level elven fighter/mage, who leads thearcher unit (200 2nd-level warriors); Arte-ma, female 9th-level half-elven fighter,who leads the infantry corps (100 4th-levelfighters and 500 2nd-level fighters); andMarcellus, 8th-level fighter, who leads thecavalry unit (200 4th-level warriors).

Within each unit, each squad of 10 has asergeant, and each platoon of five squadshas a captain. These leaders are chosen byStilmus and his lieutenants from the bestleaders in each unit. The Society of theSword has gained fame for its activities inChessenta and its neighboring areas. Theyhave often been called upon to break thestrength of one pirate clan or another.Strategies and Tactics: The Society pre-fers high-prestige jobs. They will not fightagainst weak opponents.

Stilmus and his lieutenants are greattacticians, and the company is deadly onthe battlefield. Stilmus is also a fine strate-gist, and tries to engage the enemy in ad-

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vantageous situations.The Society of the Sword never indulges

in looting; any individual caught doing sois permanently expelled from the compa-ny.Personality: The Society of the Sword be-lieves that good mercenaries should beworth twice the price they charge. Themembers of this group are proud war-riors, but are less interested in glory thanin doing a good job. They practice con-stantly to hone their skills, and all mem-bers specialize in the use of the longsword.

Stilmus is obsessed with honor. Once anagreement is made, he will uphold it, bothin letter and in spirit. If another party triesto cheat him or his company, he considersthis a challenge to his honor, somethinghe takes very seriously. Stilmus has foughtmany duels to defend his honor, and onoccasion has dragged his company alongon a quest for vengeance.

Stilmus hates Helyos, leader of the Rene-gades, because Helyos tried to kill him togain control of a mercenary company inwhich they both served. Stilmus looks for-ward to a time when the Society of theSword can eliminate the Renegades andHelyos.Logistics: All members of the Society car-ry long swords. Members of the cavalryand infantry units wear plate mail andcarry shields. The archers wear studdedleather and carry long bows in addition totheir long swords. The cavalry unit usesheavy warhorses.

The company charges 1,500 gp perweek, or 300 gp per day for shorter jobs.Employers are also expected to pay anyexpenses for transportation, food, and ad-ditional equipment.

The Society keeps wills for its members,paying shares to the beneficiaries of slainmembers.

The Veterans� Guild of RavensBluff

Type: Standing/recruits, fixedBase: Ravens BluffCurrent Sphere(s) of Operation:

Sea of Fallen Stars, the VastLeader: Giovanni the DrakeGovernment: Military hierarchyNumber of Members: 300-500General Alignment: NeutralHistory: Giovanni the Drake is a human5th-level fighter/8th-level bard who start-ed a guild in Ravens Bluff for the veteransof the Horde wars.

Giovanni is assisted by a four-personstaff: Borg Doon, his second-in-command;Dag Silverbrow, tactician; Nyssa, strate-gist; and Mario the Axe, logistics officer.There are also five unit commanders whowere chosen by their units.

Standard fighting units are infantry (1001st-level warriors); archers (100 3rd-levelfighters); cavalry (50 2nd-level fighters);wizards (20 mages, levels 2-5). The fifthunit consists of 15 priests (mainly healers)and 10 bards who form a musical corps toinspire the troops before they enter battle.

The Veterans are employed mostly tokeep the free cities safe from pirates.Strategies and Tactics: The Veterans pre-fer to work for local governments andmerchants. While the Drake himself is notan expert in military matters, he has gath-ered a staff which is.Personality: This company is motivatedprimarily by a desire for enough gold tolive on. They never betray clients andhave not been in existence long enough tomake enemies.Logistics: The Veterans have a variety ofarms and equipment, though their stand-ard is scale mail and long sword.

The company charges 1 gp per personper day when on a job.

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Chapter 3: Nonhuman Companies

Though not yet �standard� in the Realms,nonhuman companies in general are be-coming more common as more races be-come curious about the world aroundthem.

In contrast, elven and dwarven merce-naries have existed for centuries, but arebecoming less common as the populationof those races dwindles. Most elves anddwarves would rather not be paid for end-ing their lives early.

Most nonhuman companies are madeup of ogres or goblinoids. Some groupsform spontaneously when an entire tribedecides to hire itself out as a mercenarycorps; these groups are usually led bytheir chieftains or shamans. They mightbe motivated by greed, or lack of food andother necessities may drive them to seekemployment.

Other nonhuman mercenary corps arefounded by powerful human wizards ormonstrous leaders, inspired by greed, aneed for revenge, or some similar motiva-tion. These leaders usually dominate thecompany completely, holding its mem-bers almost as slaves.

Nonhuman mercenary companies canserve as wonderful antagonists in cam-paign situations.

The Companies

Most of the entries in this section appearin a somewhat abbreviated format.

The map on page 5 shows where manyof the groups operate, while the index onpage 64 lists the groups by region and alsolists the other sources where informationmight be found.

The Blue Sigil

Type: Standing, fixedBase: Mog�s Keep near LongsaddleCurrent Sphere(s) of Operation:

The NorthLeader: Mog the FistGovernment: DictatorshipNumber of Members: 450General Alignment: Neutral evilHistory: The Blue Sigil ogres became amercenary company about 15 years ago,when imminent starvation drove theirleader, Thorog, to find a way to supporthis tribe. Thorog�s tribe had been raidedseveral times by adventurers, some withunique symbols, some paid by nearbytowns to kill ogres.

Thorog, a rather smart ogre, reasonedthat if other people could get paid to killogres, ogres could get paid to kill otherpeople. He created the company�s sigil andrequired all members to wear it for unity.The symbol, a blue circle crossed by acrescent moon and a lightning strike, is al-so displayed on armor and the back of hel-mets (so the ogres know not to stab othermembers in the back).

The savage Blue Sigil had problems get-ting hired at first, but they have gained areputation for living up to their agree-ments. They charge 500 gp per week andenjoy looting.

Thorog and the leaders who followedhim (Mog is the eighth) have used some ofthe company�s funds to purchase specialarms and armor for the ogres and ogress-es of the Blue Sigil. The group keeps thesein good condition.

Thorog and his successors have acceptedlone ogres into their group if they un-dergo an initiation, and the corps main-tains a fairly large population.

The Blue Sigil is enemy to the Bloodaxesand the Chill.

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The Chill

Type: Standing, fixedBase: Chill Tower in the LurkwoodCurrent Sphere(s) of Operation:

The NorthLeader: Ardenor CrushGovernment: Military hierarchyNumber of Members: 650General Alignment: Lawful evilHistory: Though he appears to be a nor-mal hobgoblin, Ardenor Crush is a rein-carnated evil warrior and should betreated as a 10th-level fighter. After hefound himself in a hobgoblin body, Ar-denor formed a band to exact revenge onthose who had slain him.

He found his friend Grangor (the 13th-level wizard who reincarnated him) andgathered most of the goblinoid troopswho survived the Second Battle of Urml(see I14, Swords of the Iron Legion). Withthese allies, he hunted and killed thegroup of adventurers who thought theyhad ended his evil ways.

Ardenor led his band into the North,gathering a large, well-trained force withfive units: the Frost Riders, 100 hobgob-lins armed with battle axes and mountedon heavy warhorses; the Winter Wolves,100 goblins armed with spears andmounted on winter wolves; the Cold Steel,150 orcish swordsmen; the Frigid Fists, 50ogrish shock troops; and the Icicles, 200kobold archers specializing in ambushes.The group is well-equipped and very dan-gerous. They charge 500 gp per week.

Ardenor has several magical items, in-cluding gauntlets of ogre power and anamulet that allows him to summon anightmare for up to eight hours each day.Grangor does not accompany the corpson missions, but instead usually remainsin Chill Tower to defend it. Each unit isheaded by a lieutenant of the same type,but with maximum hit points.

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The company�s symbol, worn on the up-per arm, is the brand of a fist aroundwhich is the tattoo of a white nimbus.

The Chill has a number of enemies, in-cluding the Bloodaxes and the Blue Sigilogres. Though on poor terms with most ofthe orcish tribes in the region, they aresometimes hired by them.

Clan Hammerhand

Type: Standing, fixedBase: Ravens BluffCurrent Sphere(s) of Operation:

The Bloodstone Lands, the VastLeader: Garren HammerhandGovernment: ClanNumber of Members: 200General Alignment: Lawful goodHistory: Clan Hammerhand is a long-liveddwarven clan that was established inEarthfast and in Ravens Bluff when it wasstill Sarbreen.

After the Horde Wars�in which severalHammerhands participated�the entireclan determined to resettle in Earthfast,which would involve removing a numberof the goblinoids there. To support theclan and gain battle experience, severalHammerhands hire themselves out asmercenaries.

The mercenaries maintain offices inRavens Bluff, Tantras, and Telflamm. Todistinguish themselves, they wear beads(ranging from simple stone to jeweledgold) in their beards and hair.

All of Clan Hammerhand�s mercenariesare infantry, wielding a variety of weap-ons; hammers are the most popular by far,but there are a number of battle axes andfootman�s picks as well. They are excel-lent at underground maneuvers and quitegood at sieges. They charge 5 gp per mem-ber per week or portion thereof.

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The Claw

Type: Standing, fixedBase: The Trollmoors in the NorthCurrent Sphere(s) of Operation:

The North, the UnderdarkLeader: Killithor the AlhoonGovernment: DictatorshipNumber of Members: 100General Alignment: Lawful evilHistory: The Claw is a company of trolls.The members of the Claw wear no sym-bols, and are directed in battlefield actionby hidden masters, presumed by most tobe the wizards who are contacted whensomebody wishes to hire the mercenarycompany.

The real leader of the Claw is Killithorthe Alhoon, an �illithilich� as described inthe Menzoberranzan boxed set. Alhoonare undead, psionic mind flayers who cancast spells as 9th-level wizards. Killithorhas a council of four normal mind flayersunder his control. These in turn commu-nicate with the four human wizards whodirect commerce for the Claw, demand-ing a flat fee of 1,000 gp for any job lastingup to one month.

The Alhoon and his officers are very se-cretive and seldom seen. They participatein Claw battles, but never risk their secre-cy. Killithor has never been known to par-ticipate in a battle directly, and has beenseen only by his illithid council.

The Claw was formed to spread destruc-tion and may eventually act as a body ofshock troops for some nefarious plan ofKillithor�s.

The trolls of the Claw have no choice onthe jobs they take. Their tactics are verybasic, though mental commands from theleaders direct them. With their regenera-tive ability and attacks, the trolls are veryeffective troops.

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The Red Thunder MercenaryCorps

Type: Standing, roamingBase: The HordelandsCurrent Sphere(s) of Operation:

The HordelandsLeader: Glory Black-hoofGovernment: Military hierarchyNumber of Members: 150General Alignment: NeutralHistory: The Red Thunder was formedprimarily by centaurs from the Chondal-wood after they participated in the Battleof Five Crowns in the war against the ar-canaloth Yrkhetep (see I14, Swords of theIron Legion).

Glory Black-hoof was a minor officer inthe centaur forces; meeting and fightingaside members of other races piqued hercuriosity, as well as that of other centaurs.After the wars, she and about 30 othercentaurs formed a small mercenary com-pany.

The Red Thunder saw action in theShaar, along the Vilhon Reach, and in theBloodstone Lands. More centaurs were re-cruited into the band, which moved its op-eration into the Hordelands after theHorde Wars. There, they came in contactwith the nomadic centaurs of the steppes(see the Horde boxed set), a tribe of whichjoined the Red Thunder. Though the no-mads were not used to female leadership,they have learned that Glory is a masterfultactician.

The company consists of three units of50 archers each; one unit also carries netsand long swords, another sabres, and thethird lances. The company prefers to at-tack with bows, and will retreat to lead op-ponents into ambush.

The Red Thunder Corps works primari-ly as caravan guards, for which theycharge a reasonable fee of 150 gp perweek.

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Servants of the Royal Egg

Type: Standing/recruits, roamingBase: RethildCurrent Sphere(s) of Operation:

Chult, TethyrLeader: Sladdis (Ghassis)Government: Military hierarchyNumber of Members: 200-500General Alignment: NeutralHistory: These spear-wielding lizardmenare unusual among mercenary corps be-cause they are slaves. This group is�rented out� to whomever offers the liz-ard king Ghassis sufficient gold. Thegroup�s normal cost is 10 sp per memberper week, to which Ghassis adds up to 1gp per slave per week for hazardous jobs(those in which he expects 25% or greatercasualties). As long as the gold is right,Ghassis has no qualms about sending thecompany on even the most dangerousmissions, but expects payment in ad-vance.

Ghassis is a shrewd, well-traveled indi-vidual. It is rumored he has connectionsto spelljamming lizard men who supplyhim with large numbers of strong and in-telligent slaves.

Wise employers provide strong leader-ship and explicit instructions for the corpsbecause the Servants show little initiative.Their field leader Sladdis is intelligent, butis trained to follow orders rather than givethem.

The Servants will follow simple, directtactical orders with single-minded deter-mination. These mercenaries are knownfor their intense sense of group identity,and few of these implacable reptiles havethe imagination to truly fear much of any-thing. If an employer is interested in hir-ing a mercenary c o m p a n y f o r adangerous, thankless, yet straightforwardtask, the Servants of the Royal Egg shouldbe considered.

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The Shard

Type: Standing, roamingBase: The Orsraun MountainsCurrent Sphere(s) of Operation:

UnknownLeader: Londa IronheadGovernment: ClanNumber of Members: ? (less than 50)General Alignment: Neutral evilHistory: The Shards may exist only inmemory now. Two seasons ago, a party ofadventurers stumbled upon a scene ofcarnage, noting three red dragon corpsesand a large number of charred ogrebodies with the distinctive obsidian-edgedweapons that marked members of theShard. Eagerly searching for treasure, theadventurers found only scorched groundand a few stray coins, leading them to be-lieve that at least some of the ogres had es-caped.

The Shieldbreakers

Type: Standing, fixedBase: Shieldbreaker Citadel south of the

DeepwashCurrent Sphere(s) of Operation:

Tethyr (?)Leader: Koranan SplitoakGovernment: Military hierarchyNumber of Members: 320General Alignment: Lawful evilHistory: The Shieldbreakers are ogresnamed for their action upon refusing tosupport their chief�s slaughter of a humanvillage. They still refuse to use shields inbattle, but instead wield two-handedweapons, especially bardiches.

Led by the veteran mercenary KorananSplitoak, the Shieldbreakers accept anyjob save one calling for the murder of un-armed foes (which they consider dishon-orable). This corps is one of the mostrespected in the Realms.

They ask 50 gp per day of action.

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Silent Rain

Type: Standing, fixedBase: EvereskaCurrent Sphere(s) of Operation:

The North, the StonelandsLeader: NightshadeGovernment: Military hierarchyNumber of Members: 100 (?)General Alignment: Chaotic goodHistory: Little is known of this mysteriousgroup of elven archers, for few have sur-vived their �deadly rain� of arrows. Of thosefew, none have seen even one of the infa-mous mercenaries. The company is recog-nized by their arrows, which usered-striped black fletching and uniquelyshaped heads.

Consisting solely of elves, the Silent Rain isone of the most exclusive of mercenary

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corps. Caring little for gold and fame (theyask only 100 gp per week), Silent Rain willagree only to jobs that either promote elvencauses or involve destroying humanoids.

Prospective employers must leave writ-ten word (in elvish) near Evereska, andthe Silent Rain will send a representative ifinterested. Little is known of their leader,but she is supposedly as deadly and asbeautiful as her namesake.

The Teeth

Type: StandingBase: The StonelandsCurrent Sphere(s) of Operation:

The Stonelands, the Goblin MarchesLeader: Jadron the FangGovernment: DictatorshipNumber of Members: 100-200General Alignment: Chaotic evilHistory: These ogres are led by one of thecruelest mercenary captains known, Ja-dron the Fang. Jadron is utterly ruthlessand is as much feared and respected byhis own warriors as by his enemies. Overthe course of his short and bloody career,Jadron has made many enemies and nofriends. Nightshade, leader of the SilentRain, is particularly vehement in her ha-tred of Jadron and the Teeth.

To join the Teeth, an ogre must gothrough a rigorous initiation, including fil-ing all teeth to sharp points. The only wayto leave the Teeth is by dying.

The Teeth are loosely organized intounits of 19 warriors and a sergeant whoreports directly to Jadron. These units canbe employed separately or combined toform a larger force. The Teeth favorquick, decisive combat and favor strikingfrom several directions at once to confuseand frighten their foes. The Teeth are es-pecially fond of biting their opponents,leaving distinctive marks on their victims.

This company hires itself out for any jobfor 2 gp per warrior per week.

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Chapter 4: Regional Companies

This chapter covers mercenary compan-ies that originated in areas other thanFaerun, or in little-known and culturallyunique areas of the continent. None of thecorps presented in the next few pages aremedieval and western European in feel.

The corps in this chapter offer DMs anopportunity to introduce other cultures toplayers, but be warned: these entries arevery brief. To give the players a real feelfor an encounter with members of an-other culture, DMs will need to do someindependent research.

One difference is especially notable inthe companies of this chapter: the motiva-tions for formation. Some companiesformed for a specific task, while othersbegan as an exploratory mission, and stillothers became mercenary groups andtraveled to Faerun because of the promiseof better conditions than they faced athome.

Whatever the reason, these companiesare generally less concerned with the pri-mary motivations of gold and glory. This isnot to say that companies from other re-gions are never inspired by such things;these samples are simply presented as acontrast to the standard companies of theRealms.

The Companies

Several of the entries in this chapter ap-pear in abbreviated format.

The map on page 5 shows where manyof the groups operate, while the index onpage 64 lists the groups by region and alsolists the other sources where informationmight be found.

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The Anaconda

Type: Standing, roamingBase: the Elven Wood near ElmwoodCurrent Sphere(s) of Operation:

The Dalelands and the StonelandsLeaders: Nkonzi and KwanzaGovernment: BrotherhoodNumber of Members: 90General Alignment: NeutralHistory: This company of black men andwomen is a brotherhood of warriorssworn to defend one another to the death.Membership is open only to fighting cou-ples; man and wife join at the same timeand fight in pairs. Two small rows ofdiamond-shaped ritual scars on the scalpsignify initiation.

The current leaders are Nkonzi Maru,an 11th-level ranger specialized in thespear, and her husband Kwanza Maru, a9th-level priest of the snake god that is theAnaconda�s patron deity. The troops aremostly 3rd-level warriors with conceal-ment and tracking skills.

The origins of the Anaconda warrior so-ciety are lost, even to Nkonzi. Their cul-ture is sophisticated but insular, and theirlanguage and rituals are never sharedwith outsiders. Their homeland is an is-land far to the southwest. Persistent ru-mors of weretigers among the Anacondaranks have never been confirmed or de-nied.

They use poison when outnumbered,but only under a strict code. Only missileweapons may be poisoned, and only onemember of a pair may use them.Strategies and Tactics: The Anacondatake any paying job, but their pay scale al-ways reflects the amount of trouble theyexpect. Rumors place them as taking jobsboth protecting and looting caravans inthe Dalelands as well as fighting both withand against the goblinoids of the Stone-lands. Their enemies claim they occasion-

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ally work for the Zhentarim; as on manysubjects, they have no comment.

The Anaconda excel as irregular troopsand advance scouts, harassing and with-drawing or setting ambushes. Their am-bushes frequently take place by night andinvolve poisoned blowgun darts. Kwanzacan mix a potion that mimics infravision,allowing the Anaconda to operate atnight.

In large battles or when on caravan dutythey employ Blanka, their elephant mas-cot, as a rallying point. Nkonzi sometimeshas other animal companions as well, in-cluding a brace of hawks and a white ti-ger. The Anaconda�s ability to speak anobscure language makes the use of codesunnecessary in battle.Personality: The Anaconda is a closedgroup, unwilling to admit outsiders intotheir confidence. They have a calculatingapproach to their work; they resent everyloss they take, and employers who seek toplace them in unnecessary jeopardy oftenfind themselves facing a blood feud car-ried on by the entire company. However,they never back out of a contract; even ifit costs them a dozen pairs of fighters,they finish the job. As soon as their con-tract expires, however, their employerhad better have hired some new help�theAnaconda will destroy everything theyjust finished defending if their serviceswere underappreciated.Logistics: The Anaconda travels light;members use scimitars, spears, hand ax-es, and javelins, and a third of them carryblowguns. They wear hides or leather ar-mor and carry shields.

The basic cost to retain the Anaconda is120 gp per week but can go to as much as400 gp for night raids and long-range re-connaissance.

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Bushido

Type: Standing, roamingBase: ChessentaCurrent Sphere(s) of Operation:

ChessentaLeader: Noro AmotoGovernment: Military hierarchyNumber of Members: 181General Alignment: Lawful neutralHistory: Inspired by western contact dur-ing the Horde Wars, this corps is learningabout Realms cultures and hopes to re-port back to Kara-Tur. It contains 60 heavyinfantry, 60 medium calvary, and 60mounted archers.

The samurai Noro Amoto, a 10th-levelfighter, raised the Bushido to defend thelands of Kara-Tur against the Horde. Afterfighting well, his men kept marchingwest.

Noro is choosy about commissions andaccepts only honorable work. In battle,Noro prefers to deploy his footmen instrong set positions for foes to breakthemselves against while the archers har-ry them. The cavalry are saved for the fi-nal blow or to cover a withdrawal.Hard-riding messengers convey ordersfrom Noro to his three lieutenants.

Noro rules with a firm hand; all deci-sions are his. The company always abidesby the code of bushido. They never lootthe dead. Transient, they make few attach-ments, and are curious about both cus-toms and military skill. They have had twoinconclusive run-ins with the Renegades.

Bushido is well armed. The archers car-ry short composite bows and shortswords, and wear leather armor. The foot-men bear spears and wear brigandine ar-mor. The cavalry has katanas, lances, andbanded mail.

The cost of the corps is 700 gp a week.

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The Jaguar Guard

Type: Standing, fixedBase: Myratma in TethyrCurrent Sphere(s) of Operation:

TethyrLeader: Miquiztl ManikGovernment: BrotherhoodNumber of Members: 72General Alignment: NeutralHistory: The Jaguar Guards are fromMaztica (see the Golden Legion entry).

Each member of the company is a Jag-uar Knight from the city-state of Kultaka.Jaguar Knights are part of an elite order, abrotherhood that served as leaders forMaztican armies. They are recognizableby their distinctive jaguar skin armor.

Kultakan warriors helped the GoldenLegion conquer the great nation of Nexal.Many of them did not realize their entirecontinent had been opened to the peopleof Faerun. Later, when things quieted abit, the leaders of Kultaka decided to learnabout the newcomers by sending a groupacross the seas to Faerun.

The decision was aided by the presenceof a merchant from Myratma, a port cityin Tethyr. This fellow, Gar Hollan, offeredtransportation to Faerun and glorious bat-tle when they arrived.

The Jaguar Guard has been active inskirmishes in Tethyr, where they have losta few men. They will probably becomemore active in the future, either as eliteskirmishers or as leaders of other militaryunits.

Each Jaguar Guard is a 5th-level warrior,except their leader, who is a 10th-levelfighter. Miquiztl Manik has hopes that heand his company can claim some land inFaerun, to which they can bring familyand friends.

The Jaguar Knight kit is fully describedin the Maztica boxed set. If that referenceis unavailable, use the following abilities

for these characters: they can transforminto jaguars at will and may cast one spellper day, talonblade, which allows them togive a stone weapon a +3 enchantmentfor a period of one hour.Strategies and Tactics: The Jaguar Guardcurrently has an exclusive contract withthe council of Myratma, and accepts al-most any combat duty. They will not en-gage in needless slaughter, and theyunderstand honor.

In battle, the Jaguar Guards often act asskirmishers, their ability to change intojaguars giving them some advantages insurprise and stealth. When not using gue-rilla tactics, the Jaguar Guard will offeropposing units the chance to become pris-oners (a compromise between their styleof battle, in which taking prisoners wasimportant, and the style of Faerun).

Miquiztl Manik (roughly translatable as�hand of death�) is a master tactician, asare most of his warriors. They follow or-ders explicitly.Personality: The Jaguar Guards wereraised as warriors. As Jaguar Knights,they were nobles in their homeland. InFaerun, they have not received treatmentbefitting nobles because most people re-gard them as ignorant savages. Savagesthey may be, but they are intelligent oneswith a sense of honor.

The Jaguar Guards have few enemies inFaerun, though it is only a matter of timebefore they earn the enmity of otherforces in Tethyr.Logistics: The Jaguar Guards are armedwith knife, spear, and maca (treat the lat-ter as a battle axe). They charge 50 gp perweek, plus food, lodging, and any steelweapons used by their defeated enemies.

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The Realmspace Companies

If the SPELLJAMMER® boxed set is used(or even acknowledged), the DM shouldconsider the companies detailed in SJR2,Realmspace. Though these companies actprimarily in wildspace and on the otherplanets of the Toril system, they occasion-ally interact with the peoples of Toril.

This chapter briefly discusses the fourmajor Realmspace companies and theiroperations on Toril. If the DM wishes,these companies could be used as adven-ture hooks to move the player charactersinto a wildspace adventure.

In particular, if the players happened tostumble upon a neogi or illithid slavingoperation, they may come in contact withone or more of the following groups. Al-ternatively, if someone were able to con-tact one of the groups, their servicesmight be purchased�provided they werehired to do something basically good.

Code Helm

This large group (more than 300 people)resides near the sixth planet of the Torilsystem, Glyth. They conduct raids againstmind flayer �ranches� to free the human-oids held as slaves and cattle by the il-lithids.

Most members of Code Helm are pala-dins (including their leader, 21st-level Ea-sel Gifford of Amn), though many arespecialty priests of Helm. The company isruled in a military fashion.

If illithid activities increased on Toril, orif word reached Code Helm of a mind flay-er �ranch� in the Realms, they would verylikely arrange a large raid.

If contacted and offered both moneyand a chance to kill mind flayers, CodeHelm would probably operate much like amercenary company.

Emerald Brotherhood

This group started out as adventurers inthe Realms, operating in Amn, Tethyr, theThornwood, and the Snowflake Moun-tains. They were taken into wildspace byillithid slavers.

The Emerald Brotherhood has pledgeditself to fight neogi and mind flayers. Theymay follow individuals of these type toToril�or may be followed to Toril byneogi, who have offered a high bounty fortheir deaths. Though the Brotherhood hasonly four members, it is possible theywould recruit an army if a neogi or illithidslaving operation were discovered onToril.

The Enforcers

The Enforcers consist of 11 people whoare active against pirates and mind flayersin the Toril system. The group is led by alizard man ranger (8th level Frollth) and agood frost giant (Murray Coldstare). Thereare also mages, priests, and fighters in thecrew.

Members of the Enforcers are vigilanteswho have a tendency to ignore estab-lished laws when pursuing justice. Likethe Emerald Brotherhood, they are poten-tial mercenary recruiters.

The Gauntlet

This is another group devoted to endingneogi and illithid slaving operations. Theyconsider themselves the police force ofthe Tears of Selune, the small group of as-teroids that orbit Toril in the wake of themoon Selune.

The 14 members of the Gauntlet includehigh-level mages, priests, and paladins. Aswith the Emerald Brotherhood and theEnforcers, if a neogi or illithid operationwere discovered on Toril, the Gauntletcould become mercenary recruiters.

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The She-Wolves

Type: Standing, fixedBase: Ixinos, Vilhon ReachCurrent Sphere(s) of Operation:

The Vilhon Reach, the Sea of Fallen StarsLeader: Theia HeithalataGovernment: Military hierarchyNumber of Members: 240General Alignment: Lawful neutral History: The She-Wolves are female war-riors from a small island in the mouth ofthe Vilhon Reach. Their society is anamazon-style culture, and the women ofIxinos are trained for battle almost fromtheir birth.

The She-Wolves mercenary companywas formed nearly a century ago to allowamazons with wanderlust the opportuni-ty to travel while helping to support theirhomeland.

Though the membership of the She-Wolves rotates, the company always hastwo units of infantry (each with 50 3rd-level warriors), one of cavalry (50 4th-levelwarriors), and one of archers (50 5th-levelwarriors). There are also 10 scouts (rang-ers, levels 4-7), 10 sorceresses (levels 2-5),and 20 priestesses (levels 3-8). Each unithas a leader of like abilities, chosen frommembers of the unit. The group�s currentoverall leader, Theia, is a 9th-level paladin.

If possible, the DM should use the ama-zon kits from The Complete Fighter�sHandbook, The Complete Priest�s Hand-book, and The Complete Wizard�s Hand-book.Strategies and Tactics: The amazons willtake almost any military job, though theygreatly prefer to be on the �good� side of aconflict. They will not accept employmentfrom men who look down on women. Intimes of need, the She-Wolves also defendthe shores of Ixinos and neighboring is-lands from pirate incursions.

The She-Wolves� tactics vary with the

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terrain. Since the She-Wolves have trainedall their lives to be warriors, they canwork together without the usual confu-sion inherent in battle. They have devel-oped a rapid code that allows them tochange tactics for the entire companywith only a few sharp commands. Theirshifting lines and contrasting tactics oftenthrow enough confusion into their ene-mies that these foes do not last long on thebattlefield.Personality: By nature, the She-Wolvesare a reclusive and strongly matriarchalsociety, and feel no debt to men whatso-ever. However, they will help any womanin trouble.

They also have a well-defined code ofhonor, and will not betray their contracts.Wise employers should be wary, however,of cheating the She-Wolves. If they suspectthat they are being taken advantage of insome way, their vengeance is deadly andquick.

The She-Wolves have few enemies, ex-cept for the pirates of the Fallen Stars,who cannot remember a time without theamazons. The She-Wolves have disruptedpiracy near their isles for their entire his-tory and have earned the wrath of the pi-rates.Logistics: The She-Wolves are generallywell-equipped: one infantry unit carriesshort swords, the other spears, and bothwear bronze plate mail; the cavalry wearsscale mail and carries lances andshortswords; archers, scouts, wizards,and priests carry long bows and daggers,with all but the wizards wearing leatherarmor.

The basic cost to retain the She-Wolves is500 gp per week.

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The Sirocco

Type: Standing, roamingBase: AnaurochCurrent Sphere(s) of Operation:

AnaurochLeader: Hajima sitt-NasirGovernment: ClanNumber of Members: 80General Alignment: Neutral goodHistory: There are rumors of a land in thefar, far south, where there exist civiliza-tions of great glory and might, and wherethe people live and have always lived inpeace and prosperity.

The Sirocco claim to be from the farsouthern lands, beyond even the GreatSea south of Halruaa. Little is known oftheir past, except that they entered thenorth a dozen years ago.

After accepting mercenary jobs in theShaar and in the Old Empires, they even-tually arrived in Anauroch, where theyquickly carved a life from the hostilesands.

The Sirocco have none of the strangeprejudices that mark many of the tribes ofAnauroch; all races are welcome as longas they pay due homage to the true gods.None are turned away on their appear-ance alone. Their commander is a fiery10th-level female elven fighter, and sheleads a mixed band of human, elven, anddwarven fighters. If the Arabian Adven-tures book is available, use the DesertRider kit to define every member of theSirocco.Strategies and Tactics: The Sirocco seetheir job as protecting caravans crossingthe dangerous desert, as well as patrollingthe sands to defend against hostile crea-tures. Although they have, on occasion,been known to take jobs outside the des-ert, they do so only when absolutely nec-essary. The desert may be inhospitable,but it is their home.

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Their tactics are simple: waving theirscimitars over their heads and shriekingout a ululant war cry, they trample theirenemies into the dusty desert.

Many of their enemies have come to ex-pect the charge of the desert riders, andprepare themselves accordingly. How-ever, they often find themselves surprisedby a different maneuver, for the Sirocco�sscouts are legendary among the peoplesof the great desert.Personality: The members of the Siroccolive by their word. They take their oathsvery seriously, and members of theirgroup who knowingly break their word toa client are ejected, without water, into thesearing sands.

Employers, even those who break theirword with the Sirocco, can expect the des-ert riders to keep their end of the bargain.However, betrayers of oaths will earnthemselves a tireless enemy, one that willnot hesitate to offer complete and pas-sionate destruction.

The Sirocco maintain good relationswith most of the tribes of Anauroch, andhave made an enemy of the Zhentarim.However, their knowledge of desert wayshas thus far kept them from the terriblewrath of the evil ones, and with any luckthis will continue.Logistics: Members of the Sirocco arelight cavalry armed with scimitars andlight lances. Approximately 30 use shortbows to harry their opponents from a dis-tance, to fell lone scouts, or to send warn-ings to their comrades.

The cost of hiring the Sirocco is 120 gpper week. In addition, Hajima sitt-Nasir ex-pects news of the outside world, and ap-preciates a few luxury items to make lifeeasier for her people. When one considersthe dangers in crossing the treacherouswastes of Anauroch, this is a small price topay for security.

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Chapter 5: Specialists

This chapter details several mercenarybands that specialize in some way, eitherby task or by weapon. These companiessometimes form when units split off fromarmies or larger corps. Others are createdby charismatic individuals who are expertat some task. Whatever the case, there areseveral specialist companies in theRealms.

Certain corps can be found on maneu-vers with larger bands that require theirservices; specialists are sometimes hiredby other mercenary corps for a given task.Some operate only independently.

Like other groups, the specialist com-panies can be used in adventures. The PCswill run across a group or one of its mem-bers, or a group might try to recruit one ofthe PCs.

The Companies

Some of the entries in this section appearin abbreviated format.

The map on page 5 shows where manyof the groups operate, while the index onpage 64 lists the groups by region and alsolists the other sources where informationmight be found.

The Company of Hunnar

Type: Standing, fixedBase: Riatavin in AmnCurrent Sphere(s) of Operation:

TethyrLeader: HunnarGovernment: BusinessNumber of Members: 200General Alignment: NeutralHistory: At the market in Riatavin, wherealmost anything can be bought and sold,there is a small booth where the wealthycan purchase a way past the walls of citiesand castles.

The Company of Hunnar specializes insieges and almost always works in concert

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with an army or other mercenary group.Its members are split into three units: 1000-level men-at-arms to operate siege weap-onry, such as catapults, ballistae, rams,and bores; 50 1st-level fighters and thievesadept at getting over castle walls, with lad-ders, siege towers, and other means; and50 0-level sappers who dig underneath.

The company charges by the type of job:200 gp for a keep, 500 gp for a castle, and1,000-2,000 gp for a city. For a consultingfee of 500 gp, one or two company expertswill advise castle owners and city councilson ways to protect themselves from siegewarfare.

The Dark Watch

Type: Standing, fixedBase: The Orsraun MountainsCurrent Sphere(s) of Operation:

The Sea of Fallen StarsLeader: Lothar PelamarGovernment: Military hierarchyNumber of Members: 20General Alignment: Neutral evilHistory: The Dark Watch is a group of hu-man archers mounted on hippogriffs.They participated on the losing side in thewars of Yrkhetep detailed in I14, Swordsof the Iron Legion. The original leader ofthe group, Lothar�s brother Thurindar,was slain in the Battle of Five Crowns by amember of the Sunshafts (see the Compa-ny of the Singing Dawn).

The Dark Watch is an unscrupulouscorps that earns 100 gp per day attackingpirate bands at the behest of rival pirates.

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The Destroyers

Type: Standing, roamingBase: Halabar in HalruaaCurrent Sphere(s) of Operation:

TethyrLeader: Daltim FlamefistGovernment: Oligarchic councilNumber of Members: 50General Alignment: Lawful neutralHistory: The Destroyers are an artillerycompany that uses magic as well as nor-mal weaponry.

There are 30 wizards and psionicists(levels 2-9) in the corps, each specialized indestructive disciplines. The company�sleader, Daltim Flamefist, is a 14th level firemage with wild psionic talents.

The remaining 20 members of the De-stroyers are 1st-level fighters who mancatapults and other large weapons.Strategies and Tactics: This corps usuallyacts as artillery support for other armies.They take some jobs as besiegers, but pre-fer to be in the field.

The mages and psionicists of the De-stroyers use their extranatural abilities toeliminate their foes from a distance, or tosoften them for the attacks of the mainbody.Personality: The Destroyers will honorany contract they have made. However,once the contract has expired, they havebeen known to accept contracts callingfor them to attack former employers. TheDestroyers have a special hatred for theRed Wizards of Thay, though the reasonsare not known to the public. The De-stroyers will accept any contract againstThay for as low as half-price.Logistics: The Destroyers are armed witha variety of weapons, including catapultsand ballistae. Most of their elite carry mag-ical or psionically endowed items as well.

The company charges 750 gp per day.

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The Masquerade

Type: Standing, fixedBase: WaterdeepCurrent Sphere(s) of Operation:

All of FaerunLeader: Aquila GerallinGovernment: Cell structure (each mem-ber knows only two others and the imme-diate superior)Number of Members: ? (100 +)General Alignment: NeutralHistory: The Masquerade is a company ofprofessional spies and infiltrators. It em-ploys a large number of informants whoremain isolated from the rest of the com-pany; the true members of the Masquer-ade work undercover. All are preventedfrom accidental exposure by mentalblocks implanted by a high-level psioni-cist.

Their leader is a doppleganger who sel-dom wears the same face twice.

Little is known about this shady group.Their workings were first uncoveredabout 25 years ago. The company�s truenumbers are unknown, but they have ahand in many major events in Faerun.

Most company members are humanthieves and wizards, but there is a fair mixof every character class and race.

The members of the Masquerade have auniversal set of five (or more?) signs bywhich they may recognize one anotherwhile on jobs.Strategies and Tactics: This corps takesonly missions that require infiltration andspying. Many poisonings are attributed tothe Masquerade.

The only time they are involved in battleis to break sieges; they are expert at open-ing castles.

The members of the Masquerade go togreat lengths to protect their identities, us-ing poison or stun gas when cornered.Personality: The Masquerade are primar-

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ily information gatherers, and will recordany knowledge gained. They are perhapsthe best spy ring on Toril, and will not be-tray any contract, unless they themselvesare betrayed.

The Masquerade are reasonably honor-able and seem to have no dark, hiddenmotives. They have few enemies, onlythose who have started hostilities withthem.

The Masquerade has apparently infil-trated many governments and severalother mercenary companies in prepara-tion for potential future jobs.Logistics: The services of the Masqueradecost 100 gp per day, adjusted for the diffi-culty of the mission, and are well worththe price.

The Order of the Silver Lance

Type: Standing, fixedBase: Ormath in the Shining PlainsCurrent Sphere(s) of Operation:

The Shining Plains, Amn, TethyrLeader: Thorivald the GreyGovernment: Military hierarchyNumber of Members: 100General Alignment: Lawful neutralHistory: The Order of the Silver Lance is acorps of medium cavalry. They carry dis-tinctive, silver-tipped lance and fly a silverbanner with a black charger on it.

The company acts independently orwith other mercenary companies, gener-ally guarding trade routes in and aroundAmn.

The Order�s leader, Thorivald, is a 10th-level paladin, and most of his riders are5th-level fighters, rangers, and paladins.They are very trustworthy and will notwork for evil employers. They prefer jobswith honor and glory.

The Order charges 100 gp per day.

The Sisterhood of the Oaks

Type: Standing, fixedBase: The ChondalwoodCurrent Sphere(s) of Operation:

The Chondalwood, the Vilhon ReachLeader: Adriennedar ValgarienGovernment: SisterhoodNumber of Members: 60General Alignment: Neutral goodHistory: The Sisterhood is a group of 5th-level female rangers that participated inthe Yrkhetep wars detailed in I14, Swordsof the Iron Legion. These humans, elves,and half-elves are all expert trackers,scouts, and archers. They use long bowsand long swords, and all carry amethystdragon scales, or teyastones, for luck andto symbolize their love for one another.

The Sisters are vegetarians who refuseto harm fish, birds, and other �children ofnature.�

Adriennedar is a 7th-level ranger, as areher closest assistants, Rebecca, Jacinda,Aleesa, and Anwyn. The group lives intents in the Chondalwood. For 1 gp perperson per week, the Sisters will hirethemselves out as escorts, scouts, or a spe-cial attack force.

The Windriders

Type: Standing, fixedBase: Arrabar in ChondathCurrent Sphere(s) of Operation: NoneLeader: Bren WingbladeGovernment: Military hierarchyNumber of Members: 20General Alignment: Lawful goodHistory: This group of griffon-mountedcavalry has all but retired after travelingto Hades to fight the forces of the arcana-loth Yrkhetep. They are a distinguishedgroup, proud and honorable. They nowfight only for glory.

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The Wraith of the Inner Sea

Type: Standing, roamingBase: The Sea of Fallen StarsCurrent Sphere(s) of Operation:

The Sea of Fallen StarsLeader: Kreodo the �Sea Queen�Government: Naval hierarchyNumber of Members: 751General Alignment: NeutralNote: The Wraith and its leader are de-scribed in FR10, Old Empires. What fol-lows is an update of statistics and recenthistory.History: The Wraith of the Inner Sea is along-standing fleet of privateers. They plythe Sea of Fallen Stars in their huge dro-monds, fighting pirates or raiding ship-ping for the highest bidder.

The Wraith fleet consists of three ships:the Sea Queen, the Sea Horse, and theSeaQuest. A fourth ship, the Sea Jewel,was scuttled with the loss of all hands bythe former mercenary unit now known asthe Agency. Each ship holds 200 crewmembers, 50 marines, and seven wizards(levels 3-9). The Sea Queen is Kreodo�s flag-ship.

Kreodo is a half-orc 9th-level fighter,6th-level thief. Her officers include severalmid- to high-level fighters and thieves. Ifkits are used, the pirate and swashbucklerkits are most appropriate.

Kreodo is a vicious opponent, but if foessurrender, she treats them with courtesyuntil they can be returned home (hope-fully in exchange for a good ransom). Herofficers are generally unscrupulous, butare devoted to Kreodo and follow her or-ders to the letter.

The Wraith charges 250 gp per ship perweek of activity and expects her employ-ers to repair any damage. She is still wait-ing for Turmish to replace her lost ship.

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Zahara�s Krakens

Type: Standing, roamingBase: The Sword CoastCurrent Sphere(s) of Operation:

The Sword CoastLeader: Zahara the SharkGovernment: Naval hierarchyNumber of Members: 250General Alignment: Chaotic goodHistory: Zahara�s Krakens have a lucra-tive business protecting shipping alongthe Sword Coast, attacking pirate bands,and occasionally raiding a port in Tethyr.They ask 500 gp per week or any portionthereof, half in advance, and they de-mand land-based assistance when attack-ing a port.

When raiding a port, the Krakens keepdestruction and killing to a minimum, andthey will not even loot unless they are con-vinced they are somehow serving a goodpurpose, such as ending the reign of anevil lord.

The Krakens have a fleet of five small,fast ships. Each has a crew of 15 and car-ries 30 marines (3rd-level fighters orfighter-thieves) and five spellcasters (wiz-ards or priests of level 3-8). If kits are usedin the game, all Zahara�s crew use theswashbuckler kit.

One of Zahara�s ships is equipped with aspelljamming helm, a fact not known tothe general public. If the Krakens get intotrouble, the ship will launch into the air,allowing an aerial assault or a quick es-cape, at least for a few of the mercenaries.

The Krakens are mercenaries for glory,travel, and the thrill of adventure. Theyenjoy high-risk missions because of thestories they can tell later.

Many members of Zahara�s crew areconsidered folk heroes by the people inthe port cities of the Sword Coast, a repu-tation the crew goes to great lengths toprotect.

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Justin Ironedge guides his pegasus to a meeting of the leaders of the Company of theSinging Dawn: (left to right) Taran, Lotharius Goldentree, Miebhailar, Solara, and

Randwulf Doorbane.

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Taurgosz �Tenhammer� Khosann (far right), leader of the Blacktalons, halts a caravanto confer with his scouts.

3 4

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Members of the Mindulgulph Mercenary Company, scouting in the Shaar: (left to right)Gayrlana, leader of the company; Floshwa, loxo wizardess; and Karrlon, wemic scout.

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Duke Eltan (center front) prepares to lead the Flaming Fist into battle.

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A member of the Flaming Fist fights a member of the Golden Legion for gold andglory.

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Members of the Bloodaxe Mercenary companybattle orcish raiders.

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A pair of Red Ravens prepare to ambush bandits.

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A Blue Sigil ogre fights a troll of the Claw,as an illithid waits for the outcome.

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Goblinoids of the Chill41 attack unlucky travelers in the North.

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Leaders of regional companies stand ready:(left to right) Hajima sitt-Nasir of the Sirocco,Miquiztl Manik of the Jaguar Guards, NoroAmoto of Bushido, and Nkonzi Maru ofthe Anaconda.

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Members of the She-Wolves scout the beaches in preparation for an expected landingof invaders.

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A member of the Windriders (left) faces one of the Dark Watch (right).

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Zahara (third from left) tries to convince a pirate leader to surrender to her Krakens.

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Three recruiters for the Mercenaries' Guild of Westgate try to work out a deal: (left toright) Losifan Urdo, Mannin the Stout, and Varen Malavhan.

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Some of the Boar's Heads, leaders of the Order of the Blue Boar, pose for a groupportrait: (left to right) Ristamar Rhaal, Samoth Dier, Sinnom Thul, and CullenSalgoud. A portrait of the other three Boar's Heads hangs on the wall in the

background: (left to right) Thantan Rhyrdyl, Bromdurr Tathen,and Ghont Tavvas.

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The shades of a pair of Midnight Men look upon the abominations they have become.

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Chapter 6: Retired Companies

There are three basic reasons for retiringa mercenary company: death, legitimacy,and age. The first is common enough, andmany mercenary corps have had short li-fespans.

Legitimacy is attained by relatively fewgroups. For it, the company must have adesire to settle down, and someone mustbe willing to give them a permanent posi-tion of some kind.

Retirement because of age is very rareamong mercenary groups. Most prefer togo out with a blaze of glory.

The Companies

Details of retired companies are offered ina very abbreviated format. References forone, the Midnight Men, appears on themap and in the index.

The Company of the Wolf

The last two decades saw the rise and fallof the Company of the Wolf, which bearsno relation to the later adventuring bandof the same name.

Led by Baron Wulfgar the Gray, theCompany operated from the Inner Sea tothe Sword Coast, guarding merchants,fighting humanoids, and occasionallychoosing a side in one political conflict oranother.

The Company�s last action was whatmost would call a fool�s quest�an assaulton Zhentil Keep. The company�s wizardsand thieves managed to place someone in-side the keep, but they were uncoveredbefore capitalizing on that advantage.Orcs and other humanoids employed bythe Zhentarim swarmed the Company ofthe Wolf, eradicating them completely.

The Gray Doom

In its early career, the Gray Doom operat-ed in several skirmishes along the SwordCoast. They gained a reputation for speedand skill.

Later, the Gray Doom was one of thecompanies that fought on the side of goodin the battles against Yrkhetep detailed inI14, Swords of the Iron Legion. Under theleadership of Olway Lezard, they distin-guished themselves in the Battle ofThurgabanteth in Chondath. In that fate-ful battle, they earned the eternal enmityof several of the evil groups in the area.

Two years after the battle, they were setupon by members of the Chill, some ofwhom were survivors of the Battle ofThurgabanteth. The skirmish quickly es-calated into a large engagement, and the50 infantry and 20 archers of the GrayDoom found themselves badly outnum-bered. Though they fought valiantly (de-laying the growth of the Chill for morethan a year), the Gray Doom was wipedout to a man.

Clan Obarskyr

Clan Obarskyr acted as mercenaries near-ly 12 centuries ago. Operating in theHeartlands, they eventually decided to set-tle in what would become Cormyr.

They formed the dynasty that has ruledCormyr since then, but have been largelysublimated into the other noble housesthey displaced.

Remembering its mercenary back-ground has caused the Cormyrian royalfamily to be wary of mercenary activity.This is partly responsible for the Cormyr-ian policies regarding mercenaries: com-panies must buy an expensive charter orprove legitimate employment if they ex-pect to be able to gather together and car-ry weapons.

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The Iron Legion

The Iron Legion was the name chosen bythose who joined together to invadeHades, the climactic battle of the waragainst the forces of Yrkhetep.

Despite the inexperience of its manyraw recruits, the Iron Legion did quitewell. Most of the troops were killed; thosewho survived still tell the tales of whenthey went to the lower planes.

Of the groups who traveled to Hades,only two, the Windriders and the Sister-hood of the Oaks, still operate as merce-naries. The Windriders are on the verge ofretirement (due to age, unless they canfind one last, glorious battle). The Sister-hood maintains its membership, constant-ly initiating new members whom theydeem worthy.

The Iron Legion is an example of a corpsthat retired because they outlived theirpurpose.

The Midnight Men

The Midnight Men gained fame in opera-tions from Waterdeep to Thay. They werethought to have disbanded for other pur-suits as long as 20 years ago. Supposedly,they were still in existence as a shadowybrotherhood, rather than a battle force.

Recently, however, the symbols of theMidnight Men have been seen on undeadcreatures in the Stonelands. It seems thatsomeone or something has been huntingdown former members of the MidnightMen, making them (as well as other un-lucky victims) into undead abominations,and marking them as Midnight Men.Whether this is intended as a pun, or as aninsidious plot for revenge, is unknown.

The group now consists of more than100 undead, ranging from skeletons andzombies to wights and vampires.

CLOAKED BY ILLUSION, THE MOONLIGHTMEN WAITED UNTIL THE MAIN BODY OFTHE ORCS PROGRESSED INTO THE PASS,THEN ATTACKED WITH SPELLS, ARROWS,AND ROCKSL IDES . SPELLCASTERS PRESSEDTHE ATTACK AGAINST THE HUMANOIDSUNTIL SUICIDAL ORCISH CHARGESELIMINATED THOSE UNITS; THEN THEBATTLE DEVELOPED INTO MOSTLY MELEEENGAGEMENTS .

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The Moonlight Men

The Moonlight Men were one of the mostfamous mercenary groups, though theywere active for less than 10 years.

Though they operated throughout theRealms, the Moonlight Men spent much oftheir time guarding caravan travel in theNorth, especially around Sundabar,Silverymoon, and Everlund. Detractors in-timate they were smugglers as well.

Their leader was Mintiper Moonsilver(called Mintiper Silverhand by some), abard of some renown. Mintiper had beena member of several other bands beforehe formed the Moonlight Men and ledthem to fame.

The final and most famous battle of theMoonlight Men was their defense of Turn-stone Pass against orcish hordes headedtoward Everlund and Silverymoon. The200-person company slew more than4,000 orcs in the hours-long battle. How-ever, only six Moonlight Men survived thebattle.

The whereabouts of those six survivorsare unknown. Mintiper wandered in thesouthern lands for a while, and others arethought to now serve with Silverymoon�smilitia.

Red Plumes of Hillsfar

The Red Plumes were a somewhat un-scrupulous band that operated in the areaaround the Moonsea. They were put onpermanent retainer a few years ago byMaalthiir, First Lord of Hillsfar. They nowlead a force of more than 10,000 fighters,levels 1-8.

Hillsfar sent a unit of 600 Red Plumes,mostly cavalry, with the Army of the Alli-ance during the Horde Wars.

Since the coming of the Horde, the RedPlumes have gone back to their normalactivities, protecting Hillsfar and extortingpassersby.

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The Shining Steel MercenaryCompany

The Shining Steel Mercenary Companyformed when a band of adventurers (alsocalled the Shining Steel) was asked to re-cruit a corps large enough to defend Span-deliyon from the pirates of the FallenStars.

After the pirates were turned away,much of the company stayed together un-der the leadership of the adventurers, amixed group of wizards, warriors, andbards. The group operated under demo-cratic principles, accepting several jobsaround the Sea of Fallen Stars.

They paid little attention to real prob-lems, seeing most jobs as a lark, or a ro-mantic and glorious adventure�at leastuntil the coming of the Horde.

The leaders of the mercenary corpsheld a council to discuss politics, and de-cided the Horde presented too great athreat to ignore. They were hired withSembian funds (one of many companiesto serve in such a way).

Though they distinguished themselvesin battle, the Shining Steel was almostcompletely wiped out. A few of the survi-vors have reformed the old Shining Steeladventuring company, which now oper-ates on the Sword Coast.

The Skykillers

The Skykillers were a short-lived merce-nary group, cavalry mounted on hippo-griffs. Their leader, Sir Lehakin, was amortal enemy of Bren Wingblade, compa-ny leader of the Windriders.

Lehakin�s band joined the forces ofYrkhetep when the arcanaloth moved totake over Chondath (detailed in Swords ofthe Iron Legion). The Skykillers met theWindriders at the Battle of Five Crowns,and Lehakin�s forces were destroyed.

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Chapter 7: Recruiters

As mentioned earlier, only some compan-ies stay together at all times; others areformed only when the need arises. Thischapter offers information on several ofthe better-known mercenary recruiters inthe Realms.

Some recruiters are simply agents, whoput mercenaries into contact with pro-spective employers, either in small num-bers or in large groups. Other recruitersbuild a mercenary band which they leadinto battle.

Recruiters are likely to interact with ad-venturers. When building a company,they often have a certain composition inmind for the corps; if a PC in the cam-paign meets the requirements, a merce-nary recruiter may try to hire the PC.Other recruiters may simply need asmany people as they can get, quick.

Not all recruiters are scrupulous.Though most of the individuals coveredin this chapter try to hire mercenaries byhonest and legal means, there are otherswho recruit by kidnaping.

The Famous and theInfamous

Though the famed recruiters of theRealms have preferred operating areas,those who actually lead companies intobattle will usually travel to almost any lo-cation. For this reason, recruiters are notmentioned in the index or placed on thereference map. They and their bands canshow up almost anywhere.

Since these are not companies in thesense used elsewhere in this book, the for-mat for presentation differs, focusing onthe personalities of the individual recruit-ers and leaders.

Blazidon One-Eye

The secret owner of the Bowels of theEarth Tavern in Waterdeep, Blazidon One-Eye acts as an agent for sellswords inWaterdeep. For a small fee, he will help in-dividual mercenaries (or small groups)contact prospective employers.

It has been a number of years since Bla-zidon went into the field, and he does notrecruit large groups. However, he keepsan eye on the happenings in Waterdeep,and he knows where to find mercenaries.Blazidon may be able to put employers intouch with many individuals, or find em-ployment for a group of adventurers.

Further description of Blazidon can befound in FR1, Waterdeep and the North.

Daria the Hammer

A half-elven 10th-level mage/9th-levelfighter, Daria is also a moderately wealthymerchant in Waterdeep. Suspected bysome to be one of the mysterious Lords ofWaterdeep, she is the best-known merce-nary recruiter in the City of Splendors.

Once hired for a job, Daria contacts herregulars and puts out word that she isbuilding a company. She often works withBlazidon One-Eye and Filiare (see individ-ual entries) to find mercenaries of a cer-tain type, when special units are desiredby her employer.

Daria prefers to lead her company in thefield, and she is quite good at strategiesand tactics. She is capable of supervisingalmost any type of unit, from underwatercavalry to normal pikemen to magical ar-tillery.

Daria is known for gaining lucrativedeals for her recruits, who receive sharesaccording to experience. Unless the em-ployer wishes otherwise, recruits mustbring their own equipment.

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Enhanen

This cunning and charismatic fighter (8th-level) recruits from his home in Arrabar,Chondath. He employs a number of mes-sengers who spread the word when he ishired for a job.

Most of the people he recruits comefrom a body of faithful veterans, but he isalways willing to look at new recruits aswell. He forms recruits into a company hecalls the Will of Enhanen.

Enhanen can raise a body of 100-200warriors (all infantry) within a day or twoof being contacted. Though recruits areasked to bring their own equipment,Enhanen does keep a rather large arsenalthat holds several of the more commonlyused weapons.

Enhanen used to be more interested inglory and fame than anything else, and hetraveled for a time with a semi-permanentcompany. After too many battles, the thrillhas mostly worn off, and Enhanen seeswarfare as simply a job at which he hap-pens to be good.

Filiare

Another Waterdhavian tavern owner, Fi-liare is Blazidon�s major competitor in therecruitment of individual hireswords orsmall groups.

This jovial former mercenary welcomesmercenaries in his tavern. If an employerneeds a few mercenaries in a hurry, Fi-liare can usually recruit 20-30 within a fewminutes.

Like Blazidon, Filiare never leads a forceinto the field. However, Filiare happilytakes part in strategy sessions for a smallfee (10 gp per session).

Most of Filiare�s recruits have their ownweapons, but Filiare does keep a largestockpile of used weapons at his tavern,the Dripping Dagger.

Filiare is quite friendly with Blazidon.

Goran of Tethyr

One of the best-known recruiters inTethyr, Goran is a 12th-level fighter. He hasa small permanent staff of six fighters andthieves who help him build mercenaryunits.

When an employer contracts Goran tobuild a mercenary company (for a fee of 1gp per recruit), the warrior starts by ad-vertising (posting bills, hiring criers, andso forth). If the response is not quickenough, Goran has been known to sendhis assistants out on a special mission inthe waterfront taverns of Zazesspur andother ports along the coast of Tethyr, Ca-limshan, and Amn. Though he treats con-scripts well and even pays them, Goran isvery adamant about keeping them withthe company. Those who escape earnGoran�s anger, and if he has his way, his re-venge.

Goran is mostly apolitical, caring littleabout who eventually runs Tethyr. Hedoes, however, bear ill-will toward someof the cities of Tethyr (notably Ithmong)for failing to pay him promptly.

Goran will form three types of units forhis employers: infantry, cavalry, andarchers. Goran�s infantry is generally ir-regular and somewhat disorganized,though if time permits, he will trainthem�a little. The cavalry tends to bemore disciplined, not because of Goran�sefforts, but because of some qualified offi-cers who work as mercenaries in Tethyr.Archer units vary widely in quality; Goranknows nothing about them other thanwhere they should go and whom theyshould shoot, so the quality of the unit istotally dependent on the quality of the re-cruits.

There are very few veterans who feelloyalty to Goran, so his companies tend tobe fairly inexperienced.

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Marius the Valiant

Marius, a 15th-level fighter, was a gladia-tor in arenas in the Old Empires andaround the Vilhon Reach. He eventuallyled a slave revolt on an obscure island inthe southern Sea of Fallen Stars. He andmany of the slaves who revolted with himformed a mercenary band, the Free.

The Free operated along the coasts ofthe Sea of Fallen Stars for many years untilthey found a small city-state that offeredthem a home as well as a job.

All but Marius settled down at that time.He felt he should remain fighting, doingwhat he could to free other slaves in theregion. Now, Marius maintains a head-quarters in Alaghon, Turmish.

For a fee of 100 gp, Marius will recruit acorps of infantry for an employer withwhom he agrees about politics. He gathersthe recruits at a prearranged meeting spotof the employer�s choice, reviews them,and selects the best among them.

Marius is an expert tactician, a master ofmany weapons, and a magnificent trainer.Within a month of being contacted (herefuses to work quicker), Marius willbuild a crack unit for his employer.

Though Marius is best with light infan-try units (particularly swords), he is alsoquite adept at building, training, and su-pervising units of scouts, ambushers,pikes, and archers. He will gather a caval-ry unit if the employer will provide good,trained horses.

Marius has never lost a battle, either inthe arena or on the battlefield. Though hehas a stringent code of honor and expectshis employers to follow it as well, and de-spite his fighting to free any slaves he hap-pens to see, he is well worth anyinconvenience.

The Mercenaries� Guild ofWestgate

The Guild is a group of recruiters led bythree men and two women, all of whomsometimes take the field. For troops, theGuild recruits mostly warriors, levels 2-4.The Guild also locates duelists for privatequarrels.

In a city full of mercenaries, the Merce-naries� Guild thrives by recruiting primar-ily from the proud merchant families.Locally famous as a group of ne�er-do-wells and wastrels, the Guild is alsoknown for its brave and skillful recruits.Though the company has a core of vet-eran recruits, new members are addedwith every job.

The Guild operates exclusively in theHeartlands of the Realms. It began byrooting out pirates along the coast of theSea of Fallen Stars. Later, it fought orcishbandits in the Hullack Forest betweenHighmoon and Arabel. Later, they foughtwith the Dalefolk when Lashan made hisbid for hegemony.

The guild leader and founder, Palla theLight, is a 14th-level enchantress who be-gan the operation as a way to cajole boredand disaffected members of the Guldarmerchant family out of the city so theycould make a name for themselves. De-tractors claim she uses magic to recruither troops so quickly, but, in fact, theGuild�s lieutenants and their skillful prop-aganda deserve the credit (or blame) forfilling the ranks.

Varen Malavhan, a 9th-level bard, is theguild�s chief recruiting and propagandaofficer and its treasurer; he makes offersand distributes shares from the payroll.His flair for selling the glory of the compa-ny (and his shameless compositions extoll-ing its triumphs) are largely responsiblefor the company�s reputation. He is a slen-der, blond fellow who carries a long ra-

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pier, and he sports a very neat smallbeard. His family has long since given upapologizing for his unmerchantlike be-havior.

Varen always joins the recruits in thefield; his songs and exhortations havehelped the Guild carry the day more thanonce. His saga of �The Battle of the YellowEye Orcs� was a triumph of propaganda inthe taverns and made the company�sname, but it also annoyed the Urdo family,whose symbol is a yellow eye; they tookhis song as a personal slight. Varen rarelysings publicly in Westgate anymore; he us-es a network of bards, fighters, andpriests to help him recruit, in exchangefor a bounty on each person they enlist.

Sehlmari �the Lucky� Ssemm, a 5th levelpriestess of Tymora, is the morale officerand quartermaster. She generally travels aday ahead of the troops with a platoon tobuy, gather, or commandeer food, drink,and other necessities. Her ability tohaggle�and her knack for scrounging upenough to get by�are legendary amongthe troops, as is her sense of humor andher talent with loaded dice. She is alwayswith the recruits, but rarely leads them.

Mannin the Stout and Losifan Urdo arethe field commanders, both 7th-levelfighters specialized in their weapons andscarred from their days as duelists. Theystarted as Guild recruits, but impressedPalla enough to be taken on permanently.Mannin has craggy, clean-shaven featuresand carries a huge double-bitted axe. He isvery muscular, with short black hair. Man-nin is a pragmatic and harsh commander.

Losifan is a bit of a dandy, with his smallgoatee, long blond hair, loose, flowingclothes, and his tastefully decorated long-sword, a family heirloom. He is a memberof the Urdo trading family. Mannin andLosifan are responsible for discipline andtraining.

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Duelling among the troops is discour-aged and punished, but is linked to the ri-valries between the merchant familiesthat many of the Guild�s recruits comefrom.

The Mercenaries Guild of Westgate isvery proud of its independence from anyparticular merchant�s interests. They areactive against bandits who loot caravans,but, for reasons of professional pride andpropaganda, they refuse to raise troopsfor caravan guard contracts. This drivestheir families to distraction.

The Guild prefers to lead cavalry at-tacks, riding to the fore where danger andglory abound. Their charges are generallycarried by their elan and prowess. When acharge collapses, it is usually due to poordiscipline, high spirits, and insufficientcoordination; many Guild charges havebeen premature. Given enough time totrain their recruits, the Guild curbs thistendency to charge first and think later.

The Guild recruiters provide light war-horses, swords, and light lances for the re-cruits. Armor varies from plate mail tostudded leather; the Guild requires volun-teers to bring their own.

The Guild uniform is a dark gray cloak,generally worn off the shoulder, a violetshirt with open collar, and dark blue trou-sers. Fashion counts, since recruits are of-ten younger sons and daughters of themerchant nobility. Veteran recruits, maleand female alike, soon affect a long braidof hair hanging from their left temples.

A troop of 100 2nd level dragoons costs250 gp a week; costs go up from there, andif Palla�s help is needed, the cost doubles.

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The Order of the Blue Boar

It is said that anything can be purchasedin Amn, and that includes mercenaries.The best and most famous mercenary re-cruiters in Amn belong to the Order of theBlue Boar.

The Blue Boars were once headquar-tered at Castle Spulzeer, but moved outseveral years ago when the Spulzeer fami-ly began to fall apart (see FR3, Empires ofthe Sands for more information). Theleaders of the Order�the seven �Boar�sHeads� �now operate from the sprawlingCastle Blue just outside of Riatavin.

The Boar�s Heads approve the member-ship of �Swords� in the Order; they can al-so expel them at will for unprofessionalconduct. About 400 Swords�all wealthy,

experienced veterans�belong to the Or-der, spread throughout the cities of Amn,Calimshan, Tethyr, and the Sword Coast.Though all the Boar�s Heads are male, afew of the Swords are women.

Employers seeking the aid of the BlueBoars must apply in person at their Amn-ish headquarters. The council of Boar�sHeads decides whether or not to acceptthe job. If they do accept, they inform theSwords, who may then apply to take partin the operation.

Based on the employer�s offer, the Boar�sHeads determine how many soldiers andleaders are needed for a job, then review theapplicants from the Swords. If there are toomany applicants for a given job, member-ship seniority determines who gets the job.

Each participating member receives a

WHILE THE ARTILLERYAND ARCHER UNITS SOFTENTHE WALLS, THE SAPPERSWOULD BEGIN DIGGINGFOR THE LOWER LEVELS,AIDED BY MONSTROUSALLIES, AND OTHER UNITSWOULD MOVE INTOPOSITION. ONCE A BREACHIS CREATED IN THE WALL,THE PEASANT MOB WOULDMOVE IN TO ASSAULT THECASTLE'S FLANK, WHILEINFANTRY MOVES IN TOTAKE THE GATEHOUSE.CAVALRY, SAPPERS, ANDTHE AERIAL UNIT WOULDTHEN MOVE INTO THECASTLE AT THE SAME TIME.THE CAVALRY RESERVESWILL ELIMINATE ANYUNEXPECTED OPPOSITIONAND PERFORM CLEAN-UP.

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share of the bounty. They can take part inthe mission alone, or involve as many assist-ants or substitutes as they want, includingnon-member wizards, warriors, and evenmonsters, though they are responsible forthe actions of their hirelings. Some mem-bers always use hirelings, being disabled ortoo old to participate in battle themselves.

The Order will take almost any job thatthey do not find morally repugnant. Theyask for relatively high fees (5 gp per Swordper day, plus a finder�s fee of 700 gp initially,payable to the council of Boar�s Heads).

The Order of the Blue Boar has consid-ered retaking Castle Spulzeer, and they havecomplete plans ready for implementationthe moment someone offers to pay themfor doing it.

The badge of the Order, worn only bythe Boar�s Heads and the Swords, is a griz-zled, razorback boar, rampant on a red,russet, or silver field. The standard uni-form of the Order of the Blue Boar is adark blue shirt with gold buttons and astiff collar, dark blue trousers, and black,calf-high boots.

What follows are descriptions of theBoar�s Heads and their functions in orderof seniority. All these men are lawful neu-tral human fighters. Kits are given forthose DMs who use The Complete Fight-er�s Handbook.

Ristamar Rhaal is a 10th-level noble war-rior, a distinguished-looking man in his40s. He is the chairman of the council ofBoar�s Heads and the owner of Castle Blue.Ristamar is very dignified, but is not with-out a sense of humor.

Besides leading the council, Ristamarnegotiates contracts with major govern-ments, because his noble heritage giveshim an advantage in dealing with otherleaders. He is a charismatic warriorknown for the tournaments and partieshe regularly sponsors.

Lord Rhaal occasionally dons a suit of

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full plate armor and leads a company ofcavalry into battle.

Ghont Tavvas, a 10th-level noble war-rior, is the oldest Boar�s Head, almost 90years old. Once a great warrior, he led in-fantry companies into major engage-ments. Now, he sits on the council andoffers strategic advice, but always hiressubstitutes to lead his recruits in the field.

Ghont is very dignified and is rarelyseen out of uniform. Though he is nowfrail and well past his prime, his mind issharp and he is quite proud.

Lord Tavvas is distantly related to theformer ruling family of Tethyr, a secretknown only to a few. He was exiled fromthat country, and mostly forgotten, nearly70 years ago after participating in one ofthe brief wars of succession.

Sinmom Thul, a 10th-level myrmidon, isa large man with brown hair and a bushymustache. The third son of a wealthyAmnish merchant, Sinmon had to makehis own fortune.

Sinmon became a mercenary, leading acompany of cavalry that gained fame alongthe Sword Coast. Since making his fortuneand joining the Order, Sinmon has put onsome weight. A tactical genius, he some-times supervises field operations, but herarely leads a cavalry charge any more.

Sinmon is uncomfortable with the trap-pings of nobility and rarely wears a uni-form. He sees the bureaucracy of thecouncil as an unnecessary waste of time.

Bromdurr Tathen is a 13th-level peasanthero. Now in his early 40s, Bromdurr gainedfame in his youth by helping defend hishome of Memnon (in Calimshan) from pi-rates. He later helped start Calimshan�s navy.

Bromdurr is an expert at both naval op-erations and anti-naval defenses. He stillowns a ship and will happily take to thesea in any naval assault.

As a �hero of the common man,� Brom-durr is also very adept at turning peas-

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Chapter 8:Adventuring Companies

ants, farmers, and urban mobs into effec-tive fighting forces.

Thantan Rhyrdyl, a 13th-level cavalier, isthe consummate battlefield leader. Thischarismatic fellow is an experienced cav-alry officer, but is able to get the best ef-fort from any unit.

Off the field, Thantan comes across assomewhat stiff and arrogant. From an-other wealthy Amnish merchant family,Thantan formed a well-armed and ar-mored cavalry company in his youth andleft to seek thrills and fame. Though dis-appointed in him, his family still acknowl-edges him as a member.

Samoth Dier, an 11th-level myrmidon, istall, muscular, and dark-complected. A re-cent addition to the Boar�s Heads, he re-placed Gaurundur Thasz after that fighterdied fighting in Tethyr.

This Waterdhavian is a master artilleristand an expert at leading missile units. Heprefers to take part in field actions, andusually dresses in his field gear. First andforemost a soldier, Samoth is very confi-dent in his abilities.

Samoth serves as chief logistics officerfor the Order. He constantly keeps track ofsupplies and soldiers, and establishescaches and supply lines for most of the Or-der�s operations.

Cullen Salgoud, the swashbuckler of thegroup, is an 11th-level fighter. He joinedthe Boar�s Heads to replace for DustarKlathor, slain in the Horde Wars.

Cullen is charismatic and sarcastic, themost flamboyant of the Boar�s Heads. Hewears his hair, goatee, and mustache veryneat, and usually refuses to wear the Or-der�s uniform.

Cullen is an authority on scouting andspying missions, and he directs overall in-telligence gathering for the Order. He is se-cretly a member of the Masquerade.

Cullen has an uncanny sense for wheth-er someone is lying or not, as well as theirstrengths and weaknesses.

As mentioned earlier, adventuring com-panies often interact with mercenarycompanies. Many are actually smaller ver-sions of true mercenary groups, the realdifference being that mercenary compan-ies tend to be larger and better organized.

Large mercenary forces might some-times recruit smaller adventuring bandsfor special missions, perhaps even keep-ing them on retainer for an extended peri-od of time.

In addition, adventuring groups canserve as �seeds� for mercenary compan-ies, either growing by adding permanentmembers, or recruiting temporary forces.

In order to provide examples for DMs, afew special cases are covered briefly inthis chapter.

Companies in OtherSources

Many other products in the FORGOTTENREALMS® game line describe adventuringcompanies. Especially notable are theCampaign Set, the Adventures hardcover,and this book�s predecessors in the �FR�line. If DMs wish to use those companieswith mercenary groups, or as allies or ad-versaries for the PCs in a campaign, thosesources should be consulted.

Where Are They Now?

The adventuring groups of the Realms areconstantly growing, changing, moving,and ceasing to exist. DMs should feel freeto use adventuring groups anywhere theyfit.

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Transitional Companies

There are a few companies in the Realmsthat are in a transitional state, not quitemercenary corps, and not quite adventur-ing companies. A few samples are offeredhere.

The Agency

This adventuring group consists of eightrather unique members: three elves, in-cluding a blade bard, a bladesingerfighter/mage, and a wilderness ranger; atabaxi, an aarakocra, and a hengeyokaicat; a gnomish priest with mechanicalparts; and a human militant wizard.

Most of the members worked with mer-cenary companies, primarily the Min-dulgulph corps. Because they understandthe operations of mercenary units, theyare trusted by several corps and oftenhired for special missions.

The Knights of Myth Drannor

This famous group is described in theFORGOTTEN REALMS® Campaign Set andin FR7, Hall of Heroes.

Though still known for their adventur-ing, the Knights of Myth Drannor haveproduced two very skilled mercenary re-cruiters in priests Jelde Asturien andDoust Sulwood.

Doust lives in Arabel and has a Cormyr-ian royal charter for a mercenary corps.He usually recruits individuals for specialmissions, rather than for full companies.He prefers not to take the field, but wouldpossibly do so in case of a great emer-gency.

Jelde is a prominent member of the cler-gy of Lathander in Eveningstar. On occa-sion, however, he has been known towork with the Company of the SingingDawn, or to gather a band himself andventure into the Stonelands.

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The Knights of the Unicorn

This group, headquartered in Baldur�sGate (see the FORGOTTEN REALMS Ad-ventures hardcover) has recently begunleading a mercenary corps.

The Knights recently had the opportuni-ty to ferret out a group of bandits that op-erated along the Sword Coast. When thetime came for the final assault on the ban-dit stronghold, the Knights gathered asmall corps of mercenary infantry, includ-ing a number of rangers and rogues. Afterthe successful raid, the Knights keptmuch of the band together (perhaps 50people).

Like the adventuring group for which itis named, the Knights of the Unicorn mer-cenary company is dedicated to helpingthe needy and rescuing all in need of aid.Most worship, or at least revere, Lurae,queen of talking beasts and intelligentcreatures.

Though the group continues to do gooddeeds, the wanderlust, desire for adven-ture, and whimsical nature of the originalKnights may cause the corps to fragmentbefore too long.

The Purple Flame

This company, d e s c r i b e d i n t h eFORGOTTEN REALMS Campaign Set,seems to be growing into a mercenarycompany.

The Purple Flame, based near Soubar,which is between Scornubel and Water-deep, has made a living for several sea-sons by guarding caravans. The group hasalways been primarily warriors, withsome magical support.

They have recruited new members re-cently, and they now number more than100 mounted warriors. They are on theverge of creating a mercenary charter, be-cause the group has outgrown its pre-vious form of government.

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Chapter 9: Current Events

Throughout the Realms, time marches onand things constantly change. This sectionoffers an update of recent events in theRealms, specifically in reference to merce-naries.

Special Groups

Several special groups in the Realms inter-act with mercenaries. Some are subtle ma-nipulators, while others will blatantly hiremercenary corps to do their bidding. TheRealms Campaign Set and the Adventureshardcover provide details on several ofthe groups mentioned in the followingtext.

The Harpers, the Cult of the Dragon, andthe Lords of Waterdeep all are careful tonot expose themselves. They seldom hiremercenary bands to do their bidding andnever do so directly. Mercenary bandshired by members of these groups will sel-dom be aware of their true masters.

The Zhentarim often acts in subtle waysusing individual operatives, but agentshave been known to hire large groups ofmercenaries for large jobs.

Similarly, the Red Wizards of Thaysometimes hire mercenary corps for spe-cific purposes. More often, however, theydominate humanoids or monsters, orraise an army of undead, to do their bid-ding in large scale action.

Other, less influential groups, like theShadowcloaks of Calaunt or Twilight Hallin Berdusk, might hire mercenary groupsto perform tasks that would endangertheir operation.

Each group has its own interests, whichwill create unique experiences for merce-naries and adventurers.

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Other Events

Many opportunities for the adventure-some have come with the opening of theHordelands, Kara-Tur, and Maztica to thepeople of Faerun. There is currently adrain on the fighting forces of Faerun aspeople succumb to the urge to travel andexplore. As other exotic areas are discov-ered by travelers from Faerun, this trendwill continue, with individuals and gov-ernments exploring or trying to establishcolonies.

There is also an influx of veterans fromthese areas. These people have exploredthe strange lands and fought in the wars,and are now ready for adventure inFaerun.

In Faerun itself, there are a number of�hot spots.� There are many minor powersin these areas, and they may have troublepaying mercenaries.

In the North, orcs are building hordes,while barbarians are fighting or leavingtheir tribes to make their ways in civiliza-tion. In Tethyr, the loss of the royal familyhas thrown things into chaos. In Chessen-ta and along the Vilhon Reach, political in-stability causes almost constant warfare.

Because of the Pirate Isles off the SwordCoast and in the Sea of Fallen Stars, coastalpowers will always need protection, orwish to �end the pirate menace once andfor all.�

Chult is being explored; there are ru-mors of a coming war in the Underdarkgates to the nether planes allow invasions;and there are petty merchant warsthroughout the Realms.

All these events, plus the existence of ru-ined keeps and lost treasures throughoutthe Realms, should provide enough ex-citement to keep mercenaries and adven-turers quite busy.

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BATTLESYSTEM� GameStatistics

This chapter provides statistics for several of the mercenary companies and leaderspresented in Gold & Glory. These are for use with the BATTLESYSTEM� MiniaturesRules.

The basic listing for each troop type includes the five principal ratings: attackdice, armor rating, hits, morale rating, and movement allowance. Following thosestatistics is any additional information that applies, such as range of missile weap-ons.

The statistics given are typical for the companies listed. Individual units may varysomewhat.

Leader AD2 AR Hits CD3

Anaconda: Kwanza8 6*6 8 3 7Anaconda: Nkonzi8 8*8 8 6 15Blacktalons: Tenhammer 10 6 6 14Bloodaxes: Velkor Minairr 10 5 6 15Blue Boars: Rhyrdyl 10*10 4 7 19Blue Sigil: Mog the Fist 10 6 3 9Bushido: Noro Amoto 10*10 5 5 16The Chill: Ardenor Crush 10 5 5 11Crimson Sea: Lhrek 8 7 4 10Daria the Hammer 8 5 5 13Dark Watch: Lothar8 8*8 8 4 9Enhanen 8 7 4 14Flaming Fist: Eltan8 12+8*12 3 11 28Goran of Tethyr 10 6 6 14Hammerhands: Garren 8 5 4 11Jaguars: Miquiztl Manik 8*8 7 5 14Llandrydd 8 6 3 14Marius the Valiant 10 6 8 21Mindulgulph: Gayrlana 10 6 6 20Red Ravens: Rayanna 8 7 3 9Red Thunder: Glory 8*8 7 3 10Renegades: Helyos 10*10 6 7 15She-Wolves: Theia 8*8 6 5 17Shieldbreakers: Koronan 10 7 3 10Singing Dawn: Solara 10*10 6 5 13Silver Lance: Thorivald8 [10]10 5 5 18Sirocco: Hajima [10]10*8 9 5 16Sisterhood: Adriennedar 8*8 8 4 11Society/Sword: Stilmus 10 6 8 19Teeth: Jadron the Fang 10 7 3 7Veterans: Giovanni 6 7 4 12Westgate: Losifan 10 7 4 11Westgate: Mannin 10 6 4 15Windriders: Bren [10]10 3 5 13

MV4

12121291596612618/36(D)91296129912121896912152412991261212/30(D)

Range5

1/2/31/2/3----7/14/21---7/14/21-1/2/3--1/2/3----4/8/176/12/211/2/3-7/14/21-5/10/157/14/21------

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Company/UnitAnaconda Blowguns1

Anaconda Scimitars1

Anaconda Spears1

Blacktalons CavalryBlacktalons InfantryBlacktalons Scouts1

Bloodaxe Cavalry/AxesBloodaxe Cavalry/Slings1

Bloodaxe Cavalry/Spears1

Blue Sigil OgresBushido Heavy InfantryBushido Medium CavalryBushido Mounted ArchersThe Chill: Cold SteelThe Chill: Frigid FistsThe Chill: Frost RidersThe Chill: IciclesThe Chill: Winter Wolves1

The Claw Trolls1

Code Helm8

Crimson Sea ArchersCrimson Sea CavalryCrimson Sea High InfantryCrimson Sea Low InfantryThe Dark WatchFlaming Fist 3rd-levelFlaming Fist 4th-levelFlaming Fist 5th-levelFlaming Fist 6th-levelFlaming Fist Eagle KnightsFlaming Fist Eagles1

Flaming Fist PriestsFlaming Fist RangersGolden Legion BowmenGolden Legion CavalryGolden Legion CrossbowsGolden Legion SpearmenGolden Legion SwordsmenHammerhand AxesHammerhand HammersHammerhand PicksJaguar Guard Jaguars1

Jaguar Guard Knights8

Llandrydd�s AuxiliaryLlandrydd�s SteelMindulgulph Giff7

Mindulgulph Kenku8

Mindulgulph Thri-Kreen1

AD2

4*676*61066106*86*8108*8[12]1212*10610128*6121288*4[12]128612*12+8108*10[12]8*10[12]8*1210*8101010*88*8[12]106*86*66868128*86810*1010*1012*12

62

AR727888787687977887749767876657759787776677797677

Hits ML215221232233331321/22331332323333333222222223312323

171215131212151314151517161313161014151813141513141516171817152016121514121316171616171215181616

MV4 Range5

12 1/2/3-121812121818189918189915618126121569

1/2/3----5/10/201/2/3-1/2/3-5/10/18-------4/8/17---

18/36(D) 7/14/2118 -18 7/14/2118 7/14/2118 7/14/2112 5/10/206/36(B) -18 -12 7/14/2112 7/1412118 -12 6/12/1812 1/2/312 -6 -6 -6 -15 -12 1/2/312 -9 -6 5/15/216/18(D) 7/14/2118 3/6/9

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Company/UnitMindulgulph Wemics1

Order of the Silver Lance8

Red Raven ArchersRed Raven SwordsRed Thunder Archer/Lance1

Red Thunder Archer/Net8

Red Thunder Archer/Saber1

Renegades ArchersRenegades CavalryRenegades InfantryServants of the Royal EggShe-Wolves ArchersShe-Wolves CavalryShe-Wolves SpearsShe-Wolves SwordsShieldbreaker OgresSilent Rain1

Singing Dawn: Foresters1

Singing Dawn: LightbladesSinging Dawn: Solara�sSinging Dawn: SpearsSinging Dawn: SunshaftsThe Sirocco1

The Sisterhood of the OakSociety/Sword ArchersSociety/Sword CavalrySociety/Sword High Inf.Society/Sword Low Inf.The Teeth Ogres1

Veterans� Guild ArchersVeterans� Guild CavalryVeterans� Guild InfantryThe Windriders

AD2

8*10[12]128*66[12]10*1210*1010*108*6[12]1266*610*6[12]106*661012*88

AR Hits ML MV 4

8 3 13 126 3 18 158 2 13 128 2 13 127 3 14 247 3 15 187 3 14 249 1 13 127 3 17 157 2 14 97 2 12 6//129 3 16 128 3 17 187 2 17 67 2 17 67 3 14 98 3 16 128 2 13 12

[12+8]12+8 88 76 712*12+8 8[12]10*10 910*8 98*6[12]12

88

8 66 610 710*8 810 86 8[12+8]12+8 6

331433233232214

Range5

1/2/3-5/10/17-5/10/154/8/175/10/156/12/21--1/2/37/14/21-1/2/3--7/14/21-

18 24/48(D) -15 12 -13 12 -19 24/48(D) 7/14/2115 24 5/10/1515 12 7/14/2114 12 7/14/2115 15 -15 6 -14 6 -12 9 -13 9 5/10/1813 18 -12 9 -19 12/30(D) -

1 This unit cannot assume regular formation.2 Numbers in square brackets are AD for charging attacks. If two numbers are listed,

separated by an asterisk; the first number is the AD for a missile attack, the second fora melee attack.

3 CD ratings are listed in inches.4 MV ratings are listed in inches. If two numbers are listed separated by a slash, the sec-

ond number is the flying movement rate; such entries are followed by a letter in paren-theses, the maneuverability class. If numbers are separated by a double slash, thesecond number is the swimming movement rate.

5 Ranges are listed in inches, in the order short/medium/long range.6 These are Eagle and Jaguar Knights in their respective animal forms.7 The Mindulgulph Giff carry arquebuses, which can be fired once every three rounds;

they generally rotate fire so 1/3 of the units fire each round.8 This unit has spellcasting or special abilities, such as breath weapons, regeneration, or

unusual weapons. See individual descriptions for details.

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Index of Mercenary Companiesby Region

The North (north of the line from The Vast (east of the Dragon Reach)Waterdeep to south Anauroch) Clan Hammerhand . . . . . . . . . . . . . . . . . . . . . . . . .19The Bloodaxe Mercenary Company . 7, 18, 19; FR0C The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 5860; FR5 33 The Veterans� Guild of Ravens Bluff . . . . . . . . . . . 17The Blue Sigil . . . . . . . . . . . . . . . . . 7, 18, 19; FR0C 60The Chill . . . . . . . . . . . . . . . . . . . . . . . 7, 18, 19; I14 23The Claw . . . . . . . . . . . . . . . . . . . . . . . . . .20; FR0C 60The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58Silent Rain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22

The Sea of Fallen Stars

The Sword Coast

The Dark Watch . . . . . . . . . . . . . . . . . . . . . . 29; I14 34The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58The She-Wolves . . . . . . . . . . . . . . . . . . . . . . . . . . . .27The Veterans� Guild of Ravens Bluff . . . . . . . . . . . 17The Wraith of the Inner Sea . . . . . . .32; FR10 62, 63

The Flaming Fist . . 9; FR0C 27, 60; FR0D 34; FRA 76The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58The Order of the Blue Boar . . . .56; FR0C 61; FR3 20Zahara�s Krakens . . . . . . . . . . . . . . . . . . . . . . . . . . .32

Amn, Tethyr, and Calimshan

The Company of Hunnar . . . . . . . . . . . . . . . . . . . .29The Destroyers . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30The Flaming Fist . . 9; FR0C 27, 60; FR0D 34; FRA 76The Jaguar Guard . . . . . . . . . . . . . . . . . . . . . . . . . .25The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58The Order of the Blue Boar . . . .56; FR0C 61; FR3 20The Order of the Silver Lance . . . . . . . . . . . . . . . .31Servants of the Royal Egg . . . . . . . . . . . . . . . . . . . .21The Shieldbreakers . . . . . . . . . . . . . . . . .21; FR0C 60

Anauroch

The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58The Red Ravens . . . . . . . . . . . . . . . . . . . . .15; FRA 74The Sirocco . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7, 28

The Heartlands

The Anaconda . . . . . . . . . . . . . . . . . . . . . . . . . . . .23The Blacktalons Mercenary Company . . 6, 14; FR0C60; FRA 91The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58The Mercenaries� Guild of Westgate . . . . . . . . . . .54The Midnight Men . . . . . . . . . . . . . . . . . .50; FR0C 60The Mindulgulph Mercenary Company . 7, 14; FR0C61, 70; FR0D 19The Order of the Silver Lance . . . . . . . . . . . . . . . .31The Red Ravens . . . . . . . . . . . . . . . . . . . . . 15; FRA 74Silent Rain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22The Teeth . . . . . . . . . . . . . . . . . . . . . . . . .22; FR0C 60

The South (Chult peninsula and south ofthe Sea of Fallen Stars)

The Destroyers . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30The Flaming Fist . . 9; FR0C 27, 60; FR0D 34; FRA 76The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58The Mindulgulph Mercenary Company . 7, 14; FR0C61, 70; FR0D 19Servants of the Royal Egg . . . . . . . . . . . . . . . . . . . 21

The Vilhon Reach

The Company of the Singing Dawn 8, 13, 29; I14 10,13, 33Llandrydd�s Steel . . . . . . . . . . . . . . . . . . 13; I14 11, 13The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58The Sailors of the Crimson Sea . . 16; I14 28; FR10 63The She-Wolves . . . . . . . . . . . . . . . . . . . . . . . . . . . .27The Sisterhood of the Oaks . . . . . . . . .31; I14 33, 54The Society of the Sword . . . . . . . . . . . . 16; FR10 63The Windriders . . . . . . . . . . . . .31, 51; I14 33, 34, 54

Mulhorand, Unther, and Chessenta

B u s h i d o . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 4The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58The Renegades . . . . . . . . . . . . . . 15, 17, 24; FR10, 63The Sailors of the Crimson Sea . . 16; I14 28; FR10 63The Society of the Sword . . . . . . . . . . . . 16; FR10 63

The Hordelands

The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58The Red Thunder Mercenary Corps . . . . .20; I14 34

Maztica and AnchoromeThe Flaming Fist . . 9; FR0C 27, 60; FR0D 34; FRA 76The Golden Legion . . . . 9, 12, 25; MazG 10; MazJ 38;FMA14The Masquerade . . . . . . . . . . . . . . . . . . . . . . . .30, 58

Sources:FMA1: Fires of ZatalFR0C: Campaign Set, Cyclopedia of the RealmsFR0D: Campaign Set, DM�s Sourcebook of the RealmsFR3: Empires of the SandsFR5: The Savage FrontierFR10: Old EmpiresFRA: FORGOTTEN REALMS® Adventures114: Swords of the Iron LegionMazG: Maztica Campaign Set, Gods and BattlesMazJ: Maztica Campaign Set, A Journey to the TrueWorld

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