Mercenary Companies

philreed

Mongoose
Another specialized type of cult, the Mercenary Company is a quasi-military unit consisting of soldiers-for-hire and support staff that signs contracts with individuals, religious organizations, and even nations, locking the Company into a position of becoming effectively a hired army. Once a contract is signed, a Mercenary Company honors the arrangement for as long as their contractor follows the letter and spirit of the contract, and for as long as coin continues to flow into the Company’s coffers. It is not at all unusual for a Company to sign a new contract that puts them in direct conflict with a previous employer.

Sample Mercenary Company: Soldiers of the Coin

The Soldiers of the Coin is one of the world’s most prestigious Mercenary Companies, known primarily for their steadfast determination to follow their contract and for their astounding and devastating combat abilities. Over the past two centuries, since the Soldiers of the Coin was formed, the Mercenary Company has lost only a handful of conflicts, the most notable failure being their defeat by the demonic forces of Ebazeer the Malevolent at the Battle of Devil’s Rift. The Company has never broken a contract.

The Company, while not possessing any written laws against the inclusion of spellcasters in their ranks, rarely takes on those with any strong connection to magical forces. This is not to say that none of their numbers possess integrated runes, but merely to suggest that the Company has a tendency and history of pushing away those that rely heavily on magic.

Members: Mercenaries, support and administrative staff, members’ dependents

Member Skills: Athletics, Lore (Military Tactics), Lore (World), Resilience, Riding, Unarmed, any close combat or ranged weapon skill

Member Duties: To follow the Company commander, follow the current contract, and uphold the Company’s honor and reputation

Member Spells: None

Special Benefits: Company members can receive assistance from fellow Company members with a +10% Influence test. Higher-ranking Company members get a further +10% on this test against lower-ranking members for every degree of difference between them.

Company members proudly wear the symbol of their Company, either painted on the gear or in the form of an amulet or charm, and wear their Company rank where it can be clearly seen by all allies and opponents. These two displayed symbols, combined with the Soldiers of the Coin’s reputation as honorable and trustworthy, grant Company members a reputation bonus (see Reputation & Renown in the Companion) equal to one-half of their Company commander’s current reputation plus 1 for each degree of rank they possess in the Company. The Soldiers of the Coin’s current commander, Halfaar Regaltha, possesses a reputation of 28.
 
Quire said:
Philip, as forum threads tend to stagnate after a few days, you might want to add stuff like this on the Wiki (see sticky near top of forum) as it'll be easier to find there.

It could go in http://mrqwiki.pbwiki.com/Cults, eg.

- Q

Well, this is a brief piece out of the RuneQuest project I've been working on. It's going to have a permanent home soon enough (likely the first of December).

But thanks for the suggestion.
 
philreed said:
The Company, while not possessing any written laws against the inclusion of spellcasters in their ranks, rarely takes on those with any strong connection to magical forces. This is not to say that none of their numbers possess integrated runes, but merely to suggest that the Company has a tendency and history of pushing away those that rely heavily on magic.

How come they don't just get creamed by units that effectively integrate magic into their battle strategy? In Glorantha, that's basically everybody else.
 
simonh said:
How come they don't just get creamed by units that effectively integrate magic into their battle strategy? In Glorantha, that's basically everybody else.

I reckon this is something from a non-Gloranthan setting. I suspect Philip will reveal more within time!

- Q
 
simonh said:
In Glorantha, that's basically everybody else.

Remember, if Mr. Reed is publishing this (which I assume he is) unless he makes a separate arrangement with Mongoose and/or Mr. Stafford directly, Glorantha is off limits. It contains no open content and is not covered under the RuneQuest logo license.

So pretty much anything any 3rd party publisher releases -- unless, again, they have a separate license -- will not be for Glorantha.
 
Quire said:
I reckon this is something from a non-Gloranthan setting. I suspect Philip will reveal more within time!

OK, but the RuneQuest rules by default assume ubiquitous access to magic for everybody (is that a redundant phrase?), I mean in D&D or many other games only specialists have magic and everybody else is lucky to get a +1 sword, but in RQ every joe shmoe can get maybe Bladesharp 4 or Fireblade and a few points of Protection, plus maybe some one-shot divine magic. Personal magic to considerably augment you're professional skills is the default in the RuneQuest game.
 
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