Worlds of Design: Mind Your Mercenaries

Mercenary units were common in the pre-gunpowder era, and we hear their stories in some modern science fiction. Wouldn’t they show up in RPGs?

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Picture courtesy of Pixabay.

Mercenaries, to me, were always able to switch sides because they're motivated by cash. Deadpool has always been a shifty bastard. - Rob Liefeld (originator of Deadpool)

Meet Your Merc​

Mercenary companies usually originated with troops from a specific region, but recruiting was typically a constant activity wherever the company went. Over time (with travel) it might become a group of diverse nationalities.
  • Mercenary companies were common in Roman, Greek, and Persian times, not as much in the Middle Ages (perhaps partly because there was a lot less actual money available). Xenophon's "Ten Thousand" (described in the Anabasis (March Upcountry)) are one of the most famous mercenary bands, whose employer (a pretender for the Persian throne) died in battle, leaving the mercenaries with no choice but to fight their way out of Persia. The Hellenic successors to Alexander the Great often used mercenaries. Much of the ancient Carthaginian army was mercenaries. Some of the late Roman Empire armies were practically mercenaries, with their own commanders – “barbarians” from across the border.
  • Americans might be most familiar with the Hessian mercenaries working for the British Crown in the Revolutionary War. Hesse was an independent state in what is now Germany; the kings of England were originally from Germany (Hanover).
  • William of Normandy’s invading army included many Flemish (now Belgium) mercenaries. The Flemings were hoping to get rich from a successful conquest of England, perhaps “the jackpot” for mercenaries.
  • Mercenaries known as the condottieri dominated Italian warfare around the time of the Renaissance. The condottieri were sometimes known as soldiers who didn’t do much actual fighting but a lot of maneuvering. Niccolo Machiavelli (author of The Prince) hoped that Italian city states would raise their own armies rather than depending heavily on mercenaries. They didn’t, and ultimately Italy fell under French, Spanish, and later Austrian control.
  • The Swiss didn’t stand out on the European stage until their spirited defense and ultimate win over their masters in late medieval times. Swiss pikemen then became known as the finest mercenaries in Europe, derived from their victories over Austrian knights. To this day, Swiss mercenaries guard the Pope.
  • The Varangian guard of Byzantium was an example of individual mercenaries mostly from Scandinavia joining together to become a famous unit. Harold Hardrada, the Norwegian king who died at Stamford Bridge before Hastings, had been a Varangian.
  • Possibly the most famous mercenaries of fantasy are Glen Cook’s Black Company, which existed in its world for centuries (and at least 10 novels). I’m not giving too much away when I say the Black Company epitomized the opposite of war as sport; and also found themselves fighting for a cause rather than for money, and later controlled a large country. In 2004 Green Ronin issued The Black Company Campaign Setting (d20) that includes a long synopsis of the books in its more than 300 pages.

Unreliable Allies​

How often did mercenary companies switch sides before their contract is fulfilled? It certainly happened; but if it were common, who would be foolish enough to hire mercenaries?

Yes, mercenaries were motivated by cash, but they had to maintain a good reputation or no one would pay them (and sometimes didn’t pay them even if they remained loyal!). Mercenaries were more likely to abandon their employers before a battle, rather than during. And after all, even allies sometimes switched sides, or locals betrayed their city to besiegers. I doubt that the possibility that mercenaries might change sides was often a strong worry for those who hired them.

Mercenaries might end one contract and then change sides, perhaps selling their services to the highest bidder. Events around such a possibility could be adventures in themselves. Even if mercenaries didn’t betray their employers in battle, they could be sufficiently undisciplined to loot and pillage the theoretically friendly area they were living in.

Typically, in a miniatures or board wargame there would be a die roll at some point to determine whether mercenaries abandoned a battle, or even switched sides. I’m not a fan of make-or-break die rolls, which may be why I rarely use mercenaries in RPGs.

Making the Big Bucks​

In the extreme, a mercenary company became a big player in the politics of the time. The Catalan Company in the Byzantine Empire’s days of weakness in the early 14th century, unusually large on arrival (5,500? soldiers) gradually became an independent power, ultimately controlling the Duchy of Athens for decades.

At times an entire nation (such as the Swiss) might be thought of by contemporaries as mercenaries. In a fantasy world there may be species who are natural mercenaries. The commander of a company could become famous, of course, but even the Catalans prospered through several leaders before controlling the Duchy.

Adventurer or Mercenary?​

There’s a fine line between an adventurer—who often searches for adventure in the hope of acquiring treasure—and a mercenary, who gets paid by someone else to perform a specific task. The two certainly have overlap: how many adventurers have gotten a reward for performing a task?

Being a mercenary is more of a lifestyle, and with it a flexible ethos that likely doesn’t mesh well with lawful- or good-aligned characters, particularly when and if an evil employer dangles a hefty reward. Mercenaries are often as much rivals as they are enemies, the less-ethical versions of adventurers who will do whatever it takes to get the job done. Of course, depending on your campaign, this might be the preferred tone and style of the game.

Life as a mercenary tends to be brutal and short, lending itself to some playstyles more than others. Most important, mercenary companies tended to be large, so large groups of hirelings lend themselves to this kind of game -- something more prevalent in earlier editions of D&D and only returning recently in 2024 with Bastions.

Still, the general default of heroic fantasy is emphasis on the "heroic," so mercenaries usually don't take center stage. But as Glen Cook's Black Company demonstrates, it's entirely possible. We can say, then, that mercenaries may add interest to a campaign, but will rarely become a big part of it - unless the player characters are members of a mercenary company!

Your Turn: How do mercenaries factor into your campaign?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
Forgotten Realms (FR) has the Flaming Fists who make up the local guard of the city of Baldur's Gate. They seem to have come from various walks of life and a sliding scale of behavior.

An element of play I like to introduce in campaigns is additional adventuring groups. The PCs might meet them in the tavern and find them ok, or find that they just took a contract from them. One time I had the other group hire a bard who used the PCs deeds as songs to praise the other group named the TallSwords- which the pl;ayers started calling the TallTales. After several encounters and back and forth I had them both meet in a dungeon. The Tallswords were in a battle and outmatched needing the PCs to aid them. They held off for a few rounds until most of them were dying before helping them out. Somehow their bard held back and noticed the heroics of the PCs to finally sing some praised for them.

I think the players were most upset when they were in a tavern and the Tallswords walked in and the barkeep announced free drinks for them for doing something the PCs did.
 

I've used rival adventuring groups a few times and its always fun. Though, I have never really done a mercenary faction(s) in D&D. Its always fit better in other genres like Sci-Fi, imo. Though, yeah I think the line between adventurers and mercs is thin. I tend to want my PCs to be the good guys and mercs are often anti-heroes or just folks doing the right thing for the wrong reasons.

Now in my Battletech games...
 

They feature strongly in my two campaigns.

In one---a very long-running 2E game where the PCs are around level 12--- they've been central. The PCs market themselves as a mercenary company, although I'm not sure everyone in the group sees themselves that way. They've hired on lower end mercenaries to do work outside of the PCs' main focus, fight as henchmen in a scenario that involved taking a city, etc.

In the other, a 5E game with the PCs at level 6 and a strong Indiana Jones theme started early in 2024, the PCs don't think of themselves as mercenaries but they've run into many. One enemy group---the Reichshalblings, aka "N-zi halflings"---hires a lot, especially dwarves as kriegshund handlers. While the Reichshalblings themselves usually have fanatic morale, their mercenaries do not and are much more willing to run if given a reason. It took the PCs a bit to figure that out but once they did, they know that it's usually worthwhile to try to get them off the battlefield. The Reichshalblings have also hired army deserters and firenewts to attack allies. While firenewts are fanatics, the army deserters weren't nearly so loyal. Finally, in the most recent session they faced off against two bullywugs, an Infernal Pact Warlock and a Zealot Barbarian of Bane aka "the Frog of War". It wasn't too clear if they were mercenaries or not, but the PCs sure were wondering why they were on a Reichshalbling Zeppelin, albeit not enough to let them live.
 
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One of the features of my personal homebrewing setting is the whole reason "adventurer" is a codified profession is because the world has seen a century long revolutionary wave resulting in irregular guerilla warfare pretty much across the globe. Mercenaries are the many, many men and women who simply couldn't transition back to civilian life after the war.

When you have a bunch of heavily armed psychologically wounded veterans in a society with neither a social safety net nor a working knowledge of PTSD, your best bet is to pay them a few silver to go be violent in the forest to some giant spiders or goblins lest they pop off and go all Rambo in town.
 

My current campaign the PCs are a mercenary group, hired to do everything from assassination to body guard duty.


As a DM I am a big fan of "mission" type campaigns (aka where the PCs are assigned missions as the basis of their adventurers), as it allows you to include a wide range of adventure types without needing a lot of justification. And the characters are also use to being flexible and doing a variety of jobs in character, so you rarely need to justify why they are doing something.

PC: Why is it this time we are deep sea diving to find the pearl of Asuman when we were just guarding that desert caravan two weeks ago?

other PC: Shrug, contracts a contract.
 

A really good resource for fantasy mercenary companies can also be found in Elizabeth Moon's Deed of Paksenarrion and Paladin's Legacy series - the books delve into the day-to-day activities of mercenary companies both in and out of battle, as well as the considerations for contracting out companies and inter-company relationships.

I'm hoping that this facet of roleplaying will be explored in the upcoming Paksworld RPG from Britannia Game Designs.
 

A fair number of Adventuring Parties are de facto mercenary groups. "Rescue the princess and I will reward you." "The town has a goblin problem. If you fix it, we will pay you." "Will you escort the caravan to Big Town for 300GP?"
 

nah the Party of Adventurers absolutely is a Mercenary Company, theyre just being sent on specialist missions instead of fighting in large scale combats. Nonetheless there are many examples of rl Mercenaries rescuing captured nobles, escorting diplomats, clearing out bandits and even hunting monsters (which usually turn out to be bandits or heretics). And of course, if the game involves mass combat then the PCs get to fight in wars too. The life of Sir John Hawkwood could make for a great RPG campaign

The issue or real world morality and game-based morality is fraught with controversy though. For instance Sir John Hawkwood's White Company under papal orders brutally suppressed heretics in Cesena - it is condemned as a slaughter, but in a fantasy world it becomes muddied by supernatural forces or by making the 'victims' be monsters.

Nonetheless Adventurers are travelling from place to place, with loyalty to none but themselves, seeking wealth and glory and fighting for the highest bidder - a mercenary by any other name.
 
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