Anarea > Shops > Mercenaries' Guild
In the Underworld the Mercenaries' Guild maintains (by force where necessary) a monopoly on the hiring of mercenaries. In the Overworld mercenaries are mostly organised into freelance bands, and although Guilds do exist in Valdrea, Tehmor and a few other places, they are more of a voluntary nature.
The most famous place to recruit mercenaries is the Place of Mercenaries in Ashazôrg, capital of the Greater Orcish Empire, but most Underworld Cities and some Overworld Cities have Mercenary recruitment centres.
The Guild of Mercenaries sets standard rates of pay for mercenaries. The Guild's minimum rate of pay is 1SP/FtL/Cd per Mercenary plus all the loot they can grab, but there is much haggling and negotiation about how much is paid in advance, length of service, victory bonuses, defeat penalties, etc. An Underworld mercenary who accepts less than the Guild minimum rate of pay risks violent sanctions. Even when there is a glut of mercenaries, it is therefore almost impossible to negotiate any kind of discount, and the best a hirer can usually expect is to drive a hard bargain on the side terms. Where mercenaries are in short supply, rates will be higher than the minimum. In the Overworld there is more scope for negotiation.
In addition to the basic rate of pay, mercenaries expect a share of the plunder from any mission or battle. Missions that involve particular danger or wars where there are high casualty rates need a danger or success bonus. The sensible mercenary recruiter will ensure that the Alignment of mercenaries is compatible with his/her aims and that they have a financial incentive to succeed. Irrespective of the returns from looting, mercenaries must be paid each month. It is a matter of honour amongst mercenaries (backed up by Guild sanctions) that they do not fight for nothing, even though the pay may only be a token amount compared to the plunder.
A mounted Mercenary (on horse or warg) will usually cost double if he provides his own mount. Nazgûl mounts (where available) will at least quadruple the standard cost of a Mercenary.
Magic-using mercenaries get paid for useful Spell casts. The standard Mercenaries' Guild bonus for Planists is 10GP per passenger safely Teleported, and there are discretionary bonuses for useful Spells (which can sometimes be claimed for ChaosMastery). In some armies there are also fines for failures or breaches of discipline, but these need to be carefully negotiated with the Guild to avoid blacklisting. The hire of Thieves is a matter for the Thievish Brotherhoods, but Fighters who can Thievishly scout competently can typically negotiate a bonus of 50% of FtL when employed in a scouting role.
Mercenaries provide their own standard equipment (weapons, etc.) but will expect to be supplied any special items (siege equipment, fire bombs, poison etc). Food and basic lodging is only provided under Guild contracts for garrison duty. Iron rations are usually supplied to armies in the field, but are not a Guild requirement, and many Underworld generals prefer to make their troops live off the land. Mercenaries are expected to provide their own bedrolls or sleep on the ground. It is highly unusual for an Underworld general to arrange for the Healing of mercenaries who suffer damage, but some provide discounts on Healing Potions (taking a cut for themselves with the Alchemist).
Mercenaries are usually hired in bands or small armies, where the captain or general negotiates for all his troops, receives and distributes the pay, and sometimes intervenes in the sharing of loot. A captain’s personal pay will be at least double what he could earn as an individual, and some mercenary captains are highly sought after and expect pay at much higher levels.
In order to hire oneself out as a mercenary, it is necessary either to join an existing mercenary band or join the Mercenaries' Guild (in the Underworld or where a Guild is established in the Overworld), as they maintain a monopoly on hiring. Rates payable to the Guild are subject to local variations and negotiation, but either 1CP/Cd or a one-off "campaign fee" are typical. Life memberships are also sometimes negotiated for a higher one-fee. Members are marked with some kind of stamp, or a brand or tattoo for life members.
Mercenaries are paid to fight, not to die. They will usually fight cautiously, and will need heavy bonuses to take major risks. Most mercenaries are Evil and will not have any moral qualms about massacring civilians or committing the usual atrocities of war. Rape is seen as an additional bonus. Mercenaries are usually open to switching sides if a better offer is made, and they believe the new employer is likely to win. The more unscrupulous may engage in a secret auction, or pretend to their employer that the enemy have made them an attractive offer.
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