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1.

1 Free Com
mpanies, Mercenaries and B
Bandits
Therre are four ellite Free Com
mpanies, as mentioned
m inn Lost Realm of Cardolann, that serve tthe Princes of
o Cardolan but
b
they
y are not the oonly ones. Various
V MERRP modules m mentioned otther free com
mpanies that wworked for th he highest
bidd
der. This artiicle attemptss to bring all the lesser freee companies, mercenaries and bandiits serving in n the Cardolaani
warss together. T
They come froom multiple sources suchh as MERPss Arnor, Lostt Realm of C Cardolan, Tha arbad and a fan-
moddule Myths off Teregond. Whenever possible,
p the N Non-Player Characters (NPC)
( sourcce material iss referenced. In
o further add flavor to thee game. If yo
otheer instances, tthe NPCs aree invented to ou got gold aand need an army, here thhey
are.

1.1.1 The F
Free Comppanies
nsmen of Sllings1
Kin
Dunncan Mac Finnlach and hiss band were exiled
e from tthe Kingdom m of Saraliann n many yearrs ago becausse they revolted
agaiinst their Kinng. Duncan claims
c to be a Prince of SSaraliann sinnce he is a co
ousin of the K King and a chhief of the
warllike clan, Muurchadh. He is a proud man,
m tall for a Saraliann, standing
s at siix feet with sshaggy auburrn hair and
mouustache. He is thirty yearss old, slenderr and his leftt arm is mark
ked by a long g nasty scar. A gift from a troll he killed.
Withh his household, he formmed the merceenary compaany called thee Cuir Na Grraibcreaga; trranslated in Westron
W as the
t
Kinssmen of Slinngs. They aree commonly referred
r to ass the Kinsm
men Company y. They servved all the Great
G Houses of
Carddolan at one time or anotther. Their grreatest feat too fame was their
t success against the
Warrlords trolls while servinng under Hou use Calantir.

The Kinsmen aree armed withh slings and pikesp which makes them m unique among the free
com
mpanies. Dunncan carries a magical miixing bowl, a gift from his grandmoth her, former
Queeen of Saraliaann. The bow wl doubles th
he potency oof herbs prepared in the bowl.
b It also
prod h Kinsmen know of thee
duces magicaal sling stonees that are off Slaying Troolls. Only his
bow
wl. The Warllord Dagorhiir, certain thaat Duncan annd his men po ossess some sort of
pow
werful weaponn, wants the Kinsmen Co ompany and especially, Duncan,
D dead
d. Their
bannner is an intriicate interloccking green and
a white deesign represeenting their Saraliann
herittage.
Name Lvl MM Hits AT/DB Shld Meleee OB Miss OB Gen Sk Subt SkS Notes
Duncaan 8 15 120 Rl/40 Y5 120paa 75sl 50 20 ansman, Proud Princce of Saraliann. +100 sword,
Warrior/Clan
+5 Greeen Rigid Leather. T
Talthum bowl - magical mixing bowl, see Kinsmen of Slinng entry for powerss. Sling stones Off Slaying Trolls. Kin
insmen Banner - addds +20 to Morale too his
men. Military
M Tactics 50, Pubic Speaking 50, Brawling 65, Herb
b Lore 10.

Kinssmen The K
Kinsmen are ann assortment of o Duncans kkinfolk and oth
her Saraliann Clanmen. Thhey personally
y loyal to Dunncan
and many
m desire too return to Sarraliann and deepose the currrent King.
Name Lvl MM Hits AT/DB Shld Meleee OB Miss OB Gen Sk Subt Sk
S Notes
Cnichtts\20 7 20 105 Rl/30 Y5 110bss 80sl 45 20 ansmen, kin of Dunccan, mounted light cavalry.
Warrior/Clan c
Each possess
p a 3rd level hoorse. Sling stones of Slaying Trolls.

Infantrry\60 3 5 65 Rl/20 Y10 65pa 50sl 30 15 Warrior/Clan


ansmen, Dependable and loyal. Sling Stones
S
Of Slaying
S Trolls.

Scoutss\10 4 15 70 Sl/15 N 75ba 60sl 30 25 Scout/Clansm


men, Kin of Duncan. Mounted. Each has
h one
horse. Sling Stones Of SSlaying Trolls.

Kniights of Earrendur2
The Knights of E Earendur aree a fanatical company,
c whhich purposee is to reunitee Cardolan annd Arthedian n by any meaans
neceessary. They dress in all black
b a emblem deepicting a sinngle star, thee Elendilmir, the
and aree only distingguished by an
sym
mbol of unifieed Arnor. Deespite their no oble cause, itts not beneatth them to bee rampaging through the countryside to
sustaain themselvves. The Greeat Houses off Cardolan arre hesitant to o hire the Knnights. An unnified Arnor would mean
losin
ng their fiefddoms. House Calantir hass no quarrel hhiring the Kn nights. The Knights
K are qquite effectiv
ve at shuttingg
dowwn rebellions..

Marrdil and Calddil command the Knights.. Caldil is a hhandsome, cu ulitivated yooung man witth a round heead, short daark
hair and piercingg blue eyes. He H makes a show
s of poliitieness, a faade which hides
h the ambbitions of a ravenous
r wollf.
He is i distantly ddescended froom the line of o Elendil andd aims one day d to claim the t rule of A Arnor. His am mbitions have
turned him into aan agent of Angmar. A Maardil also commes from nob bility. He is slightly oldeer than Caldill but still youung
for a Dunedian. He looks andd talks like a noble knighht but his actiions contradict his honorrable knight persona. p He is
nav ve and dim w witted. Caldil easily conviinces him doo malicious deeds. d The men
m respect M Mardil more than
t they do
Cald dil. Should M Mardil find out o that Caldil is an agentt of Angmar,, he would tu urn against hhim.

1
ByJohnMacDonald,MythoftheTereegond,FanModuule,2012.
2
ByEEricDubourg,OthherHandsMagazzine,Issue23,Octtober1998.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Mardil 7 10 105 Ch/40 Y10 100sw 65lb 50 15 Ranger/Dunedian, Leader of Knights of Earendur. Hedge
Knight. Noble at heart. Commands the respect of his men. +10 sword, Military Tactics 30, Foraging 20, First Aid 30, Tracking 60, Brawling 65, Dunedian Lore 10.

Caldil 8 10 55 No/40 N 10sw --- 40 25 Mage/Dunedian, Leader of Knights of Earendur.


Ambitious. Agent of Angmar. Mithiril Ring *3 PP. Sword, PP16*3. Direct Spells 85, Base Spells 16. Knows Pysical Enhancement, Essence Hand, Illusions, Spell Law, Spirit Mastery,
th
Ice Law and Light Law to 10 level. Appraisal 10, Military Tactics 10, Read Runes 73, Use Magic Items 73, Dunedian Lore 30.

Knights of Earendur The Knights dress in all black with emblem of a single white star on their chest. Unlike Mardil, they are
under no noble allusion and are okay with looting and stealing from smallfolk.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Infanty\60 3 10 60 Rl/40 Y5 70bs 45lb 25 10 Warrior/Lesser Dunedian, Dressed in Black. Loyal to
Mardil.

Knights\20 5 15 55 Rl/35 Y10 85bs 50lb 40 25 Ranger/Lesser Dunedian, Loyal to Mardil. +10 swords,
Most know the spells, Path Mastery and Moving Ways to 5th level. Power Points 5. These men are mounted and can use mounted lances (80ml).

Agents\6 8 10 115 Ch/40 Y10 110bs 90lb 50 35 Warriors/Mixed Dunedian. Loyal to Caldil, Agents of
Angmar, acts as spies and assassins. Not well liked by Mardil and the rest. +10 Swords. Each possess a couple vials of poison .

Falconers of House Merode


Falconers were started by Filitir of House Merode, a disgraced House serving House Girithlin. The Falconers cliente
mostly consist of House Girithlin and Arthedian. On occasion, they have worked for the other Great Houses of
Cardolan. They are a close-knit group. Most of the men have served House Merode at one time or another. Filitir is
an honorable man and has turned down quite a few assignments. Brandil and Frandil, cousins to Filitir, serve as his
Captains. Filitir desperately seeks to re-establish their family to glory. The Falconer sigil is a red falcon on a white
background, which is the sigil for House Merode.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Fillitir 7 10 100 Ch/30 Y10 96bs 68cb 33 20 Warrior/Dunedain, Hedge Knight, Younger brother to
Imrahad. Like his brother, seeks to restore his ancestral home. +10 Sword, +10 Black Scale Armor. Military Tactics 35, Brawling 35, Sailing 30, Heraldry 30.

Falconers House Girithlin normally hires Fillitir and his band but they do other contract work, although never against the interest of House
Girithlin.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Captains\2 5 20 85 Rl/30 N 95sc 65lb 52 36 Warrior/Dunedian, Cousins of Fillitir, Brandil and
Frandil. +5 equipment with War Horse.

Guards\40 3 20 60 Rl/30 N 70sc 45lb 38 27 Warrior/Lsr. Dunedian, Most served under House Merode
during its glory days. Each has a small horse, used mostly for transport.

Grey Company3
The Grey Company is a new mercenary outfit. Their leader, Belegund Grey, cuts a fine figure and is often mistaken
for a stiff and efficient Arthadain knight. Local loremasters noticed their southern accent and the curious coincidence
that the name Belegund and those of his officers are all drawn from the same legend. Belegund, Dagnir, Dairuin and
Gorlim were all members of the Outlaws of Dorthonion, companions of Beren One-Hand, the greatest of the Adan
heores of the Silmarillion. Belegund and most of his company are actually Gondorians, all ex-soldiers of the Royal
Army, driven into exile for reasons that, while good and sufficient, are not so baneful that they could not be trusted to
serve honorably. They are honest and trustworthy, men of a breed rare in Cardolan. They normally serve House Tinare
and House Gorthad.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Belegund 10 10 140 Ch/50 Y5 125ss 100cp 60 30 Warrior/Dunedain, Commander of Grey Company. +10
Short Sword, +10 Scale Armor. Military Tactics 55, Sailing 30, Heraldry 30, Engineering 10, Dunedian Lore 30.

Dagnir 8 5 115 Ch/45 Y5 110ss 95cp 50 20 Warrior/Dunedain, Captain of Grey Company. Second in
Command. Loud and bosterious. +10 Short Sword, +5 Scale Armor. Military Tactics 35, Sailing 30, Gambling 25, Animal Husbandry 20.

Dairuin 8 10 100 Rl/35 Y10 100ha 90cp 50 30 Rogue/Dunedain, Captain of Grey Company. Scout
leader. Quiet ugly man with big nose. +10 Hand Axe, +10 Rigid Armor. Military Tactics 10, Foraging 25, First Aid 20, Herb Lore 15.

Gorlim 8 5 120 Ch/40 Y10 110bs 95cp 40 20 Warrior/Dunedain, Captain of Grey Company. Engineer
of the Company. +10 Sword, +10 Rigid Armor. Military Tactics 15, Engineering 30, Trap Building 30, Rope Making 30, Weather Watching 30.

Grey Company The men possess a dark grey cloak with a light grey cotton trouser and shirt concealing their armor underneath.
They are mercenary outfit with a Spartan outlook.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Othari Ryn\42 4 10 75 Rl/40 Y5 65bs 80cp 25 10 Warrior/Lsr. Dunedian, Professionals. Possess one horse.

Scouts\14 4 15 70 Rl/30 N 70bs 60cp 20 20 Scout/Lsr. Dunedian, Professionals. Led by Dairuin


Mounted.

3
ByWelseyJ.Frank,Arnor,ICE,Charlottesville,1994.
Harrrans Deatth Brotherss4
Harrrans Death B Brothers are a less than well
w reputed mercenary company.
c Their Captain HHarran is a slloppy, roughh-
hewwn sort, with bbarely enoghh military edu ucation to leed the compaany. Harran takes
t a simplle view of liffe and enjoys the
spoiils of his loott to the fullesst. His lieuteenant is a shoort insincere Dunaman naamed Eagan Tooth. He has h a longer
view
w of the comppanys businness prospectts. He is friennds with som me of the Dun
nnish tribes, which he hoopes to recruiit
into the companyy to make thhe Death Brotthers the larggest Free Com mpany in Caardolan, and the most pow werful.
Name Lvl MM Hits AT/DB Shld Meleee OB Miss OB Gen Sk Subt Sk
S Notes
Harran
n 9 5 125 Ch/40 Y5 90ha 75ha 40 20 Warrior/Rurral Man, Captain off the Harrans Deathh
Brotheers. Drunk, One steep above of being a bandit. +10 Hand Axe.
A Military Tactiics 25, Trickery 20, Apprasial 30, Unde
erworld Knowledgee 25.

Eagan 7 10 105 Rl/10 Y5 85ha 90sb 45 25 Warrior/Dunnnish, Lieutenant. More


M serious than Harran.
H
nd axe, Military Taactics 15, Apprasial 20, Public Speaking
+5 han g 20, Administratioon 20.

Deatth Brothers These men are a just one lev vel above banndits, thieves and
a thugs. It iss Harrans perrsonality that keeps
k them
togetther. Otherwisse they wouldd led a life of banditary.
b
Name Lvl MM Hits AT/DB Shld Meleee OB Miss OB Gen Sk Subt Sk
S Notes
Sergeaants\6 4 15 80 Ch/30 Y5 80bs 35da 25 10 Warrior/Rurral Men, Seasoned veterans.
v .

Regulaars\40 2 10 45 Sl/20 Y5 50sp 30sb 10 10 Warrior/Rurral Men. Ferocious if


i cornered

Forageers\30 2 15 40 Sl/25 N 50ss 30sb 10 15 Scout/Rural Men. Not Noted fo


or loyalty.

Thee Vipers5
The Vipers are leed by surly fatf fellow with a bald heaad and gold earring
e nameed Erig. A Noorthman, Eriig is a seasonned
veteeran of numerrous battles. He styles himself a lord and believess he deservess to be marrieed into a nob ble family foor all
the hard
work hhe has done. Just like their captain, tthe Vipers haave a temperantal reputattion.
They y have no isssues for workking the Warrlord. Gold iis their primary objectivee and have beeen
know wn to doublee cross their employers when
w more goold presents itself. Smalllfolk trade sttories that
the Vipers,
V evenn wipe out whhole villages for gold. W Whatever the truth is, the Vipers
V have a dark
repu n a yellow fieeld. Supposeedly the sigil is from Eriggs
utation. Theiir sigil is a bllack viper on
famiily.
Name Lvl MM Hits AT/DB Shld Meleee OB Miss OB Gen Sk Subt Sk
S Notes
Erig 9 10 115 Ch/40 Y5 105baa 85lb 30 10 Warrior/Norrthman, Captain of the
t Vipers, surly, money
m
hungry
y man. +10 Battle Axe. Military Tacttics 30, Trickery 20, Underworld Know
wledge 25, Torture 20.
2 Posses a warho
orse named Viper.

Vipeers For all thheir bad reputtation, the Vip


pers pride on th
themselves loo
oking like a prrofessional ouutfit. They weaar yellow shirrts
with round shieldss emblazoned with a black viper.
v
Name Lvl MM Hits AT/DB Shld Meleee OB Miss OB Gen Sk Subt Sk
S Notes
Sergeaants\4 5 10 80 Ch/30 Y10 80bs 50lb 25 10 Warrior/Rurral Men, Seasoned veterans.+10
v equipm
ment.
They possess
p one horse.

Men at Arms\20 3 10 50 RL/20 Y5 55sp 50sb 20 10 Warrior/Rurral Men. Ferocious if


i cornered.

Regulaars\40 2 15 40 Sl/25 N 50bs 45sb 10 15 Various/Rurral Men. Displine ass long as their Sergeeant is
still aliive.

Jagged-Ax6
A grreat barn of a woman nam med Coleen commands
c thhe Jagged-AAx. Coleen iss thirty two yyears old with braided fieery
red hair
h that reacches past herr back. She lo oves the smeell of fear beffore the beginning of battttle and relish
hes the swingging
of her battle axe on brittle boone. She is a leader who at one moment parties with w her men and the nextt barking ordders.
With veral impresssive victoriess. Stanis is a stern
h the help off her quiet lieeutenant, Stanis, she has lled the Jaggeed-Ax to sev
midddle age Duneedian with gaaunt featuress that served in numerouss Free Comp panies beforee settling in with
w the Jaggged-
Ax. He prefers tto give counsel rather thaan to lead annd acts as the companys military
m tactiician. The other
o lieutenaant is
Davvos who acts as medical officer.
o He is cheery midddle age blond de with welccoming blue eyes. He is an exiled froom
the Wilderlands
W for a crime he h did not co
ommit. Coleeen took him and placed him h in comm mand next to Stanis. Desppite
the different
d perssonalities, thhe two get alo
ong; each resspecting whaat the other brings
b to the ttable. Coleenn hates Housse
Delbbarad, a minoor House thaat serves Hou use Calantir. She will nott accept any work
w from HHouse Calanttir as result.
Houuse Delbarad led an attackk on her villaage wiping oout all the inh habitants exccept for her.
Name Lvl MM Hits AT/DB Shld Meleee OB Miss OB Gen Sk Subt Sk
S Notes
Coleen
n 9 10 115 Ch/50 Y10 120baa 80sb 50 40 Warrior/Norrthwoman. Part Fey y, Captain of the Jaggged
Axe, Coleen
C is over 300 yyears old and hates House
H Delbarad. Clleaver - +15 magicaal battle axe, it is off Armor Slaying. Torc acts as a *2PPP, adds +10 to DB and
a negates 60% of all
th
head critical.
c PP18*3. Diirect Spells 65, Basee Spells 0. Knows Calm
C Spirits, Light & Sound Ways, Weather
W Ways, and Repulsions
R to 10 levevel. Foraging 30, Military
M Tactics 10,, Read
Runes 50, Dunedian Loree 30, Fey Lore 50, Trickery
T 20, Gambling 30, Brawl 95, Seeduction 30, Public Speaking 40.

4
ByJeffMcKeage,LosstRealmofCardoolan,ICE,Charlottesville,1987.
5
ByW
WelseyJ.Frank,A ottesville,1994.
Arnor,ICE,Charlo
6
ByW
WelseyJ.Frank,A ottesville,1994.
Arnor,ICE,Charlo
Devan 8 10 88 Sl/30 N 70ha 80lb 40 20 Animist/Northman. Acts as the Companys medical
doctor. +5 Hand ax. Medical Kit possesses numerous herbs. PP24. Direct Spells 70, Base Spells 8. Knows Natures Law, Light & Sound Ways, Surface Ways, Purifications,
th
Concussions Way, Nerve Law, Muscle Law, Herb Mastery and Natures Protections to 8 level. Foraging 30, First Aid 60, Singing 30, Public Speaking 20.

Stanis 10 5 118 Ch/40 Y10 100sw 100lb 40 15 Warrior/Dunedian. Acts as the Companys tactician. A
hedge knight. +10 Sword. +10 Scale Armor that negates all heat and cold attacks (family heirloom). Military Tactics 45, Trap Building 30, Dunedian Lore 40. .

Jagged Ax The company is known for wielding axes into battle. Before the start of every battle, Coleen leads them into a crazed
battle cry, which has the effect of causing 2nd level fear spell to opponents hearing it. Coleen is able to channel her fey magic in
the battle cry but cant cast any other spells for the rest of the day.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Shockers\20 5 10 88 Ch/30 N 80ba 60sb 35 10 Warrior/Mixed Men. Treated as shock troops.

Regulars\40 3 10 50 RL/20 Y5 55ha 50sb 20 10 Warrior/ Mix Men. Valiant.

Pikers\30 3 5 50 RL/20 Y5 55sp 50sb 20 10 Warrior/ Mix Men. Uses 10 spears to combat cavalry
forces. In close quarter combat, they use hand axes.

Nine Hills7
The Nine Hills are a Saraliann and Dunnish mercenary group led by Cuag Machbair, a Saraliann. The group called
Nine Hills due to the representation of the Saraliann and Dunnish clans. They are not a bad lot, just not as skilled as
the other Free Companies. They are an eager company willing to prove their worth. Cuag Machbair is an old
weathered man with a great big Saraliann moustache. He once served as Captain of Suduri, capital of Saraliann, but
the King dismissed him for being too old. He recruited some of his men and a couple of months later, the Nine Hills
was formed. The Nine Hills have a rivalry with the Death Brothers. The two companies will not serve together.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Cuag 8 15 115 Ch/50 Y10 80ha 80sp 40 20 Warrior/Saraliann, Captain of the Nine Hills, old man.
+5 Hand ax. Magic Amulet adds +10 DB, also absorbs 20PP/day of spells directed at him, each PP absorbed increases his level by .5 and adds +5 to OB (this effects lasts 10 minutes).
He is unaware of this power, as he has never been witched. Military Tactics 20, Foraging 25, Public Speaking 20.

Nine Hills This company is a ragtag group of Saraliann and Dunnish tribesmen. They are held together through a mutual bond.
Each share a story of being outcast of their clans or being exiled and each hope to returned with riches. They are loyal to Cuag.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Warriors\20 4 10 80 Sl/30 Y5 55sp 50sb 25 10 Warrior/Mix of Saralian and Dunmen, Seasoned
veterans.+10 equipment..

Regulars\40 3 10 50 RL/20 N 55sp 50sb 20 10 Warrior/ Mix of Saralian and Dunmen. Valiant but
undisciplined.

Nars Hackers8
If Nar could sell his mother, he would. His band of thugs has robbed more often than they have served on contract.
Their reputation for brutality is legendary. The sad part is Nars Hackers have served all the Great Houses one time or
another for some nefarious work. Nar is a one eyed muscular man with greasy dark hair and a flat nose that looked
like it has been crushed. He is just twenty seven years old making him the youngest Captain. His menacing smile
reveals a set a gold teeth that could buy a small farm. If his men were not serving him, they would be hanging limply
off some lords tree and they know it. They are grateful to be serving under such a no good for nothing man. Nar is
good friends with Harran and the two companies sometimes serve together. Although he would have no qualms going
against his drinking buddy either.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Nar 8 15 120 Ch/30 Y5 120th 80sp 50 10 Warrior/Mixed Man, Captain of the Nars Hacker. +15
Two hand Sword, he calls Striker. Military Tactics 20, Foraging 25, Seduction 30, Trickery 35, Underworld Knowledge 20, Public Speaking 30.

Nars Hackers This band of thugs are undisciplined and Nar knows this. He only accepts easy jobs like crushing a rebellion of
farmers or protecting a town (which he can loot while guarding).
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Sergeants\6 5 10 80 Ch/30 Y10 80bs 50lb 25 10 Warrior/Rural Men, Seasoned veterans. +10 equipment.
They possess one horse.

Regulars\40 2 10 45 SL/20 Y5 50sp 30sb 20 10 Warrior/Rural Men. Mostly Thugs.

Foragers\30 2 15 40 SL/25 N 50ss 30sb 10 15 Various/Rural Men. Discipline as long as their Sergeant is
still alive.

7
ByWelseyJ.Frank,Arnor,ICE,Charlottesville,1994.
8
ByWelseyJ.Frank,Arnor,ICE,Charlottesville,1994.
Black Loins9
The Black Loins are led by an Easterling called Igor, a former Captain in the Umber, something he likes to hide. His
real name is too hard for locals. Igor is a short squat man with straight black hair and swallow skin complexion. He
rides a black warhorse named Nightmare. Because of his ethnicity, its hard to come by work openly. His two primary
customers are House Calantir and the Warlord. The other Great Houses contract with the Black Loins secretly. The
Black Loins have never broken a contract, which cant be said the same for most of the other Free Companies. They
carry a sigil of a Black Loin over a yellow field.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Igor 9 20 120 Ch/30 Y10 120sc 80sp 50 10 Warrior/Easterling, Captain of the Black Loins. +10
Scimitar of Bleeding if a A critical or higher it causes bleeding which results an extra 1-10 hits lost per round. Brawl 80, Military Tactics 50, Foraging 25, Trickery 35, Trap Building
th
40, Gambling 30. Has a 5 Level Warhorse named Nightmare.

Black Loins Its a sad state of affairs in Cardolan when Half-Orcs and ex-Angmarean soldiers are given employment in a Free
Company. Smallfolk claim the Black Loins are a front for Angmars more nefarious schemes. Igor has no ties to Angmar but the
same cant be said with some of his men.
Name Lvl MM Hits AT/DB Shld Melee OB Miss OB Gen Sk Subt Sk Notes
Sergeants\4 5 15 90 Pl/30 Y10 90sc 50sb 35 15 Warrior/Half Orcs & Easterlings, Seasoned veterans. +10
equipment.

Regulars\40 2 10 45 SL/20 Y5 50sc 30sb 20 10 Warrior/Rural Men. Steady.

Leaders\4 5 10 80 Ch/20 Y10 70sp 50sb 35 15 Warrior/Half Orcs & Easterlings, Carry three +5 spears.
Each has a horse.

Cavalry\40 2 5 45 SL/15 Y5 50sp 30sb 20 10 Warrior/Rural Men. Also carry three +5 spears. Act as
light cavalry.

Foragers\10 3 15 50 RL/25 N 60sp 40sb 20 15 Various/Easterling. Mounted. Used as scouts. Has +5


scimitar.

9
ByWelseyJ.Frank,Arnor,ICE,Charlottesville,1994.

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