TEXT: IntroductIon
  Sellswords, dogs of war, profiteers, battle crows—mercenaries are hired soldiers, and 
  Rassilon has its fair share of them. Some belong to respectable units with a history of integ-
  rity and loyalty to their paymaster. Others happily switch sides if a better offer is made.
  A BrIef HIstory of MercenArIes
  Before the Anari Empire rose to glory, mercenary bands were few and far between. 
  Both Saxa and Tuomi had warbands, but these comprised a hero or two and their personal 
  retinues. While they did accept coin, they were just as likely to accept offers of hospitality, 
  and much of their work was on behalf of kith and kin rather than strangers.
  As the Anari armies began their sweep north and east, soldiers from distant lands sought 
  the chance to battle the invaders, offering their services to kings in return for cold, hard 
  coin. Over time, groups of these warriors banded together, both for mutual protection 
  and to secure better deals. After all, it’s better to know you have 1,000 extra men at your 
  disposal than hire in dribs and drabs and hope you reach a decent number.
  The Anari hired mercenaries as well. With divide and conquer their primary goal, agents 
  sought out enemies of countries next on the list to invade, offering their troops money in 
  return for a chance to strike back at their foes. Naturally enough, the Anari commanders 
  sent their mercenaries into battle first, hoping to weaken both their enemies and allies, 
  thus making the eventual conquest of the mercenaries’ homeland easier.
  The first mass hiring of mercenaries occurred during the Demongate War, but their 
  golden age was during the reign of the Liche-Priest. With their lands untroubled, vast num-
  bers of southern warriors headed north in search of glory and riches. A second, smaller 
  golden age came after the Blizzard War, when rulers sought to protect their remaining 
  holdings by any means. Despite a brief resurgence during the Golem Uprising, mercenar-
  ies largely fell out of favor for financial reasons.
  A new golden age dawned 20 years ago, when orcs invaded southern Vestmark. Short 
  on native troops, the king had little recourse but to send out heralds in search of sells-
  words. Although the war has ground to a stalemate, there are more mercenary companies 
  employed today than during any at time since the Blizzard War. For those content to fight 
  for money, these are good days.
  Although many mercenary companies are independent organizations, beholden to 
  whoever pays the most, some are loyal to one of the deities, their services hired in the 
  god’s name.
  31296
  PAUL “WIGGY” WADE-WILLIAMS
  • S U P P L E M E N T •
  Author & Layout: Paul Wade-Williams
  Editing: Robert Davis, Tyler Morrison
  Graphic Design: Robin Elliot
  sellswords &  
  soldIers
  www.tripleacegames.com
  Permission is granted to print this ebook. No site licence is given.
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  fAMous unIts
  Detailed below are a number of the more famous 
  units currently active and their captains. The following 
  notes apply to all entries.
  Status: household company, mercenary company, 
  temple company, warband, or other type of formation.
  Captain: The name and title (beyond captain), if any, 
  of the outfit’s current commanding officer. Notes in pa-
  rentheses include gender, race/culture, and homeland.
  Strength: The number and type of soldiers currently 
  on the unit’s roster. See the sidebar on page 3 as well for 
  how these relate to game statistics.
  Emblem: The company’s heraldic design (if any). 
  Most units with an emblem have a standard bearer. he 
  serves as the rallying point in battle.
  Company Edge: A bonus Edge possessed by all mem-
  bers of the company.
  Notes: Any pertinent game mechanics or character 
  generation information.
  tHe Aslov free legIon
  Status: independent mercenary company.
  Captain: Free captain Raisende ap-Gueri (female, 
  Anari, Freelands).
  Strength: 20 veteran heavy cavalry, 80 heavy cavalry.
  Emblem: Silver horseshoe emblazoned on a green 
  field. inscribed on the horseshoe in classical Anari is the 
  phrase, “We serve freely,” a testament to the company’s 
  origins. The horseshoe and motto is stamped on the 
  shield bosses, while green pennants are flown from the 
  tips of lances.
  Company Edge: Mounted combatant (see page 8).
  Notes: Members must have been born in the Freelands 
  and must be freemen.
  Originally formed back in the days when Aslov was 
  known as Great Beckbury, the Free Legion began life 
  soon after the Liche-Priest rose to power. The company’s 
  name comes from the fact its members were volunteers, 
  not conscripts. Earning its first battle honors during the 
  final day of the crusade to crush the lord of the undead, 
  the Legion continued to serve the Anari regional gov-
  ernors until it met its demise during the Blizzard War. 
  When it became clear the hellfrost army intended to 
  strike at Beckbury, the Legion elected to remain in the 
  city and help defend it, thus buying the refugees time 
  to flee south. The Legion fell to the last man, but their 
  heroic sacrifice saved countless lives.
  The current incarnation came into being in 246 iR, 
  when the creation of the crystalflow confederacy led to 
  a massive surge in trade caravans, bringing new wealth 
  to the area and new marauders keen to grab a share of 
  the spoils. Although the Legion is named after Aslov, it 
  has no real ties to the city, and the name is little more 
  than a nod to the past.
  The Legion operates solely in the Freelands, defend-
  ing the scattered settlements against orcs and undead. in 
  return for its military aid, it accepts coin and food.
  tHe BlAck legIon
  Status: Religious company.
  Captain: Death knight Senach of the Skull (male, 
  Tuomi, Borderlands).
  Strength: 6 Death knights, 10 Death Lords, 80 skel-
  eton warriors, 100 zombies, 20 skeleton warrior cavalry 
  (Riding d8) mounted on skeletal horses. Depending on 
  the abilities of the priests, other undead may also be 
  present in small numbers.
  Emblem: A silver skull emblazoned in black with 
  hela’s holy symbol. The clerics’ shield bosses take this 
  form, and the symbol is repeated on their tabards. A 
  paladin serves as the standard bearer.
  Company Edge: None.
  Notes: Only clerics of hela may serve as living mem-
  bers. Player characters who lose to the Legion may 
  find their earthly remains recruited. The undead wield 
  whatever they can scavenge. Typically, these are Str+d6 
  weapons, such as short swords, axes, and maces.
  The first Black Legion was formed during the reign 
  of the Liche-Priest, when mortals of ill heart sought to 
  escape death by swearing allegiance to the master of 
  the undead or were swayed by promises of everlasting 
  power. in that dark and distant age, its members were 
  all living beings; their earthly remains being conscripted 
  into other parts of the horde. 
  With the cult of hela’s power shattered after the Liche-
  Priest’s imprisonment, the Legion disappeared. Some 
  skalds claim it haunted the Liche-Lands, but the cult of 
  Scaetha is widely of the opinion it simply ceased to exist 
  for a time, for it had no sanctuary. But the minions of 
  hela cannot be put down for long, and the Black Legion 
  has risen from the grave on numerous occasions.
  The current incarnation has been secretly building 
  its strength for several years. concealed within a ruined 
  castle in the foothills of the southern icebarrier Moun-
  tains, the clerics have worked tirelessly to acquire new 
  recruits. Now the time draws near to unleash them on 
  an unsuspecting world.
  having made pacts with several orc chieftains, who 
  profited with a cache of necromantic alchemical devices, 
  the Death knight plans to unleash his undead army to-
  ward the Withered Lands, while his orc allies guard the 
  flanks. Should the plot succeed, the undead may well cut 
  the northern Freelands in twain.
  tHe BlAck sHeep
  Status: independent mercenary company.
  Captain: Nexil (male, Anari, Magocracy).
  Strength: 25 veteran infantry, 30 common infantry, 10 
  common cavalry.
  Emblem: A black ram’s head on a white field.
  Company Edge: None.
  Notes: All members must have the Black Sheep hin-
  Hellfrost suppleMent
  
  
  drance. Rejected by their houses, members voluntarily 
  forgo the use of surnames.
  The Black Sheep take their name from their social 
  position—all members are outcasts from the Magocratic 
  nobility, having either rejected or proven unable to learn 
  heahwisardry. This unusual recruitment policy has kept 
  their strength low down the centuries, but has helped 
  form a strong bond between the warriors, all of whom 
  share a common origin. Membership has surged since 
  the Siphoning began, bolstered by over-zealous mages 
  stripped of their arcane powers and junior scions who 
  see magic as a path to weakness, not power.
  While the company has no traffic with heahwisards 
  (who consider the soldiers to be children since they 
  never underwent the Staff Day rite), they accept clerics 
  and other mages into their ranks.
  tHe Blood wAve
  Status: Religious mercenary company.
  Captain: Navigator Sicga ap-Bretonnet (male, Anari 
  (father)/Saxa (mother), Alantaris isle).
  Strength: 2 paladins of Neorthe, 60 medium infantry 
  (half are armed with bows in addition to their regular 
  weapons).
  Emblem: A sea dragon’s head on a red field.
  Company Edge: Sea Legs (see page 8).
  Notes: infantry have Boating d6 and Swimming d6.
  While many temples maintain warbands of varying 
  sizes, true mercenary companies avowed to a particular 
  faith are unusual. Although founded in the shipyards of 
  Drakeport, the company is devoted to the protection of 
  shipping lanes and coastal communities, not a particular 
  settlement or realm. 
  Maintaining a ship is not cheap, and the company 
  charges highly for its services. With few realms boasting 
  much of a permanent navy, the company is constantly 
  in demand. The company has a single drakkar. its sail is 
  blood red, a stark warning to pirates and other raiders 
  that the crew do not offer quarter, and its dragonhead 
  prow carved into snarling form.
  The Blood Wave does not require its members take 
  Neorthe as their patron deity, but most are seamen by 
  trade and honor the sea god or one of his affiliated mi-
  nor cults.
  tHe BorderlAnds’ rAngers
  Status: independent company.
  Captain: Ranger captain ila “Shadow“ Dumnorix 
  (female, Tuomi, Borderlands).
  Strength: 30 veteran archers, 70 archers.
  Emblem: An oak leaf. The captain wears a gold oak 
  leaf badge, her 10 sergeants silver ones, veterans bronze 
  ones, and the common archers bronze badges.
  Company Edge: Woodsman.
  Notes: All rangers have Survival d8.
  The Borderlands is a wild and lonely place, its scat-
  tered communities isolated by scores of miles. While the 
  civilized races have made their presence felt, cliff giants, 
  goblins, orcs, and beastmen plague the wilderness be-
  tween their bastions. Self-appointed to defending this 
  wilderness is the Borderlands’ Rangers, an independent 
  military company made up of many races.
  The Rangers have served in this capacity for well over 
  a century, quietly protecting the scattered villages from 
  harm, leaving the inhabitants ignorant of the true hor-
  rors that lurk just beyond their palisades and ditches. 
  Living off the land, the Rangers venture into settlements 
  only in small numbers, and then only to gather informa-
  tion from merchants and other travellers.
  wHAt’s In A nAMe?
  Troop types throughout this work are often de-
  scribed in generic terms, such as heavy infantry 
  or light cavalry. The Bestiary equivalents of these 
  troops are detailed below. Troops with multiple 
  weapon choices may carry mixed weapons within 
  the company—the damage values of these weapons 
  are the same. if troops are described as “Veteran” in 
  the company stat block, use the veteran mercenary, 
  experienced town watch, or other veteran stats as 
  appropriate, noting any gear changes below.
     InfAntry
  Heavy Infantry: As common mercenary, but with 
  Strength d8, chain hauberks (+2), long swords or 
  battle axes, and medium shields.
  Medium Infantry: As common mercenary, but with 
  chain shirts (+2), axes, maces, or short swords, and 
  medium shields.
  Light Infantry: As common mercenary, but armed 
  with short spears and medium shields.
  Berserkers: As berserker in the Hellfrost Rassilon 
  Expansion.
  Boar Warriors: As boar warrior in the Hellfrost 
  Rassilon Expansion.
  Heavy Irregulars: As town watch. Unless otherwise 
  stated, no missile weapons are carried.
  Irregulars: As town/village militia. Unless other-
  wise stated, no missile weapons are carried.
  Archers/Crossbowmen/Slingers: As common mer-
  cenary archers, armed appropriately.
  Skirmishers: As common mercenary skirmishers.
     cAvAlry
  Heavy Cavalry: As common mercenary cavalry, but 
  equipped as veteran mercenary cavalry. Secondary 
  weapons are long swords or battle axes.
  Light Cavalry: As common mercenary cavalry. Sec-
  ondary weapons are axes, maces, or short swords.
  Irregular Cavalry: As common mercenary cavalry, 
  but equipped with short spears instead of lances.
  sellswords & soldIers
  
  
  tHe BreAtH of ullr
  Status: independent mercenary company.
  Captain: hound of Ullr caewlin cyneagilsunu (male, 
  Saxa, Angmark).
  Strength: 100 archers.
  Emblem: A stag’s head with arrow-tipped antlers.
  Company Edge: Marksman.
  Notes: None.
  initially founded as a personal warband by a paladin 
  of Ullr, the Breath slowly transformed into a full merce-
  nary company. Tradition still dictates that the captain be 
  a paladin of Ullr. Despite having no official ties to the cult 
  beyond its captain, the company endeavors to maintain 
  close links with any temples of Ullr within its current area 
  of operations. This enables them to purchase arrows at 
  a reduced rate, and gives them the opportunity to offer 
  their support should the temple require its services.
  One myth concerning the company relates that every 
  man must inscribe his name on his arrow shafts. When 
  the battle is over, archers are fined 1 gold scield for every 
  arrow that missed its target.
  tHe cHAlcIs rAngers
  Status: Semi-independent adventuring company.
  Captain: Duke howel is technically in command, 
  though he never accompanies the Rangers. There is no 
  official battlefield captain, as the company never gathers 
  as a whole on the battlefield.
  Strength: 30 adventurers (various archetypes).
  Emblem: None.
  Company Edge: None.
  Notes: The chalcis Rangers make an ideal company 
  for player characters looking for adventure.
  in addition to his household troops, Duke howel 
  can call upon the chalcis Rangers, a band of some 30 
  adventurers formed a decade ago and sworn to serve 
  the realm. They are well paid (100 gs per month plus 
  room and board) and enjoy the Duke’s favor, but they 
  are assigned hazardous missions, such as spying on 
  Witchwood, scouring the Mistlands for signs of orcs, 
  and launching retaliatory raids against the much-feared 
  Scavengers.
  Many hold minor court titles as well, allowing them 
  to carry arms in highmoor. in this manner, howel has 
  a private bodyguard at all times, for by law his personal 
  guard is hand-picked from the highmoor city guard, giv-
  ing him no say in who watches his back.
  tHe deep delvers
  Status: cult warband.
  Captain: Explorer Primania ap-Fedelmid (female, 
  Anari (mother)/Tuomi (father), chalcis).
  Strength: 2 paladins and 4 priests of Foldardróttann, 
  50 underground explorers (see page 13).
  Emblem: A compass with a spear indicating north.
  Company Edge: Dungeon crawler.
  Notes: Add climbing d6 and Survival d6 to the infan-
  try skill list.
  Orcs may not have the capacity to see in the dark, but 
  they favor subterranean lairs for their easily defensible 
  nature, as do goblins, who are better suited to life under-
  ground, and cliff giants. Rooting them out can be costly 
  in terms of lives, and few warriors are adept at fighting 
  in the tight confines of natural cave systems. The Deep 
  Delvers, though, exist solely for that purpose. 
  An itinerant cult warband devoted to Foldardróttann, 
  the goddess of subterranean exploration, the Delvers 
  never attack the main entrance. Using their spelunking 
  leAdersHIp edges
     drop!
  Requirements: Seasoned, Notice d6+, command
  Once per round when a ranged weapon targets an 
  ally within the hero’s command radius, the charac-
  ter may order him to drop to the ground. This al-
  lows the intended target to fall prone out of turn, 
  even if he has acted already, gaining the benefits of 
  Medium cover.
     forced MArcH
  Requirements: Seasoned, Agility d6+, Vigor d6+, 
  command
  Speed matters in battle, and the character knows 
  how to keep his allies as a cohesive fighting force 
  when advancing.
  When the adventurer runs, all allies within his com-
  mand radius acting on his action card may use his 
  Running die result.
     Help Me!
  Requirements: Seasoned, command
  Once per round when a foe moves adjacent to the 
  hero, the threatened character may call for help. 
  One ally within the character’s command radius 
  who has not yet acted this turn may try to interrupt 
  as if he were on hold. With success, the ally must 
  attack the opponent who triggered this Edge.
     tAke AIM
  Requirements: Veteran, Spirit d8+, command
  A good commander knows when to give the order 
  to fire. By delaying the order to fire for a second, 
  you give your troops extra time to steady their aim.
  Those in the command radius add +1 to their 
  Shooting or Throwing damage rolls. if combined 
  with coordinated Firepower, the hero inflicts 
  1d6+1 damage per raise.
  Hellfrost suppleMent
  
  
  skills, they scour the surrounding area for caves that 
  link to the enemy’s lair, maneuvering through narrow 
  crawl spaces and sumps to emerge deep inside the cave 
  system. Once there, they use stealth to launch surgical 
  strikes, before disappearing back into the warren of 
  passages and caves, leaving their enemy confused and 
  demoralized.
  tHe dIre wolves
  Status: independent mercenary company.
  Captain: Wolf-captain Eofric Mad-Blood (male, Saxa, 
  Nordmark).
  Strength: 20 veteran berserkers, 40 berserkers.
  Emblem: The company has no true emblem. its stan-
  dard is a dire wolf pelt. common members wear the pelt 
  of a wolf they slew in personal combat. To earn the right 
  to be a veteran, the warrior must slay a dire wolf in single 
  combat.
  Company Edge: Sweep.
  Notes: Recruits must have the Berserk Edge.
  Berserkers have always been a part of Saxa armies, 
  most often fighting as individuals and occasionally in 
  small bands. During the Saxa rebellion, when the distinc-
  tion between Saxa tribes was muddied and their pent-up 
  fury unleashed, several berserker bands joined forces to 
  fight the common foe. Remorseless and filled with ven-
  geance, it was the Anari who gave the company its name 
  out of a mixture of respect and fear.
  Following the brutal campaign, the new Saxa kings 
  sought peace and stability; but the berserkers continued 
  their bloody rampage. keen to make new alliances, se-
  cure their borders, and trade with those they once called 
  enemies, the Saxa kings unanimously outlawed the 
  Wolves, banishing them from the Marklands.
  At first they sought to wage war on their own, but the 
  remaining Anari forces proved stubborn. Worse, the Saxa 
  sent troops to hunt down their former kin. So it was the 
  Wolves migrated north, passing beyond the icebarrier 
  and into the frozen wastes. After a decade attacking An-
  ari settlements, they finally turned their attentions to the 
  orc, frost giant, and Vendahl tribes, foes more worthy of 
  their furious rage. For several centuries the band was 
  less a mercenary company and more a band of violent 
  thugs, surviving by brigandage and looting their inhu-
  man victims. That they managed to stay together down 
  the generations is something of a miracle.
  Since taking command, Eofric has promoted the cult 
  of hildolfr to new heights. The company carries with it 
  a gigantic wooden wolf’s head covered with mangy wolf 
  pelts. Although it appears a primitive idol, it is cunningly 
  crafted. Within it lies a small cavity, in which a fire can 
  be kindled. Once the flames rise, the light shines forth 
  from the beast’s eyes, given it an unearthly appearance. 
  Unsurprisngly, it serves as a portable shrine.
  Undoubtedly fierce and brave, the Dire Wolves are a 
  loaded trebuchet, prone to explode into bloody action 
  without warning. Once the red mist descends, they are 
  as much a threat to friend as foe, and even when calm 
  they are prone to ignore orders in favor of getting into 
  battle quickly.
  tHe dIspossessed
  Status: independent patriotic company.
  Captain: Thegn hunraed Rothwulfsunu (male, Saxa, 
  southern Vestmark).
  Strength: 30 experienced heavy irregulars, 50 heavy 
  irregulars, 90 irregulars (armed with crossbows and 
  short spears).
  Emblem: A silver raven on a red field. Before battle, 
  the standard is adorned with a severed orc head to re-
  mind the men why they are fighting.
  Company Edge: Favored Foe (orcs).
  Notes: The company only accepts recruits born in or 
  with close familial ties to occupied Vestmark.
  The Dispossessed was formed by Thegn hunraed 
  from freemen and noble refugees who escaped the orc 
  invasion of southern Vestmark. Disgruntled at the king’s 
  seeming willingness to accept the current stalemate rath-
  er than push south to recapture the conquered lands, 
  and angered at the mercenaries bleeding the country dry 
  while refusing to advance across the Elverun, the thegn 
  broke his allegiance to northern Vestmark and declared 
  his army a free company. The Dispossessed are not mer-
  cenaries—they do not fight for money, but for the libera-
  tion of their ancestral homeland.
  The company has been in existence for 15 years. While 
  a few of its original members survive, most warriors are 
  the sons and daughters of the refugees; children during 
  the invasion but now grown to adulthood. Although 
  little more than armed farmers, the company has earned 
  its battle honors in several vicious engagements, sailing 
  across the Elverun to bloody the nose of the orcs.
  tHe expedItIous retreAt
  Status: independent mercenary company.
  Captain: hernaudin ap-Tancred (male, Anari, Alan-
  taris isle).
  Strength: 200 veteran medium infantry equipped with 
  large shield.
  Emblem: A large shield.
  Company Edge: Fighting Withdrawal (seepage 8).
  Notes: if the company is part of an army that fails its 
  Morale roll in a Mass Battle, the allied commander’s final 
  Battle roll is made at +2.
  The Expeditious Retreat has won very few military 
  engagements, but its actions have saved countless lives 
  over the centuries. The company specializes in strategic 
  withdrawals, most specifically blocking the enemy’s ad-
  vance while an army retreats from the field. 
  While the battle rages it waits patiently at the rear, 
  only marching into the fray if the tide turns against its al-
  lies. Once at the front, the company spreads out to form 
  a long shieldwall. it then proceeds to march backward, 
  the warriors forgoing attacks in favor of total defense, 
  covering their allies retreat and preventing a massacre.
  sellswords & soldIers
  
  
  The company began life as an Anari penal battalion 
  during the Saxa rebellion, its members forced to sacrifice 
  their lives to ensure routing professional soldiers were 
  not hacked down as they fled. When the war ended, the 
  unit was disbanded. knowing little but combat, several of 
  its officers reformed the outfit as a mercenary company.
  tHe free BoArs
  Status: independent mercenary warband.
  Captain: Sir Jerome Boar-Beard (male, Anari, heligio-
  land).
  Strength: 30 boar warriors, 10 berserkers.
  Favored Weapons: The boar warriors use battle axes 
  and medium shields. The berserkers wield great axes.
  Emblem: A golden boar mounted atop a staff. 
  Company Edge: Steady Feet.
  Notes: The berserkers have Sweep instead of Frenzy.
  The Free Boars (also jokingly known as the War Pigs) 
  were technically founded by Sir Daucan, the current 
  commander’s father, whose estates lay along the trade 
  road that cuts through the Bleak hills. 
  constantly plagued by orc raiders, Sir Daucan raised a 
  private army to protect his lands and those of his neigh-
  bors (who paid an annual stipend). The cost of support-
  ing so many troops placed a huge burden on the small 
  estate, and when Sir Daucan died eight years ago there 
  was little for his son to inherit, save for the household 
  troops. Seeing the potential of hiring out his warriors, 
  Sir Jerome sold his lands and formed the Free Boars.
  Although only five years old, the Free Boars have 
  proved their worth, especially to communities lying near 
  the Bleak hills and the Whitedrake Mountains, both ar-
  eas plagued by orcs and goblins. Sir Jerome went out of 
  his way to form a relationship with the hearth knights, 
  a move that has paid off. With the knights hard pressed 
  to patrol the entire border, the Free Boars have received 
  several contracts to help keep the orc tribes inhabiting 
  the icebarrier Mountains quelled.
  The Boars have a mascot, Gorger, Sir Jerome’s pet pot-
  bellied boar. Although a little long in the tooth, Gorger 
  is still a mean swine, with a dozen orc kills to his name. 
  Treat Gorger as a Wild card boar, but with chain barding 
  (+2 Armor). Gorger is much loved by the men. Should 
  the boar suffer a wound, every allied warrior within 5” 
  automatically goes berserk (as per the Berserk Edge).
  Thanks to Gorger’s battle prowess, Sir Jerome is 
  seriously considering training boars for combat, with 
  Gorger, who is battle trained, acting as the stud. he has 
  spent several months discussing the idea with heorl El-
  gansunu of Oakstead, heligioland’s top pig farmer, and 
  hopes to begin breeding “war pigs” shortly.
  HAnds of tHe MAgocrAcy
  The armies of the Magocracy are arranged into com-
  panies (known as hands) of 100 men of the same type 
  and subdivided into Fingers, each of 20 men. Each hand 
  has a unique name, usually that of its current captain, 
  and more often a nickname. Below are a few of the more 
  notable companies.
  HAnd of drAgMund
  Status: household company.
  Captain: knight hrafn Dragmund Wartooth (male, 
  Tuomi, the Battlelands).
  Strength: 100 veteran heavy infantry.
  Emblem: A warhammer.
  Company Edge: Favored Foe (Orcs).
  Notes: None.
  Also known as the Orc hammers, this company of 
  Wyse’s soldiery has its barracks in Aranor. Although 
  the captain, and thus the company’s official name, has 
  changed many times down the centuries, the Orc ham-
  mers have retained their nickname and specialty, hunting 
  down and destroying orcs, for the past 200 years. They 
  have suffered many ignoble defeats and won many hon-
  ors, but their fury has never diminished and each time 
  the company reforms it is better prepared to wage war.
  HAnd of orlof
  Status: household company.
  Captain: Mage-Baron Vix Orlof of the Third Sphere 
  (male, Anari, Magocracy).
  Strength: 100 veteran archers.
  Emblem: A flaming arrow.
  Company Edge: Favored Foe (Trolls); Orlof has coor-
  dinated Firepower.
  Notes: None.
  The hand of Orlof, better known as the Troll Burners, 
  is stationed along Foulwater Swamp at its closest point 
  to the trade road. Equipped with crossbows from which 
  they fire flaming quarrels, the hand has a well-deserved 
  reputation for fighting trolls. Unusually, the company 
  actively recruits heahwisards and elementalists, though 
  only those whose spells employ fire trappings. At pres-
  ent, mages make up a full 20% of their strength. Mage-
  Baron captain Orlof is the second son of count Adamas 
  Orlof, a feudal subordinate of Duchess Eastheath.
  HAnd of petrAynA
  Status: household company.
  Captain: Mage-knight Petrayna Eugenia Dragomilov 
  of the Second Sphere (female, Anari, Magocracy).
  Strength: 100 engro bludgeoners.
  Emblem: A smoking pipe.
  Company Edge: Double the Load (see page 8).
  Notes: None.
  Rather than use regular household troops to protect 
  the hyll Dales, house Dragomilov mustered a single 
  company of engro Bludgeoners. Being posted here is 
  generally a sign of the Mage-Prince’s displeasure, and that 
  is no exception with Mage-knight Petrayna Dragomilov, 
  a very distant cousin of the Mage-Prince (she dared to 
  question his judgment in front of dinner guests). 
  Hellfrost suppleMent
  
  
  ironically, Petrayna has come to enjoy her posting, 
  having taken a fancy to pipeweed. Though often mocked 
  for their stature, the engro warriors have shown more 
  guts and loyalty than many other household companies. 
  in a deliberate breech of the rules regarding “foreign” 
  troops, Petrayna has appointed engros to the position of 
  Third and Fourth Sergeant. She expects to be punished 
  in the near future for flouting the law.
  HAnd of versIlAx
  Status: household company.
  Captain: knight hrafn Versilax No-Staff (male, Anari, 
  Magocracy).
  Strength: 100 veteran heavy cavalry.
  Emblem: A plume of blue feathers protruding from a 
  13-spired crown.
  Company Edge: Arcane Resistance.
  Notes: All replacements are personally chosen by the 
  Mage-king.
  Officially designated the Shield of kingshall and 
  informally as the Peacocks for their bright blue tabards 
  and feathered helms, the hand of Versilax are the Mage-
  king’s premier heavy cavalry company. They also serve 
  as his personal guard. Founded a mere 28 years ago by 
  Adolphus V, both Adolphus Vi and Vii broke with tradi-
  tion by not disbanding the unit and forming a bodyguard 
  of men they hand picked.
  Their commander, who has been captain since the 
  company’s foundation and thus served under three Mage-
  kings, is a scion of house Eastheath, though he forsook 
  his birthright to become a knight hrafn. Although legally 
  a child in the eyes of the Magocratic nobility, nothing 
  in law prevents him from holding his post. All attempts 
  to remove him from office through political means have 
  failed, the Mage-king having vetoed all motions. his con-
  tinued presence so close to the Mage-king is a constant 
  thorn in his former family’s side.
  tHe HedgeHogs
  Status: Religious company.
  Captain: Lord captain of Spears Eadgar Leofsunu 
  (male, Saxa, Nordmark).
  Strength: 30 veteran heavy infantry (armed with large 
  shields and short spears), 70 medium infantry (armed 
  with long spears).
  Emblem: Three vertical spears positioned to form 
  a capital “N.” The senior sergeant, known as the First 
  Spear, has a blue pennant attached to his spear. This 
  serves as the war banner.
  Company Edge: Shieldwall.
  Notes: All members must have Tiw the Spear or heir-
  valdr as their patron deity. The captain must be a paladin 
  of Geirvaldr.
  The hedgehogs were formed from the congregation 
  of the cult of Tiw the Spear in Nordmark in 217 iR. Al-
  though a religious outfit, they have faithfully served the 
  kings of Nordmark since their inception, never once fail-
  ing to answer the true ruler’s call to arms. By tradition, 
  the captain also holds the title Fyrdmaster of Nordmark, 
  being responsible for summoning the king’s fyrd, which 
  the company also trains. This in turn permits the captain 
  a seat on the king’s council. As a religious company, the 
  king can circumvent the ancient law that prohibits him 
  garrisoning troops on the lands of Nordmark’s nobility. 
  This power has only been invoked a handful of times, 
  including recently when king Geirmund ordered them 
  to make camp in Jarl Erp’s domain.
  Unlike most Saxa companies, the hedgehogs fight in 
  tight formation. The front rank, comprising the veterans, 
  forms a shield wall. Behind them and to the flanks are 
  arrayed the remainder of the company, their long spears 
  protruding through and over the shieldwall. it is this 
  formation that gives the company its unusual name.
  MercenAry pAy rAtes
  As a guideline, the rates below are considered typi-
  cal pay for a week’s work for common soldiers. Gar-
  rison rates are half this rate. Prices are given in gold 
  scields. All bonuses are cumulative. For instance, a 
  cleric who knows blast, has three applicable Edges, 
  and happens to be a Gray Legionary earns 71 gs per 
  week.
  characters who want to run mercenary companies 
  should use the Resource Management rules, which 
  are available in Hellfrost: Rassilon Expansion and 
  as a standalone PDF supplement.
  Pay 
  Troops
  Basic Troop Type
  15 
  Archer (covers any ranged weapons)
  30 
  infantryman
  45 
  cavalryman (with mount)
  30 
  Mage, cleric, or Sister of Mercy
  Bonuses
  +2 
  Per combat and Leadership Edge the charac-
  ter has
  +5 
  Bladedancer or Bludgeoner Edge
  +10 Mage or cleric who knows healing
  +15 Mage or cleric with a damaging spell, such as 
  bolt or blast
  +15 iron Guild Mercenary
  +20 Gray Legionary Edge
     knIgHts HrAfn fees
  The base cost for a knight of the Lower house is 
  200 gold scields per month, plus a further 50 gold 
  scields for each rank he has above knight-Squire. 
  For knights of the Upper house, the charge rises to 
  500 gold scields per month, plus a further 100 gold 
  scields per rank above knight-Superior. half is paid 
  directly to the knight being hired and half to the 
  order’s central coffers.
  sellswords & soldIers
  
  
  tHe HowlIng Hundred
  Status: household company.
  Captain: Thegn Aethelsige Leodwaldsunu (male, 
  Saxa, Vestmark).
  Strength: 100 medium infantry.
  Emblem: A wolf’s head, mouth open as if howling.
  Company Edge: War cry.
  Notes: The hundred accept only Saxa into their ranks. 
  Frost dwarves would also be allowed, but none have ever 
  tried to enlist.
  The howling hundred are part of Vestmark’s national 
  army, and operate under the command of one of the 
  country’s noblemen. Although still technically little more 
  than conscripts, untested in actual battle, the hundred 
  have made a name for themselves with their aggressive 
  battle chants, which echo across the Elverun every night. 
  The tactic has earned the company a fearsome reputa-
  tion among the orcs, exactly as the captain intended. 
  When the day comes for the company to enter the fray, 
  their reputation may inflict more harm on the orcs than 
  their actual martial prowess.
  tHe kegBreAkers
  Status: independent mercenary company.
  Captain: Anurdi ap-Rodbert (male, Anari, Aspiria).
  Strength: 50 veteran medium infantry, 50 medium 
  infantry.
  Emblem: An axe embedded in a barrel. The battle 
  standard is a chunk of wood, a remnant of the kegbreak-
  er’s first “victory.”
  Company Edge: Frenzy.
  Notes: All recruits must take a vow never to drink al-
  cohol while serving with the company. Breaking this oath 
  results in immediate and permanent expulsion and the 
  forfeiture of any owed monies.
  The kegbreakers were formed by a group of teetotal-
  lers during the early days of the Golem War. They earned 
  their nickname from their first “combat action”—the 
  successful storming of an abandoned vineyard and the 
  breaking of a huge keg of vintage wine. Despite this less 
  than auspicious start, the company eventually played its 
  part in the escalating conflict, defeating many golems.
  Although 150 years have passed, the kegbreakers con-
  tinue to honor the memory of their founders by shun-
  ning alcohol. Given that wine is the national drink in 
  Aspiria, consumed even by infants, this has led to many 
  jibes about their capacity to hold their liquor.
  tHe lAst cHAnce
  Status: independent mercenary company.
  Captain: cuthwulf Death-Seeker (male, Saxa (father)/
  Tuomi (mother), Royalmark).
  Strength: 20 medium infantry, 60 light infantry.
  Emblem: A funeral shroud draped around a spear.
  Company Edge: None.
  Notes: Around 75% of the company are Elderly. These 
  troops wield short spears and small shields. Although an 
  infantry company, members have Riding d4.
  The Last chance is the brainchild of the company’s 
  captain. A retired Royalmark huscarl, cuthwulf dreaded 
  the thought of dying an ignominious death from disease 
  or old age. knowing there were many elderly warriors 
  who would rather die sword in hand than pass away 
  coMBAt edges
     fIgHtIng wItHdrAwAl
  Requirements: Veteran, Agility d8+, Fighting d8+
  The hero can defend himself even while running 
  away. The character may run while using the De-
  fend maneuver and move up to his Pace when using 
  Full Defense.
     Mounted coMBAtAnt
  Requirements: Novice, Riding d8+ 
  The character has a knack for getting the best out 
  of his mount. 
  The hero gains the benefits of the Ace Edge, but 
  only with regard to Riding rolls and Soaking for his 
  mount. Furthermore, he may make a Riding roll as 
  an action to spur his mount to greater speeds. With 
  success, the mount gains +2 Pace for this round. 
  A failure causes the mount to gain no increase to 
  its Pace and it suffers a level of Fatigue due to the 
  exertion.
  professIonAl edges
     douBle tHe loAd
  Requirements: Seasoned, Bludgeoner
  This Edge allows a bludgeoner to launch two stones 
  from his sling at once, firing both at the same tar-
  get at a –2 modifier to the slinger’s Throwing die. 
  The target must be within Short range. if the attack 
  is successful, both stones hit, causing normal dam-
  age.
  Double the Load does not work with other ranged 
  weapons—only with slings.
     seA legs
  Requirements: Novice, Agility d8+
  The mariner knows how a ship rolls, allowing him 
  not only to retain his balance but also use the move-
  ment to his advantage in combat. 
  The character has the benefits of the Steady hands 
  Edge and +1 Parry (if unencumbered), but only 
  while aboard a ship or boat.
  Hellfrost suppleMent
  
  
  on a bed of straw, he began recruiting those who other 
  mercenary companies, warbands, and armies would not 
  accept due to their advanced years.
  With many of its members elderly and keen to die 
  in battle before the ravages of old age claims them, the 
  company uses horses to ride to war (but not into battle). 
  This gives them great mobility, and allows them to rush 
  to trouble spots at short notice. While none doubt their 
  bravery, their willingness to enter battle, regardless of 
  odds, and the proliferation of old men well past their 
  prime, has earned the company a reputation for reckless-
  ness.
  tHe lords of pAIn
  Status: Warband.
  Captain: count Milon ap-Beaudonnier (male, Anari, 
  chalcis).
  Strength: 15 lesser noble cavalry (ignore bodyguards 
  under gear), 15 squires (treat as village militia).
  Emblem: A broken femur.
  Company Edge: Mounted combatant (see page 8).
  Notes: The unit accepts only nobles into the cavalry.
  The Lords of Pain comprises 15 bored nobles, looking 
  for something to fill their lives other than running estates 
  and dispensing justice, and their trusty squires. Although 
  founded by count Milon, a chalcian of Anari stock, mem-
  bership is open to any noblemen (or women). Despite 
  their rakish behavior and arrogant attitude, they are a 
  formidable cavalry unit.
  With little need of money (the nobles having left 
  stewards in charge of their estates), the warband fights 
  for glory, taking only what it needs to keep itself fed and 
  watered.
  Despite the implication of their name and the sym-
  bolism of their standard, the Lords of Pain have no tract 
  with the cult of Dargar—count Milon chose the name 
  because it sounded like the sort of title a heroic company 
  of fighting men should have.
  tHe MIsfIts
  Status: State-controlled company.
  Captain: None. Despite being a company, the Misfits 
  operate in small bands as required.
  Strength: 100 adventurers (of various archetypes).
  Emblem: A chimera.
  Company Edge: None.
  Notes: None.
  Serving the government of Alantaris isle is a company 
  known as the Misfits; a loose formation of adventurers, 
  thieves, rogues within the convocation, and military 
  troublemakers. The former may enlist voluntarily, while 
  the latter three have the option of signing up for a four-
  year tour in order to escape more traditional punish-
  ments for their crimes.
  The Misfits are not so much an elite force as one used 
  when more conventional methods cannot be employed. 
  They are the ones who raid orc lairs and assassinate 
  chieftains and priests, who infiltrate pirate crews to 
  gather intelligence, or track down enemies of the state 
  and ensure justice is meted out. Under the company’s 
  charter, any treasure they acquire is supposed to be split 
  20/80 between the members and the city, with the city 
  coffers receiving the greater share. in practice, the fig-
  ures are reversed.
  tHe nAMeless
  Status: Religious company.
  Captain: Number One (male, Saxa, Ostmark).
  Strength: 5 clerics of hothar, 100 light infantry.
  Emblem: hothar’s holy symbol wrapped in a heavy 
  length of chain.
  Company Edge: Retributive Strike.
  Notes: Only convicted criminals sentenced to death 
  may join the Nameless. 
  created by the cult of hothar in 124 iR as a means to 
  bring order to chaos and help rebuild civilization, the 
  Nameless (also known as the hands of hothar and the 
  Walking Dead) serves as a penal unit for any nation will-
  ing to pass criminals into its care. criminals sentenced 
  to death may have their sentence commuted to 10 to 30 
  years service with the Nameless.
  Only those who truly wish to repent are permitted to 
  join its ranks, for life is hard and brutal. The company’s 
  clerics, not to mention its own warriors, rigorously 
  enforce the many laws laid down upon the company 
  centuries ago, and even minor infringements result in 
  beatings and an extension of sentence. Any convict who 
  commits an actual crime has his death sentence carried 
  out immediately. Deserters are ruthlessly hunted down 
  and executed—if they are not captured, the entire unit 
  faces punishment.
  Under the laws laid down when the company was 
  formed, members are stripped of their names, hence the 
  company’s title. Until their tour of service is complete, 
  they are known only by a number. Promotion is by dead 
  man’s shoes—when someone with a lower number dies, 
  everyone moves up one space to fill the void in the se-
  quence. The strength is deliberately kept at 100 warriors. 
  At the end of their service, the warriors are deemed to 
  have cleansed their souls, allowing them to rejoin society 
  with their past crimes expunged.
  The company can be hired by anyone who needs their 
  services. The men receive only basic food as payment, all 
  monies going to the cult of hothar.
  Although the company boasts five clerics of hothar, 
  they are not in command. Rather, they serve as spiritual 
  guides, and ensure the strict rules are followed to the 
  letter and the spirit. Many who elect for a spell in the 
  Nameless are sinners seeking to redeem their souls.
  tHe rAven feeders
  Status: independent patriotic mercenary company.
  Captain: Ridder ine Aethelraedsunu (male, Saxa, 
  Royalmark).
  sellswords & soldIers
  
  
  Strength: 100 huscarls (armed with a battle axe, an 
  axe, and three throwing axes).
  Emblem: A pair of crossed axes.
  Company Edge: Two-Fisted.
  Notes: None.
  Due to the Anari conquest of their homelands, the 
  distinction between the various Saxa tribes became 
  heavily blurred. Members of the displaced tribes shared 
  land and intermarried, their cultures eventually merging 
  to form three main branches of Saxa—those of Eastern 
  Midmark, Ostmark, and Veermark, lands never settled by 
  the Anari. Despite these differences, throughout the war 
  “All Saxa are one!” was a popular battle cry.
  The Raven Feeders began as a company of Midmark 
  huscarls loyal to the common ideals of Saxa culture 
  (honesty, bravery, piety, and freedom), rather than sworn 
  to serve a specific nobleman. Today, they continue to 
  serve the Marklands as a whole, irrespective of the cul-
  tural diversity that has made the notion of a single Saxa 
  people a fool’s dream. in the current age, for example, 
  a Nordmark Saxa is greatly different in his cultural mo-
  res and outlook to an Ostmark Saxa, although both still 
  proudly call themselves Saxa.
  The Raven Feeders forgo shields in favor of total of-
  fense, wielding axes, the traditional huscarls’ weapon, 
  in each hand. Fighting in loose formation, their whirling 
  axes hack and smash through the enemy ranks, leaving 
  nothing behind but food for the ravens.
  tHe storMdAncers
  Status: cult mercenary company.
  Captain: Lightningson Edgert Bassasunu (male, Saxa, 
  Midmark).
  Strength: 100 skirmishers.
  Emblem: A stylized lightning bolt.
  Company Edge: Spear Twist.
  Notes: Members must have Thunor as their patron 
  deity.
  One of many warbands formed during the Saxa rebel-
  lion, the Stormdancers held, and still hold, allegiance 
  to Thunor over any mortal lord. Raised in Nordmark, 
  the traditional starting place for the uprising, they were 
  originally formed by the cult of Thunor, and supported 
  by spear-wielding fyrdmen. Still tied to the cult, the com-
  pany now serves the Marklands. Nordmark, specifically 
  the Anvil of Thunor (see H2: The Blood of Godhammer), 
  remains their spiritual home although they travel and 
  fight throughout the Marklands. By tradition, the captain 
  must be a cleric of Thunor, and he takes his vows to serve 
  the company atop the Anvil. Should the incumbent die 
  or retire, the company withdraws to the base of the Anvil 
  and sets up camp to await a new commander.
  tHe wAllBreAkers
  Status: independent mercenary company.
  Captain: Siege Master Snorri “Left a Bit” Brittlestone 
  (male, frost dwarf, karad Azgul).
  Strength: 100 siege engineers (ten are frost dwarves, 
  the rest Anari and Saxa).
  Emblem: A section of wall marked with the dwarven 
  rune of destruction.
  Company Edge: None.
  Notes: The company’s artillery comprises eight cata-
  pults, 10 trebuchets, and a dozen ballistas.
  Snorri Brittlestone, a denizen of karad Azgul, was 
  part of a trade delegation engaged in negotiations in 
  coglelund when the orcs invaded southern Vestmark. 
  On discovering the border had been closed and the 
  dwarves of karad Azgul had sealed their gates, Snorri, a 
  siege engineer by trade, decided the only way to survive 
  the temporary setback was to start a business. 
  knowing that Vestmark lacked much in the way of ar-
  tillery, something it would need to prosecute a war, the 
  enterprising dwarf quickly founded a small mercenary 
  company and had a handful of trebuchets constructed. 
  With backing from the king, he expanded the outfit to a 
  full strength company, accepting and training humans in 
  the ancient art of siege warfare.
  Unlike most companies, the Wallbreakers rarely fight 
  together. instead, their strength is divided along the 
  Elverun, the siege engineers responsible for building, 
  operating, and maintaining Vestmark’s siege equipment, 
  and training new engineers.
  tHe wAr Hounds
  Status: independent mercenary company.
  Captain: Abonde ap-Evrard (female, Anari, Aspiria).
  Strength: 30 veteran heavy cavalry, 30 veteran medium 
  infantry, 20 light infantry, 3 clerics of Ellanhere, 60 foe 
  hounds (see page 13).
  Emblem: A black dog’s head on a white field.
  Company Edge: Beast Bond for officers. Foe hounds 
  have Favored Foe (orcs).
  Notes: clerics of Ellanhere are paid 50 gs per week. The 
  company charges 3 gs per week for each foe hound.
  The War hounds have a long history. First formed after 
  the Anari conquest of Aspiria by native warriors looking 
  to benefit from Anari wealth, they were instrumental in 
  defeating Tuomi tribes living in the Western Marches and 
  Purple hills, hunting them down with packs of vicious 
  war dogs. Their bloody rampages soon earned them 
  the name War hounds. Such was the destruction they 
  wrought that even today, many centuries later, the name 
  is still despised by southern Tuomi tribes.
  Fanatically loyal to the regional governor (their pay-
  master), they served the Empire for several decades, 
  their unswerving loyalty eventually earning them the less 
  than complimentary nickname “The Lap Dogs.”
  They fought in the Demongate War, but disbanded in 
  –364. Reformed in –169, they battled against the Liche-
  Priest’s army, and later the hellfrost horde, drenching 
  themselves in blood and glory. 
  The latest incarnation to carry the name arose during 
  the reign of halgroth iV, the king desperate for troops to 
  join his crusade against the orcs inhabiting the Eastern 
  Hellfrost suppleMent
  10
  
  Marches. constantly battling orcs, the war dogs favored 
  by the company throughout its history were specifically 
  trained to hunt and kill the vile creatures. For the past 
  20 years they have had little to do but patrol the fringes 
  of the marches, but with orcs again on the rise a new 
  generation of puppies is being bred and trained to hunt 
  and kill orcs.
  tHe wHIstlers
  Status: independent mercenary company.
  Captain: Master Bludgeoner Whistler (male, engro, 
  the Vale).
  Strength: 30 bludgeoners, 40 slingers.
  Emblem: Three sling stones arranged in a triangle.
  Company Edge: All bludgeoners have the Double the 
  Load Edge (see page 8).
  Notes: When armed with a modified sling, all mem-
  bers have Taunt d6 if they don’t already have the skill. 
  Use of this bonus skill requires them to swing their sling 
  (part of the Taunt action).
  Permanent engro military units are extremely rare, 
  but not unknown (house Dragomilov maintains a com-
  pany of engro slingers, and several exist in the Vale). The 
  Whistlers began as a small warband under the command 
  of their captain, who goes by the same nickname. A 
  nomadic bludgeoner, the enterprising engro modified 
  his sling to produce a distracting, high-pitched whistle 
  when loaded and swung around his head. This, rather 
  than Whistler’s name, gives the company its title.
  Over the years the unit has grown, taking in non-en-
  gro slingers to bolster their numbers. While it still serves 
  engro communities, settled or nomadic, for free (as the 
  bludgeoner code requires), it earns its income serving in 
  a purely mercenary role.
  The thought of allowing one engro into a community 
  is anathema to some, but the notion of allowing 30 of 
  them to run around is downright frightening. As a result 
  of this racial prejudice, the company has worked hard 
  on its reputation. Whistler tolerates very petty theft from 
  potential clients (engro are what they are), but any other 
  acts of theft are harshly punished.
  tHe wooden wArrIors
  Status: independent company.
  Captain: count Leovik ap-Meredur (male, Anari, 
  chalcis).
  Strength: 100 veteran heavy irregulars.
  Emblem: A wooden tower.
  Company Edge: Favored Foe (Scavengers).
  Notes: Warriors wear leather armor fastened with 
  leather straps, wield quarterstaffs and slings, and sport 
  light wooden shields.
  Much of chalcis’ economy centers on its mineral 
  wealth, specifically the various metal ores. Since the ap-
  pearance of the Scavengers, that source of wealth has 
  been under growing threat. An independent company 
  founded to combat the Scavenger threat, the Wooden 
  Warriors has helped defend chalcis’ mines for the better 
  part of 50 years.
  The company does not fight Scavengers for money—it 
  earns what it needs by selling fused Scavenger remains 
  to smiths and ore smelters. Rather, it fights for the bet-
  terment of chalcis. A noble and patriotic cause at first 
  glance, it looks less selfless when one realizes the cap-
  tains have all been noblemen whose mines, and thus 
  primary income sources, were lost to Scavenger attacks.
  Until recently, the Wooden Warriors enjoyed a rela-
  tive easy life—Scavengers ignore creatures not carrying 
  any metal, even if attacked by them. however, over the 
  last year the Scavengers have been fighting back, led, it 
  seems, by previously unknown Maerathril-shell variants.
  persons of note
  This section details a number of the military com-
  manders mentioned in the previous section. GMs can 
  use them straight off the page, and as templates for 
  breathing life into other company commanders.
  cAptAIn eAdgAr leofsunu
  A native of Nordmark, Eadgar joined the cult of Geir-
  valdr as a young man, intending originally to become 
  the protector of his small village. having proved his skill 
  with the spear, he was invited to join the hedgehogs, the 
  temple’s warrior contingent. Torn between loyalty to his 
  family and his king, Eadgar consulted a priestess of the 
  Norns. She divined the omens, but could reveal only one 
  fact—Eadgar would one day save the king. he joined the 
  hedgehogs the following day.
  Through diligence and loyalty he worked his way up 
  to the position of First Spear. When the previous captain 
  was slain, Eadgar, as senior sergeant, was his natural 
  replacement. Under the company’s charter, however, 
  only the king could appoint the hedgehog’s captain, and 
  Eadgar had to wait until Aethling Geirmund had secured 
  the throne before taking the title.
  Eadgar is a competent leader, having learned the 
  ropes through practical experience. he is cautious by 
  nature, preferring a defensive approach to warfare. With 
  trouble brewing in the south and anti-Geirmund rebels 
  camped in the eastern Freelands, Eadgar knows the king 
  may soon order the hedgehogs to battle again. Aside 
  from being uncomfortable with offensive tactics, Eadgar 
  is afraid to leave the king’s side, for he still has enemies. 
  Such is Eadgar’s belief in the prophecy he has the unfor-
  tunate tendency to see plots where none exist.
  cAptAIn nexIl
  Like all Black Sheep, Nexil is an outcast from his fam-
  ily. he desperately wanted to be a heahwisard, but he 
  was born with Maera’s curse—a complete inability to 
  work the arcane threads. Like all such children, Nexil 
  sellswords & soldIers
  11
  
  was stripped of his inheritance and cast out into the 
  world to make his own way. keen to understand why 
  he had been born cursed, he thought about becoming a 
  priest of Maera. But such was his anger at his treatment 
  by his family and the fate decreed him that the idea soon 
  passed. 
  Following the path trodden by most exiles, Nexil 
  ended up in halfway. Fate again played its hand, and the 
  wanderer ended up in conversation with two other out-
  casts. They spoke at length of their plans to enlist with 
  the Black Sheep. Figuring he had nothing to lose, Nexil 
  accompanied them to the recruiting office.
  Nexil has been a soldier for 24 years, slowly work-
  ing his way up the ranks. he took over command of the 
  Sheep six years ago, having served as the company’s 
  senior sergeant for the previous three years.
  Nexil is something of an oddity. With his hulking 
  frame, close-cropped hair, and many scars, he looks like 
  a brutish thug. yet when he speaks his accent and use 
  of grammar is unmistakably that of someone who grew 
  up in high society. Two and a half decades of exile have 
  not tempered his fury at his treatment as a youth. To this 
  day, he has not set foot inside the Magocracy, though he 
  maintains contacts there. he never speaks of his past. 
  Whenever asked, he simply replies, “i’m a Black Sheep, 
  what more is there to know?”
  deAtH knIgHt senAcH of tHe skull
  Those few who have seen Senach in his full armor 
  believe his nickname comes from the skull-styled visor 
  he wears. Only those who have seen him without his 
  helmet know the truth.
  Born to a Tuomi tribe within the Borderlands, Senach 
  was born with a tainted soul. his recitations of night-
  mares he had suffered scared his parents witless, yet the 
  boy showed no emotion as he spoke of the death and 
  decay he had seen in his mind’s eye. By the age of 7, he 
  began killing small animals for fun, staring impassively 
  into their eyes as their life ebbed away.
  As he grew, Senach would often disappear for days 
  on end. More often than not his parents would find him 
  sitting close to the much-feared Blood Wall. When asked 
  what he was doing, he invariably smiled a wicked grin 
  and said he was talking to the spirits. Unwilling to label 
  their child evil, his parents made excuse after excuse for 
  his odd behavior. Their love proved fatal.
  One night, during a terrible storm, Senach murdered 
  his parents in turn while they slept, exactly as the voices 
  emanating from the wall had instructed. Vanishing into 
  the night before the crime was discovered, Senach dared 
  to do what few have ever done—he scaled the Blood 
  Wall, his climb boosted by the mangled limbs mortared 
  into the sickening edifice. What transpired beyond the 
  grisly wall of death Senach has never revealed, but when 
  he emerged the next night he was visibly changed.
  his skin had been sliced away, revealing glistening 
  muscles beneath; his lips severed, locking his mouth in 
  a rictus of death; and his eyes turned to midnight black 
  orbs. Whatever little remained of his humanity had been 
  stripped away, leaving behind a gaping pit of damnation 
  where his soul once lay. 
  he has one unearthly power, a blessing from hela—if 
  he peels the skin from a mortal creature’s face and places 
  it over his skinless head, he gains the ability to see the 
  last few minutes of the creature’s life. Sometimes he car-
  ries out this grisly act to gather information, but just as 
  often as not he does it purely to relive the last painful 
  moments of his victims. A man of little emotion, some 
  of his subordinates claim the only joy he can feel is the 
  approach of death.
  free cAptAIn rAIsende Ap-guerI
  Raisende is the first captain in over a century to have 
  been born in Aslov. The eldest daughter of a poor stable-
  hand, she learned to ride at any early age. She joined 
  the Legion a decade ago to escape the slums she called 
  home, figuring that dying in battle was better than suc-
  cumbing to starvation or disease, or dying in childbirth.
  Although the Legion cares nothing for gender, 
  Raisende was a slip of a girl, barely an adult and scrawny 
  as a rabbit. Despite her weak frame, she impressed the 
  warriors with her riding skills, embarrassing several vet-
  erans in the process. She was accepted into the ranks, 
  and quickly built up her strength through a punishing, 
  self-imposed exercise regime.
  Within three years she had reached the rank of Free 
  Sergeant, her personality making her a natural leader 
  and her intelligence giving her a good grasp of tactics. 
  Two years later she was accepted into the First Wing. The 
  incumbent Free captain fell in battle last year, mortally 
  wounded during an assault against orc marauders. As 
  tradition dictated, the Free Sergeants met in conclave to 
  discuss who should be the next commander. Although 
  she craved no further promotion, Raisende won the vote 
  4-1 (only she voted against the motion).
  Raisende is a competent commander, who has no airs 
  and graces—she might be the Free Legion’s current com-
  mander, but she rose through the ranks and still consid-
  ers herself one of the troops. Still relatively young (she 
  is 25), she carries herself with maturity far beyond her 
  years. She treats her men fairly, but is not afraid to mete 
  out punishment for infractions of the company’s code of 
  conduct. her style is, as she calls it, a hand of iron in a 
  velvet glove. 
  Like all good leaders, she knows the names of all 
  her subordinates. Although not afraid to send men into 
  battle, her one flaw is that she holds herself personally 
  responsible for any deaths. Despite many successes, and 
  a few failures, the weight of those souls who have died 
  under her command is slowly crushing her spirit.
  sIr JeroMe BoAr-BeArd
  Sir Jerome’s nickname comes from his thick, black, 
  coarse, bristly beard. The knight has many other boar-
  like qualities—he is well-built without being excessively 
  Hellfrost suppleMent
  1
  
  fat (though he is developing a noticeable paunch), glut-
  tonous, and snorts like a pig when he laughs. 
  he has a wry sense of humor, chronic flatulence 
  caused by his bad diet, and frequently curses his superi-
  ors, peers, and subordinates at the top of his lungs. his 
  favorite curse is, “A pox on thee!”
  tHegn HunrAed rotHwulf
  Fifteen years on, Thegn hunraed is still a frustrated 
  man. Now in his early fifties and sporting the scars of 
  several serious injuries, hundraed knows he has few 
  years left as a frontline commander. his greatest fear is 
  that when he dies his people will lose hope and their 
  hearts become infected with the malaise that prevents 
  Vestmark’s armies from launching an all-out offensive. 
  Worse, he promised his people their children would 
  reclaim their lands. Many of those children now have off-
  spring of their own, and the orcs remain firmly in power. 
  Should he die with that promise unfulfilled, he wonders 
  what punishment the gods have lined up for him.
  One plan running through his mind is to break his 
  company through the lines and vanish into southern 
  Vestmark (he refuses to call it Orcmark, and loudly be-
  rates those “defeatists” who use the title). Once there, 
  they will operate behind enemy lines, striking at weak 
  targets in a bid to loosen the orcs grip and stir up what-
  ever humans remain free. With any luck, they might even 
  be able to join the elves of kings Wood.
  wolf-cAptAIn eofrIc MAd-Blood
  Eofric formerly served as a huscarl to a minor noble-
  man of Nordmark. Although strong and resolute, he 
  had a gentle and personable nature. That changed after 
  he took a blow to the head while battling orcs in the 
  Thunor Range. Overnight his personality altered. Where 
  once had been a jovial spirit there was now a fearsome 
  berserker, prone to sudden and explosive fits of rage.
  having killed two men over a petty dispute, Eofric was 
  outlawed. heading north, a trail of beaten and bloody 
  men behind him, Eofric stumbled across the Dire Wolves 
  quite by accident. Sensing kindred spirits he enlisted at 
  once, swearing allegiance to his wolf brothers. Natural 
  selection (i.e., he survived long enough) led to him be-
  coming the company’s commander four years ago.
  Eofric is the kind of commander the Wolves like—vio-
  lent, unpredictable, and keen to see battle. his grasp of 
  tactics is rudimentary, but that has never proven a hin-
  drance to previous commanders.
  new Monsters
  foe Hound
  Foe hound is not the name of a breed of dog, but a 
  generic term that applies to large war dogs trained to 
  hunt and fight specific creatures. Regardless of its actual 
  breed, a foe hound is referred to by the name of the crea-
  tures it hunts. Thus, there are orc hounds, troll hounds, 
  corpse hounds (hunt undead), and even dragon hounds 
  and giant hounds. Most are equivalent to a great dane in 
  size and a pit bull in temperament.
  Foe hounds cost 500 gs and have an Availability of 
  Special; the chain barding included in the stat block 
  costs extra—foe hounds are an expensive investment, so 
  those owned by NPcs are usually well armored. They are 
  found for sale mainly in areas plagued by the creatures 
  they are trained to hunt, and are most often sold by 
  temples, though private trainers are not unknown. For 
  instance, the cult of Scaetha trains corpse hounds at its 
  temples circling the Withered Lands and in Seithrby, in 
  the Battlelands giant hounds are commonplace in the 
  temple of Goðjaðarr, hearth knights train goblin hounds 
  and orc hounds at hellfrost keep, and the animal train-
  ers of war-torn Vestmark specialize in orc hounds. A 
  character can have a regular war dog trained to be a foe 
  hound. it retains the standard war dog stats but adds 
  the Favored Foe ability. Training costs 250 gs and takes 
  1d4+1 months. GMs may wish to limit foe hounds to 
  very specific creatures rather than a blanket category. For 
  instance, frost giants rather than all giants. They may also 
  allow for more unusual quarry, such as engros or mages. 
  it is also possible certain orc tribes may have trained 
  wolves, and perhaps even dire wolves, to have a similar 
  hunting prowess.
  Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength 
  d8, Vigor d8
  Skills: Fighting d8, intimidation d6, Notice d10, Stealth 
  d8, Tracking d8
  Pace: 8; Parry: 6; Toughness: 8 (2)
  Gear: chain barding (+2)
  Treasure: None
  Special Abilities:
  * Bite: Str+d4.
  * Favored Foe: Pick one type of creature, such as orcs, 
  giants, golems, undead, or demons. The hound has 
  +1 Parry and rolls a d6 Wild Die when using Spirit or 
  Tracking against its favored foe. A foe hound can only 
  ever have one favored foe.
  * Fleet Footed: Foe hounds roll a d10 when running 
  instead of a d6.
  * Go for the Throat: Foe hounds are trained to go for 
  an opponent’s soft spots. With a raise on its attack 
  roll, it hits the target’s most weakly armored loca-
  tion.
  underground explorer
  Exploring Ertha’s Realm presents entirely different 
  challenges to exploring ruins, even subterranean dun-
  geons. Those who intend to venture into the dark depths 
  of the Underearth are advised to take a guide, someone 
  skilled at surviving in the lightless realm.
  Some underground explorers were lured into the 
  profession out of natural curiosity. Others seek to make a 
  sellswords & soldIers
  1
  
  fortune by finding a rich vein of precious ore, a forgotten 
  relic, or the remnants of a lost civilization. A few work 
  for the cult of hoenir, expanding the clergy’s knowledge 
  of the natural world, or are clerics of Foldardróttann, 
  minor goddess of underground exploration.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: climbing d6, Fighting d6, Notice d6, Stealth d6, 
  Survival d6, Swimming d6, Throwing d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Various
  Edges: Dungeon crawler
  Gear: Leather armor (+1), small shield (+1 Parry), short 
  sword (Str+d6), dagger (Str+d4), various exploration 
  gear, 1d4 jars of whale blubber
  Treasure: Meager
  Cleric of Foldardróttann: Faith d8, Spells: Boost/low-
  er trait (Agility, Strength, Vigor, climbing, Survival, and 
  Swimming only), feast (basic fare only), growth/shrink, 
  light
  culturAl  
  ArMAMents
  While player characters can usually purchase any 
  equipment they can afford, subject to availability, gen-
  eral cultural biases exist. The armaments listed below 
  are those commonly used by mercenaries, soldiers of 
  the realm, clerics (though many paladins wear blessed 
  armor), and private citizens. Nobles, paladins, and mili-
  tary commanders may be armed and armored with better 
  equipment, as might elite or specialist military units of a 
  realm. GMs might wish to use these guidelines to restrict 
  player characters’ starting gear or to determine available 
  gear in realms dominated (51%+ of the population) by 
  one race. if the GM rules other equipment is available, 
  he might wish to double the price to account for a lack 
  of craftsmen with the appropriate knowledge and/or the 
  cost of importing unusual weapons from other lands.
  AnArI
  Armor: chain (all), leather shirt; Helmets: all; 
  Shields: medium (infantry), large (cavalry); Barding: 
  horse leather
  Axes: axe, battle; Blades: dagger, long sword, short 
  sword; Hammers & Maces: mace, warhammer; Pole-
  arms: halberd, lance, pike, short spear
  Ranged Weapons: bow, crossbow
  engros
  Armor: chain shirt, leather shirt; Helmets: chain coif, 
  pot helm; Shields: small; Barding: horse leather.
  Axes: axe; Blades: dagger, short sword; Hammers & 
  Maces: mace; Polearms: short spear.
  Ranged Weapons: bow, sling, throwing knife.
  elves
  Armor: chain shirt, leather (all); Helmets: chain coif, 
  pot helm; Shields: small and medium; Barding: —.
  Axes: —; Blades: dagger, long sword, short sword; 
  Hammers & Maces: —; Polearms: long spear, short 
  spear.
  Ranged Weapons: bow, long bow.
  fInnAr
  Armor: hide, leather (all); Helmets: —; Shields: small 
  and medium; Barding: pygmy mammoth (leather).
  Axes: axe; Blades: dagger, short sword; Hammers & 
  Maces: —; Polearms: long spear, short spear; Primitive 
  Weapons: antler staff, toothpick.
  Ranged Weapons: bow, short spear.
  frostBorn
  These guidelines apply solely to the Barony of cul, 
  the sole frostborn nation. in other lands, frostborn adopt 
  the equipment of their parents’ culture.
  Armor: chain shirt, leather (all); Helmets: chain coif, 
  pot helm; Shields: small and medium; Barding: —.
  Axes: axe, battle axe; Blades: dagger, long sword, 
  short sword; Hammers & Maces: mace; Polearms: long 
  spear, short spear.
  Ranged Weapons: bow, sling.
  frost dwArves
  Armor: chain (all), plate (all); Helmets: all; Shields: 
  all; Barding: —.
  Axes: all; Blades: dagger, short sword; Hammers & 
  Maces: mace, warhammer; Polearms: short spear.
  Ranged Weapons: crossbow, short spear, throwing 
  axe.
  sAxA
  Armor: chain hauberk, chain shirt, leather shirt; Hel-
  mets: all; Shields: medium; Barding: war dog (all).
  Axes: all; Blades: dagger, long sword, short sword; 
  Hammers & Maces: mace; Polearms: long spear, short 
  spear.
  Ranged Weapons: bow, short spear, throwing axe.
  tuoMI
  Armor: chain shirt, hide, leather (all); Helmets: 
  pot helm; Shields: small and medium; Barding: horse 
  (leather).
  Axes: all; Blades: dagger, great sword, long sword, 
  short sword; Hammers & Maces: —; Polearms: long 
  spear, short spear.
  Ranged Weapons: bow, sling, short spear.
  Hellfrost suppleMent
  1
  
  Hellfrost focuses primarily on the adventures of small 
  bands of heroes rather than rampaging armies. That 
  said, the game does actively encourage the heroes to 
  lead armies through the use of Leadership Edges and 
  the Glory system, so it is only fitting that some degree 
  of large-scale military action is possible. This is espe-
  cially true if the characters are leaders of men (having 
  invested in Followers or in Leadership Edges) or control 
  a mercenary company. Several regions are ripe for this 
  sort of adventuring. Orcmark and Vestmark, for example, 
  have been at war for two decades. Although the fight-
  ing has ground to a stalemate, raids are still carried out 
  by both sides. Similarly, the city of Ostvik is besieged by 
  marauding lizardmen and in dire need of heroes to lead 
  the defending armies. These conflicts are great for both 
  hero-only adventures and those involving lots of Extras, 
  whether on the tabletop or through Mass Battles.
  While designing and stocking a “dungeon” takes time, 
  it is a relatively easy process—pick some related monsters 
  (or unrelated ones if you prefer that “Old School” feel) 
  and place them amongst the rooms and corridors. GMs 
  without knowledge of military strategy may, however, 
  have slightly more trouble designing interesting military 
  adventures that aren’t just set-piece battles involving 
  dozens of participants.
  For those who want a little help (or maybe just a few 
  ideas to kick-start their own fertile imagination) design-
  ing military scenarios, here is a very simple adventure 
  generator. Roll once on each table below to determine 
  the basic mission and add details as necessary to weave 
  an exciting battle. For more complex or larger scale mis-
  sions you can roll multiple times, combining the results.
  The actual entries have been left deliberately vague 
  so as to allow the GM full creative control. For instance, 
  receiving destructive magic support might involve a 
  handful of mages or alchemical devices, but it could 
  just as easily mean catapults are on hand to fire blazing 
  prolonged blast potions attached to ammunition. This 
  gives the magical support far greater range, but at the 
  expense of the accuracy and versatility. Never let the die 
  rolls constrain your imagination!
  tABle 1: BAsIc MIssIon
  d20 
  Result
  1 
  Battle! The characters engage, or are engaged 
  by, an enemy force
  2 
  capture enemy fortification or settlement
  3 
  capture important person (enemy leader) or 
  information (battle plans)
  4 
  capture important terrain (ford, bridge, pass, 
  hill)
  5 
  capture prisoners for interrogation
  6 
  construct bridge or road (or guard engineers 
  on such a project)
  7 
  Defend allied commanders or important infor-
  mation
  8 
  Defend allied supply camp or baggage train
  9 
  Defend allied fortification or settlement
  10 
  Defend important terrain (ford, bridge, pass, 
  hill)
  11 
  Deliver orders to allied unit
  12 
  Deliver supplies to allied unit
  13 
  Destroy enemy supplies or baggage train
  14 
  Destroy enemy siege equipment
  15 
  Liberate prisoners/allied force (or individual) in 
  trouble
  16 
  Patrol duty
  17 
  Reconnoiter enemy fortification or settlement
  18 
  Recruit and train soldiers
  19 
  Track down deserters or enemy spies
  20 
  Double duty. Roll twice on this table (rerolling 
  further results of 20)
  tABle : coMplIcAtIons
  d20 
  Result
  1 
  Allied army pulls back (to engage enemy or 
  because of growing enemy numbers) without 
  telling the heroes
  2 
  Allied commander or other major NPc is a trai-
  tor
  3 
  Nearby allied unit asks for aid in their own mis-
  sion
  4 
  Ambushed by enemy force
  5 
  Bad intelligence (the objective is not where it 
  should be, is heavily guarded, doesn’t exist)
  6 
  Bad weather (as storm spell)
  7 
  communication failure leads to erroneous or-
  ders
  8 
  Mistaken identity (heroes mistake objective, or 
  allied troops attack them in error)
  9 
  Natural obstacle (impassable terrain, river) 
  causes heroes to detour through enemy terri-
  tory
  10 
  New orders received during mission
  11 
  NPc commander, guide, or other ally is incom-
  petent
  12 
  Objective is in bad terrain (dense forest, high 
  mountains, swamp)
  13 
  Rival allies on the same mission want the glory
  14 
  Support troops fail to materialize
  15 
  Support units desert at crucial moment
  16 
  The heroes become lost and end up deep in 
  enemy territory
  17 
  Trapped behind enemy lines by enemy troop 
  movements
  18 
  Very bad weather (as per storm with a raise)
  19 
  None. Everything goes according to plan for a 
  change
  MercenAry Adventures
  sellswords & soldIers
  1
  
  20 
  Disaster! Roll twice on this table (ignoring fur-
  ther results of 20)
  tABle : support & AllIes
  d20 
  Result
  1 
  Raw recruits (treat as town watch or village mi-
  litia)
  2 
  Artillery, diversion or to cover extraction
  3 
  Artillery, on demand (generally through voice 
  on the wind spells or at a set time)
  4 
  Artillery, constant barrage
  5 
  common mercenary infantry
  6 
  common mercenary archers
  7 
  common mercenary skirmishers
  8 
  common mercenary cavalry
  9 
  Veteran mercenary infantry or common hus-
  carls
  10 
  Veteran mercenary archers
  11 
  Veteran mercenary skirmishers
  12 
  Veteran mercenary cavalry
  13 
  Unusual combat troops (elf rangers, frost dwarf 
  huscarls, pack of war dogs, paladins of Sca-
  etha)
  14 
  Unusual support troops (assassins, road war-
  dens, thieves)
  15 
  Elite unit (elements of or an entire company 
  detailed at the start of this supplement)
  16 
  knight hrafn of the Lower house
  17 
  healing magic (alchemical devices or clerics)
  18 
  insertion/Extraction magic, such as boost 
  Stealth, fog cloud, fly, invisibility, obscure, 
  speed, teleport (via alchemical devices, mages, 
  or clerics)
  19 
  hampering magic, such as entangle, obscure, 
  storm (via alchemical devices, mages, or cler-
  ics)
  20 
  Destructive magic, such as blast, bolt, burst, 
  prolonged blast (via alchemical devices, mages, 
  or clerics)
  exAMple #1
  The GM rolls three d20s and scores results of 2, 18, 
  and 17. From this we see the heroes are expected to 
  capture an enemy fortification or settlement. Since the 
  campaign is set around the Vestmark–Orcmark war, the 
  GM decides the heroes are an advanced party sent across 
  the river to secure a beachhead before a major assault.
  The complication, a bad storm, is going to hamper 
  both the attackers and defenders. On a more positive 
  note, the darkness and lashing rain better suits the he-
  roes, as the noise and gloom will help in their crossing 
  the river by boat.
  To aid them, the local commanders have rustled up 
  some magical support. Realizing the river crossing could 
  make for an interesting encounter, the GM decides to for-
  go magical aid such as fly and teleport. instead, he hands 
  out single potions of obscure to the party, to help in their 
  initial landing and to confuse any enemy reinforcements. 
  Given the heroes have no troops to back them up, this 
  mission is best suited for parties with Followers at their 
  disposal (or a mercenary company of their own).
  exAMple #
  This time the GM rolls 14, 8, and 19. The orders are 
  to destroy enemy catapults bombarding allied positions 
  from across the river before they wreak too much devas-
  tation on forward troops.
  Unfortunately, the complication is mistaken identity, 
  meaning the heroes attack the wrong positions. The GM 
  decides that the insertion will take place on a dark night. 
  Unbeknownst to them, the heroes will drift downstream 
  and be faced with a different set of artillery positioned 
  further back from the frontline. They won’t realize their 
  error until they attack and deduce the catapults are at 
  too great a distance to reach the far shore.
  Aiding the assault are veteran mercenary archers. it’s 
  up to the heroes how best to use their support troops, 
  but the archers’ commander suggests they stay back and 
  snipe at any enemies to keep the heroes from confronta-
  tion while they do their job. The size of the archer con-
  tingent is up to the GM. Seeing as this is a quick raid and 
  not a grab for territory, the GM opts to give each player 
  character five Extras to control.
  exAMple #
  For the third and final mission, the GM rolls 5, 5, and 
  14. Desperate to know the disposition of enemy troops
  before attempting a major assault, the allies need to cap-
  ture a senior enemy commander and interrogate him.
  Whereas most adventures involve killing the enemy, 
  this time the party has to keep a prisoner alive at all 
  costs, a task easier said than done. The first goal is to 
  actually identify the commander.
  On a previous mission, a group of scouts located 
  what they thought was a command post and reported it 
  as such, but it was actually a different type of camp. The 
  GM decides the site the heroes are about to infiltrate is a 
  transit point for troops soon to be sent to the front lines. 
  Although they have officers present, they know nothing 
  of the larger battle plan. They do, however, know where 
  the command post is located (which automatically leads 
  to a second adventure).
  Assisting the heroes are some unusual support troops. 
  Although combat capable, they are not the best warriors 
  in the world. Given that the job calls for stealth, the GM 
  decides that the local thieves’ guild has sent troops to act 
  as scouts (in return for sizeable recompense, of course). 
  The thieves are to guide the heroes quietly through en-
  emy lines to the officer’s location. 
  Because this is a stealthy mission, the GM decides 
  the fewer involved the better. Each player controls just 
  a single thief. had the mission called for an assassina-
  tion, he would have swapped the thieves for assassins or 
  Roadwardens.
  Hellfrost suppleMent
  1
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - Supplement - Sellswords & Soldiers.pdf