Free company
Introduction
Free Companies are a particular sort of group in the The League. Like many others, they're a type of Carta, a group of individuals bound together for common purpose. Unlike other Carta, the Free Company's purpose is profit from military action.
Creating a Free Company
A Free Company can be as small or as large as you like. In order to play a Free Company effectively, it would be very helpful to have some military presence, either in uptime or downtime. That said, there is absolutely nothing wrong with a Free Company of one character, with a single downtime military resource.
LIke many elements of Empire, the Free Company draws from history and other fictional sources. An iconic Free Company in film is Rutger Hauer's band in the film Flesh and Blood for example. We've drawn out a particular sort of Free Company below, but that is simply inspiration. While we'd love to see a group inspired by the Landsnechts of history, there's any number of mercenary concepts that will fit beautifully into the League background and plenty of room for creativity.
There's plenty of space for a variety of non-combat characters. Medical staff, commisariat, crafters can all fit in. Specifically, to fit into the League background your Free Company will need someone who can sign deals on its behalf, the "Signeur". That person does not have to be the battlefield commander, and would be an interesting role for someone who wishes to play in a Free Company, but is not as interested in fighting. Creating a Carta is worth a read for some general advice about Carta.
"It was a glorious summer night as the three lieutenants, Mueller, Ostravo and Dovarosz, stood well back to admire the blazing conflagration that had once been the the cider press house at Andecello. Around them the men and women of the Glorious Lacuna Free Company had managed to rescue several tun barrels of cider, and had rolled them out beneath the apple trees for sampling. One bravo filled his helm to the brim from a gushing keg, while another was visible only as a pair of waggling pantalooned legs sticking from the top of the barrel. All in all, the kind of thing one might expect to see after any Free Company victory. Suddenly Captain Roncavo strode into view, the garnets of his cape flashing in the firelight. He slapped one bravo on the back hard enough to spit out a mouthful of cider before striding atop a barrel and adopting his best stage voice.
“My beautiful bravos, my brothers and sisters in arms! Tonight we sup from the heady brew of victory, while the enemy samples the dusty kegs of defeat!”
The men cheered and someone thrust a mug of cider into the captain’s hands. The captain raised it high, “Andacello was just the beginning, my friends, the Esperanda Carta have made good on their word – the steel of their coffers now flows for as long as we can keep defeating these brigands. So drink up, lads and lasses, drink up!”
The lieutenants continued to watch, bemused, as the Captain was hoisted shoulder high and carried off as a hero.
Mueller turned to his companions, “I tell you what, he can’t fight, he doesn’t know squat about soldiering, and he’s more puffed up than a Freeborn pastry, but sometimes I think hiring that Mountebank was the best decision we ever made…”
Landsnechts: An example of a sort of Free Company
Whatever the original meaning of "landsnecht" it has come to refer to a particularly Temeschwari flavour of Free Company. Once Varushkan, Temeschwar is now a gateway for trade to the north, dealing in fur, wood, and hard-bitten mercenaries. Many of the original landsnechts originated in Varushka, and came to Temeschwar as exiles. They came from a hard country, where those whose presence is no longer tolerable are invited to leave. These exiles were for the most part wastrels, although many were petty thieves, or held unpopular views. Some of those exiled died in the forests, but some finished their journey in the city of Temeschwar and the strongest among them become landsnechts.
The military heritage of the landsnechts harkened back to the Schlacta, the warrior bands of their homeland. Hardened in defense, and resolute in attack, the Schlacta are trained to fight supernatural as well as mundane enemies in the defence of their lords. Over time their numbers were bolstered by disaffected citizens of the League, and by disenfranchised Schlacta from Varushka looking for a fresh start. It is not unknown for Schlacta to make the journey to Temeschwar and join the League, becoming landsnechts, whether because of personal tragedy, loss of employment or sheer boredom.
Shlacta tend to favour heavy weapons of war such as the broad sword, war axe and bardiche, but centuries of fighting with the League has modified the favoured tactics of the landsnechts slightly. Long spears are now common in Landsnecht line infantry, although the most skilled may well carry huge two-handed swords or a polearm with a cutting blade instead to guard the flanks of their speak-blocks. Many also wear a shortsword for close work, but they tend to leave their hands free, eschewing shields. Regardless, they tend to operate on the battlefield as solid units, staying close together in a defensive, but deadly-efficient, block.
Observers unaware of their heritage might be surprised to discover that the Landsnechts hail from originally Varushkan stock. Like many Free Companies they are famous for their magnificent attire. They avoid uniforms as such, but there is likely to be a commonality of design to their clothing. Slashed and particoloured, puffed and dagged, their clothes are an unmistakable badge of the Landsnecht. A common story says that this style of clothing originated with a habit of making clothing out of the banners of defeated enemies, but now their flamboyance is a badge of honour, a means of standing out and declaring their identity.
While a Landsnecht company will usually wear an assortment of armour, picked up from fallen foes, many appear not to be wearing a helmet. Instead they favour a large hat, floppy-brimmed and occasionally feathered, with a skullcap helm worn underneath. More serious generals might sniff at these gaudy peacocks, but nobody who has seen them fight should doubt their ability.
The Landsnechts hire themselves out wherever there's a need for disciplined soldiers who are largelly unconcerned about moral issues. They send their most senior out to negotiate terms, and then join an Imperial army on campaign. Often, they'll follow a League general simply because of the financial might of the League, but as with all Free Companies they are generally happy to follow where profit leads.
Landsnechts are widely considered to be among the most brutal of the Free Companies. They are notorious for doing whatever needs to be done to win, even in a country where a ruthless commitment to achievement is commonplace. This tends to make them unpopular with the more high-minded Nations, and they rarely find employment in Highguard or Urizen.
History is littered with stories of landsnechts who have gone too far and paid the price - the most well-known is the tale of Antek of Temeschwar, and his Company of the Iron Jawed, who after a number of inconclusive engagements with the Yellow Hand orcs used a number of Dawnish civillians as a lure to draw a large barbarian force into a prepared battlefield. His tactics resulted in the death of most of the orcs and all of the civillians. The Company of the Iron Jawed followed the straggling barbarians back to their settlement, and butchered every single one of them - including all their children - implaing their bodies on stakes as a warning to other orcs. To this day, the battlefield and the orc settlement are said to be haunted by the spirits of the tortured and the betrayed. With the support of the Synod, the outraged Dawnish denounced Antek for his brutality. He was ultimately executed for treason and the Company of the Iron Jawed disbanded, but on his way to his execution, Antek is said to have shrugged and said simply "There will be more Dawnish. but there will be no more Yellow Hand orcs."
Hawke’s Grand Company: An example of a specific Free Company
It is ironic that one of the greatest legendary Free Company captains began his life as a Marcher. John Hawke was a simple sell-sword who wandered far from his own lands in pursuit of coin and adventure. By good fortune and quick wits he managed to make himself a tidy sum of money working for the Carta of the League, and joined the nation himself soon afterwards. He founded the first truly professional Free Company, concentrating on reliability and professionalism. Up until then League mercenaries had proven extremely variable, but his new organisational model was widely embraced and soon the League became the premier supplier of mercenaries. By the time of his death Hawke’s Grand Company was the largest single military force in the Empire, although in real terms it was spread out servicing dozens of contracts at any one time. After his death the Grand Company was divided amongst his lieutenants, and scattered to the four winds (many of the current Free Companies were formed from this splintering). Owning a piece of Hawke’s personal gear is seen as a great status symbol in the League, especially any of the five enchanted war-banners that his individual companies marched under.