You and your fellow characters represent a recognized mercenary company and possess a charter sanctioned by most nations and authorities in the Wraith Coast. You might be in the employ of a larger organization such as the Steelhards Mercenary Company, or you could be the only members of
your charter. You have an easier time negotiating work as sell-swords than those without a charter and are members of a well-respected, if sometimes brutish, profession.
Downtime: Guard Duty
Between contracts, you can earn extra funds by keeping watch over a client’s property. For each day you spend on guard duty, the company receives 2d4 gp. (Automatically occurs when performing the Guard Duty function of /dt-security).
Company Accomplishments
Your company’s prestige increases when you prove your martial supremacy through acts such as the following:
- Winning a battle against overwhelming odds
- Defending a village, stronghold, or military asset against an enemy force
- Negotiating a favorable contract
- Destroying a strategic stronghold under enemy control
- Capturing an enemy commander
Prerequisites
Any character can belong to a Mercenary Charter company, but it must include at least one character with the Free Sword profession.

Tier 1 : Freelance Fighters
At this tier, your company is a small independent group or a small local chapter of a larger group such as the Steelhards. You have limited importance in the world of military contracts and might be just starting out in your careers.
Benefits
Mercenary Charter. Your company holds a mercenary charter that permits it to lawfully contract as sell-swords. The charter’s terms outline the taking and distributing of loot, the company’s conduct regarding civilians, and what defines a breach of contract between you and your employers. Charters vary somewhat by mercenary company, but most of them have the following stipulations in common:
- Civilians are to be treated fairly and are not to come to undue harm.
- Loot taken from enemy forces is to be distributed evenly among the company’s members. If goods secured from an enemy cannot be fairly distributed, they are to be sold at the earliest convenience and their value distributed among the company’s members.
- The company is under no obligation to follow a law that violates either natural law or the laws of the company’s primary kingdom of operation.
- The company is beholden to an employer for the duration of its contract with that employer. Following the completion of a contract, the company cannot contract with the employer’s enemies for at least 30 days.
- Failure to comply with the terms of a contract on the part of an employer constitutes a breach of contract and voids all previous agreements.
Contracts. Members of your company can hit the streets to gather information about potential mercenary contracts. Collecting information can involve numerous approaches, such as buying drinks in a local tavern, talking with a military garrison to learn of new prospects, or scouting out nearby communities in need of protection.
Gathering information about a possible contract is a downtime activity. Depending on what circles of society you gather your information, the cost of buying drinks, chasing leads, and purchasing information changes. Regardless of where you gather your information it takes a workweek to chase down any viable leads. (this is a special use of the /dt-carousing activity)
Class | Contract Value |
---|---|
Lower | 20 |
Middle | 75 |
Upper | 200 |
Tier 2 : Soldiers of Fortune
At this tier, your company has gained enough notoriety to draw the attention of more lucrative employers, and your local municipality sets aside a modest amount of territory to serve as a garrison from which you can operate.
Benefits
Fresh Recruits. Your company has earned enough notoriety to draw new candidates. You gain 1d10 hirelings to act as privates and support staff. Hirelings obtained by this benefit must have a challenge rating of 1/4 or lower.
Garrison. Your company gains a modest chapter house containing a barracks, a workshop, a muster field, a smithy, and stables. You can stay at the garrison and maintain a moderate lifestyle at no expense.
Tier 3 : Professional Soldiers
Upon reaching this tier, your company has firmly established itself as a highly skilled group of soldiers. If it is part of a larger mercenary organization, it is counted as one of the most important chapters; if it is independent, it commands the same respect given to significant, well-established forces.
Benefits
Better Negotiators. When your company begins negotiations for a new contract (using the /dt-carousing activity), you can barter for improved pay by succeeding on a Charisma (Persuasion) check with a DC equal to 13 (lower), 18 (middle), or 23 (upper). If the check succeeds, you will be paid an extra 50gp for every number you beat the DC by; if it fails you are still paid the normal contract fee.
Improved Recruits. You gain your choice of 1d10 hirelings with a challenge rating of 1 or lower to act as privates and support staff or 1d4 hirelings with a challenge rating of 2 or lower to act as command staff.
Tier 4 : Lords of War
At this tier, your company is among the most respected mercenary companies in your kingdom. Lords, generals, and other prominent figures look to you for guidance in military matters. You and your fellow members are respected authorities on war, and your words hold considerable weight in the sell-sword community.
Benefits
Fearsome Reputations. Your company has earned a strong reputation in military circles. The sight of your banners on the horizon can inspire dread in your enemies and hope in your allies. You gain a +2 bonus on both Charisma (Intimidation) checks involving enemy forces and Charisma (Persuasion) checks involving friendly forces.
Superior Recruits. You gain your choice of 1d10 hirelings with a challenge rating of 2 or lower to act as privates and support staff or 1d4 hirelings with a challenge rating of 4 or lower to act as command staff.