The Almogavars
Desperta Ferras! (Awake the Iron!)
— Battle cry of the Almogavars
General Background
The Almogavars are a special type of mercenary unit from Iberia, employed in vast numbers in the Christian north. Renowned for their fearless ferocity, they are frontiersmen as well as soldiers, and are tied to neither land nor liege. They wander in search of adventure, selling their services as mercenaries or engaging in their own raids into Muslim territory. They are often employed by towns, nobles, clergy, and kings. In Mythic Iberia, magi of the Order of Hermes rely upon them as well. The peninsula is a dangerous place, and even the most peaceful of covenants have need of some sort of protection. It is also possible to hire Almogavars to work in locations other than Iberia, and this description can be used as a template for other mercenary units as well.
Almogavar comes from the Arabic al-mogàuar, meaning "raider" or "devastator." Though this is accurate, they are also known for charity and generosity. For example, after raiding a wealthy Muslim estate, they may give a portion of the spoils to the poor. Despite their coarse appearance, Almogavars live by a code of honor and military discipline. If treated well and given respect, they are both loyal and dutiful. But if abused or mistreated (or not paid), they are known to seek revenge or simply take what they are due.
Almogavars originated in the Aragonese Pyrenees as bands of shepherds resisting Moslem incursion. Prospering as raiders and paid militia, Almogavar culture rapidly spread throughout Iberia. Their ranks are open to all, including men from Aragon, Catalonia, Castile, and other regions. They even accept Basques, Mozarabs (Arabized Christians), and runaway slaves from Muslim lands. All they require is submission to their code. This freewheeling lifestyle may seem attractive to those ostracized by society, such as Jews, foreigners, desperadoes, and those with a Magical Air or The Gift. They still have to deal with a certain amount of suspicion at first, but in time they are able to earn trust and respect that is not possible in
Almogavars are willing to work for unusual employers, such as magi. Covenants hire them to supplement their grogs, and some wizards have a small unit as a personal retinue. Magi employing Almogavars should be mindful how they treat them. Some magi are accustomed to pushing their underlings around, threatening them, and using magical punishment. Almogavars are prideful and independent, and don't take lightly to threats. Magical interference with their code of discipline is seen as a great offense.
most social settings.
A typical band of Almogavars consists of around a dozen men, guided by an Adalil (sergeant) and led by an Almogaten (captain). Leaders are chosen from the ranks according to merit, and this familiarity and personal loyalty creates a close-knit and cohesive unit. When large numbers are involved, command might be delegated to a knight (or magus), and they occasionally form alliances to gain a mantle of legitimacy.
Almogavars are a form of elite infantry, considered equal to or better than the light cavalry of the Moors, and are employed in both skirmishes and full assaults. They favor light ar-
The Vibria Company
Originally from Barcelona, the Vibria Company made their early fortunes in employment with the Jerbiton magi who dwell there, then later with other magi of the Order. In the Catalan tongue, a vibria is a type of dragon (a wyvern), and the name is meant to subtly advertise to their preferred clientele. Each member has the new Virtue of Hermetic Experience, and are all veterans at least 30 years old. They specialize in Hermetic clientele, and like the Monjoie Company, they
accept payment in vis, which they use to barter for enchanted items and longevity. They are hired out as small teams of specialists, and they have multiple units deployed in different tribunals. For example, the Red Wyverns are located in the Stonehenge Tribunal, and the Draco Negra Division is in Rome. These remote groups take in local recruits, so regional units may carry variant armaments and have different customs, but they still adhere to the same code.


These story seeds can bring Almogavars into the saga.
ALTERING THE BARGAIN
Embarking on a dangerous expedition, the magi decide to hire some extra protection. They meet an Almogaten named Jabier, who has experience dealing with magi and knows the area well. However, he has ulterior motives and desires wizardly assistance against his enemies. Hiring or bribing a magus isn't an option. He shudders to imagine what price a wizard would charge, and most of all, he doesn't want the magi to know what he's up to. Instead, he plans to manipulate the magi into accomplishing his goals and convince them that it was their idea all along, and expects to be paid for his assistance. The original objective of the magi will need to be tailored for your troupe, but it is no coincidence that it will cause them to cross paths with Jabier's enemies. He spreads rumors to attract the attention of magi (these may be true or false), concerning something the magi desire or desperately need. Also, since they are being manipulated by someone who is uninformed as to the finer points of the Code of Hermes, there is the risk they may wind up violating their Oath by interfering with mundanes.
In the end, Jabier might doublecross the magi, attempt a charming explanation, or convincingly lie and keep his secret. If Jabier and company continue in employment, the magi have gained an elite unit of professional soldiers that are brave and loyal. However, their first loyalty is to one another, and they continue to have their own secret intrigues and occasionally get the magi involved in their adventures.
THE STRANGE SOLDIERS
The covenant employs a company of Almogavars that is an odd band of outcasts and outsiders. One is a Berber who deserted the Almohade army; their big bruiser is Jewish; and their stoic leader is secretly a woman. One veteran soldier named Carlos is stranger than the rest, for he unknowingly possesses The Gift. His fellows have known him many years, and don't think he is any stranger than they are. They just think he is just socially awkward with new people, and are amused by his difficulty with animals. But they recognize his ability to sense danger and perceive hidden threats, a trait for which they praise him, and attribute to wisdom and experience.
Carlos' Gift grants the Supernatural Virtue of Premonitions. He would make a fine apprentice for an adventurous magus, but an adult apprentice presents special challenges, and Carlos is stubborn and set in his ways. As a further complication, perhaps his Gift is first discovered by a visiting magus. Carlos refuses to separate from his fellows, and the covenant risks violence against their guest or possibly losing their elite grogs to a rival covenant.
mor, typically wearing sheepskins and heavy leather sandals with an openfaced helmet. Their primary weapon is the Azcona, a short, light lance that can be used as a spear or a javelin, and they carry a short sword for close-quarters combat. Almogavars prefer lightweight mobility and carry few supplies, provisioning themselves by foraging and raiding. This allows them to make incursions into enemy territory at greater speed and for a greater distance than cavalry. Leaders sometimes ride on horseback, but prefer fighting on foot.
In combat, Almogavars utilize innovative and unconventional tactics. Against cavalry, they throw their spears at the enemy's horses, and once unhorsed, the riders are easy prey for the expert infantry. On the rare occasion that an Almogavar fights on horseback, he braces his spear in his stirrup, aiming to strike the enemy's mount. They exploit the terrain to their best advantage, even preparing the battlefield by wetting the ground or scattering sharp stones. Stealth and surprise are also favored tactics, and they often attack at night and set up ambushes. Almogavars are also known to employ fear and awe to frighten an enemy and weaken their morale. Facing a foe before battle, they strike their weapons against rocks to create sparks as they howl a chant to "Awake the Iron."
Alongside magi, Almogavars quickly adapt to the use of magic in battle. Their irregular and inventive tactics blend well with the many unusual and unexpected applications of wizardry. If a magus has no combat experience, they may suggest ideas for him. Magic could be used to alter the terrain, set traps, or frighten and disorient the enemy. Even an experienced martial magus can benefit from their experience, and they can advise them as how to best target their spells. However, once they gain familiarity with the supernatural and learn the limits of magic, they might be able to devise strategies that can defeat a magus.
Recruiting Almogavars can be done through a companion or some agent, and some magi have contacts of their own. It is easy to find common rabble willing to sell their sword arms. The hard part is finding soldiers

of skill and discipline willing to work with magi. The culture and code of the Almogavars make them an excellent fit. Though usually employed as a group, they can also be hired individually as specialists.
Character Creation
Almogavar characters must take the Social Status Virtue of Almogavar, and may select Virtues and Flaws as normal. Their regular outfit is as described, but players may equip their characters as they choose with Standard Armaments. The combination of sheepskin leather and the open-faced iron helmet grants a Protection of 1, with a Load of 1. They typically carry a short sword, and occasionally a small round shield. The azcona is used as a short spear on foot or while mounted, or is thrown as a javelin. Use combat scores for how the weapon is being used.
SUGGESTED VIRTUES AND FLAWS
Almogavars emphasizes courage, fortitude, and cleverness. Suggested Virtues include Enduring Constitution, Reserves of Strength, Tough, Warrior, an Affinity with Single Weapon or Thrown Weapon, and Puissant Single Weapon or Thrown Weapon.
Several Personality Flaws can be used to reflect the life of an Almogavar. Dutybound could represent their code of honor and discipline, Proud a sense of individual dignity, or what others see as Reckless could be the bravery that comes from having stared death in the face. As mercenaries are often looked down upon, they might be Oversensitive to insults. Almogavars are also known for being Generous to the poor and Compassionate for the oppressed. General Flaws can represent injuries from past battles, such as Disfigured, Missing Ear, Missing Eye, Missing Hand, and Lingering Injury.
SUGGESTED ABILITIES
For Martial Abilities, Almogavars focus on Single Weapon and Thrown Weapon. Hunting and Survival are important, and their basic socialization revolves around Carouse, Folk Ken, and Leadership.
They also acquire the Ability of Profession: Soldier, as do other mercenaries and members of a paid military. As with other Profession Abilities, this is a catch-all for knowing for how to do one's job. For a soldier, this includes things such as packing gear, pacing a march, making camp, and performing the duties of their office.
TRAINING PACKAGES
Suggested Childhood Training Packages include Athletic, Mischievous, and Traveling Childhood. For Career Training Packages, suggestions include Javeliner, Soldier, Woodsman, and the Non-Career Training Package of Forager. It is wise to round the character out with other useful Abilities as well.
SAMPLE ABILITY SCORES
YOUNG RECRUIT (AGE 18): Area Lore 2 (ambush sites), Athletics 3 (hiking), Awareness 2 (ambushes), Brawl 4 (getting away), Carouse 1 (singing), Folk Ken 1 (warriors), Guile 1 (excuses), Hunt 1 (birds), Native Language 5 (cursing), Single Weapon 4 (azcona), Stealth 1 (camouflage), Survival 1 (semi-desert), Thrown Weapon 4 (azcona)
MATURE SOLDIER (AGE 30): Area Lore 3 (ambush sites), Athletics 3 (hiking), Awareness 3 (ambushes), Bargain 1 (wages), Brawl 4 (getting away), Carouse 2 (singing), Folk Ken 2 (warriors), Guile 2 (excuses), Hunt 2 (birds), Leadership 2 (in combat), Native Language 5 (cursing), Profession: Soldier 2 (avoiding duties), Ride 1 (fleeing), Single Weapon 5 (azcona), Stealth 2 (camouflage), Survival 2 (semi-desert), Thrown Weapon 5 (azcona)
EXPERIENCED VETERAN (AGE 42): Area Lore 4 (ambush sites), Animal Handling 1, Athletics 3 (hiking), Awareness 3 (ambushes), Bargain 2 (wages), Brawl 4 (getting away), Carouse 3 (singing), Charm 1, Folk Ken 2 (warriors), Guile 2 (excuses), Hunt 2 (birds), Leadership 4 (in combat), Native Language 5 (cursing), Profession: Soldier 3 (avoiding duties), Ride 1 (fleeing), Single Weapon 6 (azcona), Stealth 2 (camouflage), Survival 3 (semi-desert), Thrown Weapon 5 (azcona)
Sample Ability Scores do not take into account any Virtues or Flaws.
Almogavar as Companion
You can also play an Almogavar as a companion. The character could be the Almogaten leading the unit, or perhaps he is a specialist of some sort. Optionally, he might hire himself out individually as a specialist. He will lack the support and camaraderie of a unit, but his fortunes are his own and he may be Poor or Wealthy.
As a companion, the character may have Story Flaws, and these could apply to himself or his whole unit. Enemies is an obvious example. Close Family Ties could represent a tightly bonded unit, and maybe they are all related. Dependents may be unusual, but some bands of Almogavars include the women and children of the warriors in addition to the usual camp followers.
