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Guilds & Groups
The
Legion
By Robert J. Schwalb
Illustrations by Chris Seaman and Wayne England
“The soldiers may change, but the
Last Legion lives on. What does this
mean? Well, friend, it means that
the Legion is bigger than us soldiers.
It has a history and a place in the
world—it’s even got character. In my
time, I’ve seen all sorts of characters
come and go. Some people have been
good and brave; others, not so much.
“So you want to join. That’s swell.
Just so we don’t waste anyone’s time,
what are you going to do for us?”
TM & © 2011 Wizards of the Coast LLC. All rights reserved.
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The Last Legion
Look anywhere in the Nentir Valley, and you’re
bound to see Nerath. The signs are everywhere.
Roads winding through the hilly countryside once
served as arteries of that great nation. The keeps, cas-
tles, and towns are diminished but still ref lect glints
of the greatness they once had, when they were the
bones of humanity’s last empire. Milestones line the
roads. Statues in overgrown gardens commemorate
the deeds and accomplishments of forgotten heroes.
In places, Nerath retains some of its old character, but
for the most part, the old nation is a carcass stretched
along history’s roadside, with carrion eaters out in full
force to pick its bones clean.
Nerath died with its last king in the fruitless
war against monstrous invaders, yet its memory
survives. It lingers in the tales spun by bards before
captivated crowds hungry to hear about the trials of
Ser Kent or the Lady in the White Tower. The stir-
ring poetry of “The Last Ride of Elidyr” still brings
a tear when people ref lect on what was lost and the
grim times in which they live. These are tales, to be
sure, but these stories feed the listeners’ hearts and
minds. They give hope to the hopeless, instill pas-
sion in the destitute, and provide a vision for better
days ahead.
The last kingdom of humans lives on in other ways
beyond the songs and stories: It lives in the deeds of
those inspired by them. The old knightly orders col-
lapsed along with their chapter houses, but more and
more heroes tumble out from the darkness, armed
with ancient relics long thought to be lost and f lushed
with recent victory over terrible monsters. These
heroes keep alive King Elidyr’s vision for a brighter
world. The greatest among them might even earn a
place among the surviving few who keep the signal
fires burning for the day when the king returns and
justice prevails once more.
One such group is the Last Legion, and its exploits
are the fuel of legends.
pay off their crimes. The Third Legion was deemed
expendable, so it always got the most dangerous
missions. It hunted trolls in the Cairngorm Peaks,
rooted out goblins from the Deepening Pits, and
fought skirmishes against the Court of Serathal, a
minor elven kingdom now little more than a foot-
note in the land’s history. The Third was always
stationed at the frontier, far from the fashionable
capital and prosperous cities.
Meanwhile, Nerath’s other legions were in dis-
array. The worst generals lived like kings on gold
embezzled from their soldiers’ pay, while their troops
pawned their weapons and armor to buy food and
lodging. As the horde grew bolder, those commanders
who recognized the danger f led the cities and bar-
ricaded themselves inside their castles, taking along
the best soldiers of their legions as an elite troop of
guards and leaving the rest to fend for themselves.
The king was alone and terrified. The legions needed
time to reorganize themselves from within, promote
leaders of quality, and march to meet the invaders.
Only the Third Legion was in a position to block
the advancing enemy. The king sent orders to hold
off the invaders until the nation could mobilize a
proper defense. A lesser man than Captain Forsythe
would have seen only the inevitability of failure.
Forsythe accepted his suicidal orders and marched
his mob of murderers and thieves to Freydor’s Gap,
a mountain pass through which the orcs had to
advance. The Third arrived only hours ahead of the
horde. Soldiers hastily occupied a long-abandoned
chain of Turathi fortifications that commanded the
pass. The orcs and their allies hurled themselves
against the crumbling walls for three weeks. Attack-
ers died by the thousands, yet onward they came,
H istory
It all began with the orcs. Nerath’s fourth king was a
feckless heir with an eye and an appetite for hedonis-
tic distractions and none of the discipline or devotion
shown by his sire. Albrect the Unworthy, as he was
called, cowered on his throne as the orc hordes
tramped out from the mountains to pillage. The raid-
ers plundered the nation of its treasure and enslaved
its people. Each victory emboldened the orcs to push
farther across the border, and each dark cloud smear-
ing the horizon tightened panic’s grip on the young
empire’s heart.
Nerath was not prepared for the hordes. After its
initial expansion, the nation turned its attention away
from military ambition. The highest military ranks
were bought and sold for prestige or were handed
out as favors by a king who had little regard for what
happened beyond his palace doors. Grasping fools,
sycophants, and hangers-on became ranking officers,
and all were strangers to merit. The one exception
among this unfortunate lot—the man who spared the
empire from a sudden and early end—was Captain
Michael Forsythe, known as Cunning to those under
his leadership.
Forsythe was not a man accustomed to handing
out f lattery. He played politics as deftly as a dolphin
strums a lute. His abrasive manner landed him in
command of the disgraced Third Legion. Its soldiers
were criminals, thieves, and murderers for the most
part, thrown into military service until they could
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The Last Legion
heedless of the corpses that tumbled down the siege
ladders to form reeking mounds that clogged the
pass.
After three weeks of almost constant fighting,
only a few hundred remained of the Third Legion’s
original three thousand, but these survivors still
stood atop their blood-soaked walls while the orcs
roared and rattled their weapons while remaining on
the hills below the pass. By the time the reorganized
legions arrived to relieve the Third, they had little
to do but mop up stragglers and pursue the defeated
horde back across the border.
The Third Legion’s reward for saving the empire
was no more than a pardon for those few soldiers
who survived. It remained a penal division, so that its
replacements were more criminals, mercenaries, and
adventuring scum with no place in the more formal
legions that were once again led by pampered nobles
and opportunists. But among the professional soldiers
of Nerath, the Third had won a reputation as the
toughest, hardest-fighting force in the army. Through
the generations that followed, the Third’s fighting
spirit never faltered and its reputation among the
legions never declined.
Had the Third been present for the Last Battle
against the White Ruin, perhaps the outcome would
have been different. Elidyr or one of his sons might
have survived; maybe Nerath would still exist today.
But the Third Legion was absent. It had been sent
away by Elidyr’s eldest son, Roland, who used his
inf luence to move the legion to the remotest outposts.
He did so because he coveted a woman who was
betrothed to the commander of the Third Legion,
a veteran named Paulus. Roland hoped that with
leagues between them, she would forget Paulus and
AdApting the Legion
The Last Legion’s story assumes game play
occurs in the Nentir Vale. The concepts and
events discussed are broad enough that you can
adapt them to whatever setting you like. What
follows are a few suggestions for the major Dun-
geons & Dragons ® game worlds.
In the Forgotten Realms ® setting, the Spell-
plague transformed the landscape, erasing entire
nations when Abeir returned. The Last Legion
might have been born in Mulhorand, Unther,
Chondath, or Halruaa, and now it fights in the
memory of its forgotten people.
In the Eberron ® setting, the Last Legion was
one of Cyre’s most distinguished units in the
Last War and survived by being absent when the
magical catastrophe ruined its homeland.
In the Dark Sun ® setting, the Last Legion once
hailed from doomed Yaramuke, where it was a
proud legion among the city-state’s best. Hamanu
shattered the city-state while the Last Legion was
skirmishing against forces of Raam. With its city
in ruins, the Last Legion now drifts across the
wastes, selling its swords to the highest bidder.
killing every monster that the Legion could overtake,
but every soldier knew that they were too late to make
a difference and too few in number to hold the nation
together. Nerath was dead.
Since his soldiers were now the sole survivors of
the entire Nerathan army, Paulus thought it made
no sense to address them as the Third Legion, so he
rechristened them the Last Legion. He led them for
many more years, which were devoted to safeguard-
ing whatever could be salvaged from the once-great
kingdom to scouring the land of the worst horrors
still lurking there.
t He L ast L egion
o rganization
None of the soldiers who fought in the Third have
lived to the present day, and not a single soldier who
claims membership in the Last Legion knew any of
them. What they have are the old stories and histo-
ries as well as the legends and mystique tied to the
Last Legion’s name. There might be different faces in
the organization, but their objectives are the same as
when the group was founded.
goal: The Last Legion works to protect what
remains of Nerath and, perhaps one day, to reunite
the land under its banner once more.
Stated goal: Most know the Last Legion as a
mercenary band formed to hunt and exterminate
monsters.
Size: The Legion’s numbers change as members
perish or retire and new recruits join. At most, the
Last Legion has a couple of hundred members in the
main force with agents scattered across most towns in
the Nentir Vale and elsewhere.
welcome Roland’s advances. While Roland courted
the young woman, the demonic army spilled into
Nerath. The Third was too far away to lend aid, and
humankind’s empire collapsed.
By the time the Third Legion learned what was
happening and marched back to the center of the
Empire, it was fighting alone. The citizens were
slaughtered, the capital was in ruins, and most of the
gnolls were already withdrawing into the wilderness.
Paulus pursued them to the borders and beyond,
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The Last Legion
alignment: Good.
Philosophy: “We keep Nerath’s memory alive
by preserving the past against the enemies of today.
Through our deeds and actions, we inspire others to
reach farther and become more than society expects
them to be. We will fight until the king returns and
relieves us of duty.”
History: Since the Last Legion formed, it has
undergone many missions, fought for many masters,
and drifted from place to place. It has been absent
from the Nentir Vale for the last few years while
fighting in the ruins of Nydor, a large city to the west
that fell to the gnolls years ago. After suffering a ter-
rible defeat, the Legion drifted back into the Vale to
find recruits to join the ranks.
Leadership: The battle-scarred half-elf Captain
Rule, whose real name is Elsa Kristoff, took com-
mand three years ago when her predecessor, Ryken
Masterson, fell to a poisoned drow quarrel during an
ambush in the ruined city. Rule rallied the force and
organized a series of counterattacks. After weeks of
ambush and reprisal in the twisting, rubble-strewn
streets, casualties mounted to the point where the
legion had to withdraw. Rule vowed to return and
cleanse the ruins once the legion is rebuilt to full
strength.
Headquarters: The Last League is the organiza-
tion’s headquarters, and its base is wherever it makes
camp. The captain and her officers occupy a tight
cluster of tents at the camp’s center .
Membership requirements: Recruiters prowl
towns and villages, looking for mercenaries and
adventurers first, militia second. They welcome
mages, priests, soldiers, and thieves. Anyone who has
a talent that can aid the Legion is accepted.
Structure: The Legion abides by a strict military
hierarchy with the captain at the top, followed by
brigadiers, lieutenants, sergeants, corporals, and
privates. Organization is by fours: the captain com-
mands four brigadiers, a brigadier commands four
lieutenants, and so on down the chain of command.
The exception is at the bottom, where a corporal
commands ten privates. At full strength, this struc-
ture gives the legion 2,900 soldiers, plus the captain.
Various specialists round it out to 3,000. The only
time the legion is at full strength, however, is at the
end of an extended period of recruiting and training
in a quiet region. A few months of hard fighting will
thin its ranks tremendously.
Only those who display courage and leader-
ship can climb the ranks. Officers can recommend
candidates for promotion, but such advancements
occur solely at the captain’s discretion and only when
command positions are open. Field promotions are
frequent when the legion is on campaign and casual-
ties are heavy.
activities: Evil humanoids, strange monsters,
dragons, aberrant mutants, and other threats to
civilization all have something to fear from the Last
Legion. Its size and organization suit it to fighting as
an army against massed enemies such as maraud-
ing goblin tribes and orc hordes. It also can operate
in smaller units to patrol ruined cities for undead
or stalk bands of bullywugs and lizardfolk through
swamps.
Not every mission, however, operates on a large
scale. A vampire lurking in a fortified stronghold
could hold out against an army indefinitely. A red
dragon could wreak havoc on soldiers formed into
ranks and files. To deal with unusual foes when
traditional fighting methods won’t work, the Last
Legion employs smaller teams. These units consist
of five or six trained professionals, each with a wide
range of abilities to ensure that the group works
smoothly together. These teams undertake a variety
of missions including assassination, espionage, and
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