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Generic faction illustration for Gnoll Mercenary Unit
faction

Gnoll Mercenary Unit

The Ten Gnolls · Pillbox's squad

Ten off-worlder gnoll mercenaries from one original unit, split across three factions but still fighting as a group.

Story so far

Ten gnolls rush into The Throne Room moments after Empress D'Nadia falls. Eight now carry The Princess Posse banner, one carries The Madness's and one The Dream's, yet Carl recognizes from their matching uniforms that they all served together before entering the dungeon and have stayed a unit despite being divided among three factions. All are outfitted in heavy armor with pulse rifles.

By Corporal Pillbox's account they were never meant to fight on the planet at all — they were guarding communication gear on this planet's moon — and they don't care who rules what. Their loyalty is to each other, which is what Pillbox trades on to save Lockjaw and Mange. Carl spares all ten, separates the two outsiders, and sets the rest to looting the castle before withdrawal.

Appearance

Ten gnolls in matching heavy off-worlder armor carrying pulse rifles, banners of three different factions floating over their heads.

Role

A captured mercenary squad whose intact loyalty to each other becomes the leverage that saves them.

Relationships

Corporal Pillbox — Their lead gnoll and negotiator
Lockjaw — Squadmate assigned to the Madness
Mange — Squadmate assigned to the Dream, Pillbox's cousin
The Princess Posse — Eight of them converted to its colors
Carl — Spared them and split the two outsiders off
Sources — 1 recorded facts, by chapter
Chapter 35
  • Ten off-worlder gnoll mercenaries from one original unit, split across three factions but still fighting as a group.
Character portrait