These three Companies are a little stranger than the others... although they do feature people who can fight, shoot and sneak around like the others, they also have certain mystical powers to call on...
The first is The Coven. They are lead by a Witch, who is not much use in a fight, but has access to Natural Magic – which can heal, curse, control animals, and even command the weather. I'll also be sculpting 3 or 4 Apprentices, several Imps, a couple of Wolves, and maybe a Wodewose... that's a type of wildman, powerful and aggressive, and covered with hair. But people believed in them in the 14th century, so maybe we should include them in the game?
The next Company is The Penitent. They are the forces of the Church, and can call upon some limited divine assistance...
I'll be sculpting an Orthodox Cleric, most likely a Dominican Friar, on the hunt for sinners to 'save'.
I'll also make 3 Novices, and 2 Hired Men. There will also be a couple of Flagellants – they were more common in mainland Europe, but some had made it to England by the mid 14th century...
The final Company is another religious group – but with a very different slant... The Damned.
The Damned are the dark underbelly of 14th century scholarship; they use Demonic Magic, also known as necromancy. Almost all users of necromancy at the time were clerics; either ordained priests, or those in lower orders. Their access to learning, literature, and knowledge of religious rites and rituals led a number of them to dabble with demonic forces.
Many believed they were in the right, using the enemy's power to support God's work... others were simply out to gain wealth, power, and sex.
The list will be: a Radical Cleric, with a Boy assistant; 2 Novices; maybe a couple of Hired men; a pair of possessed Demoniacs, and possibly a Demon or similar Spirit... or I might save the demon for a later release. A lot depends on how the rules develop...