Every time people have attempted to baby Natasha, it backfires. Her and Roland are a brutal duo. Joanna lurking is gonna have to make contact with the group at some point, and we need Hultessa alive too.

Torroar, you actual word wizard your stuff is fire!

[X] Middle Aquafarm Destruction Attempt: A middle ground between boosting the destruction capable to be caused by both Natasha and Hultressa, the damage shared between them might be considered equal in most aspects. Except that Hultressa is a powerful sorceress and Natasha and your other allies and friends would be in far more danger on their lonesome, even with her working to ensure their evacuation. The damage done to the aquafarm would be increased with surety, as well as allowing Hultressa to work with more impunity. However, the danger increases on the part of your wife, as the longer the Ark is given to stabilize, the more difficult it would be for her to be extracted safely. With the islands left behind, this fact is quite a grave one.
 
[X] Middle Aquafarm Destruction Attempt: A middle ground between boosting the destruction capable to be caused by both Natasha and Hultressa, the damage shared between them might be considered equal in most aspects. Except that Hultressa is a powerful sorceress and Natasha and your other allies and friends would be in far more danger on their lonesome, even with her working to ensure their evacuation. The damage done to the aquafarm would be increased with surety, as well as allowing Hultressa to work with more impunity. However, the danger increases on the part of your wife, as the longer the Ark is given to stabilize, the more difficult it would be for her to be extracted safely. With the islands left behind, this fact is quite a grave one.

We want to maximize damage, while still having reasonable risks. I'm not confident that Alyssa is floundering, and we need to keep her on her toes and fending off her enemies, as chaos and prioritization are both Natasha and Hultressa's best defenses against committed action.

It would have been amazing if we were able to get in contact somehow with SeaMonster!Magdha and Johanna. Putting on hits on Alyssa's new supporters would have worked wonders especially as she seems to be alienating her old and traditional allies. Hopefully they take advantage of the chaos to do literally anything, as that would greatly undermine Alyssa's stability.
 
[X] Middle Aquafarm Destruction Attempt: A middle ground between boosting the destruction capable to be caused by both Natasha and Hultressa, the damage shared between them might be considered equal in most aspects. Except that Hultressa is a powerful sorceress and Natasha and your other allies and friends would be in far more danger on their lonesome, even with her working to ensure their evacuation. The damage done to the aquafarm would be increased with surety, as well as allowing Hultressa to work with more impunity. However, the danger increases on the part of your wife, as the longer the Ark is given to stabilize, the more difficult it would be for her to be extracted safely. With the islands left behind, this fact is quite a grave one.
 
Every time people have attempted to baby Natasha, it backfires.

This is convincing.

"This stops now," Anna declared in a dead-toned but high volume shout. "You both wish to be considered allies of our people. That is well. They," she pointed at the Eonir, "Aided us, fought alongside us, battled hard and long against the Druchii."

The Eonir swelled with a certain smug aura.

"You were late. Sorry," she said flatly, "Fought hard to get here. Sorry. Have to sit here and make repairs. Sorry. But you do not get to stir up trouble with the Eonir."

The clenched fists of many dwarfs trembled with restrained anger. The smugness of the Eonir grew higher. At least until Anna turned on her heel atop the tank.

"You do not need to antagonize the dwarfs," Anna told them, "It is stupid to do so," her words punctured the smug aura with cold rapidity. "You do not have to like each other. But this is our city, our province. You are our allies. We don't like it when someone messes with our allies. That includes each other, and each other. Understand?"

This was masterfully handled, well done Anna.

If only we could have used the Ixfernicth in some way.
 
Pretty shure main blob of them are in Darkwald forest in former spider pit/s(?) culling weak & undesirables and preparing for hail marry (as I understood Beastmen either win this or they are in fall lower than Fimir on Chaos pawn totem pole).
Fungus more than likely only affected stragglers who are not answering Malagors summons and/or scouting parties sent by Malagor & co.
Kinda hope we will eventually see whath kind of revenge forest goblins are cooking up for their spider gods death.

No. The Beastmen are going to be the new Fimir because there has been an opening on the Chaos Pawn Totem Pole because of the Trident Heirs' misadventure on Albion.
 
But no Dwarf alive is going to take that chance. It's Bugman's Brewery! Even if they don't have to fight anything off, just guarding it is an honor! A sacred duty, even!

With the Ix still in play, that's honor with a chance of balding I say! But fortunately…

By the time Bugman gets a hold of what's happening in the Middle Mountains, he's gonna line his basement with lava and then have a deployable moat of fire for his front yard.
 
[X] Middle Aquafarm Destruction Attempt: A middle ground between boosting the destruction capable to be caused by both Natasha and Hultressa, the damage shared between them might be considered equal in most aspects. Except that Hultressa is a powerful sorceress and Natasha and your other allies and friends would be in far more danger on their lonesome, even with her working to ensure their evacuation. The damage done to the aquafarm would be increased with surety, as well as allowing Hultressa to work with more impunity. However, the danger increases on the part of your wife, as the longer the Ark is given to stabilize, the more difficult it would be for her to be extracted safely. With the islands left behind, this fact is quite a grave one.
 
[X] Early Aquafarm Destruction Attempt: This would be the greatest guarantee towards Natasha's survival, and the worst for the long-term efforts of Hultressa at the Fulmination being discovered as a result of heightened security and paranoia. The destruction of another food production location, or at least the damaging of it, would further reduce food stock on the Black Ark and worsen Alyssa's position. At the same time, if Natasha acts too early, the less damage she may be able to do towards the aquafarm itself. For now, your wife seems mostly certain she can cripple it, if not destroy it. With the majority of the military of the Ark dedicated to slave raids, Natasha's escape is all but guaranteed according to Hultressa. Sabotaging the pyramid will go through just before the auction for maximum destabilization - assuming Hultressa's efforts are not stymied too greatly of course. Which they may well might be.
 
[X] Early Aquafarm Destruction Attempt: This would be the greatest guarantee towards Natasha's survival, and the worst for the long-term efforts of Hultressa at the Fulmination being discovered as a result of heightened security and paranoia. The destruction of another food production location, or at least the damaging of it, would further reduce food stock on the Black Ark and worsen Alyssa's position. At the same time, if Natasha acts too early, the less damage she may be able to do towards the aquafarm itself. For now, your wife seems mostly certain she can cripple it, if not destroy it. With the majority of the military of the Ark dedicated to slave raids, Natasha's escape is all but guaranteed according to Hultressa. Sabotaging the pyramid will go through just before the auction for maximum destabilization - assuming Hultressa's efforts are not stymied too greatly of course. Which they may well might be.
 
[X] Middle Aquafarm Destruction Attempt: A middle ground between boosting the destruction capable to be caused by both Natasha and Hultressa, the damage shared between them might be considered equal in most aspects. Except that Hultressa is a powerful sorceress and Natasha and your other allies and friends would be in far more danger on their lonesome, even with her working to ensure their evacuation. The damage done to the aquafarm would be increased with surety, as well as allowing Hultressa to work with more impunity. However, the danger increases on the part of your wife, as the longer the Ark is given to stabilize, the more difficult it would be for her to be extracted safely. With the islands left behind, this fact is quite a grave one.

I have been convinced by the idea that an increased chance of Hultressa staying alive for the trip through Norsca increases Nats (and Freddies) long term survival chances enough that it, to a degree, makes up for the short term risk.
 
[X] Middle Aquafarm Destruction Attempt: A middle ground between boosting the destruction capable to be caused by both Natasha and Hultressa, the damage shared between them might be considered equal in most aspects. Except that Hultressa is a powerful sorceress and Natasha and your other allies and friends would be in far more danger on their lonesome, even with her working to ensure their evacuation. The damage done to the aquafarm would be increased with surety, as well as allowing Hultressa to work with more impunity. However, the danger increases on the part of your wife, as the longer the Ark is given to stabilize, the more difficult it would be for her to be extracted safely. With the islands left behind, this fact is quite a grave one.
 
I have been convinced by the idea that an increased chance of Hultressa staying alive for the trip through Norsca increases Nats (and Freddies) long term survival chances enough that it, to a degree, makes up for the short term risk.

Add to that how peeved Natasha would be if she learned that we sabotaged our efforts for her safety. She's already crossed with us, not need to poke the bear. More than that, she had established a support stucture for herself and has strong allies on standby, not to mention Hulti likely to invest some resource into making their succes more rewarding. Hell there is even a chance that Joanna would 'smell' her and swing by, someting Hultressa has no chaance of. Our guy did not marry a frail flower after all.

After that, do keep in mind Gwen. She would certanly not be happy, to witness us putting her mother in unneccesary danger for what she would concive as selfish reasons. If we act as her father figure we might as well stick with it and not give little murder blender a reason to go on vendetta on us.

Over all rushing our hand at something as minor as Aquafarm is simply not worth it. we can easly wait a bit, no need to compromise our best resource outside of ourself. She is good, but so are we. lets kick ass together not in turns.

On the side note, I guess it is in character however that nobody yet voted for Late deployment. we had been infected with love for Natasha it would seem. Even if it would arguably make Hulti job easier.
 
Last edited:
Link to the last time I did this. (links go back and back and back and back, but I only started recording things around the elector's meet after KU)

Archival purposes: "Spikes, Horns, and Stone 18" (posted by QM: Sunday, June 30, 2024)
OR

The Front Page as it appeared to me on Tuesday, July 2, 2024 (spoilers within spoilers have issues, I modified some spoilers to avoid that. I also don't always catch everything that changes)...

Character sheets (last edited by QM: Tuesday, March 19, 2024)
I removed some spoilers, replaced those spoilers with blue-green color.
- No Change Happened
Suggested Cleanups:
-- Freddy's description in his character sheet is relatively outdated. Assuming Freddy survives, this point goes into the cart as a future reminder that yeah, the description is relatively outdated (scars specifically mostly, any new scars from the Orion fight, or if none, then older scars should have reduced from that elven healing wine, with the smithy thing likely being lost to time by now).
-- Freddy's notable kills from the Salkalten vs Druchii event, Missing: Maranith, Talaris Dreadbringer.
Character Sheets
Name: Frederick von Hohenzollern
Date of Birth: 2286
Titles: Elector Count of Ostland, Grand Prince of Ostland, Margrave of the Northern March, Prince of Wulfenburg, Hero of Nordland, The Steel Bull of Ostland, Hero of Ostland, Slayer of the Everliving, the Unkillable, Steward of the Third Imperial Fleet, Gromril Belly, Dwarf Friend to Josef Bugman, Goldgiver, Graf of Guns, Count of Cannons, Creator of the Blue Steel Concordant, Slayer of Warhoof, True Dawongr, Zakdrungi a Dum (Crazed Vanquisher Of Darkness), Das Azul (The Dependable), Unbaki a Thagi (Breaker Of Traitors), Sarathlecaidromstryn (Defiant Noble Souled Ally of Hope)
Prestige: 15,700
Wargear: Brain Wounder (Runefang of Ostland), Oskana the Gryphon with Runic Breastplate with Rune of Adamant (BD: 2325), The Light of Summer (Wood Elf Healing Artifact), Bokdrungni (Dwarf Runic Fist), Frozen Promise (Masterwork Ledstali 'Plate' Armor)
Fate Points: 1
Fortune Points: 1

Description: You were once shorter, before Sigmar got his hands on you. About five inches taller than average, you are quite possibly one of the most thickly muscled men in the entire Empire. From your biceps, your pectorals, your abs, your thighs, to just about every part of you...there is thick and heavily corded musculature. Not only that, but it is oddly symmetrical and ludicrously well cut, without a hint of grotesqueness that should be present. Your dark blond hair has lightened and your dark green eyes have become more of a mixture of blue and emerald. Your time in the smithy as a youth has almost completely disappeared beneath a heavy wave of alcoholic stench yet an undercurrent of soot and molten metal remains. In other words, you look entirely out of place in court compared to past Hohenzollerns. Even your scars have faded slightly, for while they are most certainly still present they seem to be better formed, and somehow more rakish than they looked before. Before you had your entire jawbone torn off, you possessed quite the beard. In the time since, it has begun to regrow thicker than before you entered Karak Ungor and currently stretches just past your throat. Many scars lie across your chest, from when you were disemboweled and ritually carved apart, as well as along the left half of your head where your skull was shredded open by the daemon Skulltaker. The rest of your body is notably still scarred from acid burns and multiple sword-sized squig fangs raking across your body.

[Without shoes, boots, or similar footwear, you stand at an even 6'1", or 185.928 cm.]
Potentially Helpful Descriptive Aid
Though you stand at a relatively average height, you are certainly wider. Especially in the biceps and shoulders. A relatively short cut of dark blonde hair helps mark you out as the black sheep you were of the Hohenzollern family who were dominated by tall and black haired men and women. Your eyes are a dark green instead of the usual Hohenzollern blue, and all your time in the smithy has left you with a faint yet distinct smell of soot and molten metal. In other words, you looked entirely out of place in court next to your family. You usually wear armor that you made yourself, though you cannot possibly compete with the Runefang's craftsmanship. Your beard is somewhat unruly though you do groom it occasionally. At the moment it grows just down to the tops of your chest.
- Your torso, arms, and face are all covered with a network of scars ranging from individual lines to a spiderweb cracks along your upper chest to the massive gnarled line diagonally running down your entire front. Along your back are several dragging lines from being slammed backwards onto a bed of metal shards from your own destroyed armor.
- Your left arm was covered in several ragged bands of scar tissue, the result of your flesh being slightly and angrily flensed by malevolent Warp energies during the True Death of a Bloodthirster. More recently, you lost this arm under the gripping and ripping of the now dead Zacharias the Everliving. Your shoulder on the other hand has a gigantic spread of scar tissue when Zacharas - in vargheist form - bit a huge chunk out of it.
- A large puckered chunk of scar tissue marks where you were nearly disemboweled by a zombie Greatsword's weapon.
- All of the above once marked their way across your body, a massive map of scars that marked every time you nearly died, every wound big and small. However, after an unexpectedly supercharged healing spell woven by the Attuned Loremaster Aurelion was channeled into you during a day when the Wind of Magic blew strong indeed, they faded. Not entirely, but as if they underwent decades and decades of fading and healing until all that is left are faint small lines. Some scars disappeared entirely.
- Your interrogation and trials have resulted in notable torture testing scars at the hands of the Witch Hunter General Anya and former Arch Lector Jung.
- A fifth of your left ear got eaten by your gryphon Oskana during the hatching process.
- Through the powerful healing magics of the High Spellsinger of the Laurelorn Wood Elves, Lady Sunweaver, your most recent scars are a fading angry red. Said scars include - a puckered puncture wound from a spear that pierced through your stomach and out your back, a jagged line from a digging hook in your shoulder, solid chunk of scar tissue resulting from a deep biting axe in your side and a similar chunk from one in your shoulder. On the top of your left thigh is a large splotch of scarring from a sword which pierced nearly through to the other side of your leg.
- Acid scars cover much of your body as well as the marks from multiple sword sized squig fangs tearing across your body. It's all rather alarming in volume, though remarkably your face and beard remained mostly undamaged.
Over the years of Frederick's life, he has gained fluency or at least some knowledge of a number of languages.

  • Reikspiel: Total fluency as a result of growing up in the Empire.
  • Kislevite: Total fluency as a result of marrying and desiring as much connection as possible with wife Natasha.
  • Classical: Significant fluency as a result of years of access to finances and being in a position to access materials and resources allowing him to learn it as he desired.
  • Bretonnian: Total fluency as a result of friendship with Sir Roland, Questing Knight of Bretonnia, and desiring to be able to speak it after interest in Bretonnia grew.
  • Khazalid: Total fluency as a result of soul interactions with the Realm of the Underearth, Domain of the Dwarf Ancestor God Gazul, including an infusion of donated soulstuff from three long-dead Dwarf nobility of Karak Ungor.
  • Grumbarth/Ogrish: Total fluency as a result of being brothers with Urgdug Greatbellow and general interactions with the rest of the Imperial Ogres of Ostland.
  • Norscan: General fluency as a result of 2300+ years of Imperial interactions with the Norscans, and before them the Norsii. The North of the Empire has unavoidably gained knowledge of their language after so many raids, attacks, trade missions, diplomatic efforts, and more.
  • Tilean: Extremely basic fluency due to the pervasiveness of mercenary work in Tilean culture, and mercenaries in general across the Old World.
  • Estalian: Basic fluency due to years of focus on aiding in growing the Estalian minority in Ostland, working to aid the Estalians in Estalia, and so on.
  • Arabyan: A few words at most.
  • Eltharin: Extremely basic fluency due to personal instruction by a Handmaiden of the Everqueen of the Asur.
Languages Not Known: Nehekharan, Indish, Cathayan, Nipponese, Khureshi, Saurian, Beast Tongue, Dark Tongue, Queekish.

Notable Kills:
  1. Khornate Norscan Champion [Partial Credit Shared With Natasha von Hohenzollern]​
  2. Chaos Knight Commander/Norscan Chieftain​
  3. Nurgle Chaos Warrior Champion​
  4. Slugtongue of the Beastmen, Champion of Nurgle​
  5. Nurgle Daemon Prince - Otto Gruber [True Death]​
  6. Bloodthirster of Khorne [True Death]​
  7. Zacharias the Everliving (Overlord of the Necrarch Bloodline Of Vampirekind)​
  8. Ghorros Warhoof (Progenitor of all Centigor sub-race of Beastmen)​
  9. Skaven Master Assassin Grol of Clan Eshin​
  10. Black Orc Warboss Zurkam Steelbrain – Daemonfused (Tzeentchian)​
  11. Jung, Former Arch Lector of Sigmar, Mutated Cultist of Tzeentch​
  12. U'Zhul - Skulltaker, Greatest Bloodletter of Khorne, Slayer of Kings, Blooded Wanderer, Khorne's Champion [Partial Credit Shared With Ungrim Ironfist, Slayer King of Karak Kadrin]​
  13. Orion, Avatar of Kurnous, Apex of the Savage Hunt, Twisted King of the Bloodstrewn Woods​
  14. Vorteshka Flayerblade, Avatar of Anath Raema, High Priestess of the Savage Hunt, Ur-Shade of Naggaroth [Credit Shared With Eldyra of Tiranoc, the Sisters of Twilight]​
  15. Drycha, Briarmaven of Woe, Handmaiden of Coeddil, Eldest And Most Malice-filled Dryad of Athel Loren [Credit Shared With Eldyra of Tiranoc, Naieth the Prophetess]​

Diplomacy: 4+2+1+2+1=10 (You were never the most tactful. Instead of a silver tongue, you had one of barbed iron. But over time, at the least, you are no worse than anyone else. Or any better.)
Martial: 19+2+1+2+3+3+1+3+1+2=37 (You are one of the most proficient fighters in the world, your strength beyond what most mere mortal men could manage, your durability just slightly inhuman.)
Stewardship: 8+2+1=11 (You know generally how to manage things.)
Intrigue: 11+2+1+1=15 (You know a little better than most about skulking in the dark.)
Piety: 5+2+1+1+3+4+2+2=20 (The God's themselves have actually divinely touched you...which goes quite away when your previous position was: The God's Aren't All That.)
Learning: 20+2+1+1+4=28 (One of the most brilliant people in all of Ostland.)


  • Trait: Genius –Smart doesn´t even begin to describe you. (+2 All Stats)​
  • Trait: Blacksmith – You are knowledgeable in the ways of metal crafting. (+1 Martial, +1 Learning, Bonus to Weapons Research)​
  • Trait: Functioning Drunkard - The scent of alcohol is almost always on your breath, and your brain a bit fuzzier than would be considered acceptable by most other people. On the other hand, your brain doesn't disagree with you when you make what others would call foolhardy decisions. Years of this lifestyle and growing up in Ostland has allowed you to reach a state where sober or drunk people's reactions to you are almost always the same.​
  • Trait: Bravery – Facing some of the greatest horrors in the world has worn away the ability of fear to control you. You may experience the emotion, but never again will it be capable of locking down your body and mind. (+2 Martial)​
  • Trait: Racial Hatred - Necrarch vampires and undead in general have found a permanent place of hatred in their heart.​
  • Trait: Hard Life, Hard Body - Most battles are singular events. Most wars are spent waiting, with large fights at intervals. In contrast, you have lived through constant combat for several months, while supplied somewhat properly. Instead of the starvation of sieges, constant movement, fighting, sparring, and marching for nearly a full year has heavily conditioned your body for the worst, to ensure you stay alive that much longer. (+3 Martial)​
  • Trait: Tranquil Fury – Your fury has been forged from the boiling thing which threatened to overwhelm you at all times into a precise blade. (+3 Martial)
  • Trait: Long Rule - You have grown into an experienced leader, after two decades of service to the Empire you know so much more than you couldn't have learned without experiencing it. You are a ruler, and have done so for a long time. Hopefully longer. (+1 Normal Dynastic Actions)
  • Trait: Experienced - A Daemon Prince of Nurgle and a Bloodthirster of Khorne given True Death. Slaying the Overlord of an entire Vampire Bloodline. Out drinking Josef Bugman, meeting the legendary Ice Hags of Kislev, garnering a new Imperial School of Gunnery and Engineering and the Stewardship of the Third Imperial Navy for Ostland. You have seen, drunk, punched, killed, and generally experienced much. (+1 To All Stats)
  • Trait: Instinctual Tactician - Never took lessons for the making of war, and yet remains skilled at it nonetheless.
  • Trait: Proven Pure – Through intensive trials of the body, mind, and soul at the hands of Magnus the Pious, Grand Theogonist Gottfried, Arch Lector Jung, Arch Lector Hartmann, Witch Hunter General Anya Leitdorf, none on the Empire could possibly deny the purity of your being. (+1 Piety)
  • Trait: Graf of Guns - Substantially increased the amount of guns in the world.
  • Trait: Count of Cannons - Substantially increased the amount of cannons in the world.
  • Trait: Oathsworn - Swore an oath before mortals and Gods, albeit drunkenly. No one may take it seriously besides you, but that is enough.
  • Trait: Hated By All Centigor - By killing Ghorros Warhoof, Father of All Centigor, an entire species of the Beastman Race despises you and your family immensely. A general grudge against you and yours is now held by most beastmen in the Old World. Only time will tell what this means in the long run...
  • Trait: Ruthless - A willingness to utterly destroy the foe marks you. Pity and compassion for the enemy is useless barring rare circumstances. (+1 Intrigue).
  • Trait: Scarred - Interrogated by Witch Hunter General Anya, and though you were proven pure, the scars of said interrogation remain...
  • Trait: Badly Scarred - Mortal wounds, though healed by the Wood Elf Sunweaver, leave quite the few scars.
  • Trait: Grotesquely Abundant Scarring - A truly horrific amount of the body is covered in scars. This is the body of someone who has survived multiple so called 'mortal wounds'. In this case, that of being eaten and slathered in the ruinous acids of a Colossal Squig.
  • Trait: Scarfade - Of all the scars this one has sustained in his life, all have seemed to wash away after close exposure to the Everqueen Alarielle the Radiant, for whom the title Radiant is most appropriate. Of interrogation by Witch Hunters, wounds taken in saving the Wood Elves of Laurelorn, and further those of Karak Ungor, these have become thinned and reduced, some disappearing entirely along with a host of aches and pains so long held they have become forgotten. The scars are not gone, not truly, but they have faded significantly.
  • Trait: Sigmar's Mien - The Heldenhammer has blessed you for hewing so close to his path through your actions! Your height and musculature have grown while your eyes and hair have lightened! Strangely, this transformation only seemed to manifest after you began to walk about again, after it was sure that you would live. Also, you are inexplicably just a bit more...durable than before. The Gods work in mysterious ways it seems. (+3 Martial, +3 Piety, +3 Diplomacy With Sigmarites). [+5 Inches of Height, +15 Pounds of Divine Muscle, Overall Toughness Increase, Physicality Warped]
  • Trait: Religious Revelation – A revelation has come forth in this man's soul. Blessed by the Heldenhammer and faced with an unholy combination of Sigmar's eldest foes gave rise to faith and strength that was never there before! (+4 Piety)
  • Trait: The Undaunted - Sheer exposure to a vast variety and breadth of pain from innumerable sources has heavily inured both mind and body to the sensation. Pain is still felt, but its grip over reaction and thought is greatly reduced. (+1 Martial)​
  • Trait: Touched By The Underearth - Was it a hallucination? No. It cannot have been. To be spoken to, to have felt the influence of, to be affected by the powers of one beyond, it is impossible to deny. (+2 Piety, +2 Diplomacy With Dwarfs)​
  • Trait: Dawongr of Karaz Ankor - Recognized across every major Dwarf Hold for deeds within Karak Ungor, and granted a great amount of respect by those who would respect such positive opinions of the dwarfs. A name so-well known engenders respect or at least the appearance of it for many. (+2 Diplomacy, +5 Diplomacy With Dwarfs, -1 Diplomacy With Elves)
  • Trait: Robust Soul - Something of the incredible solidness of the Underearth and its God have seeped into the soul of one who willingly took it in. Later somewhat revealed to be that the Ancestor God Gazul infused Frederick's weakened and reduced soul with portions of those who had long-passed into the Underearth. It was this influence which has granted an unintended fluency with written and spoken Khazalid, with other effects still unknown. (+2 Piety, Other Effects ???)
  • Trait: Subject of Song And Story - Whether this individual likes it or not, tales and songs of their deeds in life have become somewhat well-known. This can be a boon or a curse, depending on how one looks at it, but at the least, it is undeniable that all but the most antithetic individuals of the subject will have to grant them some respect. (+1 Diplomacy)
  • Trait: Masterful Engineer of Ostland – Not a traditionally ordained or mohawk'd engineer, their expertise and knowledge is enough to qualify them regardless. Skill and knowledge about weaponry and their usages have known benefits, at least for one's personal equipment! (+2 Martial, +4 Learning)
  • Trait: Deepest Soulbond: A connection without compare, carrying emotion and sensation from one to the other. An entwining of the soul, as befitting a love which burns so brightly with freezing heat and burning cold. (Can sense emotions, direction, of bond recipients. ???)
  • Trait: Warmth In Winter – The freezing cold cannot seem to hold nearly so strong on you as before, for your flesh and soul are bonded with one who is one with the freezing cold. (Frederick is no longer negatively affected by Natasha's inherent freezing temperatures. Strong resistance to regular cold temperatures)
===================================================================
Opinion of Husband By Wife: 9.5/10
Opinion of Wife by Husband: 10/10
==================================​
Name: Natasha von Hohenzollern (nee Romanov)
Date of Birth: 2281
Titles: Lady Natasha, Countess Natasha, Princess Natasha, The Ice Mother, The Bull's Leash, Larhathalumalav (Vengeful Savagery of Ice)
Wargear: Cold Certainty [Ledstali Masterwork 'Plate' Armor], Personally Forged Blade By Frederick von Hohenzollern, Necklace of Frost [Power Stone Necklace]
Fate Points: 0

Description: Before her recent alterations by the Ancient Widow, Natasha was an exemplar of classical Gospodarin beauty. Tall, imposing, her features entrancingly exotic by the standards of the Empire, a remnant of the tribal origins of the Godpodar. Her skin is pale, always, and her hair a fetching straight pale gold. Her eyes were once both piercing blue, sometimes altering slightly in coloration when she drew upon her magic. Now, strips of her hair have been turned stark white, and some of those strips are as strawlike and fragile to the touch of an incredibly aged woman. A visible aura of cold surrounds her now at all times, reddening the skin of any who touch her own. The nails of her left hand are sharp grey iron claws that, and her left eye has been blessed - or mutated - by the Widow into that of a Frostfiend's, a bestial pure red with white slit.

Diplomacy: 14+2+3+1-1+2+2=23
Martial: 8+2+2+1+3+2+3=21
Stewardship: 19+1=20
Intrigue: 17+2=19
Piety: 7+2+1+1+4+4+2+5=26
Learning: 20+4+2=26

Trait: Scholar - loves learning whatever they can (+4 Learning, +2 Piety, -2 Intrigue, -2 Martial ) [Martial And Intrigue Penalty Removed With Personal Actions]
Trait: Attractive – Quite beautiful (+2 Diplomacy)
Trait: Journeyman Ice Mage - A relatively experienced user of ice magic, enough to comfortably use it in battle. Female Children may be born with Ice Mage trait. (+2 martial, +2 learning, +1 Piety)
Trait: Racial Hatred - Necrarch vampires and undead in general have found a permanent place of hatred in their heart.
Trait: Twin Bearer - A respectable feat, done twice.
Trait: Triplet Bearer - Gave birth to healthy triplets.
Trait: Vengeful - Refusing to surrender to grief, she has forged her internal turmoil into energy and fury aimed towards her own goals.
Trait: Monstrous Mother – Gave birth to three children, horribly twisted by darkness and tainted, bearing the symbols of Chaos. The birthing was horrific, and nearly killed her many times over. But worse is that she was forced to slay these abominations by her own hand, scarring her soul as much as her body. (Extreme Health Issues Negated By Jade Wizards/Shallyan Priestesses/Sigmarite Priests, -2 Diplomacy To Certain Characters, +2 Diplomacy To Certain Characters)
Trait: Hard-Hearted – It takes a certain and permanent hardening of the heart to kill children, especially one's own, regardless of how tainted they may have been. A tragedy, indeed. (+2 Intrigue, +2 Martial)
Trait: Matriarchal – Has given birth to many a child, and was forced to slay three of them due to their tainted births. Stands at the head of a powerful province, hand-in-hand with its Count, and has well learned a presence of indomitable stature. (+3 Diplomacy, +1 Piety, +1 Stewardship)
Trait: Subject of Succor – The immense horror of dealing with killing three of her children with no one else in the family around shattered this woman. Only by seeking out comfort in the arms of the Gods did she find herself again, and has been somewhat renewed as a woman as a result. (+4 Piety, +1 Diplomacy)
Trait Religious Revelation – Three children, corrupted by darkness even in the safety of her womb, and one saved by the mark of another. Is it any wonder that this woman's faith has bloomed now despite the length of time she spent shunning it? (+4 Piety)
Trait: Tri-Scarred – Three abominations birthed by the deathly intent of the Dark Powers nearly slew her. She will forever bear the scars of this birthing upon her body, for despite the best attempts of many a healer they remain. One long scar, one for each creature as it did its best to kill its mother. Only the fourth lived, pure and untainted. Or at least, it was thought that such scars were beyond the works of the Empire, and perhaps that remains true yet...
Trait: Secondhand Blessed - Gave birth to a child who was marked by Ulric, and strongly so, whilst also surviving the corruption of its siblings within the womb. (+2 Piety, +2 Diplomacy With Most Ulricans)
Trait: Unyielding - Will not easily brook decisions and actions that go against her own. Only strong logic or emotion could dissuade her from reacting overly negatively to such things. Her will is nigh indomitable. (+1 Martial, -1 Diplomacy)
Trait: Everqueen Exposure – While not precisely physically touched, the powers of the Everqueen were exercised in an instant against the vile touch of Chaos for which Isha shall stand against in every form now and forever. Scars of Chaos itself were reduced until they were naught, and flesh was reinvigorated by the Radiant's power so closely born. That which had tainted her was cleansed. The Everqueen does not abide Chaos, and in this, She continued Her works.
Trait: Long-Term Experience - Though not naturally talented in martial matters, long-term exposure to, sparring with, training alongside, and more to those who are had paid dividends. Years of being married to her husband, and sparring regularly with both him and their children, has formed muscle and ingrained forms that some might never manage. (+3 Martial)
Trait: Expert-Taught - While she had received a smattering of martial training - both personal and in tactics - as a child, it could not compare to being taught by and working with absolute experts whether through experience or trained knowledge for others. It is never too late to begin learning at the foot of those who are willing to teach. (+2 Martial)
Trait: Experienced Diplomat - Has run the diplomatic works of Ostland for many years, earning significant experience in such matters. (+2 Diplomacy)
Trait: Courtly Fixture - Has spent enough time at, attending, or holding court in a place of importance to be rightfully said to be a courtly fixture, with all of the connections, respect, and experience such a term would infer. (+2 Diplomacy)
Trait: By The Widow's Cruel But Motherly Embrace - Even if one survives the icy touch of the Ancient Widow, one cannot possibly be without change, to the body...and to the soul. Let the cold in. (+3 Martial, +5 Piety, +2 Diplomacy with Kislev Kattarinite Pantheon Worshippers, -2 Diplomacy With Certain Zealots Of Other Faiths)
Trait: Deepest Soulbond: A connection without compare, carrying emotion and sensation from one to the other. An entwining of the soul, as befitting a love which burns so brightly with freezing heat and burning cold. (Can sense emotions, direction, of bond recipients. ???)
Trait: Winter's Flame – There can be a gentleness to winter, to the cold. Where once fire burnt, and heat pained, it no longer needs be so. The sun beats down upon the glaciers and does not melt them completely, after all. (Natasha is less affected by higher ambient temperatures, nearness to flames, and bodies of others.)


===========================================================================================================================​

Name: Alexandra von Hohenzollern
Date of Birth: 2306
Titles: Princess of Ostland, Royal Aide of the Tzarina, Lady Whitecrest, The Rose Of Kislev City, Snowblood, Grandmaster Nadzirateli, Droyaska (Swordmaster), Regent of Kislev
Wargear: Eight Steel Stilettos, 1 Silverine Dagger, 1 Purse of Teeth, 2 Master-crafted Gromril Plated Pistols, Thundertusk РокМороз - or Doomfrost in Reikspeil, Custom Ledstali 'Plate' Armor
Inventory: Poisons Kit [Manbane Toxin, Blackroot Toxin, Nightshade Deliriant, Madman's Cap, 'Black Ale'], 2 Stiletto Thigh Holsters, 4 Stiletto Torso Holsters, 1 Stiletto Hair Holster, 1 Stiletto Wrist Holster, Pistol Thigh Holster, Pistol Back Holster, Concealed Ammo/Powder Bag, Frostfiend Fang Necklace
Fate Points: 1

Description: A tall and attractive woman, Alexandra is a notable beauty of Kislev, with shoulder-length hair that is unnaturally white and bears a faint tinge of coldness. At court, she is immaculate, but if one finds her outside of it she often has soot marking her due to all her times in the forges. When not lightly scented with some of the finest perfumes in the world, a faint scent of soot and molten metal follows her everywhere, but it doesn't seem to bother her at all. Though she spends a considerable amount of time outside, as well as within the smoke and soot of the forges, Alexandra's skin remains pale. Her green eyes blaze with a tremendous frantic energy, though there are visible bags under her eyes sometimes. As she lives into her third decade, a faint blue shade began to grow more prominent amongst the green of her eyes.

Notable Kills: Vladimir Bohkha, Serenea Bohkha, Nicholas Fedokov, x5 Frostshard Servitors, Ultilla (Ungol Chieftain's Son), Frostfiend, Ultilla (Ungol Chieftain), x10 Huscarls of Dolgan Chieftain Sevar, x3 Lahmian Vampires (Thralls) + Mistress Lusha (3rd Generation Lahmian)

Diplomacy: 8+2+2-1+2+2+2+2=19
Martial: 18+3+2+3+2+2+3=33
Stewardship: 11+2+2=15
Intrigue: 16+2+2+4+1+3=28
Piety: 5+2+2+3+2+2+3+2=21
Learning: 23+3+2+3+3+2+3=39

Trait: Twin – Was born identical in appearance, personality, and ability to their sibling; Anna Hohenzollern.
Trait: Master Ice Mage - An master of ice magic, among the best of those touched by the cold weaves of the Ancient Widow. Female Children may be born with Ice Mage trait. (+3 martial, +3 learning, +2 Piety)
Trait: Tzarina's Apprentice - The personal and sole apprentice to Tzarina Kattarin, widely called the most powerful non Ice Hag wielder of Ice Magic in the history of Kislev. The Tzarina, a strong proponent of worshiping the Ancient Widow, is tutoring Alexandra in all things she feels that her apprentice should know. This even includes courtly intrigue. (+2 Martial, +2 Diplomacy, +2 Stewardship, +2 Learning, +2 Piety, +2 Intrigue)
Trait: Extensively Tutored By The Ice Hags - Was personally taught by the ancient and wizened Ice Hags of Kislev for a quite some time. Her knowledge and dedication to the Widow as well as her magical might has increased as a result. (+3 Martial, +3 Piety)
Trait: Poison Master - A mysterious woman from...somewhere...was contracted by the Tzarina Kattarin of Kislev to teach her student all that can be taught about poisons the world over as part of her courtly apprenticeship. Later on, Alexandra continued her education through various other means... (+4 Intrigue)
Trait: Attractive – A woman of great beauty, tinged with the awing ethereal nature of all Ice Mages of Kislev. (+2 Diplomacy)
Trait: Genius –Smart doesn´t even begin to describe you. (+2 All Stats)
Trait: Educated Diplomat - Years of working under her mother has inured her to the nuances of diplomacy. (+2 Diplomacy)
Trait: Experienced Courtier - Passing between the courts of the three great cities of Kislev - and many an estate between them - has sharpened the senses and filled the mind with valuable and otherwise un-teachable knowledge on the nature of courtly life. (+2 Diplomacy, +1 Intrigue)
Trait: Racial Hatred - Necrarch vampires and undead in general have found a permanent place of hatred in their heart.
Trait: Dwarven Taught Blacksmith [Master] - Under the tutelage of the Master Dwarf Blacksmith Borgin Thorleksson, Alexandra von Hohenzollern has become one of the most proficient human smiths of the Old World (+2 Martial, +3 Learning)
Trait: Obsession Completed – Pursued an incredible project to the detriment of herself and others until she completed it, retaining the knowledge and later healing her body and mind in recovery from said efforts. (+3 Learning)
Trait: Hailstorm Hair - An unexpected glacial surge while performing a dangerous experiment involving ice magic has transformed the very hair of this person white as pure snow...with a faint aura of coldness to her mane to match. This is taken by many as a sign of the Widow's Favor, and the bearer cannot help but agree. (+2 Piety, +1 Diplomacy With Widow Adherents)
Trait: Scholar of the Ancient Widow: Has studied vast amounts of texts and learned from speaking to Kattarin the Bloody and the Ice Hags of Kislev, resulting in being extensively well learned in all things relating to the Widow. (+3 Learning, +3 Piety)
Trait: Culture Crosser: A deep entrenchment in a different culture for so long, while maintaining connections to ones original home, has resulted by necessity a growth in tolerance and the ability to shift between wildly differing groups. (+2 Diplomacy, +1 Diplomacy With Ungol Tribesman)
Trait: Ritual Survivor - The Trial Of The Frostfiend is a sacred and ancient thing to many of the northernmost Ungol tribes, but it has rarely ever been completed, even less so by outsiders successfully. This individual happens to be one of those handful exceptions, and they bear the never-fading scars forever on their person and soul. Whether or not the ritual actually confers blessings of the spirits of Kislev, somehow drained the eldritch power of the Frostfiend into this person's essence, or it is the ancient concoctions of the Ungol Wise Women which are responsible, it is undeniable that something has changed for this person. (+2 Base Martial, +3 Base Piety, -1 Diplomacy)
Trait: Nadzirateli Founder - A secretive religious-focused branch of the Chekist, focused upon the all-important matters of the soul and its myriad threats in the world. Some might call them a bit of an inquisitional group, but the Wardens simply care deeply for the souls of Kislev's people - and for protecting them from untoward influences. (+3 Intrigue, +2 Piety)
Trait: Droyaska - Has learned many weapons, but none so impressively as the blade, learning at the side of the prodigal Tzarina herself and her many children, wandering Estlian diestros, as well as champions of the dawi and even some wandering elves with hard-purchased lessons. (+3 Martial, +2 Diplomacy With Kislevites)

Name: Anna von Hohenzollern
Date of Birth: 2306
Titles: Princess of Ostland, Master Engineer of Ostland, Slayer's Student, Inventor, The Gun Bull, The Blackhand, Anna Bloodfrost, Salvatore d'Remas, Hero of Nuln
Wargear: The Gun Bag (Multiple Customized Handguns, Extra Ammo, Rapid Fire), The Tool Bag (Wrenches, screwdrivers, screws, nuts, bolts, etc.), Shredder Axe (Prototype Serrated Revolving Axe)
Fate Points: 0

Description: A tall and attractive woman, the very first thing that someone notices about Anna von Hohenzollern is the enormous stuck up mohawk, dyed the Ostland black and white and stuck up with pig grease like the traditional mohawk of the Dwarven Slayer. A sign of respect and station amongst Ostland Engineers after their first ever Chief Engineer, the Slayer Master Engineer Valma. The scent of grease and oil follows her everywhere. Her green eyes glow with a lingering coldness. Other than that, she is practically identical to her twin.

Notable Kills: Night Goblin Warboss Gazz Gazz Da Raidmastah, Night Goblin Warboss Squigitus, Warplock Jezzail Team At Extreme Range, Black Orc Underboss Braggud Runtcruncher, Alpha Arachnarok Bigsy, Night Goblin Warboss Borl the Giant

Diplomacy: 8+2+2+2-1-2-2+2=11
Martial: 16+2+2+2+3+1+2+2=30
Stewardship: 11+2+1=14
Intrigue: 16+2+1+2+1=22
Piety: 2+2+1+3=8
Learning: 23+2+1+2+4+2+2=36

Trait: Twin – Identical in appearance, personality, and ability to their sibling; Alexandra Hohenzollern.
Trait: Journeyman Ice Mage - A relatively experienced user of ice magic, enough to comfortably use it in battle. Female Children may be born with Ice Mage trait. (+2 martial, +2 learning, +1 Piety)
Trait: Attractive – Quite adorable as a child, quite beautiful as an adult. (+2 Diplomacy)
Trait: Genius –Smart doesn´t even begin to describe you. (+2 All Stats)
Trait: Educated Diplomat - Years of working under her mother has inured her to the nuances of diplomacy. (+2 Diplomacy)
Trait: Racial Hatred - Necrarch vampires and undead in general have found a permanent place of hatred in their heart.
Trait: Patient – Caution and patience will ensure success, at least in her mind. (+1 Stewardship, +1 Intrigue, +1 Learning)
Trait: Master Engineer of Ostland - Has graduated to a fully ordained Engineer of Ostland, and bears the white and black mohawk of Ostlands Engineer Corps proudly. (+2 Martial, +4 Learning)
Trait: Tutored By Master Dwarven Engineer - Though her tutor was a Dwarven Slayer, old Valma was a Master Engineer with centuries of experience. Personally being taught and coupled with Anna's own startling intelligence allowed her to absorb an extensive amount of knowledge. On the other hand, the rather caustic nature of her dwarf teacher rubbed off on her personality. (+2 Learning, -2 Diplomacy)
Trait: Foul Mouthed - She was apprenticed to a bitter Slayer Engineer who drinks heaviky, even for a dwarf. What did you expect? (-1 Diplomacy)
Trait: Functioning Drunkard - She is her father's daughter, often guzzling ale and various other types of alcoholic drinks at a pace that would stagger most men and women. Long experience and stupendous developed tolerance has allowed her to act without notable detriment despite being drunk.
Trait: Hatred of Greenskins - Was nearly slain by greenskins at Karak Ungor, and is furious about it. Will fight that much harder against them to prevent such from happening again. (+2 Martial When Fighting Greenskins)
Trait: Heavily Scarred - Possesses numerous scars from wounds sustained by greenskins, as well as a portion where most of her body was nearly bisected by falling rubble.
Trait: Hohenzollern Fury - An increasingly noticable trait amongst Hohenzollerns which manifests as a red haze which makes one more reckless but far more dangerous. (+3 Martial)
Trait: Permafrost Personality – As a result of a bad glacial surge while casting ice magic, this person was irrevocably changed to their core. Their emotions are usually muted and their demeanor is cold enough that weak willed people will flinch at their seemingly permanent cold gaze. On the other hand, their mind has been left with a disturbing amount of focus now that 'distractions' are less likely to affect them. (-2 Diplomacy, +2 Learning, +1 Martial) [Note: With regards to Hatred, Fury, or similar traits, these are somewhat suppressed but still manifest as a lingering heat within the mind of the individual afflicted with Permafrost Personality which would allow them cold focus and attention 'filling up' the spot of blinding red rage.]
Trait: Bloody Silence - The total lack of excess movement and addition of precisely controlled breathing that has come about from the greater deadening of her emotions has left Anna von Hohenzollern with a startlingly good ability at being utterly silent when she wishes to, up to and including in battle. (+2 Intrigue,+2 Martial)
Trait: Extreme Hatred of Skaven - Despises the utterly chaotic machinery design of skaven, and also finds their very existence violently repulsive in the extreme. Is wary of their skulking tactics and nature... (+3 Martial When Fighting Skaven, +1 Intrigue)
Trait: The Red Frost - Her mind and body have been heavily steeped in savage violence, both as a skill and experience. It rarely emerges, but when it does, the effect is notable. (+2 Martial)
Trait: Fevered Fervor - Clear examples of the works of the Gods and the most stringent of desperation drove her into the arms of the faith. (+3 Piety)
Trait: Dawongr of Karaz Ankor - Recognized across every major Dwarf Hold for deeds within Karak Ungor, and granted a great amount of respect by those who would respect such positive opinions of the dwarfs. A name so-well known engenders respect or at least the appearance of it for many. (+2 Diplomacy, +5 Diplomacy With Dwarfs, -1 Diplomacy With Elves)
Trait: Southern Aversion - Anna does not have fond memories of the south, and does not desire to return below the Northern Trident for as long as she possibly can.
Trait: Depressed Negated by Permafrost Personality

Anna von Hohenzollern's Branch
Name: Natasha 'Tasha' von Hohenzollern
Birthdate: 2330 IC
Titles: Princess of Ostland
Wargear:
Fate Points: 0

Description: As she has grown older, her mixed heritage has only grown more strongly present. A mixture between Imperial, Kislevite, and Tilean has created an all together unique yet cute appearance. Her hair is the blonde of the Hohenzollerns while retaining the straight curtain of the Romanovs, her skin the olive of pure Tilean stock, with her face a generally agreed to be aesthetically pleasing mixture of all three. Said descriptor being provided by her mother. For the most part, she maintains an expression disturbingly close to the dead and emotionless face of her mother Anna, but unlike her mother she is fully capable of naturally providing a full range of emotions.

Diplomacy: 17+2+3+1=23
Martial: 9+1+1+2=13
Stewardship: 15+1+1=17
Intrigue: 12+1+1=14
Piety: 14+2=16
Learning: 13+1+1+3+1=19

Trait: Attractive – Aesthetically pleasing in physicality. Likely to be an advantage if used properly. (+2 Diplomacy)
Trait: Racial Hatred (1) – Vampires. Shades. Undead in general. Largely antithetical to Ostlander existence.
Trait: Racial Hatred (2) – Skaven are disgusting creatures. Worthless. Dangerous. They must always be watched for. Killed.
Trait: Patient – Tantrums and outbursts are pointless. (+1 Stewardship, +1 Intrigue, +1 Learning)
Trait: Protocoled Purpose – Education was mandatory. Actual absorption was required. A course of life given, investment to be returned. Onwards, child. (+1 Martial, +1 Learning, +1 Intrigue)
Trait: Mixed Blood - By her olive skin she is clearly not of pure Imperial stock, and though this is not terribly remarked upon by some, for others it is an affront. Others, an exoticism to be examined. (+1/-1 Diplomacy with certain individuals/groups)
Trait: Prim And Proper – The abilities of the mother cannot necessarily be replicated. Learning must be used to fill in the resultant gaps. Seek supplement. Apply. Apply again until proper integration is achieved. (+3 Diplomacy, +3 Learning)
Trait: Subordinate Specialist – Experience through assistance. Attending lecture and meetings at the hand of those elsewise there by virtue of their own knowledge. Learn what is observed. (+1 Diplomacy, +1 Martial, +1 Stewardship, +2 Piety, +1 Learning)
Trait: Masterful Instruction – A truly effective foundation and increasing mastery of one's own body and mind through intensive training at the hands of one who has largely mastered such things. (+2 Martial)



========================
Name: Magnus von Hohenzollern
Birthdate: 2309
Titles: Prince of Ostland, Heir Apparent of Ostland, Son of the Steel Bull, Magnus the Strong, Dwarf Friend (Gorrin the Chisel), Goblin Breaker, Dwarf Friend (Karak Ungor), the Screaming Bull, Magnus Redfist
Wargear: Stonebreaker, Full Plate Armor, Two Belt Knives, Brace of Pistols, Masterworked Kislevite Saber
Prestige: 4,500
Fate Points: 0

Description: Magnus von Hohenzollern is a picture perfect rendition of the Hohenzollerns of old. Or really, more like the ancient Udoses. Tall but not quite to the point of towering, piercing blue eyes stare our from a handsome face that possesses a few intriguing scars. His hair is jet black and slightly shaggy in the manner of those olden days, but not so unkempt as to look bad. His body is quite obviously well muscled, even when concealed beneath armor or clothes. Terrifying conviction burns in his blue eyes. In ages past he would be the perfect image of the barbarian hero, but there is now the faint constraints of civility about him in a manner that interests most women.

Notable Kills: Black Orc Big Boss Borgar Doomroar, Night Goblin Warboss Gitrip Eight-Arm, Alpha Arachnarok 'Daisy', Rat Tank – Quartrik's Glory, Rat Tank – Quartrik's Glory III, Skaven High Plague Priest Mrik, Dhar-Meargh Athnatch

Diplomacy: 9+1+2+2+2+2+2+1=21
Martial: 17+1+2+2+3+2+1+2+1+1+1=33
Stewardship: 12+2+2=16
Intrigue: 13+2+1+1=17
Piety: 10+2+2+4+2+2+2+1=25
Learning: 20+2=22

Trait: Fraternal Triplet – Differs in appearance, personality, and ability to their siblings; Arthur von Hohenzollern and Oskar von Hohenzollern.
Trait: Racial Hatred - Necrarch vampires and undead in general have found a permanent place of hatred in their heart.
Trait: Tall – As an adult towers over the heads of almost anyone. (+1 Martial, +1 Diplomacy)
Trait: Strong – Even as a child he displayed greater strength than his peers. (+2 Martial)
Trait: Genius – Possesses a mind brighter than most others. (+2 All Stats)
Trait: Attractive – Adorable as a child, extremely handsome as a man. (+2 Diplomacy)
Trait: Experienced Tactician - Learning from a variety of sources from an early age results in an informed tactical mind. Using them repeatedly, and refining them, of an experienced one. (+3 Martial)
Trait: Tempered Fury – Has inherited the rages of his father, and has tempered it with experience and self-control (+2 Martial)
Trait: Conviction – Death of a loved one scarred the young mind, this is true. However, it also left a seed of iron determination that has grown strong. (+1 Martial)
Trait: Father Proven Pure - Watched as his father, lashed to a stake, did not burn despite the spat curses, effort and vitriol of an Arch Lector of Sigmar, and was instead seemingly blessed by the same God. (+2 Piety)
Trait: Tremendously Scarred – Sustained mortal wounds and only barely survived due to the presence of a Jade Wizard Lord and several priests. Though now healed, the body will likely forever bear the scars.
Trait: Survivor of Fatal Poisons- Dozens of varied and deadly night goblin poisons and toxins flowed through his veins. The damage dealt to the body will take quite some time to heal, if it ever does so fully. At the same time, your body now carries a bit of a resistance to such substances as a lasting mark of your survival. [Through a combination of luck, stubbornness, and healing from Jade Wizards and Priests, the damage has been healed, -2 Martial Reduction Removed, Poison Resistance Remains]
Trait: Heart of Steel – Cast of immense emotional turmoil but quenched by fearlessness, a heart of steel beats in the heart of the Son of the Steel Bull. Respect and be wary of evil…but do not fear it ever again. (+2 Martial).
Trait: Religious Revelation – In the darkness...swallowed by fear and choked by horror…this man found Faith as a shining beacon. He feels truly saved by that faith, and is thusly that much more dedicated to it. (+4 Piety)
Trait: Pragmatic - Honor has its place. But so too does pragmatism. This man may respect the former but if a solution presents itself he will not balk from the latter. (+1 Intrigue)
Trait: Sigmar's Hatred (Greenskins) - You are possessed of an incredibly righteous fury when facing the green menace of the world, as if the anger of Sigmar himself when facing the greenskins of the past flows through your veins. This sensation of being somehow closer to your God suffuses you and manifests even stronger when facing any kind of greenskin. (+3 Martial Against Greenskins, +1 Martial Standard, +2 Piety)
Trait: Dawongr - Your manner reminds dwarfs of their ancient promises to Sigmar. Even the most stubborn and disapproving dwarf cannot help but be strongly reminded of those days, and as a result put much more weight in your words than before. (+ 4 Diplomacy With Dwarves)
Trait: Hatred of Greenskins - Every goblin in the world deserves to die. Every orc does as well. The mere sight of them demands their death and ruination! (+2 Martial When Facing Greenskins)
Trait: Dauntless Fury - Swallowed by righteous fury, in Sigmar's name, to the point that even many minor wounds are ignored utterly outright when in battle. Pain is nothing before Sigmar's might. (+1 Martial, Reduced Penalties When Wounded While Fighting)
Trait: Desperate Devotion - The near loss of his father in the depths of Karak Ungor drove this one to even greater heights of devotion to Sigmar, out of desperation and desire. (+1 Martial, +2 Piety)
Trait: Faith Full - Many avenues were sought, and priests spoken with, in the depths of Karak Ungor. Of the Gods of the Empire, and of the Dawi, to provide perhaps just the slightest chance for a miracle. The knowledge remains, even now. (+2 Piety)
Trait: Dawongr of Karaz Ankor - Recognized across every major Dwarf Hold for deeds within Karak Ungor, and granted a great amount of respect by those who would respect such positive opinions of the dwarfs. A name so-well known engenders respect or at least the appearance of it for many. (+2 Diplomacy, +5 Diplomacy With Dwarfs, -1 Diplomacy With Elves)
Trait: Nearly Nassau - Years of instruction from his wife Sabine has granted him a wealth of knowledge about non-Ostlander based diplomatic means, trading negotiations, and more. After all, one does not simply refuse the instruction of one's pregnant wife when they are determined to give it. (+2 Diplomacy, +1 Intrigue)
Trait: Responsible Ruler - Though is is new to it, trial by fire has tempered him well. He rules fairly and firmly, and seems willing to accept advice from advisors without being utterly useless without them. A good sign for a man who would one day be an Elector Count. (+2 Diplomacy, +2 Stewardship)
Trait: Horizons Expanded – This one has seen that the world holds more than they ever thought possible, for good and for ill. To learn, to know, forces one to examine thoughts and the present alike. (+1 Diplomacy, +1 Piety)

Magnus von Hohenzollern's Branch
Name: Sabine von Hohenzollern (nee Nassau) [Married In 2330 IC To Magnus]
Birthdate: 2309
Description: The Nassau dynasty itself began over a thousand years ago when a Stirlander noble House moved west after losing out almost all their fortunes to a rival family. Left almost destitute they were granted the lands that would come to be split between Ostland to the west and Ostermark to the east. In the modern day this would be a wealthy position save for the fact that the various merchant trains moving between those provinces no longer pass through the central province. In any case, the Nassau's are powerful landowners and are the major partners in numerous banks, farms, and merchant guilds. The beautiful daughter of powerful north Talabecland noble Adrian Nassau has been much sought after throughout much of the Empire practically since her birth due to this legacy and the resulting connections. Though she is heard to not be much of a fighter, she is said to be quite beautiful – and incredibly, incredibly wealthy…and that's about all that matters to most people.

Diplomacy: 15+2+3+3-1=22
Martial: 8+4+2+1=15
Stewardship: 20+3+3+2=28
Intrigue: 19+1+3+2+1=26
Piety: 10+2-1+1+3=15
Learning: 18+4+2=24

Trait: Attractive – She is incredibly beautiful, a trait that will surely be passed down unto her future children. (+2 Diplomacy)
Trait: Scholar – An accomplished student of many subjects. (+4 Learning, +2 Piety, -2 Intrigue, -2 Martial) [Intrigue Malus removed due to Personal Action Training/Martial Malus removed due to Personal Action Training]
Trait: Ruthless – She has ruined whole families to ensure the success of her families businesses. (+1 Intrigue)
Trait: Breadwinner – Despite being a woman, she has openly headed numerous extremely successful business ventures. Her savvy in mercantile manners is said by some to be more appropriate to a Merchant Prince rather than a Talabeclander girl. (+3 Diplomacy, +3 Stewardship, +3 Intrigue, +2 Learning)
Trait: Persuasive – Growing up watching her father and uncles perform business dealings made a deep impression upon her. Saying the right thing, with the right expression, at the right time…can make all the difference between your coach companies winning a route over someone else's. (+3 Diplomacy)
Trait: Administrator – As a child she often followed her father around and learned from him the secrets of being a good manager and leader. (+3 Stewardship)
Trait: Greedy – If there is one thing the Nassau all share, it is a desire to increase their wealth. A lasting impression from having to claw themselves up from destitution all those hundreds of years ago when they were ejected from Stirland. (+2 Stewardship, -1 Diplomacy, -1 Piety)
Trait: Properly Paranoid - Cannot help but see secret words, coded messages, and more in the shifts and movements of everyone around her, especially including her in-laws. This has its own benefits and issues, when it comes to the work that she performs. (+2 Intrigue)
Trait: Twin Bearer - A respectable feat.
Trait: Triplet Bearer - Gave birth to triplets.
Trait: Pious Exposure - Simply being around the Hohenzollerns, and their own antics, demands a closer study of piety and religious materials, if only to keep up and maintain appearances. (+1 Piety)
Trait: Deathly Plot Exposure - During her wedding there were skaven, vampires, and even an agent of the druchii involved. Things beyond simple plots of money, of competing skullduggery for trade contracts, and she has familiarized herself accordingly for these new opponents. (+1 Intrigue)
Trait: Quietly Fierce - She has never slain someone personally, but has seen and been exposed to tremendous violence, even if peripherally. She has become, abruptly, aware of her own fragility, and the greater scope of the Empire's vulnerability. Steps have been taken to ensure, now, that she will not simply go quietly into the night. The world is a dangerous place, and so she has striven to become a more dangerous person.
Trait: Half Hohenzollern - What began as a small request rapidly grew into a very comprehensive martial education with its foundation in the traditions and histories of the Von Raukov and Hohenzollern families of Ostland. A closeness with the family she has married is a more than welcome benefit. She may never be a great warrior, but diligence has its own rewards, and there is more to fighting than immediate personal capability. (+4 Martial)
Trait: Stubborn Strength - Repeated pregnancies have left her with a distaste for simply sitting around and ballooning around the hips and thighs...and everywhere else. As such, she works hard to ensure that she won't waste away, every day. (+2 Martial)
Trait: Without Hesitation - Hohenzollern spars require that one willingly shed the blood of family members and be able to accept one's own blood being shed in turn. The better for iron sharpening iron, and after years and years of this, this one has learned to overcome the shock and pause that others might suffer when first introduced to a fight to the death. (+1 Martial)
Trait: Piety Through Propriety - A close relationship with Serhild demanded that this one meet with and regularly interact with Arthur von Hohenzollern. The natural result, of course, is long hours of theological discussion and religious debate. For all that one might desire otherwise, it is hard to deny the Gods and their worth after years of such conversations. Then, of course, there are the stories of Karak Ungor and Sylvania that the Hohenzollerns could tell... (+3 Piety)


Name: Karola von Hohenzollern
Birthdate: 2332 IC
Titles: Princess of Ostland

Description: Karola von Hohenzollern does not look terribly much like her father. Rather, in her case, she possesses the fiery Talabeclander red of her mother, in faint waves. In time, when she grows into an adult, it is easy to see that she will become quite a beauty. Her mother and father are both considered quite attractive in all the best ways by the Imperial standard, and Karola is no different. Her face possesses a nice balance between strong lines and softness. While her eyes are blue, they are closer to a warm sky blue than the icy piercing blue of her father's.

Diplomacy: 15+1+2+1=19
Martial: 12+1-1=12
Stewardship: 16
Intrigue: 15-1-1=13
Piety: 13+1+2=16
Learning: 18+1=19

Trait: Tall – As an adult she shall tower over the heads of almost anyone. (+1 Martial, +1 Diplomacy)
Trait: Attractive – She is incredibly beautiful, a trait that will surely be passed down unto her future children. (+2 Diplomacy)
Trait: Soft-Hearted – Karola outright struggles to find anger in her heart, much preferring kindness. (+1 Diplomacy, -1 Intrigue)
Trait: Pacifistic - Thoroughly abhors the act of hurting others. (-1 Martial, -1 Intrigue, +1 Piety)
Trait: Patch Up Hobbyist - When all of the other children get hurt and they don't want the adults to know, they come to Karola for help. (+1 Learning)
Trait: Dove's Tail - Growing up with relatively pious parents meant that she would, of course, find her own path. Perhaps owing to her early childhood preferences, she has begun poking at the Cult of Shallya (+2 Piety)

Name: Ortrud 'Ori' von Hohenzollern
Birthdate: 2333 IC
Titles: Princess of Ostland

Description: Strong-willed and fierce for a child, young Ori bears the bright fiery hair of her mother, but the strength of frame of her father. With eyes of sharp blue marking her undeniably as her father's daughter, she is depite her red Talabeclander hair unmistakably a Hohenzollern.

Diplomacy: 14+2-2=14
Martial: 13+2+2+2+2=21
Stewardship: 15+2=17
Intrigue: 19+2+1+1+2=25
Piety: 12+2+2-2=14
Learning: 18+2=20

Trait: Strong – Even as a child she displays greater strength than her peers. (+2 Martial)
Trait: Genius – Possesses a mind brighter than most others. (+2 All Stats)
Trait: Sneak Step - This one has played about with her brother Logan in the shadows, finding gleeful enjoyment in sneaking up on her family. (+1 Intrigue)
Trait: Ruthless – When it comes to the games children play, she plays to win. Always. (+1 Intrigue)
Trait: Slight Psychopathy - Unfortunately, it seems that she was born with a certain cognitive dissonance compared to the average citizen of the Empire. (+2 Martial, -2 Diplomacy, +2 Intrigue, -2 Piety)
Trait: Osmotic Piety - Growing up amongst her family ensured a rather comprehensive religious education. (+2 Piety)
Trait: Masterful Instruction – A truly effective foundation and increasing mastery of one's own body and mind through intensive training at the hands of one who has largely mastered such things. (+2 Martial)

Name: Stephanie von Hohenzollern
Birthdate: 2335 IC
Titles: Princess of Ostland

Diplomacy: 11+2=13
Martial: 18+1=19
Stewardship: 17
Intrigue: 16
Piety: 12+2=14
Learning: 18

Trait: Remarkable Health – Came out heavier than most children, showing considerably robust health, this one shows signs of likely growing quite a bit more as they grow up.(+2 Base Martial)
Trait: Fraternal Triplet – Differs in appearance, personality, and ability to their siblings; Wolfila von Hohenzollern and Freya von Hohenzollern.
Trait: Attractive - Quite cute as a child, will no doubt grow up to be quite attractive like their parents. (+2 Diplomacy)
Trait: Osmotic Piety - Growing up amongst her family ensured a rather comprehensive religious education. (+2 Piety)
Trait: Outgroup Distaste - Has been noted by the castle staff to prefer those they know, becoming standoffish and even rude with those they don't. (-2 Diplomacy To Those Not Considered Friends or Family).
Trait: Protective - Growing up, they began to see themselves as a guardian to their brother, a behavior that has extended to others they consider close.
Trait: Masterful Foundation – A truly effective foundation is one which lends itself to aiding growth in the future. So it goes. (+1 Martial)

Name: Freya von Hohenzollern
Birthdate: 2335 IC
Titles: Princess of Ostland

Diplomacy: 9+2=11
Martial: 16+1=17
Stewardship: 13
Intrigue: 19
Piety: 9+2=11
Learning: 19

Trait: Remarkable Health – Came out heavier than most children, showing considerably robust health, this one shows signs of likely growing quite a bit more as they grow up. (+2 Base Martial)
Trait: Fraternal Triplet – Differs in appearance, personality, and ability to their siblings; Wolfila von Hohenzollern and Stephanie von Hohenzollern.
Trait: Attractive - Quite cute as a child, will no doubt grow up to be quite attractive like their parents. (+2 Diplomacy)
Trait: Osmotic Piety - Growing up amongst her family ensured a rather comprehensive religious education. (+2 Piety)
Trait: Outgroup Distaste - Has been noted by the castle staff to prefer those they know, becoming standoffish and even rude with those they don't. (-2 Diplomacy To Those Not Considered Friends or Family)
Trait: Protective - Growing up, they began to see themselves as a guardian to their brother, a behavior that has extended to others they consider close.
Trait: Masterful Foundation – A truly effective foundation is one which lends itself to aiding growth in the future. So it goes. (+1 Martial)

Name: Wolfila von Hohenzollern
Birthdate: 2335 IC
Titles: Prince of Ostland

Diplomacy: 13+3=16
Martial: 10-2=8
Stewardship: 8
Intrigue: 15-3=12
Piety: 10+2=12
Learning: 11

Trait: Enfeebled – This one was born with visible weakness in their body. Shorter and thinner than most of those around them, their bones and body twisted just enough to be enough to be offputting. (-2 Base Martial, -2 Diplomacy To Certain Individuals)
Trait: Slow - In body and in mind, this one is just not as quick on the uptake as regular people. (-2 Martial, -5 Base Learning/Stewardship)
Trait: Fraternal Triplet – Differs in appearance, personality, and ability to their siblings; Freya von Hohenzollern and Stephanie von Hohenzollern.
Trait: Gentle - This one's words and acts seem to sooth those around them, either from sincerity or pity, as they seem incapable of terrible aggression or unkindness (+3 Diplomacy, -3 Intrigue)
Trait: Budding Artist - Though it takes him many hours, this one seems to produce oddly beautiful doodles and sketches, perhaps more will come in time?
Trait: Osmotic Piety - Growing up amongst his family ensured a rather comprehensive religious education. (+2 Piety)

Name: Talgris von Hohenzollern
Birthdate: 2339 IC
Titles: Prince of Ostland

Diplomacy:
Martial:
Stewardship:
Intrigue
:
Piety:
Learning:

Trait: Twin - Was born as the green-eyed twin to his brother Arthur.

Name: Arthur von Hohenzollern
Birthdate: 2339 IC
Titles: Prince of Ostland

Diplomacy:
Martial:
Stewardship:
Intrigue
:
Piety:
Learning:

Trait: Twin - Was born as the blue-eyed twin to his brother Talgris.

======================================

Name: Arthur von Hohenzollern
Birthdate: 2309
Titles: Prince of Ostland, High Priest of Morr, Founder of the Order of the Garden, Augur, Cleanser of Templehof, Scourge of Sylvania, Eradicator of the Red Abbey, Purgator of the Wolf Crag, Slayer Of Helgrid Harkon, The Black Bull of Ostland, Baron Hohenzollern of Vogelsang
Wargear: Night's Razor (Magical Weapon, Black Zweihänder, Feather-light For Wielder, x3 Weight Against Non-Wielder, Somewhat Lesser Cutting Power Only When Compared To Runefangs And Equivilents), Black Plate Armor of Morr's Black Guard, Hand-Hatchet
Fate Points: 3
Fortune Points: 3

Description: Arthur von Hohenzollern is a triplet-by-blood with his living brother Magnus von Hohenzollern. However, there are a great many differences in their appearances which developed early into their adulthood. Arthur is notably more slim than his brother, yet still lined by a whip-cord amount of musculature and strength. Arthur's formerly jet-black hair now possesses a silvered grey streak along the temple, while being cut extremely short to the point of being shaved, but not quite. His pale skin is greyed ever so slightly, yet notably, which casts him into a frightening pallor, only emphasized by his natural inclination to quiet consideration over boisterous conversation. Yet he shares with his brother Magnus the same blue eyes that burn with a zealous light, while standing ever so slightly shorter.

Notable Kills: Alexandru Morten (Vampire Lords and Master Necromancer Ruler of Templehof), Ghoul Honor Guard x5, 'Abbess' Lupei of the Red Abbey (Vampire), The Wolf Knight (Vampire), Helgrid Harkon (Vampire), Unknown Wight King

Diplomacy: 9+1+2+4+4+2+2+1-1+2+2 =28
Martial: 13+1+1+2+3+1+1+2=24
Stewardship: 15+1+2=18
Intrigue: 13+1+1=15
Piety: 10+3+3+2+4+4+3+2+3+3+1=38
Learning: 17+1+3=21

Trait: Fraternal Triplet – Differs in appearance, personality, and ability to their siblings; Magnus von Hohenzollern and Oskar von Hohenzollern.
Trait: Tall – As an adult he shall tower over the heads of almost anyone. (+1 Martial, +1 Diplomacy)
Trait: Attractive – Adorable as a child, extremely handsome as a man. (+2 Diplomacy)
Trait: Patient – Is capable of calmly waiting out many things. (+1 Stewardship, +1 Intrigue, +1 Learning)
Trait: Faithful of Morr – Found true faith at a young age, and has retained it growing up. (+3 Piety)
Trait: Racial Hatred - Necrarch vampires and undead in general have found a permanent place of hatred in their heart.
Trait: Scholar of Morr - Has studied vast amounts of texts and learned from speaking to Priests of Morr from across the Old World, resulting in being extensively well learned in all things relating to Morr. (+3 Learning, +3 Piety)
Trait: Convincing Theologian - Long hours, days, weeks, and years debating amongst priests and faithful of numerous Gods has crafted a persuasive theologian indeed. (+4 Diplomacy, +2 Piety)
Trait: High Priest of The Order Of The Garden - A fully ordained member and elected leader of the Order of the Garden, a new sect of the Cult of Morr preaching more active involvement in the realm of the living. (+1 Martial, +4 Piety, +4 Diplomacy With Cult Of Morr)
Trait: Master of Religious Rhetoric - Constant sincere theological conversations on the meaning of Morr's edicts, on the place of Gods in the Empire with the Grand Theogonist, of warfare and purpose with the Ar-Ulric, and on the Empire's relationship with the divine with Magnus the Pious what they should be, coupled with discussions with soldiery and common men and women of the Empire, has sharpened the mind and turned this one's tongue into a weapon and shield all in one. (+4 Diplomacy, +1 Piety)
Trait: Harsh Lessons Learned - Spending time as part of the deathly conflict in Sylvania for a considerable amount of time, at the side of some of the greatest champions of the Empire, has lent a great amount of experience and knowledge being absorbed by this one. (+2 Martial, +2 Diplomacy, +1 Intrigue)
Trait: Religious Revelation – Has seen the awful majesty of the Realm of the Dead and the Land of Sleep in his dreams. Some would call it a curse, yet he calls it a gift for it is a wondrous showing of his connection to Morr. (+4 Piety)
Trait: Dreams of Omens - The reading of portents and omens has ever been one of the main focuses of Augurs within the Cult of Morr. Reading them correctly is nigh impossible but receiving them at all is seen as a major blessing of connection to the God of Dreams and Death. (+3 Piety)
Trait: Calm - It takes a significant amount to rattle this man, who can remain calm in all but the most trying of situations or provocations. (+2 Diplomacy)
Trait: Humble - Despite his accomplishments and history, he remains a humble man despite it all. (+1 Diplomacy, +3 Piety)
Trait: Morrish Pallor - As a result of foolishly crossing further into the Realm of the Dead than the living can be allowed during initial communions with the God of Death, the skin of this man has been left with a tinge of grey. It frightens many, but to those who know it is an almost peaceful new coloration and a sign from Morr himself. (+2 Piety, -1 Diplomacy)
Trait: Raventouched - Amongst those who repeatedly channel the powers of the Gods, occasionally they become touched by said Gods. In this case, an acknowledged touch of Morr is upon this man in that ravens seem to simply...follow them around. They are not particularly disruptive, but are simply...there. Just sort of around. This bothers some, who fear the birds, but for those who know that they are also the signs of the God of the Dead, they are a fortuitous portent indeed. (+3 Piety, +/-1 Diplomacy With Certain Characters)
Trait: Encyclopedic Exterminator Of The Undead – Brutal and unforgiving combat, against foes numerous and dire, in one of the darkest realms of the Old World. From skeleton, to zombie, to vampire and terrorgheist. Patchwork zombies, risen grave guard, barrow kings bound to battle, and more. Experience has been engraved in his bones, that can be put to use against the undead or the living alike. (+3 Martial, +2 Additional Martial Against Undead)
Trait: Conviction – Has seen the horror of the undead unfurled to its horrifying fullness, and stood strong against it. (Martial +1)
Trait: Peacemaker – The scuffing between the Order of the Garden, the Order of the Shroud, and the Order of Augurs has demanded that Arthur become a voice of reason and calmness along with a few others. (+2 Diplomacy)
Trait: Knights Raven Trained – Experience only grows with time. While sparring against his brother, his father, his uncle Urgdug, these were all valuable, but more awaited him. Fighting alongside and training with the aggressive Knights Raven has only added to the arsenal. (+1 Martial, +1 Additional Martial Against Undead)
Trait: Experienced Quartermaster – Having had to organize the Cult of Morr and its warrior orders in the conflict of Sylvania gave this one a crash course in logistics and organization. While he does not possess an instinctual skill at it like his father who barely even considers it consciously, he is now somewhat learned. (+2 Stewardship)
Trait: Well Worked Body – While he was not born as naturally strong as his brother Magnus, long conflict in grueling conditions accompanied by halfling meals has given him a bulked form, an improved musculature that is greatly useful in combat. (+2 Martial)
Trait: Heavily Scarred – Fighting against the undead and their masters, scarring is inevitable. His hide has been torn at more than once by a ghoul's claws or skeleton's spear.
Trait: Intercult Coordinator – To properly coordinate between the three 'sects' of the Cult of Morr, and to temples and gardens that have little to not contact between each other before now? Requires experience, knowledge, and skill. (+2 Diplomacy)
Arthur von Hohenzollern's Branch of Hohenzollern Family
Name: Serhild von Hohenzollern (nee Freud-Raukov) [Married to Arthur in 2318]
Birthdate: 2309
Titles: Princess Serhild, Lady Serhild, Baroness Hohenzollern of Vogelsang

Description At Time Of Marriage: A slim young girl with a small smile almost always on her lips. As a result of being born into both the Freud and von Raukov lines, she has spent much time studying diplomacy and statesmanship balanced with weapon training to be able to defend herself. She is perfectly happy spending most of her days at home, however, cooking and maintaining the home in between combat practice. A demure woman, she is not prone to flights of fancy or overbearing amounts of emotion for she is in fact still an Ostlander - who remain a dour people even after the death of Zacharias. Her love is quiet, but steady. In recent years as she grows more mature and raises her children, she has let herself relax slightly, in terms of exuberance and the like. Her friendship with Sabine, a fellow woman marrying into the Hohenzollerns, has seen her expand her interests into actual ventures in certain cases. Her hair is a dark blonde, her eyes a warm brown.

Diplomacy: 16+2+1+1+2+1+1=24
Martial: 7+2+1+1+3+1=15
Stewardship: 13+1=14
Intrigue: 6+1+3=10
Piety: 18+1+3=22
Learning: 14

Trait: Attractive – Quite a pretty young girl, who will blossom into a beautiful woman as an adult. (+2 Diplomacy)
Trait: Kind – A demure and quiet child, Serhild has always had a kind word for others. (+1 Diplomacy, +1 Stewardship)
Trait: Strong – Being a child of the von Raukov line, she has been born with some of the inherent strength of those long time famous warriors of the province. (+2 Martial)
Trait: Provincial Hatred – As an Ostlander, she despises undead and vampires of the Necrarch Bloodline as a result of the Vampire War of 2315
Trait: Equine Aficionado - While Ostland was never particularly known for its horse-riding traditions, Serhild has found herself happily engaged with the raising and racing of horses. It is a niche activity, but one that she is happy to do to fill the days. Plus, it lets her gossip with the local nobles who are interested. (+1 Diplomacy, +1 Intrigue)
Trait: Private Great Kitchen Apprentice - Though some might find it odd to see a noblewoman apprenticing herself in such a manner, Serhild finds that she has an earnest passion for cooking. Plus, it lets her get an ear to the ground about town, as people greet and speak to her. Serhild is known to be a great friend of the chefs, while simultaneously allowing her son to be viewed and admired by the citizenry. (+1 Piety, +2 Diplomacy)
Trait: Married To A Head Priest - Being married to Arthur has, by necessity, had her become more than a little learned about the Cult of Morr, far more than the average citizen at least. On the other hand, living through the Vampire War has left her with quite the appreciation for it. (+1 Martial, +3 Piety)
Trait: Skilled Dancer – Was it just a way to exercise? Perhaps. But she found a deep passion for it, and it is undeniable that to watch her dance is a thing of beauty, while ensuring flexibility and strength that is present, if not readily apparent. (+1 Martial)
Trait: Music Lover - She enjoys the sounds of instruments and the call of voice very much, for they are expressions of the soul. (Diplomacy +1)
Trait: Dual Legacies of Death - The Von Raukov and the Hohenzollern are famously martial families, and she has the blood of one and the marriage into the other. As the years have gone on, she has grown into these legacies with aplomb, not least of which is because of how she got annoyed that her husband would spend so much time in the spars that she herself was not a part of. (+3 Martial)
Trait: Energetic - As the years have gone on, she has found that rather than slowing down, she has sped up. Much to the annoyance of many other people, and the enjoyment of many others. (+1 Martial)
Trait: A Snake's Friend - Serhild has become extremely close friends with Sabine, to the point that it has been remarked that the two act practically like sisters. This has, in turn, meant that on sheer osmosis alone, let alone the actual instruction given, that Serhild has gained quite the view into the way things work from a Nassau perspective. (+1 Diplomacy, +3 Intrigue)

Name: Frederick von Hohenzollern
Birthdate: 2326
Titles: Prince of Ostland

Description: A throwback to the Hohenzollern's of old, this one bears the height, black hair, and blue eyes of his forefathers with ease. His hair is cleanly cut, kept short to his head, while simultaneously framing an attractive face. As a result of being born to a substantially religious father, his clothing constantly shows strong Morrite influences in coloration and in muted decoration. Unlike some in his family, Frederick shows a remarkable calmness regardless of most circumstances.

Diplomacy: 12+1+2+2+1+1+1=20
Martial: 12+1+2+2=17
Stewardship: 14+1+1=16
Intrigue: 12+1+1=14
Piety: 15+3+2=20
Learning: 14+1+2=17

Trait: Tall – As an adult he shall tower over the heads of almost anyone. (+1 Martial, +1 Diplomacy)
Trait: Attractive – Adorable as a child, will likely be handsome as a man. (+2 Diplomacy)
Trait: Patient – Born to a calm mother and patient father, he is truly a child of his parents. (+1 Stewardship, +1 Intrigue, +1 Learning)
Trait: Calm - Despite many strange upheavals and occurrence in his youth, his mother kept him calm. This is something that has become simply part of his nature. (+2 Diplomacy)
Trait: Strong – Blood of the Hohenzollerns and the Raukovs floods his veins. A strong child indeed. (+2 Martial)
Trait: Son of a Preacher - His father is a High Priest of Morr and a skilled theological debater, his mother a faithful woman as well. He is no different. (+3 Piety, +1 Diplomacy)
Trait: Broad Religious Base - Grandfather a Sigmarite, grandmother of foreign gods, father a Morrite, granduncle and grandaunt reaching out to Taal, the introduction of Esmeraldans, and more. It is simply unavoidable for him to not be exposed to and take in a great amount of religious literature and learning, now, and as he grows. (+2 Piety, +2 Learning)
Trait: Undaunted By The Strange - His father possesses disturbingly greyed skin, his grandfather has born wounds most deathly, he has an ogre for a grand-uncle, and has seen griffon's laugh and scream. He is not easily shaken. (+1 Diplomacy, +1 Intrigue)
Trait: Kind – Raised by his mother Serhild to always have a kind word for others, or, failing this, to not bring insults instead. (+1 Diplomacy, +1 Stewardship)
Trait: Masterful Instruction – A truly effective foundation and increasing mastery of one's own body and mind through intensive training at the hands of one who has largely mastered such things. (+2 Martial)

Name: Ortrud 'Trudi' von Hohenzollern
Birthdate: 2332
Titles: Princess of Ostland

Descriptor: Even as a child, Trudi displays sure signs of growing to be quite tall and strong indeed. Her skin is the pale and fair tone of Ostland, her hair the black of her father Arthur, her eyes the same warm brown as her mother Serhild. While she currently possesses a considerable amount of baby fat, considering her parents it is more than likely that Trudi will grow into a slim, graceful, and deadly strong woman.

Diplomacy: 16+1+1+1+1+1=21
Martial: 11+1+2+1+1+2=18
Stewardship: 13+1+1=15
Intrigue: 10+1+1=12
Piety: 15+3+2+2=22
Learning: 14+2+2=18

Trait: Tall – As an adult she shall tower over the heads of almost anyone. (+1 Martial, +1 Diplomacy)
Trait: Strong – Blood of the Hohenzollerns and the Raukovs floods her veins. A strong child indeed. (+2 Martial)
Trait: Kind – Raised by her mother Serhild to always have a kind word for others, or, failing this, to not bring insults instead. (+1 Diplomacy, +1 Stewardship)
Trait: Daughter of a Preacher - Her father is a High Priest of Morr and a skilled theological debater, her mother a faithful woman as well. She could be no different. (+3 Piety, +1 Diplomacy)
Trait: Broad Religious Base - Grandfather a Sigmarite, grandmother of foreign gods, father a Morrite, granduncle and grandaunt reaching out to Taal, the introduction of Esmeraldans, and more. It is simply unavoidable for herto not be exposed to and take in a great amount of religious literature and learning, now, and as she grows. (+2 Piety, +2 Learning)
Trait: Skilled Dancer – The ability to dance in elaborate style for hours translates very well to physical conditioning when it comes to battle. (+1 Martial)
Trait: Undaunted By The Strange - Her father possesses disturbingly greyed skin, her grandfather has born wounds most deathly, she has an ogre for a grand-uncle, and has seen griffon's laugh and scream. She is not easily shaken. (+1 Diplomacy, +1 Intrigue)
Trait: Devout - Has found a singular interest in Morr, a faith easily nurtured in the family she was born into. (+2 Piety)
Trait: Equine Hobbyist - While Ostland was never particularly known for its horse-riding traditions, Trudi's mother has been working on bettering such things. Riding on horses across the Northern March is a favored pastime of this one, as is caring for them. (+1 Martial, +1 Stewardship)
Trait: Quietly Insightful - While she is not a blazing and open genius like some, she is quite capable of critical thinking and studying when she desires to without too much struggle. (+1 Diplomacy, +1 Intrigue, +2 Learning)
Trait: Masterful Instruction – A truly effective foundation and increasing mastery of one's own body and mind through intensive training at the hands of one who has largely mastered such things. (+2 Martial)

Name: Karl von Hohenzollern
Birthdate: 2340 IC
Titles: Prince of Ostland

Diplomacy:
Martial:
Stewardship:
Intrigue:
Piety:
Learning:

======================================

Name: Agatha von Hohenzollern
Birthdate: 2317
Titles: The Dark Sisters (Half Of), Wizard Apprentice of Magistrix Draken, Marked Of Yemaraja
Wargear: Amethyst Serpent Familiar (x2 Size, Horned, Blind, Voice Channel), Obsidian Knife, Small Hatchet (Steel), Amethyst College Battle Scythes [Broken], Noose of Yemaraja Soul Tattoo, Dusk Scythe
Fate Points: 1

Notable Kills (Shared With Twin): Senior Apprentice Catalina of the Light College, Wight King Makros, Psamti/Rawer/
Abdukrahman/Hans Gellumschnicht [Mahtmasi Bloodline Vampires], Vampire Captain Anna of the Yellow Smile, Empowered Wight of Scar-Leader Gonhahu/1 Royal Caste Brahtriya (Indi Vampiric Bloodline)/Lord Lee (Jade-Blooded Vampire Lord)/Shared Credit With Death of 2nd Generation Blood Dragon Anpu (Sired By Abhorash)/Nippon Oni Tyrant Thugtoshi Biggastomp/Shared Credit for Death of Emperor Jubei of Nippon

Diplomacy: 6+2+2-2+1-1-3-1+2-1+1=6
Martial: 17+2+1+2+1+1+3+1+3+3+2=36
Stewardship: 11+2=13
Intrigue: 17+2+1+1=21
Piety: 9+2+4+1+2+5=23
Learning: 23+2+2+3+1=31

Trait: Twin – Identical in appearance, personality, and ability to their twin sibling; Alisa von Hohenzollern.
Trait: Attractive – Despite her albinism, or perhaps enhanced by her exotic nature, her beauty is undeniable. (+2 Diplomacy)
Trait: Genius – Possesses a mind ablaze with intellect (+2 All Stats)
Trait: Creepy – This person is just 'off' in such that it itches at people the wrong way. (-2 Diplomacy)
Trait: Intense Subject of Sermon - Despite being one of the students of the Magic Colleges, this person has been undergoing an exacting amount of religious indoctrination designed to preserve their soul and prevent corruption. Or perhaps they sought out for such sermons and religious education on purpose for said purpose, and merely tell others the first story to deflect attention? A significant amount of religious learning from materials on Morr provided by their sibling Arthur von Hohenzollern has pushed a considerable amount of focus on the God of Death. (+4 Piety)
Trait: Inured To Horror – Were taken along with their Master to the cursed land of Sylvania, during its great purging by the Emperor Magnus. There, they saw hundreds of men slaughtered, torn to shreds, and devoured, in carnage spanning days at a time. Under their master's guidance, and the aid of Arthur von Hohenzollern's counsel, they have emerged unbroken by their experience. (+1 Martial, +1 Piety)
Trait: Exceptionally Experienced Dissectionist – Observed and partook in the study and dissection of some of the worst that Sylvania had to offer, from vampires, to ghouls, to terrorgheists. And loved it. To study anatomy as they have is to know death, intimately, and also how to deal it. To learn anatomy without the restrictions of the Cult of Morr is to know it even further... (+3 Martial)
Trait: Questioning Morrite – Were personally taught by the High Priest of the Order of the Garden, granted a personal and zealous education into the Cult of Morr. Somewhat atypical from other Amethyst Wizards, who lend some credence to Morr, or pay heed to his shrines, they actively worship the God of the Dead. Their studies in the Far East have led to them questioning certain parts of the faith, however...(+1 Martial, +3 Piety, Altered from Militant Morrite)
Trait: Exposed To the Emperor – Happened to be either at meetings accompanying their master, or within hearing range of speeches, granting them exposure to Magnus the Pious's tremendous faith and charisma. One cannot help but look upon the Gods with stronger or renewed faith. (+2 Piety)
Trait: Familiar Crafter – With the extensive aid of their Master, they have managed to craft an arcane familiar over the course of several years. A good display of magical ability, control, and dedication. It is a shame that what they've made is so discomforting. (-1 Diplomacy, +1 Intrigue)
Trait: Experienced Surgeon - Fascinated by the human body and how it dies, and scholars of both the Gaelenic and the Mechanical School of Thought with regards to anatomy. Have closely studied the treatises of the Jade Dragon of the Wu Dynasty, and learned even more as a result. (+3 Learning)
Trait: Linguistic Smoothing - Recognizing a vital deficiency in her students led their teacher to force upon them tomes upon proper speech and oratory. (+2 Diplomacy, +2 Learning)
Trait: Macabre Interests - Enjoys considerations of the macabre, both in conversation and in mental contemplation. This is more than a little off putting for most people. (-1 Diplomacy)
Trait: International Undead Killer - Has slain raised Lizardmen in Lustria alongside Norse berserkers, hunted down vampires in the deserts of Araby, survived a trek along the Silk Road, all while killing creatures thought to be myth and song. Undeath has crept out across the world, and they have killed or re-killed quite a variety of it. (+3 Martial, +1 Diplomacy)
Trait: Clammy Skin - A massive burst of unrestrained Shyish washed through the body and soul, leaving the skin as cold as the dead. Asleep, this person could be easily mistaken for one.
Trait: Marked By Yemaraja's Noose - Service granted, boons given. Such is the way of dedication and sacrifice towards the gloried Deva, highest powers in the Land of a Thousand Gods. The breath of the dead, solidified into crystals, ground into skin, flesh, soul and dried with the Purple Wind. Taste of the end, and feel its power. (+3 Martial, +5 Piety, +2 Additional Martial When Fighting Undead)
Trait: Worldwide Warrior Woman - There is something to the techniques of a great many places crystallizing in the warrior's mind, from the dervishes of the sands, to the sheer power of the ogre and Norscan, the dance of iron of Ind, the techniques of the monks of Cathay, the arts of the samurai of Nippon. Something indeed...(+2 Martial)
Trait: Auspicious Blood – Conceived while both parents were in the afterglow of an extremely strong working of High Magic by an Arcane Fulcrum Attuned Loremaster, near said Arcane Fulcrum, in an area filled to the brim with Shyish after two thousand years of magical workings by the insane Overlord of the Necrarch Vampire Bloodline.
  1. Resulting Trait: Tall – Towers above almost all others from above. (+1 Martial, +1 Diplomacy)
  2. Resulting Trait: Strong – As a child, this one was considered freakishly strong for her size and frame, as an adult, this has not changed. Willowy, yet also like an oak. (+2 Martial)
  3. Resulting Trait: Amethyst Wizard Apprentice – Born in an area inundated with High Magic and Shyish and granted a gift - or curse - of being able to wield the latter, her mind and relentless approach to her studies has advanced her into the position of Apprentice, the lowest rank amongst the Amethyst Order. (+1 Martial, +1 Intrigue, +1 Learning. -1 Diplomacy)
  4. Resulting Trait: Albinism - Born with skin and hair the color of snow and eyes the color of dark amethyst. This frightens many, and the more zealous figures may consider Albinism to be a mutation of Chaos. This isn't necessarily true, of course, but it does carry with it some negative issues. (-3 Diplomacy)
Name: Alisa von Hohenzollern
Birthdate: 2317
Titles: The Dark Sisters (Half Of), Wizard Apprentice of Magistrix Draken, Marked Of Yemaraja
Wargear: Amethyst Serpent Familiar (x2 Size, Horned, Blind, Voice Channel), Obsidian Knife, Small Hatchet (Steel), Amethyst College Battle Scythes [Broken], Noose of Yemaraja Soul Tattoo, Dusk Scythe
Fate Points: 1

Notable Kills (Shared With Twin): Senior Apprentice Catalina of the Light College/Wight King Makros/Psamti, Rawer,
Abdukrahman, Hans Gellumschnicht [Mahtmasi Bloodline Vampires]/Vampire Captain Anna of the Yellow Smile/Empowered Wight of Scar-Leader Gonhahu/1 Royal Caste Brahtriya (Indi Vampiric Bloodline)/Lord Lee (Jade-Blooded Vampire Lord)/Shared Credit With Death of 2nd Generation Blood Dragon Anpu (Sired By Abhorash)/Nippon Oni Tyrant Thugtoshi Biggastomp/Shared Credit for Death of Emperor Jubei of Nippon

Diplomacy: 6+2+2-2+1-1-3-1+2-1+1=6
Martial: 17+2+1+2+1+1+3+1+3+3+2=36
Stewardship: 11+2=13
Intrigue: 17+2+1+1=21
Piety: 9+2+4+1+2+5=23
Learning: 23+2+2+3+1=31

Trait: Twin – Identical in appearance, personality, and ability to their twin sibling; Agatha von Hohenzollern.
Trait: Attractive – Despite her albinism, or perhaps enhanced by her exotic nature, her beauty is undeniable. (+2 Diplomacy)
Trait: Genius – Possesses a mind ablaze with intellect (+2 All Stats)
Trait: Creepy – This person is just 'off' in such that it itches at people the wrong way. (-2 Diplomacy)
Trait: Intense Subject of Sermon - Despite being one of the students of the Magic Colleges, this person has been undergoing an exacting amount of religious indoctrination designed to preserve their soul and prevent corruption. Or perhaps they sought out for such sermons and religious education on purpose for said purpose, and merely tell others the first story to deflect attention? A significant amount of religious learning from materials on Morr provided by their sibling Arthur von Hohenzollern has pushed a considerable amount of focus on the God of Death. (+4 Piety)
Trait: Inured To Horror – Were taken along with their Master to the cursed land of Sylvania, during its great purging by the Emperor Magnus. There, they saw hundreds of men slaughtered, torn to shreds, and devoured, in carnage spanning days at a time. Under their master's guidance, and the aid of Arthur von Hohenzollern's counsel, they have emerged unbroken by their experience. (+1 Martial, +1 Piety)
Trait: Exceptionally Experienced Dissectionist – Observed and partook in the study and dissection of some of the worst that Sylvania had to offer, from vampires, to ghouls, to terrorgheists. And loved it. To study anatomy as they have is to know death, intimately, and also how to deal it. To learn anatomy without the restrictions of the Cult of Morr is to know it even further... (+3 Martial)
Trait: Questioning Morrite – Were personally taught by the High Priest of the Order of the Garden, granted a personal and zealous education into the Cult of Morr. Somewhat atypical from other Amethyst Wizards, who lend some credence to Morr, or pay heed to his shrines, they actively worship the God of the Dead. Their studies in the Far East have led to them questioning certain parts of the faith, however...(+1 Martial, +3 Piety, Altered from Militant Morrite)
Trait: Exposed To the Emperor – Happened to be either at meetings accompanying their master, or within hearing range of speeches, granting them exposure to Magnus the Pious's tremendous faith and charisma. One cannot help but look upon the Gods with stronger or renewed faith. (+2 Piety)
Trait: Familiar Crafter – With the extensive aid of their Master, they have managed to craft an arcane familiar over the course of several years. A good display of magical ability, control, and dedication. It is a shame that what they've made is so discomforting. (-1 Diplomacy, +1 Intrigue)
Trait: Experienced Surgeon - Fascinated by the human body and how it dies, and scholars of both the Gaelenic and the Mechanical School of Thought with regards to anatomy. Have closely studied the treatises of the Jade Dragon of the Wu Dynasty, and learned even more as a result. (+3 Learning)
Trait: Linguistic Smoothing - Recognizing a vital deficiency in her students led their teacher to force upon them tomes upon proper speech and oratory. (+2 Diplomacy, +2 Learning)
Trait: Macabre Interests - Enjoys considerations of the macabre, both in conversation and in mental contemplation. This is more than a little off putting for most people. (-1 Diplomacy)
Trait: International Undead Killer - Has slain raised Lizardmen in Lustria alongside Norse berserkers, hunted down vampires in the deserts of Araby, survived a trek along the Silk Road, all while killing creatures thought to be myth and song. Undeath has crept out across the world, and they have killed or re-killed quite a variety of it. (+3 Martial, +1 Diplomacy)
Trait: Clammy Skin - A massive burst of unrestrained Shyish washed through the body and soul, leaving the skin as cold as the dead. Asleep, this person could be easily mistaken for one.
Trait: Marked By Yemaraja's Noose - Service granted, boons given. Such is the way of dedication and sacrifice towards the gloried Deva, highest powers in the Land of a Thousand Gods. The breath of the dead, solidified into crystals, ground into skin, flesh, soul and dried with the Purple Wind. Taste of the end, and feel its power. (+3 Martial, +5 Piety, +2 Additional Martial When Fighting Undead)
Trait: Worldwide Warrior Woman - There is something to the techniques of a great many places crystallizing in the warrior's mind, from the dervishes of the sands, to the sheer power of the ogre and Norscan, the dance of iron of Ind, the techniques of the monks of Cathay, the arts of the samurai of Nippon. Something indeed...(+2 Martial)
Trait: Auspicious Blood – Conceived while both parents were in the afterglow of an extremely strong working of High Magic by an Arcane Fulcrum Attuned Loremaster, near said Arcane Fulcrum, in an area filled to the brim with Shyish after two thousand years of magical workings by the insane Overlord of the Necrarch Vampire Bloodline.
  1. Resulting Trait: Tall – Towers above almost all others from above. (+1 Martial, +1 Diplomacy)
  2. Resulting Trait: Strong – As a child, this one was considered freakishly strong for her size and frame, as an adult, this has not changed. Willowy, yet also like an oak. (+2 Martial)
  3. Resulting Trait: Amethyst Wizard Apprentice – Born in an area inundated with High Magic and Shyish and granted a gift - or curse - of being able to wield the latter, her mind and relentless approach to her studies has advanced her into the position of Apprentice, the lowest rank amongst the Amethyst Order. (+1 Martial, +1 Intrigue, +1 Learning. -1 Diplomacy)
  4. Resulting Trait: Albinism - Born with skin and hair the color of snow and eyes the color of dark amethyst. This frightens many, and the more zealous figures may consider Albinism to be a mutation of Chaos. This isn't necessarily true, of course, but it does carry with it some negative issues. (-3 Diplomacy)
Name: Logan von Hohenzollern
Birthdate: 2327
Titles: Wolfmarked, Prince of Ostland, Priest of Ulric
Wargear:
Fate Points:
0

Description: Even at a young age, Logan shows the signs of growing tall and broad like the Udose berserkers of old. His eyes are a strangely clear blue, and he is marked by a quiet and serious demeanor. Though he is not yet fully a man, a small but significant amount of muscle seems to hang on his frame, which is itself a distraction for how quietly he carries himself. A scruff of messy black hair covers his head, perpetually messy despite the best efforts of some of the finest in the land at such things. His skin is actually somewhat darker than the paler skin tones of many in the north, though not terribly so.

Diplomacy: 6+2+1+1=10
Martial: 17+2+2+1+1+1+1+1=26
Stewardship: 11+2+1+1=15
Intrigue: 12+2+1+1=16
Piety: 9+2+1+1+2+3=18
Learning: 17+2+1=20

Trait: Tall – As an adult he shall tower over the heads of almost anyone. (+1 Martial, +1 Diplomacy)
Trait: Strong – Even as a child he displays greater strength than his peers. (+2 Martial)
Trait: Genius – Possesses a mind brighter than most others. (+2 All Stats)
Trait: Wolftouched – Was born touched by Chaos, only to have the taint burnt out by the power of the God of Wolves. One of his feet was even somehow altered through the process, rendering it as if a melding of a man's foot and a wolf's paw with no balance or ability lost. This is known to him, and to others. It is unavoidable. (+2 Base Piety, +1 Martial, +3 Diplomacy With Devout Ulricans)
Trait: Eyes of Winter – This one bears clear blue eyes like that of a Winter Wolf. The darkness cannot cloud his vision ever again, yet the world has been rendered colorless to him as a result. (+1 Martial, +1 Intrigue, Nightvision/Colorblind, +1 Diplomacy With Devout Ulricans)
Trait: Once-Tainted – Before being held within the Flame of Ulric on naught but faith, this one was corrupted through the machinations of Chaos. A terrifying prospect, whether one is a man or a child. Faith, then, has featured heavily in his life since before he can possibly remember, and will continue to do so forever. (+1 Base Piety, -1 Diplomacy With Suspicious Characters/Zealots)
Trait: Birth-Scarred – His siblings in the womb were monstrous, mutated, and nearly slew him then and there. A babe should not have born those scars, and even healed as they are, he fought for his life even in the womb. A fighter born indeed! (+1 Martial)
Trait: Tempered Anger – Born an angry child, under the stern and sometimes cold hand of his mother Natasha, as well as with the warm yet strict Aunt Serhild, tantrums have been tempered akin to steel from molten metal. (+1 Martial)
Trait: Serious – Never seemed as inclined to play as the other children did, more prone to watching, waiting, and acting with a strange seriousness to his actions. (+1 Stewardship, +1 Piety)
Trait: Scholarly Mother – His mother and common caregiver Aunt Serhild read and worked to ensure that he and others around his age in the family received a good education about many things. (+1 Learning, +1 Diplomacy, +1 Piety, +1 Stewardship)
Trait: High Priest Exposure – Arthur von Hohenzollern interacted much with the young Hohenzollerns, grouped as they often were. What the one year older Frederick learned from his father, often too did this one. (+2 Piety)
Trait: Quiet Stalker – This one does not walk so much as he stalks silently in his movements. A natural result of his strange footwork, a quirk of his own nature, or something else? Who knows. (+1 Intrigue)
Trait: Priest of Ulric - Fully initiated into the Cult of Ulric, this one is now a true Priest of the Wolf God, if bottom ranked as one. (+3 Piety)

Military/Economy/Politics (last edited by QM: Thursday, September 15, 2022)
-Rumor mill event numbers, and some of the turn ending stuff, like things that affect naval numbers, not accounted for yet.
Note to self: Cost of Turn 40 action plan applied (in full, that's to say the plan cost, with the money from the net income got dealt with in Treasury Reserves math). Maths are GOOD.
- No Change Happened.
Income affecting
- Reikland Deal made in EM of 2343 IC Druchii attacking, but it is something to be aware of as existing)
- Additional Double-Barreled Handguns produced, not yet delivered…
- Ostland Charocal Company created. New Income Source: Charcoal Sales. NO INCOME CURRENTLY DUE TO CONFLICT TAKING PRECEDENT OVER CUSTOMER AGREEMENTS
-Nassau Family begins Mercantile War For Control of Northern Trident Markets, eradicating House Weiss Influence in Northern Trident. -1000 Gold Crowns Per Turn From Weiss Trade War, due to Weiss being largest money mover out of Tri-Claw Compact.

Stuff related to things on the page
-Militia further scrutinized by professional troops, but also better trained. Improvements to Militia Capabilities/Discipline
- Vapor Tank Production Begun…
That 1500 from Averland Deal. The loss of it is not applied this turn.

Miscellious
- Hochland Army Diplomacy action
- General Briggs was informed of vampires
- Small Library of Verena built in Ostland
Military:

State Troops: Ostland's professional troops, paid by you, although not that well. All have at least a brigantine and barbute as armor. 500 man retinues cost 100 Gold crowns to raise and replace. 100 Ogre retinues cost 175. 25 Thunderbringer retinues cost 200. However, state troops have an upkeep cost at of a hundred gold crowns per ten thousand men.
  • As of 2324, soldiers pay was increased x2, while equipment was improved. 500 Man retinues now cost 200 to raise and replace, 100 ogre retinues cost 350. Upkeep Cost Becomes 200 Gold to per 10,000 men. Morale permanently raised for Ostland soldiers. Equipment is better, upgraded to minor plating with chainmail, breastplates, greaves and gauntlets. Heavy leather padding exists where metal does not, and depending on the unit may be layered with it. This will be uniform across the ranks unless logically impossible i.e. Doomspheres.
  • The Street of Steel makes for reduced costs in equipment and maintenance. 500 Man Retinues now cost 175 to raise and replace, 100 ogre retinues cost 325. Upkeep Cost Becomes 175 Gold to per 10,000 men.
  • On Religion:
    • Army of Ostland: Sigmarite Core, Majority Ulrican, Minor Taalite And Myrmidian Elements
    • Army of the Forest: Majority Halved Between Ulrican And Taalites, Minority Sigmarite/Myrmidian Elements
    • Army of the Range: Majority Halved Between Ulrican And Sigmarites, Minority Taalite/Myrmidian Elements

State Troop Morale: 65/100 (A Bit More Above Average)
State Troop Numbers: 48,968 (Not Counting Priests, Witch Hunters, War Machines, Flocks)
State Troop Organization:

Army of Ostland

2000 Swordsmen - The workhorse of soldiery, armored and given a sword and shield. (Decent Attack, Good Defense, Good Mobility)

2000 Halberdiers - Armored and armed with a well crafted halberd and a smaller short sword for extreme close range. (Good Attack, Decent Defense, Good Mobility)

2750 Archers - A soldier with a bow and some arrows, little else to say. (Decent Attack, Decent+ Defense, Good Mobility)

2000 Crossbowmen - A soldier with a crossbow, able to reliably punch through a knight's armor and reload faster than a handgun. (Good Attack, Decent Defense, Good Mobility)

2000 Light Cavalry - Lightly armored with decent weaponry. (Decent Attack, Decent Defense, Extreme Mobility)

2000 Pike - Armored well, wielding a good long stabbing weapon. (Decent+ Attack, Good Defense, Poor Mobility)

3000 Handgunners - A trained marksman wielding a handgun (Very Good Attack, Decent Defense, Decent Mobility)

500 Wing-Suit Fighters - Expert aerial-capable scouts armed with crossbows and trained in the use of the gravity-defying wing-suit. (Good Attack, Decent Defense, Extreme Mobility) [25 Engineers Manning Accompanying 5 Flight Towers]

1000 Grenadiers - Lightly armored, but equipped with devastating bombs and a specialized lobbing gauntlet. (Great Attack, Decent Defense, Decent Mobility)

500 Greatswords - Full steel plate armor and high quality steel blades combined with supreme experience and skill. (Extreme Attack, Great Defense, Great Mobility) *Only 500 per controlled Barony allowed.

220 Champions of Ostland - Full steel plate armor, highest quality great axes. Skilled veterans, spread across the rest of the army as leaders. (Extreme Attack, Great Defense, Great Mobility) *Legally Not Greatsword Position Holders

300 Steelbacks - Armored ogres, wielding an assortment of Great Weapons that only they could wield. They are also equipped with Ostland Ironfists, increasing their close combat damage and overall durability. (Greater Attack, Greater Defense, Good Mobility)

50 Thunderbringers – An armored ogre striding forth wielding a Bull Cannon, a modified design of the Imperial Cannon (Greater Attack, Greater Defense, Low Mobility)

30 Pulverizers - The most physically powerful ogres in Ostland, decked out in the heaviest, thickest, hardiest armor they could possibly wear. Equipped with a single massive thick slab of solid metal in the general shape of a shield with spikes and blades on one end that can also be used as a great smashing weapon. (Good Attack, Extreme Defense, Low Mobility)

100 Ogre Archers - Ogres wielding the mighty ogrebow, practically a handheld ballista specially made for an ogre to utilize their immense strength with. Lightly armored compared to other ogres, but still retaining natural ogre durability and deceptive mobility. (Greater(-) Attack, Decent+ Defense, Great Mobility)

25 Urgdug's Maelstrombringers - Elite Thunderbringers equipped with personalized heavy armor and high grade custom built Bull Cannons. Urgdug's personal squad, the toughest, biggest, smartest ogres in Ostland. (Greater+ Attack, Greater+ Defense, Good Mobility)

330 Artillerists - Cannon Swabbers to Master Engineers, They Crew The Cannons. 5 Per Great Cannon/4 Per Dash Cannon/5 Per Dash Volley Cannon/2 Per Barrel Thrower / 7 Per Titan Cannon [30 Great Cannons] [25 Dash Cannons] [10 Dash Volley Cannon] [8 Barrel Throwers] [2 Titan Cannon]

50 Doomspheres - Swirling balls of metal, spikes, and blades that are wound up and pointed in the direction of the enemy. Sometimes explodes at the end of their rolls. Against lightly armored foes - (Absurd Attack, Bad Defense, Good Mobility). Against heavily armored foes - (Low Attack, Bad Defense, Good Mobility).

1 Vapor Tank 'The Horns' - Masterful creation of advanced engineering, powered by alcoholic vapor engine. Possesses incredibly thick plating, a set of covered wheels that can go on and off-road, and a full Imperial Great Cannon as its main weapon. The essentially traditional loadout of the Vapor Tank design, capable of significant ranged damage as well as surprisingly devastating close range crushing capacity. Cupola can open up to allow better sighting, as well as allow a crewmember to man its smaller swivel cannon or their own personal weaponry. Able to ram, crush, and drive over many things. (Greater Attack, Greater Defense, Decent Mobility) [Crewed By Team of 1 Master Engineer, 3 Senior Engineers, 1 Engineer]

1 Vapor Tank 'Little Guvuar' - Masterful creation of advanced engineering, powered by alcoholic vapor engine. Possesses incredibly thick plating, a set of covered wheels that can go on and off-road, and a lighter Dash Cannon as its main ballistic weapon. However, as befitting their origins in the Steam Tanks, this vehicle has come with a modified weapon loadout. Specifically, a modified deathspinner sitting at the front of the tank which is connected to the vapor system to allow for constant spinning and death as the tank slices and hacks apart those before it. Cupola can open up to allow better sighting, as well as allow a crewmember to man its smaller swivel cannon or their own personal weaponry. (Greater Attack, Greater Defense, Decent Mobility) [Crewed By Team of 1 Master Engineer, 3 Senior Engineers, 1 Engineer]

18 Warrior Priests (x6 of Sigmar, x4 of Ulric, x3 of Morr, x5 of Myrmidia)

2 Magister Grey Guardians

3 Witch Hunters of Ostland

20 Bird Bomber Flocks

Army of the Forest

2000 Swordsmen - The workhorse of soldiery, armored and given a sword and shield. (Decent Attack, Good Defense, Good Mobility)

2000 Halberdiers - Armored and armed with a well crafted halberd and a smaller short sword for extreme close range. (Good Attack, Decent Defense, Good Mobility)

2000 Archers - A soldier with a bow and some arrows, little else to say. (Decent Attack, Decent+ Defense, Good Mobility)

2000 Crossbowmen - A soldier with a crossbow, able to reliably punch through a knight's armor and reload faster than a handgun. (Good Attack, Decent Defense, Good Mobility)

2000 Light Cavalry - Lightly armored with decent weaponry. (Decent Attack, Decent Defense, Extreme Mobility)

2000 Pike - Armored well, wielding a good long stabbing weapon. (Decent+ Attack, Good Defense, Poor Mobility)

2000 Handgunners - A trained marksman wielding a handgun (Very Good Attack, Decent Defense, Decent Mobility)

500 Wing-Suit Fighters - Expert aerial-capable scouts armed with crossbows and trained in the use of the gravity-defying wing-suit. (Good Attack, Decent Defense, Extreme Mobility) [25 Engineers Manning Accompanying 5 Flight Towers]

500 Grenadiers - Lightly armored, but equipped with devastating bombs and a specialized lobbing gauntlet. (Great Attack, Decent Defense, Decent Mobility)

285 Artillerists - Cannon Swabbers to Master Engineers, They Crew The Cannons. 5 Per Great Cannon/4 Per Dash Cannon/5 Per Dash Volley Cannon/2 Per Barrel Thrower [25 Great Cannons] [25 Dash Cannons] [10 Dash Volley Cannon] [5 Barrel Throwers]

50 Doomspheres - Swirling balls of metal, spikes, and blades that are wound up and pointed in the direction of the enemy. Sometimes explodes at the end of their rolls. Against lightly armored foes - (Absurd Attack, Bad Defense, Good Mobility). Against heavily armored foes - (Low Attack, Bad Defense, Good Mobility).

13 Warrior Priests (x2 of Sigmar, x3 of Morr, 3 of Taal, x5 of Myrmidia)

20 Bird Bomber Flocks

Army of the Range

2000 Swordsmen - The workhorse of soldiery, armored and given a sword and shield. (Decent Attack, Good Defense, Good Mobility)

2000 Halberdiers - Armored and armed with a well crafted halberd and a smaller short sword for extreme close range. (Good Attack, Decent Defense, Good Mobility)

2000 Archers - A soldier with a bow and some arrows, little else to say. (Decent Attack, Decent+ Defense, Good Mobility)

2000 Crossbowmen - A soldier with a crossbow, able to reliably punch through a knight's armor and reload faster than a handgun. (Good Attack, Decent Defense, Good Mobility)

2000 Light Cavalry - Lightly armored with decent weaponry. (Decent Attack, Decent Defense, Extreme Mobility)

2000 Pike - Armored well, wielding a good long stabbing weapon. (Decent+ Attack, Good Defense, Poor Mobility)

2000 Handgunners - A trained marksman wielding a handgun (Very Good Attack, Decent Defense, Decent Mobility)

500 Wing-Suit Fighters - Expert aerial-capable scouts armed with crossbows and trained in the use of the gravity-defying wing-suit. (Good Attack, Decent Defense, Extreme Mobility) [25 Engineers Manning Accompanying 5 Flight Towers]

500 Grenadiers - Lightly armored, but equipped with devastating bombs and a specialized lobbing gauntlet. (Great Attack, Decent Defense, Decent Mobility)

285 Artillerists - Cannon Swabbers to Master Engineers, They Crew The Cannons. 5 Per Great Cannon/4 Per Dash Cannon/5 Per Dash Volley Cannon/2 Per Barrel Thrower [25 Great Cannons] [25 Dash Cannons] [10 Dash Volley Cannon] [5 Barrel Throwers]

50 Doomspheres - Swirling balls of metal, spikes, and blades that are wound up and pointed in the direction of the enemy. Sometimes explodes at the end of their rolls. Against lightly armored foes - (Absurd Attack, Bad Defense, Good Mobility). Against heavily armored foes - (Low Attack, Bad Defense, Good Mobility).

13 Warrior Priests (x2 of Sigmar, x2 of Taal, x1 of Ulric, x3 of Morr, x5 of Myrmidia)

20 Bird Bomber Flocks

Third Imperial Fleet
The Third Imperial Fleet is currently based out of your single port, Salkalten. Unlike the First Imperial Fleet in Nordland, the Second Imperial Fleet in Marienburg, or the unified ships of Kislev, the Third Imperial Navy is currently quite small and does not hold much respect in terms of naval warfare. Nonetheless, it is crewed by proud and stalwart Ostlander sailors who are eager to prove themselves. In the turbulent Sea of Claws, where the threat of Norscans is omni-present, it will be impossible for them to avoid doing so or dying trying.

  • Recently, a new addition has been made to the Naval Forces of the province, the Salkalten Guard, a unique coastal military force made up in the tradition of the High Elven Lothern Sea Guard and the Kislevite Kossars.
  • Shrines of Manann have been built all along the coast in various settlements small and large.
  • Following the usage of almost four years worth of Imperial Stipend money, Salkalten was forged anew, and greatly expanded in terms of size, capacity, and defensive capability. Facing the sea, the first of three new city rings stands mighty and strong. All are made of thick stone and wood, armed with entire batteries of cannons along the walls while a dozen towers jut defiantly into the air, with a vertical line of cannons pointing outward along their lengths while atop lie even more cannons. The Salkalten Guard has guard points, armories, checkpoints, and more all to help them protect the city, while the Temple of Manann that you built there has been upgraded further in terms of size and defensibility. Your docks have been expanded enormously, as have your facilities for maintaining ships. The militia itself are better equipped, better than any other part of Ostland. The second ring is built to defend against an invasion force that has breached the docks and broken into the first ring, and is equipped with taller walls, cannons, and guns accordingly. The third is built with the exact same thing in mind.
  • As of 2325, money poured out of your coffers and has been exchanged for dozens of cannons along each of the now five rings of defensive walls for Salkalten, two thousand more Salkalten Guard, and a tight string of forts all along the coast. Some would say that there are too many close together, but to hell with that, you want them all capable of supporting one another. Towers, walls blocking walls, defensively oriented courtyards presented as the acknowledgement that sometimes the enemy might break through. Every single hamlet is protected now, every isolated village. From your border with Nordland to your border with Kislev, you have widely increased your defensive capabilities. Even if you were to lose your entire Navy, any invading opponent would immediately be blunted in its efforts to invade the coast or further inland unless they possessed an extremely large amount of forces or powers beyond the mundane.
  • As of 2327, the decision to add cannons onto the ships constructed and maintained by the 3rd Fleet was made. This raises the cost of these ships, but their effectiveness as well in combat. Of particular note is the smaller but far more dextrous swivel cannons, which can be used to greater and more accurate effect than great cannons against Norscan longships and their crews.
  • As of 2333, the docks were expanded somewhat, with room to expand, behind the Salkalten Sea Wall. A wall which dwarfs the others thus far, a sixth ring which ends at the farthest possible western waterfront of Salkalten to the eastern. Built by the engineers and experts of Barak Varr, with runic work to its foundations, it is a towering edifice which stands tall against even the greatest furies of Manann suffered thus far. Three massive gates are the only passage in or out of the docks and city behind it. Within the walls are numerous chambers filled with cannons and guns, with openings for them facing the sea that can be closed when not in need that are watertight. Regularly patrolled by the Salkalten Guard.
  • As of 2336, the docks were further improved, along with the defenses were further improved. The streets and buildings behind the walls were rebuilt and reorganized defensively. Gatehouses and defense posts have laden the city as well. Bird Bomber flocks have now gained maintained roosts in the city near the walls and regularly undergo training to be able to fly out over the ocean and return safely. The defense reefs, artificially created, now laid in secret patterns in the waters outside the walls, demanding that ships travel along said predefined paths lest they be torn apart. New towers have risen up along the walls and just behind them, where scorpions and great cannons now lie in wait. Other sets were also delivered to the walls, increasing overall coverage.
  • As of 2341, Wing-Suit Scouts have been added to certain ships in the fleet, able to launch themselves from crows nests and masts to begin flying. Their ability to ascend through the air and sight distant targets past the lip of the horizon with spyglasses as well as fire crossbow bolts downwards out of the range of enemy attacks are quite valuable indeed.
  • As of 2342, the Greatships were given over to the control of the Cult of Manann, and are now crewed by zealous templar knight-sailors and priest-officers of Manann after negotiations were completed with the High Matriarch of the Cult. The ships still continue to patrol the waters of the Sea of Claws, and in effect still work alongside the fleet. Having become essentially mobile temples to Manann, there are occasional reports have come out that on occasion, so long as one of the Greatships is present nearby, there have been notably consistent good winds and weak or strong tides depending on certain situations. Not always, of course, but a notable uptick all the same.

Imperial Stipend Accounting:
+1900 Per Turn
Current Reserve: 550

Norscan Raider Pressure: None/Low/Average/High/Extreme
Druchii Raider Pressure: None/Low/Average/High/Extreme
Arabian Corsair Pressure: None/Low/Average/High/Extreme
Greenskin Pirate Boyz Pressure: None/Low/Average/High/Extreme
Ostland Naval Power: None/Low+/Average/High/Extreme
Nordland Naval Power: None/Low/Average/High/Extreme
Kislev Naval Power: None/Low/Average/High+/Extreme

Current Required Roll For Ostland Coastal Victory: 55+
Current Required Roll For Overall Order Naval Victory: 55+
Current Ostland Maximum Ship Capacity: 120
Number Of Ships In Service: 126
Cult of Manann Ships Utilizing Docking Space: 5


Ship Types Available For Construction:
1. Wolfships are the most common vessels in the navy. They are built with a large ram on the front. Equippped with two large sails, and several scorpions and boarding measures.
2. Wargalleys are used for patrolling. They are lightly armored, but have a ram. Most of the time they are meant for pursuit and boarding, but possess two scorpions to fire on their most common foe - Norscan longships.
3. The very first Ostland Greatship finished development in the year 2325 IC. The largest Empire-designed vessel in existence, it is also the first to almost entirely replace the scorpions common to Empire ship design for what some may describe as 'a whole lot of cannons'. While other Imperial vessels possess cannons, their presence was always lesser than the scorpions. No longer. Armed with incredibly powerful broadsides, and even a few cannons at the prow and bow and stern the front and back, this vessel was constructed in mind to utterly destroy the enemy before them.

Ships In Service:
51 Imperial Wolf Ships
59 Wargalleys
1 Ostland Greatship 'Mace of Magnus'
1 Ostland Greatship 'Arthur's Sword'

Cult of Manann Ships Present
1 Ostland Greatship 'Fist of Frederick'
1 Ostland Greatship 'Natasha's Grace'
1 Ostland Greatship 'Alexandra's Hammer'
1 Ostland Greatship 'Blue Anna'
1 Ostland Greatship 'Oskar's Omen'

Mercenary Ships Present:
4 Heavily Customized War Galleons, Overweight With Weaponry And Boarding Crew [Red Anne]
1 Ironclad Ship 'The Fair Fregar' With Dwarf Naval Cannons, 4 Ironclad Dinghies, 150 Slayer Crewmen, 1 Long Drong [Slayers]
5 Heavily Customized War Galleons And Crew [Saltspear]
4 War Barques of Araby [Golden Scimitars]

Salkalten Guard:
5000 Salkalten Guard - Armed in scale mail and helmets, given a handgun and the choice of either a spear or axe. They are stationed permanently on the coast of Ostland, there to defend its settlements.

Knightly Order(s) [Self Maintained]
Knightly Orders are made up of - most usually - men of noble birth who join an Order dedicated to martial excellence, honor, and a host of various edicts of moral strength and so on and so forth. Some are prestigious, others are not, but a Knightly Order of some kind or another can be found almost everywhere in the Empire from the more famous to the barely known. The opinion of an Order determines just what they are willing to commit when a lord of the land calls for aid, though should the threat be grievous enough only the most spiteful of Grandmasters would not allow their Order to contribute. Still, as most Orders are not quite meant for committing their entire strength to any one action - considering their responsibilities to the lands around them by patrolling, guarding more sedimentary positions, training, and recruiting, they will almost never send their full Order into battle no matter how much the Lord to whom they are currently under the authority of may demand. Still, any amount of these expert warriors is to be appreciated, and with a high enough opinion it is likely that a good Lord can accept some assistance.
The Bull Warriors
1 Grand Master Karl Kaiser
1 Mounted Preceptor Ludwig Brandt
1 Foot Preceptor Sven Voit
45 Knights of the Inner Circle
650 Infantry Knights
300 Mounted Knights
400 Bowmen-At-Arms
400 Crossbow-Men-At-Arms
4 Ballista
7 Attached Shallyan Priestesses
Opinion Of You: 90%
Citadel Location: Jegow
Principal Deity: Secular
Recruitment Policy: All Men, Noble or Common, of Ostland


Knights of the White Wolf
1 Company Commander
4 Templar Sergeants
5 Warrior Priests of Ulric
25 White Wolves of the Inner Circle
75 White Wolf Knights On Foot
300 Mounted White Wolf Knights
Opinion Of You: 90%
Chapterhouse Location: Wulfenburg
Principal Deity: Ulric
Recruitment Policy: All Men, Noble or Common


Knights of Morr/Black Guard of Morr
1 High Guardian of the Garden
2 Warrior Priests of Morr
50 Guardians of the Garden [Inner Circle]
700 Infantry Knights
Opinion of You: 90%
Chapterhouse Location: Wulfenburg
Principal Deity: Morr
Recruitment Policy: Secret Tests


Knights Raven
1 High Seeker of the Raven
4 Warrior Priests of Morr
20 Seekers of the Raven [Inner Circle]
300 Infantry Knights
500 Mounted Knights
Opinion of You: 90%
Chapterhouse Location: Wulfenburg
Principal Deity: Morr
Recruitment Policy: Secret Tests


Knights of the North Star
1 Chapter Commander
22 Knights of the Inner Circle
110 Infantry Knights
305 Mounted Knights
Opinion of You: 70%
Chapterhouse Location: Wulfenburg
Principal Deity: Secular
Recruitment Policy: Noble Blooded Men Of The North Only


Sons of Manann
1 Commodore Lars Gildemeister
10 Warrior Priests of Manann
50 Stormbreakers [Inner Circle]
1000 Sea-Faring Knights
650 Mounted Knights
Opinion of You: 80%
Chapterhouse Location: Salkalten
Principal Deity: Manann
Recruitment Policy: All Men, Noble or Common.


The Longshanks
Pack Leader Oskar Hirschherz
500 To 750 Longshanks
Opinion of You: 65%
Chapterhouse Location: N/A
Principal Deity: Taal
Recruitment Policy: Secret Tests of Taal


Auxiliaries
Auxiliary units are forces not part of a Knightly Order or the State Troops that can be brought into battle alongside both of the former groups. They can be made up of allied nation units being suborned to you, drawn up from the militia so long as the battle is within the province itself, and mercenaries. All of which will be collected below.

Natasha's Kreml Guard
100 Veteran Kreml Guard - Heavily armored and expert halberdiers who hail from the harsh land of Kislev.
1 Veteran Kreml Guard Captain - Captain Boris

Mercenaries

  • Lumpin Croop's Fighting Cocks [Race: Halflings] [Origin: The Moot] [Type: Masterful scouts, trackers, game-wardens, archers] [Numbers: 350 Halflings] Cost: 25 Gold Per Turn.
  • Long Drong's Slayer Pirates - [Race: Dwarf] [Origin: Barak Varr/Sartosa] [Description: A single Ironclad vessel, crewed entirely by vicious Slayers and led by Long Drong himself] [Numbers: 1 Ironclad Ship 'The Fair Fregar' With Dwarf Naval Cannons, 4 Ironclad Dinghies, 150 Slayer Crewmen, 1 Long Drong] Cost: 200 Gold Per Turn
  • Red Anne's Four [Race: Human] [Origin: Sartosa] [Description: Red Anne is long-dead, but the cold bitch left her ships to her 'children'. They sail from port to port as privateers, for whoever might hire them for a time. When you want protection on the high seas, or someone to sink beneath them, remember Red Anne's Four.] [Numbers: 4 Heavily Customized War Galleons, Overweight With Weaponry And Boarding Crew] Cost: 100 Gold Per Turn
  • Company of the Stag [Race: Human] [Origin: Talabecland] [Description: Experienced Archers - Swordsmen/Archer/Scouts - that specialize in Forest Combat] [Numbers: 200 Swordsmen, 300 Archer/Scouts] Cost: 50 Gold Per Turn
  • Bianca's Black Scorners [Race: Human] [Origin: Remas] [Description: The Leopard Company is not the only pike company in the world, much less Tilea. While their legend is not as great, their characteristic black pikes - and ability to spew legendarily grievous insults - are plenty famous enough.] [Numbers: 500 Pikes] Cost: 100 Gold Per Turn
  • Leopolds Leopard Company [Race: Human] [Origin: Tilea - Luccini] [Description: Legendary Pike Unit, with a long history of famous successes. Expensive but always worth it. [Numbers: 1000 Legendary Pikes] 100 Gold Per Turn
  • Chargers of Chaq [Race: Human] [Origin: Kislev] [Description: Elite Ungol Horse Archers who refuse to work in the land of the Gospodar's who broke their people] [Numbers: 1,000] 95 Gold Per Turn
  • The Whitewings [Race: Human/Pegasus] [Origin: No one is quite sure where these men managed to obtain and train these snow white pegasi, nor have the materials to armor their mounts so expertly. What is important is that they fight for coin and only what they deem to be 'the right causes'. The sheer utility and tactical advantages of flying lancers and scouts is more than enough to have any intelligent enough employer acknowledge their rather inflexible sense of morality.] [Numbers: 10 Heavily Armored Pegasus Lancers] 55 Gold Per Turn
  • Derelict Deadlies [Race: Human] [Origins: Old World] [Description: Gathered up detritus from across the Old World, given armor and weapons, and thrown into the fight. Those that survive in the long-term become hard-bitten veterans.] [Numbers: 750 Halberdiers, 250 Crossbowmen, 1 Derelict Company Leader Luigi] 75 Gold Per Turn
  • Los Bravos Jabalíes [Race: Human] [Origins: Estalia] [Description: Their homes lost or taken from them, these men have turned to becoming soldiers of fortune to make a brutal living in the world. Their pikes are held with all the bitter strength of those who have nothing left to lose.] [Numbers: 500 Pikes With Unbreakable Morale] 40 Gold Per Turn
  • Company Of The Dragonfly [Race: Human] [Origins: Old World] [Description: A grouping of professional soldiers who hold to the old ways of Myrmidia's Legions, an ancient military tradition that died when the Goddess herself left the mortal world. They have revived it in the modern era, updated for the modern battlefield. They are not cheap, but they are a complete military package, backed by priests of Myrmidia who are not afraid to prove their worth to a Goddess of War on the battlefield.] [Numbers: 2000 Pikes, 2000 Crossbowmen, 500 Light Cavalry, 500 Heavy Cavalry, 10 Great Cannons With Crews, 5 Warrior Priests of Myrmidia, 1 Mercenary General Flavio] 350 Gold Per Turn
  • Los Espantos del Torricelli [Race: Human] [Origins: Estalia] [Description: 'The Terrors of Torricelli' are an experienced small army of soldiers who have spent the last ten years ranging across Lustria and beyond, their experience undeniable and their arms of extremely high quality. They still retain the name of Torricelli, the name of their original founder years ago, and have proven themselves time and again in pitched combat. They have returned from the New World, eager to battlefields that are a little more familiar than jungles and fantastical beasts...for the most part, at least. Their banner is that of a rather salacious looking Myrmidia, her spear absolutely drenched with blood as she stalks across a road of slain scaled creatures.] [Numbers: 500 Pikes, 500 Spearmen With Shields, 1000 Crossbows, 100 Light Cavalry, 2 Warrior Priests of Myrmidia, 1 Commander Braggando] 150 Gold Per Turn
  • Saltspear's Reavers [Race: Human/Dwarf/Elf/Ogre] [Origin: Sartosa] [Description: Lovers of battle and plunder, this particular brand of pirates is lead by a man known as Saltspear. Normally based out of Sartosa, they are gleeful privateers for whoever wishes to purchase their services with a surprising amount of loyalty to their employers...so long as the pay is good.] [Numbers: 5 Heavily Customized War Galleons And Crew] 50 Gold Per Turn
  • The Golden Scimitars [Race: Human] [Origin: Araby] [Description: A squadron of ships out of Araby, each possessing a powerful and terrifying arabian sorcerer as their main source of firepower. Each ship further possesses a catapult upon it, where jars containing mysterious bound elemental creatures are said to be kept within to be launched at the enemy where they will release their prisoner to wreak havoc around them. They have been raiders, slave traders, wreckers, escorts, and more for the right coin. It is said the ships themselves are gilded by the gold from the immense wealth they have amassed over their many years of operation.] [Numbers: 4 Golden Scimitar War Barques] 100 Gold Per Turn
  • Helmut's Free Company [Race:Human] [Origin: Empire] [Description: A company of adventurers armored in half plate, armed with crossbows or handguns, swords and bucklers and skilled both at range and in melee] [250 armored Crossbow-Swordsmen, 250 armored Handgunner-Swordsmen, 1 Company Commander Helmut Sepp] 35 Gold Crowns Per Turn
  • Perdición de Los Nórdicos [Race: Human] [Origin: Estalia] [Description: Veteran Estalian Almogavar light infantry hardened by the Chaos invasion of their country, excellent skirmishers, woodsmen and ambushers, armored only with helmets and shields and armed with javelins, slings and an assortment of hand weapons] [Numbers: 500 Almogavar light infantry] 35 Gold Crowns Per Turn
  • The Smoking Manticores [Race: Human] [Origins: Empire] [Description: This mercenary company was originally two separate units, the 5th Hochland Handgunners and Duke Albright's Pikes from Averland, that found they worked extremely well together and joined forces. The hand gunners deserted after some local lord pocketed their wages, and the pikes were raised by some umpteenth son of some rich noble in Averland that tried his hand at lordling in the border princes couldn't hack it and went merc. The two units fought together in one of Tilea's many wars, the lordling died somewhere along the way, and the surviving officers decided to join the companies together and changed the name. Now they are a pike and shot unit led by Captain Harl Schmit.] [Numbers: 1000 Pikemen, 500 Handgunners, 1 Captain Harl Schmit.] 100 Gold Crowns Per Turn
  • Taal's Ever Faithful Pack [Race: Human] [Origin: Empire] [Description: Taal's Ever Faithful Pack or Taal's Pack for short is unlike most mercenary band what one might call literal dogs of war as they are primarily made up of Hunting Dogs. What they lack the ferocety and staying power of proper war hounds they make up for in their versatility. The roles Taal's Pack can fulfill are many and varied from the expected of patroling for and hunting of man and beat to helping law enforcement to sniff out and chase after elusive criminals and protecting herds, caravans and farms from most dangers. As well as training for their employers dogs and selling dogs that become to old or hurt. Taal's Pack claim to fame is however is however more due to how well trained and behaved their dogs are and how a many hardened heart have been softened by the undeniable charm of the dogs.] [Numbers: 101 light armord hunting dogs, 10 Taalite dog handler, 1 Warrior Priest of Taal] 55 Gold Crowns Per Turn
  • The Great Wind - [Race: Human] [Origin: Araby] [Description: Fanatical light cavalry and horse archers] [Numbers: 500 Light Cavalry, 500 Horse Archers] 100 Gold Crowns Per Turn
Eternity Stair Research Compound
A facility built around the research and usage of the Arcane Fulcrum known as the Eternity Stair. Located in the ruins of the Black City with its direct center being the Arcane Fulrcum. It's master is the Loremaster Aurelion, friend of the Hohenzollern Family and prized scion of the High Elven House Alleria. Located deep in the center of the Hohenzollern Forest and the ruins of the Black City, House Alleria pays a yearly fee for renting the land and the prize within. It is one of the most important assets that Ulthuan possesses, and they give and would give much to be able to protect it in accordance to their legendarily high standards. Research Compound Unavailable For Foreseeable Future.

Forces Stationed:
250 House Alleria Spearmen
250 House Alleria Archers
250 High Elf Spearmen
250 High Elf Archers
150 Swordsmasters of Hoeth
15 Loremasters of Hoeth
150 White Lions of Chrace
50 Shadow Warriors
75 Phoenix Guard
10 Sisters of Avelorn
10 Elven Repeater Bolthrowers
10 Archmages of Ulthuan [x1 Caledor, x1 Tiranoc, x1 Eataine, x1 Ellyrion, x1 Avelorn, x1 Saphery, Yvress, x1 Cothique, x1 Chrace, x1 Nagarythe, x1 Tiranoc]
5 Mages of Ulthuan [x4 Saphery, x1 Caledor]
1 Attuned Loremaster Aurelion Alleria [Archmage Inclinations]
High Loremaster Cyeos (Position Abdicated)
Various Support Staff

Bugman's Brewery

In a titanic effort that cost the Count Frederick von Hohenzollern three years of recovering from near death by alcohol poisoning, the legendary and world famous Dwarfen Brewmaster Josef Bugman agreed to build a new and improved Bugman's Brewery. Within these hallowed halls of dwarf culture and history the greatest dwarf brew in the world is crafted by careful Brewmasters. For unlike every other Brewery in Dwarfen history - which stretches far back indeed - this Brewery is not populated by a single Brewmaster with multiple apprentices, hangers on who are there to sample the product and protect the facility, and the small village which can pop up around isolated locations. This Brewery has but one true master, Josef Bugman. And it is not staffed by simple beardlings, but instead of the Brewmasters of entire Clans, Longbeard Brewmasters who have worked their craft for centuries and would be in any other place the highest possible authority on all things alcoholic. But here, they are but beardlings before the careful and pitiless eye of Josef Bugman. He searches among them for the one or ones who he may pass his legendary secrets on to, for he is sworn to by a Blood Oath and the loss of a drinking contest to Frederick von Hohenzollern by a single drink. Due to the influx of all these prominent dwarfs, dwarfen trade with Ostland has picked up by sheer dint of....of tourists.
- Overall, despite only being founded very recently, Bugman's Brewery has become the fastest growing dwarf community known to either the Empire or Karaz Ankor as of 2326. The name itself, Bugman's Brewery, does not quite encapsulate the fact that it is a full on dwarf settlement at this point. Over five hundred dwarfs have immigrated from around the realms of Man and Dwarf, creating a town that is at once split between being almost overwhelmingly dedicated to defense and the Brewery itself. No one wishes a repeat of the loss of the first Bugman's Brewery and resources allocated by the High King himself have seen to defensive bunkers, walls, and even some dwarf artillery to be put into place here.
- In the early months of of 2338, rangers of the Karaz Ankor completed their self-appointed mission of scouting and locating the lost brewmaster Bazrak Bolgan and the dwarf engineer and boatman Grim "Dead Eye" Grunnson , two former companions of Bugman himself. Bazrak Bolgan's brews are said to be near equals to his friend Bugman, while the odd boatman Grunnson is one of the most successful merchant carriers of Bugman's Brews across the rivers of the Empire. All atop his unique creation, the 'Sea Hawk II', a barge.
- By the reckoning of 2342, the brewery compound has achieved enough population as to be, possibly, considered a legal township. At the moment, however, it remains a live-in commercial settlement. Its many wealthy donors, its paranoid inhabitants, and the income generated by its sales have allowed the dwarfs here to commission, purchase, or otherwise equip the compound and its defenses further. At the moment, it possesses a triple layer of thick dwarf-crafted walls, a likely extensive underground complex that outweighs the above ground buildings, and numerous defenders and defensive emplacements. It also now possesses a small hangar for its gyrocopter compliment.

Forces Stationed:
500 Dwarf Warriors
150 Clan Yinlinsson Dwarf Warriors
200 Longbeard Dwarf Warriors
1 Ralnaff Steelskull, (Warden of the Brewery), Longbeard Dwarven Champion, sent by High King Grudgebearer to keep the Brewery safe.
500 Dwarf Quarrelers
500 Dwarf Thunderers
200 Dwarf Hammerers
550 Bugman's Rangers
35 Dwarf Longbeard Brewmasters
15 Dwarf Brewing Guild Engineers
2 Master Engineers Boki And Throri of Karaz-a-Karak
1 Legendary Brewmaster Josef Bugman, Greatest Living Brewmaster Of The Karaz Ankor
  • 1 Bazrak Bolgan, Longbeard Brewmaster (Past/Current Employee of Josef Bugman From Original Brewery)
  • 1 Sigrun Frothbraid of Clan Bugman, formerly Yinlinsson (Longbeard Brewmaster -> Wife of Josef Bugman, Bugman Apprentice)
  • 1 Paela Darkbrew of Clan Bronzeheart (Longbeard Brewmaster -> Bugman Apprentice)
10 Dwarf Cannons
10 Dwarf Bolt Throwers
10 Grudge Throwers
5 Flame Cannons
12 Organ Guns
3 Gyrocopters

Temple of the Iceborne Flame
It was in the year 2336 IC that, for the first time in memory, Ulric saw fit to spread his holy silver fire beyond Middenheim. It must be said, of course, that every flame in every Temple of Ulric is holy, and it is not unheard of for some to have their flames be granted the appearance of the original Sacred Flame. The Iceborne Flame, however, is different, for it was birthed into the world in holy righteous victory over a corrupted locus of power dedicated to the Chaos Gods since before the founding of the Empire known as the Blood Fane. There, the Ar-Ulric Logan Kron brought forth the Flamefang, a mobile altar of Ulric which indeed carried a sliver of the Sacred Flame maintained solely by his own labor. There, at the Battle of the Blood Fane, did Ulric combat the Blood God Khorne. There, in the paradoxically cold pyre of the Blood Fane's destruction, and the righteous fighting of the Empire's soldiers, and the holy slaughter of so many Beastmen, was the Blood Fane destroyed. There, on that day, was the Iceborne Flame bequeathed unto the mortal realm from the Sacred Flame's own sliver, exhaled forth from Ulric's mouth to burn evermore in the grounds where once the Blood Fane stood, forever consecrated by the God of Winter, War, and Wolves. Ever since, the Cult of Ulric has tirelessly worked to assemble a grand temple and fortress both around the Iceborne Flame. Zealots of Ulric have worked day in and day out since the birth of the Iceborne Flame to do so, while roads have begun being carved through the forests to lead there. The fact that the temple itself is not yet fully constructed has not stopped a steady stream of pilgrims from across the north of the Empire and beyond from visiting, and often spending time afterwards aiding in the construction.
- In the year 2342, a Company of the holy Knightly Order of Ulric, the White Wolves, was permanently stationed at the nascent temple under the orders of the Ar-Ulric and permission of the Elector Count of Ostland.

Permanently Stationed Company Of The White Wolves
150 White Wolves (Foot)
30 White Wolves (Mounted)
1 Company Commander Tybalt Richter. Increased defenses at Temple inspires more pilgrimages, workers, temple construction accelerates.



Militia
Every man between 15 and 50 in each city and village is ordered by law to keep at least a spear and helm and to practice as a unit at least once a week. How much they do so and how many actually contribute varies, but in any case the militia cannot be mobilized outside the province. Often there are plenty of men who simply devote all their time to the fields, or logging camps, or some other job, duty, or livelihood or another. Worse, militias are often recruited by rebels and cults. But, a militia presence means that you don't have to devote nearly as many state troops to defense. It should be noted, of course, that the militia is far more diffused and spread out across the province than any one professional army could possibly manage.

  • As a result of the Vampire War of 2315, the militia of Ostland have taken it upon themselves to practice far more than the official 'once a week' required by law. The idea of being invaded or having another monster arise within the province itself already has resulted in the Ostland Militia drilling far more than most other militias of other provinces.
  • In addition, the militia now possesses experienced Militia Sergeants amongst them. Retirees from the army, or those too injured to remain in the state troops, they keep a much tighter and disciplined leash on the militia of Ostland. In doing so the militia is bettered greatly and far less likely to fall to corruption.
  • The militia possesses far more than just a spear and helm now, and a second designation within the militia has been created known as the Minutemen. They are granted and maintain guns given to them by the state and ordered to train at least three days out of the week. Loyal to to their villages and more lately the Count of Ostland, they are a strong addition to the common man's ability to protect himself.
  • The militia's numbers have expanded, allowing those with weaker legs or at the least constitutions less suited for frontal combat... or simple different religious temperament, to join with their brothers. Hohenzollern-supplied crossbows and archer training have allowed those who would wield such weapons to use them in the defense of their homes.

Militia Morale: Stoic
Militia Numbers: 15,000 Spearmen, 10,000 Minute Men, 5,000 Archer Militia, 5,000 Crossbow Militia, 100 Ogre Spearmen

Economy:

Treasury Reserves: 17,011 Gold Crowns

Total Income: 25,925 Gold Crowns Per Year

Net Income: 15,369 Gold Crowns Per Year

Tax Income: 3,850 Gold Crowns Per Year

Tax levels:
Noble Tax: Low (1500 Crowns)
Burgher Tax: Low (1750 Crowns)
Peasant Tax: Low (600 Crowns)

Various Non Tax-Related Income Sources:
Tariff Income: 100 Gold Crowns Per Year
Trading Income: 1,085 Gold Crowns Per Year [Suffering -500 Per Turn From Geisen Trade War] [Suffering -750 Per Turn From Rutger Trade War) [Suffering -1,000 Per Turn From Kislev ????] [Suffering -1000 Per Turn From Weiss Trade War]
Horse Trading Income: 150 Gold Crowns Per Year
Dwarf Trading Income: 1,300 Gold Crowns Per Year.
Logging Income: 760 Gold Crowns Per Year
Fishing Income: 610 Gold Crowns Per Year
Mining Income: 400 Gold Crowns Per Year
Farming Income: 4,860 Gold Crowns Per Year
Alcohol Sales: 2,210 Gold Crowns Per Year
Imperial Fighting League: 750 Gold Crowns Per Year
Eternity Stair Yearly Rent: 4,000 Gold Crowns Per Year.
Averland Deliveries: 1,500 Gold Crowns Per Year.
Weapon Sales Income Total: 2,250 GS+1,800 CS+300 BB=4,350 Total Income
[GS = Gun Sales/CS = Cannon Sales/BB = Bird Bomber Sales]
  • Nordland [400 Gun Sales/200 Cannon Sales/75 Bird Bomber Sales]
  • Ostermark [450 Gun Sales/200 Cannon Sales/75 Bird Bomber Sales]
  • Kislev [1,250 Gun Sales/1,250 Cannon Sales]
  • Hochland [150 Gun Sales/150 Cannon Sales]
  • Stirland [75 Bird Bomber Sales]
  • Reikland [75 Bird Bomber Sales]
Total Expenditures: 10,556 Gold Crowns

Army Upkeep: -870 Gold Crowns Per Year
Militia Upkeep: -500 Gold Crowns Per Year
Imperial Tax: -250 Gold Crowns Per Year
Infrastructure Upkeep: -1250 Gold Crowns Per Year
Blue Steel Concordat: -100 Gold Crowns Per Year
Northern Mutual Defense Fund: -100 Gold Crowns Year
Jade Wizard Retainer Fee: -520 Gold Crowns Per Year
Gold Wizard Retainer Fee: -260 Gold Crowns Per Year
Bright Wizard Retainer Fee: -25 Gold Crowns Per Turn
Grey Wizard Anti-Assassin Fee: -10 Gold Crowns Per Turn
Grey Wizard Retainer Fee: -6 Gold Crowns Per Turn
Mercenary Fees: -1,815 Gold Crowns Per Year
Halting Interested Parties: -100 Gold Crowns Per Year
Anti-Industrial Espionage Upkeep: -100 Gold Crowns Per Year
Shallyan Donations: -1,000 Gold Crowns Per Year
Geisen Espionage Upkeep: -1,000 Gold Crowns Per Turn
Rutger Espionage Upkeep: -1,000 Gold Crowns Per Turn
Vapor Tank Maintenance: -450 Gold Crowns Per Turn
Titan Cannon Logistics: -200 Gold Crowns Per Turn
Advanced Warning Teams: -500 Gold Crowns Per Turn
Traveling Judges Network Upkeep: -500 Gold Crowns Per Turn

Economic status: Growing. The Vampire War of 2315 slaughtered half the population of the province, and destroyed much of the infrastructure. However: Ostland's people and economy is tenacious, and has rapidly recovered with the growth of the gun and cannon industry. Gold pouring in from Ulthuan to make use of the Arcane Fulcrum and dwarves making pilgrimages to view and partake in the masterfully built Bugman's Brewery is injecting vital life into the province. An appreciable amount of overland dwarf trade is bringing further prosperity to the province. The efforts of decades by the Emperor has seen the Empire as a whole doing better economically and somewhat socially. The recent introduction of seeding drills to farms across the province have vastly increased agricultural yields, ensuring the food security for many families and settlements and surely assisting in future population growth.

Provincial Political Status:

Ostland Nobility: 4/10 (He's utterly mad with power, but damn if he can't fight like a madman as well!)
Ostland Peasants: 8/10 (Well, he's better than most!)
Ostland Witch Hunter Chapter: 6/10 (...)

Pan Imperial Political status:

Current Emperor: Magnus the Pious
Empire Nobility Opinion of Emperor: Supreme Support
Empire Peasantry Opinion of Emperor: Supreme Support

Religion in Ostland: The Empire is polytheistic, but most people have one main god. Ostland, on the other hand, has diverged rather heavily due to unique circumstances. As a result of the Vampire War of 2315 and losing half of the total populace of the province to undead and vampires, Morr has become quite prevalent in the province. Instead of replacing any of the other gods, it has simply become customary to add Morr into their regular worship alongside their main god. As a result of the formation of the Grand Kitchen of Esmeralda and the lesser Great Kitchens of Esmeralda, the halfling goddess of hearth and cookery has become casually invoked all across the province by workers of kitchens, makers of food, and pipe weed smokers across the province - of which there are many. The construction of the enormous Temple of Manann at Salkalten and the growing size of the fleets both military and commercial has added in Manann to the Sigmarites and Ulricans already present's prayers. Anyone who lives on the coast and does not at least add offerings and prayers to Manann into their daily lives is considered a fool, and rightly so. Esmeralda has, with the codification of her holy word and code through the Liber Esmeralda, begun to become a household Goddess carried across the Northern Trident. She is possibly invoked more times per day, and prayed to more times a day, than even Sigmar or Ulric, as people call out to her for warmth and comfort in their home lives, whether that be a noble castle or a hovel where gruel is the most common meal. More recently, with the marriage of Urgdug Greatbellow to his wife Cherag Steakripper, a great number of the ogres of Ostland and the rest of the Northern Trident have heavily swung towards worship of Taal and Rhya with all the furious exuberance that they can display. Which is considerable, and thankfully pointed towards these Gods rather than, say, the Great Maw to the east. In this, they either worship Esmeralda or Taal and Rhya in primacy, yet with the other still acknowledged and spoken towards, along with Morr for obvious reasons. After recent events, a more careful note was made of the Ordained Cults of the Empire, specifically amongst the rivers and coasts, representing those who live their and dedicate their lives to the Lord of the Waves. All who travel on the waterways, who fish, give worship to Manann in one of his forms, which is disproportionally unrepresented amongst those who may primarily worship another God in all other things save for matters regarding the waters - where they then, instead, turn to Manann.

Human Worship (With Acknowledgements As In Above Notation)
Ulric: 55%
Sigmar: 24%
Taal and Rhya: 10%
Manann: 5%
Myrmida: 5%
Morr: 1%

Ogre Worship (With Acknowledgements As In Above Notation)
Taal and Rhya: 50%
Esmeralda: 50%

Dwarfs/Elves/Halfling Worship
Ancestor Gods: 100%
Elf Gods: 100%
Halfling 'Gods' With Esmeralda Primary: 100%

Mercenaries plus bonus boost sheet/lists (last edited by QM: Monday, September 12, 2022)
-removed spoilers, spoiler sections in merc list separated with gold names.
The defunct Omake list got removed. I'm no longer including a complete copy of it (due to a 300000 characters limit on posts).
- No Change Happened.
Omake Canonicity Categories - [No Tag=Not Canon -> Vaguely-Canon -> Demi-Canon -> Semi-Canon -> Canon]
Omake List:
[CANON] The Hammer- Sage_Of_Eyes
[CANON] Recruiting Problems (For 'Filling Ranks' Action) - Sage_Of_Eyes
[CANON] Aid (For 'Guns of Nuln') - Sage_of_Eyes
[CANON] 1 in 5- Sage_Of_Eyes
[CANON] Letters - Hangwind
[CANON] Another Year - Sage_Of_Eyes
[CANON] Guns- Sage_Of_Eyes
[CANON] Lament - Sage_Of_Eyes
[CANON] A Common Ostland Drinking Song - ME aka Da Boss aka The GM aka torroar
[CANON] Manuscript Part 1 - Evaunit02mark1
[CANON] Manuscript Part 2 - Evaunit02mark1
[CANON] Manuscript Page 3 - Evaunit02mark1
[CANON] Manuscript Page 4 - Evaunit02mark1
[CANON] Manuscript Page 5 - Evaunit02mark1
[CANON] Manuscript Page 6 - Evaunit02mark1
[CANON] Day One: Jade Novice - torroar (The GM)
[CANON] Jades in the Mist- torroar (The GM)
[CANON] An Innkeeper's Tale: The Crimson Jade- torroar (The GM)
[CANON] Two Jade Dragons In A Village With No Name - torroar (The GM)
[CANON] Distant Kings Under Jade Skies - torroar (The GM)
[CANON] Beasts of Jade - torroar (The GM)
[CANON] Turmoil In Jade Relief - torroar (The GM)
[POTENTIALLY CANON] Dwarven Tools - Aranfan
[CANON] Back Kitchen Dealings - 2320 IC - torroar (The GM)
[CANON] Back Kitchen Dealings - 2321 IC - torroar
[CANON] Back Kitchen Dealings - 2322 IC - torroar
[CANON] Back Kitchen Dealings - 2323 IC - torroar
[CANON] Back Kitchen Dealings - 2324 IC - torroar
[SEMI-CANON] A Question In The Depths - God and the Snake
[SEMI-CANON] Silver Hammers In The Darkness – 2325 IC - torroar (The GM)
[CANON] The Champion - 2324 - torroar (The GM)
[CANON] The Merchant - 2326 - torroar (The GM)
[CANON] Another Ostland Drinking Song - Massgamer
[SEMI-CANON] Average Day at the Grand Kitchen - Massgamer
[CANON] A Sad Ostland Drinking Song - torroar (GM)
[CANON] A Marching Song For Ostland Ogres - torroar (GM)
[CANON] Cold Nights And Warm Hearts - torroar (GM)
[CANON] Just Dinner - torroar (GM)
[CANON] A Winter Morning - torroar (GM)
[CANON] Taal's Vengeance - SneakyWalrus
[CANON] Lord of Salkalten - Massgamer
[CANON] Bull Warrior Training Program - Massgamer
[CANON] A Whiff Of Shot - kel
[CANON] Defending Home - Massgamer
[CANON] Mercenary Tales - Massgamer
[CANON] Mercenary Tales 2 - Massgamer
[CANON] Mercenary Tales 3 - Massgamer
[CANON] Jade In The North - Massgamer
[CANON] Northern Schooling - Massgamer
[CANON] The Comfort Of The Dark - torroar (GM)
[CANON] Ogre At Work - Massgamer
[LOL] Negaverse Omake [Karak Ungor Final - Khorne's Quest] - soulcake
[Tentatively CANON] Presenting Bomber Birds - Massgamer
[CANON] Wulfenburg: Dwarf Quarter Tour Guide - Massgamer
[CANON] Imperial Inspector's Letter To Emperor And Reiksmarshal On Ostland's Navy - SaltyWaffles
[CANON]A Day Tending to the Garden - Massgamer
[SEMI-CANON] Fire, Ice, and Paperwork - noliar
[DEMI-CANON] Greatbellow Academy History and Curriculum - Massgamer
[VAGUELY-CANON] Ogres of the Maelstrombringers - Massgamer
[CANON] Guvaur Festival - Massgamer
[VAGUELY-CANON] The Path of a Chef - Massgamer
[CANON] A Cold Hearth - torroar
[VAGUELY-CANON] Even Mountains have limits - Massgamer
[CANON] Preparations - Massgamer
[CANON] The Missive - primemountain
[Demi-Canon] A Hint of Bared Steel - primemountain
[CANON] The Burning Green - torroar
[CANON] An Owl's Journey - 2331 - torroar
[CANON] A Party In 2331 - torroar
[CANON] Worthwhile Distractions - 2331 - torroar
[CANON] 2332 IC: Certain Lessons - torroar
[WHO KNOWS] Knife - kel
[EHHHHH?] Experimenting with Shots and Shots - Massgamer
[VAGUELY-CANON] Regimental Ideas - REAPER35
[CANON] Wives - torroar
[CANON] New Arrivals - Massgamer
[CANON] Gangs of Ostland - Massgamer
[CANON] The Middle Frontier - Massgamer
[CANON] Family History - Massgamer
[CANON] Four-Legged Bearded Wonders - Massgamer
[CANON] Advanced Scouts - Massgamer
[CANON] Ostland River Trade - Massgamer
[CANON] Ostland Troll Hunting - Massgamer
[CANON] Mountain Meals - Massgamer
[CANON] Earning Your Wings - Massgamer
[CANON] Life of a Solider: Army of the Forest - Massgamer
[CANON] Life of a Soldier: Army of the Range - Massgamer
[CANON] 2332 IC: A Day In Court - torroar
[CANON] Imperial Ogre Cookbook - Massgamer
[CANON] Trials of the Wolfways - Massgamer
[CANON] Samwise's Day Off - Massgamer
[CANON] Beginnings of Ends - torroar
[CANON] A happy Ostland Drinking Song - Praetor98
[CANON] A Sad Ostland Drinking Song - Praetor98
[SEMI-CANON] Thoughts of Iron and Water - SaltyWaffles
[CANON] An Owl's Journey – 2337-2338 - torroar
[CANON] Parents And Children: Violence - torroar
[CANON] Flights of Fanciful Death - torroar
[POSSIBLY CANON] The Graduates - MonkeyTypewriter
[CANON] Wilted Flowers 2328 - torroar
[CANON] Swift Wings and Gentle Care - Massgamer
[CANON] Wulfenburg: Dirty Jobs - Massgamer
[CANON] Black Thorns (2329 IC-2330 IC) - torroar
[CANON] Sigmar's Work - MrLackingSanity
[CANON] Tales from the Wood - REAPER35
[CANON] The Depravity of Master Pai Mei - CuriousStranger
[Canon] Excerpt from Hunting in the Empire of Man - Iggyfan
[Canon] High Octaine Training, Part 1 - Massgamer
[Canon] O.M.O Report 1 - REAPER35
[Canon] Lessons of War - torroar
[Canon] Wulfenburg - Life on the Streets - Massgamer
[Canon] Feathers, Fury, Family - torroar
[Canon] Fermenting Fire - Massgamer
[Canon] Roosting Cocks - Massgamer
[Canon] Coin Pinchers - Massgamer
[Canon] Dumb Muscle and Proud - Massgamer
[Canon] A Role Reversal - CuriousStranger
[Canon] Recipes from the Liber Esmerelda - iggyfan
[Canon] Wonders of the Ivory Road - Iggyfan
[Canon] Twilight's Grief - Massgamer
[Canon] Curiosities, Oddities, and Exotica of the Known World Part One - Iggyfan
[Canon] An Ending - CuriousStranger
[Canon] The Greatbellow's hand - Massgamer
[Canon] Curiosities, Oddities, and Exotica of the Known World Part Two - Iggyfan
[Canon] Pilgrim's Paths - Massgamer
[Canon] Freeing the Reaper - Massgamer
[Canon] Wild Bulls - Massgamer
[Canon] Oddities from Around the Empire: Odd Laws of Ostland and Why They Exist - REAPER35
[Canon] Esmeraldian Cooking Song - Massgamer
[Canon] A Huntresss's Rise - MrLackingSanity
[Canon] Ostland Squig Hunting - Iggyfan
[Canon] Well Deserved Retirement Meal - Massgamer
[Canon] Another Man's Trash - Massgamer
[Canon] Jade, Amethyst, Molten Agate - torroar
[Canon] Bloody Amethyst, Sulit Agate - torroar
[Canon] The Way of Things - LadySineSanitate
[Canon] Burning Agate, Stained Amethyst - torroar
[Canon] The Thoughts before the Storm - Massgamer
[Canon] Holy Doom Recruiting - Massgamer
[Canon] Cloudy Amethyst, Blazing Agate - torroar
[Canon] Shimmering Amethyst, Ablaze Agate, Shadowed Jet - torroar
[Canon] Warm Agate, Warm Amethyst - torroar
[Canon] Black Blood Diamond, Cracked Amethyst - torroar
[Canon] Cracked Amethyst, Morganite Dust, Rising Jet - torroar
[Canon] Fractured Amethyst, Fulminating Agate, Delusive Rubelite, Curious Gold, Falling Jet - torroar
[Canon] Tinted Dawn [2331-2333] - torroar
[Canon] Blooming Sin [2334-2335] - torroar
[Canon] Old Teacher - Massgamer
[Canon] What an Old Gut Remembers - LadySineSanitate
[Canon] Uncertain Prizes - Massgamer
[Canon] Eastern Reconstitutions - torroar
[Canon] Man Of Ostalnd - TheCynicalPogo
[??CANON??] Whispers/Moments/Instances/Blinks of the Eye [The Tiniest of Blurbs, Unlikely To Be Expanded Upon] - torroar
[Canon] Notes of a Nordland Trader on the goods preferred by the Eonir - iggyfan
[Canon] Notes of a Nordland Trader on the goods purchased from the Eonir - iggyfan
[Not Yet Canon] Rhinoxen Report - iggyfan
[Canon] Excerpt from a lecture by Profesor Adolf von Heydrich of the Department of Natural History at the University at Altdorf regarding the
[Canon] Notes of a Dawi Trader on the goods purchased from the Umgi land of Ostland - iggyfan
[Canon] Excerpt from a lecture by Profesor Adolf von Heydrich of the Department of Natural History at the University at Altdorf regarding the
[Canon] Excerpt from a lecture by Magister Otto Hertmann of the Gold order regarding Esoteric Bronze Alloys - iggyfan
[Canon] Excerpt from a lecture by Profesor Adolf von Heydrich of the Department of Natural History at the University at Altdorf regarding the
[??Canon??] Fog of War in 2344 IC that went unthreadmarked - torroar
[Canon] Ethical Consumption - CuriousStranger
[Canon] A report to the Count of Ostland on the Types of Greenskin Ships Employed in the Sea of Claws. - iggyfan
[Canon] The founding of the brave band of Kislev I - AllenWalker
[Canon] The founding of the righteous band of Kislev II - Allenwalker
[Canon] Cold Bones, Warm Gardens - torroar
[Canon] Herds and Flocks - torroar
[Canon] A Matter of Names - torroar
[Canon] Notes of a Ostland Merchant on the Goods Purchased from Kislev - iggyfan
[Canon] The Hohenzollern Flight - AllenWalker
[Canon] The way to a ladies heart is through the stomach - AllenWalker
[Canon] A Bonestrewn Path 1 - torroar
[Canon] A Bonestrewn Path 2 - torroar
[Canon] A Bonestrewn Path 3 - torroar
[Canon] A Bonestrewn Path 4 - torroar
[Canon] Mixed Up, Smoothed Out - torroar
[Canon] A Bonestrewn Path 5 - torroar
[Canon] A Bonestrewn Path 6 - torroar
[Canon] The brave Band of Kislev 3 - AllenWalker

Upgrade/Bonus Sheet
  • Troop Mobility Rolls +3 Due to Improved Communication - Turn 2 Results
  • +5 Ostland Naval-related Actions - Elector's Meet
  • Uniform Ogre Plate Armor - Increases defense across the board, increases cost of new ogre units.
  • Land-Cannon Grapeshot Ammo - For all land-cannon weaponry. Already present in ships.
  • Ostka - A powerful kind of human alcohol created in Ostland, based on the potato. One of the hardest drinks in the Empire at this current time.
  • Ostland School of Gunnery and Engineering, the first of its kind in the Empire, based off of the separated counterparts to the south, the Ostland School of Gunnery and Engineering is a Chartered set of connected facilities built along, on, and through the river that runs through Wulfenburg, the capital of Ostland. [Founded in 2309 IC]
  • Greatbellow Academy - An educational institution founded by Urgdug Greatbellow to make an attempt at improving the intellectual foundation of his kind, if not the biological, to both improve their lot in life and improve the lives of those who live with them. Over time, and though it will take time indeed, the greater ogre population of Ostland will be given at the least a strong foundation in ethics, counting to 100, and similar such things.
  • Ostland Ironfist - An articulated and efficient gauntlet which is bladed and carries a shield as well as part of the design. A much refined and much more effective version of the primitive standard ogre ironfist.
  • Dash Cannon - A cannon lighter than the Imperial Great Cannon but heavier than the Dwarf Cannon, occupying a middle ground between the two in terms of power and accuracy. Also, extensively mobile due to the wheel system on it, making it the most mobile artillery cannon in history (at the moment)
  • Last Ditch Gun - A rugged version of the handgun built for firing off one last shot at short range without losing accuracy.
  • Doomsphere - An ogre sized chunk of whirling metal, spikes, blades, and gears that can be wound up and spun at the enemy. Sometimes explodes at the end. Extremely effective against light infantry.
  • Imperial Foot Quality Handguns [Circa 2305 Era Sophistication] - Studying the finest of Nuln's work in the hands of the Imperial Foot caused Wulfenburg's handgun quality to leapfrog generations of work to reach perfect parity with their industrial opponents.
  • Anna von Hohenzollern's Short Range Explosive Shot Launcher, or more simply known as the Blastgun. An extremely short range handgun variant that fires a tight spray of sharpened pellets packed into small paper containers for each 'shot'.
    • Anna von Hohenzollern's Heavy Short Range Explosive Shot Launcher, or more simply known as the Heavy Blastgun. Heavier than the original Blastgun, the Heavy Blastgun makes up for that increased weight with larger shot, causing significantly more damage when fired. Due to its weight, it is more reasonably used by cavalry, rather than infantry.
  • Anna von Hohenzollern's Bombastic Bird Bombers, or more simply called the Bird Bomber Flocks. Flocks of trained birds carrying long-fuse explosives that are then dropped onto enemy formations. Prone to accidents, but devastating when enough detonate in the right place.
  • Anna von Hohenzollern's Devious Dervish Deathspinners - Buzzing rapid-rotating pillars of death, with spikes, hooks, blades, and more that are able to be rapidly propped up and stabilized into a defensive wall against charging enemy forces with bloody results. If necessary can also be rolled lengthwise towards a foe as a final ditch effort which more often than not destroys the device.
  • Anna von Hohenzollern's Swiveling Miniaturized Death Dealing Cannon, or more simply known as Swivel Guns. A strange mixture between larger cannons and smaller handgun, the swivel gun can be loaded and fired upon a swivel-mount in many locations as a defensive implement, from ships for close-range fighting, or even castle walls.
  • Anna von Hohenzollern's Metallic Discs Of Devastating Destruction, or Boomdiscs, are devices of black powder, specially shaped and fractured metal deposits, springs, and other such things. Once properly engaged, and planted, pressure placed upon them from a significantly weighty enough force will cause them to erupt.
  • Anna von Hohenollern's Rapid Gear Propulsionary Device,or Cycler, is a frame of light or hollow metal and wood parts, with an exposed internal chain and gear system. By forcing one's feet in synchronized cycles upon foot-cranks, or pedals, they can force the cycler to rapidly accelerate forward while turning with the forward facing handles, or brake with a hand lever that deploys a lot of harsh blocks to the wheels. Prone to destroying the front wheel upon doing this, but it is better than dying from an accident, is it not?
    • Anna von Hohenollern's Rapid Gear Propulsionary Device - Off-Road Edition: A subsequent invention and refit, the wheels of the cycler can be transformed/replaced by wheels which possess specially shaped and sheathed slats of treated wood to add substantial gripping power and traversal capabilities in rough terrain.
  • Anna von Hohenzollern's Miraculously Magnificent Aves Approximation Device: An incredible set of wings and light exo-suit of wood, metal, and canvas, that when worn by someone of the proper weight and shape, the ability to fly. Not from the ground, of course, but once launched from a high enough point, pedals and movement of the arms is enough to propel the individual forward, up, down, and generally become capable of feats of flight previously held only by beasts naturally born with wings. Known more simply they are called wing-suits.
  • Anna von Hohenzollern's Personage Launcher And Launcher Platforming Device: An addition to the wingsuits of Ostland came devices and structures with which to launch them into the air. Upon reaching proper height and weather willing, they can maintain height and velocity well enough. Able to be rapidly constructed, and otherwise transported in a disassembled state.
  • Anna Von Hohenzollern's Seeding Drill Apparatus: A magnificent device of drills and scoops and cranks, the seeding drill is capable of ensuring accurate and congruent depth of seed plantings within the furrows of the fields, rather than the more primitive and less certain methods of before. As such, agricultural production is sure to increase wherever this device is put into use.
  • Anna von Hohenollern's Self-Propelled Vapor Powered Weapons Platform, otherwise known more commonly as the Vapor Tank, is a masterwork of engineering. Similar but distinct from the famous Steam Tanks of Nuln, the Vapor Tank runs on a more compact alcoholic vapor engine of mixed dwarf and human design, and is bulkier than its predecessor by a third while mounting a large Imperial Great Cannon. It also possesses its own larger off-roading capable wheels, a swivel cannon at the cupola, and is relatively less likely to kill its crew should it be struck or damaged than a Steam Tank.
  • Anna von Hohenzollern's Hollowburst Bullets, a unique variant of bullet that is exceedingly carefully made by slightly hollowing a purely metal sphere, which will subsequently ruinously shred most flesh it impacts, as the sphere explodes into fragments upon penetrating. It is less effective against armor, however.
  • Slayer Master Engineer Valma has been joined at the Ostland Schools of Gunnery and Engineering by a dozen other dwarven Engineers. This means more dwarven expertise applied to teaching students and potentially projects.
  • Refined Hohenzollern Cocktails - A mixture of alcohol and chemicals that burn better than just alcohol would, set aflame and thrown at the enemy. Most infantry units carry at least one on them into battle, granting minor fire damage abilities and a last ditch attack should they be about to be overwhelmed.
  • Ostland Great Cannon Upgrade - Major refinement to the casting materials, tubing measurements, and more at the hands of the Slayer Master Engineer Valma and your brilliant daughter Anna von Hohenzollern through the arcane secrets of the Dwarven Guild of Engineers has fantastically improved the accuracy and safety of the cannons. This has also reduced the required engineers present to wield the weapon properly on the field. Alas, for doing as such, Valma was barred from ever entering another Dwarf Hold. She required a mighty doom to make up for this.
  • Street of Steel - A large section of Wulfenburg has become known as the Street of Steel, though it might be better to call it the Metal District. Smiths from around the Old World have come here, to work for steady pay to produce quite a lot. Here, some of the best metalsmiths in the Old World can be found together, their apprentices running through the street and rivalries flaring up ensuring all hone their abilities to a fine edge, benefiting all who would seek their service.
  • Match Lock Refinement - A small leap forwards in matchlock technologies, insomuch as they could be described such. A bit of match soak change, a covering implement over the actual fuse and pan, these ensure that the guns are able to fire just that little bit faster, and somewhat better in wet or dirty conditions.
  • Dash Volley Cannon - A volley cannon developed by way of five dash volley cannon tubes and a larger and slightly more sophisticated carriage and wheel system. Remarkably mobile for its size, it possesses a considerable amount of power, all able to be aimed in the same general direction at once.
  • Double-Barreling - The Ostland Handgun is now double-barreled as a matter of standard production, the barrels horizontal to one another so that the matchlock mechanism can light both off at the same time, providing twice the punch per shot. Though it is more powerful, cleaning and loading is a bit more time-consuming as a result.
  • Blastweave - A reverse engineered technology from the workings of the Sky Titans, wherein the insides of the cannon barrel are spiraled through intricate and careful carvings. Accuracy and range is significantly increased as a result. For now, it is only workable on larger cannon barrels, not handguns or swivel cannons.
  • Small Blastweave - Blastweave that has been modified and successfully place into smaller caliber weaponry than cannons. Handguns and swivel cannons, as well as pistols. As such, these sorts of weaponry have significantly increased accuracy and range.
  • Barrel Thrower - A modern catapult/trebuchet amalgamation, created by the mind of Frederick von Hohenzollern, specifically meant to launch large projectiles carrying burning pitch, shrapnel, and more all in deadly lobbing arcs that need not rely on a burning fuse or the like such as other weaponry.
  • Erdolchen - An attachable component to handguns that takes the form of a stabbing implement created by Frederick von Hohenzollern. Socketed onto the handgun, it turns the weapon into a spear, and socketed off it is capable as acting as a tool for various purposes.
  • Hornfist - An advanced and standardized version of the Ironfist of the ogres, formalized into a cutting and buckler amalgamation which has become standard issue across almost all state troops of Ostland. It is both weapon and shield, a creation forged into being by Frederick von Hohenzollern.
  • Titan Cannon - Reverse engineered technology from the workings of the Sky Titans, a massive cannon that dwarfs all others by several degrees. Requiring a large crew, but capable of firing enormous cannon balls or truly horrific clouds of grapeshot. Made of steel and iron rather than the bronze of its predecessor the 'Ironblaster' which are commonly found only in the hands of ogres. Unfortunately.
  • Grenadier Suits - Specially developed suits of shaped armor and leather. A large padded metallic backpack is loaded up with various explosives, with specially shaped gauntlets to aid in lobbing them further. Carries numerous fire starters and backup wicks that are kept dry in the backpacks until used.
  • Steam Boiler Improvements - Improved steam boilers which are both safer and capable of producing greater amounts of power/energy than the standard kinds utilized by the Empire, though not necessarily as much as those specialized engines utilized by the dawi.
  • Vaporware Engine - A fully realized alcoholic vapor engine, more compact than steam boilers but capable of producing the same amount of power as much large steam boilers, with varying levels of energy production depending on the strength and contents of the alcohol poured into them.



Mercenaries
Mercenaries are usually neutral soldiers for pay. The equipment and experience standards per groups usually varies wildly, with some carrying piles of rust and others carrying steel that dwarves would grudgingly respect. For a negotiable fee they will fight, defend, patrol, or do anything else that their paymaster may require so long as either the pay is good enough. Some have standards and attempt to hold up a veneer of honor, while others are disreputable rogues who might even take the gold given to them and run if they think they can manage it. The list here, however, has been vetted by various trusted sources such as Ortrud Hertwig, Johanna Fuerbach, Genevieve Sandrine du Pointe du Lac Dieudonné and others. Nonetheless, caution should be taken to not over rely on them, as even the most reputable mercenaries of the Old World are susceptible to a big enough pay out.

*Note - This list will change according to who is available/unemployed at the time. If a name is in bold, the group is available. If it is grayed out they are too far away, employed, would not wish to take a contract from you, or otherwise unreachable.
**Note - The amount of upkeep it takes to keep a mercenary group varies, and can be negotiated with rolls or connections. For instance, Nordland and Ostermark mercenaries are likely to have lower prices for you due to your connection to their home locations (this is not guaranteed) while others may just have a flat rate. That's half the fun of going for mercenaries.
*** If a name is crossed out, you have them under contract already
Mercenary List

Marching Mercenaries
  • Shultz's Stompers [Race: Human] [Origin: Reikland] [Description: Heavily Armored Cavalry, Washouts of Reiksguard] [Numbers: 500 Heavy Cavalry]
  • Whitestone Guard [Race: Humans] [Origin: Kislev] [Description: Kreml Guard Washouts - Expert Heavy Armored Halberdiers] [Numbers: 500 Halberdiers]
  • The Long Patrol – [Race: Human] [Origin: Kislev] [Description: Kislevite Mercenary Army made up of swordsmen, cavalry, crossbowmen, archers, scouts, medics etc. plus Mercenary General Likho. Quite expensive, and regularly employed by the Boyars of Kislev] [Numbers: 1000 Swordsmen, 1000 Heavy Halberdiers, 1000 Streltsi, 1000 Crossbowmen, 1000 Heavy Cavalry, 1000 Ungol Horse Archers, 5 Great Cannons, 10 Dash Cannons, 1 General Likho]
  • The Marksmen of Miragliano - [Race: Human] [Origin: Tilea - City State of Miragliano] [Description: Expert, High Accuracy Crossbowmen] [Numbers: 500]
  • Lumpin Croop's Fighting Cocks [Race: Halflings] [Origin: The Moot] [Description: Masterful scouts, trackers, game-wardens, archers] [Numbers: 250 Halflings]
  • The Great Wind - [Race: Human] [Origin: Araby] [Description: Fanatical light cavalry and horse archers] [Numbers: 500 Light Cavalry, 500 Horse Archers]
  • Company of the Stag [Race: Human] [Origin: Talabecland] [Description: Experienced Archers - Swordsmen/Archer/Scouts - that specialize in Forest Combat] [Numbers: 200 Swordsmen, 300 Archer/Scouts]
  • Leopolds Leopard Company [Race: Human] [Origin: Tilea - Luccini] [Description: Legendary Pike Unit, with a long history of famous successes. Expensive but always worth it. [Numbers: 1,000 Legendary Pikes]
  • Chargers of Chaq [Race: Human] [Origin: Kislev] [Description: Elite Ungol Horse Archers who refuse to work in the land of the Gospodar's who broke their people] [Numbers: 1,000]
  • The Ironborn - [Race: Human] [Origin: Wissenland] [Description: Extremely heavy armored swordsmen and crossbowmen, famed for their resilience and stoicism] [Numbers: 500 HA Swordsmen, 500 HA Crossbowmen]
  • Ornsteins Dirt Mongers [Race: Human] [Origin: A wild haired band of flagellants recruited from madmen across the Empire. All proceeds go to the Cult of Sigmar] [Numbers: 1000 Flagellants, 1 Warrior Priest of Sigmar Ornstien]
  • Nuln's 4th Halberdiers [Race: Human] [Origin: A group of heavily armored halberdiers from Wissenland.] [Numbers: 500 Halberdiers]
  • Sandbloods [Race: Human] [Origin: Araby] [Description: A band of mercenary knights hailing from distant Araby] [Numbers: 250 Mercenary Mounted Knights]
  • Bolgar Crushgut Smashpike [Race: Ogre] [Origin: Gristle Valley] [Description: A group of ogres that has begun being used with great effectiveness in the constant battles between cities in Tilea] [Numbers: 100 Ogres, 10 Ogre Bruisers, 1 Ogre Butcher, 1 Mercenary Tyrant - Bolgar]
  • The Black Lotus [Race: Human] [Origin: Cathay] [Description: A wonder of the Old World, this company is made up of Cathayans from the distant east who arrived in the Old World in early 2327. Their weapons and war machines are strange indeed, but the novelty is there. The skill is rumored to be as well.][Numbers: 250 Cathayan Bladesworn, 5 Temple Dog Constructs, 3 Temple Dog Masons, 1 Commander Ti Huang the Eastern Whirlwind]
  • Leola's Lancers [Race: Human] [Origin: Miragliano] [Description: Founded by the daughter of a merchant of Tilea who spent a little too long on trading trips to Bretonnia and the Empire who was inspired to bring the wonder of heavy cavalry that can smash the tight infantry formations of her homeland to pieces for the right price.] [Numbers: 1000 Heavy Cavalry]
  • Bianca's Black Scorners [Race: Human] [Origin: Remas] [Description: The Leopard Company is not the only pike company in the world, much less Tilea. While their legend is not as great, their characteristic black pikes - and ability to spew legendarily grievous insults - are plenty famous enough.] [Numbers: 1000 Pikes]
  • The Steelbeards [Race: Dwarf] [Origin: Varies] [Description: A band bringing the tradition and power of the dwarf hammerer to whoever pays them enough. Often employed as bodyguards, formation breakers, siege-enders...or just about anything else than can be solved with a hammer and heavy dwarf armor. Led by the mercenary thane Ulfran Steelbeard.] [Numbers: 250 Dwarf Hammerers, 1 Mercenary Thane Ulfran Steelbeard]
  • The Silver Lions [Race: Human] [Origin: Southern Empire] [Description: There are few things as powerful as a strong charge by heavily armored cavalry. These men exemplify that. Dressed in tabards of blue and shining armor with lions wrought into the pauldrons and helms, they are a frighteningly powerful force, even considering their number and the resources it takes to keep them supplied. Despite a vague aura of nobility, however, for the most part they charge high prices to fund their wild excesses and propensity for drinking and feasts. Even considering that, they are as skilled hungover as sober.] [Numbers: 250 Veteran Heavy Cavalry]
  • The Bowmen of Oreon [Race: Wood Elf] [Origin: Athel Loren] [Description: A venerable group of mercenary wood elves, once led by a legendary Prince Oreon, who have returned to the Old World once more after a long disappearance, as they are wont to do every few decades or even perhaps centuries. Though 'Old One Eye' has not been seen in generations, they are led now by 'Champion Ilfrun'.] [Numbers: 250 Wood Elf Archers, 1 Champion Ilfrun]
  • Skarloc's Scouts [Race: Wood Elf] [Origin: Athel Loren] [Description: A more recent group of Wood Elf mercenaries to emerge onto the Old World, these are a group of expert Wood Elf scouts, led by a Skarloc - increasingly known to those who know of them as 'The Hooded One' who have been offering their services across the entire Old World. Their reasons are their own, though their prices are remarkably low. Some paranoid folk say that this is because the Hooded One is clearly just gathering intelligence for his secret Horned King of the Forests about possible threats to Athel Loren, though this is highly unlikely. He's a mercenary. Mercenaries do things for gold.] [Numbers: 50 Wood Elf Scouts (Archers/Swordsmen), 1 Glam the Laughing Warrior (Wardancer Champion), 1 Kaia Stormwitch (Wood Elf Spellweaver), 1 Arafald Warskald (Standard Bearer/Musician)]
  • The Sunburst Spear [Race: Human] [Origin: Empire] [Description: To pursue excellence in battle is one of the core tenets of the Order of the Blazing Sun, a Knightly Order of Myrmidia. These knights of the Averland chapterhouse have taken it upon themselves to do what seems likely to lead them to said battles with surety and rapidity - while also gaining wealth for the maintenance of their equipment and the betterment of the Order's coffers. These are no foot-soldiers, but tacticians and superbly trained and equipped knights, and cost accordingly.] [Numbers: 50 Foot-Knights of the Blazing Sun, 1 Knight-Captain Alfonso of Reikland]
  • The Spinebreakers [Race: Ogre] [Origin: Mountains of Mourn] [Description: A group of rough and tumble ogres from the east, on breakaway from their home tribes, led by the mercenary tyrant Pruck Breakback. Stereotypical ogres, simply with longer-lived experience than usual, led by a surprisingly wily tyrant. They go where the money is, because Pruck was able to make the stunning leap - for a Maw ogre - of money = more food. For the most part, they have been employed as guards or auxiliaries to larger military forces, as anyone who steps out of line gets eaten. Usually by Pruck, with their badly cleaned spines placed somewhere on his person.] [Numbers: 150 Ogre Warriors, 20 Ironguts, 25 Bruisers, 1 Butcher (Great Maw), 1 Mercenary Tyrant Pruck Breakback]
  • Derelict Deadlies [Race: Human] [Origins: Old World] [Description: Gathered up detritus from across the Old World, given armor and weapons, and thrown into the fight. Those that survive in the long-term become hard-bitten veterans.] [Numbers: 750 Halberdiers, 250 Crossbowmen, 1 Derelict Company Leader Luigi]
  • Ivory Moonsought [Race: Human] [Origins: Ind] [Description: Apparently, in Ind, the Ghorkali soldiers are legendary fighters. Utterly fearless and absolutely relentless. Expert trackers and recon scouts in one instant and peerless swordsmen with their curving blades and mirror sheen shields in the next.] [Numbers: 100 Ghorkali of Ind, 1 Devashi Commander]
  • Los Bravos Jabalíes [Race: Human] [Origins: Estalia] [Description: Their homes lost or taken from them, these men have turned to becoming soldiers of fortune to make a brutal living in the world. Their pikes are held with all the bitter strength of those who have nothing left to lose.] [Numbers: 500 Pikes With Unbreakable Morale]
  • Company Of The Dragonfly [Race: Human] [Origins: Old World] [Description: A grouping of professional soldiers who hold to the old ways of Myrmidia's Legions, an ancient military tradition that died when the Goddess herself left the mortal world. They have revived it in the modern era, updated for the modern battlefield. They are not cheap, but they are a complete military package, backed by priests of Myrmidia who are not afraid to prove their worth to a Goddess of War on the battlefield.] [Numbers: 2000 Pikes, 2000 Crossbowmen, 500 Light Cavalry, 500 Heavy Cavalry, 10 Great Cannons With Crews, 5 Warrior Priests of Myrmidia, 1 Mercenary General Flavio]
  • Los Espantos del Torricelli [Race: Human] [Origins: Estalia] [Description: 'The Terrors of Torricelli' are an experienced small army of soldiers who have spent the last ten years ranging across Lustria and beyond, their experience undeniable and their arms of extremely high quality. They still retain the name of Torricelli, the name of their original founder years ago, and have proven themselves time and again in pitched combat. They have returned from the New World, eager to battlefields that are a little more familiar than jungles and fantastical beasts...for the most part, at least. Their banner is that of a rather salacious looking Myrmidia, her spear absolutely drenched with blood as she stalks across a road of slain scaled creatures.] [Numbers: 500 Pikes, 500 Spearmen With Shields, 1000 Crossbows, 100 Light Cavalry, 2 Warrior Priests of Myrmidia, 1 Commander Braggando]
  • Greatbellow's Graduates [Race: Ogres of Ostland][Origin: Graduates of the Greatbellow Academy, they are a group of young ogre mercenaries with a small core of veteran steelbacks equipped to Ostland standards] [Numbers 100 Ogre Mercenaries, 5 Honored Alumni Bodyguards(Steelbacks), 1 Mercenary Commander Krad "The Valedictorian"]
  • The Castoffs [Race: Human] [Orgin: Empire] [Description: This company consists of pensioners from the various armies of the empire after the recent wars and purges that have taken place in the Empire. Karl Hartfried from Altdorf was unhappy with being dismissed from the army after losing both hands, a leg from the knee down and his left eye. He replaced the leg with a peg leg and wearing an eye patch, he now fights with a shield strapped to his left arm and a punching dagger type shortsword with a sleeve to fit over his stump on the right. after recovering and getting outfitted, he started collecting others like himself who were not done fighting even if their commanders thought they were. He now commands a motley crew of men with various missing body parts or those that have been retired due to age. This unit complains about aches and pains like only career soldiers can, and tend to be a bit slower than most other units. However, they are skilled with their weapons, having fought for years, and tend to hold long after other units would break. Weather this is due to courage, a desire to die in battle, or just being unable to outrun the enemy and deciding to fight instead of getting cut down remains to be seen.] [Numbers: 250 Swordsmen, 250 Halberdiers]
  • The Second Sons [Race: Human] [Origin: Old World] [Description: A collection of second, third, fourth and so on sons of nobility from across the Old World, having left home with only their arms and armor that have joined together as a mercenary company] [Numbers: 500 assorted Heavy Cavalry]
  • Perdición de Los Nórdicos [Race: Human] [Origin: Estalia] [Description: Veteran Estalian Almogavar light infantry hardened by the Chaos invasion of their country, excellent skirmishers, woodsmen and ambushers, armored only with helmets and shields and armed with javelins, slings and an assortment of hand weapons] [Numbers: 500 Almogavar light infantry]
  • The White Company [Race: Human] [Origin: Bretonnia] [Description: Originally merely a collection of runaway peasants, this mercenary company has grown considerably in both size and status over the last 30 years, and is now ranked among the best company of sellswords the chivalry obsessed nation has produced] [Numbers: 400 armored Longbowmen, 500 armored Voulgiers, 100 mounted Sergeants-at-arms]
  • Helmut's Free Company [Race:Human] [Origin: Empire] [Description: A company of adventurers armored in half plate, armed with crossbows or handguns, swords and bucklers and skilled both at range and in melee] [250 armored Crossbow-Swordsmen, 250 armored Handgunner-Swordsmen, 1 Company Commander Helmut Sepp]
  • Los Jinetes de Juan Gabasa – [Race: Human] [Origin: Estalia] [Description: 300 Estalian jinete light cavalry, an excellent scouting, screening, and raiding force, mounted upon fast steeds, armed with javelins, swords and shields, and armored in helmets and a combination of gambesons and light mail] [Number 299 jinete light cavalry, 1 champion Juan Gabasa.
  • Heidric's Free Company [Race: Human] [Origin: Border Princes] [Description: 600 assorted mercenary pikes, crossbows and stradiots] [Numbers: 300 mercenary pikemen, 200 mercenary crossbowmen, 99 mercenary stradiots 1 company commander Heidric]
  • The Steel Rain [Race: Human] [Origin: Oldworld] [Description: a motley mix of men drawn from all over the old world. Some were single or small unit mercs, others are orphans from larger companies that got wiped out. The only unifying factor is that they all can use a bow.] [Numbers: 500 Archers]
  • The One-Eyed Jacks [Race: Human] [Origins: Tilea] [Description: a fairly normal unit of crossbowmen like many other units found across the old world. their only (barely) distinguishing characteristic is they seem to be more boastful than most. Claiming that there enemies are all one-eyed after they shot the other out.] [Numbers: 250 Crossbowmen]
  • The Famous Forty-Ninth Halbarders [Race: Human] [Origins: The Broder Princes] [Description: Not sure what they are supposedly famous for... the story seems to change every time they are asked... but they ARE Halberdiers.] [Numbers: 500 Halberdiers]
  • The Smoking Manticores [Race: Human] [Origins: Empire] [Description: This mercenary company was originally two separate units, the 5th Hochland Handgunners and Duke Albright's Pikes from Averland, that found they worked extremely well together and joined forces. The hand gunners deserted after some local lord pocketed their wages, and the pikes were raised by some umpteenth son of some rich noble in Averland that tried his hand at lordling in the border princes couldn't hack it and went merc. The two units fought together in one of Tilea's many wars, the lordling died somewhere along the way, and the surviving officers decided to join the companies together and changed the name. Now they are a pike and shot unit led by Captain Harl Schmit.] [Numbers: 1000 Pikemen, 500 Handgunners, 1 Captain Harl Schmit.]
  • The Painted Ladies [Race: Human] [Origins: Estalia] [Description: While Tilea has had its problems, so has Estalia. After their Chaos war there were many more women than men since soo many of their men fell in battle. This led to the remaining men highly sought after and most were soon married... this left a certain demographic of working women with very few customers. However, most women that choose this profession aren't ones to just sit down and starve. One matron, House Mother Isabel Porta, decided to find a way for her girls to survive. the answer came in the form of a shipment of pistols that arrived right after the war ended leaving the poor merchant with a hold full of almost worthless cargo and mounting docking fees, fees that eventually led to the ship and cargo being seized and auctioned off for cheap. And a unfortunate horse breeder outside of town losing his stock. Thus the Ladies were reborn as pistoleers.] [Numbers: 250 Pistoliers, 1 House Mother Isabel Porta]
  • The Brotherhood of Alms [Race: Human] [Origins: Tilea] [Description: Leave it to Tilea to have a guild for their beggars. And it seems people become a lot less generous when they are starving. This guild seeing that they could either find meaningful employment or starve, those that could picked up what weapons they could, mostly sharpened sticks, and hired themselves out. this of course was before the famine got REALLY bad and the mercs were mostly fired. By then this unit had armed itself with actual spears.] [Numbers: 1500 Spearmen]
  • The Bleeding Edges [Race: Human] [Orgins: the Border Princes] [Description: Another generic unit. This could be your swordsman company, there are many swordsman companies like it but this one could be yours.] [Numbers: 500 swordsmen]
  • The Disgraced [Race: Human] [Origins: Britonnia] [Description: This unit went out to fight a small warherd with their local lord. Like most Bretonnian Knights, he charged in leaving his men-at-arms behind to charge in on foot. While he DID kill an impressive number of gors, one knight against many gors ended predictably just before the men-at-arms arrived and crushed the warherd with their superior numbers. While they returned with their lord's body, the lady of the castle was distraught and furious. She exiled them. Now they show their shame by only wearing black.] [Numbers: 250 Men-at-Arms]
  • General Gustove's Grand Army [Race: Human] [Origins: Oldworld] [Description: When the City-States started to shed their excess companies, and it became apparent that no one would be hiring them again soon, General Gustove called together several company commanders to discuss the issue, and eventually talked them into following him into Araby to hire out their services to the Pashas and Emirs as a single large unit.] [Numbers: 2000 spearmen, 1000 swordmen, 1500 pikemen, 500 halbarders, 200 scouts, 500 archers, 750 crossbowmen, 250 handgunners, 1000 mounted archers, 500 light calvary, 250 heavy calvary, 5 great canons with crews, 5 priest of Shallya, 1 General Gustove Gerettie.]
  • Magna Aquilae Demi-Lancers [Race: Human] [Origin: Tilea, Remas] [Description: Heavily armored cavalry, armed with armor piercing magical lances. Deployment is controlled by the High Priest of Myrmidia in Remas, with preference to those forces fighting Druchii, though not a requirement] [Number: 250 Heavy Cavalry with armor piercing lances]
  • The Red Rondels [Race: Human] [Origin: Old World] [Description: "Charge" infantry, that is to say footmen armed to break the clash of shield walls, pike blocks, etc. by getting up close and personal to the unruly polearms that so often form the main line. Armed with rondel to burst through chain or slide through the joints of plate as well as a buckler, armored in burgonet and brigandine. Formed by Garibaldo the Red, a merchant's son with a grudge] [Number: 500 Anti-Infantry footmen, 1 Garibaldo the Red]
  • Ulric's Blades [Race: Human] [Origins: Middenland] [Description: Originally formed by a group of former Swords of Ulric who, while deemed too old to continue their service, refused to stop fighting lest they be seen as lesser in the eyes of their God. Over the years, new blood from their home province has seen the company expand far beyond what was originally expected. Now, dedicating themselves to the God of Wolves and Winter, they wander the Empire in hopes of embarrassing Sigmarites and making their home of Middenland proud.] [Numbers: 1000 Swordsmen, 50 Former Swords of Ulric, 1 Siegfried Wulfheart]
  • Scattered Sons of Sigmar[Race: Human] [Origins: The Old World] [Description: Sigmarite archers from the various Imperial diasporas, such as Montfort or Erengrad, seeking to prove themselves the equal in bravery and worth to the motherland. While they are not the absolute best, or the most numerous, they are fairly cheap as these things go, and not as prone to melting in Melee as other archers.] [Numbers: 500 Archers]
  • The White Flower Company [Race: Human] [Origin: Mousillon] [Type: Bretonnians, men and women alike, from the cursed Dukedom of Mousillon who left under the general theory that anywhere had to be better. Hitherto they have not been proven incorrect. Over the years of their self-chosen exile they have gathered good equipment, though they still trust their handy Voulges over any Imperial halberd, despite their similarities. Being of Mousillon, they are generally hard to frighten off the field.] [Numbers: 500 Men At Arms with Polearms]
  • The Quilted Chargers [Race:Human][Origin:The Plain of Tuskers] [Type: Calling themselves the Sipesiye Mre'ke and known as the Quilted Chargers by everyone else, they are company of noble cavalrymen from the Plain of Tuskers who have banded together and travelled to the Old World in search of wealth and glory. Armed with spears rather than proper lances, an assortment of clubs and swords as secondary weapons, and with mount and rider both armored in surprisingly effective thick cotton padding, with Arabyan charms sewn into it, they are not the most typical heavy cavalry but heavy cavalry nonetheless] [Numbers 100 unorthodox heavy cavalry from the Plain of Tuskers]
  • Taal's Ever Faithful Pack [Race: Human] [Origin: Empire] [Description: Taal's Ever Faithful Pack or Taal's Pack for short is unlike most mercenary band what one might call literal dogs of war as they are primarily made up of Hunting Dogs. What they lack the ferocety and staying power of proper war hounds they make up for in their versatility. The roles Taal's Pack can fulfill are many and varied from the expected of patroling for and hunting of man and beat to helping law enforcement to sniff out and chase after elusive criminals and protecting herds, caravans and farms from most dangers. As well as training for their employers dogs and selling dogs that become to old or hurt. Taal's Pack claim to fame is however is however more due to how well trained and behaved their dogs are and how a many hardened heart have been softened by the undeniable charm of the dogs.] [Numbers: 101 light armord hunting dogs, 10 Taalite dog handler, 1 Warrior Priest of Taal]
  • The Literal Wolves of Ulric [Race: Human] [Origin: Northern Empire] [Description: Infuriated by the wretched goblins frequent use of wolves in their lothesome hordes, Ulvman Pels, a Warrior Priest of Ulric have decide to take matter into his own hands. Embarking on a personal quest to bring actual wolves into the armies of the Empire and prove that the goblins are nothing more than pretender whene it comes to wolf warfare.] [Numbers: 50 Wolfs, 1 Giant Wolf, 1 Ulvman Pels Wolfrider and Warrior Priest of Ulric.]
  • Dogs of Myrmidia [Race: Human][Origin: Estalia] [Description: There are few mercenary company that offers the services of proper War hounds in large numbers here in the old world, wich for the Dogs of Myrmidia means that they have an easier time to stand out amongst their competitors.][Numbers: 300 Armored Warhounds, 100 spear and shield light cavalry]
  • Wiltran Laughingwoods' Battle Cooks [Race: Halflings] [Origin: Based on the Mootland's Cooking Regiment, inspired by the legendary deeds of the Fighting Cocks and full of religious piety from the newly arisen Cult of Esmeralda these halflings have gotten together to make the finest meals out of the most meager provisions or even foraged ingredients other armies must rely upon, helping fill their bellies and raise their spirits at the same time! They are not afraid to get into a scrap if needed either with their cleavers, knives, cookpots, meathammers, and whatever cooking tool they can get their hands on.][Numbers: 1 Esmeraldan Priest (Head Chef Wiltran Laughingwoods), 25 'Crazed Cooks', 100 Combat Cooks, 1 Chuck Wagon]
  • Ricyver Fogstride's Sneaks [Race: Halfling] [Origin: Halflings are infamous among tallfolk for having sticky fingers and 'borrowing' things that is rather normal in regular halfling society, but Fogstride's people fully embrace the idea for profit on several levels. Their contracts normally involve advanced scouting, sabotage and the stealing of important things of the enemy (documents, supplies, weapons, armor, paychests, etc) in order to play merry hell with their logistics. The halflings in question very much enjoy the fact they are usually paid twice in the process, and barely ever needing to pull out their daggers or shortbows to see it done.][Numbers: 1 Master Thief (Ricyver Fogstride), 100 Halfling Thieves]
  • Theryola Freeheart's Hungry Calvary [Race: Halfling] [Origin: While too small for full horses halflings do indeed make use of their own brand of cavalry suited for just their size, something that Theryola plans to show the world after leaving the Mootland with like-minded halfling women who refused to settle down. Riding upon specially bred ponies these riders are surprisingly adept at hit and run tactics compared to the usual charging of knights and skilled enough with bows to equate them to the Ungols in some ways while being able to handle rough terrain better and avoid taller enemies.] [Numbers: 300 War Pony Mounted Archers]
  • Erbin Tosswood's Slingers [Race: Halfling] [Origin: Made up of former poachers, shepherds and fieldwardens, and lead by one who still wears several feathers in his hat, they are a much more frightening force on the battlefield than most people would realize since their accurately flung stones can kill even an armored knight if aimed right. Of course, the major draw of the Slingers is that fact they are very cheap to hire since their supplies only require them pick up decent stones for their slings and how they can pop out of seemingly nowhere to batter anyone hundreds of meters away.][Numbers: 250 Hallfling Slingers]
  • El Nuevo Pecetairoy [Race: Human] [Origin: Estalia] [Description Formed by a collection of wealthy Estalian noblemen who were perhaps too interested in Myrmidia's mortal campaigns and empire. Fighting in the style of the foot bodyguard of Myrmidia's during Her mortal life updated for the modern age, each is armored in full plate armor and carries a pavise, armed with long spears as their primary weapon as well as a one-handed estoc and a warhammer as the secondary weapons, they have proven to be effective shock troops and ersatz ironbreakers in spite of their eccentricities.] [Number: 140 Neo-Foot Companions]
  • Amir-Ali's Tusked Riders [Race: Humans/War Elephants] [Origin: Araby] [Description: Riding atop specially trained war elephants from the Plain of the Tuskers, these massive beasts can easily charge through even the toughest battlelines with ease while their riders safely shoot down at enemies from wooden towers atop them. They have decided to travel north to offer their services to those willing to pay their understandably high cost, mostly in Tilea, but those in Empire dislike their appearance due to too many encounters with the mammoths of Norscan invaders.] [Numbers: 100 War Elephants, 300 Assorted Spearmen and Archer riders]

Naval Mercenaries:
  • Long Drong's Slayer Pirates - [Race: Dwarf] [Origin: Barak Varr/Sartosa] [Description: A single Ironclad vessel, crewed entirely by vicious Slayers and led by Long Drong himself] [Numbers: 1 Ironclad Ship 'The Fair Fregar' With Dwarf Naval Cannons, 4 Ironclad Dinghies, 150 Slayer Crewmen, 1 Long Drong]
  • Saltspear's Reavers [Race: Human/Dwarf/Elf/Ogre] [Origin: Sartosa] [Description: Lovers of battle and plunder, this particular brand of pirates is lead by a man known as Saltspear. Normally based out of Sartosa, they are gleeful privateers for whoever wishes to purchase their services with a surprising amount of loyalty to their employers...so long as the pay is good.] [Numbers: 5 Heavily Customized War Galleons And Crew]
  • Red Anne's Four [Race: Human] [Origin: Sartosa] [Description: Red Anne is long-dead, but the cold bitch left her ships to her 'children'. They sail from port to port as privateers, for whoever might hire them for a time. When you want protection on the high seas, or someone to sink beneath them, remember Red Anne's Four.] [Numbers: 4 Heavily Customized War Galleons, Overweight With Weaponry And Boarding Crew]
  • Mother Anya's Transport Company [Race: Human] [Origin: Unknown] [Description: A company built entirely around smuggling troops into foreign ports under the guise of stolen or mocked up ships of whoever is needed at the time, across the Old World. Hard to contract, but once they are contracted they are loyal unto death - led by the mysterious Mother Anya. Those who have betrayed or attempted to kill them for their actions are often found dead or simply fail when the ships disappear into the seas. Either way, the ability to shift armies without giving it away has meant that the nigh endless fighting between the port cities of the southern Old World have granted them massive amounts of wealth. [Numbers: Unknown, Between 10-36 Ships Of Varying Sizes/Ability]
  • Mott's Motleys [Race: Human] [Origin: Luccini] [Description: A company often contracted out for protecting merchant ships as they make their way from Luccini with startlingly ramshackle appearances. However, their effectiveness cannot be denied. The seemingly slapdash armor plating and somewhat random sticking of cannons to point wherever they wish have made for a very successful naval guard company.] [Numbers: 30 Mott's Motleys Metal-Clad Runners]
  • The Golden Scimitars [Race: Human] [Origin: Araby] [Description: A squadron of ships out of Araby, each possessing a powerful and terrifying arabian sorcerer as their main source of firepower. Each ship further possesses a catapult upon it, where jars containing mysterious bound elemental creatures are said to be kept within to be launched at the enemy where they will release their prisoner to wreak havoc around them. They have been raiders, slave traders, wreckers, escorts, and more for the right coin. It is said the ships themselves are gilded by the gold from the immense wealth they have amassed over their many years of operation.] [Numbers: 4 Golden Scimitar War Barques]
Flying Mercenaries:

  • The Whitewings [Race: Human/Pegasus] [Origin: No one is quite sure where these men managed to obtain and train these snow white pegasi, nor have the materials to armor their mounts so expertly. What is important is that they fight for coin and only what they deem to be 'the right causes'. The sheer utility and tactical advantages of flying lancers and scouts is more than enough to have any intelligent enough employer acknowledge their rather inflexible sense of morality.] [Numbers: 10 Heavily Armored Pegasus Lancers]
  • Polo The Less Mad [Race: Human] [Origin: Border Princes] [Description: Inspired by Marco the Mad but not quite as mad, Polo decided to try his luck with an "easier" beast in the form of a Griffon. Thanks to the services of a traveling amber Journeyman Polo manage to tame and train his Grifffon Ámbar with a remarkable lack of loss of his own limbs and fingers. This have much like Marco also inspired hundreds to try and copy Polo with the same predictable results. Polo is also currently trying to marked Ámbar as a "virile stud" as a side business. Unfortunatly there aren't that may that own's a griffon to begin with.] [1 Polo The Less Mad, 1 Ámbar the Griffon]
  • The Fleshtearers [Race: Human/Hippogriff] [Origin: Tobaro] [Description: Fierce flyers, often missing a few fingers, eyes, ears, legs, etc. who nonetheless have managed to tame a few of the vicious and forever warm meat seeking Hippogriffs of the Grey Mountains. Inelegant, brash, violent, and that's just the flyers themselves, they are nonetheless a valuable group for any who can properly make use of armored flying monsters and their lance and halberd-wielding owners.] [Numbers: 30 Heavily Armored Hippogriff Lancers]
Non-Company And Non-Individual Mercenaries
There are far more mercenaries in the world than there may ever be true state troops, for they come from all walks of life and in all shapes. Some are more acceptable than others, but in truth the only requirement to be a mercenary is to be willing to fight for the promise of gold. No true record could possibly exist in the world that lists them all in every aspect, their availability, and their presence. Sometimes, the call must simply be made to send feelers out into the world, not to request a specific company, but put up a standard bounty of wealth and see who comes out of the woodwork. People will drop their tools, pick up weapons, and leave their former lives behind if the money is good enough. Their quality can never be guaranteed, nor their quantity, but when it's time for war and you need bodies - outside of pressganging - then this is just about the only other way to do it.

Quality Descriptors
  • Low = Peasants who beat their plowshares into swords/scrap metal armors/ramshackle forces/indiscriminate health and low discipline, all for the chance of pay and a way away from home.
  • Medium = People with a modicum of experience, or at least some training. Guardsmen, retired or sons of Road Wardens, bounty hunters, surviving Low Quality mercenaries that decided to keep on it, etc.
  • High = Professional mercenaries, who probably just haven't joined up with a specific company yet for some reason or another. Highly experienced, highly disciplined, well-equipped.
Duration Note: When one recruits mercenaries in this manner, it is to deploy them, not to hold them back for some task or another. They will take the pay, but will not sit around for years waiting for action! If mercenaries are recruited in this manner they must be deployed in an upcoming military action within 2 turns, otherwise they'll melt away back into the dregs of society from whence they came.

Tier 1 Offer: 500 Gold [1d3 To Achieve One Of The Following Three Categories - 1d500+100 Low Quality/1d250+50 Medium Quality/1d150+50 High Quality]
Tier 2 Offer: 1000 Gold [1d3 - 1d750+250 Low Quality/1d500+100 Medium Quality/1d250+75 High Quality]
Tier 3 Offer: 1500 Gold [1d3 - 1d1000+350 Low Quality/1d750+250 Medium Quality/1d500+150 High Quality]


Defunct Mercenary Bands

    • Magnar's Molten Guard [Race: Dwarf] [Origin: A group of Ironbreakers, Quarrelers, and more standard warriors led by Magnar Magmablood, who swears that he is the King of long lost Mount Silverspear by blood. Works tirelessly to gain funds for an eventual reclamation effort for his supposed families lost home] [Numbers: 100 Ironbreakers, 100 Quarrelers, 200 Warriors, 1 Dwarf Lord - 'King' Magnar Magmablood] KIA During the Reclamation of Karak Ungor Campaign
    • Vinchi's Valiants [Race: Human] [Origin: Heavy cavalry mercenaries, dressed almost ridiculously flamboyantly.] [Numbers: 500 Heavy Cavalry] KIA During Chaos Lord Sigvald's Invasion of Estalia 2326 IC
    • El Vuelo del Fuego [Race: Human] [Origin: Estalia] [Description: Estalian Light Cavalry using primitive firebombs, torches, and a specially designed oil which they slather their lances and swords in to set them aflame during battle.] [Numbers: 500] KIA During Chaos Lord Sigvald's Invasion of Estalia 2326 IC
    • KIA In Estalia - Bartolomeo's Bastards [Race: Human] [Origin: Tilea] [Description: Heavily armored halberdiers of Tilea, well experienced after many a siege and fight.] [Numbers: 500] KIA During Chaos Lord Sigvald's Invasion of Estalia 2326 IC
    • Ruglud's Armored Boyz [Race: Orcs] [Origin: Heavily armored and disturbingly accurate orcs who have fought all over the Old World bearing a motley assortment of equipment. They wield dwarf crossbows and serve anyone who can pay enough, or offer a good enough fight. [Numbers: 200 Heavily Armored Orc Crossbow Boyz, 100 Heavily Armored Orc Boyz, 50 Heavily Armored Big 'Un Orc Boys, Warlord Ruglud Bonechewe] KIA During Chaos Lord Sigvald's Invasion of Estalia 2326
    • KIA In Estalia - Mengil Manhide's Manflayers [Race: Dark Elves] [Origin: Monstrous murderous cannibal killers who stalk Tilea killing as they wish unless enticed intelligently enough. They bear greatswords, repeater crossbows and festooned with an array of knives and various other blades in open battle, but are also employed as assassins at times. [Numbers: 250 Manflayers, 1 Mengil Manhide] KIA During Chaos Lord Sigvald's Invasion of Estalia 2326
    • Gromdal Orcbane's Crossbow Regiment [Race: Dwarf] [Origin: Karaz-a-Karak.] [Description: A heavily disciplined group of crossbow wielding dwarves.] [Numbers: 250 Dwarven Crossbowmen, 1 Gromdal Orcbane] KIA In Reclamation of Karak Ungor Campaign 2327
    • Darag's Drudges - [Race: Dwarf] [Origin: Various Karaks] [Description: Bored beardlings looking for adventure under Longbeard Darag, an experienced dwarven warrior] [Numbers: 100 Dwarf Warriors, 1 Longbeard Warrior] KIA In Reclamation of Karak Ungor Campaign 2327
    • The Ragged Prince's Host [Race: Human] [Origin: Border Princes - Previously Averland] [Description: Heavily Armored Cavalry] [Numbers: 500 Armored Cavalry] KIA In Estalia, 2329
    • Heinrich's Halberdiers [Race: Human] [Origin: Middenland] [Description: Heavily Armored Ulrican Halberdiers] [Numbers: 500 Halberdiers] KIA In Estalia, 2329
    • The Red Pikes [Race: Human] [Origin: Tilea] [Description: Another pike band, famous for the red ribbons tied just under the tips of their weapons and the treated metal of their weapons to make them appear as if they are always coated in blood. [Numbers: 500 Pikes] KIA In Estalia, 2329
    • The Wild Bunch [Race: Human] [Origin: A group of heavy cavalry, rambunctious and wild. If you can ride and fight, they'll take you.] [Numbers: 500 Heavy Cavalry] KIA In Estalia, 2329
    • Da Charrd Carneevors [Race: Ogre] [Origin: Gristle Valley] [Description: A large mercenary ogre band once led by the legendary Firebelly Gragtar Flameheart. A very elderly Gragtar was recently eaten by his protege who now leads the Carneevors.] [Numbers: 250 Ogres, 2 Ogre Butchers, 1 Mercenary Firebelly Tyrant Targ Scorchtongue] KIA In Estalia, 2329
    • Lanaya's Lashers [Race: Elf] [Origin: A group of wild-eyed and strangely dressed elves that showed up one day in Tobaro, and began taking money to slaughter people the next day. In the constant battles between the Merchant Princes they have reaped a constant bloody toll.] [Numbers: 100 Elves, 1 Elf Leader Lanaya] KIA In Tilea, 2330
    • Black Skulls - [Race: Human] [Origin: Stirland] [Description: Fatalistic survivors of various raids upon Stirland from cursed Sylvania, wearing slightly customized regular armor and wielding standard swords and shields] [Numbers: 750 Swordsmen] Cost: 45 Gold Per Turn KIA In Ostland, Battle of the Blood Fane
    • Viridian Wolves [Race: Human] [Origin: Empire] [Description: A group of wildmen, the Viridian Wolves are a rough mixture of Taalite and Ulrican deep woodsmen, who have all felt a greater calling into the nature around the Empire than the call of the cities. Yet they still know the value of coin, for their own equipment and for other purposes. They are often employed as supplementary deep wood scouts and hunters for the monsters which regularly infest the Empire.] [Number: 150 Woodsmen, 15 Wolf Captains] 15 Gold Per Turn KIA In Ostland
    • Bittersteel's Bastards [Race: Dwarven] [Origin: Varies] [Description: Entrepreneur Aleena Bittersteel's chartered company of vicious death seeker Slayers. They fight, they die, she gets paid and paid and paid] [Numbers: 100 Slayers] 30 Gold Per Turn. KIA In Ostland, Battle of the Blood Fane, Battle of the Blood Fane [Owner Discontinued Company]
    • Hoarfrost Hellions [Race: Human] [Origin: Middenland] [Description: Devotees of Ulric who seek to honor the Empire's God of War, Winter, and Wolves, through honorable combat. Dressed similarly to the Priests of Ulric and the White Wolves, these men refuse to be hired against weakling targets, or for dishonorable targets to be selected for them. Never passive, if they are not heading to battle, then they are not under contract.] [Numbers: 250 Heavily Armored Ulrican Berserkers] 25 Gold Per Turn KIA In Ostland, Battle of the Blood Fane
    • Marco the Mad [Race: Human/Manticore] [Origin: Tobaro] [Description: An utterly insane man who somehow managed to get a grotesque and iron-fleshed manticore to let him ride it. Or maybe it doesn't, it's hard to tell given that the man wears so much armor on his back to prevent it's spear-like poison tipped tail from killing him as he directs it against the enemy. In any case, he's managed to teach it that he can guide it to the best carnage and meals possible on the battlefield. The fact that after his appearance possibly hundreds have died trying to copy his feat has ensured his rather...unique nature. He fights for gold, and even then only if there is the surety of bloodshed and death through the course of his contract.] [Numbers: 1 Ironskinned Manticore, 1 Marco the Mad] KIA From Manticore Killing Rider, Manticore Killed Afterwards
    • The Giants of Albion [Race: Two Giants, One Human] [Origin: Albion] [Description: Stolen from Albion long, long ago by the First Citizen of Remas, Curious Gesar, these two giants and their Truthsayer master wandered the Old World for decades trying to get home, fighting in the meantime.] [Numbers: 2 Giants Bologs and Cachtorr, 1 Truthsayer Hengus] KIA From Unknown Sources Within Deserts of Araby 2304 IC
    • The Hvalstakkað Járn [Race: Human] [Origin: "Norsca"] [Description: A company of self-proclaimed Norscan Marauders armed with an assortment of spears, crossbows, and pikes, and armored in brigandine] [Numbers: 400 suspiciously short Norscan Spearmen, 200 oddly well-dressed Norscan Pikemen, 400 unusually well armored Crossbowmen, 1 Jarl-General "Eldskjaldbaka" [Warcry: Hey þú ert loksins vakandi] KIA After Being Captured In Ambush Near Gristle Valley, Consumed To A Man

Retired For One Reason Or Another
  • Siegfried's Beastslayers [Race: Human] [Origin: Rough fighters who lived in the Drakwald, have spent their lives fighting beastmen] [Numbers: 250 Swordsmen, 250 Archers] Reached Forced Retirement Age
  • Ashes of Salzenmund [Race: Human] [Origin: Nordland] [Description: Grim and Heavily Armored Infantry] [Numbers: 1000 Armored Swordsmen Infantry] Reached Forced Retirement Age
  • Asarnil the Dragonlord - [Race: High Elf/Dragon] [Origin: Caledor] [Description: One prideful exiled Prince of Caledor, and his dragon Deathfang] [Numbers: 1 Dragon Prince Lord Asarnil, 1 Emperor Dragon Deathfang] Took Over City of Remas, Rules as Merchant Prince Now
  • The Silver Arrows [Race: High Elf] [Origin: Eataine] [Description: Young and arrogant elves from Ulthuan who, having heard of the grand fortune that Asarnil the Dragonlord managed to amass in practically a blink of an eye to an elf livespan have decided to ply their own trade. Resplendently dressed in shimmering armor and possessing tremendous skills with their bows and spears, they are in fact a simple random assortment of peasant equivalents of Ulthuan who decided to ply 'elven superiority' in the lands of men. They were hired on their first day since stepping off the boats and have been under one contract or another since without pause.] [Description: 100 Expert Ulthuan Militia] Joined City of Remas as Asarnil Troops
  • Blood of Spaarta - [Race: Human] [Origin: Tilea - City State of Spaarta] [Description: Master Class Swordsmen, trained since birth for combat in the otherwise minor Spaarta of Tilea. They live to fight and fight to die. Expensive, but worth it] [Numbers: 1,500] Reached Forced Retirement Age
  • The Incredibly Illustrious Armie of Charle's Rest: [Race: Human] [Origins: Bretonnia] [Description: This group of young men were raised from Charle's Rest and the surrounding area for the last WAAAAAAGH! that passed through Bretonnia. During that campaign they met some "Shepherds" hired by one of the lords... as well as a few of the "ladies" following the army. After the last battle to be fought, these men slipped away from the rest and boarded transports with their new friends back to Tilea to begin their career. They haven't had an easy time of it. More times than not they are hired as extra field labor than for their fighting capably. This is probably due more to them being armed mostly with pitchforks. One thing of note however is that all of them are passible archers, but they only have enough bows for 1/3 of their number. We suspect that if hired they could help our farming around where ever they were quartered, and if the rest of them were given bows they would be a decent archer unit. Or if one wanted to be more ambitious they could outfit them as men-at-arms and give them some training and they would be a more all-around threat to an enemy. the most important thing to remember about them however is this... they're CHEAP! ] [Numbers: 2000 Peasants, 1000 Peasant Archers] Hired To Settle Down By Tzarina Kattarin in Kislev, rendered as regular Kislevite Citizens going forward.

Mercenaries That Cannot Be Hired By Current Dynasty

  • The Cursed Company [Race: Undead] [Origin: A cursed Imperial mercenary who once hired himself out to a necromancer against Wulfenburg itself. Betraying the necromancer for yet more gold, he was cursed into an undying revenant whose blade raises those he kills with it. Endlessly searching for true death.] [Numbers: 1,500 Varied Undead, 1 Richter Kreugar the Damned.]
  • Ulfnar's Blood Seekers [Race: Norscan] [Origin: Norscans from the north who come south in search of bloodshed for glory and gold whenever the dark forces of the world pause for even a moment in their world-ending campaigns. Distrusted but grudgingly respected for their dedication to destroying their foes. It is only the fact that they step foot only in Tilea, the Border Princes, or Estalia that they are not ripped to shreds by furious Bretonnians or Imperials. [Numbers: 500 Norscan Marauders]
  • The Red Band [Race: Norscan] [Origin: A band of bloodthirsty norscans who are so dedicated to the slaughter that they gained their name for the almost always fresh coat of blood slathering their bodies. So long as they can be convinced that the target will provide more blood and slaughter, they are entirely reliable.] [Numbers: 500 Norscan Berserkers, 1 Norscan Warlord known only as The Red Skull]
  • Murder And Rippin's Killa Ridas [Race: Goblin] [Origin: A motley band of goblin wolf chariots which zip around battlefields gleefully killing and looting before riding off before they can be harmed. If one can manage to persuade them with enough money, they can usually be relied on once or twice in battle before they 'forget' who is paying them.] [Numbers: 100 Goblin Wolf Chariots]
  • Tul the Undying [Race: Suspected Undead] [Origin: The Vaults] [Description: A single man, true, but a single man who seems utterly unkillable. He has been set aflame, stabbed through the heart, shot with dozens of arrows, shot by a full band of Tilean handgunners, and more. Yet he always rises, bearing a massive gleaming bronze blade with eldritch runes upon it with both hands. His entire body is further concealed by his armor and heavily woven black wraps, and yet few in Tilea have felt the need to try and 'reveal' him considering how much more valuable he is as an enforcer or simply good person to have on your side in a fight. His reasons are his own, however, and he refuses to speak on anything but his contracts, his subsequent banking, etc.] [Numbers: 1 Tul the Undying, seemingly unkillable warrior from The Vaults]
  • Eeza Ugezod's Mother Crushers [Race: Black Orcs] [Origin: A devastating band of over-sized orcs who have fought for over four decades along the World's Edge Mountains, the Border Princes, and the Borderlands. Led by the low yet brutal cunning of Eeza Ugezod, they are slaughterers of the highest order - but also motivated and are captivated by the shine of gold. Thus far, their discipline is enough that they have actually seen employment by Border Princes and Merchant Princes alike, for a time at least before the fighting stops being good enough to match the gold.] [Numbers: 200 Black Orc Big 'Uns, 1 Mercenary Black Orc Big Boss Eeza Ugezod]
  • The Amber Champions [Race: Human] [Origins: Araby] [Description: The Amber Ring is one of the premier gladiatorial pits in Araby. One master of slaves there decided to take his champions from there on the road, offering their incredible experience and spectacle. They fight for splendor and for wealth, now, far from their sandy home.] [Numbers: 50 Amber Gladiators, 1 Master Kaamil]
  • Greebo's Lil' Babbies [Race: Greenskin] [Origin: While some boys might think Greebo's hobby of cultivating and raising snotlings was odd, none could deny the effect they had on the battlefield. Mainly as ablative armor for proppa orcs, but the point stands.][Numbers: 1 Big Daddy Greebo (Black Orc Big Boss), 3 Snotling Pump Wagons, 3000 Snotlings]
  • Bopper's Sizeable Hoppers [Race: Night Goblin] [Origin: All boys acknowledge that squigs are untameable; you point them at what gitz you don't like and pray to Gork (And Mork) they don't eat you instead of them. But Bopper thought different, and when he took over the Mushboyz tribe he tried to tame the biggest squigs of them all. To the surprise of every goblin to hear of it, he succeeded! The fact that there's only a score of his boys left to ride the damn things is only a minor detail.][Numbers: 1 Night Goblin Boss Bopper Riding Colossal Squig, 10 Great Cave Squig Riders]
  • The Heroic Fellowship [Race: Mixed] [Origin: Mixed] [Description: Less a company of professional soldiers for hire and more a semi-organized group of murderers with a brand name the Heroic Fellowship is an eclectic collection of men, elves, dwarfs, halflings and ogres from across Old World and beyond, with the one thing they have in common being a great fondness for rapine and murder. Recruited from the scum of every society they've visited this motley band of thieves, murderers and rapists excel at terrorizing peasants and burghers and are not especially useful against anyone who can actually fight back.] [Numbers: ~350 Heroic Fellows]
  • The Storm Crows [Race: Human] [Origin: Sartosa] [Description: Stormfels cultists from the island of Sartosa who have taken to the mercenary life so as to obtain ships and prisoners to sacrifice to their heathen God. Sailing in ships armed to the teeth with scorpions, light cannons, and even primitive Hohenzollern cocktailesque weapons, these men are among the most ferocious freebooters of the Old World, and some believe them to be worth their price in spite of their blasphemy.] [Numbers: 10 customized wolf ships crewed by Stormfels cultists]

Personages of Importance and opinions (last edited by QM: Monday, November 27, 2023)
- No Change Happened.
Special Note: It has been years since Emilia Liesdotte died. The position of Witch Hunter Captain of the Ostland Witch Hunters is [POSITION UNFILLED] on the front page. Emilia Liesdotte died in 2340 IC/ Turn 36. Would the Witch Hunters really leave the post vacant for three to four years?
Personages Of Importance
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Family
The Hohenzollern Dynasty (And Urgdug+Wife)
  • Elector Count Joseph Hohenzollern (Father of Frederick Hohenzollern) - Slain in 2304 By Chaos Knights Dead
  • Lady Anna Hohenzollern (Mother of Frederick Hohenzollern) - Slain in 2304 By Chaos Cultists Dead
  • 1-9th Hohenzollern Sons/1-4 Hohenzollern Daughters of Count Joseph Hohenzollern - Slain in 2304 by Chaos Cultists/Chaos Knights/Tripping Dead
  • Elector Count Frederick von Hohenzollern (Ascended To Position in 2304) Alive/BD: 2286
  • Lady Natasha Hohenzollern nee Romanov (Little Sister of Tzarina Kattarin) - Married to Count Frederick Hohenzollern in 2304 Alive/BD: 2281
    • Alexandra von Hohenzollern - Daughter of Count Frederick, Twin of Anna Alive/BD: 2306/Ice Mage
    • Anna von Hohenzollern - Daughter of Count Frederick, Twin of Alexandra Alive/BD: 2306/Ice Mage
      • Giovanni Acciai de Miragliano (Lover, Father of Natasha, Falsely Declared Married To Anna To Legitimize Natasha) Slain In Tilea By Assassins
      • Natasha von Hohenzollern - Daughter of Anna Alive/BD: 2330
    • Magnus von Hohenzollern - Son of Count Frederick, Triplets with Arthur and Oskar Alive/BD: 2309
      • Sabine von Hohenzollern, nee Nassau. Married in 2330 IC. Alive/BD: 2309
      • Karola von Hohenzollern - Daughter of Magnus/Sabine. Alive/BD: 2332
      • Ortrud 'Ori' von Hohenzollern - Daughter of Magnus/Sabine. Alive/BD: 2333
      • Stephanie von Hohenzollern, Daughter of Magnus/Sabine, Triplets With Freya And Wolfila. Alive/BD: 2335
      • Freya von Hohenzollern, Daughter of Magnus/Sabine, Triplets With Stephanie and Wolfila. Alive/BD: 2335
      • Wolfila von Hohenzollern, Son of Magnus/Sabine, Triplets With Stephanie and Freya. Alive/BD: 2335
      • Talgris von Hohenzollern, Son of Magnus/Sabine, Twins with Arthur Alive/BD: 2339
      • Arthur von Hohenzollern, Son of Magnus/Sabine, Twins with Talgris Alive/BD: 2339
    • Arthur von Hohenzollern - Son of Count Frederick, Triplets with Magnus and Oskar Alive/BD: 2309
      • Serhild von Hohenzollern, nee Freud-Raukov. Married in 2318 IC. Alive/BD: 2309
      • Frederick von Hohenzollern - Son of Arthur/Serhild. Alive/BD: 2326
      • Ortrud 'Trudi' von Hohenzollern - Daughter of Arthur/Serhild. Alive/BD: 2332
      • Karl von Hohenzollern, Son of Arthur/Serhild. Alive/BD: 2340
    • Agatha - Daughter of Count Frederick, Twin of Alisa, Amethyst Wizard Apprentice Alive/BD: 2317
    • Alisa - Daughter of Count Frederick, Twin of Agatha, Amethyst Wizard Apprentice Alive/BD: 2317
    • Logan von Hohenzollern - Son of Frederick/Natasha. Alive/BD: 2327
    • Oskar von Hohenzollern - Son of Count Frederick, Triplets with Arthur and Magnus /BD: 2309/ Slain at the hands of a zombie commanded by Zacharias the Everliving in 2314
  • Lord Sir Captain Headmaster Urgdug Greatbellow Thunderbringer Daemonthumper Dragonrippa Giantbreaker Deathcheater Castleshatterer Maelstrombringer Beastcrush Overfather Monstertosser Ratsmasher Thronewielder Wormbreak Heartswallower Dragoneater Dal Bolg Tyrant Breaker Maw-Stomp Dawongr Treebreaker the Tremendously Sizable the Knight of Trofurt- Alive
    • First Thunderbringer Ever. First Ogre To Ever Be Knighted.
    • Overall Ogre Commander For Ostland Army
    • Personal Friend of Hohenzollern family. Considered family after years of close friendship
    • Knighted for valor and heroism during the Vampire War of 2315
    • Personally honored by the Grand Theogonist and Ar-Ulric for actions in the Purge of Sylvania (2323)
    • Founded the Greatbellow Academy for Ogres in Ostland, the first ogre-centered education facility in the world
    • Father of three hundred children as of 2326 IC.
    • Betrothed To Cherag Flourbelly Steakripper In 2329 IC.
    • Married To Cherag Flourbelly Steakripper Cakebuilder In 2330 IC.
    • Named the Knight and thus Lord of Trofurt, a small manor and market town of around 3,000 or so inhabitants just fifteen miles southwest of Wulfenburg
  • Priestess Chef Cherag Flourbelly Steakripper Cakebuilder - Apprentice Priestess of Esmeralda at Grand Kitchen, Betrothed To Urgdug Greatbellow (2329 IC) - Alive
    • First ogre chef apprentice of Grand Kitchen
    • Among first of the true Esmeraldan priests and priestesses, founded in Ostland.
    • Crafted the first Seven-Layer Fortress Lemon Cake in existence.
    • Wife of Urgdug Greatbellow
  • Bolgden Greatbellow, First Legitimate Son of Urgdug Greatbellow and Cherag Flourbelly Alive/BD: 2342 IC
  • Oskana the Gryphon, Firstborn Sky-Warden of Ostland, War-Partner of Frederick, Glorious Overseer of Wulfenburg, Swift-Soaring-Death-Nest-Defender. Alive/Hatch Date: 2325 IC
  • Octaine the Gryphon, Secondborn Sky-Warden of Ostland, Fierce-Flight-Deathbringer-Nest-Defender. Alive/Hatch Date: 2340 IC
  • 'Unnamed' Tree - Born of a serendipitous crossbreeding of Starwood and Wutroth trees, the first of its kind to ever exist, and the first outside of Laurelorn. Its first watering was in the blood of Frederick and Natasha von Hohenzollern, its first breath in chilly winter air, the first light to fall upon it a mixture of Qhaysh, revitalizing starlight, and pure moonlight, its very birth was heralded and marshalled through the incredible energies unleashed in a ritual that closely bound Frederick and Natasha's very souls.
Allies

  • Reinhardt Hertwig (Son of Count Klaus Hertwig, Brother of Ortrud Hertwig) - KIA In Line of Duty 2308 IC
  • Imperials In General
    • Elector Countess of Ostermark Ortrud Hertwig, The Iron Woman of Ostermark – Alive
      • Fritz Hertwig (nee Muller) - Alive, Grand Master of Knights of Everlasting Light, Husband of Countess Hertwig
      • Reinhardt Hertwig (Son of Ortrud Hertwig) - Alive/BD: 2309/Heir to Province - Married to Frederica von Kessel, Knight-Captain of Knights of the Everlasting Light
        • Frederica Hertwig nee von Kessel (Daughter of Stephan von Kessel) - Alive/BD: 2308
        • Adelaide Hertwig (Daughter of Frederica Hertwig nee von Kessel) - Alive/BD: 2326
        • Marius Hertwig (Son of Frederica Hertwig nee von Kessel) - Alive/BD: 2332
      • Evangeline Hertwig (Daughter of Ortrud Hertwig) - Alive/BD 2310 - Betrothed Within Province(Betrothed KIA 2326)
      • Bermudo Hertwig (Son of Ortrud Hertwig) - Alive/BD: 2313- Married Within Province
        • Leanora Hertwig - Wife of Bermudo (Formerly Röntgen) - Alive/BD: 2313
        • Albert Hertwig - (Son of Bermudo) - Alive/BD: 2330
        • Angelika Hertwig - (Daughter of Bermudo) - Alive/BD: 2333
      • Alric Hertwig (Son of Ortrud Hertwig) - Alive/BD: 2334
    • Elector Count of Nordland Stephan von Kessel - Alive
      • Magister Odelia von Kessel (nee Flamestar) - Alive, Master Bright Wizard, Consort of Count Kessel
      • Frederica Hertwig nee von Kessel (Daughter of Stephan von Kessel) - Alive/BD: 2308/- Married To Reinhardt Hertwig.
      • Draken von Kessel (Son of Stephan von Kessel) - Alive/BD: 2309/Bright Wizard - Seconded To Magic College Services/Betrothal Broken
      • Mena von Kessel (Daughter of Stephan von Kessel) - Alive/BD: 2312/Heir to Province - Married Within Province
        • Victor von Kessel (nee Adenburg) - Alive/BD: 2311/Married To Mena von Kessel
        • Stephan von Kessel, II (Son of Mena von Kessel) - Alive/BD: 2328
        • Helmut von Kessel (Son of Mena von Kessel) - Alive/BD: 2331
        • Wolfram von Kessel (Son of Mena von Kessel) - Alive/BD: 2333
      • Hedwig von Kessel (Daughter of Stephan von Kessel) - Alive/BD: 2325
  • Ostlanders
    • Major Military Officers of Ostland
      • Hans Ganzfried - Champion of Ostland, Former Ostland Greatsword Captain (Circa Nordland Campaign) - Alive
      • Deidrich Weschler - Ostland Greatsword Captain (Circa Battle of Three Armies) - KIA In Battle Of Three Armies
      • Ludwig Schott - Champion of Ostland, Former Ostland Greatsword Captain (Circa Vampire War Campaign) - Alive
      • Elric Hass - Ostland Greatsword Captain (Circa Karak Ungor Campaign) - Current Greatsword Captain - Alive
    • Elector's Advisory Council
      • Military Advisor: Stephan von Raukov, Former Mercenary
      • Diplomatic Advisor: Position Dually Held By Lady Hohenzollern's Natasha and Sabine
      • Stewardship Advisor: Morgan von Bernhardt, Daughter of Lord Morgan von Bernhardt
      • Research Advisor: Helga Wierans and Anna von Hohenzollern
      • Piety Advisors: Jorgen Albrecht - Priest of Sigmar/Emil Beltz - Priest of Ulric/ Lady Rosa - Priest of Morr.
      • Intrigue Advisors: Hagrid Baggins -Halfling Chef of Esmeralda/Marlisa Liesedotte - Senior Witch Hunter/Lady Sabine Hohenzollern - Businesswoman
      • - Sir Maximilian von Raukov (Former Bull Warrior) [M] KIA In Vampire War
        - Baroness Katrin von Freud [D] Died Of Old Age
        - Morgan von Bernhardt KIA In Vampire War
        - Wulff, Priest of Ulric [P] KIA In Vampire War
        - Leopold, Priest of Sigmar [P] KIA In Vampire War
        - Eizenhorn, Witch Hunter [P] KIA In Vampire War
    • Princes of Ostland (Most Powerful Nobles In Ostland Aside From Hohenzollerns)
      • Prince Waldemar von Sterneck - Ruler of Salkalten, former Greatsword of Ostland who lost leg in Vampire War, later healed - Alive
      • Princess Tiana Raukov - Ruler of Ferlangen
      • Prince Joseph Wallenstein - Ruler of Wurzen
      • Prince Marius Vander - Ruler of Vandergart
    • Other Major Ostlanders
      • Helga Wielans, First Student of Valma Bronzeheart, First Engineer of Ostland
        • Idette Wielans, Daughter of Helga Wielans, Engineer of Ostland
      • Witch Hunter Captain Emilia Liesedotte (Mother of Marlisa Liesedotte) KIA in action killing Heart-Taker, century-old Cultist of Chaos
  • Current Jade Wizard Retainers: Magister Karl, Magister Carlotta, Journeyman Adira of Araby
  • Living Former Jade Wizard Retainers: Magister Ernst [Teacher At Jade College]
  • Former Jade Wizard Retainers: Jurgen/Ilse STATUS UNKNOWN
  • Current Bright Wizard Retainers: Master Wizard Casparan Smokewrought [20 Gold Per Turn Per Retainer Journeymen, 25 For Casparan]
  • Current Amber Wizards Within Ostland: Amber Magister Alric + Redwing + Unknown Numbers/Ranks Of Other Amber Wizards [No Fees]
  • Current Gold Wizard Retainers: Otto, Violetta, Rashad, Emile. [All Journeymen, 65 Gold Per Turn Per Each Journeyman]
  • Former Wizard Retainers:
    • Jade Journeyman Boris Bohka [KIA In 2342 IC Albion Campaign]
    • Bright Journeymen Henry/Nicolas/Luthor Feuerstag/Helmut Cinderblade/Jovi Grabner [KIA In 2342 IC Albion Campaign]
    • 5 Amber Journeymen, Students of Magister Alric [KIA In 2342 IC Albion Campaign]
  • High Elves
    • Loremaster Aurelion of Saphery – Alive
    • House Alleria Patriarch Aurelious (Head of House Alleria of Saphery of Ulthuan) - Alive
  • Wood Elves
    • Naraiel Dawnstone, Lady of Laurelorn, Matriarch of the Dawnstone Kindred, Ruling Glade Lord of All Laurelorn - Alive
    • Laurelorn Skywatcher Ingmir
    • Morai-Wen, Sky-Mistress of Laurelorn - Alive (?)
  • Dwarfs
    • Karaz-a-Karak
      • High King Thorgrim Grudgebearer, High King of all the Karaz Ankor - Alive
      • High Queen Sigrun Ironhammer, Wife of Thorgrim Grudgebearer - Alive
      • Prince Kurgan Thorgrimsson, Born 2329 IC - Alive
      • Princess Sigrun Thorgrimsdottir, Born 2329 IC - Alive
      • Prince Lunn Thorgrimsson, Born 2332 IC - Alive
      • Prince Kragg Thorgrimsson, Born 2334 IC - Alive
      • Princess Angkra Thorgrimssdottir, Born 2336 IC - Alive
      • Prince Buregar Thorgrimsson, Born 2338 IC - Alive
      • Prince Daled Thorgrimsson, Born 2339 IC - Alive
    • Karak Kadrin
      • King Baragor Blackskull, King of Karak Kadrin, Lord of Clan Drakebeard (Formerly Garagrim Ironfist) - Alive
      • Queen Elamina Grobi-Splitter, Wife of Baragor, Daughter of Lord Gunn of Clan Gunnison - Alive
      • Prince Baragor Ironfist, Son of Baragor and Elamina, Born 2330 IC - Alive
      • Prince Thorek Ironfist, Son of Baragor and Elamina, Born 2332 IC - Alive
      • Princess Candre Ironfist, Daughter of Baragor and Elamina, Born 2336 IC - Alive
      • Princess Golkina Baragorsdottir, Daughter of Baragor and Elamina, Born 2338 IC - Alive
    • Karak Ungor
      • King Ulthar Stonehammer, Widower - Alive
      • Princess Kazul 'Goldeneye' Stonehammer, Princess and Heir of Karak Ungor - Alive
      • Prince Mordin Kazadorsson of Karak Azul, Husband of Kazul Stonehammer, Former Steward of Karak Azgal:
      • Prince Ulfar Stonehammer, Son of Kazul and Mordin, Born 2331 IC - Alive
      • Princess Karelia Stonehammer, Daughter of Kazul and Mordin, Born 2333 IC - Alive
      • Prince Thorgrim Stonehammer, Son of Kazul and Mordin, Born 2335 IC - Alive
      • Prince Grum Stonehammer, Son of Kazul and Mordin, Born 2337 IC - Alive
      • Prince Logan Stonehammer, Son of Kazul and Mordin, Born 2339 IC - Alive
      • Princess Kazul Stonehammer, Daughter of Kazul and Mordin, Born 2342 - Alive
    • Kragg The Grim
      • Runelord Angkra Ten-Braids, Wife of Kragg the Grim, Eldest Runelord of Karak Azul - Alive
      • Kazador Kraggson, Born 2329 IC - Alive
      • Kemma Kraggsdottir, Born 2329 IC - Alive
      • Skorri Kraggson, Born 2332 IC - Alive
      • Durgim Kraggson, Born 2334 IC Alive
      • Thungnir Kraggson, Born 2340 IC Alive
    • Dwarf Lord Alaric Goldenye, Lord of the Goldeneye Clan, Inhabitant of Wulfenburg Dwarf Quarter - Alive
    • Princess Fenna Warren-Burner, Princess of Zhufbar - Alive
    • Dwarf Engineering Guild Radical Sven Hasselfriesian - Alive
    • Gurni Baragosson, Dwarven Merchant - Alive
    • Josef Bugman, Most Famous Dwarven Brewmaster In The World - Alive
      • Sigrun Frothbraid of Clan Bugman, formerly Yinlinsson (Longplait Brewmaster -> Wife of Josef Bugman, Bugman Apprentice) - Alive
      • Paela Darkbrew of Clan Bronzeheart (Longplait Brewmaster -> Bugman Apprentice) - Alive
  • Bretonnians
    • Sir Roland Martel d'Mousillon (Formerly Sandrine du Pointe du Lac Dieudonné), Questing Knight of Bretonnia (Brother of Maldred the Mad Who Was Last Duke of Mousillon) - Alive
  • Other
    • Johanna Fuerbach, Sultan/Breaker of Chains/Dragonslayer/Dwarf Friend/主 [Lord]/The Five Minute Tyrant/(Disowned Daughter/Heir of Elector Count of Talabecland Adolf Fuerbach)/Tiger Eater/Firehead Paleskin/7th Generation Lahmian-4th Generation Rogue/Ordained Master of the School of the Jade Dragon, 1st Rank/小紅虎 [Xiǎo Hóng Hǔ][Little Red Tiger]/Former Fang of the Celestial Dragon Emperor/Chained Ghost Disciple, 4th Rank – Vampire
    • Genevieve Sandrine du Pointe du Lac Dieudonné, Former Resident and Native of Bretonnia/6th Generation Lahmian-3rd Generation Rogue/Blessed of Sigmar/Ordained Master of the School of the Jade Dragon, 1st Rank/Former Fang of the Celestial Dragon Emperor/Chained Ghost Disciple, 4th Rank/A Quiet Shadow Under Heaven - Vampire
The Romanov Dynasty: Ruling Royal Family of Kislev
Matriarch - Kattarin Romanov, Tzarina of Kisle [Titles Include: Tzarina, Kattarin the Bloody, Chosen of the Widow, the Ice Queen] - [STATUS UNKNOWN]
Patriarch - Rasputin Romanov, Husband To The Tzarina - Dead
Sister Of Matriarch - Natasha Romanov, Countess of Ostland
  • Ursus Mattrin Romanov, Crown Prince of Kislev, Married within Kislev City [High Priest of Ursun] - Dead
    • Olesya Romanov (Formerly Nikodoch), Wife of Crown Prince Ursus Mattrin Romanov - Dead
    • Kattarin Romanov, Daughter To Heir, Married Within Erengrad - Dead
    • Ursuni Romanov, Daughter of Heir, Married Within Kislev City - Dead
    • Dmitry Romanov, Son to Heir, Married Within Praag - Dead
    • Mattrin Romanov, Son to Heir, Married Within Western Kislev - Dead
    • Boris Romanov, Son to Heir, Married Within Southern Kislev - Dead
    • Rasputin Romanov, Son to Heir, Married Within Kislev City - Dead
  • Salyaza Natasha Romanov, Married to Prince Gorbachev of Erengrad [High Priestess of Salyak] - [STATUS UNKNOWN - Last seen escaping Erengrad]
    • Prince Sorca Romanov (Formerly Gorbachev) of Erengrad, Husband of Natasha Romanov - [STATUS UNKNOWN - Last seen escaping Erengrad]
    • Anna Romanov, Daughter, Married Within Erengrad [Initiate of the Widow] - [STATUS UNKNOWN]
    • Alexa Romanov, Daughter, Married Within Erengrad [Initiate of the Widow] - Dead
    • Rasputin Romanov, Son, Married Within Western Kislev - Dead
  • Olga Romanov, Married to Governor Morosow of Praag [High Priestess of the Widow] - [STATUS UNKNOWN - Last seen escaping Praag]
    • Governor Boroda Morosow of Praag and the Z'ra, Husband of Olga Romanov - Alive/Imprisoned In Praag
    • Galya Romanov, Daughter, Married Within Kislev City - Alive/Captured By Torus Ivan Pulks
    • Katya Romanov, Daughter, Married Within Praag Area - Alive/Imprisoned In Praag
    • Rasputina, Daughter, Married Within Northern Kislev - Alive/Imprisoned In Praag
  • Dazhus Andre Romanov, Fraternal Twin of Ivan/ Married Within Kislev City [High Priest of Dazh] - [STATUS UNKNOWN, Last Seen Travelling Eastern Kislev]
    • Bojárynja Talika (Formerly Chzov) of Kislev City, Wife of Dazhus Andrew Romanov - [STATUS UNKNOWN, Last Seen Travelling Eastern Kislev]
    • Mikhail Romanov, Son, Married Within Praag Area - Alive/Imprisoned In Praag
    • Rasputin Romanov, Son, Married Within Southern Kislev - Alive/Captured By Bohka Pulks
    • Andre Romanov, Son, Married Within Southern Kislev - Alive/Captured By Bohka Pulks
    • Olga Romanov, Daughter, Married Within Southern Kislev [Initiate of the Widow] - [STATUS UNKNOWN, Last Seen Escaping Bohka Pulks]
  • Torus Ivan Romanov, Fraternal Twin of Andre/ Married Within Kislev [High Priest of Tor] [Traitor To Tzarina] - Alive/Precise Location Unknown
    • Bojárynja Nadyezhda Romanov (Formerly Rybkin) - Alive/Precise Location Unknown
    • Rasputin Romanov, Son, Married Within Kislev City Area - Alive/Precise Location Unknown
    • Boris Romanov, Son, Married Within Praag Area - Alive/Precise Location Unknown
    • Dmirov Romanov, Son, Married In Western Kislev - Alive/Precise Location Unknown
    • Ivana Romanov, Daughter, Unmarried (Initiate Ice Witch) - Alive/Precise Location Unknown
Electors of The Empire [Emperor – Magnus the Pious]
Lifetime: 2280-????
Length of Rule: 2304-????

  • Elector Count of Averland – Siegrich Leitdorf
  • Elector Count of Ostland – Frederick von Hohenzollern
  • Elector Count of Hochland – Hans Ludenhof
  • Elector Count of Middenland – Gunthar von Bildhofen
  • Elector Count of Nordland – Stephan von Kessel
  • Elector Count of Ostermark - Ortrud Hertwig
  • Elector Count of Reikland – Alberich Rommel
  • Elector Count of Stirland – Ava von Krieglitz
  • Elector Count of Talabecland –Adolf Fuerbach
  • Elector Count of Wissenland – Emeline Toppenheimer
  • Staadtholder of Marienburg – None Current / Former: Luise Kaufmann
  • Ar-Ulric: Logan Kron
  • Grand Theogonist: Molatok III [Archibald Gottfried]
  • Arch Lector of Nuln: Thorgad II [Luthor Hartmann]
  • Arch Lector of Talabheim: Kasmir VII [Ludwig Eizenbern]
  • Elder of the Moot: Jax Starbrook
Other Individuals of Import

  • Sir Stier, Grandmaster of the Bull Warriors KIA In Vampire War of 2315
  • Rieksmarshal Drakenhoff - KIA In Battle of Three Aries 2312 IC
  • Reiksmarshal Eugen Rommel - Slain By Heart Attack
  • Ar-Ulric Kriestov - KIA By Zacharias the Everliving, Overlord Necrarch, During Vampire War of 2315 2315
  • Grand Theogonist Ansgar - KIA By Zacharias the Everliving, Overlord Necrarch, During Vampire War of 2315 IC
  • Prince Hargrim Stagbreaker, Heir to Karak Norn - KIA During Reclamation of Karak Ungor 2327 IC
  • Master Engineer/Dwarven Slayer Valma Bronzeheart – KIA During Reclamation of Karak Ungor 2326-7 IC
  • Elector Count Albert Pfeifraucher of Wissenland (And Family) - Slain/Proven Corrupt in Sybarite Uprising.
  • Prince Giovanni Acciai, Father of Anna's Child Natasha, Brother of Prince Umberto 'Axeblood' Acciai - Slain By Skaven In Tilea
  • King Ranulf the Red of Karak Hirn (Hornhold) - Slain By Skaven In The Depths of Karak Hirn
  • King Gorrin Yorrinsson of Karak Izor (Copper Mountain) - Slain By Skaven In An Assault On Fester Pike
  • Chieftain Mardudd ab Owain Glyldŵrlyr, Leader of the Glyldŵrlyr of Albion - KIA During 2342 Albion Campaign
  • Chieftain Aberfa ab Mardudd Glyldŵrlyr, Daughter of Mardudd, Leader of the Glyldŵrlyr - Enshrined As Ghostly Warrior of Albion After Death During 2342 Albion Campaign
  • Cult of Sigmar
    • Grand Theogonist Molatok III [Archibald Gottfried] - Alive
    • Arch Lector of Nuln Thorgad II [Luthor Hartmann] - Alive
    • Arch Lector of Talabheim Kasmir VII [Ludwig Eizenbern] - Alive
    • Lector of Wulfenburg Hans Freud - Alive
    • Lector of Salkalten Helena Raukov - Alive
  • Cult of Ulric
    • Ar-Ulric Logan Kron - Alive
    • High Priest of Wulfenburg Siegbert - Alive
    • High Priest of Jegow Wilhard - Alive
    • High Priest of Salkalten Elric - Alive
    • High Priest of Schonfeld Hildemar - Alive
    • High Priest of Ferlangen Jakob - Alive
  • Cult of Manann
    • High Matriarch Maghda Sprenger - Alive
  • Cult of Myrmidia
    • Eagle of the North Boris Hirtzeller - Alive
  • Other Major Religious Leaders Of Ostland
    • Ostland Hierarch of Taal Helmut - Alive
    • Ostland Hierarch of Rhya Raina - Alive
    • High Priestess of Myrmidia Roswitha, High Priest of the Ostland Unit - Alive
    • Mother Rosalinde, High Priestess of Wulfenburg's Temple of Shallya - Alive
    • High Priest of Manann [POSITION EMPTY] - N/A
    • High Priestess of Esmeralda Lea Hersch - Alive
    • High Priest of Manann Amos - Slain in Witch Hunter Purge of Ostland Branch of Cult of Manann
  • Ogres
    • Angrad Brawlerguts Horsecruncher Beastcrush Pulverizer Monstertosser - Female Ogre in charge of the Pulverizer Unit - Alive
  • Imperials
    • Order of the Reiksguard Grandmaster Kuno Brechenfaust - Alive
    • Grandmaster of the Knights Griffon Gernot Stahlbruch - Alive
    • Emperor's Champion/Sword of Justice - Lady Evangeline Hertwig - Alive
    • Gräfin Sieglinde von Bildhofen, nee Todbringer - Wife Of Graf Gunthar von Bildhofen of Middenland - Alive
    • Moro Bramblefoot - Former Elder of the Moot, Ostland Immigrant - Alive
    • Champion of the Grand Theogonist - Regina Leitdorf - Alive
    • Duke Krugar Fuerbach, Heir of Talabecland (Younger Brother Of Johanna Fuerbach) - Alive
    • Reiksmarshal and Duke Aloysis Fuerbach, Champion of Talabecland (Younger Brother of Johanna+Krugar Fuerbach) - Alive
    • Theodoric Blaschke and Jurgen Ditezen (fueding Stewards of Hochland) - Alive
    • General Gustav Briggs, Highest Military Position In Hochland, keeper of Hochland's stability between its Stewards. - Alive
    • Leah, Maid of Imperial Palace [Former Top Assassin of the Human Cult of Khaine in the Old World/Status and Identity Largely Unknown To World/Current Imperial Assassin??/Bodyguard to the Emperor??]
  • Witch Hunters
    • Witch Hunter Captain [POSITION UNFILLED], Head of the Ostland Witch Hunters - N/A
    • Witch Hunter General Adolf Hauptman, Head of the Northern Imperial Witch Hunters - Alive (Authority Extends To: Nordland, Ostland, Ostermark, Middenland, Westerland, Hochland)
    • Witch Hunter General Anya Leitdorf, Head of Southern Imperial Witch Hunters - Alive (Authority Extends To: Stirland, Talabecland, Reikland, Wissenland, Averland, Mootland)
    • Witch Hunter General Borg, Sylvania Witch Hunter Cadre - Alive (Sylvania)
  • High Elves
    • Teclis of Ulthuan, Hero of the Great War Against Chaos, High Loremaster of Hoeth, Warden of the White Tower, Ally of the Empire - Alive
    • Tyrion of Ulthuan, Defender of Ulthuan - Alive
    • The Everqueen of the High Elves, Alarielle the Radiant - Alive
    • Prince Khalanos, Dragon Prince of Caledor (Dragon Rider) - Alive
  • Wood Elves
    • Lady Naraiel Dawnstone, Ruling Glade Lord of Laurelorn - Alive
    • Prince Kyrian Dawnstone, Son and Heir of Lady Dawnstone - Alive
    • Lady Yhanna Sunweaver, High Spellweaver of Laurelorn - Alive
    • Morai-Wen, Sky-Mistress of the Forests, Worshiper of Morai-heg - Alive
    • Kyoni and Ferrolnelle, Daughters of the Nighthawk, Last Glade Lord of High Realm Cythral in Athel Loren, Members of Retinue of Evangeline Hertwig
  • Tileans/Estalians
    • Lucrezia Vega, Hero of Estalia, Last of The Vega Siblings, wife of Prince Umberto 'Axeblood' Acciai - Alive
    • Prince Umberto 'Axeblood' Acciai, Warlord, Merchant Prince, Most Powerful MP Of Miragliano, Elder Brother of Giovanni Acciai. - Alive
  • Kislevites
    • Kreml Guard Captain Boris Ivanov, Head of Lady Natasha's Bodyguards – Alive
    • Boyar Boydinov II, Erengrad noble, trader contact Kislev - Alive
    • Bojárynja Dominika, Kislevite noble, landowner in northwestern Kislev - Alive
    • Boyar Pavel Bohka, Patriarch of the Bohka Family (Opposition In Politics To Romanov Dynasty/2nd Most Powerful Family In Kislev)
    • Boyar Dmitry Fedokov, Patriarch of the Fedokov Family (Major Family Opposed To Romanov Dynasty/3rd Most Powerful Family In Kislev)
    • Wieran, Ungol Droyaska [Swordsmaster], Bohka-aligned (First Victor Of The Tournament Of Blades)
  • Imperial Magic Colleges
    • Supreme Patriarch Volans of the Light Order - Alive
    • Patriarch Caelum of the Celestial Order - Alive
    • Patriarch Gehenna of the Gold Order - Alive
    • Matriarch Hildegard of the Jade Order - Alive
    • Patriarch Baldor of the Amber Order - Alive
    • Patriarch Friedrich von Tarnus of the Bright Order - Alive
    • Matriarch Bruna of the Grey Order - Alive
    • Patriarch Gunther of the Amethyst Order - Alive
    • Magistrix Draken, Wizard Lord of the Amethyst Order, Instructor of Agatha and Alisa von Hohenzollern - Alive
  • Dwarfs
    • Dwarf Engineering Guild Guildmaster - Dammin Burloksson - Alive
    • Dwarf Engineering Guild Guildmaster's Son - Burlok Damminson - Alive
    • Master Dwarven Blacksmith Borgin, Instructor of Frederick von Hohenzollern and Alexandra von Hohenzollern - Alive
    • Trollslayer Kemma, Former Dowager Queen of Karak Kadrin, Mother of Baragor Blackskull - Alive
  • Bretonnia
    • King Gaston de Beau Geste, Duke of Aquitaine, Royarch of Bretonnia
    • Jacques du Lac, Grail Knight/Duke of Montfort
    • Duke Tristran d'Bastonne
    • Duke Amaury of Carcassonne
    • Duke Jerrod Letard of Parravon
    • Duke Tulass Dubon of Lyonesse
    • Duke Andre d'Brionne
    • Duke Jaquin d'Quenelles
    • Duke Guillame of Bordeleaux
    • Duke Adalhard d'Gisoreux
    • Duke Philippe d'Artois
    • Duke Cardin d'Couronne
    • Duke Armand of L'Anguille
===================================================

Opinions

1 = Would Stab You In The Face If They Could Get Away With It…and Maybe Even If They Couldn't
5 = Mostly Neutral
10 = Supreme Approval

Groups:
The Empire: 6.5/10
- Cult of Sigmar: 7/10
- Cult of Ulric: 6/10
- Cult of Manann: 7/10
- Cult of Morr: 8/10
- Cult of Taal and Rhya: 5/10
- Cult of Verena: 5/10
- Cult of Myrmidia: 5/10
- Cult of Ranald: ?/10
- Averland: 6/10
- Hochland: 7/10
- Middenland: 6/10
- Nordland: 10/10
- Ostermark: 10/10
- Reikland: 6/10
- Stirland: 4/10
- Talabecland: 4/10
- Wissenland: 5/10
- Westerland: 4/10
- The Moot: 4/10
Ulthuan: 5/10
- Saphery: 6/10
- Avelorn: 7/10
Karaz Ankor: 9/10
- Karaz-a-Karak (Everpeak): 9/10
- Karak Kadrin (Stronghold of the Pass): 10/10
- Zhufbar (Torrent Gate): 10/10
- Karak Azul (Iron Peak): 9/10
- Karak Azgal (The Dragon Crag): 9/10
- Karak Hirn (Hornhold): 8/10
- Karak Norn (Grey Watch): 9/10
- Karak Izor (Copper Mountain): 8/10
- Barak Varr (Gateway To the Sea): 8/10
- Karak Azgaraz (Hold of the Fearless Axes): 8/10
- Karak Ungor (The Delving Hold): 10/10
- Minor Holds (Bhufdar/Ziflin/Etc): 10/10
- Engineers Guilds (Traditionalists): 5/10
- Engineers Guilds (Radicals): 10/10
- Toolmaker/Metalsmith Guilds (Traditionalists): 5/10
- Toolmaker/Metalsmith Guilds (Radicals): 7/10
- Miner's Guilds: 10/10
- Baker's Guilds: 7/10
- Armorer Guilds: 8/10
- Weaponsmith Guilds: 10/10
- Goldsmith Guilds: 8/10
- Dyers Guild:s 6/10
- Carpenters Guilds: 9/10
- Coopers Guilds: 8/10
- Leatherworkers Guilds: 7/10
- Brewer Guilds: 11/10
- Farmer Guilds: 8/10
- Herder Guilds: 8/10
- Healer Guilds: 8/10
- Jewelsmith Guilds: 7/10
- Runescribe Guilds: 8/10
- Runesmith Guilds: 7/10
- Stonemason Guilds: 8/10
- Warrior Guilds: 11/10
Kislev: 7/10
- Kislev (City): 7/10
- Praag: 7/10
- Erengrad: 7/10
Bretonnia: 5/10
- Dukedom of Aquitaine: 4/10
- Dukedom of Montfort: 4/10
- Dukedom of Bastonne: 4/10
- Dukedom of Carcassonne: 4/10
- Dukedom of Parravon: 4/10

- Dukedom of Lyonesse: 4/10
- Dukedom of Brionne: 4/10
- Dukedom of Quenelles: 4/10
- Dukedom of Bordeleaux: 4/10
- Dukedom of Gisoreux: 4/10
- Dukedom of Artois: 4/10
- Dukedom of Couronne: 4/10
- Dukedom of L'Anguille: 4/10
- Wasteland of Mousillon: N/A
Albion: 10/10


Electors/Grafs/Ruling Individuals

Empire
Emperor of the Empire - Magnus von Bildhofen (The Pious) [9/10]
Ar-Ulric: Logan Kron [7/10]
Grand Theogonist: Molatok III [9/10]
Arch Lector of Nuln: Thorgad II [7/10]
Arch Lector of Talabheim: Kasmir VII [8/10]
Matriarch of the Cult of Manann: Maghda Sprenger [8/10]
Supreme Patriarch: Volans of the Light Order [5/10]
Elector Count of Averland – Siegrich Leitdorf [5/10]
- Countess Regina Leitdorf [10/10]
- Count Balderick Leitdorf, Heir [5/10]
Elector Count/Grand Baron of Hochland – Hans Ludenhof [5/10]
Elector Count/Graf/Grand Duke of Middenland – Gunthar von Bildhofen [3/10]
- Gräfin Sieglinde von Bildhofen, nee Todbringer [4/10]
- Duke Artur von Bildhofen, Heir of Middenland [?/10
- Other Bildhofen Children (11 Total) - [?/10]
Elector Count/Grand Baron of Nordland – Stephan von Kessel [10/10]
- Master Wizard Odelia von Kessel (nee Flamestar) [8/10]
- Apprentice Wizard Draken von Kessel [7/10]
- Mena von Kessel (Daughter of Stephan von Kessel), Heir [7/10]
- Hedwig von Kessel (Daughter of Stephan von Kessel) [7/10]
Elector Countess/Chancellor of Ostermark - Ortrud Hertwig [10/10]
- Grandmaster Fritz Hertwig (nee Muller) [8/10]
- Reinhardt Hertwig, Heir, Knight of the Everlasting Light [8/10]
- Frederica Hertwig nee von Kessel [7/10]
- Evangeline Hertwig [7/10]
- Bermudo Hertwig [8/10]
Elector Count of Reikland – Alberich Rommel [7/10]
Elector Countess/Grand Countess of Stirland – Ava von Krieglitz [5/10]
- Count Maximilian von Krieglitz, Heir [5/10]
- Count Marius von Krieglitz [5/10]
Elector Count of Talabecland –Adolf Fuerbach [2/10]
- Duke Krugar Fuerbach, Heir [3/10]
- Duke Aloysis Fuerbach, Reiksmarshal and Champion of Talabecland [3/10]
Elector Count of Wissenland – Emeline Toppenheimer [8/10]
- Countess Idette Toppenheimer, Heir [?/10]
- Count Otto Toppenheimer [?/10]
Staadtholder of Marienburg – Luise Kaufmann [3/10]
Elder of the Moot: Jax Starbrook [2/10]
Kislev
Tzarina Kattarin Romanov, Direct Ruler of Kislev City [7/10]
Prince Sorca Romanov, Direct Ruler of Erengrad [6/10]
Governor Morosow of the Z'ra, Direct Ruler of Praag [5/10]
Ulthuan
High Loremaster Teclis of Saphery [6/10]
Prince Tyrion of Ulthuan [5/10]
Princess Eldyra of House Histmenluil of the Kingdom of Tiranoc of Ulthuan [8/10]
Phoenix King Finubar the Seafarer [5/10]
Everqueen Alarielle the Radiant [7/10]
High Loremaster (Abdicated) Ceory [5/10]
Prince Khalanos of Caledor [2/10]
House Alleria Patriarch Aurelious of Saphery [7/10]
Aurelion Alleria, Heir of House Alleria, Student of Teclis, Loremaster of Saphery, Bound and Attuned Master of the Arcane Fulcrum Stair of Eternity [8/10]
Wood Elf Realms
Lady Naraiel Dawnstone, Ruling Glade Lord of Laurelorn [7/10]
- Prince Kyrian Dawnstone, Heir of Lady Dawnstone [4/10]
- Lady Yhanna Sunweaver, High Spellweaver of Laurelorn [6/10]
- Bloodglade, Eldest Branchwraith of Laurelorn, Dominant Wood Spirit of all Laurelorn [Inscrutable Yet Hungry/10]
- Lendrilin, Eldest Treeman of Laurelorn [Mourning Isolationist/10]
Queen Ariel of the Wood Elves [?/10]
King Orion of the Wood Elves [?/10]
- Lord Araloth the Bold, Ruling Glade Lord of Talsyn [6/10]
Karaz Ankor
High King Thorgrim Grudgebearer of Karaz-a-Karak (Everpeak): 10/10
- Queen Sigrun Ironhammer, Wife of Thorgrim Grudgebearer: 9/10
- Prince Kurgan Thorgrimsson: N/A
- Princess Sigrun Thorgrimsdottir: N/A
- Prince Kragg Thorgrimsson: N/A
- Prince Lunn Thorgrimsson: N/A
- Princess Angkra Thorgrimsdottir: N/A
The Eldest Runelord of the Karaz Ankor, Kragg the Grim of Karaz-a-Karak (Everpeak): 9/10
- Runelord Angkra Ten-Braids, Wife of Kragg the Grim, of Karak Azul: 6/10
- Kazador Kraggsson: N/A
- Kemma Kraggsdottir: N/A
- Skorri Kraggsson: N/A
King Baragor Blackskull, Lord of Clan Drakebeard [Formerly Garagrim Ironfist] (Stronghold of the Pass): 10/10
- Queen Elamina Grobi-Splitter, of Clan Gunnison 8/10
- Prince Baragor Ironfist: N/A
- Prince Thorek Ironfist: N/A
- Princess Candre Ironfist: N/A
King Ulther Stoneheart of Zhufbar (Torrent Gate): 7/10
- Queen Delga of Zhufbar, Wife of King Ulther Algrimmsson: 7/10
- Prince Barundin Stoneheart of Zhufbar, Heir of Zhufbar: 6/10
- Princess Fenna Warren-Burner of Zhufbar: 10/10
King Kazador Thunderhorn of Karak Azul and Clan Donarkhun (Iron Peak): 9/10
- Queen Morga Thunderbraid of Karak Azul, Wife of King Kazador: 7/10
- Prince Kazrik Kazadorsson of Karak Azul, Heir of Karak Azul: 7/10
- Prince Ulther Kazadorsson: N/A
- Prince Thorgrim Kazadorsson: N/A
- Princess Vala Kazadorssdottir: N/A
- Princess Karstin Kazadorssdottir: N/A
King Balgor Dragonslayer of Karak Azgal (The Dragon Crag): 7/10
- Queen Tarni Rubyhelm of Karak Azgal: 7/10
- Prince Barundin Balgorsson: N/A
King Alrik Ranulfsson of Karak Hirn (Hornhold): 6/10
- Queen Valyana of Karak Hirn, Wife of King Ranulf: 8/10
- Prince Ranulf Ranulffson: N/A
King Snorri Ironpick of Karak Norn (Grey Watch): 7/10
- Queen Vadga Mundri of Karak Norn, Wife of King Snorri: 7/10
- Prince Brokk Ironpick of Karak Norn, Heir to Karak Norn: 5/10
RULERSHIP CURRENTLY PERFORMED BY REGENCY of Karak Izor (Copper Mountain): N/A
- Queen-Widow Nedva of Karak Izor, Wife of King Gorrin Yorrinsson: 6/10
- King Kazran, Son of King Gorrin Yorrinsson: N/A
- Queen-Widow Tundri of Karaz Izor, Wife of King Yorrin: 6/10
- Princess Katanya Yorrinsdottir, Daughter of King Yorrin: N/A
King Alriknulf Grundadrakk of Barak Varr (Gateway To The Sea): 7/10
- Prince Skalf Gundradrakk of Barak Varr, Heir to Barak Varr: 6/10
- Prince Byrrnoth Grundadrakk of Barak Varr: 6/10
- Princess Byrna Grundadrakk: N/A
King Skorri Stonehammer of Karak Ungor (The Delving Hold): 6/10
- Princess Kazul 'Goldeneye' Stonehammer, Heiress of Karak Ungor, Former Mercenary Thane: 9/10
- Prince Mordin Kazadorsson of Karak Azul, Husband of Kazul Stonehammer, Former Steward of Karak Azgal: 7/10
- Prince Ulfar Stonehammer, Son of Kazul and Mordin: N/A
- Princess Karelia Stonehammer, Daughter of Kazul and Mordin: N/A
King Zaladrin Strife-Axe of Karak Azgaraz (Hold Of The Fearless Axes): 7/10
- Prince Gunrig Strife-Axe, Heir of Karak Azgaraz: 8/10
- Prince Thuringar Orc-Hewer: 8/10
Lesser Dwarf Karaks (Bhufdar, Grimhold, Etc): 10/10
Kingdom of Bretonnia
King Gaston de Beau Geste, Grail Knight, Ruler of Bretonnia and Aquitaine: 4/10
- La Belle Isoldue, Daughter of King Jules the Just: 4/10
Jacques du Lac, Grail Knight/Duke of Montfort: 4/10
- Lady Alesia, Wife of Jacques du Lac: 4/10
- Jacques the White Blade, Heir of the Duke Jacques du Lac: 4/10
Duke Tristran d'Bastonne: 4/10
- Lady Alys, Wife of Tristran: 4/10
- Talebot, Knight of the Realm, Heir of the Duke: 4/10
- Poncellet, Knight of the Realm, Son of the Duke: 4/10
Duke Amaury of Carcassonne: 4/10
- Lady Marie, Wife of the Duke: 4/10
- Chilfroy, Knight of the Realm, Heir of the Duke: 4/10
Duke Jerrod Letard of Parravon: 4/10
- Lady Claudine, Widowed Mother of the Duke: 4/10
- Nicolete, Daughter of the Duke: 4/10

Duke Tulass Dubon of Lyonesse: 4/10
- Tulass II, Knight of the Realm, Heir of the Duke: 4/10
- Pierre, Knight Errant, Son of the Duke: 4/10
- Malory Dubon, Daughter of Tulass: 4/10
Duke Andre d'Brionne: 4/10
- Jean-Luc de'Brionne, Knight of the Realm, Heir of the Duke: 4/10
Duke Jaquin d'Quenelles: 4/10
- Jasperre, Knight of the Realm, Heir of the Duke: 4/10
- Beoveld, Knight Errant, Son of the Duke: 4/10
- Gilles, Knight Errant, Son of the Duke: 4/10
Duke Guillame of Bordeleaux: 4/10
- Roland the Stumbler, Heir of the Duke: 4/10
- Claricia, Daughter of the Duke: 4/10
Duke Adalhard d'Gisoreux: 4/10
- Lambert, Knight of the Realm, Heir of the Duke: 4/10
Duke Philippe d'Artois: 4/10
- Rodrik the Rager, Knight of the Realm, Heir of the Duke: 4/10
Duke Cardin d'Couronne: 4/10
- Larret, Knight of the Realm, Heir of the Duke: 4/10
- Cosette, Daughter of the Duke: 4/10
Duke Armand of L'Anguille: 4/10
- Felix the Fierce, Knight of the Realm, Heir of the Duke: 4/10
- Lorin, Knight of the Realm, Son of the Duke: 4/10
- Rogier, Knight Errant, Son of the Duke: 4/10
 
[X] Early Aquafarm Destruction Attempt: This would be the greatest guarantee towards Natasha's survival, and the worst for the long-term efforts of Hultressa at the Fulmination being discovered as a result of heightened security and paranoia. The destruction of another food production location, or at least the damaging of it, would further reduce food stock on the Black Ark and worsen Alyssa's position. At the same time, if Natasha acts too early, the less damage she may be able to do towards the aquafarm itself. For now, your wife seems mostly certain she can cripple it, if not destroy it. With the majority of the military of the Ark dedicated to slave raids, Natasha's escape is all but guaranteed according to Hultressa. Sabotaging the pyramid will go through just before the auction for maximum destabilization - assuming Hultressa's efforts are not stymied too greatly of course. Which they may well might be.
 
@torroar
...Wait, Marco the Mad died because his own manticore killed him? When did that happen?

Hell, I don't even remember when we fielded Marco the Mad. Did he die in a battle where we weren't using him?

EDIT: Also, are mercenaries still available to write?
 
@torroar
...Wait, Marco the Mad died because his own manticore killed him? When did that happen?

Hell, I don't even remember when we fielded Marco the Mad. Did he die in a battle where we weren't using him?

EDIT: Also, are mercenaries still available to write?

Yes he died in the background.

If you look on the front page under mercenaries, one of the folders is about defunct merc groups. Any merc group can appear in any active campaign. Player involved or not, and can perish in it.
 
Oh, yeah, that was...a while ago, I think. I basically just flipped a coin every time he was going to be in a big fight to see if the manticore was going to sting him to death. It was always going to happen eventually, Scorpion and the Frog style. I genuinely can't remember when exactly it happened, just that it did.
 
Oh, yeah, that was...a while ago, I think. I basically just flipped a coin every time he was going to be in a big fight to see if the manticore was going to sting him to death. It was always going to happen eventually, Scorpion and the Frog style. I genuinely can't remember when exactly it happened, just that it did.
Marco the Mad died during Turn 34, he was 'alive' (neither dead or alive, untill QM made some rolls) before the end of the turn then was dead by turn 34 rumor mill (2338 IC). Just before the Lovely Laurelorn adventure and the Fate Point. Impressive mileage for a die flip.

Did Logan von Honenzollern's actions in the defence of Karaz-a-Karak manage to eliminate his "The Lusty Bull" title, or alter that title?
 
Did Logan von Honenzollern's actions in the defence of Karaz-a-Karak manage to eliminate his "The Lusty Bull" title, or alter that title?

Somehow, I doubt going on a very successful mission as the sole male with 3 other attractive women caused his Lusty Bull title to go away. Alter or evolve it, though? Almost assuredly. Lots of bored soldiers around to come up with new names and spread rumors.
 
Somehow, I doubt going on a very successful mission as the sole male with 3 other attractive women caused his Lusty Bull title to go away. Alter or evolve it, though? Almost assuredly. Lots of bored soldiers around to come up with new names and spread rumors.
The rumor was limited to the Cult of Ulric in the Imperial camp, from lack of effort to stamp it out. Logan Sheepdog is not the most respected member among the Cult of Ulric, but neither should the Cult be spreading a mocking form of address for one of their 'blessed' members to give ammo to the Sigmarites. Lest the Sigmarites start calling every Ulrican 'lusty'.

EDIT: Also, are mercenaries still available to write?
As for merc stuff. As I've mentioned a few times now, I'm not adding any mercenaries to the front page at the moment due to the civil war in Kislev, plus other unpredictable events occurring elsewhere in the Old World depending on how things go here and there. 'Approved' merc bands are still possible to come into existence at a later time, but still.

1. Technically possible. Not sure if Yar actually does mean sunset in Khazalid though.
So, some things.

Unfortunately, I can't approve either of these. Bretonnians don't form mercenary companies, they generally see the entire concept as dishonorable. A Knight of the Realm would not be a Knight of the Realm if he started a merc company, he would be dismissed from his station of nobility for such uncouth behavior. It's just not culturally possible for them, even with fudging. A traveling knight with others inside Bretonnia who freely offers aid save for perhaps charity and food and board for them as they journey around doing good works is one thing. A straight mercenary company is another thing altogether. Perhaps Bretonnian expats from the Border Princes aping true Bretonnian chivalric activities, but even then. Also, way too many knights gathered up to join as well, Knights Errant would especially not want to be caught dead doing such dishonorable stuff. They would rather literally just go out into the world and fight things nobly and freely, paying what they can with what money they might have or get as donated rewards, but not as proper mercenaries.

Secondly, the Grail Reliquae group has the same issues. The idea that they'd be a merc group would be especially offensive to a Grail Knight's remains, even if they were wandering around offering to fight against beastmen. That they'd be a merc group at all is not at all okay for their culture. Especially for a Grail Knight's remains, they would instead be throwing themselves freely and heedlessly at beastmen without ever showing up in the merc lists at all, and presumably dying as well. Also, way too many pilgrims. No Grail Reliquae would have literally hundreds like that. Well, no, not necessarily, it's technically possible, but it would have to be a truly major Grail Knight's remains. And the truly major ones are buried in special chapels or the like.

Thirdly, Salkalten didn't have any Merchant Princes. It's not Erengrad, Marienburg, Bilbali, Margritta, or any of the major Tilean City-States. It's a major port, or was, and might be again, but a major port for Ostland. It was not on the same sheer economic level of a city where Merchant Princes would be a thing.

Apologies.
Yes, we can make mercenary groups. They just won't show up for RL years, if at all.

Lets see, Cathay was a no, Bretonnia is a no, Nippon was a no, Ostland was a no. Other nations I think were okay-ish? I once did a 100 merc groups from different places in the Old Wold and beyond to try and get a flat list of where the mercs could be sourced from during/post this current Black Ark + Beasttide 'event'.
Here you go one hundred mercenary band ideas.
 
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