I was trying to find the exact quote for when the QM came out and revealed the info about Alexandra's marriage prospects. I can't find it.

This isn't it. The one I remember actually went into pointing out that Alexandra does receive marriage opportunities of her own from nobles in the empire and Kislev natives, but she has chosen not to go down that road.


The Rose's Thorns Interlude shows Alexandra dealing with some marriage proposals, and her thoughts on it.

The QM has spoken before on how ice magic can be preservative on it's wielder, so that usually comes up as a point that Alexandra might be able to have kids later in her life because of her magical nature. I'm not holding out hope on that though.
I believe these quotes are what you're referring to?
6) Is Alexandra going to marry at all? Is there one of Kattarin's sons around her age, by chance?
6. She's rejected about a dozen different offers for deeply personal reasons.
 
It's still our parental duty to fluster her by asking for grandkids.

Need to get natasha in on it too.

She doesn't need to actually have any, its just our job as a parent.
 
I was bored so I wrote something.


To the Honorable Count Hohenzollern and other relevant personages, we here at the Ostland Office of Mercenary Affairs have recently scouted several new companies that your esteemed personage may wish to hire or face in battle.

The Castoffs [Race: Human] [Orgin: Empire] [Description: Injured and aged veterans from around the Empire] [Numbers: 250 Swordsmen, 250 Halberdiers]

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.

The Man Hunters [Race: Human] [Origins: Lustria] [Description: Amazon warrior women.] [Numbers: 250 Amazon warriors.]

This is one of the more odd units we have found. While the Amazons can apparently reproduce without men, men are exactly what these women are looking for... They claim that their priestesses have become worried about the blood of the tribe starting to weaken. Having faced the warriors from across the "World Pond" (apparently the name they or some kind of lizard beastmen use for the Great Ocean), they were both impressed and disappointed with them. Their own men being closer in temperament to our women, they are here to find warriors worthy to strengthen the blood of their tribe... We're still not sure if they intend to... hmmm mate with them here, Carry them back to Lustria to mate with, or to use them in some rite to extract their essence without... traditional means of reproduction. We suspect that if it is the latter, the men will probably not survive the experience.

The Shaved Ones [Race: Dwarf] [Origins: Karaz Ankor] [Discription: Disfigured, depressed, and angry dwarfs.] [Numbers: 25 Hammerers]

Their's is a sad story. A small clan of dwarfs were prospecting in the Worlds Edge Mountains. things were going well for them and they found several promising sites that could be developed by their Karak. Unfortunately on their way home they were discovered by a tribe of night goblins. using poisons, the goblins were able to catch many of the dwarfs. What happened over the next few months doesn't bare repeating here. the short of it is the goblins experimented with new poisons on them. This killed most of them, and those that survived probably wish they had joined their kin. Unfortunately for them the only effect of the poison the goblins used on the survivors was to cause all of their hair to fall out... all of it. Most dwarfs would have become Slayers at this point, but also dwarfs being dwarfs, if you are going to do a thing you have to do it properly, and being bald and unable to have a giant orange mohawk... even that route was closed to them. Now they're... angry doesn't really cover it... at the goblins.

Crow Haven Town Watch [Race: Human] Origins: The Border Princes] [Description: The local Watch and Militia of the town of Crow Haven... and the Town.] [Numbers: 250 Swordsmen, 500 Halberdiers, 1000 Crossbowmen, 50 Light Cavalry, 1000 Spearmen, and 1 Watch Captain Walden Bergsman.]

Crow Haven was just another backwater collection of hovels lorded over by a succession of bandits in the Broder Princes for years. Recently however the local "Prince" had an "Accident" while riding with his "Retinue". Apparently, all their horses spooked at the same time can carried them all off a cliff... such a tragedy... Anyway, unlike most of the degenerates down there when faced with an opportunity like this, the Watch Captain DIDN'T Take up the mantle and continue to play prince. Instead, he actually did what he thought was best for the people he was responsible for. Seeing the growing WAGGGGH to the south, he used the treasury (what there was of it) and his men to "requisition" every wagon cart, pack animal and any other means of transport to move the entire town. Now it is a collection of wagons and carts that follow the company and set up close to where ever they are based. This shanty town that springs up overnight is part army train, brothel, gambling den, sideshow, and peddler. Only the Fighting force is actually listed. They make up only about 1/3 of the entire town.

The Desert Striders [Race: Human] [Origins: Araby] [Description: Camel Cavalry] [Numbers: 250 Camel Archers, 150 Camel Knights]

Not much to say about this lot. They are what they appear to be. A unit of cavalry, just mounted on these strange humped beasts called camels... OOOH and they spit... both the men and the camels.

The Whirlygigs [Race: Dwarfs] [Origins: Karaz Ankor] [Description: A unit gyrocopters and bombers.] [Numbers: 2 Gyrocopters and 3 Gyrobombers.]

This small unit is comprised of poor but very smart (read radical, which is probably why they are poor) dwarf engineers. None of them appear to be very old... for dwarfs, but they make up for this with exuberance... for dwarfs.

The Black Swans [Race: High Elf] [Origins: Ulthuan] [Description: Dour faced and darkly dressed elves in their ships.] [Numbers: 2 Hwakships, and 1 Eagleship]

These dour elves only recently arrived in the area. Their ships, weapons, clothes, and attitudes are dark. Mostly in hues of black or dark blue. Through subtle inquiries about them from the enclave and from Marenberg we have found out they are something called Shadow Warriors. not much more is known about them other than they are for hire and they hate the Dark Elves... Even more than most elves.

The Bloodless [Race: Human] [Origins: Sylvania] [Description: Survivors (villagers) from various vampire holds that at one time were taxed in blood.] [Numbers: 100 Crossbowmen, 100 Swordsmen, 100 Halberdiers, 10 witch hunters, 1 Priest of Morr Father van Hal]

Most of these poor people were born in Sylvania. They never knew another way except to donate blood and lose kin to the vampires that ruled them. Once Sylvania was liberated, most of these people went on with their lives, now ruled by Stirlan and were much happier to pay in gold instead of blood. These men and women however were not content to get on with just living as they had. they wanted to strike back at the bloodsuckers that had oppressed generations of their families. They found different teachers to teach them how to kill the undead. Obviously, these were mostly witch hunters, and some of them have stuck around to help with the vengeance the Bloodless seek... and to keep watch for any infiltration from the vampires. they have picked up a priest to help with their work.

The Trophy Takers [Race: Human] [Origins: Hochland] [Description: Hunters from Hochland] [Numbers: 50 scouts/sharpshooters]

This company is comprised of third or fourth sons of the low nobility and wealthy merchants. They are arrogant and entitled and tend to drink and boast more than anything else... That being said, they are actually good at what they do. Each is an excellent tracker and a crack shot with their long rifles.

The River Serpents [Race: Human] [Origins: Reikland] [Description: A squadron of river galleys] [Numbers: 5 River Galleys]

Much like wargalleys, these ships are made for "shallow" water. Refurbished Reikland Riverwarden vessels, these ships are now privately owned and operated. Either to protect one's own trade or harass a rival's river trade. They could be moved around through Marenberg then down the coast to the Third Navy, but the crews are trained for river conditions. We're not sure how they would preform on the open ocean, even our coastal waters.
 
I wrote something else. yaaaay boredom.

To the Honorable Count Hohenzollern and other relevant personages, we here at the Ostland Office of Mercenary Affairs have recently scouted several new companies that your esteemed personage may wish to hire or face in battle.

The Incredibly Illustrious Armie of Charle's Rest: [Race: Human] [Origins: Bretonnia] [Description: Bretonnian levies] [Numbers: 2000 Peasants, 1000 Peasant Archers]

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!

Cherry Blossoms [Race: Human] [Origins: Nippon] [Description: Nippon Knights and their armsmen.] [Numbers: 50 Mounted Ronin, 200 Spearmen]

These knights from the far east wear strange armor with frightening masks. They are masters of fighting with various weapons, the most common being a single-edged long sword and the longbow. they are honorable and spend much of their free time composing poetry or other artistic past times. they follow a strict code of honor and are fierce in battle.

Wissenland Riders [Race: Human] [Origins: Wissenland] [Description: Young men and women from out of favor families.] [Numbers: 250 Pistoliers]

After the troubles in Nuln, many of the more well off families have been out of favor. That tends to happen when important members of the family rise up as chaos cultists and the rest of it is investigated by the witch hunters. These young people have banded together and taken to the road to distance themselves from their elders. While they have questionable origins, they are well equipped and disciplined.

Sigmar's Hammer [Race: Human] [Origine: The Empire] [Description: fanatics one step away from being flagellants.] [Numbers: 500 Human Hammerers, 5 Warrior Priests of Sigmar]

An elderly noble in the south started to worry about his soul due to misdeed from his youth. So like most of the more well off nobility, he decided to let his gold do the saving of his soul. He invited several on the younger and more militant of Sigmar's priests in the area to his manor. From there he offered to outfit and fund this unit if they would gather the devout to wield the weapon of Sigmar. They didn't have much trouble finding suitable candidates. As good as his word, the noble outfitted them with fine heavy armor, well-crafted warhammers, and trainers to teach them how to fight the enemies of the Empire. He funded them for the next few years. Then, as with all things, he too passed on. His heir wasn't nearly so keen on funding an expensive unit of fanatics. when he tried to disband them and sell the equipment, they had other plans. They left and sell their services in the name of Sigmar. While they ARE a bit obsessed with their religion, they are also excellent heavy infantry that doesn't break.

The Lost Pulk [Race: Human] [Origins: Kislev] Description: Kislev soldiers loyal to Kislev more than to Kattarin or the Bokhas.] [Numbers: 500 Kossar, 500 Streltsi, 250 Ungol Horse Archers, 250 Mounted Huns, 1 General Ivan Agapov]

The men and women of this unit love their country and countrymen... That is now a problem for them. They all see an open war between the Tzarina and the Bokhas. Not wanting to kill countrymen in the coming civil war they left to seek their fortune elsewhere until the current turmoil dies down.

Dumpling Halfhill's Forest Stalkers [Race: Halfling] [Origins: The Moot] [Description: Halfling scouts and skirmishers.] [Numbers: 250 Halfling Scouts]

These fellows prefer to never let their foe see them. first scouting out an enemy then setting traps in their path. The enemy finds itself stepping into spiked holes, getting hit by swinging logs and falling rocks, shot bu cheap crossbows, and any number of other nasty surprises. They specialize in wooded or swampy areas. They have problems with open areas due to having a harder time hiding and their traps are easier to see and avoid.

Floating Fire [Race: Dwarf] [Origins: Karaz Ankor] [Description: A floating sack with a basket under it.] [Numbers: 10 War Balloons]

As you know some engineers are more reckless than others. This unit is made up of members from Barak Varr from the reckless end of the spectrum. We are still unsure if the name refers to the fire that spreads through the enemy when it is bombed or what happens if there is a careless spark around a holed sack.

The Wall Rattlers [Race: Human] [Origins: Talbecland] [Description: Artillary unit] [Numbers: 20 Catapaults]

This unit bought these catapults from the count as he replaced them with cannons from us. Since then they have been bouncing from siege to siege around the old world. while not cannons, their machines are in good repair and they are skilled with them.

The Redeemed [Race: Human] [ Origins: Norsica] [Description: Converted norse raiders] [Numbers: 5 Norse Longships]

After visiting Marienberg on a trade mission, Acke Ivarson had a revelation. Manaan was far more worthy of a seaman's respect and worship than Slaanesh. Learning all he could about the lord of the sea, he then returned home. Carefully he felt out his fellows, and after another raid was intercepted by Nordland's navy, they stole the jarl's ships and headed for Marienberg. There they spent several months learning the tenents of Manaan (and checked for mutations) and Acke Iverson became ordained as a priest of Manaan. Now they fight for Manaan and the highest bidder.

The Burning Light [Race: Human] [Orgins: Old World] [Description: Returning faithful of Myrmidia] [Numbers: 500 Heavy Cavalry]

Seeing as their crusade is effectively over, many of the faithful of Myrmidia are returning to their former homes... and not receiving the warmest welcome. These fellows have banded together to make their fortune and for protection against some of the more irate reactions they received when they went home.
 
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Stop: a dynasty of dynamically saying no to slavery
a dynasty of dynamically saying no to slavery
Based on his posts here, here, and here, @Hangwind's threadban has been extended permanently, and his behaviour has been referred to Administration for potential further sanctions.

It remains the opinion of Sufficient Velocity that slavery is neither valuable nor necessary, and it never will be.

Thank you for your time.

 
The Border Princes] [Description: The local Watch and Militia of the town of Crow Haven... and the Town.] [Numbers: 250 Swordsmen, 500 Halberdiers, 1000 Crossbowmen, 50 Light Cavalry, 1000 Spearmen, and 1 Watch Captain Walden Bergsman.]

Crow Haven was just another backwater collection of hovels lorded over by a succession of bandits in the Broder Princes for years. Recently however the local "Prince" had an "Accident" while riding with his "Retinue". Apparently, all their horses spooked at the same time can carried them all off a cliff... such a tragedy... Anyway, unlike most of the degenerates down there when faced with an opportunity like this, the Watch Captain DIDN'T Take up the mantle and continue to play prince. Instead, he actually did what he thought was best for the people he was responsible for. Seeing the growing WAGGGGH to the south, he used the treasury (what there was of it) and his men to "requisition" every wagon cart, pack animal and any other means of transport to move the entire town. Now it is a collection of wagons and carts that follow the company and set up close to where ever they are based. This shanty town that springs up overnight is part army train, brothel, gambling den, sideshow, and peddler. Only the Fighting force is actually listed. They make up only about 1/3 of the entire town.

This just sounds like a quest in and of itself. It's a really cool concept, but it doesn't really feel like a mercenary group, more like a refugee convoy looking for a new place to settle down. If someone like Freddy hired them, I'd almost say it's more like paying them to move to Ostland and move in.

The Lost Pulk [Race: Human] [Origins: Kislev] Description: Kislev soldiers loyal to Kislev more than to Kattarin or the Bokhas.] [Numbers: 500 Kossar, 500 Streltsi, 250 Ungol Horse Archers, 250 Mounted Huns, 1 General Ivan Agapov]

The men and women of this unit love their country and countrymen... That is now a problem for them. They all see an open war between the Tzarina and the Bokhas. Not wanting to kill countrymen in the coming civil war they left to seek their fortune elsewhere until the current turmoil dies down.

Another neat idea, if it didn't sound like these guys are essentially deserters from the Kislev army, and that hiring them would make Kattrina peeved at us.
 
This just sounds like a quest in and of itself. It's a really cool concept, but it doesn't really feel like a mercenary group, more like a refugee convoy looking for a new place to settle down. If someone like Freddy hired them, I'd almost say it's more like paying them to move to Ostland and move in
That might actually be a smart idea, we could have them set up a town on the Northern Coast to form another defensive point, or have them serve as a hard point and outpost for the Forest of Shadows aka Hohenzollern Forest.
 
Anyhow, to switch topics on a lighter note...
Even for a city as large as Wulfenburg, the approach of forty some knights with others, all while escorting a caravan, was something of note.
You know, intellectually, that it is impossible to keep perfect track of over six digits worth of citizenry. And the fact of the matter is that Evangeline is bringing only a dozen men and women back. More people likely die to being mugged in an alley, drinking themselves to death, or choking on a chicken bone daily than are stolen away like this.
I know I've stated this before, but reading these descriptions of how much Wulfenburg has grown and developed since the start of Freddy's rule never fails to put a smile on my face. As much as Ostlanders might hate that nickname, Wulfenburg got the "The Jewel of the North" nickname for a reason.
 
...

Cherry Blossoms [Race: Human] [Origins: Nippon] [Description: Nippon Knights and their armsmen.] [Numbers: 50 Mounted Ronin, 200 Spearmen]

These knights from the far east wear strange armor with frightening masks. They are masters of fighting with various weapons, the most common being a single-edged long sword and the longbow. they are honorable and spend much of their free time composing poetry or other artistic past times. they follow a strict code of honor and are fierce in battle.
regarding the Cherry Blossoms remember that Nippon at this time in the setting is in a very bloody war with not China. I'm mentioning this because the question of why they are not in that war should be answered and the old world is arguably as far from Nippon as you can get while still having organized human societies.
 
This just sounds like a quest in and of itself. It's a really cool concept, but it doesn't really feel like a mercenary group, more like a refugee convoy looking for a new place to settle down. If someone like Freddy hired them, I'd almost say it's more like paying them to move to Ostland and move in.

It is a refugee group, but this setting isn't always kind to refugees. This group has found a way to support themselves until they find a place that is both safe and they would be welcomed. But deciding if we want them to move here is not the job of the merc office, the only report on merc companies.

Another neat idea, if it didn't sound like these guys are essentially deserters from the Kislev army, and that hiring them would make Kattrina peeved at us.

Not every company is appropriate for us to hire. We have a list of companies that exist but we can't hire for one reason or another.

regarding the Cherry Blossoms remember that Nippon at this time in the setting is in a very bloody war with not China. I'm mentioning this because the question of why they are not in that war should be answered and the old world is arguably as far from Nippon as you can get while still having organized human societies.

They left Nippon before the war started, and were in Tilea under contract when it kicked off.

Also, just because I create them doesn't mean they are available to hire. That'll be up to torroar weather he wants to use them, and if so weather they are for hire or already under contract with someone else, or if we can hire them at all.
 
i think the tanks might be overall more useful, and will take longer to research.
Our tech got stolen, or lost?

That's a thing that can happen. The Ostland Engineering College is not immune to tech theft.

Going after the most useful tech to us, is also giving an opportunity to others.

What would the Skaven profit off the most from our tech research?
 
Our tech got stolen, or lost?

That's a thing that can happen. The Ostland Engineering College is not immune to tech theft.

Going after the most useful tech to us, is also giving an opportunity to others.

What would the Skaven profit off the most from our tech research?


You know whats a good way for making sure that our tech is lost?

Never actually building it.
 
That's doubtful, otherwise we should have lost "Off-Roading:" + "Imperial Organs, Big" + " The Other Two Cannon Types" by now. What's it been? Over a decade for those options?


And while we wait for them to be built those technologies are bein'g put to use.

The Tanks are the things most likely to significantly help against the incoming threats, so lets get the production line rolling on them shall we?
 
And while we wait for them to be built those technologies are bein'g put to use.

The Tanks are the things most likely to significantly help against the incoming threats, so lets get the production line rolling on them shall we?
Got anything else?

We can shelve the tank tech for awhile (probably more than ten turns, so that's not a problem), and it has been established our tech can be stolen. Going after other things isn't guaranteed to kill us tremendously.

Do you have any proof that the tanks will be useful immediately for the greenskin Whaagh? For an campaign next turn? To save the empire from crumbling? That they will stop our greatest threats tremendously on their own! Do we need two decades of development, or one?

Edit: Cannon Improvements are the future!:D
 
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Got anything else?

We can shelve the tank tech for awhile (probably more than ten turns, so that's not a problem), and it has been established our tech can be stolen. Going after other things isn't guaranteed to kill us tremendously.

Do you have any proof that the tanks will be useful immediately for the greenskin Whaagh? For an campaign next turn? To save the empire from crumbling? That they will stop our greatest threats tremendously on their own! Do we need two decades of development, or one?

The skaven already have tanks.

there is a black ark in the sea of claws, the beastment are building up for a massive invasion in the drakwald, and that fuckhueg waaaaaagh is still building out in the bone lands.

The sooner the tanks enter development the better.

We should have been working on them the moment they became an option.
 
The skaven already have tanks.

there is a black ark in the sea of claws, the beastment are building up for a massive invasion in the drakwald, and that fuckhueg waaaaaagh is still building out in the bone lands.

The sooner the tanks enter development the better.

We should have been working on them the moment they became an option.
I asked for a different point. Please give me a different point from "To save the empire from all these threats more easily we need steam tanks. Develop them!"

We did work on the steam tanks, kinda, we began the process to reach them. Constantly working on a tech that will not be ready for the threat you keep saying we need steam tanks for, is not a argument I want to get involved in.

"The skaven already have tanks." Yay, new point! Our tech can be stolen. The Skaven are not the only faction in existence that can make use of steam tank tech. Then again saying the skaven wouldn't need or want to steal our steam tank tech is basically another way of saying the "Skaven acknowledge Ostland's steam tanks are not superior to Skaven Steamtanks".

Improving our cannons can be the gamechanger the tanks are supposed to be. We kinda got steamtank substitutes through our ogres that hold guns, so the advantage of steam tanks are already ours?
Hell, just making the improvement to heavy blastguns would be worth more for us to aid the empire than the tanks would. As the heavy blastguns could be made use of by cavalry groups. Averland and Kislev use cavalry.
 
I asked for a different point. Please give me a different point from "To save the empire from all these threats more easily we need steam tanks. Develop them!"

We did work on the steam tanks, kinda, we began the process to reach them. Constantly working on a tech that will not be ready for the threat you keep saying we need steam tanks for, is not a argument I want to get involved in.

"The skaven already have tanks." Yay, new point! Our tech can be stolen. The Skaven are not the only faction in existence that can make use of steam tank tech. Then again saying the skaven wouldn't need or want to steal our steam tank tech is basically another way of saying the "Skaven acknowledge Ostland's steam tanks are not superior to Skaven Steamtanks".

Improving our cannons can be the gamechanger the tanks are supposed to be. We kinda got steamtank substitutes through our ogres that hold guns, so the advantage of steam tanks are already ours?
Hell, just making the improvement to heavy blastguns would be worth more for us to aid the empire than the tanks would. As the heavy blastguns could be made use of by cavalry groups. Averland and Kislev use cavalry.

It's really not... ogres still tire out and aren't made of metal.

Also you know, steam tanks can be sold, they are a source of economic power to fund the development of more things, more fortifications and in general just making things better.


Tanks would make cavalry obsolete anywhere they go.

Also its not a decade... its like 5 years to finish development

A gun is a gun, and can be developed quickly, but the tank takes a few years so we should start now, so they might actually be useful before we are overrun by all the myriad threats.
 
It's still our parental duty to fluster her by asking for grandkids.

Need to get natasha in on it too.

She doesn't need to actually have any, its just our job as a parent.


I think... @torroar would actually kill us if we asked or more babies at this point. i can barely remember the gaggle of children we currently have without constantly consulting the holy log of first page and character sheets.


not to mention...Rolan prob got like a whole mini army of new squires with him.(his grandkids)

tho...im not gonna lie i would not be averse to having more ice kids (girls!) around. The ostland castle full of ice witches in the future is a funny idea.
 
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