Friendly/Sympathetic Vampires?


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Coming up with Mercenaries is more challenging than I thought, considering that quite a few of the more famous ones don't exist yet in the timeline.

For what it's worth I do not think many of us care about the precise chronology of warhammer mercenaries, you could just give the ones you like a bit of a change in description and put them up. Only the really bit ones, like Deathfang-and-the-Elf are important enough lore-wise that you cannot just change them like that.
 
Coming up with Mercenaries is more challenging than I thought, considering that quite a few of the more famous ones don't exist yet in the timeline.
Here are some companies I've written up for another quest, you can use them if you want.
Alidosi's Arbalesters [Race: Human] [Origin: The Serene Republic of Verezzo] [Description: A company of Tilean pavise crossbowmen armored in brigandine and open faced barbutes and armed with schiavona for close quarters combat.] [Numbers: 269 pavise crossbowmen, 1 mercenary captain Francesco Alidosi.]

Vonvolkvan's Voyagers [Race: Human] [Origin: Marienburg] [Description: A company of sellsails under the command of the notorious Sjef van Vonvolkvan, having returned from their adventures off the coast of Lustria and now seek to earn their living in a fashion that involves less venomous serpents, and tropical diseases.] [Numbers: 5 Carracks.]

Palermo's Compagnia D'assalto Condottieri [Race: Human] [Origin: Tilea] [Description: Two hundred and fifty men armed with long hafted warhammers and armored in half plate and shields, fighting as shock troops specialized in breaking shield walls.] [Numbers: 249 Sellswords, 1 mercenary captain Loris Palermo.]

The Ship Burners [Race: Human] [Origin: Luccini] [Description: Some 100 men armed with one of the oddest weapons to be found in the Old World, hoops covered in caulking tow, soaked in tar, set aflame, and hurled at the enemy! These so called "fire hoops" are surprisingly effective weapons, particularly against ships and wooden structures. Their wielders are no less effective, being veterans of numerous engagements against the pirates of Sartosa and the corsairs of Araby.] [Numbers: 100 fire hoop throwers.]

The Paste-Makers [Race: Ogre] [Origin: The Mountains of Mourn] [Description: A small group of Mournfang cavalry who have traveled to the Old World to make their fortune. In high demand despite their barbarism as they are some of the heaviest cavalry money can buy.] [Numbers: 10 Mournfang Cavalry.]

Mag Stonetamer [Origin: The Mountains of Mourn] [Description: With the end of the famine in Tilea ogre mercenaries have once again become popular in that land. Among them is an Ogre Hunter by the name of Mag Stonetamer who has tamed his eponymous Stonehorn in the Mountains of Mourn.] [Numbers: 1 Ogre Hunter, 1 Stonehorn.]

Aldrich's Lifeguard [Race: Human] [Origin: The Empire] [Description: A small mercenary company that specializes in escorting VIPs during their travels throughout the Empire and beyond. Composed of lesser nobility armored in full plate, armed with lances and either a sword, mace, axe or warhammer as secondary weapons and mounted upon barded warhorses they have proven to be quite effective at their job] [Numbers: 75 knight-bodyguards.]

The Indigo Raiders [Race: Human] [Origin: The Plain of Tuskers] [Description: A company of mounted raiders from the Plain of Tuskers, armed with spears and javelins and only leather shields for protection. Easily distinguished by their brown skin and eponymous indigo clothing, these men have demonstrated themselves to be highly skilled at stealing livestock, despoiling land, and terrorizing teamsters, and are useful at screening and skirmishing besides, and as such have found ready employment in the volatile political climate of the Southern Realms of the Old World. Just as well, they are somewhat frightened of the harsh winters of the continent's more northernly regions and would charge a premium for offering their services there.] [Numbers: 200 Raiders.]

The Windblown [Race: Human] [Origin: The Border Princes] [Description: A company composed of the second (as well as third, fourth, etc.) sons of Borderlands noblemen united under the banner of their commander; a somewhat elderly man known only as the Prince of Tatters.] [Numbers: 300 light cavalry. 1 company commander The Prince of Tatters.]

The Free Company [Race: Human] [Origin: The Old World] [Description: Despite being named with a singular lack of imagination this rather large company of sellswords have proven their worth in the battlefields of the Southern Realms of the Old World.] [Numbers: 500 pavise spearmen, 500 pikemen, 250 crossbowmen, 250 handgunners, 300 light cavalry, 200 heavy cavalry.]

The Long Lances [Race: Human] [Origin: Estalia] [Description: A company of Estalian heavy cavalrymen who specialize in breaking defensive anti-cavalry formations. Their skills command a high price, but those who have hired them claim them to be worth it.] [Numbers: 200 heavy cavalry.]

Viktor's Mobile Fortress [Race: Human] [Origin: The Border Princes] [Description: A rather unconventional group that fights in a circle of fortified wagons. Armed with flails, halberds, spears, handguns, crossbows, and swivel guns, they have proven their value in defensive engagements across the Old World] [Numbers: 400 men, 40 wagons.]

Bortolo's Lancers [Race: Human] [Origin: The Old World] [Description: A collection of lesser sons of the nobility from throughout the Old World whose inheritances consisted of arms, armor, a horse and not much else, united under the banner of their Tilean commander] [Numbers 199 heavy cavalry, 1 company commander Bortolo Casarella.]

Crespignano's Crossbow Cavalry [Race: Human] [Origin: Tilea] [Description: A company of Tilean mounted crossbowmen founded by the late Crespignano Liberti, these cavalrymen are experts in the art of using crossbows from horseback. Though less nimble than their counterparts who wield more traditional bows as they cannot reload on the move, they make up for it with range and power that exceeds typical ranged cavalry] [Numbers: 240 crossbow cavalrymen.]

The Wyrd-Beast Hunters [Race: Human] [Origin: The Plain of Tuskers] [Description: A group of Hauslani hunters from the Plain of Tuskers exiled by their ruler for their incessant boastfulness and forbidden to return until they slay a great chaos spawn, a creature that is almost mythical to the men of the Plain of Tuskers and bring proof of their kill. While the bows they are armed with have a shorter range and are less powerful than is typical for bows of the Old World, they make up for that with accuracy and deadly poison. Skilled in taking down even the most dangerous beasts, by all accounts the Wyrd-Beast Hunters make a fine addition to an army, especially those fighting the more monstrous inhabitants of the world.] [Numbers: 70 expert hunters with shortbows and poisoned arrows, 1 master hunter Kupakwashe.]

The Thunder Riders [Race: Human] [Origin: The Plain of Tuskers] [Description: A party of Plainsmen nobles united in their love for gold, glory, and their guns. Rarely found in the Plain of Tuskers, firearms give these ebon cavalrymen a considerably longer range and stronger punch than the typical mounted skirmishers of the savannah despite the inherent unwieldiness of long guns on horseback. Against foes that get too close to be fought with gunfire the Thunder Riders possess haubergeon, skullcaps under their turbans and swordsmanship that befits men of noble birth. Still a wise commander would not throw them into melee] [ Numbers: 89 Mounted Gunners, 1 Company Commander Osmanu Zamnagawa]

The Hedgehogs [Race: Human] [Origin: The Empire] [Description: A rather recently formed company, composed of primarily of ambitious but inexperienced young men seeking to live the glorious life of a sellsword but with a solid core of veterans formerly of various regiments of State Troops] [Numbers: 500 Pikemen.]

The Stormbreakers [Race: Human] [Origin: Tilea] [Description: A group of pirate hunters who have decided to moonlight as sellsails when their pickings dwindle. Well disciplined, and rather conventional in their tactics and armaments, having little trust for making their ships even more vulnerable to fire than they already are by arming them with cannon.] [Numbers: 10 galleys]

The Thunderbolts of Toar [Race: Human] [Origin: The Empire] [Description: A battery of five great cannons for hire, with attendant crew and engineer. In high demand, as near any commander is eager to increase the size of their artillery park.] [Numbers: 5 Great Cannons, 24 gunners, 1 Commander-Engineer Dietmar Aust.]

The Demolishers [Race: Human] [Origin: Ind] [Description: A rather exotic group even by the standard of elephantine mercenaries, the elephants of this company are equipped with a ball and chain attached to their trunk! Wielding their weapon with surprising skill the beasts are even more excellent at fighting blocks of heavy infantry than more ordinary companies of their kind.] [Numbers: 10 flail armed elephants.]

The Big Sticks [Race: Human] [Origin: Ind] [Description: A company of Indi warriors armed with two handed maces and armored with studded gambesons or "coats of a thousand nails" as they refer to them. Excellent shock troops that should be kept away from archers.] [Numbers 200 Mercenary Indi Macemen]

The Blade Wind [Race: Human] [Origin: Ind] [Description: While rocket artillery is widely considered exotic in the Old World, this company is exotic even by those standards. Their rockets are made of forged iron rather than wood and have sword blades in place of guiding sticks. Those being bombarded by this unit will face a rain of blades!] [Numbers: 5 rocket launchers, 20 crew, 10 blacksmiths, 1 company commander Tipu Gupta]

The Bow Benders [Race: Human] [Origin: Ind] [Description: A collection of Indi peasants armed with bows nearly taller than they are. Unsurprisingly their bows possess a longer range than those of ordinary archers, a useful trait as their only armor is their clothing and their only other arms are their knives.] [Numbers 200 Mercenary Indi Longbowmen]

The Moon Howlers [Race: Hobgoblin] [Origin: The Eastern Steppe] [Description: Arriving through the High Pass after having been exiled from the Hobgoblin Khanate for some offence or another, these hobgoblins swiftly decided it was smarter to sell their services as mercenaries rather than fight Praag's garrison. Riding wolves faster than any horse of the Empire, armored with helmets and simple lamellar and armed with spears and the double curved bows of the Hobgoblin Khanates] [Numbers: 209 Hobgoblin Wolf Riders, 1 Wolf Rider Boss Brodai]

The Alshuealat [Race: Human] [Origin: Araby] [Description: A small but fearsome company from Araby armed with naphtha bombs whose liquid flames seep through even the smallest of gaps in armor. For any who survive their fiery onslaught these men possess passing skill with their kilij but a wise commander would not mistake them for melee troops] [Numbers: 99 Naffatun, 1 company commander Riyad "The Arsonist" Siddiqi.]

The Reikwald Gang [Race: Human] [Origin: Reikland] [Description: Widely suspected to be composed of former outlaws, these men are armed with a motley assortment of weapons and are armored in padded jacks and skull caps at most. They are rather sneaky and have quite a bit of skill at ambushes however.] [Numbers: 99 Sellswords, 1 company commander "Big Johann"]

Trust of Trustworthy Trappers [Race: Human] [Origin: Hochland] [Description: These men are widely considered to be former poachers who have taken up a more honest living (though their detractors claim that old habits are hard to get rid of.) Quiet and stealthy, those assailed by these men often have trouble finding out which direction the arrow fire is coming from.] [79 Huntsmen, 1 company commander "Trusty Theobald."]

Les Courageux Hacheurs [Race: Human] [Origin: Bretonnia] [Description: A few score of likeminded Bretonnian commoners who have banded together to form a mercenary company. Armed with hatchets and bucklers and armored with helmets and gambesons at most, these men are best used assaulting spear walls.] [Numbers: 120 Axemen]

The Badgerers [Race: Halfling] [Origin: The Moot] [Description: Most would find the idea of halfling heavy cavalry to be absurd, and for the most part they would be right. However, there are exceptions to every norm and these giant badger mounted "knights" are surprisingly effective] [Numbers: 50 halfling badger "knights."]

The Talabec Patrol [Race: Human] [Origin: The Empire] [Description: A small fleet of river galleys, each armed with a handful of scorpions or swivel guns] [Numbers 4 river galleys.]

Bernardo's Balestrieri [Race: Human] [Origin: Tilea] [Description: A fairly typical company of Tilean crossbowmen with a proven service record.] [Numbers: 300 crossbowmen]

The Windriders [Race: Human] [Origin: Kislev] [Description: A company composed of Ungol "noblemen" that are significantly better equipped than the majority of their countrymen. Each man possesses a scale corslet, helmet, and buckler, making them significantly more durable and versatile than typical Ungol horse archers.] [Numbers: 100 Armored Ungol Horse Archers.]

Captain Balgorson and Co [Race: Dwarf] [Origin: The Karaz Ankor.] [Description: Considered to be one of the most fearsome riverine mercenary commanders, Aleric Balgorson commands a small ironclad armed with 16 dwarf made cannons. While his services are quite expensive, he's proven able to break even the toughest river pirate strongholds.] [Numbers: 1 River Ironclad]
 
I think Trade or Contacts are both valid choices here, though Contacts probably wind out. Ditto Earthworks and Shelters, but shelters probably winning out. Lower casualties and connections with other local polities are both very good.
 
I think Trade or Contacts are both valid choices here, though Contacts probably wind out. Ditto Earthworks and Shelters, but shelters probably winning out. Lower casualties and connections with other local polities are both very good.
The thing about shelters is that if we have better defenses from the armory increasing our dmg by 50% is that we will take far less casualties from less people being threatened. Same with earthworks though it's 20% more HP on the wall instead.
 
Social Meetings: Leafspeaker Elenia
The procession of the Centaurs in their official introduction to the settlement was a ragged affair as your colonists laboured and sweat all around still, furiously tilling soil and planting outside the growing ring of paddy fencing, dwarves inside their smithy breaking earth and setting down a bevy of anvils.
The centaur walked in a parade of ten behind the leafspeaker, drawing shouts of alarm from the slow-witted who hadn't been warned or hadn't listened to the very clear instructions you gave to the group leaders.
There were a lot of slow wits about.

They were impressive creatures to see outside the shade of trees, with enormous furry haunches and forelegs below skin that shone glossily with oils and sweat. Each had painted patterns adorning their skin and lining their muscles as if calling attention to them, and a few of them even had fur-dye lines leading to the groin or lining their legs to show them off. More than one eyebrow was raised by the sheer immodesty of their outfits, even the four more-armoured warriors clad in little beyond sheets of dull heavy grey wood and skirts of layered leather. A brief commotion came as the procession came by Jaeger Polk and his elder, for there Elenia slowed to dip her head and whisper into the young man's ear. He turned beet red while a ripple of jeers and called taunts rippled outward in Polk's group of hunters, only intensifying as Elenia patted the young man's head before continuing her procession.

She headed to the Docks where your fancy tent had been set up, there to meet with your pack of adventurers plus circle of advisors in a little meeting of personalities. Imilar leads the introductions without any of the visible tension from her diplomatic visit visible, and Rapunzel more than most seems absolutely enthused by the ability to question a true living centaur, possibly to death if you had not waylaid your ever-curious girlfriend.

Imilar then joined Anwen in an aloof cadre of elf snootiness apart from the eager Rapunzel and curious Briala during the subsequent meal -simple fare that it was, it was still cooked valiantly by a few halflings- yet the elfin reactions to the centaur were all shy compared to Branwen, who took upon herself to compare muscles, tattoos and strength with one of the leafspeaker's guards. The wrestling caught on among the more martial adventurers and -to the terror of a few- Gus, and that provided entertainment enough to go with the stew.

Then Else spoke.

The furtive woman all but lunged at the half-horse envoy with a delirious fervour, speaking in a language that none bar she and the leafspeaker seemed to comprehend and reply in. then transitioning into Riekspiel as Else seemed to remember that reality and the now-quiet table of advisors existed.
"I... Uh... H-Have a thing, that I needed to ask this... Lady?"

The probably albish woman retreated away from the feast as if chased by whips after that, and the pause spread to the wrestling for a moment before resuming as you asked Elenia
.
"What was that about, if you didn't mind me asking? I did not catch her question."

Elenia chuckled before answering easily.
"That was a little trick of magic , I do believe."

Else used magic?

"It garbled her tongue from the perspective of onlookers, bar me as her target, and al she was asking about were some curious stones near our lands. I informed her that she and you would be free to send some representatives to inspect them, if you wished to. The only people who seem to care about them, after all, are some jungle goblins who use them as border markers."
Elenia finished.

From there the feast rolled on into the late night, and by all reports Elenia ended up collecting Jaeger Polk once more on her route back to their forest tents.

Unlocked Expedition Lead: Jungle Goblin Rock'n'Roll.
 
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Contacts and Armory would be my choise. Positive relations with friendly and plesant locals would go a long way. not to mention Itza being what it is. is not something to ignore.
As for armory. I admite I would be fine with Earthworks, but investing in weponery will eventually lead to better tools and those would allow us even better walls. So for now better to help smiths.
 
Else confirmed to be a Truthsayer! Also goblins confirmed to be near waystones.

To be fair, it's not much of a revelation for us OOC, the only way she could have been more obvious would have been to have 'Uthsayertray' tattooed onto her forehead. :V

Incidentally that means that we have technically three wizards on our council. We have as many wizards on the council as we do humans. Not saying that's a bad thing, but if and when we get visitors from the Empire they are going to be in for a cultural shock.
 
technically three wizards
Else is like a Wizard Diet No-Sugar.
When she's not on Albion and under the protection of menhirs Else is basically playing on Ultradeath Ironman mode, Her form of magic being half prayer and half ritual passed down the ages of druids who didn't die or get too heavily maimed. She walks the teeter-totter dance of mist-magic, on the edge of ulgu and dhar.
 
Else is like a Wizard Diet No-Sugar.
When she's not on Albion and under the protection of menhirs Else is basically playing on Ultradeath Ironman mode, Her form of magic being half prayer and half ritual passed down the ages of druids who didn't die or get too heavily maimed. She walks the teeter-totter dance of mist-magic, on the edge of ulgu and dhar.

Fair... personally I think Imperial priests are also wizards of a sort. Priests of Sigmar are wizards in denial, you heard it here first folks. :V
 
Really hopeing we are open to migration, cause we ar not gonna grow our own people all that soon.
then again, being freindly with neighbours that have boats is wise if you're liveing at coast. wonder if we can draw in frome there.
It's certanly way too soon to think of any cleansing of surrounding.
 
Contacts and Armory would be my choise. Positive relations with friendly and plesant locals would go a long way. not to mention Itza being what it is. is not something to ignore.
The Trade option will get us positive relations with friendly and pleasant locals. It would go a long way, not only through direct benefits with some pleasant and helpful people, but also by giving us a better introduction to other people later on, Itza included.

We'll have to ignore Itza for a while no matter what, we simply have more pressing things to do and Itza is far away, in the middle of the continent while we're on the coast. We should ask for Itza a few weeks from now.

EDIT: Anacoa and Itza aren't local (relative to our colony's location), and the lizardmen of Itza are neither friendly nor pleasant.

EDIT2:
As for armory. I admite I would be fine with Earthworks, but investing in weponery will eventually lead to better tools and those would allow us even better walls. So for now better to help smiths.
The Armoury doesn't help us make better tools, or make anything at all. It's a place to store consistent and standardised weapons.
 
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Yeah you make a convincing argument so trade is ok for us. And also honestly while having relations with the first city is no doubt great but they aren't the most friendly sort. I would prefer tlaxtan as our first lizardmen contact they are the most willing to hear out the Younger races and the slann in charge lord Adohi-Tehga is the second most influential/powerful living slann next to mazdamundi and he's pretty forward about his ways in that he sends his skinks to learn new languages of the warmbloods and even has a embassy in tlaxtlan so he's pretty open about diplomacy.
 
She seems shocked when you correctly name her 'Asrai' instead of 'Asur', and seems content to smile and chirp a little odd eltharin at Rapunzel
It is Time, My Lord. Rapunzel chirps in your ear with a giggle
After delving deep into the books and chattering like a magpie with both dwarves and the craftsmen among your colonists, Rapunzel has highlighted three potential blueprints to work on
Elves are birds.
 
Why did we build the Colonial Barracks and Longbow Militia instead of the Pallisade Wall? It provides 5 less to defence rolls while costing triple the manpower and money requirements. What was the selling point?

Farm:
  • Construction Cost: 1 unit of manpower, 2 unit of construction materials, 1 Mo.
  • Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
  • Output: 5 food per week, only active on Dry land.
Indish Raised Farm (Farms):
  • Construction Cost: 2 units of construction materials, 2 Mo
  • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
  • Effect: Increases food output by 1 per week. Activatable in Forested slots.
I think we should save Indish farms for at least week 3. They take 50% more manpower but provide only 20% more food. We want to do it eventually to further diversify our food, but best to do that with normal farms first to save some manpower.
 
Why did we build the Colonial Barracks and Longbow Militia instead of the Pallisade Wall? It provides 5 less to defence rolls while costing triple the manpower and money requirements. What was the selling point?

I think it was the total plan not that one option, and it does reduce casualties and have a much bigger bonus to attack. That said, we should definitely also add the Palisade Wall next turn.
 
The Ranaldian, Verenian and Myrmidian Priests have all decided to come for Advisorship or as Adventurers instead.


Look I know that you didn't mean to commit such an epic deception and near-irreparably destroy trust between GM and players, so how about we get the free and perpetual service of no more than two Lord Magisters and we call it even, eh?
 
Why did we build the Colonial Barracks and Longbow Militia instead of the Pallisade Wall? It provides 5 less to defence rolls while costing triple the manpower and money requirements. What was the selling point?
I it was a mistake, but I did not want to go and change something as a major as that in a plan that had been voted for by Others. I don't think it's that much worse as an option so it should be fine. Also it has 10% more attack rolls.
 
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