Honestly having one Greatship probably isn't enough, what sort of number do you think we will need to properly form the heavy core of a fleet... 5-10 maybe so we can encourage the rest of the Empire into building their own if they prove sufficiently practical. I wonder which is actually better for greatships fewer but bigger guns to destroy large ships, or more smaller guns, what are the other fleets like (I think the dark elves are small raiding ships and the massive fortress ships black arks… honestly against black arks we won't win and we would rely on the High Elves)
I wonder if after the Titan Cannon research is complete, we will make one of those silly giant cannon ships... we probably would only want a very small number
Hopefully we will reach a point of being able to make Howitzers and then combine with our Alcohol Engines to make self-propelled artillery... also Howitzers for ship and general artillery purposes.
Vape-wagons/trucks might be a good research path, although I think we would need rubber to truly make them effective
Maybe we should consider separating the research aspect of our weapons development from the actual weapons. Drunk science is good for new ideas but refining and optimising (and increasing the general quality) them probably not their strong suit.
Actually, no, it was specifically recommended by the Ar-Ulric and confirmed by the Emperor-if we want him to stop, we need to smack him in the schnozz. The real problem is that the Emperor isn't sure we'll win.
Nah, not what I'm looking for. I want literally just a "Punch Gunthar" option. Might add a bonus to future Diplomacy, but I want the main thing to be calling out Gunthar and smacking him in the face.
Hmm. Maybe as a part of the Iceflame Temple dedication?
No, we should take the Middenland intrigue option before we try and take the diplomacy Middenland option. If only because the Intrigue part, if successful, would have us deepen trade ties as our cover to spy on Middenland.
@Varano@buli-buli I've changed the Galley Focus action in my plan to Greatship 2. See if you still agree with the plan after it was changed. Sorry @kelgar04 I'll understand if you want to change your vote to something else.
I'm not understanding the reasoning to putting off Albion honestly, we have lots of ships but have rarely used them for anything so might as well do so and I really feel like we have been neglecting the option and what it might bring us later down the line.
As for the fighting Gunthar thing, it would have worked for the Middle Mountains issue. And while now he'd be happy to punch Frederick in the face, he wouldn't find it worth fighting Frederick personally now as there's no specific issue at hand to brawl over. Plus, he's just been chastised repeatedly by his brother, so unless you want Frederick to actively provoke him into it (which is, technically possible) it's not on the table anymore, really.
I'm not understanding the reasoning to putting off Albion honestly, we have lots of ships but have rarely used them for anything so might as well do so and I really feel like we have been neglecting the option and what it might bring us later down the line.
For me it's weighing the use of our fleet assets for an action that might them damaged or destroyed and then spending two actions to deploy the fleet alongside the traders with one and to send the traders with the other while we have a glut of actions to choose from, some of which have a more immediate effect on more immediate problems.
I want the Albion Action(s), but I want other Actions more this turn.
I'm not understanding the reasoning to putting off Albion honestly, we have lots of ships but have rarely used them for anything so might as well do so and I really feel like we have been neglecting the option and what it might bring us later down the line.
Agricultural Overhaul is the culmination of multiple actions, and will almost certainly offer a greater return on investment for 1 action instead of 2, and none of the risk. Bringing forward any Albion options by a year (maybe, if it succeeds) doesn't nearly outweigh putting it off for a year.
@Varano@buli-buli I've changed the Galley Focus action in my plan to Greatship 2. See if you still agree with the plan after it was changed. Sorry @kelgar04 I'll understand if you want to change your vote to something else.
For me it's weighing the use of our fleet assets for an action that might them damaged or destroyed and then spending two actions to deploy the fleet alongside the traders with one and to send the traders with the other while we have a glut of actions to choose from, some of which have a more immediate effect on more immediate problems.
I want the Albion Action(s), but I want other Actions more this turn.
Agricultural Overhaul is the culmination of multiple actions, and will almost certainly offer a greater return on investment for 1 action instead of 2, and none of the risk. Bringing forward any Albion options by a year (maybe, if it succeeds) doesn't nearly outweigh putting it off for a year.
The agricultural overall can wait, like said it is one turn action and we aren't short on food.
As for fleet thing we spend literally all our actions expanding it but little time actually using it, next turn everyone will want to focus actions on expansion since we will have more space and not care about Albion.
Sure we can do action with using fleet but with only 50% chance of success by itself no one will want to go for it unless DD and everyone wants to put DD somewhere else like military for good reason.
We have been putting off Albion ever since it first turned up, only attempted it once without a boost and it naturally failed, and now we are going to keep putting it off and close off an entire area of potential.
I'm aware of the income boost, at this point though it is not super needed and charcoal can work just as well and overlamp well with our forestery actions since we are knocking down lots of trees.
I'd be willing to change it if that is what people want but I really think we need to take Albion action and guarding trade fleet now.
I'm aware of the income boost, at this point though it is not super needed and charcoal can work just as well and overlamp well with our forestery actions since we are knocking down lots of trees.
I'd be willing to change it if that is what people want but I really think we need to take Albion action and guarding trade fleet now.
We always need more money. When we have more income, toroar swaps out actions for more effective, more expensive actions that wouldn't have previously been viable. On top of that, opportunities to spend large sums of money unexpectedly like the Soup Tank should be prepared for.
The Albion action is likely to bring in less money, takes an extra action to defend it (in this case, costing us a Greatship) and has a 50% chance of failure. Its only possible benefit is opening up future Albion actions, at a time when we are very much not starved for things to pursue.
The agricultural overall can wait, like said it is one turn action and we aren't short on food.
As for fleet thing we spend literally all our actions expanding it but little time actually using it, next turn everyone will want to focus actions on expansion since we will have more space and not care about Albion.
Sure we can do action with using fleet but with only 50% chance of success by itself no one will want to go for it unless DD and everyone wants to put DD somewhere else like military for good reason.
We have been putting off Albion ever since it first turned up, only attempted it once without a boost and it naturally failed, and now we are going to keep putting it off and close off an entire area of potential.
I'm aware of the income boost, at this point though it is not super needed and charcoal can work just as well and overlamp well with our forestery actions since we are knocking down lots of trees.
I'd be willing to change it if that is what people want but I really think we need to take Albion action and guarding trade fleet now.
Agricultural Overhaul is the culmination of multiple actions, and will almost certainly offer a greater return on investment for 1 action instead of 2, and none of the risk. Bringing forward any Albion options by a year (maybe, if it succeeds) doesn't nearly outweigh putting it off for a year.
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: "Turn 34 (posted by QM: Friday, July 26, 2019)"
OR
The Front Page as it appeared to me on Saturday, July 27, 2019 (spoilers within spoilers have issues, I modified some spoilers to avoid that)...
Character sheets (last edited by QM: Sunday, April 7, 2019)
- I removed some spoilers, replaced those spoilers with blue-green color
- No Change Happened
Name: Frederick von Hohenzollern Date of Birth: 2286 Titles: Elector Count of Ostland, Grand Prince of Ostland, Margrave of the Northern March, 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) Prestige: 10,700 Wargear: Brain Wounder (Runefang of Ostland), Oskana the Gryphon (BD: 2325), The Light of Summer (Wood Elf Healing Artifact), Full Plate Armor Fate Points: 0
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 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.
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.
Notable Kills:
Khornate Norscan Chieftain
Chaos Knight Commander
Nurgle Chaos Warrior Champion
Slugtongue of the Beastmen, Champion of Nurgle
Nurgle Daemon Prince - Otto Gruber [True Death]
Bloodthirster of Khorne [True Death]
Zacharias the Everliving (Overlord of the Necrarch Bloodline Of Vampirekind)
Ghorros Warhoof (Progenitor of all Centigor sub-race of Beastmen)
Skaven Master Assassin Grol of Clan Eshin
Black Orc Warboss Zurkam Steelbrain – Daemonfused (Tzeentchian)
Jung, Former Arch Lector of Sigmar, Mutated Cultist of Tzeentch
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)
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=14 (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)
===================================================================
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 Wargear: Glacial Panoply [Armor By Alexandra von Hohenzollern, Blade By Frederick von Hohenzollern] Fate Points: 0
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)
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, [(Hidden) Master Nadzirateli] Wargear: Eight Steel Stilettos, 1 Silverine Dagger, 1 Purse of Teeth, 2 Master-crafted Gromril Plated Pistols 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: 0
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 both she spends a considerable amount of time inside, Alexandra's skin remains pale no matter how long she spends in the forges. Her green eyes blaze with a tremendous frantic energy, though there are visible bags under her eyes sometimes.
Notable Kills: Vladimir Bohkha, Serenea Bohkha, Nicholas Putin, x5 Frostshard Servitors, Ultilla (Ungol Chieftain's Son), Frostfiend, Ultilla (Ungol Chieftain),
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's Learned Apprentice - 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. (+2 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 Thingrimsnev, Alexandra von Hohenzollern has become one of the most proficient human smiths of the Old World (+2 Martial, +3 Learning)
Trait: Obsession – Has a specific project in mind, and will pursue it to the detriment of herself and others. (+3 Learning, -1 All Other Stats) [In Effect Until Ledstali Project Complete]
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: Frail Health of Frenzy - A constant lack of proper nutrition, sleep, and atypical levels of activity have left her health much weakened than it otherwise would be, yet her will drives her beyond it.
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)
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
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, will be quite beautiful later in life (+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
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)
========================
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
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 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: 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)
"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.
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: 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
Trait: Feeble Body – This one was born with visible weakness in their body. Will no doubt be shorter and thinner than most of those around them.
==========================
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), Black Plate Armor of Morr's Black Guard, Hand-Hatchet Fate Points: 3 Fortune Points: 6 Per 'Day'
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 that burn with a zealous light, while standing ever so slightly shorter.
Notable Kills: Alexandru Morten (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
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 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.
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.
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.
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)
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)
Name: Ortrud 'Trudi' von Hohenzollern Birthdate: 2332 Titles: Princess of Ostland
============================
Name: Agatha von Hohenzollern Birthdate: 2317 Titles: The Dark Sisters (Half Of), Wizard Apprentice of Magistrix Draken Wargear: Amethyst Serpent Familiar (x2 Size, Horned, Blind, Voice Channel), Obsidian Knife, Small Hatchet (Steel) Fate Points: 0
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, she is an adorable child and will be stunning as an adult woman. (+2 Diplomacy)
Trait: Genius – Possesses a mind ablaze with intellect (+2 All Stats)
Trait: Creepy – This person is just 'off' 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: Martial 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. (+2 Martial)
Trait: Militant 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 (+1 Martial, +3 Piety)
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: Aspiring Surgeon - Fascinated by the human body, and amateur scholars of both the Gaelenic and the Mechanical School of Thought with regards to anatomy. (+1 Learning)
Trait: Bare Linguistic Smoothing - Recognizing a vital deficiency in her students led their teacher to force upon them tomes upon proper speech and oratory. (+1 Diplomacy, +1 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: 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.
Resulting Trait: Tall – Despite her youth, she is shooting upwards in height (+1 Martial, +1 Diplomacy)
Resulting Trait: Strong – A child this young should not be this strong. One shudders to think how physically powerful she may be as an adult. (+2 Martial)
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)
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 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 Wargear: Amethyst Serpent Familiar (x2 Size, Horned, Blind, Voice Channel), Obsidian Knife, Small Hatchet (Steel) Fate Points: 0
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, she is an adorable child and will be stunning as an adult woman. (+2 Diplomacy)
Trait: Genius – Possesses a mind ablaze with intellect (+2 All Stats)
Trait: Creepy – This person is just 'off' 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: Martial 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. (+2 Martial)
Trait: Militant 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 (+1 Martial, +3 Piety)
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: Aspiring Surgeon - Fascinated by the human body, and amateur scholars of both the Gaelenic and the Mechanical School of Thought with regards to anatomy. (+1 Learning)
Trait: Bare Linguistic Smoothing - Recognizing a vital deficiency in her students led their teacher to force upon them tomes upon proper speech and oratory. (+1 Diplomacy, +1 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: 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.
Resulting Trait: Tall – Despite her youth, she is shooting upwards in height (+1 Martial, +1 Diplomacy)
Resulting Trait: Strong – A child this young should not be this strong. One shudders to think how physically powerful she may be as an adult. (+2 Martial)
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)
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 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 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.
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)
Military/Economy/Politics (last edited by QM: Friday, July 19, 2019)
-Rumor mill event numbers, and some of the turn ending stuff, like things that affect naval numbers, not accounted for yet.
- No Change Happened
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: 35,482 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 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 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)
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)
261 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 [30 Great Cannons] [25 Dash Cannons] [1 Dash Volley Cannon] [3 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 (x6 of Sigmar, x4 of Ulric, x3 of Morr)
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 Archers - A soldier with a bow and some arrows, little else to say. (Decent Attack, Decent+ Defense, Good 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)
225 Artillerists - Cannon Swabbers to Master Engineers, They Crew The Cannons. 5 men per Great Cannon, 4 per Dash Cannon. [25 Great Cannons] [25 Dash Cannons]
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).
8 Warrior Priests (x2 of Sigmar, x3 of Morr, 3 of Taal)
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 Archers - A soldier with a bow and some arrows, little else to say. (Decent Attack, Decent+ Defense, Good 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)
225 Artillerists - Cannon Swabbers to Master Engineers, They Crew The Cannons. 5 men per Great Cannon, 4 per Dash Cannon. [25 Great Cannons] [25 Dash Cannons]
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).
8 Warrior Priests (x2 of Sigmar, x2 of Taal, x1 of Ulric, x3 of Morr)
20 Bird Bomber Flocks
Third Imperial Navy
The Third Imperial Navy is currently based out of your single port, Salkalten. Unlike the First or Second Imperial Fleet or the un-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.
Imperial Stipend Accounting:
+1900 Per Turn [Currently Reduced To 1850 Per Turn Due To Required Maintenance Above Capacity]
Current Reserve: 0
Current Required Roll For Ostland Coastal Victory: 65+ Current Required Roll For Overall Order Naval Victory: 60+
Current Ostland Maximum Ship Capacity: 100
Number Of Ships In Service: 102
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.
Ship's In Service:
56 Imperial Wolf Ships
31 Wargalleys
1 Ostland Greatship 'Fist of Frederick'
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 Scimatars]
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
35 Knights of the Inner Circle
150 Infantry Knights
100 Mounted Knights
250 Bowmen-At-Arms
100 Crossbow-Men-At-Arms
4 Ballista
2 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
3 Warrior Priests of Ulric
20 White Wolves of the Inner Circle
50 White Wolf Knights On Foot
265 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]
600 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]
250 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
20 Knights of the Inner Circle
100 Infantry Knights
300 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 Company Commander Lars Gildemeister
10 Warrior Priests of Manann
25 Stormbreakers [Inner Circle]
500 Sea-Faring Knights
500 Mounted Knights
Opinion of You: 81%
Chapterhouse Location: Salkalten
Principal Deity: Manann
Recruitment Policy: All Men, Noble or Common.
The Longshanks Pack Leader Oskar Hirschherz
250 To 500 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
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
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)] Cost: 50 Gold Per Turn
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] Cost: 50 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]
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 Dwarven 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 Dwarven 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 dwarves, dwarven 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 dwarves 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.
Forces Stationed:
100 Dwarven Warriors
50 Longbeard Dwarven Warriors
1 Ralnaff Steelskull, Longbeard Dwarven Champion, sent by High King Grudgebearer to keep the Brewery safe
100 Dwarven Quarrelers
100 Dwarven Thunderers
50 Dwarven Hammerers
40 Bugman's Rangers
32 Dwarven Longbeard Brewmasters
1 Legendary Brewmaster Josef Bugman, Greatest Living Brewmaster Of The Karaz Ankor
1 Sigrun Frothbraid of Clan Bugman, formerly Yinlinsson (Longbeard Brewmaster -> Wife of Josef Bugman, Bugman Apprentice)
10 Dwarf Cannons
5 Grudge Throwers
3 Flame Cannons
2 Organ Guns
Various Workers
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 varies, but in any case the militia cannot be mobilized outside the province. 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 more diffused and spread out across the province than any more 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 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.
Various Non Tax-Related Income Sources: Tariff Income: 100 Gold Crowns Per Year Trading Income: 3,960 Gold Crowns Per Year Horse Trading Income: +50 Gold Crowns Per Year Dwarf Trading Income: 1,300 Gold Crowns Per Year. Logging Income: 760 Gold Crowns Per Year Fishing Income: 460 Gold Crowns Per Year Mining Income: 400 Gold Crowns Per Year Farming Income: 2,235 Gold Crowns Per Year Alcohol Sales: 1,610 Gold Crowns Per Year Imperial Fighting League: 100 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]
Army Upkeep: -621 Gold Crowns Per Year Militia Upkeep: -115 Gold Crowns Per Year Imperial Tax: -250 Gold Crowns Per Year Infrastructure Upkeep: -150 Gold Crowns Per Year Blue Steel Concordat: -100 Gold Crowns Per Year Northern Mutual Defense Fund: -100 Gold Crowns Year Jade Wizard Retainer Fee: -150 Gold Crowns Per Year Mercenary Fees: -2,005 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
Economic status: Slowly 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.
Provincial Political Status:
Ostland Nobility: 7/10 (He's all right.) Ostland Peasants: 10/10 (Savior of the Province!) 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.
Human Worship (With Acknowledgements As In Above Notation) Ulric: 60% Sigmar: 24% Taal and Rhya: 10% Myrmida: 5% Morr: 1%
Ogre Worship (With Acknowledgements As In Above Notation) Taal and Rhya: 50% Esmeralda: 50%
Mercenaries plus bonus boost sheet/lists (last edited by QM: Wednesday, July 17, 2019)
-removed spoilers, spoiler sections in merc list separated with gold names.
- No Change Happened.
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 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 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.
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.
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.
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]
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]
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]
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]
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]
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]
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
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]
Ashes of Salzenmund[Race: Human] [Origin: Nordland] [Description: Grim and Heavily Armored Infantry] [Numbers: 1000 Armored Swordsmen Infantry]
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]
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]
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]
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]
Personages of Importance and opinions (last edited by QM: Thursday, July 25, 2019)
- Change Happened. What changed exactly, I don't know. (Ranulf the Red is still not recognized as no longer alive, Magnus's triplets are not on the list of The Hohenzollern Dynasty)
Personages Of Importance
-------------------------------------------------------------------------------- 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 von Hohenzollern - Daughter of Magnus/Sabine. Alive/BD: 2333
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 von Hohenzollern - Daughter of Arthur/Serhild. Alive/BD: 2332
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
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.
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
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 – 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: 2311 - Married Within Province
Prince Waldemar von Sterneck of Salkalten - Ruler of Salkalten, former Greatsword of Ostland who lost leg in Vampire War, later healed - 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 - Witch Hunter/Lady Sabine Hohenzollern - Businesswoman
- Sir Maximilian von Raukov (Former Bull Warrior) [M]
- Baroness Katrin von Freud [D]
- Morgan von Bernhardt
- Wulff, Priest of Ulric [P]
- Leopold, Priest of Sigmar [P]
- Eizenhorn, Witch Hunter [P]
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 Liesedott (Mother of Marlisa Lisedott)
Current Jade Wizard Retainers: Karl/Boris/Carlotta/Ernst/Adira of Araby/Jurgen/Ilse
Current Amber Wizards Within Ostland: Amber Magister Alric + Unknown Numbers Of Other Amber Wizards
High Elves
Loremaster Aurelion of Saphery – Alive
House Alleria Patriarch Aurelious (Head of House Alleria of Saphery of Ulthuan) - Alive
Dwarfs
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
Princess Kazul 'Goldeneye' Stonehammer, Princess and Heir of Karak Ungor - Alive
Lord Alaric Goldenye, Lord of the Goldeneye Clan, Inhabitant of Wulfenburg Dwarf Quarter - Alive
Princess Fenna Warren-Burner, Princess of Zhufbar - Alive
High King Thorgrim Grudgebearer, High King of all the Karaz Ankor - Alive
High Queen Sigrun Ironhammer, Wife of Thorgrim Grugebearer - Alive
Prince Kurgan Thorgrimsson, Born 2329 IC - Alive
Princess Sigrun Thorgrimsdottir, Born 2329 IC - Alive
Runelord Kragg the Grim, Eldest Runelord of the Karaz Ankor, of Karaz-a-Karak - Alive
Runelord Angkra Ten-Braids, Wife of Kragg the Grim, Eldest Runelord of Karak Azul - Alive
Kazador, Born 2329 IC - Alive
Kemma, Born 2329 IC - 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 (Longbeard Brewmaster -> Wife of Josef Bugman, Bugman Apprentice)
Paela Darkbrew of Clan Bronzeheart (Longbeard Brewmaster -> Bugman Apprentice)
Bretonnians
Sir Roland d'Mousillon, 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/The Five Minute Tyrant/(Disowned Daughter/Heir of Elector Count of Talabecland Adolf Fuerbach) / Tiger Eater/ Firehead Paleskin /Jade Disciple, 4th Rank – Vampire
Genevieve Sandrine du Pointe du Lac Dieudonné, Former Resident and Native of Bretonnia/Blessed of Sigmar/Ordained Master of the School of the Jade Dragon, 1st Rank - 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] - Alive
Patriarch - Rasputin Romanov, Husband To The Tzarina - Dead
Sister Of Matriarch - Natasha Romanov, Countess of Ostland
Ursus Mattrin Romanov, Crown Prince Kislev, Married within Kislev City [High Priest of Ursun] - Alive
Olesya Romanov (Formerly Nikodoch), Wife of Crown Prince Ursus Mattrin Romanov - Alive
Kattarin Romanov, Daughter To Heir, Married Within Erengrad - Alive
Ursuni Romanov, Daughter of Ursus Mattrin
Dmitry Romanov, Son to Heir, Married Within Praag - Alive
Mattrin Romanov, Son to Heir, Married Within Western Kislev - Alive
Boris Romanov, Son to Heir, Married Within Southern Kislev - Alive
Rasputin Romanov, Son to Heir, Married Within Kislev City - Alive
Salyaza Natasha Romanov, Married to Prince Gorbachev of Erengrad [High Priestess of the Salyak] - Alive
Prince Sorca Romanov (Formerly Gorbachev) of Erengrad, Husband of Natasha Romanov - Alive
Anna Romanov, Daughter, Married Within Erengrad [Initiate of the Widow] - Alive
Alexa Romanov, Daughter, Married Within Erengrad [Initiate of the Widow] - Alive
Rasputin Romanov, Son, Married Within Western Kislev - Alive
Olga Romanov, Married to Governor Morosow of Praag [High Priestess of the Widow] - Alive
Governor Boroda Morosow of Praag and the Z'ra, Husband of Olga Romanov - Alive
Galya Romanov, Daughter, Married Within Kislev City - Alive
Katya Romanov, Daughter, Married Within Praag Area - Alive
Rasputina, Daughter, Married Within Northern Kislev - Alive
Dazhus Andre Romanov, Fraternal Twin of Ivan/ Married Within Kislev City [High Priest of Dazh] - Alive
Bojárynja Talika (Formerly Chzov) of Kislev City, Wife of Dazhus Andrew Romanov - Alive
Mikhail Romanov, Son, Married Within Praag Area - Alive
Rasputin Romanov, Son, Married Within Southern Kislev - Alive
Andre Romanov, Son, Married Within Southern Kislev - Alive
Olga Romanov, Daughter, Married Within Southern Kislev [Initiate of the Widow] - Alive
Torus Ivan Romanov, Fraternal Twin of Andre/ Married Within Kislev [High Priest of Tor] - Alive
Rasputin Romanov, Son, Married Within Kislev City Area - Alive
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 – 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 or 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
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
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 Amos - Alive
High Priestess of Esmeralda Lea Hersch - Alive
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
Reiksmarshal - POSITION VACANT - N/A
Emperor's Champion/Sword of Justice - POSITION VACANT - N/A
Gräfin Sieglinde von Bildhofen, nee Todbriner - 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
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
Witch Hunters
Witch Hunter Captain Emilia Liesedotte, Head of the Ostland Witch Hunters - Alive
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)
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]
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 (9 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]
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 [6/10]
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, 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]
Phoenix King Finubar the Seafarer [5/10]
Everqueen Alarielle the Radiant [6/10]
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 Master of the Arcane Fulcrum Stair of Eternity [8/10] Wood Elf Realms
Lady Naraiel Dawnstone, Ruling Glade Lord of Laurelorn [7/10]
- Lady Sunweaver, High Spellweaver of Laurelorn [6/10]
- Bloodglade, Eldest Branchwraith of Laurelorn [Flesh-Hunger Temporarily Sated/10]
- Guldul, Eldest Treeman of Laurelorn [Forest Focused/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
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
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
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
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 Ranulf the Red of Karak Hirn (Hornhold): 8/10
- Queen Valyana of Karak Hirn, Wife of King Ranulf: 8/10
- Prince Alrik Ranulfsson of Karak Hirn: 6/10
- 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
King Gorrin Yorrinsson of Karak Izor (Copper Mountain): 7/10
- Queen Tundri of Karaz Izor, Wife of King Yorrin: 6/10
- Princess Katanya Yorrinsdottir: 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
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 Jasperre Letard of Parravon: 4/10 - Lady Claudine, Wife of the Duke: 4/10 - Jerrod, Knight of the Realm, Heir 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