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I think we should see them in action and observe what they can do while learning a bit about them before we decide to start trading Magical Knowledge. Still they came North to learn so they could be a useful contact to have if they leave.
Yeah, and if we're lucky maybe we could convince them to join us and take them on as an apprentice to learn more while we help get more arcane knowledge while we learn more about Arabyan Magisters and get some extra firepower with us.
 
Vote closed
Well, it's been 24 hours since the last vote was cast, so I feel like it's safe to say Guns and Gladiators wins. I'll get started on the Swordmaster action next.

Scheduled vote count started by Blackout on May 17, 2023 at 12:13 PM, finished with 97 posts and 23 votes.

  • [X] Plan Guns and Gladiators
    -[x] The Coinshields
    -[x] The Magnificent Maestros of Magritta
    -[X] The Pale Spirits
    -[x] The 8th Grim Bears
    -[X] The 3rd Nuln Ironsides
    -[x] The Silver Prophet
    [X] Plan Pikes And Prophets
    -[X] The Peerless Pikes of Picardiozzo
    -[x] The Magnificent Maestros of Magritta
    -[x] The 8th Grim Bears
    -[X] The 3rd Nuln Ironsides
    -[x] The Stirland Strikers
    -[x] The Silver Prophet
    [X] Plan Commando Raid
    -[x] The Coinshields
    -[x] The Goblin Hewers
    -[X] Gunther's Grenadiers
    -[x] The Magnificent Maestros of Magritta
    -[X] The Pale Spirits
    -[x] The Silver Prophet
    [X] Plan: Beards and Magic
    -[x] The Coinshields
    -[x] The 8th Grim Bears
    -[x] The Magnificent Maestros of Magritta
    -[x] The Goblin Hewers
    -[x] The Stirland Strikers
    -[x] The Silver Prophet
    [x] Plan Everyone Has a Plan Until they Get Punched in the Face
    -[x] The Bashers
    -[x] Goblin Hewers
    -[x] The Magnificent Maestros of Magritta
    -[X] The 3rd Nuln Ironsides
    -[X] The Pale Spirits
    -[x] The Silver Prophet
    [X] Plan: Iron, Steel and More Dakka
    -[x] The Coinshields
    -[x] The 8th Grim Bears
    -[x] The Magnificent Maestros of Magritta
    -[x] The Goblin Hewers
    -[X] The 3rd Nuln Ironsides
    -[x] The Stirland Strikers
    [x]Plan By Sea
    -[x] The Bashers
    -[x] The 8th Grim Bears
    -[x] The Magnificent Maestros of Magritta
    -[x] The Coinshields
    -[X] The 3rd Nuln Ironsides
    -[x] The Silver Prophet
    [x]Plan By Land
    -[x] The 8th Grim Bears
    -[x] The Magnificent Maestros of Magritta
    -[X] The Peerless Pikes of Picardiozzo
    -[x] The Silver Prophet
    -[x] The Stirland Strikers
    -[x] Hurdin's Hunters
    [X] Pike and shot revised
    -[X] The Peerless Pikes of Picardiozzo
    -[x] The Magnificent Maestros of Magritta
    -[x] The Goblin Hewers
    -[x] The 8th Grim Bears
    -[x] The Stirland Strikers
    -[x] Hurdin's Hunters
    [X]Plan Don't Fuck It Up
    -[x] Hurdin's Hunters
    -[x] The Magnificent Maestros of Magritta
    -[x] The 8th Grim Bears
    -[X] The Peerless Pikes of Picardiozzo
    -[x] The Silver Prophet
    -[x] The Stirland Strikers
    [X] Plan Gladiatorial Assault
    -[x] The Coinshields
    -[x] The Magnificent Maestros of Magritta
    -[X] The Pale Spirits
    -[x] The 8th Grim Bears
    -[x] The Stirland Strikers
    -[x] The Silver Prophet
 
Submitting Custom Dogs of War
Since people were asking about this before, I am putting this here as guidelines for those who may want to submit ideas for mercenary companies that Fanriel can come across and fight with, against or possibly even hire under her own banner.

Once the submission is approved by me it then gets added to the list, and when I'm writing the Quest I may draw upon the list for various Dogs of War groups that you encounter. I'm not putting any hard limits on what you can submit, but do use some common sense: the more exotic and special the units, the rarer they are. There's only so many exiled elven princes/ses in the Old World, so the odds of the more unusual Dogs of War showing up are lower, because I want to keep a lid on some of the possible wackiness. You should also avoid using canon characters or having huge lore implications, these are meant to be fun little additions.

Please use the following format when submitting mercenary companies:

Name: What these mercenaries call themselves.
Description: A short account of their history, reputation and motivations. An explanation of their equipment and any particular quirks is also preferrable, especially if they diverge from canonical units.
Numbers: Listing out how many of each unit type this company contains. I reserve the right to adjust these numbers depending on the narrative role that they need to serve in the Quest, but it's good to have at least a baseline.

List of approved Dogs of War can be found here.
 
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Now that I think of it, the plan really shows Fanriel's Asur military background. She choose a smaller well-trained and disciplined force, with no artillery but magical support, which is more or less how the Asurs fight.

Edit: @Blackout Would it be realistic for a Tomb Prince to lead a band of undead mercenaries in the Old World? Or would they have been killed immediately?
 
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Depends on the place they are, I think. There's the Cursed Company, a canonical undead Dog of War regiment, but whether it's canon to this universe is not yet known. That's not the same as a Nehekharan regiment, however. You could, I suppose, try and play off that one Tomb Prince eternally cursed to serve souls to Usirian because he made a bad deal, but...eh. A pious Tomb Prince looking to sacrifice souls to one of the Nehekharan Pantheon or something. Up to the GM, I suppose.
 
I was more thinking of a curious prince that saw the mess that was post-raising Nehekhara, said "nope to this" and thought that exploring the world and discovering new things was better than getting caught in endless wars of successions. Then he saved by accident some town that was attacked by orcs/beastmen/whatever and got gold in exchange, and liked the idea of crumping heads to gain gold.
 
Hmm. If he was a Tomb Prince worthy of the title, as in given the requisite treatments and rituals from the Mortuary Cult and thus was raised because of them, I don't know if he would actually be so resistant to said wars of succession. Filial piety to his Dynasty and all that sort of thing, plus Settra basically slamming down on all of that sort of stuff hardcore to make said endless skirmishing stop being so endless. His parent Tomb King or Dynasty might be a little peeved at him just up and trying to leave, disloyalty being a big no no after all, but on the other hand, possibly sent out by said Dynasty if they wanted an eye on the outside world without having to rely on what Settra says and wants? Tomb Kings being so ambitious and prideful after all.

I mean, its Warhammer, and there are plenty of wild Dogs of War from canon, undead and greenskins and Druchii to a dude on a dragon and so on, so existing is one thing but getting employed by certain factions or not is another. Still, up to the GM either way so *shrug*
 
His parent Tomb King or Dynasty might be a little peeved at him just up and trying to leave, disloyalty being a big no no after all, but on the other hand, possibly sent out by said Dynasty if they wanted an eye on the outside world without having to rely on what Settra says and wants? Tomb Kings being so ambitious and prideful after all.
Zandri sends out fleets sometimes to raid for riches, maybe a Prince of Zandri that figured out you make less enemies with mercenary work?
 
Edit: @Blackout Would it be realistic for a Tomb Prince to lead a band of undead mercenaries in the Old World? Or would they have been killed immediately?
It is certainly possible, as @torroar noted the Cursed Company prove that Undead Mercenaries do exist. They would be under a lot of suspicion and many employers would refuse to treat with them, but their existence is plausible in-universe. But that they just happen to be specifically hanging around in Kislev in 2290 IC? That's harder to say.

Here's where this part of the guidelines comes in:
I'm not putting any hard limits on what you can submit, but do use some common sense: the more exotic and special the units, the rarer they are. There's only so many exiled elven princes/ses in the Old World.
I'm not going to say you can't submit a Tomb Kings Dogs of War unit, because yeah, I do think that it's possible. But because I have a specific vision for how common the fantastical and wacky stuff is in my version of Warhammer Fantasy, the more exotic stuff needs to be rare in appearances lest it lose its impact and dilute the proper feel of the setting.

So yes, you can submit a Tomb Prince leading a band of undead mercenaries, but they will be less likely to make an appearance in the Quest proper than more grounded Dogs of War, because of how rare something like that would be in-universe.
 
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Name: Baba Yelna's Menagerie
Description: Baba Yelna was the Hag Witch of Ungalya for what seems like a lifetime to most Ungols, before the inevitable happened and a raid from the Troll Country managed to catch the Ungols less prepared than usual and kill most of the defenders, dragging back those unable to fight as food for later.
Baba Yelna was sorely wounded but ultimatly survived the assault, maybe considered to dry and leathery for the trolls to eat compared to the abundance of fresh meat.
In the aftermath she warned both her sister-witches and the Boyar of a strong and cunning beast among the trolls, a mutant that had the patience to wait for the right time to strike and the strenght to overcome might and magic of the Ungols alike, but few took the warning seriously. A mutant among the trolls wasn't uncommon and he would much more likely succumb to his mutations and turn into less than a beast rather than ever be seen again.
Without a clan to protect Yelna has now taken up mercenary work, often venturing into the Troll Country to search for hints of the mysterious cunning monsters, but also to perfect her magic that allows her to bend the mind of animals and some monsters. She enjoys little more than sending her enslaved trolls to the frontline to take the brunt of any foe's attack.
She does take part of her payment in new beasts, if the patron has anything interesting to offer. In eschange for her Griffon for example she has wiped out a minor Beastherd by luring the Gor from the Shadowwood deep into the taiga where her men have slain one after another with bow and throwing axe from their swift horses, before the Herd finally came on a field of snow-covered boulders that turned out to be Yelna's bears and trolls.
Numbers: 1 Ungol Hag (Mounted on Griffon), 20 Ungol Horsemen, 3 Snow Leopards, 2 Cave Bears, 5 Dire Wolves, 5 Trolls

@Blackout
Mildly crazy grandma looking for Throgg before he became famous.
 
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Name: Baba Yelna's Menagerie
Description: Baba Yelna was the Hag Witch of Ungalya for what seems like a lifetime to most Ungols, before the inevitable happened and a raid from the Troll Country managed to catch the Ungols less prepared than usual and kill most of the defenders, dragging back those unable to fight as food for later.
Baba Yelna was sorely wounded but ultimatly survived the assault, maybe considered to dry and leathery for the trolls to eat compared to the abundance of fresh meat.
In the aftermath she warned both her sister-witches and the Boyar of a strong and cunning beast among the trolls, a mutant that had the patience to wait for the right time to strike and the strenght to overcome might and magic of the Ungols alike, but few took the warning seriously. A mutant among the trolls wasn't uncommon and he would much more likely succumb to his mutations and turn into less than a beast rather than ever be seen again.
Without a clan to protect Yelna has now taken up mercenary work, often venturing into the Troll Country to search for hints of the mysterious cunning monsters, but also to perfect her magic that allows her to bend the mind of animals and some monsters. She enjoys little more than sending her enslaved trolls to the frontline to take the brunt of any foe's attack.
She does take part of her payment in new beasts, if the patron has anything interesting to offer. In eschange for her Griffon for example she has wiped out a minor Beastherd by luring the Gor from the Shadowwood deep into the taiga where her men have slain one after another with bow and throwing axe from their swift horses, before the Herd finally came on a field of snow-covered boulders that turned out to be Yelna's bears and trolls.
Numbers: 1 Ungol Hag (Mounted on Griffon), 20 Ungol Horsemen, 3 Snow Leopards, 2 White Bears, 5 Dire Wolves, 5 Trolls

@Blackout
Mildly crazy grandma looking for Throgg before he became famous.
Ice Bears (The white-furred kislevite bears) are the sacred animals of Ursun, only a handful of people in the history of Kislev have ever tamed one and each time it is considered to be a great sign of favour from the Bear God. As such, I'm not willing to have them running around in just some mercenary band. But make them into ordinary Kislevite/Cave Bears (still bigger than common bears) and I have no issue with the submission.
 
I have a couple of merc ideas originally posted in other quests. Some of them are... stupid. Very stupid.

Name: The Unforgiven
Description:
Many years ago, small villages in Bretonnia spread tales of a giant of a man, clad in damaged yet strong heavy armour, killing the beasts of the forest with a shining blade. The wandering knight known as The Unforgiven does not claim to be this man, and wears only rough forged armour, with which he never is seen without. His sword, fine as it is, does not shine. But he is near twice the size of a man, yet can move as softly as a whisper. His blows can shatter stones, and what should be mortal wounds are shrugged off. He seeks only battle against the enemies of Man; what ever form they may take
Numbers: 1 unmounted heavy knight, 1 squire

Name: Ramad The Collector
Description:
A magician from the sands of Araby, Ramad is dedicated to the art of capturing Djinn, Daemons and elemental spirits. He has travelled the world, from distant Nippon to deepest Lustria, and carries a great many powerful entities bound within small crystal balls. In battle he can unleash them, commanding the forces of nature to strike the foe, or directing massive beasts to crush them underfoot. Of particular note is his companion Chuchu; a common rat possessed by a lightning entity.
Numbers: 1 Fakir, numerous bound spirits

Name: Sir Featherwight
Description:
A talking, sentient Great Eagle. He claims to have been a noble knight, charged by an Amber Wizard with recovering a magical artefact. However holding the artefact cursed him, and turned him into his current form. The version of the tale passed around inns and behind closed doors is that Featherwight (doubtless a false name) was a common but daring thief that tried to steal from an Amber Wizard, and was cursed for his troubles. Regardless of the source of his new form, Featherwight is a cunning mercenary, capable of acting as a scout or flying "cavalry"
Numbers: 1 sentient Great Eagle

Name: The Big Boys
Description:
Entertainers and merrymakers are common in the Moot, and they are always seeking to top the competition. Thus, The Big Boys; three or four halflings stacked on top of each other, wearing long coats and using broom handles to wildly wave gloved hands. Although popular, the true potential of the troupe was revealed during a Beastmen attack. Apparently, being attacked by a very tall man shrieking and and waving his arms wildly is frightening enough; watching him collapse into small beings that then pile on with blunt instruments is will breaking. Today, The Big Boys are better prepared for combat, hammers and axes strapped to reinforced sticks, and leather armour worn under the disguising coats.
Numbers: 29 lightly armed halflings (forming 14 Big Boys), Biggest Boy Humphrey Haystaff

Name: The Burning Wheels of Remas
Description:
Chariots were once an important part of ancient Reman culture & warfare, and some in Tilea continue the practice to this day. These charioteers once raced in Reme, but their need for speed (and debts) has driven them far and wide.
Numbers: Twenty chariots, each carrying one charioteer & two javelineers.

Name: Lord Bryon's Party Wagon
Description:
Lord Barron Bryon is a minor noble of Averland well know for his extravagant parties and odd ideas. He had built a large and richly furnished wheelhouse built to display his wealth and to travel his lands. However when Beastmen attacked, Bryon leapt to the defence, leading his guests to successfully repel the mutants. Finding he enjoyed war even more than the High Life, Bryon had his wheelhouse rebuilt as a weapon of war, while retaining it's ostentatious design
Numbers: One house sized fortified wheelhouse, pulled by twenty horses. Carries twenty-five riflemen, twenty pikes, one forward facing cannon, 1 noble

Name: The Teufort Nine
Description:
Named after the town of their origin, the nine are a diverse group of mercenaries from across the Old World, including members from northern Kislev, Bretonnia, & the Border Princes
Numbers: One youthful outrider, one deranged veteran, one mundane(?) pyromancer, one alcoholic demolition expert, one heavy weapon specialist, one eccentric engineer, one field medic, one aloof hunter, one infiltration expert

Name: Sigmar's Slayers
Description:
These flagallents might be mistaken for dwarven Slayers. Might. If you were drunk, one-eyed, and a hundreds yards or so away from them. Nevertheless these religious fanatics have all sworn a bastardised Slayer's Oath, fight primarily with axes, and are known for raucous drinking and bold claims of their approaching deaths.
Numbers: 450 Axe-wielding Flagellants

Name: The Last Foot
Description: Once a captain in Riekland's military, Henry Shalbach believed he'd been unfairly passed over promotion to the Greatswords, and instead left to form his own. Equipped in the style of the elites, they would fair poorly against actual Greatswords, but make up for inexperience with zeal. Their name was adopteded from a common mockery.
Numbers: 299 Heavy Greatsword Infantry, Captain Henry Shalbach

Name: Order of The Shamed
Description: To be thrown out of a knightly order is no small thing, especially for cowardice. Archibald Durst swore to regain his honour, and set out as a knight-for-hire, eventually gathering similar cast-offs around him. An eclectic mix, the Shamed are linked by a single promise; an unwillingness to back down, ever.
Numbers: 200 Mounted Heavy Knights, 100 Foot Knights, Sir Durst

Name: Tiffany Giantsdottir
Description:
A widowed and childless farmer, Gina Parch discovered a giant babe, and made the decision to raise it as her own. For sixteen years Tiffany worked on the farm, or beat back roaming goblin bands, before the (mostly) unfounded accusations of castle-rustling grew too many, and the mother-daughter pair were forced to flee. Gina now seeks employment where her beloved child can freely utilise her strength, while also earning enough to continue educating her]
Numbers: 1 Giant, 1 Ex-Farmer
 
Okay, changed.

I was kinda coming down from TW:WH, where it looks like every cannon and warsled is drawn by a white bear.
Yeah, TWWH went a little overboard with the bears in my opinon, and I wanted to preserve some of the mystique that Realms of the Ice Queen assigned to the Ice Bears. So while bear cavalry and bear-drawn sleds are a thing, they are relatively rare and exclusively use brown bears, with white bears being reserved for very special occasions like Boris Ursus.

I have a couple of merc ideas originally posted in other quests. Some of them are... stupid. Very stupid.

Name: The Unforgiven
Description:
Many years ago, small villages in Bretonnia spread tales of a giant of a man, clad in damaged yet strong heavy armour, killing the beasts of the forest with a shining blade. The wandering knight known as The Unforgiven does not claim to be this man, and wears only rough forged armour, with which he never is seen without. His sword, fine as it is, does not shine. But he is near twice the size of a man, yet can move as softly as a whisper. His blows can shatter stones, and what should be mortal wounds are shrugged off. He seeks only battle against the enemies of Man; what ever form they may take
Numbers: 1 unmounted heavy knight, 1 squire

Name: Ramad The Collector
Description:
A magician from the sands of Araby, Ramad is dedicated to the art of capturing Djinn, Daemons and elemental spirits. He has travelled the world, from distant Nippon to deepest Lustria, and carries a great many powerful entities bound within small crystal balls. In battle he can unleash them, commanding the forces of nature to strike the foe, or directing massive beasts to crush them underfoot. Of particular note is his companion Chuchu; a common rat possessed by a lightning entity.
Numbers: 1 Fakir, numerous bound spirits

Name: Sir Featherwight
Description:
A talking, sentient Great Eagle. He claims to have been a noble knight, charged by an Amber Wizard with recovering a magical artefact. However holding the artefact cursed him, and turned him into his current form. The version of the tale passed around inns and behind closed doors is that Featherwight (doubtless a false name) was a common but daring thief that tried to steal from an Amber Wizard, and was cursed for his troubles. Regardless of the source of his new form, Featherwight is a cunning mercenary, capable of acting as a scout or flying "cavalry"
Numbers: 1 sentient Great Eagle

Name: The Big Boys
Description:
Entertainers and merrymakers are common in the Moot, and they are always seeking to top the competition. Thus, The Big Boys; three or four halflings stacked on top of each other, wearing long coats and using broom handles to wildly wave gloved hands. Although popular, the true potential of the troupe was revealed during a Beastmen attack. Apparently, being attacked by a very tall man shrieking and and waving his arms wildly is frightening enough; watching him collapse into small beings that then pile on with blunt instruments is will breaking. Today, The Big Boys are better prepared for combat, hammers and axes strapped to reinforced sticks, and leather armour worn under the disguising coats.
Numbers: 29 lightly armed halflings (forming 14 Big Boys), Biggest Boy Humphrey Haystaff

Name: The Burning Wheels of Remas
Description:
Chariots were once an important part of ancient Reman culture & warfare, and some in Tilea continue the practice to this day. These charioteers once raced in Reme, but their need for speed (and debts) has driven them far and wide.
Numbers: Twenty chariots, each carrying one charioteer & two javelineers.

Name: Lord Bryon's Party Wagon
Description:
Lord Barron Bryon is a minor noble of Averland well know for his extravagant parties and odd ideas. He had built a large and richly furnished wheelhouse built to display his wealth and to travel his lands. However when Beastmen attacked, Bryon leapt to the defence, leading his guests to successfully repel the mutants. Finding he enjoyed war even more than the High Life, Bryon had his wheelhouse rebuilt as a weapon of war, while retaining it's ostentatious design
Numbers: One house sized fortified wheelhouse, pulled by twenty horses. Carries twenty-five riflemen, twenty pikes, one forward facing cannon, 1 noble

Name: The Teufort Nine
Description:
Named after the town of their origin, the nine are a diverse group of mercenaries from across the Old World, including members from northern Kislev, Bretonnia, & the Border Princes
Numbers: One youthful outrider, one deranged veteran, one mundane(?) pyromancer, one alcoholic demolition expert, one heavy weapon specialist, one eccentric engineer, one field medic, one aloof hunter, one infiltration expert

Name: Sigmar's Slayers
Description:
These flagallents might be mistaken for dwarven Slayers. Might. If you were drunk, one-eyed, and a hundreds yards or so away from them. Nevertheless these religious fanatics have all sworn a bastardised Slayer's Oath, fight primarily with axes, and are known for raucous drinking and bold claims of their approaching deaths.
Numbers: 450 Axe-wielding Flagellants

Name: The Last Foot
Description:
Once a captain in Riekland's military, Henry Shalbach believed he'd been unfairly passed over promotion to the Greatswords, and instead left to form his own. Equipped in the style of the elites, they would fair poorly against actual Greatswords, but make up for inexperience with zeal. Their name was adopteded from a common mockery.
Numbers: 299 Heavy Greatsword Infantry, Captain Henry Shalbach

Name: Order of The Shamed
Description:
To be thrown out of a knightly order is no small thing, especially for cowardice. Archibald Durst swore to regain his honour, and set out as a knight-for-hire, eventually gathering similar cast-offs around him. An eclectic mix, the Shamed are linked by a single promise; an unwillingness to back down, ever.
Numbers: 200 Mounted Heavy Knights, 100 Foot Knights, Sir Durst

Name: Tiffany Giantsdottir
Description:
A widowed and childless farmer, Gina Parch discovered a giant babe, and made the decision to raise it as her own. For sixteen years Tiffany worked on the farm, or beat back roaming goblin bands, before the (mostly) unfounded accusations of castle-rustling grew too many, and the mother-daughter pair were forced to flee. Gina now seeks employment where her beloved child can freely utilise her strength, while also earning enough to continue educating her]
Numbers: 1 Giant, 1 Ex-Farmer
These are acceptable, with the exception of the Big Boys and the Teufort Nine. Too silly and too overt of a reference, I'm afraid. Also, Featherwight can't have been cursed by an Amber Wizard because those don't exist yet, but there are other kinds of spellcasters who could have managed it.
 
Name: Sir Featherwight
Description:
A talking, sentient Great Eagle. He claims to have been a noble knight, charged by an Amber Wizard with recovering a magical artefact. However holding the artefact cursed him, and turned him into his current form. The version of the tale passed around inns and behind closed doors is that Featherwight (doubtless a false name) was a common but daring thief that tried to steal from an Amber Wizard, and was cursed for his troubles. Regardless of the source of his new form, Featherwight is a cunning mercenary, capable of acting as a scout or flying "cavalry"
Numbers: 1 sentient Great Eagle

I would point out that all Great Eagles are sentient and that the Elves can communicate with them even if most humans can't. Still a Human transformed by a curse from a artifact he found could work. Also Amber Wizards don't exist yet so you would have to change the Employer but it could work.

I also think the Giant idea is a good one.

These are acceptable, with the exception of the Big Boys and the Teufort Nine. Too silly and too overt of a reference, I'm afraid. Also, Featherwight can't have been cursed by an Amber Wizard because those don't exist yet, but there are other kinds of spellcasters who could have managed it.

I don't think the Fanriel would be that surprised by a talking Great Eagle since all of them are sentient and most are great allies of the High and Wood Elves.
 
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I wanna roll up an Ogre band. Gods but ogre mercs are some of my favorites.

Name: Magog's Bull's

Description: Magog's story could be considered rather common amongst the Ogre Tribes. Ejected from his tribe when the new Tyrant decided they had too many mouth's to feed, Magog was driven into the terrifying wilderness of the Mountains of Mourn with little more than his gut plate, a club, and several dozen ogre bulls all equally as dispossessed as him.

Magog, however, had that rarest of things amongst Ogre's. The ability to actually plan ahead, and a refusal to die hungry. Gathering up his fellow bulls, Magog made many a speech and promises about the riches and foods of the Old World, and his plans to claim it. His fellow bulls agree'd, and the rest is history.

Now over two decades later, Magog's Bull's are some of the most experienced mercenaries still functional after so long in the business. While his small band has lost members over the years, his company is still fighting fit, and more than a little experienced.

Numbers: Magog's Bulls consist of just over two dozen Maneater equivalent's, whittled down from the over fifty he started with all those years ago. Each is a veteran of countless battles across the breadth of the old world, having dealt with an unending variety of paymasters and foes. In addition to numerous and various implements of destruction, Magog has made sure his Bulls one and all have some variant of ranged weapon, wether simple hand carved javelins, Ogre sized slings, to Ogre sized Crossbows and even his own Ogre sized hand gun won in a drinking contest with an Engineer in Nuln.

In addition, though they are usually left to watch the camp, Magog has asmall tribe of Gnoblar's to call upon if necessary. They are mainly responsible for guarding Magog's camp, scrounging for food and shinies off battlefields, and most importantly of all being the ones responsible for keeping the cook pot going for the Ogre's to eat. Gnoblar's may not be the most refined chef's, but decades of having the choice between making food or being made into food have turned Magog's gnoblar's into veritable experts of cooking tradition through natural selection if nothing else.

Now in Kislev as sort of a vacation from the big civil war going on down south. Magog see's the opportunity to fight and eat new and exotic enemies a perfect reason to relocate northwards.
 
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I wanna roll up an Ogre band. Gods but ogre mercs are some of my favorites.

Name: Magog's Maneaters

Description: Magog's story could be considered rather common amongst the Ogre Tribes. Ejected from his tribe when the new Tyrant decided they had too many mouth's to feed, Magog was driven into the terrifying wilderness of the Mountains of Mourn with little more than his gut plate, a club, and several dozen ogre bulls all equally as dispossessed as him.

Magog, however, had that rarest of things amongst Ogre's. The ability to actually plan ahead, and a refusal to die hungry. Gathering up his fellow bulls, Magog made many a speech and promises about the riches and foods of the Old World, and his plans to claim it. His fellow bulls agree'd, and the rest is history.

Now over two decades later, Magog's Maneater's are some of the most experienced mercenaries still functional after so long in the business. While his small band has lost members over the years, his company is still fighting fit, and more than a little experienced.

Numbers: Magog's Maneaters consist of just over two dozen Maneaters, whittled down from the over fifty he started with all those years ago. Each is a veteran of countless battles across the breadth of the old world, having dealt with an unending variety of paymasters and foes. In addition to numerous and various implements of destruction, Magog has made sure his Bulls one and all have some variant of ranged weapon, wether simple hand carved javelins, Ogre sized slings, to Ogre sized Crossbows and even his own Ogre sized hand gun won in a drinking contest with an Engineer in Nuln.

In addition, though they are usually left to watch the camp, Magog has asmall tribe of Gnoblar's to call upon if necessary. They are mainly responsible for guarding Magog's camp, scrounging for food and shinies off battlefields, and most importantly of all being the ones responsible for keeping the cook pot going for the Ogre's to eat. Gnoblar's may not be the most refined chef's, but decades of having the choice between making food or being made into food have turned Magog's gnoblar's into veritable experts of cooking tradition through natural selection if nothing else.

Now in Kislev as sort of a vacation from the big civil war going on down south. Magog see's the opportunity to fight and eat new and exotic enemies a perfect reason to relocate northwards.
Just pointing out here, Maneaters are named after Golgfag Maneater, and he won't be making his career in the Old World for two more centuries.
 
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