Darik29
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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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Shite. Ok, what can i call them other than Maneater's then?
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.
The term for regular grunt Ogres is Ogre Bulls.
Or you could simply write that they took a liking to human flesh and still call them « Maneaters » if you like.
That would be cool. And Strigany are associated with the Strigoï Bloodline, it would maybe be possible to do something with that.From what I know of the Strigany, some of them can use magic, but can that magic be feasibly used in combat? Was thinking of making a Dogs of War made up of Strigany.
Something like that is already the case, it's just that Maneaters are a neat term that with specific meaning, whereas Ogre Mercenaries is broader and generic. Maneaters are generally better-equipped and more skilled than just the average grunt Bull.Eh. could just have it that your average Ogre Mercenary was referred to as Ogre Mercenaries, and they've always been a thing, then Golgfag shows up and is such an absolute chad of an Ogre merc the rest all get labelled with his name by mere association. They change from just being called Mercenaries to being called Maneaters, and roll with it because they love the name. And likely hear about how awesome Golgfag is and want to imitate him.
Quibbles about naming conventions aside, these guys look good. Approved.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.
Name: Adriana's Dragoons
Description: The stories say Adriana was a noblewoman who ran away with a mercenary in Tilea, and that upon discovering her talent for the life, she trained herself into a fearsome warrior. The truth of it is uncertain, but childhood lessons might go some way to explain her skill at horsemanship. Today, she takes her lovers freely from men and women, and leads a group of highly-paid light cavalry wielding blade and light handguns, with horses trained to ignore gunpowder going off above them.
Numbers: 20-30 lightly armored cavalry, armed with gunpowder and hand weapons.
Easy Approval, these guys are very reasonable and fit well.Name: The Sanguadors
Description: The Sanguadors a group of fierce warriors from Estalia who train to fight alongside large war-dogs. They bond fiercely with their dogs and consider them to be as much members of their "pack" as the human mercenaries, and there are rumors they worship some kind of lesser hunter god or spirit, although they keep their traditions close to the chest. General doctrine involves one human per war-hound, both well-armored, the human using a spear or pole-arm to attack an enemy's face while the dog tries to bite from below.
Numbers: 100 humans, 100 hounds.
Some Strigany can use Witchcraft, which is Dhar-based diet Dark Magic, while the greatest of their Mystics can use Celestial Magic, albeit mainly to read the future. Both of those could potentially be used in combat.From what I know of the Strigany, some of them can use magic, but can that magic be feasibly used in combat? Was thinking of making a Dogs of Warade up of Strigany.
Some Strigany can use Witchcraft, which is Dhar-based diet Dark Magic, while the greatest of their Mystics can use Celestial Magic, albeit mainly to read the future. Both of those could potentially be used in combat.
Now, important question, are they Hooks or Fish?Name: The Dockland Lads
Description: The gangs of Altdorf's docklands are renowned for their viciousness and savagery, and Ludlow Haft was among the worst. He and his handpicked men acted as bruisers, but after one too many back alley stabbings things they had to flee the city. Now they're simply wasting time until things cool down, and they can return.
Numbers: 49 career criminals with equipped with varying swords and pistols, Ludlow Haft with double pistols
The "inevitable" can be debatable with some edge cases and a lot of care, but in general Dhar is really bad stuff, and the way humans are more malleable trough magic compared to elves makes it worse. Its not impossible for an occasional witch to exist who trough the right combination of talent and care wielded dhar-adjanctant stuff for a long time without serious corruption, but it would be rare, and most will end up at least somewhat twisted, if not always fatally.Yeesh... wielding Dhar means that the user would inevitably go insane, right? I can probably do something with a Mystic that can see the future, though.
More or less. Some can hold out for longer, but generally Dhar is bad news, and especially so for humans. Going insane is hardly the worst thing that could happen to you.Yeesh... wielding Dhar means that the user would inevitably go insane, right?
Looks good to me, approved. Don't see anything overly incorrect.Name: The Orphans of Strigos
Description: A motley crowd of grim, unsmiling Strigany, the Sons of Strigany are the shattered remnants of a once-larger community of Strigany in the Empire. Battered and broken by the ceaseless warring plaguing the Empire, and tired of awaiting the return of their Vampiric gods, these hardened men and women have fled to the cold lands of Kislev - turning their backs on their Undead deities in favour of eking out a new life dissociated from their reputation as ne'er-do-wells and necromancers. Where once they were woodsmen and vagabonds, they sell their services as scouts and saboteurs to gain favour.
Numbers: 1 Strigany Mystic, 45 Strigany Bowmen, 45 Strigany Axemen
-Experienced trackers and scouts
-Capable guerilla fighters
-Able to see into the future
-Low numbers
-Poor at formation fighting
A bunch of Strigany guerillas seemed cool. I don't believe the Strigany are all that big on horses - at least, not like the Ungols are, so hopefully their Mystic can make up for their low numbers. Not well-versed in Strigany lore, either, so corrections to anything I got wrong would be appreciated.
They're on the larger side, especially for this early into the game, and 200 mounted knights is a pretty massive force. However, as mentioned I will adjust the numbers if it becomes an issue, with the in-universe justification of casualties or new recruitment. The main point of the numbers is to give an idea of their unit composition, like the Shamed being a mix of mounted and foot knights.@Blackout are the numbers of some of my mercs too large? Like the Shamed being 200+ knights?
I like the idea, approved.I'm pretty sure it's traditional at this point to have a mercenary unit of Slayers in a Warhammer quest that has Dogs of War, so here's my take on the subject. Not sure about the numbers though, so feel free to ignore them. All that matters is that it's a relatively small group of Rangers lead by a Longbeard supporting a much larger group of Slayers.
Name: The Doomseekers
Description: Vidur Sharpeye is an old and well-respected Ranger from a hold situated on the path between Karak Kadrin and Kislev. As a result of this, on his rangings he all too frequently discovered Slayers who had their quest for their Dooms prematurely ended by the elements.
Suffice it to say, this greatly wore on him, and he was known to drink especially heavily after bringing said corpses to the priests of Gazul. However, things came to a head after he discovered one such Slayer who was the son of Edrin Bronzeburner, an old friend. The poor Dawi had died in a mudslide, a truly meaningless death without a worthy enemy in sight.
Vidur fell into a deep melancholy after this, and many feared that he would take the Oath himself. However, he took a different path. With the financial and moral support of Edrin, who led a mercenary company in his youth, he gathered a force of Slayers, focusing on those who lacked survival skills.
The Rangers help guide the Slayers through the dangerous wilderness that all but inevitably lies between them and their Doom. In battle, the Slayers fight and die, with the Rangers serving as witnesses and fire support, as necessary. Vidur only accepts contracts which will end with the demise of proven foes of the Dawi. Thankfully, in a place like Kislev, that doesn't limit the potential clients by much. All proceeds, minus expenses and (quite discounted compared to what a fair market would provide) wages for himself and his retinue, go to the families of those who have fallen.
If the Doomseekers prove to be successful in ensuring that Slayers meet worthy Dooms, then Vidur and Edrin have high hopes for expansion. More Slayers, perhaps some artillery support, although that might be Edrin's experiences with Bronzeburner's Bellowers talking.
Numbers: Vidur Sharpeye, Longbeard Ranger with his retinue of 19 Rangers, 40 Slayers.
And since I've already mentioned them, here's the Bellowers. Again, feel free to adjust the numbers.
Name: Bronzeburner's Bellowers
Description: Edrin Bronzeburner, Engineer, founded the Bellowers decades ago in order to raise funds for the eventual retaking of his Clan's lost home. His career as a mercenary was quite successful until he was forced to leave that life after he lost his leg courtesy of an exploding cannon.
He landed on his feet, getting a plum position in Karak Kadrin's Engineers' Guild, but his son, who was in charge of the cannon in question, took the Slayer's Oath out of guilt. Edrin's second in command and brother, Krelar Bronzeburner took command of the company, and has been quite successful. He's even been considering purchasing the latest and greatest in Dawi military hardware, an Organ Gun.
Numbers: 6 Dwarf Cannons, Master Engineer (Krelar Bronzeburner)
I, too, am interested in where they fall in the Hooks vs Fish split.Name: The Dockland Lads
Description: The gangs of Altdorf's docklands are renowned for their viciousness and savagery, and Ludlow Haft was among the worst. He and his handpicked men acted as bruisers, but after one too many back alley stabbings things they had to flee the city. Now they're simply wasting time until things cool down, and they can return.
Numbers: 49 career criminals with equipped with varying swords and pistols, Ludlow Haft with double pistols
Looks good to me, approved. Don't see anything overly incorrect.
Approved. While I won't say you can't add bullet points to the mercenary entries to give me a better idea of the unit's intended role, I'll generally speaking supply them myself, since they are meant to be the manifestations of Fanriel's Martial score, how she personally assesses the strengths and weaknesses of each unit.Azziz the Wolf and the Al-Haikk Accipiters: These huntsman from Araby are excellent harassers with pistol, scimitar, falcon and hound. Azziz was huntmaster for a Prince of Al-Haikk and during a conflict with another prince of Araby his master fell from grace. He escaped the palace with his menagerie and the princes youngest son, who acts as the units paymaster.
*Anti-Air
*Anti-Monster
-poor unit cohesion
-expensive for what they do