Ostland: A northern province of the Empire, and the homeland of the ancient Udoses. Out of the many different parts of the Empire, much sets you apart. The massive Forest of Shadows which is filled to the brim with beastmen and goblins. The fact that your province is has the heaviest drinkers out of them all. How close you are to the ravaging forces of Chaos if it weren't for the recently and terrifyingly obliterated Kislev which normally provided a bulwark for you. Oh! Also, the Norsemen normally go after Erengrad to the north or the constantly embattled navy of Nordland. It could be worse though. You've got your beer, your beards, and your people love guns so much that many of them probably wish they were born in Wissenland. Oh, and the ogres. Fun fellows, them. As Elector Count, it is your duty to safeguard your realm as best you can despite being covered in foes foreign and domestic. Lucky you.
You may be familiar with Gaius Marius's Warhammer Dynasty. It sparked a storm, of which I was a part. I made a Dynasty Shrouded In Mist, Rise of the Mag'har, Warcraft: Savages, and more. Every time, it was a result of my muse going wild. This is another case. I have delved once more into Warhammer and as a result of research and free time on a extra day weekend this is the result. I hope that it garners your interest. Now then, come with me once more into a land of monsters and men, Order and Destruction, and the roar of gunfire. Also bears, giant wolves, and alcohol.
Note:This is a big world, with a lot of factions in it. The PC Faction might not ever see the machinations of other groups, so expect the unexpected to come popping out of the shadows. There are people who actively work to ensure there is no foreshadowing to take advantage of. Remember this! It is important! Note: Now with a TV TROPES PAGE ''A Dynasty of Dynamic Alcoholism'' (Roleplay) - TV Tropes Note: Important Settlements in Ostland Note: The Alcohols Available In Ostland
Note: This is a GM request for all of you. I have no problem with comparing and contrasting this quest and other ones in the threads. However, inevitably, every time it occurs words begin being thrown about in the manner of 'well this was just better' or 'if the GM wanted to do this then they should have done this' without proof or anything other than just the words themselves. I like and welcome constructive criticism, but baseless words do nothing but annoy me. Its not conducive to improving my writing and serves no one but the speaker. After multiple occasions of this I can do nothing but request that it just stops. If my quest comes up in someone else's thread, could you please PM me about it before doing stuff in it involving me? Please and thank you.
Note:Anna's Permafrost Condition Note: Warhammer Fantasy is a massive edifice of writing, multiple editions, and occasionally contradictory information. As such, some stuff has to be cherry-picked and interpreted. Nevertheless, I not only implore, but beg of you a small bit of your time to occasionally check out the official Warhammer Wiki | Fandom and seek out information, such as the Cults, knightly orders, and so on. If you don't know much about the setting, or if something is confusing or outright unknown to you, please check the wiki if you can spare the time. If not, please ask calmly in the thread, or even PM me.
Praag: The Great War Against Chaos has ended in victory! The newly elected Emperor Magnus the Pious who gathered the power of the Empire, Kislev, the elves, and the dwarves, succeeded in striking down the masses of Chaos at the gates of the city for which your nation is named just two years ago. Everyone celebrated greatly, and why shouldn't they? The Everchosen Asavar Kul has been killed! Unfortunately, you cannot rest, not just yet. Perhaps, not ever. For while victory was achieved the devastation to the lands of the good peoples of the world were left terribly damaged, and one of the greatest casualties is the blackened ruin that you now survey. Praag, the great bulwark against the enmity of Chaos, fell and became tainted. It was ordered burned to the ground to try and free it from the taint, but some say said taint lingers still. The previous Governor appointed to try and do…well, anything, went absolutely insane. So now they've sent you. A monumental task lies before you, to revive a city from its tainted and scorched foundation. If you fail, the next time Chaos comes south, there will be no Praag to break against, and you may doom the lands of all good men. So…no pressure or anything.
Religion: Ulric, Taal, other foreign gods. The Cult of Ursun has long been relegated to extreme obscurity. Race: Human Magic: Ice Magic Starting Year: 2304 IC/780 Gospardian Calendar
Benefits:
1. Support of the Tzar: The Tzar Alexis Romanoff is aware of just how important the northernmost of Kislev's cities truly is. (Gold Payments yearly until Praag is judged to be fully restored.)
2. The First In Line: When Chaos comes south, it is you who they will strike first. And so, it is you who many will gather at to help defend. (If Praag comes under significant assault, high chances for support of other nations).
Ice Within, Ice Without: Your people have access to the unique and powerful Lore of Ice Magic. Some say it is powerful enough to stop entire WAAAGH!'s in their tracks.
Detriments:
1. Tainted To The Bone: Praag was conquered and horrendously corrupted by the powers of Chaos during the war. Your work will be cut out for you in ensuring that the dead and darkness does not re-enshroud your city as you rebuild it. (Penalties to Morale, Low Piety in population will have extreme negative consequences. )
2. Meat Shield: When Chaos comes south, it is you who they will strike first. And so, it is you who will face the full brunt of Chaos armies, usually before support gets there. (You will always be a target)
3. Harsh Lands: Kislev is a harsh mistress, and though you love her it is often difficult. Crops do not grow so well in frozen soil, and since you have been given Praag and stewardship of its immediate area, there is much frozen soil indeed. (Food is hard to grow here with most crops)
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Graf of Middenland: You have just been named Graf of the landlocked, forested province known as Middenland. As the Elector Count you can count on the support of the fierce Ulrican church, the impregnable might of Middenheim and depending on how one asks the aid of the dwarves below. Unfortunately you rule a very rural province that is not only prone to Beastman uprisings and Norscan invasion, and has an extreme aversion to both magic and gunpowder. Furthermore, the Sigmarite Church hates you. It is not all bad, though. You and your fellow Middelanders are born to battle. Which is good as you'll be seeing lots of it. The Dwarves report that the tunnels are thick with the stench of Skaven, hordes of Beastmen are seen in the woods and something is exterminating whole villages, leaving no survivors.
Requirements:
1. Must have the title Von.
2. Must be an Ulrican.
Religion: Ulric, a few in your lands also venerate foreign gods. Race: Human Magic: EVIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIL. Starting Year: 2304 IC
Benefits:
1. King of the Mountain: Impregnable home base (extreme defense bonuses and cheap access to Knights Panther).
2. Chosen of the Wolf: Ulrican alliance (free access to Knights of the White Wolf and flagellants).
3. Ancestral Alliances: bonus to Dwarven and Kislevite relationships(cheap access to Dwarven and Kislev mercenaries).
Detriments:
1. Ruritania: You possess no cities but Middenheim above minor city status. This has an impact on your military size and taxable income.
2. Superstitious: Ulric is a god of wolves, not witches. No battle wizards allowed!
3. Fantasy Gun Control: Ulric is currently interpreted to frown on guns. While the defensive batteries on Middenheim remain, because they are hard as shit to remove, you will otherwise be unable to deploy handgunners, engineers or cannon unless you hire expensive mercenaries.
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Ostland: A northern province of the Empire, and the homeland of the ancient Udoses. Out of the many different parts of the Empire, much sets you apart. The massive Forest of Shadows which is filled to the brim with beastmen and goblins. The fact that your province is has the heaviest drinkers out of them all. How close you are to the ravaging forces of Chaos if it weren't for the recently and terrifyingly obliterated Kislev which normally provided a bulwark for you. Oh! Also, the Norsemen normally go after Erengrad to the north or the constantly embattled navy of Nordland. It could be worse though. You've got your beer, your beards, and your people love guns so much that many of them probably wish they were born in Wissenland. Oh, and the ogres. Fun fellows, them. As Elector Count, it is your duty to safeguard your realm as best you can despite being covered in foes foreign and domestic. Lucky you.
Requirements:
1. Must have the title Von.
Religion: The Capital is largely for Sigmar, though Ulric holds sway in the rest of your lands. Race: Human Magic: None at the moment. Though you hear that Magnus the Pious might be doing something about that soon with that famous elf Teclis. Starting Year: 2304 IC
Benefits:
1. Ogre Friend: Your land has more ogres than any other province in the Empire. They love this place, for…some reason. Seriously, some are actually citizens and joined family units, moving away from the normal ogre culture for Ostland instead. (Immediate access to Ogres)
2. We Like Big Guns: For some reason, Ostlanders love firepower a whole lot. Efforts regarding gunpowder, cannons, and guns will be forever well met by your people. (Reduced Price when action involves gun stuff)
3. Bull Warriors: You have access to a very well populated Knightly Order, loyal to the Elector Count. (Immediate access to Bull Warriors, a very numerous Knightly Order, for free).
4. Witch Hunters: Within your capital was founded the Order of the Silver Hammer, otherwise known as Witch Hunters. Chaos will have a much harder time taking root in your province's settlements than any other. (Bonus against Chaotic Infiltration.)
Detriments:
1. A Culture of Fear: Your people drink to drive away the fear which chokes your minds. An enormous chunk of Ostland is the Forest of Shadows, which is full of terror inducing things. Generally, your people cover up your constant fear with boisterousness, alcohol, and firepower. (Big Morale Penalties to both military and citizens).
2. Forest of Shadows: Remember that big forest? Dominates most of your province? Filled with bandits, whole tribes of beastmen, greenskins. (Much of Province unavailable for usage at start. Province full of enemies.)
3. Norscans: You may not be Erengrad or Nordland, but you do have a coast. Since you have a coast, you get Norscan raiders. Joy. (Start with few coastal defenses against Norscans.)
4. Witch Hunters: They are scary, and mean, and extremely paranoid. Sometimes they are also quick to jump to killing. Well respected in their founders city but justifiably feared everywhere else. (Suspicious of everyone, watch your step.)
==================
Note: Here, Here,Here, Here, a perfect explanation of why higher stat numbers do not = immediate success. Please read. Note: Banned Topics - Getting anyone non-Kislevite to examine or study Ice Magic
NOTE: THE MAP OF THE EMPIRE IS HERE AS VISUAL AID, BUT THE QUEST BEGAN IN 2304 IC, NOT 2522 IC. THERE ARE/WILL BE/HAVE BEEN MANY DIFFERENCES REGARDING TERRITORY LINES, AND THINGS LIKE THAT. KEEP THAT IN MIND.
Name: Frederick von Hohenzollern Date of Birth: 2286 Titles: Elector Count of Ostland, Grand Prince of Ostland, Margrave of the Northern March, Prince of Wulfenburg, 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), Sarathlecaidromstryn (Defiant Noble Souled Ally of Hope) Prestige: 15,700 Wargear: Brain Wounder (Runefang of Ostland), Oskana the Gryphon with Runic Breastplate with Rune of Adamant (BD: 2325), The Light of Summer (Wood Elf Healing Artifact), Bokdrungni (Dwarf Runic Fist), Frozen Promise (Masterwork Ledstali 'Plate' Armor) Fate Points: 0 Fortune 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 more 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. Many have healed, many new scars have taken their place at the cruel hands of the Druchii and other foes.
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.
Over the years of Frederick's life, he has gained fluency or at least some knowledge of a number of languages.
Reikspiel: Total fluency as a result of growing up in the Empire.
Kislevite: Total fluency as a result of marrying and desiring as much connection as possible with wife Natasha.
Classical: Significant fluency as a result of years of access to finances and being in a position to access materials and resources allowing him to learn it as he desired.
Bretonnian: Total fluency as a result of friendship with Sir Roland, Questing Knight of Bretonnia, and desiring to be able to speak it after interest in Bretonnia grew.
Khazalid: Total fluency as a result of soul interactions with the Realm of the Underearth, Domain of the Dwarf Ancestor God Gazul, including an infusion of donated soulstuff from three long-dead Dwarf nobility of Karak Ungor.
Grumbarth/Ogrish: Total fluency as a result of being brothers with Urgdug Greatbellow and general interactions with the rest of the Imperial Ogres of Ostland.
Norscan: General fluency as a result of 2300+ years of Imperial interactions with the Norscans, and before them the Norsii. The North of the Empire has unavoidably gained knowledge of their language after so many raids, attacks, trade missions, diplomatic efforts, and more.
Tilean: Extremely basic fluency due to the pervasiveness of mercenary work in Tilean culture, and mercenaries in general across the Old World.
Estalian: Basic fluency due to years of focus on aiding in growing the Estalian minority in Ostland, working to aid the Estalians in Estalia, and so on.
Arabyan: A few words at most.
Eltharin: Extremely basic fluency due to personal instruction by a Handmaiden of the Everqueen of the Asur.
Languages Not Known: Nehekharan, Indish, Cathayan, Nipponese, Khureshi, Saurian, Beast Tongue, Dark Tongue, Queekish.
Notable Kills:
Khornate Norscan Champion [Partial Credit Shared With Natasha von Hohenzollern]
Chaos Knight Commander/Norscan Chieftain
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]
Orion, Avatar of Kurnous, Apex of the Savage Hunt, Twisted King of the Bloodstrewn Woods
Vorteshka Flayerblade, Avatar of Anath Raema, High Priestess of the Savage Hunt, Ur-Shade of Naggaroth [Credit Shared With Eldyra of Tiranoc, the Sisters of Twilight]
Drycha, Briarmaven of Woe, Handmaiden of Coeddil, Eldest And Most Malice-filled Dryad of Athel Loren [Credit Shared With Eldyra of Tiranoc, Naieth the Prophetess]
Dreadlord Maranith, Caledor's Bane Himself, Champion of Anath Raema
Tullaris Dreadbringer, Chosen of Khaine, First of the Executioners of Har Ganeth, Holy Guard of Crone Hellebron
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+1=15 (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)
Trait: Unfathomable Soulbond: A connection beyond compare, carrying emotion and sensation from one to the other. An entwining of the soul, as befitting a love which burns so brightly with freezing heat and burning cold. Through the Gods themselves acting through each other, and upon each other, and the bond, it has grown and altered beyond the scope of its original intent. Through the inveigling of poisons and scarring and testing of the souls by ways beyond the realm of reality, it has strengthened beyond the ken of any but the bonded. (Bond Recipients are capable of knowing precisely where the other is at all times, regardless of distance, as well as communicate with startling clarity, and aid each other in turn with mutual support of mind and heart even if there is great distance between. Even the Gods know not for certain the depths of this bond... )
Trait: Warmth In Winter – The freezing cold cannot seem to hold nearly so strong on you as before, for your flesh and soul are bonded with one who is one with the freezing cold. (Frederick is no longer negatively affected by Natasha's inherent freezing temperatures. Strong resistance to regular cold temperatures)
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Opinion of Husband By Wife: 10/10
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, Larhathalumalav (Vengeful Savagery of Ice) Wargear: Cold Certainty [Ledstali Masterwork 'Plate' Armor], Personally Forged Blade By Frederick von Hohenzollern, Necklace of Frost [Power Stone Necklace] Fate Points: 0
Description: Before her recent alterations by the Ancient Widow, Natasha was an exemplar of classical Gospodarin beauty. Tall, imposing, her features entrancingly exotic by the standards of the Empire, a remnant of the tribal origins of the Godpodar. Her skin is pale, always, and her hair a fetching straight pale gold. Her eyes were once both piercing blue, sometimes altering slightly in coloration when she drew upon her magic. Now, strips of her hair have been turned stark white, and some of those strips are as strawlike and fragile to the touch of an incredibly aged woman. A visible aura of cold surrounds her now at all times, reddening the skin of any who touch her own. The nails of her left hand are sharp grey iron claws that, and her left eye has been blessed - or mutated - by the Widow into that of a Frostfiend's, a bestial pure red with white slit.
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)
Trait: By The Widow's Cruel But Motherly Embrace - Even if one survives the icy touch of the Ancient Widow, one cannot possibly be without change, to the body...and to the soul. Let the cold in. (+3 Martial, +5 Piety, +2 Diplomacy with Kislev Kattarinite Pantheon Worshippers, -2 Diplomacy With Certain Zealots Of Other Faiths)
Trait: Unfathomable Soulbond: A connection beyond compare, carrying emotion and sensation from one to the other. An entwining of the soul, as befitting a love which burns so brightly with freezing heat and burning cold. Through the Gods themselves acting through each other, and upon each other, and the bond, it has grown and altered beyond the scope of its original intent. Through the inveigling of poisons and scarring and testing of the souls by ways beyond the realm of reality, it has strengthened beyond the ken of any but the bonded. (Bond Recipients are capable of knowing precisely where the other is at all times, regardless of distance, as well as communicate with startling clarity, and aid each other in turn with mutual support of mind and heart even if there is great distance between. Even the Gods know not for certain the depths of this bond...)
Trait: Winter's Flame – There can be a gentleness to winter, to the cold. Where once fire burnt, and heat pained, it no longer needs be so. The sun beats down upon the glaciers and does not melt them completely, after all. (Natasha is less affected by higher ambient temperatures, nearness to flames, and bodies of others.)
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, Grandmaster Nadzirateli, Droyaska (Swordmaster), Regent of Kislev, The Red Regent, Wargear: Eight Steel Stilettos, 1 Silverine Dagger, 1 Purse of Teeth, 2 Master-crafted Gromril Plated Pistols, Thundertusk РокМороз - or Doomfrost in Reikspeil, Custom Ledstali 'Plate' Armor 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: 1
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 she spends a considerable amount of time outside, as well as within the smoke and soot of the forges, Alexandra's skin remains pale. Her green eyes once blazed with a tremendous frantic energy, though there were visible bags under her eyes sometimes. As she lived into her third decade, a faint blue shade began to grow more prominent amongst the green of her eyes. At some point during the War of Bitter Ice, perhaps by channeling more Ice Magic than ever before more potently than ever before, her eyes transformed to be of pitiless glacial blue that seem to burn with cold fire at all times.
Notable Kills: Vladimir Bohkha, Serenea Bohkha, Nicholas Fedokov, x5 Frostshard Servitors, Ultilla (Ungol Chieftain's Son), Frostfiend, Ultilla (Ungol Chieftain), x10 Huscarls of Dolgan Chieftain Sevar, x3 Lahmian Vampires (Thralls) + Mistress Lusha (3rd Generation Lahmian), Warlord Raskinakk Spinecruncher of Clan Moulder + Custom Brood Horror 'Throatbiter', Master Moulder Skurkil of Clan Moulder + Pox Rat Horror (Customized Mutations)
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 - 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. Later on, Alexandra continued her education through various other means... (+4 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 Thorleksson, Alexandra von Hohenzollern has become one of the most proficient human smiths of the Old World (+2 Martial, +3 Learning)
Trait: Obsession Completed – Pursued an incredible project to the detriment of herself and others until she completed it, retaining the knowledge and later healing her body and mind in recovery from said efforts. (+3 Learning)
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: 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)
Trait: Droyaska - Has learned many weapons, but none so impressively as the blade, learning at the side of the prodigal Tzarina herself and her many children, wandering Estlian diestros, as well as champions of the dawi and even some wandering elves with hard-purchased lessons. (+3 Martial, +2 Diplomacy With Kislevites)
Trait: Iceheart Eyes - The eyes have become as cold blue ice regardless of previous hue. Cold, dark, and unsettling upon almost all they fall upon, whilst seeming to glow with an ancient power at times when the Widow is called upon. (+1 Martial, +1 Piety, +2 Diplomacy In Intimidation, -2 Diplomacy In Non-Intimidation Efforts)
Trait: The Red Regent - Long trained by the Tzarina herself, and having acted as an aide during that time as well, now sharpened further upon being taking up the weighty mantle of Regent of Kislev. Lessons wrought in blood, pain, stress, and cruelty have been learned, and learned well. (+1 Martial, +2 Diplomacy, +2 Piety, +3 Stewardship, -5 Diplomacy With Certain Faction and Individuals)
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, quite beautiful as an adult. (+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
Name: Natasha 'Tasha' von Hohenzollern Birthdate: 2330 IC Titles: Princess of Ostland Wargear: Fate Points: 0
Description: As she has grown older, her mixed heritage has only grown more strongly present. A mixture between Imperial, Kislevite, and Tilean has created an all together unique yet cute appearance. Her hair is the blonde of the Hohenzollerns while retaining the straight curtain of the Romanovs, her skin the olive of pure Tilean stock, with her face a generally agreed to be aesthetically pleasing mixture of all three. Said descriptor being provided by her mother. For the most part, she maintains an expression disturbingly close to the dead and emotionless face of her mother Anna, but unlike her mother she is fully capable of naturally providing a full range of emotions.
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)
Trait: Masterful Instruction – A truly effective foundation and increasing mastery of one's own body and mind through intensive training at the hands of one who has largely mastered such things. (+2 Martial)
========================
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, Dhar-Meargh Athnatch
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 towers over the heads of almost anyone. (+1 Martial, +1 Diplomacy)
Trait: Strong – Even as a child he displayed 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)
Trait: Responsible Ruler - Though is is new to it, trial by fire has tempered him well. He rules fairly and firmly, and seems willing to accept advice from advisors without being utterly useless without them. A good sign for a man who would one day be an Elector Count. (+2 Diplomacy, +2 Stewardship)
Trait: Horizons Expanded – This one has seen that the world holds more than they ever thought possible, for good and for ill. To learn, to know, forces one to examine thoughts and the present alike. (+1 Diplomacy, +1 Piety)
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: Twin Bearer - A respectable feat.
Trait: Triplet Bearer - Gave birth to triplets.
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
Description: Karola von Hohenzollern does not look terribly much like her father. Rather, in her case, she possesses the fiery Talabeclander red of her mother, in faint waves. In time, when she grows into an adult, it is easy to see that she will become quite a beauty. Her mother and father are both considered quite attractive in all the best ways by the Imperial standard, and Karola is no different. Her face possesses a nice balance between strong lines and softness. While her eyes are blue, they are closer to a warm sky blue than the icy piercing blue of her father's.
Trait: Tall – As an adult she shall tower over the heads of almost anyone. (+1 Martial, +1 Diplomacy)
Trait: Attractive – She is incredibly beautiful, a trait that will surely be passed down unto her future children. (+2 Diplomacy)
Trait: Soft-Hearted – Karola outright struggles to find anger in her heart, much preferring kindness. (+1 Diplomacy, -1 Intrigue)
Trait: Pacifistic - Thoroughly abhors the act of hurting others. (-1 Martial, -1 Intrigue, +1 Piety)
Trait: Patch Up Hobbyist - When all of the other children get hurt and they don't want the adults to know, they come to Karola for help. (+1 Learning)
Trait: Dove's Tail - Growing up with relatively pious parents meant that she would, of course, find her own path. Perhaps owing to her early childhood preferences, she has begun poking at the Cult of Shallya (+2 Piety)
Name: Ortrud 'Ori' von Hohenzollern Birthdate: 2333 IC Titles: Princess of Ostland
Description: Strong-willed and fierce for a child, young Ori bears the bright fiery hair of her mother, but the strength of frame of her father. With eyes of sharp blue marking her undeniably as her father's daughter, she is depite her red Talabeclander hair unmistakably a Hohenzollern.
Trait: Strong – Even as a child she displays greater strength than her peers. (+2 Martial)
Trait: Genius – Possesses a mind brighter than most others. (+2 All Stats)
Trait: Sneak Step - This one has played about with her brother Logan in the shadows, finding gleeful enjoyment in sneaking up on her family. (+1 Intrigue)
Trait: Ruthless – When it comes to the games children play, she plays to win. Always. (+1 Intrigue)
Trait: Slight Psychopathy - Unfortunately, it seems that she was born with a certain cognitive dissonance compared to the average citizen of the Empire. (+2 Martial, -2 Diplomacy, +2 Intrigue, -2 Piety)
Trait: Osmotic Piety - Growing up amongst her family ensured a rather comprehensive religious education. (+2 Piety)
Trait: Masterful Instruction – A truly effective foundation and increasing mastery of one's own body and mind through intensive training at the hands of one who has largely mastered such things. (+2 Martial)
Name: Stephanie von Hohenzollern Birthdate: 2335 IC Titles: Princess of Ostland
Trait: Remarkable Health – Came out heavier than most children, showing considerably robust health, this one shows signs of likely growing quite a bit more as they grow up.(+2 Base Martial)
Trait: Fraternal Triplet – Differs in appearance, personality, and ability to their siblings; Wolfila von Hohenzollern and Freya von Hohenzollern.
Trait: Attractive - Quite cute as a child, will no doubt grow up to be quite attractive like their parents. (+2 Diplomacy)
Trait: Osmotic Piety - Growing up amongst her family ensured a rather comprehensive religious education. (+2 Piety)
Trait: Outgroup Distaste - Has been noted by the castle staff to prefer those they know, becoming standoffish and even rude with those they don't. (-2 Diplomacy To Those Not Considered Friends or Family).
Trait: Protective - Growing up, they began to see themselves as a guardian to their brother, a behavior that has extended to others they consider close.
Trait: Masterful Foundation – A truly effective foundation is one which lends itself to aiding growth in the future. So it goes. (+1 Martial)
Name: Freya von Hohenzollern Birthdate: 2335 IC Titles: Princess of Ostland
Trait: Remarkable Health – Came out heavier than most children, showing considerably robust health, this one shows signs of likely growing quite a bit more as they grow up. (+2 Base Martial)
Trait: Fraternal Triplet – Differs in appearance, personality, and ability to their siblings; Wolfila von Hohenzollern and Stephanie von Hohenzollern.
Trait: Attractive - Quite cute as a child, will no doubt grow up to be quite attractive like their parents. (+2 Diplomacy)
Trait: Osmotic Piety - Growing up amongst her family ensured a rather comprehensive religious education. (+2 Piety)
Trait: Outgroup Distaste - Has been noted by the castle staff to prefer those they know, becoming standoffish and even rude with those they don't. (-2 Diplomacy To Those Not Considered Friends or Family)
Trait: Protective - Growing up, they began to see themselves as a guardian to their brother, a behavior that has extended to others they consider close.
Trait: Masterful Foundation – A truly effective foundation is one which lends itself to aiding growth in the future. So it goes. (+1 Martial)
Name: Wolfila von Hohenzollern Birthdate: 2335 IC Titles: Prince of Ostland
Trait: Enfeebled – This one was born with visible weakness in their body. Shorter and thinner than most of those around them, their bones and body twisted just enough to be enough to be offputting. (-2 Base Martial, -2 Diplomacy To Certain Individuals)
Trait: Slow - In body and in mind, this one is just not as quick on the uptake as regular people. (-2 Martial, -5 Base Learning/Stewardship)
Trait: Fraternal Triplet – Differs in appearance, personality, and ability to their siblings; Freya von Hohenzollern and Stephanie von Hohenzollern.
Trait: Gentle - This one's words and acts seem to sooth those around them, either from sincerity or pity, as they seem incapable of terrible aggression or unkindness (+3 Diplomacy, -3 Intrigue)
Trait: Budding Artist - Though it takes him many hours, this one seems to produce oddly beautiful doodles and sketches, perhaps more will come in time?
Trait: Osmotic Piety - Growing up amongst his family ensured a rather comprehensive religious education. (+2 Piety)
Name: Talgris von Hohenzollern Birthdate: 2339 IC Titles: Prince of Ostland
Trait: Twin - Was born as the blue-eyed twin to his brother Talgris.
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, Somewhat Lesser Cutting Power Only When Compared To Runefangs And Equivilents), Black Plate Armor of Morr's Black Guard, Hand-Hatchet Fate Points: 3 Fortune Points: 3
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 eyes that burn with a zealous light, while standing ever so slightly shorter.
Notable Kills: Alexandru Morten (Vampire Lords and Master 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)
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. Her hair is a dark blonde, her eyes a warm brown.
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. (Diplomacy +1)
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, +2 Learning)
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)
Trait: Masterful Instruction – A truly effective foundation and increasing mastery of one's own body and mind through intensive training at the hands of one who has largely mastered such things. (+2 Martial)
Name: Ortrud 'Trudi' von Hohenzollern Birthdate: 2332 Titles: Princess of Ostland
Descriptor: Even as a child, Trudi displays sure signs of growing to be quite tall and strong indeed. Her skin is the pale and fair tone of Ostland, her hair the black of her father Arthur, her eyes the same warm brown as her mother Serhild. While she currently possesses a considerable amount of baby fat, considering her parents it is more than likely that Trudi will grow into a slim, graceful, and deadly strong woman.
Trait: Tall – As an adult she shall tower over the heads of almost anyone. (+1 Martial, +1 Diplomacy)
Trait: Strong – Blood of the Hohenzollerns and the Raukovs floods her veins. A strong child indeed. (+2 Martial)
Trait: Kind – Raised by her mother Serhild to always have a kind word for others, or, failing this, to not bring insults instead. (+1 Diplomacy, +1 Stewardship)
Trait: Daughter of a Preacher - Her father is a High Priest of Morr and a skilled theological debater, her mother a faithful woman as well. She could be 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 herto not be exposed to and take in a great amount of religious literature and learning, now, and as she grows. (+2 Piety, +2 Learning)
Trait: Skilled Dancer – The ability to dance in elaborate style for hours translates very well to physical conditioning when it comes to battle. (+1 Martial)
Trait: Undaunted By The Strange - Her father possesses disturbingly greyed skin, her grandfather has born wounds most deathly, she has an ogre for a grand-uncle, and has seen griffon's laugh and scream. She is not easily shaken. (+1 Diplomacy, +1 Intrigue)
Trait: Devout - Has found a singular interest in Morr, a faith easily nurtured in the family she was born into. (+2 Piety)
Trait: Equine Hobbyist - While Ostland was never particularly known for its horse-riding traditions, Trudi's mother has been working on bettering such things. Riding on horses across the Northern March is a favored pastime of this one, as is caring for them. (+1 Martial, +1 Stewardship)
Trait: Quietly Insightful - While she is not a blazing and open genius like some, she is quite capable of critical thinking and studying when she desires to without too much struggle. (+1 Diplomacy, +1 Intrigue, +2 Learning)
Trait: Masterful Instruction – A truly effective foundation and increasing mastery of one's own body and mind through intensive training at the hands of one who has largely mastered such things. (+2 Martial)
Name: Karl von Hohenzollern Birthdate: 2340 IC Titles: Prince of Ostland
Name: Agatha von Hohenzollern Birthdate: 2317 Titles: The Dark Sisters (Half Of), Wizard Apprentice of Magistrix Draken, Marked Of Yemaraja Wargear: Amethyst Serpent Familiar (x2 Size, Horned, Blind, Voice Channel), Obsidian Knife, Small Hatchet (Steel), Amethyst College Battle Scythes [Broken], Noose of Yemaraja Soul Tattoo, Dusk Scythe Fate Points: 1
Notable Kills (Shared With Twin): Senior Apprentice Catalina of the Light College, Wight King Makros, Psamti/Rawer/
Abdukrahman/Hans Gellumschnicht [Mahtmasi Bloodline Vampires], Vampire Captain Anna of the Yellow Smile, Empowered Wight of Scar-Leader Gonhahu/1 Royal Caste Brahtriya (Indi Vampiric Bloodline)/Lord Lee (Jade-Blooded Vampire Lord)/Shared Credit With Death of 2nd Generation Blood Dragon Anpu (Sired By Abhorash)/Nippon Oni Tyrant Thugtoshi Biggastomp/Shared Credit for Death of Emperor Jubei of Nippon/Chieftain Scabbitus of Clan Moulder + Customized Hellpit Abomination 'Man-Gnawer'
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, her beauty is undeniable. (+2 Diplomacy)
Trait: Genius – Possesses a mind ablaze with intellect (+2 All Stats)
Trait: Creepy – This person is just 'off' in 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: Exceptionally Experienced 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, and also how to deal it. To learn anatomy without the restrictions of the Cult of Morr is to know it even further... (+3 Martial)
Trait: Questioning 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. Their studies in the Far East have led to them questioning certain parts of the faith, however...(+1 Martial, +3 Piety, Altered from Militant Morrite)
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: Experienced Surgeon - Fascinated by the human body and how it dies, and scholars of both the Gaelenic and the Mechanical School of Thought with regards to anatomy. Have closely studied the treatises of the Jade Dragon of the Wu Dynasty, and learned even more as a result. (+3 Learning)
Trait: Linguistic Smoothing - Recognizing a vital deficiency in her students led their teacher to force upon them tomes upon proper speech and oratory. (+2 Diplomacy, +2 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: International Undead Killer - Has slain raised Lizardmen in Lustria alongside Norse berserkers, hunted down vampires in the deserts of Araby, survived a trek along the Silk Road, all while killing creatures thought to be myth and song. Undeath has crept out across the world, and they have killed or re-killed quite a variety of it. (+3 Martial, +1 Diplomacy)
Trait: Clammy Skin - A massive burst of unrestrained Shyish washed through the body and soul, leaving the skin as cold as the dead. Asleep, this person could be easily mistaken for one.
Trait: Marked By Yemaraja's Noose - Service granted, boons given. Such is the way of dedication and sacrifice towards the gloried Deva, highest powers in the Land of a Thousand Gods. The breath of the dead, solidified into crystals, ground into skin, flesh, soul and dried with the Purple Wind. Taste of the end, and feel its power. (+3 Martial, +5 Piety, +2 Additional Martial When Fighting Undead)
Trait: Worldwide Warrior Woman - There is something to the techniques of a great many places crystallizing in the warrior's mind, from the dervishes of the sands, to the sheer power of the ogre and Norscan, the dance of iron of Ind, the techniques of the monks of Cathay, the arts of the samurai of Nippon. Something indeed...(+2 Martial)
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 – Towers above almost all others from above. (+1 Martial, +1 Diplomacy)
Resulting Trait: Strong – As a child, this one was considered freakishly strong for her size and frame, as an adult, this has not changed. Willowy, yet also like an oak. (+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)
Resulting 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 necessarily 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, Marked Of Yemaraja Wargear: Amethyst Serpent Familiar (x2 Size, Horned, Blind, Voice Channel), Obsidian Knife, Small Hatchet (Steel), Amethyst College Battle Scythes [Broken], Noose of Yemaraja Soul Tattoo, Dusk Scythe Fate Points: 1
Notable Kills (Shared With Twin): Senior Apprentice Catalina of the Light College/Wight King Makros/Psamti, Rawer,
Abdukrahman, Hans Gellumschnicht [Mahtmasi Bloodline Vampires]/Vampire Captain Anna of the Yellow Smile/Empowered Wight of Scar-Leader Gonhahu/1 Royal Caste Brahtriya (Indi Vampiric Bloodline)/Lord Lee (Jade-Blooded Vampire Lord)/Shared Credit With Death of 2nd Generation Blood Dragon Anpu (Sired By Abhorash)/Nippon Oni Tyrant Thugtoshi Biggastomp/Shared Credit for Death of Emperor Jubei of Nippon/Chieftain Scabbitus of Clan Moulder + Customized Hellpit Abomination 'Man-Gnawer'
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, her beauty is undeniable. (+2 Diplomacy)
Trait: Genius – Possesses a mind ablaze with intellect (+2 All Stats)
Trait: Creepy – This person is just 'off' in 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: Exceptionally Experienced 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, and also how to deal it. To learn anatomy without the restrictions of the Cult of Morr is to know it even further... (+3 Martial)
Trait: Questioning 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. Their studies in the Far East have led to them questioning certain parts of the faith, however...(+1 Martial, +3 Piety, Altered from Militant Morrite)
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: Experienced Surgeon - Fascinated by the human body and how it dies, and scholars of both the Gaelenic and the Mechanical School of Thought with regards to anatomy. Have closely studied the treatises of the Jade Dragon of the Wu Dynasty, and learned even more as a result. (+3 Learning)
Trait: Linguistic Smoothing - Recognizing a vital deficiency in her students led their teacher to force upon them tomes upon proper speech and oratory. (+2 Diplomacy, +2 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: International Undead Killer - Has slain raised Lizardmen in Lustria alongside Norse berserkers, hunted down vampires in the deserts of Araby, survived a trek along the Silk Road, all while killing creatures thought to be myth and song. Undeath has crept out across the world, and they have killed or re-killed quite a variety of it. (+3 Martial, +1 Diplomacy)
Trait: Clammy Skin - A massive burst of unrestrained Shyish washed through the body and soul, leaving the skin as cold as the dead. Asleep, this person could be easily mistaken for one.
Trait: Marked By Yemaraja's Noose - Service granted, boons given. Such is the way of dedication and sacrifice towards the gloried Deva, highest powers in the Land of a Thousand Gods. The breath of the dead, solidified into crystals, ground into skin, flesh, soul and dried with the Purple Wind. Taste of the end, and feel its power. (+3 Martial, +5 Piety, +2 Additional Martial When Fighting Undead)
Trait: Worldwide Warrior Woman - There is something to the techniques of a great many places crystallizing in the warrior's mind, from the dervishes of the sands, to the sheer power of the ogre and Norscan, the dance of iron of Ind, the techniques of the monks of Cathay, the arts of the samurai of Nippon. Something indeed...(+2 Martial)
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 – Towers above almost all others from above. (+1 Martial, +1 Diplomacy)
Resulting Trait: Strong – As a child, this one was considered freakishly strong for her size and frame, as an adult, this has not changed. Willowy, yet also like an oak. (+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)
Resulting 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 necessarily 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, Priest of Ulric, The Lusty Bull [Unofficial/Lie/Insult By Political Enemies], Savior of Maidens, Logan Gromvarf (Bravewolf), the Silver Bull 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)
Trait: Priest of Ulric - Fully initiated into the Cult of Ulric, this one is now a true Priest of the Wolf God, if bottom ranked as one. (+3 Piety)
Trait: Survivor of Cult Politics - Despite having no great taste for it, this one was forced to learn, quickly, how even those who hold themselves as pious are vulnerable to all too mortal concerns, all the while maintaining the faith themselves. (+2 Intrigue, +1 Diplomacy, +1 Piety)
Trait: Bravewolf - When faced with the largest WAAAAAGH!! in the history of the Old World, this one did not even think of surrender or despair. Only of slaying as many foes as he could. An unforgettable deed in the records of the Empire and the Karaz Ankor, engraved with blood and frozen in place for all to see with the cold fury of Ulric. (+3 Martial, +1 Piety)
Trait: Hammer and Wolf - Despite the longstanding friction between the Cult of Ulric and the Cult of Sigmar, this Wolf Priest has shown remarkable ability in achieving amicable and peaceful relations with the faithful of the faithful of Sigmar, aided by heroic actions shoulder to shoulder with them. (+1 Piety, +2 Diplomacy, Reduced Penalties When Dealing With Religious Friction)
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: 48,968 (Not Counting Priests, Witch Hunters, War Machines, Flocks) 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 Crossbowmen - A soldier with a crossbow, able to reliably punch through a knight's armor and reload faster than a handgun. (Good 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 Wing-Suit Fighters - Expert aerial-capable scouts armed with crossbows and trained in the use of the gravity-defying wing-suit. (Good Attack, Decent Defense, Extreme Mobility) [25 Engineers Manning Accompanying 5 Flight Towers]
1000 Grenadiers - Lightly armored, but equipped with devastating bombs and a specialized lobbing gauntlet. (Great 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)
100 Ogre Archers - Ogres wielding the mighty ogrebow, practically a handheld ballista specially made for an ogre to utilize their immense strength with. Lightly armored compared to other ogres, but still retaining natural ogre durability and deceptive mobility. (Greater(-) Attack, Decent+ Defense, Great 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)
330 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 / 7 Per Titan Cannon [30 Great Cannons] [25 Dash Cannons] [10 Dash Volley Cannon] [8 Barrel Throwers] [2 Titan Cannon]
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).
1 Vapor Tank 'The Horns' - Masterful creation of advanced engineering, powered by alcoholic vapor engine. Possesses incredibly thick plating, a set of covered wheels that can go on and off-road, and a full Imperial Great Cannon as its main weapon. The essentially traditional loadout of the Vapor Tank design, capable of significant ranged damage as well as surprisingly devastating close range crushing capacity. Cupola can open up to allow better sighting, as well as allow a crewmember to man its smaller swivel cannon or their own personal weaponry. Able to ram, crush, and drive over many things. (Greater Attack, Greater Defense, Decent Mobility) [Crewed By Team of 1 Master Engineer, 3 Senior Engineers, 1 Engineer]
1 Vapor Tank 'Little Guvuar' - Masterful creation of advanced engineering, powered by alcoholic vapor engine. Possesses incredibly thick plating, a set of covered wheels that can go on and off-road, and a lighter Dash Cannon as its main ballistic weapon. However, as befitting their origins in the Steam Tanks, this vehicle has come with a modified weapon loadout. Specifically, a modified deathspinner sitting at the front of the tank which is connected to the vapor system to allow for constant spinning and death as the tank slices and hacks apart those before it. Cupola can open up to allow better sighting, as well as allow a crewmember to man its smaller swivel cannon or their own personal weaponry. (Greater Attack, Greater Defense, Decent Mobility) [Crewed By Team of 1 Master Engineer, 3 Senior Engineers, 1 Engineer]
18 Warrior Priests (x6 of Sigmar, x4 of Ulric, x3 of Morr, x5 of Myrmidia)
2 Magister Grey Guardians
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 Halberdiers - Armored and armed with a well crafted halberd and a smaller short sword for extreme close range. (Good Attack, Decent Defense, Good Mobility)
2000 Archers - A soldier with a bow and some arrows, little else to say. (Decent Attack, Decent+ Defense, Good Mobility)
2000 Crossbowmen - A soldier with a crossbow, able to reliably punch through a knight's armor and reload faster than a handgun. (Good 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)
500 Wing-Suit Fighters - Expert aerial-capable scouts armed with crossbows and trained in the use of the gravity-defying wing-suit. (Good Attack, Decent Defense, Extreme Mobility) [25 Engineers Manning Accompanying 5 Flight Towers]
500 Grenadiers - Lightly armored, but equipped with devastating bombs and a specialized lobbing gauntlet. (Great Attack, Decent Defense, Decent Mobility)
285 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 [25 Great Cannons] [25 Dash Cannons] [10 Dash Volley Cannon] [5 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 (x2 of Sigmar, x3 of Morr, 3 of Taal, x5 of Myrmidia)
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 Halberdiers - Armored and armed with a well crafted halberd and a smaller short sword for extreme close range. (Good Attack, Decent Defense, Good Mobility)
2000 Archers - A soldier with a bow and some arrows, little else to say. (Decent Attack, Decent+ Defense, Good Mobility)
2000 Crossbowmen - A soldier with a crossbow, able to reliably punch through a knight's armor and reload faster than a handgun. (Good 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)
500 Wing-Suit Fighters - Expert aerial-capable scouts armed with crossbows and trained in the use of the gravity-defying wing-suit. (Good Attack, Decent Defense, Extreme Mobility) [25 Engineers Manning Accompanying 5 Flight Towers]
500 Grenadiers - Lightly armored, but equipped with devastating bombs and a specialized lobbing gauntlet. (Great Attack, Decent Defense, Decent Mobility)
285 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 [25 Great Cannons] [25 Dash Cannons] [10 Dash Volley Cannon] [5 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 (x2 of Sigmar, x2 of Taal, x1 of Ulric, x3 of Morr, x5 of Myrmidia)
20 Bird Bomber Flocks
Third Imperial Fleet
The Third Imperial Fleet is currently based out of your single port, Salkalten. Unlike the First Imperial Fleet in Nordland, the Second Imperial Fleet in Marienburg, or the 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.
As of 2341, Wing-Suit Scouts have been added to certain ships in the fleet, able to launch themselves from crows nests and masts to begin flying. Their ability to ascend through the air and sight distant targets past the lip of the horizon with spyglasses as well as fire crossbow bolts downwards out of the range of enemy attacks are quite valuable indeed.
As of 2342, the Greatships were given over to the control of the Cult of Manann, and are now crewed by zealous templar knight-sailors and priest-officers of Manann after negotiations were completed with the High Matriarch of the Cult. The ships still continue to patrol the waters of the Sea of Claws, and in effect still work alongside the fleet. Having become essentially mobile temples to Manann, there are occasional reports have come out that on occasion, so long as one of the Greatships is present nearby, there have been notably consistent good winds and weak or strong tides depending on certain situations. Not always, of course, but a notable uptick all the same.
Imperial Stipend Accounting:
+1900 Per Turn
Current Reserve: 550
Current Required Roll For Ostland Coastal Victory: 55+ Current Required Roll For Overall Order Naval Victory: 55+
Current Ostland Maximum Ship Capacity: 120
Number Of Ships In Service: 126
Cult of Manann Ships Utilizing Docking Space: 5
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.
Ships In Service:
51 Imperial Wolf Ships
59 Wargalleys
1 Ostland Greatship 'Mace of Magnus'
1 Ostland Greatship 'Arthur's Sword'
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 Scimitars]
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
45 Knights of the Inner Circle
650 Infantry Knights
300 Mounted Knights
400 Bowmen-At-Arms
400 Crossbow-Men-At-Arms
4 Ballista
7 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
5 Warrior Priests of Ulric
25 White Wolves of the Inner Circle
75 White Wolf Knights On Foot
300 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]
700 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]
300 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
22 Knights of the Inner Circle
110 Infantry Knights
305 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 Commodore Lars Gildemeister
10 Warrior Priests of Manann
50 Stormbreakers [Inner Circle]
1000 Sea-Faring Knights
650 Mounted Knights
Opinion of You: 80%
Chapterhouse Location: Salkalten
Principal Deity: Manann
Recruitment Policy: All Men, Noble or Common.
The Longshanks Pack Leader Oskar Hirschherz
500 To 750 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
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] 100 Gold Per Turn
Helmut's Free Company [Race:Human] [Origin: Empire] [Description: A company of adventurers armored in half plate, armed with crossbows or handguns, swords and bucklers and skilled both at range and in melee] [250 armored Crossbow-Swordsmen, 250 armored Handgunner-Swordsmen, 1 Company Commander Helmut Sepp] 35 Gold Crowns Per Turn
Perdición de Los Nórdicos [Race: Human] [Origin: Estalia] [Description: Veteran Estalian Almogavar light infantry hardened by the Chaos invasion of their country, excellent skirmishers, woodsmen and ambushers, armored only with helmets and shields and armed with javelins, slings and an assortment of hand weapons] [Numbers: 500 Almogavar light infantry] 35 Gold Crowns Per Turn
The Smoking Manticores[Race: Human] [Origins: Empire] [Description: This mercenary company was originally two separate units, the 5th Hochland Handgunners and Duke Albright's Pikes from Averland, that found they worked extremely well together and joined forces. The hand gunners deserted after some local lord pocketed their wages, and the pikes were raised by some umpteenth son of some rich noble in Averland that tried his hand at lordling in the border princes couldn't hack it and went merc. The two units fought together in one of Tilea's many wars, the lordling died somewhere along the way, and the surviving officers decided to join the companies together and changed the name. Now they are a pike and shot unit led by Captain Harl Schmit.] [Numbers: 1000 Pikemen, 500 Handgunners, 1 Captain Harl Schmit.] 100 Gold Crowns Per Turn
Taal's Ever Faithful Pack [Race: Human] [Origin: Empire] [Description: Taal's Ever Faithful Pack or Taal's Pack for short is unlike most mercenary band what one might call literal dogs of war as they are primarily made up of Hunting Dogs. What they lack the ferocety and staying power of proper war hounds they make up for in their versatility. The roles Taal's Pack can fulfill are many and varied from the expected of patroling for and hunting of man and beat to helping law enforcement to sniff out and chase after elusive criminals and protecting herds, caravans and farms from most dangers. As well as training for their employers dogs and selling dogs that become to old or hurt. Taal's Pack claim to fame is however is however more due to how well trained and behaved their dogs are and how a many hardened heart have been softened by the undeniable charm of the dogs.] [Numbers: 101 light armord hunting dogs, 10 Taalite dog handler, 1 Warrior Priest of Taal] 55 Gold Crowns Per Turn
The Great Wind - [Race: Human] [Origin: Araby] [Description: Fanatical light cavalry and horse archers] [Numbers: 500 Light Cavalry, 500 Horse Archers] 100 Gold Crowns Per Turn
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 Dwarfen 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 Dwarfen 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 dwarfs, dwarfen 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 dwarfs 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.
- In the early months of of 2338, rangers of the Karaz Ankor completed their self-appointed mission of scouting and locating the lost brewmaster Bazrak Bolgan and the dwarf engineer and boatman Grim "Dead Eye" Grunnson , two former companions of Bugman himself. Bazrak Bolgan's brews are said to be near equals to his friend Bugman, while the odd boatman Grunnson is one of the most successful merchant carriers of Bugman's Brews across the rivers of the Empire. All atop his unique creation, the 'Sea Hawk II', a barge.
- By the reckoning of 2342, the brewery compound has achieved enough population as to be, possibly, considered a legal township. At the moment, however, it remains a live-in commercial settlement. Its many wealthy donors, its paranoid inhabitants, and the income generated by its sales have allowed the dwarfs here to commission, purchase, or otherwise equip the compound and its defenses further. At the moment, it possesses a triple layer of thick dwarf-crafted walls, a likely extensive underground complex that outweighs the above ground buildings, and numerous defenders and defensive emplacements. It also now possesses a small hangar for its gyrocopter compliment.
Forces Stationed:
500 Dwarf Warriors
150 Clan Yinlinsson Dwarf Warriors
200 Longbeard Dwarf Warriors
1 Ralnaff Steelskull, (Warden of the Brewery), Longbeard Dwarven Champion, sent by High King Grudgebearer to keep the Brewery safe.
500 Dwarf Quarrelers
500 Dwarf Thunderers
200 Dwarf Hammerers
550 Bugman's Rangers
35 Dwarf Longbeard Brewmasters
15 Dwarf Brewing Guild Engineers
2 Master Engineers Boki And Throri of Karaz-a-Karak
1 Legendary Brewmaster Josef Bugman, Greatest Living Brewmaster Of The Karaz Ankor
1 Bazrak Bolgan, Longbeard Brewmaster (Past/Current Employee of Josef Bugman From Original Brewery)
1 Sigrun Frothbraid of Clan Bugman, formerly Yinlinsson (Longbeard Brewmaster -> Wife of Josef Bugman, Bugman Apprentice)
It was in the year 2336 IC that, for the first time in memory, Ulric saw fit to spread his holy silver fire beyond Middenheim. It must be said, of course, that every flame in every Temple of Ulric is holy, and it is not unheard of for some to have their flames be granted the appearance of the original Sacred Flame. The Iceborne Flame, however, is different, for it was birthed into the world in holy righteous victory over a corrupted locus of power dedicated to the Chaos Gods since before the founding of the Empire known as the Blood Fane. There, the Ar-Ulric Logan Kron brought forth the Flamefang, a mobile altar of Ulric which indeed carried a sliver of the Sacred Flame maintained solely by his own labor. There, at the Battle of the Blood Fane, did Ulric combat the Blood God Khorne. There, in the paradoxically cold pyre of the Blood Fane's destruction, and the righteous fighting of the Empire's soldiers, and the holy slaughter of so many Beastmen, was the Blood Fane destroyed. There, on that day, was the Iceborne Flame bequeathed unto the mortal realm from the Sacred Flame's own sliver, exhaled forth from Ulric's mouth to burn evermore in the grounds where once the Blood Fane stood, forever consecrated by the God of Winter, War, and Wolves. Ever since, the Cult of Ulric has tirelessly worked to assemble a grand temple and fortress both around the Iceborne Flame. Zealots of Ulric have worked day in and day out since the birth of the Iceborne Flame to do so, while roads have begun being carved through the forests to lead there. The fact that the temple itself is not yet fully constructed has not stopped a steady stream of pilgrims from across the north of the Empire and beyond from visiting, and often spending time afterwards aiding in the construction.
- In the year 2342, a Company of the holy Knightly Order of Ulric, the White Wolves, was permanently stationed at the nascent temple under the orders of the Ar-Ulric and permission of the Elector Count of Ostland.
Permanently Stationed Company Of The White Wolves
150 White Wolves (Foot)
30 White Wolves (Mounted)
1 Company Commander Tybalt Richter. Increased defenses at Temple inspires more pilgrimages, workers, temple construction accelerates.
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 and how many actually contribute varies, but in any case the militia cannot be mobilized outside the province. Often there are plenty of men who simply devote all their time to the fields, or logging camps, or some other job, duty, or livelihood or another. 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 far more diffused and spread out across the province than any one 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 Militia 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: 1,085 Gold Crowns Per Year [Suffering -500 Per Turn From Geisen Trade War] [Suffering -750 Per Turn From Rutger Trade War) [Suffering -1,000 Per Turn From Kislev ????] [Suffering -1000 Per Turn From Weiss Trade War] Horse Trading Income: 150 Gold Crowns Per Year Dwarf Trading Income: 1,300 Gold Crowns Per Year. Logging Income: 760 Gold Crowns Per Year Fishing Income: 610 Gold Crowns Per Year Mining Income: 400 Gold Crowns Per Year Farming Income: 4,860 Gold Crowns Per Year Alcohol Sales: 2,210 Gold Crowns Per Year Imperial Fighting League: 750 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: -870 Gold Crowns Per Year Militia Upkeep: -500 Gold Crowns Per Year Imperial Tax: -250 Gold Crowns Per Year Infrastructure Upkeep: -1250 Gold Crowns Per Year Blue Steel Concordat: -100 Gold Crowns Per Year Northern Mutual Defense Fund: -100 Gold Crowns Year Jade Wizard Retainer Fee: -520 Gold Crowns Per Year Gold Wizard Retainer Fee: -260 Gold Crowns Per Year Bright Wizard Retainer Fee: -25 Gold Crowns Per Turn Grey Wizard Anti-Assassin Fee: -10 Gold Crowns Per Turn Grey Wizard Retainer Fee: -6 Gold Crowns Per Turn Mercenary Fees: -1,815 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 Geisen Espionage Upkeep: -1,000 Gold Crowns Per Turn Rutger Espionage Upkeep: -1,000 Gold Crowns Per Turn Vapor Tank Maintenance: -450 Gold Crowns Per Turn Titan Cannon Logistics: -200 Gold Crowns Per Turn Advanced Warning Teams: -500 Gold Crowns Per Turn Traveling Judges Network Upkeep: -500 Gold Crowns Per Turn
Economic status: 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. The recent introduction of seeding drills to farms across the province have vastly increased agricultural yields, ensuring the food security for many families and settlements and surely assisting in future population growth.
Provincial Political Status:
Ostland Nobility: 4/10 (He's utterly mad with power, but damn if he can't fight like a madman as well!) Ostland Peasants: 8/10 (Well, he's better than most!) 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. After recent events, a more careful note was made of the Ordained Cults of the Empire, specifically amongst the rivers and coasts, representing those who live their and dedicate their lives to the Lord of the Waves. All who travel on the waterways, who fish, give worship to Manann in one of his forms, which is disproportionally unrepresented amongst those who may primarily worship another God in all other things save for matters regarding the waters - where they then, instead, turn to Manann.
Human Worship (With Acknowledgements As In Above Notation) Ulric: 55% Sigmar: 24% Taal and Rhya: 10% Manann: 5% Myrmida: 5% Morr: 1%
Ogre Worship (With Acknowledgements As In Above Notation) Taal and Rhya: 50% Esmeralda: 50%
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 Heavy Short Range Explosive Shot Launcher, or more simply known as the Heavy Blastgun. Heavier than the original Blastgun, the Heavy Blastgun makes up for that increased weight with larger shot, causing significantly more damage when fired. Due to its weight, it is more reasonably used by cavalry, rather than infantry.
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 Hohenollern's Rapid Gear Propulsionary Device - Off-Road Edition: A subsequent invention and refit, the wheels of the cycler can be transformed/replaced by wheels which possess specially shaped and sheathed slats of treated wood to add substantial gripping power and traversal capabilities in rough terrain.
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. Known more simply they are called wing-suits.
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.
Anna Von Hohenzollern's Seeding Drill Apparatus: A magnificent device of drills and scoops and cranks, the seeding drill is capable of ensuring accurate and congruent depth of seed plantings within the furrows of the fields, rather than the more primitive and less certain methods of before. As such, agricultural production is sure to increase wherever this device is put into use.
Anna von Hohenollern's Self-Propelled Vapor Powered Weapons Platform, otherwise known more commonly as the Vapor Tank, is a masterwork of engineering. Similar but distinct from the famous Steam Tanks of Nuln, the Vapor Tank runs on a more compact alcoholic vapor engine of mixed dwarf and human design, and is bulkier than its predecessor by a third while mounting a large Imperial Great Cannon. It also possesses its own larger off-roading capable wheels, a swivel cannon at the cupola, and is relatively less likely to kill its crew should it be struck or damaged than a Steam Tank.
Anna von Hohenzollern's Hollowburst Bullets, a unique variant of bullet that is exceedingly carefully made by slightly hollowing a purely metal sphere, which will subsequently ruinously shred most flesh it impacts, as the sphere explodes into fragments upon penetrating. It is less effective against armor, however.
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.
Small Blastweave - Blastweave that has been modified and successfully place into smaller caliber weaponry than cannons. Handguns and swivel cannons, as well as pistols. As such, these sorts of weaponry have significantly increased accuracy and range.
Barrel Thrower - A modern catapult/trebuchet amalgamation, created by the mind of Frederick von Hohenzollern, specifically meant to launch large projectiles carrying burning pitch, shrapnel, and more all in deadly lobbing arcs that need not rely on a burning fuse or the like such as other weaponry.
Erdolchen - An attachable component to handguns that takes the form of a stabbing implement created by Frederick von Hohenzollern. Socketed onto the handgun, it turns the weapon into a spear, and socketed off it is capable as acting as a tool for various purposes.
Hornfist - An advanced and standardized version of the Ironfist of the ogres, formalized into a cutting and buckler amalgamation which has become standard issue across almost all state troops of Ostland. It is both weapon and shield, a creation forged into being by Frederick von Hohenzollern.
Titan Cannon - Reverse engineered technology from the workings of the Sky Titans, a massive cannon that dwarfs all others by several degrees. Requiring a large crew, but capable of firing enormous cannon balls or truly horrific clouds of grapeshot. Made of steel and iron rather than the bronze of its predecessor the 'Ironblaster' which are commonly found only in the hands of ogres. Unfortunately.
Grenadier Suits - Specially developed suits of shaped armor and leather. A large padded metallic backpack is loaded up with various explosives, with specially shaped gauntlets to aid in lobbing them further. Carries numerous fire starters and backup wicks that are kept dry in the backpacks until used.
Steam Boiler Improvements - Improved steam boilers which are both safer and capable of producing greater amounts of power/energy than the standard kinds utilized by the Empire, though not necessarily as much as those specialized engines utilized by the dawi.
Vaporware Engine - A fully realized alcoholic vapor engine, more compact than steam boilers but capable of producing the same amount of power as much large steam boilers, with varying levels of energy production depending on the strength and contents of the alcohol poured into them.
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
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]
Greatbellow's Graduates [Race: Ogres of Ostland][Origin: Graduates of the Greatbellow Academy, they are a group of young ogre mercenaries with a small core of veteran steelbacks equipped to Ostland standards] [Numbers 100 Ogre Mercenaries, 5 Honored Alumni Bodyguards(Steelbacks), 1 Mercenary Commander Krad "The Valedictorian"]
The Castoffs [Race: Human] [Orgin: Empire] [Description: This company consists of pensioners from the various armies of the empire after the recent wars and purges that have taken place in the Empire. Karl Hartfried from Altdorf was unhappy with being dismissed from the army after losing both hands, a leg from the knee down and his left eye. He replaced the leg with a peg leg and wearing an eye patch, he now fights with a shield strapped to his left arm and a punching dagger type shortsword with a sleeve to fit over his stump on the right. after recovering and getting outfitted, he started collecting others like himself who were not done fighting even if their commanders thought they were. He now commands a motley crew of men with various missing body parts or those that have been retired due to age. This unit complains about aches and pains like only career soldiers can, and tend to be a bit slower than most other units. However, they are skilled with their weapons, having fought for years, and tend to hold long after other units would break. Weather this is due to courage, a desire to die in battle, or just being unable to outrun the enemy and deciding to fight instead of getting cut down remains to be seen.] [Numbers: 250 Swordsmen, 250 Halberdiers]
The Second Sons[Race: Human] [Origin: Old World] [Description: A collection of second, third, fourth and so on sons of nobility from across the Old World, having left home with only their arms and armor that have joined together as a mercenary company] [Numbers: 500 assorted Heavy Cavalry]
Perdición de Los Nórdicos [Race: Human] [Origin: Estalia] [Description: Veteran Estalian Almogavar light infantry hardened by the Chaos invasion of their country, excellent skirmishers, woodsmen and ambushers, armored only with helmets and shields and armed with javelins, slings and an assortment of hand weapons] [Numbers: 500 Almogavar light infantry]
The White Company [Race: Human] [Origin: Bretonnia] [Description: Originally merely a collection of runaway peasants, this mercenary company has grown considerably in both size and status over the last 30 years, and is now ranked among the best company of sellswords the chivalry obsessed nation has produced] [Numbers: 400 armored Longbowmen, 500 armored Voulgiers, 100 mounted Sergeants-at-arms]
Helmut's Free Company [Race:Human] [Origin: Empire] [Description: A company of adventurers armored in half plate, armed with crossbows or handguns, swords and bucklers and skilled both at range and in melee] [250 armored Crossbow-Swordsmen, 250 armored Handgunner-Swordsmen, 1 Company Commander Helmut Sepp]
Los Jinetes de Juan Gabasa– [Race: Human] [Origin: Estalia] [Description: 300 Estalian jinete light cavalry, an excellent scouting, screening, and raiding force, mounted upon fast steeds, armed with javelins, swords and shields, and armored in helmets and a combination of gambesons and light mail] [Number 299 jinete light cavalry, 1 champion Juan Gabasa.
The Steel Rain[Race: Human] [Origin: Oldworld] [Description: a motley mix of men drawn from all over the old world. Some were single or small unit mercs, others are orphans from larger companies that got wiped out. The only unifying factor is that they all can use a bow.] [Numbers: 500 Archers]
The One-Eyed Jacks[Race: Human] [Origins: Tilea] [Description: a fairly normal unit of crossbowmen like many other units found across the old world. their only (barely) distinguishing characteristic is they seem to be more boastful than most. Claiming that there enemies are all one-eyed after they shot the other out.] [Numbers: 250 Crossbowmen]
The Famous Forty-Ninth Halbarders [Race: Human] [Origins: The Broder Princes] [Description: Not sure what they are supposedly famous for... the story seems to change every time they are asked... but they ARE Halberdiers.] [Numbers: 500 Halberdiers]
The Smoking Manticores[Race: Human] [Origins: Empire] [Description: This mercenary company was originally two separate units, the 5th Hochland Handgunners and Duke Albright's Pikes from Averland, that found they worked extremely well together and joined forces. The hand gunners deserted after some local lord pocketed their wages, and the pikes were raised by some umpteenth son of some rich noble in Averland that tried his hand at lordling in the border princes couldn't hack it and went merc. The two units fought together in one of Tilea's many wars, the lordling died somewhere along the way, and the surviving officers decided to join the companies together and changed the name. Now they are a pike and shot unit led by Captain Harl Schmit.] [Numbers: 1000 Pikemen, 500 Handgunners, 1 Captain Harl Schmit.]
The Painted Ladies [Race: Human] [Origins: Estalia] [Description: While Tilea has had its problems, so has Estalia. After their Chaos war there were many more women than men since soo many of their men fell in battle. This led to the remaining men highly sought after and most were soon married... this left a certain demographic of working women with very few customers. However, most women that choose this profession aren't ones to just sit down and starve. One matron, House Mother Isabel Porta, decided to find a way for her girls to survive. the answer came in the form of a shipment of pistols that arrived right after the war ended leaving the poor merchant with a hold full of almost worthless cargo and mounting docking fees, fees that eventually led to the ship and cargo being seized and auctioned off for cheap. And a unfortunate horse breeder outside of town losing his stock. Thus the Ladies were reborn as pistoleers.] [Numbers: 250 Pistoliers, 1 House Mother Isabel Porta]
The Brotherhood of Alms[Race: Human] [Origins: Tilea] [Description: Leave it to Tilea to have a guild for their beggars. And it seems people become a lot less generous when they are starving. This guild seeing that they could either find meaningful employment or starve, those that could picked up what weapons they could, mostly sharpened sticks, and hired themselves out. this of course was before the famine got REALLY bad and the mercs were mostly fired. By then this unit had armed itself with actual spears.] [Numbers: 1500 Spearmen]
The Bleeding Edges [Race: Human] [Orgins: the Border Princes] [Description: Another generic unit. This could be your swordsman company, there are many swordsman companies like it but this one could be yours.] [Numbers: 500 swordsmen]
The Disgraced[Race: Human] [Origins: Britonnia] [Description: This unit went out to fight a small warherd with their local lord. Like most Bretonnian Knights, he charged in leaving his men-at-arms behind to charge in on foot. While he DID kill an impressive number of gors, one knight against many gors ended predictably just before the men-at-arms arrived and crushed the warherd with their superior numbers. While they returned with their lord's body, the lady of the castle was distraught and furious. She exiled them. Now they show their shame by only wearing black.] [Numbers: 250 Men-at-Arms]
General Gustove's Grand Army[Race: Human] [Origins: Oldworld] [Description: When the City-States started to shed their excess companies, and it became apparent that no one would be hiring them again soon, General Gustove called together several company commanders to discuss the issue, and eventually talked them into following him into Araby to hire out their services to the Pashas and Emirs as a single large unit.] [Numbers: 2000 spearmen, 1000 swordmen, 1500 pikemen, 500 halbarders, 200 scouts, 500 archers, 750 crossbowmen, 250 handgunners, 1000 mounted archers, 500 light calvary, 250 heavy calvary, 5 great canons with crews, 5 priest of Shallya, 1 General Gustove Gerettie.]
Magna Aquilae Demi-Lancers[Race: Human] [Origin: Tilea, Remas] [Description: Heavily armored cavalry, armed with armor piercing magical lances. Deployment is controlled by the High Priest of Myrmidia in Remas, with preference to those forces fighting Druchii, though not a requirement] [Number: 250 Heavy Cavalry with armor piercing lances]
The Red Rondels[Race: Human] [Origin: Old World] [Description: "Charge" infantry, that is to say footmen armed to break the clash of shield walls, pike blocks, etc. by getting up close and personal to the unruly polearms that so often form the main line. Armed with rondel to burst through chain or slide through the joints of plate as well as a buckler, armored in burgonet and brigandine. Formed by Garibaldo the Red, a merchant's son with a grudge] [Number: 500 Anti-Infantry footmen, 1 Garibaldo the Red]
Ulric's Blades [Race: Human] [Origins: Middenland] [Description: Originally formed by a group of former Swords of Ulric who, while deemed too old to continue their service, refused to stop fighting lest they be seen as lesser in the eyes of their God. Over the years, new blood from their home province has seen the company expand far beyond what was originally expected. Now, dedicating themselves to the God of Wolves and Winter, they wander the Empire in hopes of embarrassing Sigmarites and making their home of Middenland proud.] [Numbers: 1000 Swordsmen, 50 Former Swords of Ulric, 1 Siegfried Wulfheart]
Scattered Sons of Sigmar[Race: Human] [Origins: The Old World] [Description: Sigmarite archers from the various Imperial diasporas, such as Montfort or Erengrad, seeking to prove themselves the equal in bravery and worth to the motherland. While they are not the absolute best, or the most numerous, they are fairly cheap as these things go, and not as prone to melting in Melee as other archers.] [Numbers: 500 Archers]
The White Flower Company [Race: Human] [Origin: Mousillon] [Type: Bretonnians, men and women alike, from the cursed Dukedom of Mousillon who left under the general theory that anywhere had to be better. Hitherto they have not been proven incorrect. Over the years of their self-chosen exile they have gathered good equipment, though they still trust their handy Voulges over any Imperial halberd, despite their similarities. Being of Mousillon, they are generally hard to frighten off the field.] [Numbers: 500 Men At Arms with Polearms]
The Quilted Chargers [Race:Human][Origin:The Plain of Tuskers] [Type: Calling themselves the Sipesiye Mre'ke and known as the Quilted Chargers by everyone else, they are company of noble cavalrymen from the Plain of Tuskers who have banded together and travelled to the Old World in search of wealth and glory. Armed with spears rather than proper lances, an assortment of clubs and swords as secondary weapons, and with mount and rider both armored in surprisingly effective thick cotton padding, with Arabyan charms sewn into it, they are not the most typical heavy cavalry but heavy cavalry nonetheless] [Numbers 100 unorthodox heavy cavalry from the Plain of Tuskers]
Taal's Ever Faithful Pack [Race: Human] [Origin: Empire] [Description: Taal's Ever Faithful Pack or Taal's Pack for short is unlike most mercenary band what one might call literal dogs of war as they are primarily made up of Hunting Dogs. What they lack the ferocety and staying power of proper war hounds they make up for in their versatility. The roles Taal's Pack can fulfill are many and varied from the expected of patroling for and hunting of man and beat to helping law enforcement to sniff out and chase after elusive criminals and protecting herds, caravans and farms from most dangers. As well as training for their employers dogs and selling dogs that become to old or hurt. Taal's Pack claim to fame is however is however more due to how well trained and behaved their dogs are and how a many hardened heart have been softened by the undeniable charm of the dogs.] [Numbers: 101 light armord hunting dogs, 10 Taalite dog handler, 1 Warrior Priest of Taal]
The Literal Wolves of Ulric [Race: Human] [Origin: Northern Empire] [Description: Infuriated by the wretched goblins frequent use of wolves in their lothesome hordes, Ulvman Pels, a Warrior Priest of Ulric have decide to take matter into his own hands. Embarking on a personal quest to bring actual wolves into the armies of the Empire and prove that the goblins are nothing more than pretender whene it comes to wolf warfare.] [Numbers: 50 Wolfs, 1 Giant Wolf, 1 Ulvman Pels Wolfrider and Warrior Priest of Ulric.]
Dogs of Myrmidia [Race: Human][Origin: Estalia] [Description: There are few mercenary company that offers the services of proper War hounds in large numbers here in the old world, wich for the Dogs of Myrmidia means that they have an easier time to stand out amongst their competitors.][Numbers: 300 Armored Warhounds, 100 spear and shield light cavalry]
Wiltran Laughingwoods' Battle Cooks[Race: Halflings] [Origin: Based on the Mootland's Cooking Regiment, inspired by the legendary deeds of the Fighting Cocks and full of religious piety from the newly arisen Cult of Esmeralda these halflings have gotten together to make the finest meals out of the most meager provisions or even foraged ingredients other armies must rely upon, helping fill their bellies and raise their spirits at the same time! They are not afraid to get into a scrap if needed either with their cleavers, knives, cookpots, meathammers, and whatever cooking tool they can get their hands on.][Numbers: 1 Esmeraldan Priest (Head Chef Wiltran Laughingwoods), 25 'Crazed Cooks', 100 Combat Cooks, 1 Chuck Wagon]
Ricyver Fogstride's Sneaks [Race: Halfling] [Origin: Halflings are infamous among tallfolk for having sticky fingers and 'borrowing' things that is rather normal in regular halfling society, but Fogstride's people fully embrace the idea for profit on several levels. Their contracts normally involve advanced scouting, sabotage and the stealing of important things of the enemy (documents, supplies, weapons, armor, paychests, etc) in order to play merry hell with their logistics. The halflings in question very much enjoy the fact they are usually paid twice in the process, and barely ever needing to pull out their daggers or shortbows to see it done.][Numbers: 1 Master Thief (Ricyver Fogstride), 100 Halfling Thieves]
Theryola Freeheart's Hungry Calvary [Race: Halfling] [Origin: While too small for full horses halflings do indeed make use of their own brand of cavalry suited for just their size, something that Theryola plans to show the world after leaving the Mootland with like-minded halfling women who refused to settle down. Riding upon specially bred ponies these riders are surprisingly adept at hit and run tactics compared to the usual charging of knights and skilled enough with bows to equate them to the Ungols in some ways while being able to handle rough terrain better and avoid taller enemies.] [Numbers: 300 War Pony Mounted Archers]
Erbin Tosswood's Slingers [Race: Halfling] [Origin: Made up of former poachers, shepherds and fieldwardens, and lead by one who still wears several feathers in his hat, they are a much more frightening force on the battlefield than most people would realize since their accurately flung stones can kill even an armored knight if aimed right. Of course, the major draw of the Slingers is that fact they are very cheap to hire since their supplies only require them pick up decent stones for their slings and how they can pop out of seemingly nowhere to batter anyone hundreds of meters away.][Numbers: 250 Hallfling Slingers]
El Nuevo Pecetairoy [Race: Human] [Origin: Estalia] [Description Formed by a collection of wealthy Estalian noblemen who were perhaps too interested in Myrmidia's mortal campaigns and empire. Fighting in the style of the foot bodyguard of Myrmidia's during Her mortal life updated for the modern age, each is armored in full plate armor and carries a pavise, armed with long spears as their primary weapon as well as a one-handed estoc and a warhammer as the secondary weapons, they have proven to be effective shock troops and ersatz ironbreakers in spite of their eccentricities.] [Number: 140 Neo-Foot Companions]
Amir-Ali's Tusked Riders[Race: Humans/War Elephants] [Origin: Araby] [Description: Riding atop specially trained war elephants from the Plain of the Tuskers, these massive beasts can easily charge through even the toughest battlelines with ease while their riders safely shoot down at enemies from wooden towers atop them. They have decided to travel north to offer their services to those willing to pay their understandably high cost, mostly in Tilea, but those in Empire dislike their appearance due to too many encounters with the mammoths of Norscan invaders.] [Numbers: 100 War Elephants, 300 Assorted Spearmen and Archer riders]
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]
Polo The Less Mad[Race: Human] [Origin: Border Princes] [Description: Inspired by Marco the Mad but not quite as mad, Polo decided to try his luck with an "easier" beast in the form of a Griffon. Thanks to the services of a traveling amber Journeyman Polo manage to tame and train his Grifffon Ámbar with a remarkable lack of loss of his own limbs and fingers. This have much like Marco also inspired hundreds to try and copy Polo with the same predictable results. Polo is also currently trying to marked Ámbar as a "virile stud" as a side business. Unfortunatly there aren't that may that own's a griffon to begin with.] [1 Polo The Less Mad, 1 Ámbar the Griffon]
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]
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]
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
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] KIA From Manticore Killing Rider, Manticore Killed Afterwards
The Giants of Albion [Race: Two Giants, One Human] [Origin: Albion] [Description: Stolen from Albion long, long ago by the First Citizen of Remas, Curious Gesar, these two giants and their Truthsayer master wandered the Old World for decades trying to get home, fighting in the meantime.] [Numbers: 2 Giants Bologs and Cachtorr, 1 Truthsayer Hengus] KIA From Unknown Sources Within Deserts of Araby 2304 IC
The Hvalstakkað Járn [Race: Human] [Origin: "Norsca"] [Description: A company of self-proclaimed Norscan Marauders armed with an assortment of spears, crossbows, and pikes, and armored in brigandine] [Numbers: 400 suspiciously short Norscan Spearmen, 200 oddly well-dressed Norscan Pikemen, 400 unusually well armored Crossbowmen, 1 Jarl-General "Eldskjaldbaka" [Warcry: Hey þú ert loksins vakandi] KIA After Being Captured In Ambush Near Gristle Valley, Consumed To A Man
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] Reached Forced Retirement Age
Ashes of Salzenmund[Race: Human] [Origin: Nordland] [Description: Grim and Heavily Armored Infantry] [Numbers: 1000 Armored Swordsmen Infantry] Reached Forced Retirement Age
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] Took Over City of Remas, Rules as Merchant Prince Now
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] Joined City of Remas as Asarnil Troops
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] Reached Forced Retirement Age
The Incredibly Illustrious Armie of Charle's Rest: [Race: Human] [Origins: Bretonnia] [Description: This group of young men were raised from Charle's Rest and the surrounding area for the last WAAAAAAGH! that passed through Bretonnia. During that campaign they met some "Shepherds" hired by one of the lords... as well as a few of the "ladies" following the army. After the last battle to be fought, these men slipped away from the rest and boarded transports with their new friends back to Tilea to begin their career. They haven't had an easy time of it. More times than not they are hired as extra field labor than for their fighting capably. This is probably due more to them being armed mostly with pitchforks. One thing of note however is that all of them are passible archers, but they only have enough bows for 1/3 of their number. We suspect that if hired they could help our farming around where ever they were quartered, and if the rest of them were given bows they would be a decent archer unit. Or if one wanted to be more ambitious they could outfit them as men-at-arms and give them some training and they would be a more all-around threat to an enemy. the most important thing to remember about them however is this... they're CHEAP! ] [Numbers: 2000 Peasants, 1000 Peasant Archers] Hired To Settle Down By Tzarina Kattarin in Kislev, rendered as regular Kislevite Citizens going forward.
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]
Greebo's Lil' Babbies [Race: Greenskin] [Origin: While some boys might think Greebo's hobby of cultivating and raising snotlings was odd, none could deny the effect they had on the battlefield. Mainly as ablative armor for proppa orcs, but the point stands.][Numbers: 1 Big Daddy Greebo (Black Orc Big Boss), 3 Snotling Pump Wagons, 3000 Snotlings]
Bopper's Sizeable Hoppers [Race: Night Goblin] [Origin: All boys acknowledge that squigs are untameable; you point them at what gitz you don't like and pray to Gork (And Mork) they don't eat you instead of them. But Bopper thought different, and when he took over the Mushboyz tribe he tried to tame the biggest squigs of them all. To the surprise of every goblin to hear of it, he succeeded! The fact that there's only a score of his boys left to ride the damn things is only a minor detail.][Numbers: 1 Night Goblin Boss Bopper Riding Colossal Squig, 10 Great Cave Squig Riders]
The Heroic Fellowship[Race: Mixed] [Origin: Mixed] [Description: Less a company of professional soldiers for hire and more a semi-organized group of murderers with a brand name the Heroic Fellowship is an eclectic collection of men, elves, dwarfs, halflings and ogres from across Old World and beyond, with the one thing they have in common being a great fondness for rapine and murder. Recruited from the scum of every society they've visited this motley band of thieves, murderers and rapists excel at terrorizing peasants and burghers and are not especially useful against anyone who can actually fight back.] [Numbers: ~350 Heroic Fellows]
The Storm Crows [Race: Human] [Origin: Sartosa] [Description: Stormfels cultists from the island of Sartosa who have taken to the mercenary life so as to obtain ships and prisoners to sacrifice to their heathen God. Sailing in ships armed to the teeth with scorpions, light cannons, and even primitive Hohenzollern cocktailesque weapons, these men are among the most ferocious freebooters of the Old World, and some believe them to be worth their price in spite of their blasphemy.] [Numbers: 10 customized wolf ships crewed by Stormfels cultists]
Personages Of Importance
-------------------------------------------------------------------------------- Family
The Hohenzollern Dynasty (And Urgdug+Wife)
Elector Count Joseph Hohenzollern (Father of Frederick Hohenzollern) - Slain in 2304 By Chaos KnightsDead
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 'Ori' von Hohenzollern - Daughter of Magnus/Sabine. Alive/BD: 2333
Stephanie von Hohenzollern, Daughter of Magnus/Sabine, Triplets With Freya And Wolfila. Alive/BD: 2335
Freya von Hohenzollern, Daughter of Magnus/Sabine, Triplets With Stephanie and Wolfila. Alive/BD: 2335
Wolfila von Hohenzollern, Son of Magnus/Sabine, Triplets With Stephanie and Freya. Alive/BD: 2335
Talgris von Hohenzollern, Son of Magnus/Sabine, Twins with Arthur Alive/BD: 2339
Arthur von Hohenzollern, Son of Magnus/Sabine, Twins with Talgris Alive/BD: 2339
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 'Trudi' von Hohenzollern - Daughter of Arthur/Serhild. Alive/BD: 2332
Karl von Hohenzollern, Son of Arthur/Serhild. Alive/BD: 2340
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
Lord Sir Captain Headmaster Urgdug Greatbellow Thunderbringer Daemonthumper Dragonrippa Giantbreaker Deathcheater Castleshatterer Maelstrombringer Beastcrush Overfather Monstertosser Ratsmasher Thronewielder Wormbreak Heartswallower Dragoneater Dal Bolg Tyrant Breaker Maw-Stomp Dawongr Treebreaker the Tremendously Sizable the Knight of Trofurt- Alive
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.
Named the Knight and thus Lord of Trofurt, a small manor and market town of around 3,000 or so inhabitants just fifteen miles southwest of Wulfenburg
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
Bolgden Greatbellow, First Legitimate Son of Urgdug Greatbellow and Cherag Flourbelly Alive/BD: 2342 IC
Oskana the Gryphon, Firstborn Sky-Warden of Ostland, War-Partner of Frederick, Glorious Overseer of Wulfenburg, Swift-Soaring-Death-Nest-Defender. Alive/Hatch Date: 2325 IC
Octaine the Gryphon, Secondborn Sky-Warden of Ostland, Fierce-Flight-Deathbringer-Nest-Defender. Alive/Hatch Date: 2340 IC
'Unnamed' Tree - Born of a serendipitous crossbreeding of Starwood and Wutroth trees, the first of its kind to ever exist, and the first outside of Laurelorn. Its first watering was in the blood of Frederick and Natasha von Hohenzollern, its first breath in chilly winter air, the first light to fall upon it a mixture of Qhaysh, revitalizing starlight, and pure moonlight, its very birth was heralded and marshalled through the incredible energies unleashed in a ritual that closely bound Frederick and Natasha's very souls.
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, The Iron Woman of Ostermark – 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
Magnus Hertwig (Son of Frederica Hertwig nee von Kessel) - Alive/BD: 2334
Bertha Hertwig (Daughter of Frederica Hertwig nee von Kessel) - Alive/BD: 2342.
Evangeline Hertwig (Daughter of Ortrud Hertwig) - Alive/BD 2310 - Betrothed Within Province(Betrothed KIA 2326)
Bermudo Hertwig (Son of Ortrud Hertwig) - Alive/BD: 2313- Married Within Province
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 - Senior Witch Hunter/Lady Sabine Hohenzollern - Businesswoman
- Sir Maximilian von Raukov (Former Bull Warrior) [M] KIA In Vampire War
- Baroness Katrin von Freud [D] Died Of Old Age
- Morgan von Bernhardt KIA In Vampire War
- Wulff, Priest of Ulric [P] KIA In Vampire War
- Leopold, Priest of Sigmar [P] KIA In Vampire War
- Eizenhorn, Witch Hunter [P] KIA In Vampire War
Princes of Ostland (Most Powerful Nobles In Ostland Aside From Hohenzollerns)
Prince Waldemar von Sterneck - Ruler of Salkalten, former Greatsword of Ostland who lost leg in Vampire War, later healed - Alive
Princess Tiana Raukov - Ruler of Ferlangen
Prince Joseph Wallenstein - Ruler of Wurzen
Prince Marius Vander - Ruler of Vandergart
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 Liesedotte (Mother of Marlisa Liesedotte)KIA in action killing Heart-Taker, century-old Cultist of Chaos
Current Jade Wizard Retainers: Magister Karl, Magister Carlotta, Journeyman Adira of Araby
Living Former Jade Wizard Retainers: Magister Ernst [Teacher At Jade College]
Former Jade Wizard Retainers: Jurgen/Ilse STATUS UNKNOWN
Current Bright Wizard Retainers: Master Wizard Casparan Smokewrought [20 Gold Per Turn Per Retainer Journeymen, 25 For Casparan]
Current Amber Wizards Within Ostland: Amber Magister Alric + Redwing + Unknown Numbers/Ranks Of Other Amber Wizards [No Fees]
Current Gold Wizard Retainers: Otto, Violetta, Rashad, Emile. [All Journeymen, 65 Gold Per Turn Per Each Journeyman]
Former Wizard Retainers:
Jade Journeyman Boris Bohka [KIA In 2342 IC Albion Campaign]
Bright Journeymen Henry/Nicolas/Luthor Feuerstag/Helmut Cinderblade/Jovi Grabner [KIA In 2342 IC Albion Campaign]
5 Amber Journeymen, Students of Magister Alric [KIA In 2342 IC Albion Campaign]
High Elves
Loremaster Aurelion of Saphery – Alive
House Alleria Patriarch Aurelious (Head of House Alleria of Saphery of Ulthuan) - Alive
Wood Elves
Naraiel Dawnstone, Lady of Laurelorn, Matriarch of the Dawnstone Kindred, Ruling Glade Lord of All Laurelorn - Alive
Laurelorn Skywatcher Ingmir
Morai-Wen, Sky-Mistress of Laurelorn - Alive (?)
Dwarfs
Karaz-a-Karak
High King Thorgrim Grudgebearer, High King of all the Karaz Ankor - Alive
High Queen Sigrun Ironhammer, Wife of Thorgrim Grudgebearer - Alive
Prince Kurgan Thorgrimsson, Born 2329 IC - Alive
Princess Sigrun Thorgrimsdottir, Born 2329 IC - Alive
Prince Lunn Thorgrimsson, Born 2332 IC - Alive
Prince Kragg Thorgrimsson, Born 2334 IC - Alive
Princess Angkra Thorgrimssdottir, Born 2336 IC - Alive
Prince Buregar Thorgrimsson, Born 2338 IC - Alive
Prince Daled Thorgrimsson, Born 2339 IC - Alive
Karak Kadrin
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
Prince Thorek Ironfist, Son of Baragor and Elamina, Born 2332 IC - Alive
Princess Candre Ironfist, Daughter of Baragor and Elamina, Born 2336 IC - Alive
Princess Golkina Baragorsdottir, Daughter of Baragor and Elamina, Born 2338 IC - Alive
Karak Ungor
King Ulthar Stonehammer, Widower - Alive
Princess Kazul 'Goldeneye' Stonehammer, Princess and Heir of Karak Ungor - Alive
Prince Mordin Kazadorsson of Karak Azul, Husband of Kazul Stonehammer, Former Steward of Karak Azgal:
Prince Ulfar Stonehammer, Son of Kazul and Mordin, Born 2331 IC - Alive
Princess Karelia Stonehammer, Daughter of Kazul and Mordin, Born 2333 IC - Alive
Prince Thorgrim Stonehammer, Son of Kazul and Mordin, Born 2335 IC - Alive
Prince Grum Stonehammer, Son of Kazul and Mordin, Born 2337 IC - Alive
Prince Logan Stonehammer, Son of Kazul and Mordin, Born 2339 IC - Alive
Princess Kazul Stonehammer, Daughter of Kazul and Mordin, Born 2342 - Alive
Kragg The Grim
Runelord Angkra Ten-Braids, Wife of Kragg the Grim, Eldest Runelord of Karak Azul - Alive
Kazador Kraggson, Born 2329 IC - Alive
Kemma Kraggsdottir, Born 2329 IC - Alive
Skorri Kraggson, Born 2332 IC - Alive
Durgim Kraggson, Born 2334 IC Alive
Thungnir Kraggson, Born 2340 IC Alive
Dwarf Lord Alaric Goldenye, Lord of the Goldeneye Clan, Inhabitant of Wulfenburg Dwarf Quarter - Alive
Princess Fenna Warren-Burner, Princess of Zhufbar - Alive
Dwarf Engineering Guild Radical Sven Hasselfriesian - Alive
Gurni Grimmson, Dwarf Merchant - Alive
Josef Bugman, Most Famous Dwarven Brewmaster In The World - Alive
Sigrun Frothbraid of Clan Bugman, formerly Yinlinsson (Longplait Brewmaster -> Wife of Josef Bugman, Bugman Apprentice) - Alive
Sir Roland Martel d'Mousillon (Formerly Sandrine du Pointe du Lac Dieudonné), 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 [Lord]/The Five Minute Tyrant/(Disowned Daughter/Heir of Elector Count of Talabecland Adolf Fuerbach)/Tiger Eater/Firehead Paleskin/7th Generation Lahmian-4th Generation Rogue/Ordained Master of the School of the Jade Dragon, 1st Rank/小紅虎 [Xiǎo Hóng Hǔ][Little Red Tiger]/Former Fang of the Celestial Dragon Emperor/Chained Ghost Disciple, 4th Rank – Vampire
Genevieve Sandrine du Pointe du Lac Dieudonné, Former Resident and Native of Bretonnia/6th Generation Lahmian-3rd Generation Rogue/Blessed of Sigmar/Ordained Master of the School of the Jade Dragon, 1st Rank/Former Fang of the Celestial Dragon Emperor/Chained Ghost Disciple, 4th Rank/A Quiet Shadow Under Heaven - 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] - [STATUS UNKNOWN]
Patriarch - Rasputin Romanov, Husband To The Tzarina - Dead [Captured, Tortured, Murdered By Kurgan Chaos Worshippers]
Sister Of Matriarch - Natasha Romanov, Countess of Ostland
Ursus Mattrin Romanov, Crown Prince of Kislev, Married within Kislev City [High Priest of Ursun] - Dead [Assassinated By Various Anti-Romanov Forces, War of Bitter Ice] [ALL ADDITIONAL BRANCH MEMBERS KILLED - BRANCH EXTERMINATED]
Olesya Romanov (Formerly Nikodoch), Wife of Crown Prince Ursus Mattrin Romanov- Dead [Assassinated By Various Anti-Romanov Forces, War of Bitter Ice]
Kattarin Romanov, Daughter To Heir, Married Within Erengrad - Dead [Assassinated By Various Anti-Romanov Forces, War of Bitter Ice]
Ursuni Romanov, Daughter of Heir, Married Within Kislev City - Dead [Assassinated By Various Anti-Romanov Forces, War of Bitter Ice]
Dmitry Romanov, Son to Heir, Married Within Praag -Dead [Assassinated By Various Anti-Romanov Forces, War of Bitter Ice]
Mattrin Romanov, Son to Heir, Married Within Western Kislev - Dead [Assassinated By Various Anti-Romanov Forces, War of Bitter Ice]
Boris Romanov, Son to Heir, Married Within Southern Kislev - Dead[Assassinated By Various Anti-Romanov Forces, War of Bitter Ice]
Rasputin Romanov, Son to Heir, Married Within Kislev City - Dead [Assassinated By Various Anti-Romanov Forces, War of Bitter Ice]
Salyaza Natasha Romanov, Married to Prince Gorbachev of Erengrad [High Priestess of Salyak] - [Alive, Caring For Wounded Family Under Guard In Kislev City]
Prince Sorca Romanov (Formerly Gorbachev) of Erengrad, Husband of Natasha Romanov - [Alive, Accompanying Wife Under Guard In Kislev City]
Anna Romanov, Daughter, Married Within Erengrad [Initiate of the Widow] - [Alive, Residing With Family Under Guard In Kislev City
Mattrim Romanov, Son, Unmarried - [Alive, Residing With Family Under Guard In Kislev City]
Alexa Romanov, Daughter, Married Within Erengrad [Initiate of the Widow] - Dead [Assassinated By Anti-Romanov Forces, War of Bitter Ice]
Rasputin Romanov, Son, Married Within Western Kislev - Dead [Assassinated By Anti-Romanov Forces, War of Bitter Ice]
Olga Romanov, Married to Governor Morosow of Praag [High Priestess of the Widow] - [Comatose From Skaven Assassination Attempt, Under Guard In Kislev City]
Governor Boroda Morosow of Praag and the Z'ra, Husband of Olga Romanov - Dead [Publicly Executed By Vampiric Forces During Their Attempt To Claim Praag]
Galya Romanov, Daughter, Married Within Kislev City - Alive/Captured By Torus Ivan Pulks
Katya Romanov, Daughter, Married Within Praag Area - Dead [Publicly Executed By Vampiric Forces During Their Attempt To Claim Praag]
Rasputina, Daughter, Married Within Northern Kislev - Dead [Publicly Executed By Vampiric Forces During Their Attempt To Claim Praag]
Dazhus Andre Romanov, Fraternal Twin of Ivan/ Married Within Kislev City [High Priest of Dazh] - [Comatose From Catastrophic Injuries Sustained From Vampiric Murder Attempt, Under Guard In Kislev City]
Bojárynja Talika (Formerly Chzov) of Kislev City, Wife of Dazhus Andrew Romanov - [Alive, Remaining At Husband's Side, Under Guard In Kislev City]
Mikhail Romanov, Son, Married Within Praag Area - Dead [Publicly Executed By Vampiric Forces During Their Attempt To Claim Praag]
Rasputin Romanov, Son, Married Within Southern Kislev - Dead [Killed During Bohka Intercine Conflict After Yellow Fang and Vampiric Masters Revealed]
Andre Romanov, Son, Married Within Southern Kislev - Dead [Killed During Bohka Intercine Conflict Between Chaos-Tainted Bokha and Yellow Fang]
Olga Romanov, Daughter, Married Within Southern Kislev [Initiate of the Widow] - [Alive, Remaining At Parent's Side Under Guard In Kislev City]
Ivana Romanov, Daughter, Unmarried - [Alive, Remaining At Parent and Grandparent's Side Under Guard In Kislev City]
Konstantin Bokha, Engaged To Ivana [Alive, Remaining Under House Arrest In Kislev City]
Maria Romanov, Daughter, Newborn - [Alive, Under Heavy Guard In Cradle In Kislev City]
Torus Ivan Romanov, Fraternal Twin of Andre/ Married Within Kislev [High Priest of Tor] [Traitor To Tzarina] - Alive/Precise Location Unknown
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 – None Current / Former: 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/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
King Ranulf the Red of Karak Hirn (Hornhold) - Slain By Skaven In The Depths of Karak Hirn
King Gorrin Yorrinsson of Karak Izor (Copper Mountain) - Slain By Skaven In An Assault On Fester Pike
Chieftain Mardudd ab Owain Glyldŵrlyr, Leader of the Glyldŵrlyr of Albion - KIA During 2342 Albion Campaign
Chieftain Aberfa ab Mardudd Glyldŵrlyr, Daughter of Mardudd, Leader of the Glyldŵrlyr - Enshrined As Ghostly Warrior of Albion After Death During 2342 Albion Campaign
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
Cult of Manann
High Matriarch Maghda Sprenger - Alive
Cult of Myrmidia
Eagle of the North Boris Hirtzeller - 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 [POSITION EMPTY] - N/A
High Priestess of Esmeralda Lea Hersch - Alive
High Priest of Manann Amos - Slain in Witch Hunter Purge of Ostland Branch of Cult of Manann
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
Emperor's Champion/Sword of Justice - Lady Evangeline Hertwig - Alive
Gräfin Sieglinde von Bildhofen, nee Todbringer - 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
Reiksmarshal and 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
Leah, Maid of Imperial Palace [Former Top Assassin of the Human Cult of Khaine in the Old World/Status and Identity Largely Unknown To World/Current Imperial Assassin??/Bodyguard to the Emperor??]
Witch Hunters
Witch Hunter Captain Marlisa Liesedotte, Head of the Ostland Witch Hunters - N/A
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)
1 = Would Stab You In The Face If They Could Get Away With It…and Maybe Even If They Couldn't
5 = Mostly Neutral
10 = Supreme Approval
Groups:
The Empire: 6.5/10
- Cult of Sigmar: 7/10
- Cult of Ulric: 6/10
- Cult of Manann: 7/10
- Cult of Morr: 8/10
- Cult of Taal and Rhya: 5/10
- Cult of Verena: 5/10
- Cult of Myrmidia: 5/10
- Cult of Ranald: ?/10
- Averland: 6/10
- Hochland: 7/10
- Middenland: 6/10
- Nordland: 10/10
- Ostermark: 10/10
- Reikland: 6/10
- Stirland: 4/10
- Talabecland: 4/10
- Wissenland: 5/10
- Westerland: 4/10
- The Moot: 4/10 Ulthuan: 5/10
- Saphery: 6/10
- Avelorn: 7/10 Karaz Ankor: 9/10
- Karaz-a-Karak (Everpeak): 9/10
- Karak Kadrin (Stronghold of the Pass): 10/10
- Zhufbar (Torrent Gate): 10/10
- Karak Azul (Iron Peak): 9/10
- Karak Azgal (The Dragon Crag): 9/10
- Karak Hirn (Hornhold): 8/10
- Karak Norn (Grey Watch): 9/10
- Karak Izor (Copper Mountain): 8/10
- Barak Varr (Gateway To the Sea): 8/10
- Karak Azgaraz (Hold of the Fearless Axes): 8/10
- Karak Ungor (The Delving Hold): 10/10
- Minor Holds (Bhufdar/Ziflin/Etc): 10/10
- Engineers Guilds (Traditionalists): 5/10
- Engineers Guilds (Radicals): 10/10
- Toolmaker/Metalsmith Guilds (Traditionalists): 5/10
- Toolmaker/Metalsmith Guilds (Radicals): 7/10
- Miner's Guilds: 10/10
- Baker's Guilds: 7/10
- Armorer Guilds: 8/10
- Weaponsmith Guilds: 10/10
- Goldsmith Guilds: 8/10
- Dyers Guild:s 6/10
- Carpenters Guilds: 9/10
- Coopers Guilds: 8/10
- Leatherworkers Guilds: 7/10
- Brewer Guilds: 11/10
- Farmer Guilds: 8/10
- Herder Guilds: 8/10
- Healer Guilds: 8/10
- Jewelsmith Guilds: 7/10
- Runescribe Guilds: 8/10
- Runesmith Guilds: 7/10
- Stonemason Guilds: 8/10
- Warrior Guilds: 11/10 Kislev: 7/10
- Kislev (City): 7/10
- Praag: 7/10
- Erengrad: 7/10 Bretonnia: 5/10 - Dukedom of Aquitaine: 4/10
- Dukedom of Montfort: 4/10
- Dukedom of Bastonne: 4/10
- Dukedom of Carcassonne: 4/10
- Dukedom of Parravon: 4/10
- Dukedom of Lyonesse: 4/10
- Dukedom of Brionne: 4/10
- Dukedom of Quenelles: 4/10
- Dukedom of Bordeleaux: 4/10
- Dukedom of Gisoreux: 4/10
- Dukedom of Artois: 4/10
- Dukedom of Couronne: 4/10
- Dukedom of L'Anguille: 4/10
- Wasteland of Mousillon: N/A Albion: 10/10
Electors/Grafs/Ruling Individuals
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]
Matriarch of the Cult of Manann: Maghda Sprenger [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 (11 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]
- Hedwig von Kessel (Daughter of Stephan von Kessel) [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 [7/10]
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, Reiksmarshal and 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]
Princess Eldyra of House Histmenluil of the Kingdom of Tiranoc of Ulthuan [8/10]
Phoenix King Finubar the Seafarer [5/10]
Everqueen Alarielle the Radiant [7/10]
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 and Attuned Master of the Arcane Fulcrum Stair of Eternity [8/10] Wood Elf Realms
Lady Naraiel Dawnstone, Ruling Glade Lord of Laurelorn [7/10]
- Prince Kyrian Dawnstone, Heir of Lady Dawnstone [4/10]
- Lady Yhanna Sunweaver, High Spellweaver of Laurelorn [6/10]
- Bloodglade, Eldest Branchwraith of Laurelorn, Dominant Wood Spirit of all Laurelorn [Inscrutable Yet Hungry/10]
- Lendrilin, Eldest Treeman of Laurelorn [Mourning Isolationist/10]
Queen Ariel of the Wood Elves [?/10]
King Orion of the Wood Elves [?/10]
- Lord Araloth the Bold, Ruling Glade Lord of Talsyn [6/10] 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
- Prince Kragg Thorgrimsson: N/A
- Prince Lunn Thorgrimsson: N/A
- Princess Angkra 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
- Skorri Kraggsson: 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
- Prince Thorek Ironfist: N/A
- Princess Candre 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
- Prince Thorgrim Kazadorsson: N/A
- Princess Vala Kazadorssdottir: N/A
- Princess Karstin Kazadorssdottir: 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 Alrik Ranulfsson of Karak Hirn (Hornhold): 6/10
- Queen Valyana of Karak Hirn, Wife of King Ranulf: 8/10
- 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
RULERSHIP CURRENTLY PERFORMED BY REGENCY of Karak Izor (Copper Mountain): N/A
- Queen-Widow Nedva of Karak Izor, Wife of King Gorrin Yorrinsson: 6/10
- King Kazran, Son of King Gorrin Yorrinsson: N/A
- Queen-Widow Tundri of Karaz Izor, Wife of King Yorrin: 6/10
- Princess Katanya Yorrinsdottir, Daughter of King Yorrin: 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
- Prince Ulfar Stonehammer, Son of Kazul and Mordin: N/A
- Princess Karelia Stonehammer, Daughter of Kazul and Mordin: N/A
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 Jerrod Letard of Parravon: 4/10
- Lady Claudine, Widowed Mother 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
Note: After this post is when we get into the actual turns. But first....meet your PC.
Introduction
"Get!"
Your hammer swings low, upending the rampaging gor. Glowing orange ash fills the air as it slams into the already weakening floorboards.
"Out!"
A backhanded swing kills the creature, while your armored boot acts as a battering ram against a charging ungor's ribs. The cat head mewls like a kitten in a most disturbing manner as solid steel and your foot finds its way into the creatures chest. Its momentum drags it forward a few more inches up your leg before stopping.
"OF!"
You stomp downwards, shaking off the creatures disgusting corpse, only for your instincts to scream out a warning as another ungor with a head that looks to have been entirely replaced by boney protrusions lets out a tinny scream as it brandishes a wicked looking axe that glows.
"MY!"
The mass of misshapen horns atop the beastman's head crack apart as you slam your hammer down onto its skull. Bone crunches wetly as the shards of its now collapsed skull tear the precious brain within into slurry. The wild spurt of blood that follows the squelch splatters across your already drenched chainmail shirt. You hadn't been able to get more than that and your greaves on before the door had caved in.
"SMITHY!"
With a wild roar, you whip your arm back and catch another creature directly in the throat. The solid weight of the hammer you have beaten out over a hundred swords with depresses the creature's neck until you can feel the faint click of the hammer head touching the spine within. The mutant falls to the ground, it's now utterly collapsed airways making a gurgling noise before you swing down again and put the blasted creature out of its misery.
"YOU DAMNED!"
To say that you are furious is an understatement. The point of Magnus the Pious having gained the assistance of the arseholes in the sky and everywhere else was that Chaos was supposed to have gotten its piss chucker whacked off. Oh sure, Praag got burnt to the ground and Kislev had rapidly shifted its frozen wasteland ratio to mostly just wasteland, but the Empire won! At least, it was supposed to have. The dwarves and elves had come in, and there had been magic and guns and everything was supposed to be dandy. Too bad the puissant hadn't thought to do much else than rebuild his precious Wissenland first.
But here you were! In Jegow, sent away because despite being the tenth son of the Elector Count, your oh so wonderful father had decided to plant you here. Because those foppish idiots who called themselves nobles had thought you too frighteningly intelligent and because you'd brought them to tears whenever you challenged their world view too harshly. Which…was all the time. But you'd adapted. You'd taken up a trade, to prove that you could and found that you loved it. Working metal over was your passion, and even if people thought it was strange that a son of the Elector Count wanted to spend his days in the smithy no one said anything because the quality of what you produced was too good to deprive themselves of.
Your smithy which, along with the rest of Jegow, was burning.
"DIRTY!"
Another beastman skull disappeared into chunky soup, even as you dodged out of the way of a haphazard sword strike from the twisted things companion. You killed, and killed, and killed. This had been your home for the past seven years, and you had grown fond of it. It was undeniably yours, and through the sweat of your brow you had made works of deadly art. All gone now, thanks to one of the innumerable beastmen tribes that lived in the Forest of Shadows which covered the vast majority of Ostland.
"BEASTMEN!"
You hadn't really connected with the people here, never saw much point in it, but you were, if nothing else, one of the nobles of Ostland. These were your people that these disgusting things that might once have been men were slaughtering. So yes, you were angry. Yet, deep within, you were resigned. This was Ostland. You lived in the Forest of Shadows. Whole tribes of beastmen or greenskin raids could swarm up out of the Forest at any time, and often did. It was little wonder that your people had come to love guns so much, despite the fact that many claimed to be practicing Ulricans.
Well.
To be fair, you were a Sigmarite. But that was literally only on paper. When asked which you worshipped you had said offhandedly that you liked the one with the hammer.
So yes, you were angry when you exited your collapsing smithy to see that the majority of Jegow was on fire or already in ruins. There were few civilians left, though the beastmen were largely in retreat for some reason. It certainly wasn't the militia, especially considering that you had just stepped your way over ones bloated corpse.
His face looked like he'd heard the worst joke in existence. Well, he lived in Ostland, so maybe he'd finally just realized the punchline.
"My lord!" an exhausted voice rings out.
You can't help but let your eyes be drawn to the speaker. Ah. So this is why the beastmen were in retreat. Unlike the scraps of the remaining militia, these fellows were far better equipped. You even saw a unit of men carrying guns with them. Which was nice, but you were also interested in the ten ogres you saw wearing only slightly ill-fitting armor with the colors of Ostland tattooed on their exposed flesh. In the lead is an exceptionally gun-covered woman, with smoke still rising up from the barrels of most of said firearms into the air.
"Lord Hohenzollern?" the woman says, a small questioning tone curling the end of the sentence.
Instead of immediately responding, you look down at yourself. A haphazardly slung on chainmail shirt with not much beneath leaving the skin rubbed raw. Two greaves which heavily crease the flaxen pants they had been shoved on top of. In one hand, blood still drips from your hammer. Well, blood drips from everywhere on you, but especially the hammer. You run a heavily calloused hand through your hair in an attempt to get rid of some of the gore, but only really succeed in making it stick up more. You look literally nothing like a Hohenzollern, but then that's the gods for you. You came out of your mother early which required extra healers and thus witnesses, so no one can deny your ancestry though some would dearly like to.
You cough, and then finally to clear your throat after all the yelling hock up a glob of dust, soot, and mucus. Then you cough again, before finally meeting the woman's appraising eyes.
"Yeah, yeah that's me. Frederick von Hohenzollern. Not that I don't appreciate the assistance but why are you here? Shouldn't the military be trying to reclaim the ports?" you ask, lightly hefting your hammer in hand.
She looks down. Hmm. Something is wrong then. Also how did she know who you were? A piece of crackling timber makes your ears twitch. Well. It might have been because the smithy held your name and they had come looking for it directly.
"They…were, my lord."
You frown. Something must be very wrong then.
"Were?"
It comes out in a rush.
"Yes, alongside your father and several of your brothers. But two days ago, we received reports that they had been surrounded. There…were so few survivors. You…are now the Elector Count."
You swallowed heavily as a massive weight seems to crunch itself upon your shoulders.
"That's…no, that's impossible. I-he…they-I'm the tenth son!" you exclaim wildly. "Lucian should have been holding down Wolfenburg, he should be Elector Count even if every single one of my fighting brothers perished in the fight. What about Gertrude? She's older than me by five years, what about her? Is she not in the capital?"
By now you have picked out the telltale sigils of the Witch Hunters on the woman's clothing, but her look of honest regret is foreign to you. People in her profession rarely showed such a thing sincerely.
"I'm sorry my Count, but the Order of the Silver Hammer has failed you."
Your eyes narrow.
"What…are you talking about?"
She does not avert her eyes this time.
"Your sister Gertrude is dead. Lucian is dead. Those of your family within Wulfenburg's walls have been slain. They were found in their rooms…the symbols of Chaos drawn out in their blood upon the walls. You are the last of the Hohenzollern…my Count."
A creeping numbness begins to suffuse you.
"Most of the Order had been dispatched elsewhere in the Empire, we did not think that any would be so brazen to perform such an act so soon after the death of the Everchosen. But while the Emperor rebuilds he has focused in the south, his efforts have not fully reached us. We-,"
"Be quiet," you whisper.
The haft of the hammer creaks as your knuckles turn white from the pressure. Father, dead. The one who sent you away for your own good to a remote village in the middle of the Forest of Shadows…is dead. Gertrude, with her snorting laugh. Lucian, who always had his nose stuck in a book.
All dead. By the hands of Chaos. Magnus the Pious supposedly brought all the God's with him to strike Chaos down. Well they don't look too 'struck down' to you. Your grip tightens further, the other hand curled into such a tight fist that your blood drips from where nails have dug too deep into flesh. If the most Pious Emperor decides to ignore Ostland so be it. Where was Sigmar's blessing in Wulfenburg to protect the rest of your family, those who were never fighters? Or for those who were in the north? Or Ulrics?
"I apologize my Lord, but you are Elector Count now. Many of my Order went to their deaths retrieving the Runefang. It awaits you now in Wulfenburg…your capital," the Witch Hunter murmurs.
Your head hangs low as you squeeze your eyes shut. For a moment, the world is silent save for the flames which now consume the carcass of Jegow. Your mind runs itself in circles as the soldiers in front of you shift uneasily. But then you open your eyes, your expression hard, and you look up.
"Take me to my Runeblade then. I have a province to run."
To hell with the God's. You're a blacksmith. You'll do what you have to with your own two hands...
"Would you care for a drink, my Count?" the Witch Hunter asks, offering a metal flask.
You squint at her before relenting and grabbing it. She is an Ostlander after all. What you swig down burns your throat nicely, so you empty the entire thing to her widening eyes. The alcohol was nice enough to likely have a dwarven source. Yes.
You'll do what you have to do with your own two hands...and a lot of ale.
The ceremony was swift and noticeably rushed. Why wouldn't it be? The Elector Count and every other Hohenzollern except for you up and died within the span of the same month. Instead of the dark haired and tall Elector Count of the past thirty years, the people get the shorter, blonde haired, razor tongued, blacksmith. Your general lack of enthusiasm for both the rituals of the Ulricans and the Sigmarites was chalked up to you being in a generally stunned state of mind after the deaths of your family and the retrieval from Jegow.
There were some words about Sigmar and Ulric and a bunch of other nonsense about your father and family, most of whom did not even have bodies to bury. They had been unrecoverable from the coast where your ruined and essentially nonexistent ports lie. Some had been too torn apart in general. You could hardly bring yourself to shed a tear, you had barely known most of them, and you and your father's relationship had always been immensely strained.
But then they bring the casket of your mother past, and you find the rage in your heart at the servants of nonsensical and bloodthirsty gods profaning your home bubbling upwards. Not for Sigmar. Not for Ulric. But for her…you bow your head. For Gertrude. For Lucian. They did not deserve this. The Order of the Silver Hammer, supposedly so pious and protective, had failed you. They promised to bring the perpetrators to justice, but if they didn't….well. The Order had better just hope that it does so.
Brain Wounder is strapped to your side, and you internally marvel at its construction. You are no dwarf Runepriest and so cannot understand just what was put into its creation, but the mundane portions of it…magnificent. The edge, the tip, the inlays, all of them gorgeous and yet none of it frivolously put in. It is by far the greatest blade you have ever had, and despite everything you find yourself somewhat gleeful to be able to touch such a thing.
Then a bunch of disdainful Barons arrive to give you their oaths of loyalty, but you can already feel them trying to dissect you with their eyes. Your generally nonstandard Hohenzollern features is sending ripples through the court of Ostland. An envoy from Magnus, and oh does it take an absolutely ridiculous amount of self-control to not roll your eyes as he reads off the Emperor's message of condolences. Your bordering Elector Counts have also sent messengers, mostly full of condolences and empty words. Routine stuff, nothing truly substantial.
Honestly, you just want to be able to work in the smithy, but you find, annoyingly, that your hours to do so have been exceedingly decreased. You must spend far more time with your Father's….with your privy council. But you will not turn away from your duty.
You are of Ostland. You are of the Bull. You do not run. You do not hide. When the world turns against you, you charge.
Turn Directions: You will have a random number of choices for each category. Some choices will need multiple turns to complete. I will roll a simple 1d100 +/- modifiers for the successes. Survey Will Be Up Later. You possess only the Double Down Bonus to choose.
Military: Sir Maximilian von Raukov is a retired member of the Bull Warriors, Ostland's only Knightly Order. Despite being retired, there remains a fire in his belly. He is here to advise you on military matters. (Choose 2)
Herding Bulls: The Bull Warriors have spread out across Ostland to help fight 'fires' as it were. Rampaging beastmen, greenskins, and chaos marauders are everywhere despite the victory over Chaos at the gates of Kislev. Yet now they have become too spread out, and you need them to unify as a force once more. By rallying the Bull Warriors from across Ostland, you will gain a force to reckon with that you would otherwise not possess. Cost: 0. Time: 1 Year. Reward: Bull Warriors (Knightly Order) able to be commanded as a group.
Protecting Our Interests: You have a few precious sources of income. One of them is taxes. Taxes that your nobles say they will be unable to pay if you do not do something about protecting their lands. Specifically their logging camps and trading posts. It's a pretty blatant attempt at getting protection, but they aren't actually wrong. If you don't, and said places are burnt to the ground by beastmen or something then your nobles will be unable to pay taxes…from their own income. They might have to dip into their treasuries. Oh. No. The horror. Cost: 0. Time: 1 Year. Reward: Dead Beastmen. Small Boost to Noble Opinion.
A Bull of Iron: You need to make a statement. Yes, you pounded iron in Jegow for most of your life, but that does not mean you are weak. You kept up with your combat training. Now it's time to prove it. The people have barely seen you, but you will make them see. Some Elector Counts might lead from the back, and do nothing but order others about, but you've never believed in that. You can fight and kill with the best of them. It's time you did so. There are beastmen on your lands, killing your people. It's time that someone killed them. You have a Runefang. You have a Greatsword bodyguard. You have ogres. Let's get to it. Cost: 0. Time: 1 Year. Reward: Battle Interlude. Boost to Peasant Opinion. Small Boost to Noble Opinion. (Yes this is literally you going out and finding a fight.)
Diplomacy: Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkly in your grandfather's eye. (Choose 1):
Help Me, Damn It!: Yes, it is really nice that Magnus the Pious is rebuilding the Empire. Oh they've even declared it the Age of Rebuilding. And that's great! Except he's doing it mostly in the south right now, and as one of the northernmost provinces, that essentially means everyone else except for Nordland, you, and Ostermark. Now, not that you want to step on His Magnanimousness's toes or anything….but you need to step on His Magnanimousness's toes. You're people are not quite starving, but you are being swarmed by the broken remnants of the Everchosen's army. You know, the one that Magnus broke? You need assistance, whether militarily or monetarily or both, but you need something from the Emperor. It is only right he helps support his Empire's repair, right? Cost: 0. Time: 1 Year. Reward: Assistance from Emperor. Chance of Success: 75%
Diplomatic Survey: You've spent your time in a smithy. Now you can't. You need to know just what your other Elector Counts and Countesses (if there are any at the moment) think of you. As well as Kislev. For now, you are largely concerned with those who immediately border you, and how your recent situation may change things. For all that the Empire supports Magnus, you wouldn't be surprised if they tried to gain some advantage or another over you due to your relative inexperience and the generally deplorable state of Ostland. Cost: 0. Time: 1 Year. Reward: Information on how everyone regards you.
Stewardship: Morgan von Bernhardt is an experienced steward, and often ran things while your father was off gallivanting around. The middle aged man is quiet, but his ideas more often than not have merit. For now he wants to repair the roads and ports, but you need to reclaim those from the creatures of the Forest first. (Choose 1)
The Middle Mountains: The greater portion of this greenskin and beastmen infected mountain range belongs to Ostland, with minor portions ceded to Middenland and Hochland to the south. Your father never did much with it, focused as he was on the fool's errand of trying to challenge the naval superiority of Nordland and Erenburg of Kislev in an only somewhat friendly rivalry. You are not as idiotically competitive. There must be some sort of resources in the Middle Mountains. It's time that you got at them. Cost: 0. Time: 1 Year. Reward: Small portion of Middle Mountains get a mineral survey.
Walking On Moonshine, Woah Woah: This may or may not be a controversial move. Everyone in Ostland drinks. No, not mostly everyone, or almost everyone, everyone. The problem is that nobody really acknowledges this, it's just become so ingrained that no one really even questions it. But here's the thing, there would be no way to supply the demand if it weren't for the fact that a lot of people just make their own. That right there is an immediate income source just staring you in the face. Instead of having a bunch of independent brewers making incredibly disparate concoctions in their basement, contract a few on your own, and sell to the citizenry. A consistent quality and/or flavor (flavor optional) is rare in Ostland. Some people might raise an eyebrow at an Elector Count's government selling alcohol. Well, those people aren't Ostlanders. Cost: 500. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Selling Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% Chance of one or the other of those two.
Farming In The Forest: One of the greatest issues of living in Ostland is need for fields. For that super important food thing. What limited space you have is often dedicated for said farms. The issue is that the forces of destruction which inhabit your province had destroyed a lot of what few agricultural institutions that you possessed. A few remain, which is why your people aren't starving like dogs, but you should rebuild some as soon as possible. Cost: 200. Time: 1 Year. Reward: Farming Income.
Research: Helga…has no last name. Despite the fact that you are pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (Choose 2):
Screw Nuln: Except don't though. Because that's where the Emperor is. But uh…screw Nuln. They have all the guns, and all the engineers. Helga disagrees with that. Your people absolutely love guns, but have no easy access to them. They have to travel all the way from the bottom of the Empire to the top. Wouldn't it be if you had a Gunnery School of your own? You can't possibly match Nuln…for right now, but even a small workshop would be an immense boon to your people. Helga has volunteered to try and find her teacher to come to Wulfenburg so that you might be able to do so. Cost: 0. Time: 1 Year. Reward: Whoever taught Helga comes to Wulfenburg Chance of Success: 50%
Through the Trees: One of the greatest difficulties in fighting through the forestry that is most of your province is orders. Colors stick out like a sore thumb but are easy for enemy forces to detect. Same for flags. At the moment your people don't possess any real sort of communicating orders except through messengers. There has to be a way to do so, or else your people shall suffer reduced adaptability on the battlefield. Which…is bad. Cost: 100. Time: 1 Year. Reward: Something easier than colors/flags for forest operations (aka Ostland operations)
The Hell Is A Potato: Before your ports were destroyed, the big attraction was a trader claiming to be giving out a strange crop shaped like a clump of dirt. He claimed he received a hold full of the things from a Tilean trader who got it from an Estalian who got it from a Brettonian who got it from some far off land filled with walking lizards. It's called a potato. Out of the very few things recovered from your destroyed ports before you had to pull back into the trees, was a bunch of the things. Are they useful? Do they taste good when cooked? Are they worth growing as a crop? Cost: 100. Time: 1 Year. Reward: Potato knowledge.
Piety: Some people normally have one person advising them on such things. But Ostland is…unique. Which is why you have an Ulrican and two Sigmarites here. The first is named Wulff, not the most creative name, and the other two are Leopold, a priest, and Eizenhorn, a Witch Hunter. All three are wary of you, and you of them. Eizenhorn in particular squints at you constantly during the meeting. (Choose 1)
What, Precisely, Can You Do?: You have literally no idea what these fellows can offer. They are leery of you, and you of them, but they do make up an appreciable section of your privy council and regardless of how you personally feel about them or their flippy dippy ethereal useless arrogant voyeurs, the people likely feel differently. You need to know just what they can do for you, and they need to know that they can actually bring up things in the meetings without you completely blowing them off. Because you sort of did that the first time. Whoops. Cost: 0. Time: 1 Year. Reward: Piety Options Accessible.
Intrigue: Ah yes, what could be better than one twitchy Witch Hunter? Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose 1)
Hunt Them Down: There is a cult in your capital. They are responsible for the deaths of your most beloved family members. They must die, and they must die soon. The Order of the Silver Hammer dropped the ball horrendously on this one. Make your displeasure known, and do not let them rest until the perpetrators have been caught, drawn, and quartered. Then throw the remains into the sea, they do not get to be buried or burned here, they do not deserve to be. Cost: 0. Time: 1 Year. Reward: Cult members caught, killed. Mother avenged. Chance of Success: 75%
Get. Back. Here: The Order of the Silver Hammer may have thought it was a good idea to go out across the Empire and leave Wulfenburg woefully and in the end tragically understaffed by its members. It was not. Not in your opinion. Your mother, a sister, and a brother are dead due to their negligence. The most eagle eyed Order in all of the Empire just. Wasn't. There. Well no more. The Witch Hunters have left their home province for too long. Get them back here, so they can actually do the work they were meant to instead of going on vacation. Cost: 0. Time: 1 Year. Reward: Many Witch Hunters return to Ostland. Passive defense against Chaos infiltration increases. More criminals caught.
Personal: You refuse to let being an Elector Count consume every free hour you have. (Choose 2)
Marriage…hurray?: You hadn't even really thought about marriage before this point. But as an Elector Count, you have a responsibility to…well, get married. It's not like you'll want for potential partners. Even as a brand new and untested Count, you command a Runefang and an entire Province, giving you more influence than almost anyone else in the entire Empire. Put out the call that you are looking for potential partners and you can be assured that you will receive many an option. You'll have your advisers look through them first to cull the chaff of course. Cost: 0. Time: 1 Year. Reward: Marriage Options.
A Trade: Smithing is your true passion. Yet you exhausted all avenues for further growth in your former residence. Now, as an Elector Count you have the rare opportunity to try and see if you could request a true teacher. You speak, of course, of a dwarf. Would any dwarf be willing to help teach you to be even better? If you succeed in getting a dwarven teacher, this would likely be quite a positive in any future dwarven relations. Cost: 0. Time: 1 Year. Reward: Dwarven Blacksmith Teacher. Chance of Success: 40%
I Want Several: You have nothing against guns, you just never got around to learning how to use them. As Elector Count, you can order someone to help you though. That Witch Hunter woman, for instance. You never did get her name, but she carried about eight of the things. Surely the Order that failed to protect your mother wouldn't protest giving you one or two of those pistols and then teaching you how to use them…right? Right. Cost: 0. Time: 1 Year. Reward: Get to equip pistols. Training with a Witch Hunter has additional benefits. +1 Intrigue.
Military: Sir Maximilian von Raukov is a retired member of the Bull Warriors, Ostland's only Knightly Order. Despite being retired, there remains a fire in his belly. He is here to advise you on military matters. (Choose 2)
Herding Bulls: The Bull Warriors have spread out across Ostland to help fight 'fires' as it were. Rampaging beastmen, greenskins, and chaos marauders are everywhere despite the victory over Chaos at the gates of Kislev. Yet now they have become too spread out, and you need them to unify as a force once more. By rallying the Bull Warriors from across Ostland, you will gain a force to reckon with that you would otherwise not possess. Cost: 0. Time: 1 Year. Reward: Bull Warriors (Knightly Order) able to be commanded as a group.
- The Elector Count calls, and the Bull Warriors answer. The forest terrain that marks Ostland has helped ensure that large cavalry groups are generally unfeasible. You cannot move horses in very large numbers, it simply is not viable. As such, the singular knightly order in the province developed with a reduced focus on jousting and horse riding and such and exchanged it for extremely heavy armor and combat on foot. If they could not charge on horses, they would charge and crash into the enemy themselves. Like, say, a Bull. Extremely heavily armored, they are the perfect human group for hitting targets or protecting objectives. Their dedication to the people of Ostland resulted in them spreading out far too greatly to be of true work unfortunately. No longer. Throughout the course of the year the Bull Warriors assemble at Wulfenburg, their shining plate glinting even in the gloomy climate. They await only your orders. Reward: The Bull Warriors, Ostland's Knightly Order. (Good attack, Extreme Defense, Decent Mobility). x3000 Heavily Armored Swordsmen.
A Bull of Iron: You need to make a statement. Yes, you pounded iron in Jegow for most of your life, but that does not mean you are weak. You kept up with your combat training. Now it's time to prove it. The people have barely seen you, but you will make them see. Some Elector Counts might lead from the back, and do nothing but order others about, but you've never believed in that. You can fight and kill with the best of them. It's time you did so. There are beastmen on your lands, killing your people. It's time that someone killed them. You have a Runefang. You have a Greatsword bodyguard. You have ogres. Let's get to it. Cost: 0. Time: 1 Year. Reward: Battle Interlude. Boost to Peasant Opinion. Small Boost to Noble Opinion. (Yes this is literally you going out and finding a fight.)
- You cut your way through the forest, tearing apart three different bands of beastmen and rescuing villages. But the biggest fight definitely occurred when you chose to brave the currently uncontrolled coast where your father found his death. You ranged back and forth, killing the damned creatures until you found that one of the most important settlements in Ostland under assault by a concentrated group full of Norscan marauders and beastmen working together. Schönfeld is your main border settlement along the Kislev Border. Its possesses the only road towards Erenburg and elsewhere in your northern neighbor. Thus it is the main trade passage between Ostland and Kislev. (Battle Interlude Will Be Next Post)
Diplomacy: Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkly in your grandfather's eye. (Choose 1):
Diplomatic Survey: You've spent your time in a smithy. Now you can't. You need to know just what your other Elector Counts and Countesses (if there are any at the moment) think of you. As well as Kislev. For now, you are largely concerned with those who immediately border you, and how your recent situation may change things. For all that the Empire supports Magnus, you wouldn't be surprised if they tried to gain some advantage or another over you due to your relative inexperience and the generally deplorable state of Ostland. Cost: 0. Time: 1 Year. Reward: Information on how everyone regards you.
- The messengers go out, and questions are subtly asked. You relied on the Baroness's expertise for that last part. Goodness knows you would have just outright asked them. In any case, the news is….well. Let's just go down the list. The Emperor is really focused on the south at the moment, and so was barely able to spare any attention on you in general besides regret that your father and family died. Now then, the various southern Provinces are equally uncaring about you. Everyone was hurt in some measure or another by the Great War. Your more immediate neighbors are far more interesting.
Hochland is often regarded as a smaller and less wealthy version of Ostland. They are not always happy about this descriptor. It's not that they don't like you, but as a brand new Elector Count they are not going to regard you as much of a threat. It is for that reason that it may be good to keep an eye on them. They are always looking to try and expand their wealth, like everyone else. The issue is that their expansions might dip into your portions of the Middle Mountains, though them taking your southernmost territories in the current chaos of the era is ludicrous. Right?
Nordland, ah Nordland. What snooty sailors they are. Skilled too, though. They were one of the worst hit in the Great War, their previously massive fleet having been terribly savaged by the forces of Chaos. Coastal concerns have always been a difference between the two of you, and your father was no different. He fostered somewhat of a rivalry with the admittedly superior seafarers, who regard you with curiously buzzard like eyes. They better not try anything with their twisted tangled mass of supposed titles and claims…
Talabecland you like and respect. They are bordered by many, and have made great use of that by becoming the central trading province for land based matters. Trading between provinces will almost inevitably go through Talabecland due to their extremely well maintained roads and services for merchants and traders which outshine any other provinces at this point in time. That means that even if the journey would on paper be easier to go in a straight line overland, being able to move freight along the rivers of Talabecland is simply so much easier. They like you too, and wonder of wonders the modest Talabeclanders seem genuinely concerned about you. Who ever heard of a sincerely kind Elector Count? Well you may have found that rarest of things in Count Adolf Fuerbach. His province seems remarkable unharmed by the Great War, their damage showing itself in the dearth of population. But the trading infrastructure is still strong, it seems. A benefit of over two thousand years of perfecting said trading infrastructure.
Kislev essentially glanced in your direction and turned back to its own concerns. Tzarina Kattarin Romanoff - daughter of the now dead Tzar Alexis and sister to Natasha - is busy dealing with the land that was worst hit out of all others. Kislev was more than ravaged, more than devastated. Its lands were terribly desecrated, and one of its three main cities was burnt to the ground and ended up horribly corrupted. They have a hard, hard time ahead of them. The Tzarina seems focused on her city of Kislev first and foremost, leaving Praag's burnt remains to some poor fool and Erenburg's raided infrastructure to another. They would likely pay a premium for food and materials if you could convince them to purchase from you. And the timber you can provide for any rebuilding efforts might be profitable.
Stewardship: Morgan von Bernhardt is an experienced steward, and often ran things while your father was off gallivanting around. The middle aged man is quiet, but his ideas more often than not have merit. For now he wants to repair the roads and ports, but you need to reclaim those from the creatures of the Forest first. (Choose 1)
Farming In The Forest: One of the greatest issues of living in Ostland is need for fields. For that super important food thing. What limited space you have is often dedicated for said farms. The issue is that the forces of destruction which inhabit your province had destroyed a lot of what few agricultural institutions that you possessed. A few remain, which is why your people aren't starving like dogs, but you should rebuild some as soon as possible. Cost: 200. Time: 1 Year. Reward: Farming Income.
- You hate beastmen. They apparently hate it when you cut away at their home. Well good. A few roving bands of the mutants try to hit the camps but you weren't stupid and ordered that they were to be defended by at least a few ogre guards. Thus, by the end of the year you've managed to rebuild to the point that two thirds of your pre-Chaos Invasion farms are back up and working. That's a third more than you began the year with. Reward: Farming Income +50 Crowns Per Year.
Research: Helga…has no last name. Despite the fact that you are pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (Choose 2):
Screw Nuln: Except don't though. Because that's where the Emperor is. But uh…screw Nuln. They have all the guns, and all the engineers. Helga disagrees with that. Your people absolutely love guns, but have no easy access to them. They have to travel all the way from the bottom of the Empire to the top. Wouldn't it be if you had a Gunnery School of your own? You can't possibly match Nuln…for right now, but even a small workshop would be an immense boon to your people. Helga has volunteered to try and find her teacher to come to Wulfenburg so that you might be able to do so. Cost: 0. Time: 1 Year. Reward: Whoever taught Helga comes to Wulfenburg Chance of Success: 50%
- Required: 50. Rolled: 98+20=118. So the story comes out. Helga, as a woman, was rejected from the Gunnery School. Which she found ridiculous, as apparently yes there are most certainly dwarven engineers of the feminine variety. An Ostland native, your advisor did the next logical thing – she tried to drink her body weight in alcohol by a factor of twelve. She does not, in fact, remember that night at all save for slamming the first mug of ale down. Her next memory is waking up with her head in a bucket. Then someone else woke up next to her, head also in a bucket. The second person is the dwarf who just came into Wulfenburg yesterday, her giant orange Mohawk stiff in the wind. Apparently the two had made some sort of competition with the reward being the dwarf swearing an Oath (dwarves do capitals when it comes to oaths) to teach Helga everything she knew about engineering and guns. Now, apparently, this is completely against the rules of the dwarven Engineers Guild or whatever it is. But, also apparently, Valma Tharmaniz doesn't care about those rules.
She hasn't cared about them since she became a Slayer. Now that, you only know somewhat about, but all you really need to know right now, Valma tells you in a drunken haze after her arrival, is that being a Slayer means that you don't get to be part of normal dwarven society, and that after a while you get to go get in a fight and then die. Poof, the end. The only thing that can stop Valma from going off and doing just that in the Forest of Shadows is the fact that she swore an Oath to teach Helga everything she knew about engineering and guns. She hasn't come close to doing so. So you can take some comfort in that, and take some extreme comfort in the fact that a three hundred year old dwarven engineer and Slayer has taken up residence in your capital city. Now you just have to…build a Gunnery and Engineering School. How hard can that be? Reward: Valma Tharmaniz, Dwarf Master Engineer and Slayer.
The Hell Is A Potato: Before your ports were destroyed, the big attraction was a trader claiming to be giving out a strange crop shaped like a clump of dirt. He claimed he received a hold full of the things from a Tilean trader who got it from an Estalian who got it from a Brettonian who got it from some far off land filled with walking lizards. It's called a potato. Out of the very few things recovered from your destroyed ports before you had to pull back into the trees, was a bunch of the things. Are they useful? Do they taste good when cooked? Are they worth growing as a crop? Cost: 100. Time: 1 Year. Reward: Potato knowledge.
- Yes, this is a most useful crop! Over the course of the year Helga reports that her people have determined this tuber can grow in a surprisingly large number of disparate terrains and soil. They are hardy, and grow well in a lot of different places that you really hadn't thought any vegetable or fruit was normally capable. Well, the potato can. Even better, as proud Ostlander's they decided to check to see if it possessed that all too rare quality – the ability of alcohol to be made out of it. Well, the answer is yes. They managed to create some kind of potato water that gets you drunk really fast. It's absolutely fantastic. Oh, and uh, you could probably be able to grow them in enough numbers to help feed your people greatly. Which is great, because food, but you can also make…you shall call it…Ostka. Ostka, the newest type of alcohol to join the world! Oh the things you can do…Reward: Potatoes really useful. Can Add Potato To Crop Distribution. Can Set up Ostka Breweries. (Ostka = Vodka).
Piety: Some people normally have one person advising them on such things. But Ostland is…unique. Which is why you have an Ulrican and two Sigmarites here. The first is named Wulff, not the most creative name, and the other two are Leopold, a priest, and Eizenhorn, a Witch Hunter. All three are wary of you, and you of them. Eizenhorn in particular squints at you constantly during the meeting. (Choose 1)
What, Precisely, Can You Do?: You have literally no idea what these fellows can offer. They are leery of you, and you of them, but they do make up an appreciable section of your privy council and regardless of how you personally feel about them or their flippy dippy ethereal useless arrogant voyeurs, the people likely feel differently. You need to know just what they can do for you, and they need to know that they can actually bring up things in the meetings without you completely blowing them off. Because you sort of did that the first time. Whoops. Cost: 0. Time: 1 Year. Reward: Piety Options Accessible.
- Well. You got them to open up. Now you sort of wish you hadn't. It seems that your general apathy towards religious matters has been greatly noted by the citizenry and the religious citizenry in particular. Wulff and Leopold angrily compete with one another for attention, trying to determine just whether or not you would support Sigmarite or Ulrican interests. Eizenhorn says nothing, merely glaring at you constantly. Every time you don't say what they think is the 'right thing' to their questions and statements and his eyes narrow further. By the end of it you feared that his eyelids might cross each other and keep going to the other side so hard was he pressing them together. Still, they provide some useful information. You don't really truck with hammer head and wolf face, or Sigmar and Ulric as they are called, but considering the fact that there is such a thing as magic and that the powers of Sigmar are at least somewhat demonstrable in the form of glowy auras and slightly extra loud voices –ooh such a useful thing you say to yourself sarcastically – and that they may or may not be able to provide defenses against Chaos through their symbols you cannot just ignore them. You may not worship anyone in particular, but if shoving a metric ton of Sigmarite or Ulrican sigils and effigies into the face of anyone or anything affiliated with Chaos makes them squeal even just a little bit, you don't see a problem with shoving a metric ton of religious crap in their face. Or beating them to death with said symbols. Both work for you. Reward: Piety Options Unlocked. Turns out the religious folks are suspicious of you.
Intrigue: Ah yes, what could be better than one twitchy Witch Hunter? Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose 1)
Hunt Them Down: There is a cult in your capital. They are responsible for the deaths of your most beloved family members. They must die, and they must die soon. The Order of the Silver Hammer dropped the ball horrendously on this one. Make your displeasure known, and do not let them rest until the perpetrators have been caught, drawn, and quartered. Then throw the remains into the sea, they do not get to be buried or burned here, they do not deserve to be. Cost: 0. Time: 1 Year. Reward: Cult members caught, killed. Mother avenged. Chance of Success: 75% Required: 25.
- Rolled: 73.
The Witch Hunters found them, a small cult of Tzeentchian mutants. They had hoped to plunge the Province into further Chaos with the death of what they thought would be the last of your family. But you lived, and they died. As they were hacked apart in front of you by the Greatswords in public view of everyone after having their tongues pulled out, you felt no true satisfaction. Your mother was dead. But when you sent their remains into the sea, you smiled. They had claimed to be servants of Wulfenburg's people, as if the people wanted mutants ruling over them. The Witch Hunters felt especially chastised. It wasn't that hard to catch them, but the Order simply hadn't. They know that this has damaged their relationship with you. And since you are Elector Count...this is a bad thing for them. Reward: Cult members caught, killed. Mother avenged.
Personal: You refuse to let being an Elector Count consume every free hour you have. (Choose 2)
I Want Several: You have nothing against guns, you just never got around to learning how to use them. As Elector Count, you can order someone to help you though. That Witch Hunter woman, for instance. You never did get her name, but she carried about eight of the things. Surely the Order that failed to protect your mother wouldn't protest giving you one or two of those pistols and then teaching you how to use them…right? Right. Cost: 0. Time: 1 Year. Reward: Get to equip pistols. Training with a Witch Hunter has additional benefits. +1 Intrigue.
- You now possess five pistols. They scare the hell out of you with the potential for them to blow up, but you cannot deny the usefulness. Luckily, you didn't have to just figure them out, and so instead you began training with a Witch Hunter, some one-eyed man with a shock of black hair and scarring all over their body. Now when you head out into battle you'll have some guns for emergencies. At the very least, your eyes are much better at catching the movement of things in the dark. Well, it's Ostland. So most of it is dark. And filled with trees. Reward: Get to equip pistols. Training with a Witch Hunter has additional benefits. +1 Intrigue.
Marriage…hurray?: You hadn't even really thought about marriage before this point. But as an Elector Count, you have a responsibility to…well, get married. It's not like you'll want for potential partners. Even as a brand new and untested Count, you command a Runefang and an entire Province, giving you more influence than almost anyone else in the entire Empire. Put out the call that you are looking for potential partners and you can be assured that you will receive many an option. You'll have your advisers look through them first to cull the chaff of course. Cost: 0. Time: 1 Year. Reward: Marriage Options.
- You got a lot of responses, but your advisors have selected the ones they find the most…useful. Or palatable. Whichever.
1) Johanna Fuerbach is the recently 'rediscovered' daughter of the current Elector Count of Talabecland. She brings with her connections to the Empires greatest land-trading Province and a direct line to it. The 'rediscovered' portion is due to the fact that she has been presumed dead for the past three years. As it turns out, she wanted to go out and see the world, and when was told not to…went out and did it anyway. Now twenty three years old, she has spent the past four years traveling the world as an adventurer fighting everything imaginable across the world. They thought she died when the boat she was travelling on towards Cathay was reported destroyed. She didn't and made her way to shore. Experienced to the extreme, if Johanna's tales weren't backed up by the confirmation of the dwarves, men, and women that she travelled with then she would have been ridiculed as an absolute liar. As it is, her halberd was once repaired and engraved with dwarvish runes for helping an expedition of the stout folk recover some Clans ancestral heirloom from a lost hold in the Mountains of Mourn. Now she is back, and her father is desperate to stick her somewhere where she won't immediately run off again to satisfy her wanderlust.
Trait: Strong - Born stronger than most.(+2 Martial) [This is a genetic trait. It may be passed on to children]
Trait: Experienced - Has been a mercenary for several years, ranging across the Empire and beyond. Knows much about the world. (+1 All Stats)
Trait: Dwarf Friend – Assisted in the recovery of Clan Durragsson's ancestral heirlooms from the Mountains of Mourn, gaining their eternal friendship through binding oaths and gratitude.
Source: Titania from Fire Emblem Path of Radiance
2) Natasha Romanov is…well. All right, we'll come out and say it, she is a witch. An Ice Witch, to be specific. Now, Magnus had declared that magic is relatively all right, but he is going up against about 2300 years saying that magic is evil and wrong. But your advisers are aware of the fact that you are not…the most pious fellow around. All the dogma surrounding a woman who uses magic, no matter the type, sort of washes off of you like water on a ducks back. The youngest daughter of the Tzarina is cold as the ice she commands. Growing up with Kattarin, her elder sister, has resulted in a woman who has been largely pushed aside for who everyone else considers to be the future Tzarina. Not able to stand in the spotlight, Natasha has thrived in the dark. She has quietly amassed her own connections and cultivated her own relationships separate from her sister and mother, and can be as cold about it as a Kislev Winter. You know little else about her personality, but she is part of the Romanaov Dynasty, and Kislev has never been against their Ice Mages. This is a chance to connect yourself to the bulwark against Chaos, and if you strengthen them, then maybe the next Everchosen will just stop at Praag.
Trait: Scholar - loves learning whatever they can (+4 Learning, +2 Piety, -2 Intrigue, -2 Martial)
Trait: Attractive – Quite beautiful (+2 Diplomacy)
Trait: Journeyman Ice Mage - A relatively experienced user of ice magic. Female Children may be born with Ice Mage trait. (+2 martial, +2 learning, +1 Piety)
3) Ortrud Hertwig is the first daughter of the current Elector Count of Ostermark, Klaus Hertwig. And she is something rare amongst all of your potential partners. A lot of people disregard the rural Ostermark as backwards and ridiculous farming folk. A lot of people forget that they consistently send troops to aid Kislev in its troubles with Chaos, more than any other province. Their soldiery are some of the most rugged and experienced around. Like Ortrud, a bona fide veteran of the Great War Against Chaos. She stood at the gates of Kislev itself and fought alongside the armies that Magnus brought forth. She ran up and down Kislev, and has spent the past two years helping clear Ostermark of the Chaos remnants who fled there. To be clear, she cleared Ostermark. Tabebecland, Ostland, Nordland, Kislev, and really much of the Empire is still caught in the throes of the remnants of the armies of the Everchosen. Not Ostermark. Ortrud. The word comes from the roots "ort," meaning "sword point," and "trud," meaning "power." Well. Makes sense.
Trait: Strong – Born stronger than most (+2 Martial)
Trait: Humble – The daughter of a farming province that may be incredibly successful now but has never forgotten her roots. (+3 Piety)
Trait: War Veteran – A veteran of the Great War Against Chaos. Retains contact with other veterans across the Empire.
Ostland Clearing Expedition #1/ Rumor Mill For Turn 1
Outskirts of Birkeweise, Ostland Army Camp
You have no true idea how it is that for all your life up until this point Jegow was left untouched by the predations of the inhuman denizens of the Forest of Shadows. As Elector Count you have been made aware of just how terrible life is in Ostland. You knew objectively that life in Ostland was awful, it's a gloomy forest that is filled with beastmen and greenskins and everyone knows that every hour is the hour you might die. Thus the drinking. Now, however, you have seen the horrors that lurk in your lands.
Beginning in late summer and now into late fall, you have led your army in a concerted effort of clearing out the forests as best you can. In that time you have been assaulted by and have assaulted four different warbands of gors and ungors, and at one point you ran into a wild tribe of forest goblins. So far, casualties have been surprisingly light, but you cannot afford to let yourself be fooled. There are more mutants and greenskins in Ostland than there are humans, that is a fact which has been true for decades and isn't about to stop just because you decided to shove greatswords and ogre warriors down their throats in a meandering path throughout the forests. Not that it hasn't been good to get out there and do some real work with your hands. It isn't the same thing as forging a sword, but it has at the very least provided you with some pistol practice. And the gratitude on the villagers lives who you saved is actually quite nice. Husbands and wives, along with their children, can be assured that with you at the head Ostland may be at least marginally more safe to live in.
Wives…you don't frown, precisely, at the thought. You are fully aware of the need to get married and have a child. But the choice you made, the Romanov woman, you know for a fact that it's going to cause problems. You don't precisely share the horror and poop-spewing fear of magic that so many others do. The Witch Hunters on the Privy Council twitched heavily when you made your decision, especially Eizenhorn. The Ulrican priest was also most unhappy. So was Father Leopold.
The Witch Hunters shame at their failures and the embarrassment of their organization as a whole has apparently run out. You could only rely on them acting as they had previously for so long and now they have returned to looking at you alongside everyone else with the paranoid eye. Perhaps if you had chosen a different wife you would be able to say differently, but they could only be stretched so far before snapping back.
You weren't about to try and spend the effort to get some woman who seems determined to run off and die somewhere far from home to like you and stay in Ostland. And as for your other choice, well…hmm. Ortud seems like a nice girl, but you don't know if you would click with her. Besides, she's doing quite well for herself in Ostermark, if the tales are to be believed. No reason to force her into the depression swamp that is your province.
Bah, it's all enough to drive you to drink. So you do.
You're several cups in at that point and only just beginning to sway when you hear one of your guards stopping someone from coming into your command tent. The elite warrior steps in at your urging, bringing with them one of your scouts.
"Count Hohenzollern," the scout salutes, an action which you return. "I bring news. Our border town of Schönfeld may be under assault soon."
That's not good. Schönfeld is your main land connection with Kislev. The same nation which you just married the younger sister of the recently risen Tzarina Kattarin.
"Are you sure?"
The scout pauses to take a long pull of his hip flask, the equivalent of an Ostlander taking a breath, then answers, his breath puffing out in the chill air. This far north, fall is as cold as winter in the south.
"Aye, my Lord. It's the only large settlement in the immediate area, and the Forest of Shadow's does not stretch this far. Me and some others watched the move for a while. There's only one place they could be going, and that's Schönfeld."
Well. That tears it you suppose.
"Get me my Runefang. And my hammer."
Your camp had uprooted itself within the day, and the Army of Ostland began to move.
Approaching Schönfeld, A Relatively Short Time Later
It's not that you don't feel a touch of almost boyish excitement whenever you hold the priceless piece of craftsmanship that is Brain Wounder, but you can't help but want a secondary weapon. Said weapon is your hammer. To be sure, it was meant for forging, but it's perfectly good at cracking skulls as well. The head does seem to be one of the first parts of a foe which you attempt to strike with the thing. Perhaps it says something that both of your melee weapons are centered around it by name and deed.
Rubbing your hands together to warm them, you frown. The scouts hadn't been wrong, they had discovered a truly substantial group of beastmen. The tracks were easy to follow out on the open ground, whereas in the forests where the creatures normally resided they were unnaturally able to disappear into the trees. Yet the longer and longer your marching army went without actually finding any living sign of the creatures, your unease grew. The normally substantial drinking that your people partook in intensified, as did your own.
"Hark! Look there!" a forward scout cried out in alarm.
The reason for said alarm grew evident when you got closer to where the scout had stopped. The army behind you shifted back and forth as you simply stared. You had found the beastmen. There were no great plumes of smoke rising into the sky from the ashes of a burnt and destroyed or even just regularly under attack Schönfeld. No screams of terror of a settlement of your people under attack. The latter was supposed to be a good thing. A great thing. But the world has apparently decided to somewhat taint the normally wondrous occasion.
Because more than the beastmen, there was most certainly ice. Great plumes of the stuff, rising into pillars of which some reached ten feet high. Within them were the terror stricken corpses of gors and ungors. A wide sweeping wave of spikes made of the glistening frozen water had impaled a good twenty of the creatures, spearing them all over. Yet not all of the beastmen had been killed in this manner, there were clear signs of regular fighting where the creatures had apparently run into something that their primitive clubs and weapons could not affect.
Cries go out across the scouts then, and you feel the chill in the air stronger than ever. Striding out of Schönfeld, essentially your gate to Kislev, comes a group which just about matches the size of your expedition of Greatswords and army elements. You couldn't just run around with all ten thousand men on a single expedition, they were needed to guard the roads and Wulfenburg and so on.
Black robes swirl in a sudden gust of wind, revealing the similarly colored armor beneath. There are large and exceptionally well crafted halberds in their hands and swords at their sides. In lockstep, they march forwards in a finely disciplined block as they approach. If it weren't for the drink suffusing you and most of your people, you might actually be a bit scared. Just another of the benefits of Ostka. The banners of Ostland begin to flap back and forth in the new cold wind which seems to blow across the whole of the area. However, eventually they stop, just scantly within range of your archers. The head of the formation, whose armor seems just a tad more ornate than the others, breaks from the direct center of the front of the block and advances.
"You carry the banners of Ostland! Do you serve the one known as Count Hohenzollern?" the man bellows in a surprisingly loud voice. It takes you a moment to puzzle through his accent though.
"Aye, they do serve me!" you call back.
It's hard to tell at this distance but you think that tall, black, and imposing individual stiffens slightly in surprise.
"You are the Count?"
"I am! Who, precisely, are you?"
"I am Boris Ivanov, Captain of My Lady's Kreml Guard."
Even as you mull over his words and silently repeat 'My Lady' the apparent Captain Ivanov makes a sharp gesture with his hands. The block of what you must assume to also be Kreml Guard shifts, and rotates in unison to transform from a solid square to seemingly slide open at the center. They bow their heads in deference at-
Your breath catches.
One of the most beautiful women you have ever seen walks out of the center of what you now realize was a protective block. Much like your own Greatswords surround you. Her hair flows out behind her in a luxurious river of a hue you could only imagine as having come together by melding white gold and silver. She wears a dress that looks like woven ice and sapphires, and if what your brain is rapidly beginning to suspect is true, it might actually be. Her skin is literally flawless, but it is her expression which gives you pause. It isn't disdain. Or arrogance, or grief or any other myriad of things. It is, in fact, one that you remember from looking in the mirror.
Slight contempt, not directed at anyone in particular but at the world, with a dollop of weary acceptance at the deplorable state of the world. A faint band of steely, or perhaps in her case icy, determination.
You don't know quite how you found your way onto the field between your two groups. But she pushes past her Captain just as you slip through and around your own guards. Eventually, the two of you meet, as Greatswords and Kreml guards try to hover over you like protective mothers without intruding too terribly while also being close enough to attack one another should the occasion turn violent.
"You are Count Hohenzollern?" she asks flatly.
"I am."
"Prove it."
You raise an eyebrow and turn your head slightly to point at Brain Wounder.
"Hmm. Point," she says with a nod before offering her hand. "I am Natasha Romanov. We are to be wed."
You bend down to kiss the top of her hand, and come away with numb limbs from the cold. Her nose wrinkles.
"You smell like a brewery."
"Is that going to be a problem?" you ask sardonically. Of course it would be. You're the heaviest drinkers in the Empire, of course everyone else would find your smell and habits distasteful. Except maybe ogres and dwarves.
In response she snaps her fingers and Captain Ivanov marches over before producing a jet black metal flask that is more than twice the size of your own. This time it is your nose which wrinkles when she opens it, the ridiculously potent scent nearly bowling you over. A scent you at the least recognize. Natasha inhales deeply of the smell before sighing in something that could be considered content.
"Is that…?"
"Dwarvish, yes."
Then you watch as she upends the flask, swallowing dwarven made alcohol for a solid ten seconds before stopping. Not because she was done, but because the flask was now empty if the ease by which she tossed it back to Ivanov was any indication.
"No problem. Are we going to go back to your home or am I to be sequestered here, all alone and distant from the rest of your peoples."
"You'll…return with us, I suppose. You were not supposed to be coming for another month, I thought."
She shrugs.
"My sister wanted me gone sooner. Now that Kattarin is Tzarina she would like it if I stopped talking to the rest of the court behind her back and in front of her face. She doesn't like how they listen to me over her sometimes."
Oh. You were hoping that by marrying Natasha that your relations with Kislev would improve, not take a dive due to sibling rivalry.
"I…see. Let us be off then, I suppose?"
"Yes."
Gain: Natasha Romanov, younger sister of Tzarina Kattarin. A relatively powerful Ice Mage, she brings with her a set of the elite Kreml Guard, sworn to protect the Tzarina herself, her family, and the Palace at Kislev. In addition come a small amount of Kislev Kossars.
All Hail Count Hohenzollern: It has been 2304 years since Sigmar founded the Empire. Under the heroic and beloved Magnus the Pious, the forces of Chaos have been beaten back once more! While the Emperor rebuilds his home of Nuln and the former capital of Altdorf, the dastardly forces of Chaos struck once more. Despite it being two years since the victory at Kislev, the remnants of that great and terrible army continue to plague the northern territories of the Empire as well as the nation of Kislev. One of the most recent casualties was the majority of the Hohenzollern family, leaving the tenth son, Frederick Hohenzollern, as the new Elector Count of Ostland. The largely unknown young man is said to have been exiled to a remote village early in his life, prompting many a question from Nordland and Hochland as to the boys viability as Count. Both provinces have offered to send advisors to assist the untested and likely bereaved Count who has up until this point had no presence in Ostland's court.
Grand Structures In Altdorf: Sources from the former capital of the Empire say that the legendary and heroic elf mage Teclis of Ulthuan has been constructing eight vast structures on request by the Emperor in Altdorf. The purposes of these structures is unknown at this time, though the incredible displays of magic that Archmage Teclis has sent nervous titters throughout the southern provinces and weary grumbling in the northern ones. The vast majority of people believe in the Emperor's words when he says that the structures shall be part of a grand new part of the Empire for all times to come.
Smoke From The Middle Mountains: Though the Middle Mountains have been under the supposed aegis and governorship of not just one but three provinces – Ostland, Hochland, and Middenland, actual control over the range has always been tenuous at best. Utterly infested as they are with greenskins and beastmen, it is said that no men truly control the mountains. The recent news is foreboding, as guards on the borders of all three of the previously named provinces have spotted great columns of smoke rising up from the mountains in large numbers. The origin of the smoke is unknown.
First Grand Conclave Concludes: It was the will of the Emperor, Magnus the Pious, he who unified the Empire once more and struck down the Everchosen Kul, that the priests of the Empire's Gods come and meet. The cults have never truly been peaceful, for this is not a peaceful world. When they rarely come together and agree on some topic, there is always another upon which they will willingly bicker and fight about. And lo, there has been too much bloodshed amongst the Empire when the cults go to war against one another. Sometimes even against themselves. But under noble Magnus' eye, perhaps this will change. Every five years, so has the Emperor decreed, they will come - chosen representatives of the cults - to Nuln. There, they shall work out their issues one way or another. In fact, it is not theological discussion that shall be the topic at all, but rather pressing matters, the common issues, day-to-day problems, that shall be earnestly investigated. Including how they affect the Empire itself. One can only hope that the Emperor will be able to keep the peace amongst them!
The sun was surprisingly shining for once in the normally gloomy Ostland. White fluffy clouds puffed along cheerfully in a bright blue sky. The warmth of summer mixed with the bracing cold breezes of the north swept through the streets of Wulfenburg, and rose upwards towards the castle. The window to a bedroom that had been cracked open slightly due to the heat within the actual stone structure was teased open by the wind until the light could shine down neatly upon the well-furnished bed within.
Down in the kitchens, a chicken managed to escape from the confines of the cage where it had been kept for the past several hours. The cooks promptly yelled and chased after the brave bundle of white flapping feathers as it sprinted for freedom. It managed, at one point, to get atop the walls, soldiers looking on in bemusement as a balding cook whose gut hung widely chased after it. It was, after all, just one chicken. But then the bird made a mistake, and leapt along window sills with skilled and desperate jumps.
Then it leapt onto the balcony of one very specific room of the castle, where a window had been slowly pushed open over the course of an hour.
The chicken clucked loudly then, and was promptly silenced by a haphazard pistol shot which went wide and a bolt of frost that did not. As smoke rose from the barrel of the pistol you had taken to keeping next to your bed after realizing that the love of guns that most Ostlander's shared was one that you yourself possessed, you turn your gaze to the other occupant of your bed. An absolutely nonchalant and slightly irritated face that was nonetheless beautiful looked back with an eyebrow raised.
"Am I to expect all my mornings in this forest to be as such?" your wife murmured in her thick Kislevite accent.
"Hopefully not," you say with a shrug.
Alas, now you are both awake. As you both putter about the room, going through your morning rituals, you find your eyes every now and then going to the dry humorist that you have married yourself to. The past few weeks have been a whirlwind of activity.
The first weeks of this year were a whirlwind of activity. Natasha's introduction to your people from the walls of Wulfenburg Castle went about as well as one could expect from a primarily Ulrican province with a Sigmarite capital city. That is, if one expected total chaos, shouting, roaring, and something that nearly devolved into a riot before you managed to get things under control again. Despite Magnus the Pious's edicts, magic users are still greatly feared by the people for multiple reasons. (Peasant Opinion Reduced).
But then, messengers arrived from Nuln. They had been sent out across the Empire far and wide. Magnus the Pious had, along with the assistance of Teclis the legendary elf Archmage, constructed a strange and wondrous set of institutions known as the Colleges of Magic. Instead of being executed, those who showed the talent there were to be remanded to Altdorf where they could hone their talents for the betterment of humanity. The Emperor himself, who enjoys an unprecedented amount of support in practically all of his actions due to saving the Empire and is known to be an incredibly devout Sigmarite who is supported by the whole of said faiths church, has thrown his support behind magic users in this regard. (Peasant Opinion Restored).
Alas, these Imperial Edicts came with a backhand that you honestly could have done without. Your new wife is regarded as a foreign priest. Yes. The Ice Mages of Kislev are regarded as practitioners of a foreign faith and are thus not under the same restrictions and imperial requirements as another would be. You get to have the sensation of a queer brotherhood with Brettonnia far to the south. Apparently their Damsels will be similarly regarded.
Both you and your wife snorted at this, almost at the same time. There was an odd moment there where you both just looked at one another with similar expressions…
At this point the people of your province are quite perplexed. The hero and Emperor Magnus the Pious has declared himself for magic with a positive lean and has founded Colleges down in Altdorf for it. Your wife displays powers that must be magic. Except no, they are now a result of a foreign religion and she is a priest of Kislev. Though your people dislike Wizards and Witches more than they dislike foreign priests. So that's…good? (Peasant/Noble Opinion Lowered.)
-------------------------------------
"Is…is that true?" you asked her, looking askance as you let the hand holding your copy of the new Articles of Imperial Magic loosen its grip, sending the sheaf of papers to flutter down.
"No, that's ridiculous. The Ursun Cult has a scant bare few members. There's no way that the big bear gives us our powers. Neither do any of the other God's," Natasha replied, waving her hand flippantly.
"Ursun?" you say with a raised eyebrow. She worships a big bear. Oh this can only mean good things for this marriage, you think to yourself.
"I can see the contempt forming in your face, my husband," she says with bared teeth, "but now I must puncture it. Alas."
Your eyes roll in eloquent response.
"I am technically part of the Cult of Ursun, because of the fact that it is so obscure. It means that I am not required to go to Ulrican or Sigmarite meetings and rituals. Besides, if the younger sister of the brand new Tzarina Kattarin," she says with her teeth grinding somewhat at the mention of her sibling, "was a well-known worshipper of the man with a hammer or a wolf then her movements would be more noticeable to others who walked in those specific…hmmm, realms of society."
There is a slight pause as you consider what she just said.
"Do you actually worship Ursun?"
"Do you actually worship Sigmar?"
Both of you raise a single eyebrow as you slowly begin to circle one another.
"Well?" you say at the same time.
With a shrug, she answers first.
"I do. Somewhat. He's a bear. Poke it and you die. Let it be and nothing bad happens to you. I like that. It fits me. As an Ice Mage the traditional fiction is that we are Priests of the Ancient Widow. Or Kislev. Or 'The Land'. As for me…eh." She shrugs nonchalantly.
"And that's as far as it goes for you?"
"Just about. I'm not about to go try and do the Bear Walking Ritual. That's ridiculous."
You have no idea what that is. She gestures for you to speak yourself.
"On paper, I do follow Sigmar."
"And not on paper?"
"I choose not to rely on any God for any reason, not even Sigmar. Ostland has been like it is for more than two thousand years. Plenty of time for godly intervention. There isn't going to be any. So I'll have to do it myself."
Natasha nodded respectfully.
"I can understand that, at the least. So. How is this going to go, husband of mine?"
You've been married for only a few weeks now, and she has only ever referred to you as husband. Never any more affection than that, for now.
"I'm going to save Ostland."
"What of my homeland?"
"That too."
"Because we are married?"
"Because Kislev deserves more. It has safeguarded the lands of the Empire, Brettonia, Estalia, Tilea, and everywhere else from the predations of Chaos for its entire lifetime."
And you mean that. In your opinion Kislev has been part of a raw deal for far too long. It's time that changed. Yet before you can articulate that, you stare, dumbfounded, as your wife nods decisively and strides over to your pitcher of Ostka and drinks about half of it. There is a small pleased sound which emanates from her before she returns, the scent of alcohol more than anything marking her as being in Ostland.
"Well said."
Then she kisses you on the mouth, conjures ice which slips you into bed, and-
"Pflafh!" you say in surprise as some feminine smallclothes smack you in the face, drawing you from your reverie.
"Awake now, darling," and there's the ever so slightly sarcastic drawl whenever she uses that word now, "we must go and recuse ourselves from the daily praying."
And that is something that signaled that you might get along with this ice woman. Both of you had come together, as husband and wife, to continually refuse invitations by priests of both of the major gods in Ostland. It gives you several more hours in the day to do things. For instance, take care of actually important things rather than smell incense and read from a big dusty book.
Ostland will require much more work indeed if you plan on pushing Ostland past whatever former glories it may have had to something better. Kislev as well. If the people of the Empire are going to ignore the north and the worshippers of Chaos until another Everchosen comes along, then Ostland and Kislev will have to pick up the slack.
You pause, on the way out the door of your personal quarters. There are now two pitchers of Ostka. Not because the two of you will not drink from the same glass. It's just that apparently Kislevites love their drink as well. You need two pitchers just because both of you will drain the things. The sun has begun coming up, the morning has begun.
You swallow down about three pints of Ostka, open the door, and head out into the day.
Military: Sir Maximilian von Raukov is a retired member of the Bull Warriors, Ostland's only Knightly Order. Despite being retired, there remains a fire in his belly. He is here to advise you on military matters. (Choose 2)
Soothing Egos: The nobles of Ostland are in a tizzy. You married a foreigner, a foreign priest! This has not gone over well with either Ulricans nor Sigmarites. Those who follow quote and unquote lesser gods are of similar opinion but they make up a very tiny amount of your population to, well, matter as much. Before they were asking, and now they are very nearly demanding that you provide protection for their interests. You slew many a beastman and greenskin last year, but with no dedicated guards some of the holdings of your nobles suffered. It would be a simple matter to post some guards, if only to sooth egos. You don't need to be assassinated before you get in your first five years after all. Cost: 50. Time: 1 Year. Reward: Noble Ego's soothed. Slight raise to Noble Opinion.
Systematic Clearing: You've come to a decision. You are going to clear Ostland of beastmen. Now, just because this has been attempted before and never succeeded at by multiple Elector Counts of Ostland doesn't mean you can't try. The times are changing. Magic is now allowed in the Empire. You're married to the only person who wasn't a dwarf who can match you drink for drink and who also has strange and terrifying powers of ice magic. You have the Bull Warriors now, and you are going to grind down the beastmen from your province inch by inch if you have to. It's time to begin. Cost: 50. Time: 1 Year. Reward: The Beastmen of Ostland Quest Line Activated. Dead Beastmen. Peasant and Noble Opinion Boost.
Middle Mountain Scouting: You do not like large plumes of smoke in areas not under control by the Empire. Generally you just don't like large plumes of smoke. It usually means that a large number of greenskins have come together, or a large number of beastmen. You don't like either possibility. So, as such, put together a few scouting parties to investigate, yes? Cost: 50. Time: 1 Year. Reward: ???
Reclaiming The Coast: The coast of Ostland is filled with beastmen and Norscan marauders who can come and go with impunity. It is there that your father fell, attempting to do just what you are about to try. The largest port of your province, Salkalten , is also the only real port of your province. Verborgenbucht is at best a very large yet singular dock. It is there that what seems like an entire clan of Norse raiders has taken up residence. There they sit, even now, drinking the copious stores of Ostland alcohol in its many forms, and prancing about the blackened ruins with their dark and disturbing culture and rituals. The Norse were supposed to be broken utterly by Magnus's actions, but not these ones. Perhaps they have gotten so drunk they have forgotten to be afraid. It's a common Ostlander problem to be so drunk that fear takes a holiday. Which means only one thing. They took your port, your beer and ale, and now they are starting to appropriate your culture. No. Longer. Your father attempted this with a small detachment of soldiery. You are going to bring an army. Cost: 0. Time: 1 Year. Reward: Battle of Salkalten (Ostland's only actual port, currently caught in the grip of a surprisingly stubborn band of Norscans. Success = Large boost to Peasant/Noble Opinion)
Diplomacy: Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkle in your grandfather's eye. (Choose 1):
His Magnanimousness: Yes yes, hurray for the new Magic Colleges. But you know what you need right now? Imperial aid. The North has been greatly neglected by the Emperor as of yet, who has apparently been spending his time building colleges and rebuilding Nuln. Which is, fine, of course, for the Empire and all that rot. But it would be nice if he could send literally any form of help at all for the North. A helpful Order of Knights? Building materials? Some additional soldiers? You'll honestly just take an injection of capital for your treasury. But it would be nice if the Emperor could aid you somewhat. You are, after all, one of his Elector Counts. No, wait, ask him for his blessing for your marriage to Natasha! With a barrel of Ostka to go with it! Cost: 50. Time: 1 Year. Reward: ???. Chance of Success: 65%.
The Wood Never Bothered Me Anyway: If there's one thing that Kislev needs, its food and building materials. You can provide only the second right now as you need to deal with your own food issues before selling any surplus. You would have approached the Tzarina about this but Natasha steered you elsewhere. The royal treasury of Kislev is a single source, and to negotiate a bulk mercantile supply and demand would end up with you selling at a loss due to the volume required. Instead you will sell on a case by case basis, what your wife calls a 'grassroots market'. In the end, however, the citizenry of Kislev will be able to build new houses, heat new fires, and be able to get back to their lives. Which in turn produces money, which…well, its all somewhat circular after that point. Cost: 10. Time: 1 Year. Reward: Trading Income +50 Crowns Per Turn, Logging Income +50 Crowns Per Turn. Kislev citizenry appreciative. Wife Approval Increased.
Talabecland Sympathies: For a wonder, the Elector Count of Talabecland seems to be genuinely interested in aiding you. Tales of lowered tariffs at the cost of profit so that trade and goods may flow easier through the bruised and battered Empire have created an odd wave of simultaneous gratitude everywhere in the Empire and slight irritation at the mercantile quarter of his province. But for the most part he seems to be very well regarded for his kindness. Also the man fought in the Great War Against Chaos so none can call him soft, not after he lost an eye in the war in exchange for slaying one of those dastardly armored Chaos Champions. It might to do try and increase trading exchanges between your people. Trade is always good for improving peoples mood. Cost: 0. Time: 1 Year. Reward: Trading Income +50 Crowns Per Turn. Better Diplomatic Contact with Talabecland.
Stewardship: Morgan von Bernhardt is an experienced steward, and often ran things while your father was off gallivanting around. The middle aged man is quiet, but his ideas more often than not have merit. For now he wants to repair the roads and ports, but you need to reclaim those from the creatures of the Forest first. (Choose 1)
The Middle Mountains: The greater portion of this greenskin and beastmen infected mountain range belongs to Ostland, with minor portions ceded to Middenland and Hochland to the south. Your father never did much with it, focused as he was on the fool's errand of trying to challenge the naval superiority of Nordland and Erenburg of Kislev in an only somewhat friendly rivalry. You are not as idiotically competitive. There must be some sort of resources in the Middle Mountains. It's time that you got at them. Cost: 0. Time: 1 Year. Reward: Small portion of Middle Mountains get a mineral survey.
Final Food Stretch: Two thirds of Ostland's farmland has been rebuilt and regrown as best it can. One third remains to be repaired and have farms rebuilt there. It will take an entire year to do, but helping Ostland get back up to its former levels of food production is probably one of the most vital things you need to do in the coming future. Cost: 100. Time: 1 Year. Reward: Ostland Farms return to Pre-Great War numbers. Increase Farming Income.
Potatoes For Everyone…in Ostland: This thing grows all over the place and does it well. Morgan wishes to add potatoes to just about every food production farm in Ostland so that crops gain that extra boost. By adding potatoes to your annual crop you'll gain access to the things in much greater numbers. Plus, the people seem to like them boiled and salted. Furthermore, from this point onward he wishes to make it a policy that future farms make sure that they produce potatoes along with other general food crops. Cost: 100. Time: 1 Year. Reward: Farm Income Boosted.
Walking On Moonshine, Woah Woah: This may or may not be a controversial move. Everyone in Ostland drinks. No, not mostly everyone, or almost everyone, everyone. The problem is that nobody really acknowledges this, it's just become so ingrained that no one really even questions it. But here's the thing, there would be no way to supply the demand if it weren't for the fact that a lot of people just make their own. That right there is an immediate income source just staring you in the face. Instead of having a bunch of independent brewers making incredibly disparate concoctions in their basement, contract a few on your own, and sell to the citizenry. A consistent quality and/or flavor (flavor optional) is rare in Ostland. Some people might raise an eyebrow at an Elector Count's government selling alcohol. Well, those people aren't Ostlanders. Cost: 500. Time: 1 Year. Reward: Government Controlled Breweries. Gain Alcohol Selling Income. May raise Peasant Opinion. May lower Peasant Opinion. 50% Chance of one or the other of those two.
Research: Helga…has no last name. Despite the fact that you are pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (Choose 2):
Through the Trees: One of the greatest difficulties in fighting through the forestry that is most of your province is orders. Colors stick out like a sore thumb but are easy for enemy forces to detect. Same for flags. At the moment your people don't possess any real sort of communicating orders except through messengers. There has to be a way to do so, or else your people shall suffer reduced adaptability on the battlefield. Which…is bad. Cost: 100. Time: 1 Year. Reward: Something easier than colors/flags for forest operations (aka Ostland operations)
Her Name Was Valma: All the tales say that dwarves are meant to be grim folk, which is understandable given the tales of how much they have lost over the millennia. Valma Tharmaniz is anything but grim. She is not bubbly, no, but she is not stoic in the least. She is filled with a harsh and spikey sort of energy, but she is filled with it. Curses abound, as well as drink, wherever she walks and talks. But, Valma did promise to teach Helga. Now it remains to be seen if Valma would be willing to teach others. Not to the extent of Helga, obviously, but every chunk of knowledge helps. Cost: 0. Time: 1 Year. Reward: Valma willing to teach others about engineering and guns. Chance of success: 65%
The Wulfenburg School of Gunnery and Engineering: First, you must convince Valma to help you build one. Then, you must actually build it. At this point in time you are entirely unsure which of the two will be harder. Teaching manlings in a crowded room over a few barrels of drink is one thing, according to the Slayer Engineer, but teaching them akin to what the dwarves down in Nuln do is entirely another. The venerable woman may have fully come to accept that she is a dead woman walking and was perfectly willing to teach Helga…but that was an Oath. Oaths are specific. She owes neither Ostland nor her people an Oath to teach and/or build a school. Not to mention just how expensive it would be to create an institution even a quarter the size of Nuln's and to properly run it. But you must try. Cost: 0. Time: 1 Year. Reward: Valma willing to help construction of a gunnery/engineering school. Chance of Success: 55%
Piety: Most people wouldn't expect an Ulrican and Sigmarite Priest to stand shoulder to shoulder on something. Well, wonder of wonders, it's happening here in Ostland. Wulff and Leopold glare at you from across the table during Privy Council meetings, while Eizenhorn stands on the far wall behind them with his hands casually near his weapons. (Choose 1)
Damage Control: Oh damn it. The Witch Hunters have been following Natasha around the Castle. This will not do, but at this moment the Order of the Silver Hammer is far more likely to manage killing you for being a tainted traitor than you would be at defeating all of them. You don't fancy being filled with lead. Something must be done, and you aren't stupid enough to think that just ordering them to 'stop that' would actually work. You need to do something to at least somewhat relieve their suspicions. This means that you may…ugh…have to go to church. At least to put on a show. Natasha is willing to go. Perhaps if they see the two of you attending a few services then they'll back off because you're showing 'remorse and/or repentance." It also may do to have at least some of the Sigmarite Priests on your side. Through say…a few donations? Cost: 100. Time: 1 Year. Reward: Reduce Witch Hunter Suspicions. A bit. Chance of Success: 75%.
Placebo Effect: Apparently sigils, symbols, engravings, and a bunch of other odd religious knick knacks are just the things for the ailing Empire family. At least according to Leopold and Wulff. It sounds ridiculous to you, because if they truly were that effective then why wouldn't everyone have covered their walls and homes with the things but you've already made enough of a mess with your relations to the religious folk. It's a way out that they are offering you, that adding these things will hearten the people and increase the protection of the faithful and…a bunch of odd religious pithy back and forth. You have no problem with it if it makes the people happier and less liable to try and kill you while you do some real work protecting them. Cost: 500. Time: 1 Year. Reward: Sigmarite and Ulrican symbols built into buildings across Ostland as well as road signs and posts. Supposedly will grant some sort of protection, but will definitely make people feel better. Religious people, am I right? Boost to Peasant/Noble Opinion.
Intrigue: Ah yes, what could be better than one twitchy Witch Hunter? Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose 1)
Emperor Says So: The Emperor has ordered that witches are no longer to be burnt at the stake. While the Witch Hunter's must follow his orders, you can tell that they are doing so quite grudgingly and you don't believe for a second that they truly do so every single time. More likely they kill the poor fellows when no one is looking and claim that they had no choice. Well they're right about one thing, they don't have a choice. But first you need proof. Marlisa was only somewhat offended when you posited that this was occurring, but eventually admitted that there were those amongst the Order who would do so without remorse or caution. This cannot be allowed. If the Emperor wants people who have 'it', then by your hands he'll get people who have 'it.' Cost: 0. Time: 1 Year. Reward: Witch Hunters kill less potential Wizards for the Empire. Chance of Success: 65%
Trouble Makers: You aren't naïve enough to assume that the Witch Hunters are just going to let your marriage and general lack of religious fervor slide. You can hope that more intellectual ones will accept what the Emperor and High Theologian say, but know that the more zealous ones are likely to be an issue. Marlisa is one of the former, thankfully. She accepted the word of Magnus the Pious with immense stoicism as she apparently mentally reorganized her entire world-view. She also is aware that such an action will be beyond at least some of her Order. It will be better if she's the one asking instead of you, by the way. Cost: 50. Time: 1 Year. Reward: Problematic Witch Hunters within Ostland identified.
Personal: You refuse to let being an Elector Count consume every free hour you have. (Choose 2)
Frost And Steel: Your wife's command of ice magic is impressive, and on a battlefield you have no doubt that she would be a force to reckon with…individually. But what if someone gets too close, or she must lead troops instead of Captain Ivanov should the big man be incapacitated? Can she fight without her magic if she must or need to? You never know, especially in this neck of the woods. Offer to train her at least with a sword, while discussing battle tactics. It's a two for one. You get to know your wife better, and she gets to learn more about combat, something she was unable to do much of in Kislev while her sister did much of the work. Reward: Better spousal relationship. Natasha +1 Martial.
A Trade: Smithing is your true passion. Yet you exhausted all avenues for further growth in your former residence. Now, as an Elector Count you have the rare opportunity to try and see if you could request a true teacher. You speak, of course, of a dwarf. Would any dwarf be willing to help teach you to be even better? If you succeed in getting a dwarven teacher, this would likely be quite a positive in any future dwarven relations. Cost: 0. Time: 1 Year. Reward: Dwarven Blacksmith Teacher. Chance of Success: 60%
Care For A Drink?: You have got to get the people used to Natasha. One of the best ways to connect to Ostlanders is to share a drink with one. Now, you know for a fact that your wife is a hell of a drinker, so perhaps it may be worth it to throw a bit of a party? Isn't that the noble thing to do, throwing parties? By doing so she can prove that she can drink with the rest of them, one of the best ways to set your people at ease, and also she can provide something which so far only you have gotten to experience – chilled Ostka. It makes it taste better. Make the people see it! This would have the added benefit of letting you and your wife make an entwined appearance. Cost: 300. Time: 1 Year. Reward: Party Thrown, Public Opinion improved? Chilled Ostka introduced to Nobles.