NATION

PASSWORD

Mordheim: City of the Damned [OOC/OPEN]

For all of your non-NationStates related roleplaying needs!
User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Mordheim: City of the Damned [OOC/OPEN]

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 5:45 am

Mordheim: City of the Damned

Image

Thanks to:
Mordheimer.com
The Imperium RP Group

The Imperium RP Group
IC Thread


The Empire was a place torn: it had been in civil war for years – there was no Emperor sitting on the throne, and various powers were vying for control. In the Imperial year 1999, a great comet was sighted in the sky – a twin tailed comet, the sign of Sigmar. Astronomers predicted that it would fall in the city of Mordheim, where his convent of Sisters stood. It was believed that it would herald the return of Sigmar, which he would restore the land to its former glory and usher in a new golden age. Everybody traveled to Mordheim, filling the city well beyond its capacity. Such were the times that lawlessness soon grew out of hand. The citizens of Mordheim quickly degenerated to moral debauchery, giving themselves over to their own worldly temptations, living in an increasing state of anarchy. As time drew closer to the comet’s arrival, more and more people made the journey to Mordheim, and the situation became worse. As people gave in to acts of depravity, demons walked the streets like men, the seeds of Chaos and corruption long since having claimed the souls of the pitiful thousands who now called Mordheim their own.

The comet fell on New Years Eve, but it was not to be the coming of Sigmar as predicted. The comet smashed into the city, instantly killing those who had gathered around it. Word got out that Sigmar had passed his judgment, that he had smitten those who he deemed unworthy. The place of Mordheim became a place of fear and paranoia. Soon after, word spread of a mysterious stone that lay scattered about the city, known as Wyrdstone, which had all manner of reputed qualities. It was discovered that factions would pay incredible amounts for this precious stone, whatever their motivation. So warbands began traveling to Mordheim, hoping to find this precious stone and make their quick fortunes…





And so the scene is set... In this RP, we will all be bands of travellers, mercenaries or whatever coming to Mordheim, be it for religious reasons (Sigmar), adventure, or wealth (Wyrdstone/Warpstone). You will head into the doomed city of Mordheim with a small group of fellow mercenaries, or your followers, and set out on completing... well, whatever you want to do there! Should you make some money along, you can hire more mercenaries, or your tribe/empire/whatever may send reinforcements in exchange for your gold/wyrdstone/warpstone.




The Rules
Booooriiiiiiiing!
Read these.

1.) Basic roleplaying rules. No flaming, godmodding, metagaming, and so forth.
2.) I am the OP. I can do whatever I want with this RP. The Co-OPs have just as much authority as me (but I'm still more important, hah! Screw equality!).
3.) The OP and Co-OPs are not responsible for mental scarring that may be recieved while participating in this particular roleplay, nor are they responsible for any harm you may do to yourself.
4.) You may only have one Warband.
5.) Keep it clean. Proper spelling and grammar. One paragraph per post, minimum.
6.Yes, the list of Warbands is massive. You only have to read the entire list of the Warband you choose.




[b]The App
Fill in the app. You can see all the types of Warbands below.

Code: Select all
[b]Warband name:[/b]
[b]Warband type:[/b]
[b]Warband Leader:[/b]
[b]Leader name:[/b]
[b]Leader age:[/b]
[b]Leader gender and appearance:[/b]
[b]Leader's background and personality:[/b]
[b]Units in Warband:[/b]
[b]Gold crowns left:[/b]
[b]Names of all heroes in Warband:[/b]
[b]Warband Background:[/b]
[b]Warband starting location and goals:[/b]





Map of Mordheim
Last edited by The Armed Republic of Dutch Coolness on Fri May 02, 2014 6:39 am, edited 3 times in total.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 5:45 am

Warbands
Before you can work on your app, you will need a list of all the Warbands, and the units they can take. Everyone will start our with a budget of 500 Gold/Wydrstone/Warpstone/whatever you folks pay with. If there's any faction that you think should be added, tell me.




Warbands: Chaos

Beastmen Raiders
Beastmen are brutish creatures, the Children of Chaos and Old Night. They roam the great forests of the Old World, and are amongst the most bitter enemies of mankind. The raging power of Chaos has given them a ferocious vitality which makes them shrug off ghastly wounds and carry on fighting regardless of the consequences. Even the Orcs are comparatively vulnerable to damage compared to the awesome vitality of the Beastmen.

Beastmen are a crossbreed between men and animals, usually resulting in the horned head of a goat, though many other variations are also known to exist. The Beastmen are divided into to two distinct breeds: Ungors, who are more numerous, twisted creatures that combine the worst qualities of man and beast, and Gors, a giant breed of Beastmen, a mix between some powerful animal and man.

Each warband of Beastmen includes a mix of some Bestigor, Gor warriors and Ungor who are the mainstay of the tribes. Seven great Herdstones stand hidden in the forests surrounding the city of Mordheim. From there the Beastmen warbands come to raid the city: Warherd of Thulak, Headtakers of Gorlord Zharak, the Horned Ones of Krazak Gore, and many others.

The shards of the meteorite are seen as holy objects, which can be sold to the powerful Beastlords and revered Shamans in exchange for new weapons and services of warriors. For the tribes of Beastmen the battles fought in Mordheim are part of a great religious war, an effort to bring down the civilization of man which offends the Chaos Gods. After the taint of man has been wiped from the face of the earth then the Beastmen shall inherit.

A Beastmen Raider Warband may include:

[Heroes]Beastman Chieftain[MUST TAKE]
65 gold crowns to hire.

Beastman chieftains have gained their position through sheer brutality. He leads the Beastmen to Mordheim to gather the Chaos Stones to his Herdstone.

[Heroes]Beastmen Shaman[0-1]
45 gold crowns to hire.

Beastmen Shamans are prophets of the Dark Gods, and the most respected of all the Beastmen. They are wizards, using the vile powers of chaos.

[Heroes]Bestigors[0-2]
45 gold crowns to hire.

Bestigors are the largest type of Beastmen, the great horned warriors of the Beastman Warbands. They are massive creatures with an inhuman resistance of pain.

[Heroes]Centigor[0-1]
80 gold crowns to hire.

A Centigor is a disturbing cross between a horse or oxen and Beastman. Being quadruped grants them great strength and speed whilst their humanoid upper torsos allow them to wield weapons. These beast-centaurs are powerful creatures but are not particularly agile or dexterous.

[Henchmen]Ungor
25 gold crowns to hire.
Ungor are the most numerous of the Beastmen. They are small, spiteful creatures, but dangerous in large masses.

[Henchmen]Gor[0-5]
35 gold crowns to hire.

Gor are nearly as numerous as Ungor but are larger and more brutish...

[Henchmen]Warhounds of Chaos[0-5]
15 gold crowns to hire.

Chaos Hounds are titanic, mastiff-like creatures which are insanely dangerous in combat.

[Henchmen]Minotaur[0-1]
200 gold crowns to hire.

Minotaurs are gigantic, bull-headed Beastmen. Fearsome and powerful, any Beastman Chief will try to recruit a Minotaur into his warband if possible.





The Carnival of Chaos

No one knows from whence it came, the dreaded Carnival of Chaos. Some have rumored that it was once a gypsy caravan from the east of the Empire, wandering folk that brought their colorful fare from village to village entertaining the poor rural folk of the Empire with their lavish shows and stage plays. If this past is the truth then what it has become in the present is far more sinister and deadly. Still it wanders the rural backwaters of the Empire, in a colorful cavalcade of wagons, its folk dressed in the colorful finery of traveling players, bringing sonnet and song to excitable villagers and peasants.

Upon reaching a new settlement, these outlandish showmen erect their stage and entertain the poor rural folk with songs and plays of the dark days of the Empire. Tales such as: ‘The Emperor’s True Face’, ‘Orfeo and Pustulate’, ‘Papa Noigul’s Festering Children’ and ‘A Midsummer Nightmare’ wow the enraptured throng.

Strongmen perform feats of incredible prowess to the adoration of the crowd, whilst players in garish, grinning masks juggle balls, knives and flaming brands. As the crowd’s numbers increase, a fool in bright jester’s garb with an inflated pig’s bladder on a stick leaps from one enthralled watcher to the next joking and cackling, poking and prodding.

It is only when the show reaches its blasphemous climax, as the sun begins to set, that the truth of the Carnival of Chaos is revealed in all its putrid, festering glory. For these are no mere wandering thespians and entertainers. When the players perform their final act, known as the ‘Dance of Death’, the enchantments covering their true visages slowly slip away revealing them to their blissfully ignorant audience for they are cavorting, cyclopean daemons with rotting flesh hanging from yellowing bones. What were originally considered intricately decorated masks and cleverly applied make-up is soon revealed as the players’ true horribly mutated faces, covered in pustules and pox-ridden lesions. As the villagers’ expressions turn from those of elation to abject terror at the sight of these horrific visions the slaughter begins. By now most of the folk who made up the cheering audience would have already succumbed to the virulent diseases spread by these malevolent players. The insidious Carnival Master, accompanied by his cackling fool, rounds up those unfortunate women and children that remain alive, taking a finger from each of his new brides, exclaiming “You’re my wife now!”. The survivors are then led away to an unknown fate and the village is left deserted, its inhabitants and livestock killed by innumerable diseases and plague.

The Carnival of Chaos is the sick joke of the Great Lord of Decay, the Chaos god known as Nurgle. Thrice cursed Nurgle is also known as the unspeakable Master of Plague and Pestilence and the players in the Carnival are his corrupt followers and worshippers. They are those who have sold their souls for a twisted form of immortality through embracing death, destruction and decay – learning to love Nurgle’s many and varied gifts. It is not known how many Carnivals of Chaos there are or if the handful of reports from the lips of petrified witnesses all refer to the same warband.

The leader of the Carnival of Chaos is known as the Carnival Master and is reputed to be a sorcerer of great power, wielding the unclean magic of his lord to cause suffering and death through disease and decay. Through dark ritual and sacrifice, the Carnival Master summons forth the cackling, decaying Daemons of his patron god to take part in the twisted masquerade. His mortal followers carefully nurture their newly acquired diseases, blessings of their gregarious deity and vie for power and advancement under his watchful gaze. The most blessed of these twisted, insane creatures are those known as the Tainted Ones. These are often the right-hand ‘men’ of the Carnival Master and their bodies are wracked with a multitude of foul diseases and mutation. The Carnival of Chaos is justly hunted by the many bands of zealous Witch Hunters that traverse the lands but always seems to be just one step ahead of the Sigmarites and continues to follow its merry path, bringing the blessings of Nurgle to all.

Only one player can play the Carnival of Chaos. It can include:

[Heroes] Carnival Master [MUST TAKE ONE]
70 Gold Crowns to hire

These lead the diabolical Carnivals of Chaos. They are the chosen of Nurgle and wield sorcerous powers gifted to them by their pestilential god. The Master is a power-crazed individual that leads his coven of Daemonic entertainers throughout the backwaters of the Empire, tainting villages and settlements with disease. To the backward peasantry of the Empire’s rural settlements, the Master comes across as an exotic and charismatic showman bringing outlandish entertainment into their otherwise dreary lives. It is the Carnival Master’s cunning and clever enchantments that help to keep his minions one step ahead of the patrols of the many Witch Hunter bands that rove the land.

[Heroes]Brutes[0-2]
60 gold crowns to hire.

These are a very specific type of mutant that have had their constitution bolstered by the unnatural vitality of the Lord of Decay. Nurgle’s foul attention has transformed what were once men into massive, statuesque creatures rippling with diseased muscles and a supernatural vigor. Brutes are immensely strong individuals and their part in the masquerade that is the Carnival of Chaos is as strongmen performing feats of strength to entertain the crowds. They are nearly always hooded in the nature of executioners for although their bodies appear outwardly strong and healthy, their faces are often riddled with disease and are half-decayed. In battle, they wield huge hammers and flails with reckless abandon, whirling them around their heads like children’s toys. Gor are the largest type of Beastmen, the great horned warriors of the Beastman Warbands. They are massive creatures with an inhuman resistance of pain.

[Heroes]Tainted Ones[0-2]
60 gold crowns to hire.

The Tainted Ones are those that are most blessed and favored of Father Nurgle. They hold a position of great importance within the hierarchy of the Carnival. They are often heavily robed and protected by powerful enchantments, for beneath their robes are unspeakable horrors. The bodies of the Tainted Ones are so wracked with disease and mutation that it is unsafe for even the other mortal members of the warband to touch their bare skin. Ironically, they take the most prestigious role in the Carnival – the fool. The Tainted Ones leap and prance about the audience, dressed as jesters, when the Carnival is performing, laughing and joking with the gathered throng infecting them with their multitude of horrendous maladies. These twisted creatures are exceptionally dangerous opponents in combat too, for it is said that they carry the dreaded and incurable Nurgle’s Rot.

[Henchmen]Plague Bearers[0-2]
50 gold crowns to hire.

Plague Bearers are daemons of the Chaos god Nurgle, also known as the Lord of Decay. They can be identified by their cyclopean faces and horrifically decayed bodies. Their entrails hang from tattered holes in their grey-green, pox ridden flesh and the aura of death and decay surrounds them. They are sometimes known as the Tallymen of Plagues or Maggotkin and are highly revered by the mortal members of the warband. As with all Daemons they can never be killed or destroyed for good so long as the power of their god prevails. However, their presence in the mortal world is tenuous and can only be maintained for long periods by Dark Magic and sacrifice. In the Carnival, the Plague Bearers revel in their showy roles as stage actors and players, dressing in filth encrusted but ostentatious doublet and hose.

[Henchmen]Nurglings
15 gold crowns to hire.

Nurglings are tiny Daemons of Nurgle and are viewed by other followers of the pus god as akin to his beloved children. They are like rotten boils with legs and razor sharp teeth, that pick and tear and infect their foes with filth-encrusted claws. Nurglings are generally more of a nuisance in a fight than any real threat but in sufficient numbers can overwhelm even the toughest of warriors. Nurglings are mischievous little bundles of filth and pus and take great delight in their part in the Carnival of Chaos, not only as musicians but also as fools and slapstick comedians. Nurglings often befriend the children of each village they visit, only revealing their foul identity to their terrified victims at the final stage of ‘Nurgle’s Great Play’.

[Henchmen]Brethren
25 gold crowns to hire.

Brethren are the crazed and devoted followers of Nurgle the Lord of Decay. They have totally embraced the philosophy of the great Lord of Decay and the path of damnation is the road that they have chosen. Most brethren are infected with foul diseases and some have even started to decay. Their faces are covered in warts and boils and other lesser gifts of their lord. In the Carnival, the Brethren take on all of the minor roles: stagehands, puppeteers, etc.

[Henchmen]Plague Cart[0-1]
120 gold crowns to hire.

The Plague Cart is the embodiment of Nurgle and the core of the Carnival of Chaos. Bedecked in the colorful, garish finery of the coaches of traveling players and thespians, the Cart easily draws the eyes of the dull and bland peasantry of the villages. However, the canvas is tattered and rotten, the frame splintered and bent, the metalwork pitted and rusted and the steeds rotted and dank. Few mortals have ever seen the interior of one of these most sinister of vehicles for it is only the Carnival Master and his Daemonic minions that are permitted entry. It is rumored that these ramshackle wagons contain a pentagram daubed with dark runes of incredible potency that actually creates a portal to the realms of Chaos and the dwelling place of great Nurgle himself.







Cult of the Possessed
As the Magister of a Cult of Possessed, you command a group of worshippers of the Dark God Tzeentch, the Master of Change. Your warriors are no ordinary men, but crazed fanatics who willingly let Daemons take over their bodies and minds. Human sacrifices, dark rituals, Daemon worship - nothing is too gruesome or low for you and your men.

The Possessed worship an Unspeakable Beast which lurks in the darkness of The Pit, the crater which the meteor left to scar the earth in Mordheim. They believe that this mythical creature is an emissary of Tzeentch, the Master of Change. The Possessed carry a symbol of the Dark Moon on their shields and robes.
Come now, child, and hear of the power and glory of the Dark God. Your nobles and priests have fooled you, for it is Tzeentch, the Changer of Ways, who is the true master of this poor, thin world. Now you have heard this. Now you too must change... or die.

A Cult of the Possessed Warband may include the following:

[Heroes]Magister[MUST INCLUDE ONE
70 gold crowns to hire.

Magisters lead the covens of the Possessed. They have been granted magical powers by their patron gods. They are fanatical followers of the Dark gods, utterly dedicated to bringing Chaos to the world.

[Heroes]Possessed[0-2]
110 gold crowns to hire.

The Possessed have committed the greatest of heresies: they have given their bodies to Daemons. As a result, they are nightmarish creatures, a melding of flesh, metal and black magic. Inside them lives a supernatural thing of evil, a Daemon from the dark reaches of the Realm of Chaos. The powerful spirit of a Daemon can meld several creatures together, be they men or animals, into a multi-faceted horror. These monstrous Possessed are perhaps the most dangerous of the creatures of Mordheim, and certainly the most loathsome and dreadful.

[Heroes]Mutants[0-2]
45 gold crowns to hire.

Mutants are revered as the favored ones of the Dark gods, their physical disfigurements marking out the vileness of their soul. They come in many shapes and sizes, each more bizarre than the next.

[Henchmen]Darksouls[0-5]
35 gold crowns to hire.

Darksouls are men who have been driven insane by the daemonic possession which became all too common after the destruction of Mordheim. The Daemons have left the bodies of these men, but their minds have been scarred by the horror of the experience. Their insane strength makes Darksouls dangerous fighters. The Cultists regard them as holy men, and let them work out their unreasoning rage in battle. In their tortured minds the Darksouls believe themselves to be Daemons. They wear leering daemonic masks and garb themselves in armor and clothing resembling the scaled skin of Daemons.

[Henchmen]Brethren
25 gold crowns to hire.

Brethren are the crazed human followers of the cults of the dark gods, eager to descend into damnation. Their vile deeds and unspeakable acts have driven them to the brink of insanity.

[Henchmen]Beastmen[0-3]
45 gold crowns to hire.

Beastmen are mutated monstrosities that infest the forests of the Empire: massive horned creatures with an inhuman resistance to pain. The destruction of Mordheim brought many Beastmen into the ruined city to prey upon the survivors. They readily ally with the Magisters of the Possessed warbands.



Last edited by The Armed Republic of Dutch Coolness on Mon Apr 28, 2014 8:11 am, edited 4 times in total.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 5:45 am

Warbands: Humans

Averland Mercenaries
Averland lies in the south of the Empire, between the rivers Aver and Upper Reik and borders upon the Black Mountains and the huge range that is the Worlds Edge Mountains. It’s a prosperous province, though it’s neither one of the largest or most influential in the Empire. The Black Mountains and the World Edge Mountains harbor plenty of mines, many are in Dwarf possession. The metal ore is sold at a good profit in Averheim, the provincial capital, to merchants from Nuln, who transport it on barges down the river Aver. The mountains contain several ancient Dwarf strongholds but Night Goblins or Skaven has overrun several of them, while others have been lost in violent volcanic eruptions.

An Averland Mercenary army can include:

[Heroes]Captain [MUST TAKE ONE]
60 gold crowns to hire.

The Captain of a mercenary warband is typically a middle aged veteran soldier of the Imperial army, most likely he was a sergeant or other petty officer. The survival of a mercenary warband relies more on the wit and experience of its captain, than on how good a fighter he is. It’s all too common that an inexperienced captain will lead his men into an ambush, or lead them on a long journey with no food or supplies. Being a successful captain means that your men will follow you to hell and back, and plenty of gold crowns and feasting. A captain that fails in his duty to keep his men alive and well fed will at best find himself deserted and worst end up with a knife in his back.


[Heroes]Sergeant[0-1]
35 gold crowns to hire.

Some captains are merchants or nobles that are looking for a chance at making some extra money. The brighter captains hire the service of a veteran as his sergeant, and leave all the practical decision to him. A veteran can be recognized by his many battle-scars and the cynicism that marks a soldier of the army.

[Heroes]Bergjaeger[0-2]
35 gold crowns to hire.

The Bergjaeger are trappers and rangers from the mountains that surround the Black Fire pass. They are experts at moving silently through terrain and are used as scouts. In addition they make good use of animal traps to delay or divide a group of enemies. Bergjaeger are not professional soldiers and rely more on stealth and cunning than a strong sword-arm to survive.

[Henchmen]Mountainguard[0+]
30 gold crowns to hire.

The Mountainguard is the famous garrison of the Black Fire Pass that has repelled countless green-skin invasion attempts. Their traditional uniform is yellow and black and it’s a merit in the Averland army to have served a few years at the mountain-pass. The Mountain guard train both with the traditional Imperial weapons, the halberd and the sword, and with the crossbow and bow. Veterans are often employed by mercenary warbands who know that their presence will certainly boost their chances in the battles to come. Some of these veterans advance to become sergeants or even captains themselves. There are a few warbands that consists solely of Mountainguard veterans, often from the same regiment or the survivors of a great battle.

[Henchmen]Marksmen[0+]
25 gold crowns to hire.

Being a Marksmen is not as simple as picking up a bow and try to hit your enemies. A Marksman has to train for years to master his chosen weapon, Imperial enlisters often visit archery competitions to try and enlist a couple of expert archers. Some Marksmen are trained with black powder weapons instead of the traditional bow or crossbow. Marksmen often own their own weapons, as the cost of a handgun is as high as hiring the Marksman himself! Thus the Marksmen are not forced to do as much hard labor as the militia.

[Henchmen]Halfling Scouts[0-3]
20 gold crowns to hire.

Averland is neighbor to the Moot, the Halfling province. In 1707 the Orc Warlord Gorbad Ironclaw invaded through the Black Fire pass and the Moot was devastated. Ever since then the Moot urge their gamekeepers to serve at least a few years in the garrison that guard the pass. If another warlord tries to invade the Moot, they will meet the fierce resistance of the Halflings in the mountain Pass.






Kislevite Warband
The land of Kislev lies to the north and east of the Empire. The further east one travels the dense forests give way to open steppes stretching to the foothills of the Worlds Edge Mountains. The winters of Kislev are harsh and cruelly long and for months the land is gripped by snow blizzards and ice. The townships of Kislev are mainly built of timber for stone is rare and only the most important of the cities have stone buildings and walls. In the ancient capital city of Kislev the massive white buildings are topped by vast gilded domes and decorated with golden statues and gargoyles. It has been said that Kislev is a poor country filled with rich people. It is certainly true that the people that live in this beleaguered land have an outlook on life that strangers often find surprisingly positive. For Kislev is a country under constant threat of invasion. Armies of savage Norse often venture into Kislev, raiding and pillaging, and to make matters worse Kislev lies right on the border of the Chaos Wastes, so that any Chaos incursion passes through the land (and its people) first.

To aid them in their struggle against these murderous foes, the Tzars of Kislev have forged strong ties with the Empire. This alliance benefits both countries, as the rulers of the Empire have long understood the benefit of a northern bulwark against the tides of Chaos. Both countries have a tradition of sending troops to aid the other in times of need, and in fact the Gryphon Legion, pride of the Kislevite nobility, was formed as a symbol of the unity between the two countries. This knightly order is made up entirely of Kislevite nobles, but is garrisoned and trained in the Empire.

Despite the constant threat of invading armies, the people of Kislev sing and dance and play as much as or perhaps more than the people of any other country in the Old World. Some say that their relative happiness derives from their love of strong drink. Whether this is true or not, Kislevites certainly do enjoy their spirits, and in fact many of their people attribute almost magical qualities to that most famous of Kislevite drinks – vodka.

A Kislevite warband represents a group of individuals from this unique northern realm. Kislevites tend to be quiet in the face of strangers, but they hold much joy in their hearts. In fact they are loud and boisterous when amongst their own people. Kislevites are known to be extremely brave warriors, and they hold a loathing for Chaos that is much stronger than most of the peoples of the Old World. While many citizens of the Empire may remain ignorant to the initial signs of a Chaos cult, Kislevite citizens will immediately seek out any signs of depravity and cleanse the infected individuals with sword and flame. Keep these things in mind when you play a Kislev warband. Most citizens of Kislev have lost homes or loved ones to the warriors of Chaos, and they realize that anything less than constant vigilance could lead to their downfall. They are therefore unrelenting in their resolve against their ancient enemies. Give the forces of Chaos no quarter, and expect none in return.

A Kislevite Warband may include:

[Heroes]Druzhina Captain[MUST TAKE]
80 gold crowns to hire.

Druzhina are the minor nobles of Kislev. During times of war these nobles form their own regiments in a Kislevite army, and they look most impressive with their ancient armor and weapons, as most of these prized artifacts are handed down from father to son. Druzhina are rich enough to afford their own horse and battle gear, and they must be ready to fight for the Tzar when called upon. In return for this they are allowed to own land and are given a break on their annual taxes.

[Heroes]Bear Taner[0-1]
35 gold crowns to hire.

Since ancient times, bears have featured in Kislevite myths and legends. Kislevites have a deep respect for these mighty beasts, and gather to see the trained specimens that accompany traveling circuses. The powerful men that train these bears are known simply as Bear Tamers, and the best of them are widely renowned amongst the people of Kislev. Bears can be trained for martial purposes as well, and Bear Tamers are often recruited into the armies of Kislev, where they enjoy a special status among the soldiery.

[Heroes]Esaul[0-1]
35 gold crowns to hire.

Esaul is an ancient Cossack term that means ‘Best Warrior’, and was traditionally given to the most powerful fighter in the tribe. The word has survived the generations, and today it is an honorary title given by a chieftain to his personal champion, though it is also used by Gospodar warriors as a more familiar term for an experienced veteran. Most Kislevite cities contain at least one grizzled veteran amongst the ranks of their professional soldiery who has been affectionately labeled ‘Esaul’ by his men.

[Heroes]Youths[0-2]
15 gold crowns to hire.

Strong, strapping lads from the countryside often join a band of daring adventurers to make their fortune.

[Henchmen]Warriors
25 gold crowns to hire.

The Gospodar tribe make up the bulk of the people of Kislev, and they are generally considered the most civilized of the peoples of this harsh realm. Gospodars are people of large stature with blonde or red hair. Their women are well known throughout the Old World for their fair-skinned beauty. Gospodar women have the same rights as men, and are allowed to rise to positions of power; in fact the most powerful of the legendary Ice Mages of Kislev are all female!

[Henchmen]Cossacks
30 gold crowns to hire.

Cossacks are nomadic tribesmen who live in the far north of Kislev. They are always the first to encounter any Chaos invaders from the north, and so have long fostered a bitter enmity with the servants of Chaos. Cossacks are renowned for their riding skills, and their favored weapons are the scimitar (sword) and spear.

[Henchmen]Streltsi[0-3]
25 gold crowns to hire.

Firearms were first introduced to Kislev by Prince Boydinov of Erengrad. Though very popular among his people, the prince was considered quite eccentric (it was he that invented the mad game called Kislevite Roulette). Despite initial superstition as time past handguns have been accepted as essential weapons of war. In his legacy the prince had a large portion of his wealth set aside for the establishment and upkeep of a regiment of handgunners. The regiment continues to this day and its members are known as Streltsi. Soldiers from other cities in Kislev, most notably the capital, are sent here to train in the use of firearms with the Streltsi. In addition to their knowledge of handguns Streltsi are also trained to use a small halberd called the berdiche. In fact the berdiche and handgun are the most widely recognized symbols of the Streltsi. In combat Streltsi are able to use their berdiches as rests for their handguns, increasing their accuracy and making for a deadly weapon combination.

[Henchmen]Trained Bear
145 Gold Crowns to hire.
You must have a Bear Tamer in your Warband.

Bear Tamers often bring one of their sacred bears with them when they prepare to enter battle. These great beasts respect little, and it takes years for a human to win their trust and obedience. The effort to train one of these creatures is well worth it however, as one can not hope for a more loyal friend or useful ally when things turn bad.






Marienburg Mercenaries

Mercenaries are human warriors from various empire cities, mostly not very far from Mordheim. The people are well aware of the wealth that can be found there, and some organize parties to profit from their old neighbor's downfall. Each of these cities has its own particular character and traditions, and while it is sooner the scum than the nobility that is attracted to adventure in the city of the damned, these peculiarities still show.
Marienburg is the largest and most prosperous trading city in the Old World. Many call it the City of Gold which alone conveys a good idea of the wealth of this sprawling cosmopolitan city. Nowhere else can be found the vast array of shops selling goods from as far away as the Elven kingdoms of Ulthuan in the west and distant Cathay in the east. The city’s craftsmen represent every skill known to man, and a few others beside, so that it is said in Marienburg there is no activity that cannot be quickly turned to profit.

Many mercantile guilds have their headquarters in Marienburg, most important of all the secretive High Order of Honorable Freetraders which represents the elite amongst mercantile society. This large, rich, and ambitious body of men feel themselves shackled by the old order and are eager to seize power for themselves. Their champion for the Emperor’s throne is the Lady Magritta. Thanks to the unseen influence of Freetraders throughout the Empire all the minor Electors were persuaded to support the Lady Magritta’s claim. It was only the Grand Theogonist’s refusal to crown her that denied Marienburg the throne driving a wedge between the City of Gold and the Temple of Sigmar.

Warbands sent to Mordheim are sumptuously dressed and armed. Though Marienburgers are often ridiculed as foppish and effete, their skill at arms and complete ruthlessness has earned them grudging respect. Their chief skills lie in dueling and in the use of poisons and other clandestine fighting methods. Richer individuals dress flamboyantly and wear jewelry. However, the bulk of most warbands are recruited from the dockland thugs, ships’ crews, and stevedores who favor a simpler appearance: leather coats, bandanas and short swords that are easy to conceal. Any special abilities they may lack, they'll make up for with resourcefulness.

A Marienburg Mercenary Warband may include:

[Heroes]Mercenary Captain[MUST TAKE]
60 gold crowns to hire.

A Mercenary Captain is a tough professional warrior, a man who will fight for anyone or against anything so long as the price is right. Mordheim offers such a man the chance to become rich beyond his dreams, though at great risk. But as ruthlessness and lack of mercy and pity are the hallmarks of a successful Mercenary Captain, it is no wonder that they flock to Mordheim.

[Heroes]Champion[0-2]
35 gold crowns to hire.

In any Mercenary warband there is one warrior who is bigger, stronger (and often uglier) than his comrades. These men are called Champions (or berserkers, first swordsmen and various other names). Champions are amongst the toughest and the best fighters in the warband. They often answer challenges issued to the warband and, after the Captain, they get the pick of any equipment and loot.

[Heroes]Youngbloods[0-2]
15 gold crowns to hire.

These are young fighters who are still inexperienced, but eager to win their spurs in the savage fighting in and around the ruins of Mordheim.

[Henchmen]Warriors
25 gold crowns to hire.

These dogs of war are grim, seasoned fighters, fearing no man as long as they have their weapons and armor. They form the core of any Mercenary warband.

[Henchmen]Marksmen[0-7]
25 gold crowns to hire.

The archers and hunters of the Old World are famed for their skill, and it is said that they can hit a coin from 300 paces with a long bow. In the savage street fights of Mordheim they snipe at the enemy from the windows of ruined buildings and pick out enemy leaders with their arrows.

[Henchmen]Swordsmen[0-5]
35 gold crowns to hire.

Swordsmen are professional warriors, experts at taking on and beating several opponents at once. They are much sought after by warband leaders, as their skills are ideally suited for fighting in Mordheim.






Middenheim Mercenaries

Mercenaries are human warriors from various empire cities, mostly not very far from Mordheim. The people are well aware of the wealth that can be found there, and some organize parties to profit from their old neighbor's downfall. Each of these cities has its own particular character and traditions, and while it is sooner the scum than the nobility that is attracted to adventure in the city of the damned, these peculiarities still show.
One of this cities is Middenheim. It stands on a mountain pinnacle surrounded by dark forest in the centre of Middenland, and is also known as the City of the White Wolf after Ulric, the old god of wolves and winter. The Priesthood of Ulric is still strong in Middenheim where Ulric is venerated as the patron of the city. The tradition of rivalry between Middenheim and Reikland goes back hundreds of years, and the Count of Middenheim, Mannfred Todbringer, is one of the chief contenders for the Emperor’s throne. As a result there has always been a great deal of friction between Middenheimers and the Temple of Sigmar.

Middenheimers are typically large, strongly built men with a well deserved reputation for ferocity. Many wear wolf pelts which custom decrees to be the mark of those who have slain a wolf with their own hands. These grim warriors are famously contemptuous of danger. They frequently go into battle bare-headed, scoffing at those who choose, for reasons of good sense, to wear helmets. As Middenheimers favor long hair and beards their lack of headgear makes them look especially fierce when they charge upon their enemies howling their brutal battle-cries.

The people of Middenheim are more heavily built than most, and they rather rely on brute force than some half-baked tactical plan. They prefer melee over shooting, and thus all heroes from a Middenheim Mercenary Warband will not use bows, crossbows or guns of any kind.

A Middenheim Mercenary Warband may include:

[Heroes]Mercenary Captain[MUST TAKE]
60 gold crowns to hire.

A Mercenary Captain is a tough professional warrior, a man who will fight for anyone or against anything so long as the price is right. Mordheim offers such a man the chance to become rich beyond his dreams, though at great risk. But as ruthlessness and lack of mercy and pity are the hallmarks of a successful Mercenary Captain, it is no wonder that they flock to Mordheim.

[Heroes]Champion[0-2]
35 gold crowns to hire.

In any Mercenary warband there is one warrior who is bigger, stronger (and often uglier) than his comrades. These men are called Champions (or berserkers, first swordsmen and various other names). Champions are amongst the toughest and the best fighters in the warband. They often answer challenges issued to the warband and, after the Captain, they get the pick of any equipment and loot.

[Heroes]Youngbloods[0-2]
15 gold crowns to hire.

These are young fighters who are still inexperienced, but eager to win their spurs in the savage fighting in and around the ruins of Mordheim.

[Henchmen]Warriors
25 gold crowns to hire.

These dogs of war are grim, seasoned fighters, fearing no man as long as they have their weapons and armor. They form the core of any Mercenary warband.

[Henchmen]Marksmen[0-7]
25 gold crowns to hire.

The archers and hunters of the Old World are famed for their skill, and it is said that they can hit a coin from 300 paces with a long bow. In the savage street fights of Mordheim they snipe at the enemy from the windows of ruined buildings and pick out enemy leaders with their arrows.

[Henchmen]Swordsmen[0-5]
35 gold crowns to hire.

Swordsmen are professional warriors, experts at taking on and beating several opponents at once. They are much sought after by warband leaders, as their skills are ideally suited for fighting in Mordheim.







Reikland Mercenaries

Mercenaries are human warriors from various empire cities, mostly not very far from Mordheim. The people are well aware of the wealth that can be found there, and some organize parties to profit from their old neighbor's downfall. Each of these cities has its own particular character and traditions, and while it is sooner the scum than the nobility that is attracted to adventure in the city of the damned, these peculiarities still show.
Reikland lies at the heart of the Empire and its greatest city is Altdorf, home of the Grand Theogonist and seat of the Temple of Sigmar. Reiklanders are devout followers of Sigmar, the founder, first Emperor, and patron god of the Empire. The Grand Prince of Reikland (as Siegfried, the ruler of Reikland, styles himself) is supported in his claim to the throne by the Grand Theogonist and opposed most strongly by the Count of Middenheim and the Priests of Ulric.

Throughout the Empire Reiklanders are commonly supposed to embody the discipline and loyalty of the professional warrior. Brave and well-versed in the arts of war, Reiklanders disdain fashionable clothing in favor of well-made and practical wargear. In battle they often wear colored ribbons as marks of identification or authority. They are justly proud of their dynamic and ambitious Grand Prince and contemptuous of other claimants to the throne, especially the Count of Middenheim, Mannfred Todbringer, whom they sneeringly call the ‘lap-dog of Ulric’.

Reikland is known for its disciplined and well-organized army, and this even shows in their mercenary warriors. Their archers are better trained, but over all forces from Reikland are slower, and will rely on defence and strength.

A Reikland Mercenary Warband may include:

[Heroes]Mercenary Captain[MUST TAKE]
60 gold crowns to hire.

A Mercenary Captain is a tough professional warrior, a man who will fight for anyone or against anything so long as the price is right. Mordheim offers such a man the chance to become rich beyond his dreams, though at great risk. But as ruthlessness and lack of mercy and pity are the hallmarks of a successful Mercenary Captain, it is no wonder that they flock to Mordheim.

[Heroes]Champion[0-2]
35 gold crowns to hire.

In any Mercenary warband there is one warrior who is bigger, stronger (and often uglier) than his comrades. These men are called Champions (or berserkers, first swordsmen and various other names). Champions are amongst the toughest and the best fighters in the warband. They often answer challenges issued to the warband and, after the Captain, they get the pick of any equipment and loot.

[Heroes]Youngbloods[0-2]
15 gold crowns to hire.

These are young fighters who are still inexperienced, but eager to win their spurs in the savage fighting in and around the ruins of Mordheim.

[Henchmen]Warriors
25 gold crowns to hire.

These dogs of war are grim, seasoned fighters, fearing no man as long as they have their weapons and armor. They form the core of any Mercenary warband.

[Henchmen]Marksmen[0-7]
25 gold crowns to hire.

The archers and hunters of the Old World are famed for their skill, and it is said that they can hit a coin from 300 paces with a long bow. In the savage street fights of Mordheim they snipe at the enemy from the windows of ruined buildings and pick out enemy leaders with their arrows.

[Henchmen]Swordsmen[0-5]
35 gold crowns to hire.

Swordsmen are professional warriors, experts at taking on and beating several opponents at once. They are much sought after by warband leaders, as their skills are ideally suited for fighting in Mordheim.







Ostander Mercenaries

The Principality of Ostland is the most sparsely inhabited of all of the Empire’s Electoral Provinces. Its people have more ties with the land of Kislev to the north than they do to their countrymen to the south. This is because the Forest of Shadows and the Middle Mountains form two natural barriers between Ostland and the rest of the Empire. Within the Forest of Shadows are vast amounts of wild game but also darker creatures such as Chaos Beastmen and Forest Goblins. The Middle Mountains themselves are the highest point in the Empire and their peaks are inhabited by a large number of Ogres.

Ostland’s isolation has greatly shaped its inhabitants and they are a poor but hardy folk. Each small village lives barely above subsistence levels and is usually composed of one large extended family. The men of Ostland are tall and broad-shouldered while the women tend to either be tall and whippet thin or short and stout. Married men are usually dirt farmers who also gather roots, tubers and nuts in the forests, while unmarried men spend their lives as trappers and hunters. The worship of Taal, the God of Forests and Beasts, is very popular in the region although there is some worship of Taal’s wife Ryha and his brother Ulric in the more westerly villages.

While not warlike by nature, Ostlanders are never opposed to a good honest drunken brawl and with their love of dark ales these sorts of scraps are not uncommon. During the Great War against Chaos, Ostlanders rallied in great numbers to wield bow and spear in defense of their Kislevite neighbors. More than any other part of the Empire, Ostland has tasted the lash of Chaos and their hatred of the evil ones knows no bounds.

An Ostlander Mercenaries Warband may include:

[Heroes]Elder[MUST INCLUDE]
60 gold crowns to hire.

In Ostland, the oldest (or more often biggest) man in the village is given the title ‘Elder’. His word is greatly respected and only at his urging would the manhood of an entire village pack up and travel to Mordheim to seek their fortune.

[Heroes]Blood-Brothers[0-2]
35 gold crowns to hire.

Ostland villages are usually composed of a single extended family. Everyone is everyone else’s uncle, cousin or brother (and sometimes their own!). Rather than trying to keep all of these relations straight the most respected men in the village (aside from the Elder) are referred to simply as Blood-Brothers.

[Heroes]Priest of Taal[0-1]
45 gold crowns to hire.

It is said that every priest of Taal is born during the darkest phase of the moon. Those who are accepted into the service of Taal are loners by nature and spend their time wandering the untamed forests of the Northern Empire. It is unclear why the priests of the forest have begun to join bands of Ostlanders in their delvings into the ruined city of Mordheim – for the servants of Taal keep their own counsel. Suffice to say that the Forest-God is clearly building a strong presence both in and around the darkened ruins as more and more animals begin to fill the surrounding forests...

[Henchmen]Kin
25 gold crowns to hire.

Most of the warriors in an Ostlander Warband are brothers and cousins of the Elder. Many are married men with children to support and the ruins of Mordheim are a lure that few poor villagers can resist.

[Henchmen]Jaeger[0-7]
25 gold crowns to hire.

Some Ostlander men choose not to marry but instead to spend their times alone in the forests of the Old World. While these rangers do not share the close family bonds of a typical Ostlander Blood-kin they are well respected for their knowledge of the woods and their rugged determination. Poor Jaeger usually wield a simple home-made bow but it is every Jaeger’s dream to one day own a Blackpowder weapon and hunting rifle, especially double-barreled versions, as these are a sign of great prestige amongst the hunters of the deep woods.

[Henchmen]Ruffians[0-5]
25 gold crowns to hire.

Although every Ostlander loves his ale, a few men in every village take this love to extremes. Never sober and rarely conscious these buffoons stagger their way through the streets of Mordheim yelling slurred insults at whomever they meet, committing petty acts of vandalism and generally making a mess of things. This comic behavior is often misconstrued into a false belief that they are harmless, a belief that many live to regret. Fuelled by vast quantities of booze these are very dangerous, unpredictable men indeed who will shove a broken bottle into your face as soon as laugh heartily and burst into song!

[Henchmen]Ogre[0-1]
160 gold crowns to hire.

More than anywhere in the Empire Ogres are most commonplace within the hilly, pine forested landscape of Ostland. These brutish creatures are very sought after by the rough mountain men of Ostland as muscle in the Warband. An Ogre’s strength is near legendary and their ability to sustain an awful lot of punishment during a fight make these the perfect shock troops of any Warband. Of course, an Ogre’s appetite is nearly as well renowned as their fighting abilities and so they are rather expensive to keep.
Last edited by The Armed Republic of Dutch Coolness on Mon Apr 28, 2014 6:51 am, edited 6 times in total.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 5:46 am

The Empire



Sisters of Sigmar
While the rest of Mordheim fell upon the spell of madness, The Sisters of Sigmar offered prayer after prayer. Before the Holy Hammer fell upon the corrupt city, the Maidens of Sigmar gathered in their fortified temple. As survivors of the two-tailed comet, they are in a Holy Mission: to search Mordheim for the Wyrdstone to make sure its damaging powers are kept from humanity's corruptible hands.

A Sisters of Sigmar Warband may include:

[Heroines]Sigmarite Matriarch[MUST INCLUDE]
70 gold crowns to include (dowry to the temple!)

The Sigmarite Matriarchs, of whom there is an inner circle of twelve, are answerable to the High Matriarch of the temple. Each must lead a warband of Sisters in frequent searches of the city in order to purge the ruins. Matriarchs are driven by a zealous devotion to the Cult of Sigmar and a relentless determination to redeem the Sisterhood in His eyes.

[Heroines]Sister Superior[0-3]
35 gold crowns dowry to the temple each.

Each of the Sisters Superior is a long-serving priestess of the Cult of Sigmar, well versed in the rituals of the temple and an example to the younger Sisters and Novices. The Sisters Superior are entrusted with maintaining the faith and fervor of the order. Any peril or foe that may lurk in the ruins of Mordheim is as nothing compared to the wrath of a Sister Superior.

[Heroines]Augur[0-1]
25 gold crowns dowry to the temple to include.

The blind Augurs of the Sisterhood are blessed beyond their comrades. By giving up their sight they have gained something far more, second sight – a gift from their patron god. Only a very few are marked this way, and they are greatly revered by the Sisterhood. Unlike the rest of the priestesses, they shave their heads, save for a single long braid.

[Henchmen]Sigmarite Sisters
25 gold crowns dowry to the temple.

Sigmarite Sisters know that their entire order is shamed in the eyes of their Lord Sigmar. Every one of them is sworn upon His altar to pacify the city and thereby redeem themselves. Whatever the perils and horrors that stand in their way, they will be overcome!

[Henchmen]Novices[0-10]
15 gold crowns dowry to the temple to include.

By tradition, the Sisters draw their recruits only from the most noble houses of the Empire, and families consider it a great honor to have their daughter accepted into the order. Only maidens of noble lineage can be relied upon to have the devotion to duty and innate sense of honor. Few though the recruits may be, they must endure several years as Novices during which time their devotion will be tested to the full. All are eager to prove themselves worthy to be the handmaidens of Sigmar.






Witch Hunters

The Order of the Templars of Sigmar, universally known as the Witch Hunters, is an organization dedicated to the eradication of heretics, be they warlocks, witches, sorcerers, fortune-tellers, necromancers, worshippers of dark gods, deviants, mutants, blasphemers, sinners, mutterers of profanities, servants of Daemons, pornographers, or composers of corrupting music. Even when Death by Fire is the proscribed punishment for heretics, most of those guilty cheat and foul the Witch Hunters' noble intentions by dying during questioning before making a full confession and retraction of their wicked ways.
Witch Hunters are charismatic rabble-rousers who can soon turn a crown to their own ends. They are universally dreaded, for everyone has something or someone to hide. Even the Sisters of Sigmar are sworn enemies, as only those loathsome Daemon-worshipping she-heretics whose very existence are a vile affront to the majesty of Sigmar could have survive the Hammer of Sigmar's Wrath by making further packs with the dark gods. Now, they have turn their cleansing crusade into Mordheim. All elements of Chaos must be destroyed, and the Wyrdstone must be returned to the proper care of Temple of Sigmar... under the watchful eye of the Grand Theologist himself!

A Witch Hunter warband may include:

[Heroes]Witch Hunter Captain[MUST INCLUDE]
60 gold crowns to hire.

Driven by fanaticism, Witch Hunter Captains are obsessed with cleansing Mordheim and bringing the justice of Sigmar to all. Carrying the edict of the Grand Theogonist himself, they have the divine right to judge and execute warlocks, witches, Chaos worshippers… in fact all who dare to oppose them.

[Heroes]Witch Hunters[0-3]
25 gold crowns to hire.

Witch Hunters are members of the grim Order of Witch Hunters, dedicated to eradicating Chaos and all its minions. Usually they prowl the Old World individually trying and executing the enemies of Sigmar, but the situation in Mordheim requires them to band together.

[Heroes]Warrior Priest[0-1]
40 gold crowns to hire.

Many powerful fighting men have come from the ranks of the faithful. The Priests of Sigmar are no exception, and the military wing of the cult is feared and respected throughout the Empire. The Grand Theogonist himself has granted the Warrior-Priests an edict to cleanse Mordheim of Chaos filth. With fire burning in their eyes, the Warrior-Priests stride into battle, chanting aloud the Deus Sigmar, the praise of the patron god of the Empire.

[Henchmen]Flagellants[0-5]
40 gold crowns to hire.

Flagellants are fanatics and madmen obsessed with the end of the world. They are often men who have lost their families to war or the ravages of nature, and have also lost their minds. With insane persistence, they travel the length and breadth of the Empire, preaching their view of the end of the world. With their rousing speeches, Witch Hunters can muster these dangerous lunatics to fight in the streets of Mordheim, where no sane man dares tread. Flagellants are extremely dangerous opponents in close combat, for they have the strength of madmen, and their bodies have become inured to pain because of self-mutilation.

[Henchmen]Zealots
20 gold crowns to hire.

When a man loses his family, home and all he cared for, religion is often the last refuge left to him. Such men become wandering pilgrims, bitter and dangerous fanatics who are prepared to avenge their loss at any cost. These men are called Zealots. Zealots have forsaken their former lives and exist only to destroy evil and the minions of Chaos. Whilst they might have been peasants and craftsmen before, and thus may not be as dangerous in a fight as seasoned mercenaries, their determination and fanaticism should not be underestimated. Witch Hunters find ready allies in their ranks, and many a band of Zealots is led by Witch Hunters.

[Henchmen]Warhounds[0-5]
15 gold crowns to buy.

Witch Hunters often keep packs of ferocious hunting dogs. With their huge jaws and powerful bite, they are perfect for hunting down (and tearing apart) any heretics, mutants, deviants and witches.
Last edited by The Armed Republic of Dutch Coolness on Mon Apr 28, 2014 7:00 am, edited 2 times in total.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 5:46 am

From below



Dwarf Treasure Hunters

Occasionally, a Dwarf noble will find himself in desperate times. His family hold may have been overrun by Goblins or Skaven, or he may have somehow disgraced himself and been banished. Other Dwarfs know these warriors as the Dispossessed. Dwarfs are a proud race and it is against a Dwarf ’s nature to lose himself in despair. Instead, a noble who finds himself in such dire straits will gather together a group of his closest friends and kin and go treasure hunting, hoping to accumulate a large enough hoard to establish his own holding. At this time, the largest source of wealth in the Known World is rumored to be a city in the Empire. The city is known as Mordheim…

A Warband of Dwarf Treasure Hunters may include:

[Heroes]Dwarf Noble[MUST INCLUDE]
85 cold crowns to hire.

Dwarf Nobles are fortune seekers who have recruited a band of like-minded Dwarfs and set off from their stronghold in search of riches. A Dwarf Noble is well respected by the members of his warband. Often he is a member of one of the noble families of the lost Dwarf strongholds, dreaming of collecting enough treasure to restore the former glory of the Dwarf Kingdoms.

[Heroes]Dwarf Engineer[0-1]
50 gold crowns to hire.

Dwarf Engineers are respected members of Dwarf society. It is they who design and build the complex war machines and devices which have made the Dwarfs famous.

[Heroes]Dwarf Trollslayers[0-2]
50 gold crowns to hire.

Troll Slayers are members of the morbid Dwarf cult obsessed with seeking an honorable death in combat. Having committed some unforgivable crime or been dishonored in some way, a Dwarf will forsake his home and wander off to die fighting the enemies of Dwarfkind. Troll Slayers are insanely dangerous individuals, psychopathic and violent. There are however few better fighters in the Known World, so they are much sought after by Dwarf treasure hunters.

[Henchmen]Dwarf Clansmen
40 gold crowns to hire.

These are Dwarf warriors in their prime: tough, stubborn and brave warriors who can be relied on to hold their own against any foe.


[Henchmen]Dwarf Thunderers[0-5]
40 gold crowns to hire.

Dwarf Thunderers are experts at using missile weapons. Many an Orc or Goblin has died by the sting of a crossbow bolt or a roaring handgun bullet shot by a Dwarf Thunderer.

[Henchmen]Beardlings
25 gold crowns to hire.

These are young Dwarfs who have joined the retinue of an experienced Dwarf treasure hunter hoping to make their fortune.



Skaven
The Skaven are a race of mutant humanoid rats living in a teeming society where overcrowded ness, the scarcity for food and the strict hierarchy based on the strong eating the weak (literally) make their existence very uncertain. Since ancient times the Skaven have searched the world for the stones of power that men in their ignorance call wyrdstone but which Skaven have long since known as warpstone. Wyrdstone is quite literally in their blood, for they feed upon it and make use of it in their foul sorceries. Now that the magical stone is in abundance in the ruins of Mordheim, the Skaven have send their warbands to secretly collect their bounty.

A Skaven Warband may include:

[Heroes]Assassin Adept[MUST INCLUDE]
60 gold crowns to hire.

The Nightmaster of Clan Eshin has sent the Assassin to collect precious wyrdstone. Success means many breeders, wealth and a better position amongst the clan. Failure, on the other hand, is best not contemplated…

[Heroes]Black Skaven[0-2]
40 gold crowns to hire.

Black Skaven are the most powerful fighters of Clan Eshin: black-furred killers trained in the martial arts of their clan. In Mordheim they excel at ambushing and assassinating man-things.

[Heroes]Eshin Sorcerer[0-1]
45 gold crowns to hire.

The Sorcerers of Clan Eshin are black magicians who manufacture the enchanted weapons of the Assassins. Though their power is slight compared to the Warlocks of Clan Skryre or the mighty Grey Seer, their black sorcery is still potent.

[Heroes]Night Runners[0-2]
20 gold crowns to hire.

Night Runners are the young apprentices of Clan Eshin. Recently initiated into the secrets of the clan, they make up for their lack of knowledge with their ambition and energy.

[Henchmen]Verminkin
20 gold crowns to hire.

Verminkin are the Clanrats of Clan Eshin. The strongest amongst them are initiated into the secrets of the clans and begin their training to become Assassins, the most feared warriors of the Skaven warbands. All the Clanrats of Clan Eshin dream of rising to the status of an Assassin one day.

[Henchmen]Giant rats
15 gold crowns to buy.

Giant Rats are creations of the twisted genius of the Skaven. They are mutated monstrosities the size of dogs. They fight alongside the Skaven, overpowering any opponents by sheer weight of numbers.

[Henchmen]Rat Ogre[0-1]
210 gold crowns to buy.

These horrible monsters are much in demand as bodyguards to important Skaven.
Last edited by The Armed Republic of Dutch Coolness on Mon Apr 28, 2014 7:07 am, edited 1 time in total.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 5:46 am

The invaders



Undead
Count Vlad von Carstein and his wife Isabella have ruled the province of Sylvania for as long as anyone can remember – peasants whisper of some dark secret, Witch Hunters revile them, and the Priests of Sigmar shun their court. Indeed, Sylvania has the most dire reputation of all the provinces of the Empire. Few men sent to spy on the rulers of Sylvania have ever returned from those dark Sylvanian forests, and then rarely with their sanity intact.
In the dimly-lit chamber of the Drakenhof castle, on a throne of black obsidian, sits Vlad von Carstein, the ruler of Sylvania. He waits in shadows, having set himself apart from the politics and bickering of the Empire. For he holds a terrible secret: he, and all the ruling aristocracy of his province are Vampires, undying monsters from beyond the grave. Here he patiently waits, drinking the blood of maidens from gold goblets. For many long years Vlad has gathered his strength and mustered his Undead legions in secrecy. One day soon he will march from the forests of Sylvania at the head of an army of restless dead. The pieces of magic stone that lie scattered among the ruins of Mordheim can give the Count the power to challenge the nobles of the Empire and enslave the men of the Old World.

Wyrdstone holds enough captured magical energy to unleash a great spell of doom to rival that of Nagash the Black. If the Count is successful, he will raise all the dead between the Worlds Edge Mountains and the borders of Stirland, and go to war against the divided rulers of the Empire. His plans laid out, Vlad sends his thralls, the immortal Vampires, to do his bidding. During dark, moonless nights, black coaches arrive at the gates of Mordheim carrying coffins. Ghouls scuttle from their hiding places to greet them, and corpses are stirred by a command which the living cannot hear. Following the commands of the Vampire, they hunt for shards of wyrdstone. The night belongs to the Undead, and in Mordheim it is always night.

An Undead Warband may include:

[Heroes]Vampire[MUST INCLUDE]
110 gold crowns to hire.

Vampires lead the Undead in their search for the magical stones that will give their master the power to conquer the Empire. Although but pale shadows when compared to the dread Vampire Lords, the immortal servants of Vlad are still some of the most powerful creatures who fight in Mordheim. Most of them serve the undying count of Sylvania, but some have found the city to their liking, and have become independent.

[Heroes]Necromancer[0-1]
35 gold crowns to hire.

Necromancers are evil wizards, studying the corrupt art of Necromancy. Many of them are acolytes and servants of Vlad von Carstein, and follow the agents of their master to the city of the Damned. Others are recruited from amongst wizards and warlocks who have come under the suspicion of the various agents of Sigmar and have fled to Mordheim to avoid persecution.

[Heroes]Dregs[0-3]
20 gold crowns to hire.

Dregs are the most miserable human survivors of the demise of Mordheim. They are deformed and rejected individuals, shunned even by the other men and women who still live in the ruins and catacombs of the city. Vampires often recruit Dregs as their servants and treat them with surprising kindness. As a result, Dregs are often fanatically loyal to their Undead overlords and will do anything to protect and serve them. Dregs are very useful to their masters as they can be sent to buy equipment, weapons and supplies from the settlements around Mordheim which would often not welcome Necromancers or where Vampires would fall under the suspicion of the Witch Hunters. They can also do the bidding of their Vampiric master during daylight, when the Vampires must rest in their coffins.

[Henchmen]Zombies
15 gold crowns to hire.

Zombies are the most common of the Undead: creatures animated by the will of their Necromantic masters.

[Henchmen]Ghouls
40 gold crowns to hire.

Ghouls are the descendants of evil and insane men who ate the flesh of the dead. When the lean and hungry times of famine come upon the Old World, the most depraved and destitute took to feasting on corpses to survive. Driven by their unspeakable craving for the meat of their fellow men, these creatures have given up their human life and dwell near graveyards, crypts and tombs, digging up the rotting corpses of the recently buried and consuming the cold flesh with their bare teeth and claws. The destruction of Mordheim attracted many Ghoul clans from the north, and now they have taken up permanent residence in the crypts and cemeteries of the ruined city.

[Henchmen]Dire Wolves[0-5]
50 gold crowns to hire.

Dire Wolves are slavering Undead hounds, the animated remains of the giant wolves of the Worlds Edge Mountains. Their chilling howls can strike fear into the hearts of even the bravest warriors or most ruthless Dwarf mercenaries. They prowl the streets of Mordheim like shadows, and many men have died with the cold jaws of a Dire Wolf around their neck.






Orcs & Goblins Hordes
Among the races of the Warhammer world, none enjoy the prospect of a good looting more than Orcs and Goblins. For this reason many Orc warbands have been drawn to the city of Mordheim and the wyrdstone that lies hidden there. Of course, Orcs would much rather ambush other warbands and take their wyrdstone than collect it themselves, but their goals are the same as any other warband – collect as much treasure as possible!

An Orcs & Goblins Warband may include:

[Heroes]Orc Boss[MUST INCLUDE]
80 gold crowns to hire.

An Orc Boss is a tough and brutal warrior, who will throw his lads into any fight that he thinks he can profit from. He is the strongest, toughest and most barbaric member of the warband and if any of his Boyz think otherwise, the band may soon find itself with one less member!

[Heroes]Orc Shaman[0-1]
40 gold crowns to hire.

Orc Shamans are outcasts from Orc society. They are gifted by the Orc gods Gork and Mork with powers they can neither understand nor completely control. Many join roaming Orc warbands where they are no longer shunned for their abilities, but respected for them.

[Heroes]Orc Big 'Uns[0-2]
40 gold crowns to hire.

Orc society is a savage hierarchy where only the toughest survive and rise through the ranks (often atop the bodies of other challengers). Big ’Uns are such rising stars, and they carry out the orders of the Orc Boss. If the Boss ever falls, it is up to the Big ’Uns to decide on a new leader (usually through personal combat).

[Henchmen]Orc Boyz
25 gold crowns to hire.

Orc Boyz are savage and tough. They fear nothing that they can get their bare hands on, though they are even more ignorant and superstitious than most other beings in the Warhammer world. They form the core of any Orc warband.

[Henchmen]Goblin Warriors
15 gold crowns to hire.

Goblins are often used as cannon fodder (as well as a food source in lean times!) by their larger Orc cousins. They are usually not as well equipped as Orc Boyz, having to make do with whatever the Orcs do not want or cannot use.

[Henchmen]Cave Squigs[0-5]
15 gold crowns to hire.

Goblins raise the deadly Cave Squigs. These creatures are a curious blend of animal and fungus, and are composed mostly of teeth, horns, and a nasty temperament.

[Henchmen]Troll[0-1]

Trolls are not intelligent enough to recognize the value of gold, but large amounts of food can often instill a certain loyalty in them.
Last edited by The Armed Republic of Dutch Coolness on Mon Apr 28, 2014 7:15 am, edited 1 time in total.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 5:47 am

The Elves



Shadow Warriors
Nagarythe was once one of the most prosperous and beautiful of the kingdoms of the High Elven land of Ulthuan. When the Witch King Malekith and his mother Morathi led the kingdom of Nagarythe astray into worship of the Chaos Gods, not all of their people followed. When Malekith led his people in a rebellion against the rightful Phoenix King, those who had not been converted to depravity remained loyal to the throne of Ulthuan and waged a secret war, a war of shadows, against the Witch King and his armies. When the Witch King was defeated and forced to flee with his followers, most of these ‘shadow warriors’ were killed, drowned by the sea as their land was torn asunder by the Witch King’s foul magics.
The people of Nagarythe that survived became a nation of wanderers, moving from place to place and never really welcomed by other High Elves, for these Shadow Elves as they became known had gained a reputation for being a fierce and warlike people, full of cruelty. This reputation, while probably only partially true, sets the Shadow Elves apart from other members of their race. This, along with their grim attitude and generally dark presence, makes other High Elves feel ill at ease around them. In Ulthuan they are misfits and outcasts, and many of these proud people seek their fortunes outside Ulthuan entirely. They truly are a race ‘in the shadows’ between the cruel darkness of the Dark Elves, and the beautiful light of the other High Elves.

Some of the Elves of Nagarythe have been driven mad by this condition, but most have accepted their existence, and are driven on by a desire for revenge against the arch nemesis the Witch King and his perverse mother. The Shadow Elves form themselves into warbands and travel the lands of Ulthuan and the Known World, sometimes fighting Dark Elves (and other forces of Chaos) when they find them, and fighting just to survive the remainder of the time. Some still work in the service of the Phoenix king, acting as scouts and trackers for his armies. Sometimes small units of these warriors will be sent by their king to distant lands on a special mission for Ulthuan – recovery of ancient artifacts left behind when the High Elves abandoned the Old World, or sabotage of a rumoured plot of the Dark Elves. When sent on such a mission, these bands bring their military trappings with them – standards and war horns, unit insignia fiercely emblazoned on their shields – for the Shadow Elves take pride in their loyalty to the Phoenix King. Other warbands represent small groups of warriors seeking their fortune... though still loyal to Ulthuan, they may no longer feel welcome in their island home, or perhaps they represent a family pursuing a personal vendetta against a particular Dark Elf leader. Whatever the case, bands of Shadow Warriors may occasionally be seen roving the lands of the Old World to exploring the steamy jungles of Lustria.

[Heroes]Shadow Master[MUST INCLUDE]
70 gold crowns to hire.

Shadow Master is a very honorable title among the warriors of the Shadow Elves… it is given to one who has fought in the shadow war for so long that he rules the darkness that he fights from. Often a member of the former Nagarythe nobility, the captain of a Shadow Warrior Warband is known by the honorable title ‘Shadow Master’. These proud and strong-willed warriors often gather a small band of their followers and seek a life away from the hesitant charity and distasteful stares of Ulthuan.

[Heroes]Shadow Walker[0-3]
45 gold crowns to hire.

One step down from the title of Shadow Master is Shadow Walker. A walker in the shadows is considered to have made friends with the darkness, and while he does not command it, it gives him aid when asked. Shadow Walkers are seasoned veterans in the war against the Dark Elves. They are skilled trackers and hunters, and the most trusted lieutenants of the Warband’s captain, the Shadow Master.

[Heroes]Shadow Weaver[0-1]
55 gold crowns to hire.

All High Elves have some aptitude for magic, and those with the greatest aptitude are taught how to bend the Winds of Magic to their will. Shadow Weavers are the mages of Nagarythe. Due to the nature of their unending war against the Dark Elves, the mages of Nagarythe tend to specialize in magics that use shadows to conceal their presence and confound their enemies. In fact the title Shadow Weaver comes from the nature of their magic… like a talented tailor, the Shadow Weaver takes the threads of shadow and fashions them into shapes and forms of his choosing.

[Henchmen]Shadow Warriors
35 gold crowns to hire.

Most of the warriors in the Shadow Warrior Warband are veterans of at least one battle, and all have lost loved ones to the depravity of the Dark Elves.

[Henchmen]Shadow Warrior Novices
25 gold crowns to hire.

These are untested Shadow Elves, newly inducted into the warband. Often these warriors are younger cousins who are setting out from Ulthuan for the first time. Due to their hard existence, it is often a quick progression from Novice to full Warrior, however.


Dark Elves Warband
Many dare not speak of the High Elves’ evil kin, the Druchii, or the Dark Elves as they are better known. They are a race for whom pain and pleasure have been pushed to the ultimate extreme. They leave destruction and despair in their wake and are more greatly feared than the barbaric Orcs and no less so than the tainted forces of Chaos and Undead. To the victims of the Dark Elves it is the fortunate to whom a quick death is gifted for this twisted folk roam the Known World in search of slaves. The slaves of the Dark Elves are either worked to death in their mines, ripped apart on the altars to Khaine, their Dark God, or tortured mercilessly by the Brides of Khaine, the Witch Elves. Dark Elves take a perverse delight in inflicting pain upon others just to see their victims suffer.

A Dark Elves Warband may include the following:

[Heroes]High Born[MUST INCLUDE]
70 gold crowns to hire.

Dark Elf Leaders are typically drawn from the Dark Elf nobility and lead the warband in search of gold, slaves and arcane artifacts to bring home to Naggaroth. They are cold and ruthless killers and they command the respect of their troops through assassination and terror. They have attained their position of leadership by eliminating rival nobles who stand in their way and through their remarkable cunning, they are dangerous foes who embody the merciless traits of the Druchii race.

[Heroes]Fellblades[0-2]
40 gold crowns to hire.

The Fellblades are elite warriors of the Dark Elf armies and are often linked to the household of a particular Noble family. Fellblades live a life of strict martial training, each specializes in a particular weapon and fighting style. Killing is a way of life for these warriors. Enemies can expect no mercy from them. Fellblades accompany raiding parties to Mordheim as paid guards or to further hone their killing skills.

[Heroes]Beastmaster[0-1]
45 gold crowns to hire.

Whereas the High Elves have a great affinity with Dragons and Griffons and other noble creatures, their malevolent kin have infamous Beastmasters, Dark Elves of particularly cruel renown who breed many vicious beasts and lead them into contact. Unlike the High Elves who treat their beasts as companions, the Dark Elf Beastmasters are very spiteful masters.

[Heroes]Dark Elf Sorceress[0-1]
55 gold crowns to hire.

Dark Elves are strange in that apart from the fell Witch King there are no other male sorcerers, all the other practitioners of magic in the Dark Elf race are female. It is rumored that any males who do develop an affinity for magic amongst the Dark Elves are immediately put to death to fulfill some dark prophecy. Dark Elf Sorceresses are mysterious, raven-haired beauties who are grudgingly respected even from the powerful High Born and their services are high in demand.

[Henchmen]Corsairs
35 gold crowns to hire.

The Dark Elves are cruel and fierce fighters. This is especially true of the Corsairs – the Black Ark Raiders. They are skilled with sword and axe, as well as the repeater crossbow, the distinct missile weapon of the Dark Elves. Whenever a Black Ark explores the coasts the Corsairs are the first to launch raiding parties.

[Henchmen]Shades[0-5]
30 gold crowns to hire.

The stealthy Dark Elf Scouts rely on their repeater crossbows to harass and snipe at the enemy, rather than engaging them head on as ambush is the preferred style of fighting. Shades are young and inexperienced scouts that see the expeditions to Mordheim as a valuable training opportunity.

[Henchmen]Cond One Beasthounds[0-2]
30 gold crowns to hire.

The Dark Elves capture and breed many exotic creatures to fight for them and fights between pets are often staged as a form of entertainment amongst the Dark Elves. One such animal was discovered in Lustria. Distantly related to Cold Ones, the Cold One Beasthound lives in swamps and bogs. Cold One Beasthounds are larger than Wardogs and of similar build but are in all other respects reptilian. Rows of sharp teeth fill its maw, and when provoked, the Cold One Beasthound is a very aggressive beast. The Dark Elves capture and train these creatures to fight in battles all over the Warhammer world.
Last edited by The Armed Republic of Dutch Coolness on Mon Apr 28, 2014 7:25 am, edited 1 time in total.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 5:47 am

Equipment and Upgrades per unit
These can all be bought, just like reinforcements, in the IC.

Chaos - Beastmen Raiders

Beastmen Chieftain
Light Armour
Great Weapon
May take heavy armor for 20 experience and 30 gold crowns.

Beastmen Shaman
Light Armour
Staff
Uses the Lore of Beasts

Bestigor
Heavy Armor
Great Weapon

Centigor
Shield
Lance

Ungor
Hand weapon
Either a bow or a spear
May take a shield if not using a bow.

Gor
Hand weapon
Shield
May exchange shield for an additional hand weapon.

Minotaur
Hand weapon
May take a shield for 5 experience and 10 gold crowns
May instead of a shield take a greatsword/club/whatever for 10 experience and 15 gold crowns.


The Carnival of Chaos Equipment and Upgrades

Carnival Master
Light armor
Staff
Uses the Lore of Nurgle for his magic. Initially knows two spells from this lore.
May learn another spell for 20 experience and 30 gold crowns.

Brutes
Light armor
Twohanded weapon
May exchange weapon for two one-handed weapons

Tainted Ones
Light Armor
Plague Sword

Plaguebearers of Nurgle
Plague Sword

Brethren
Hand weapon.
May take an additional hand weapon for: 5 gold crowns
May take light armor for: 5 experience and 5 gold crowns

Plague Cart
May take a Vile Portal, spewing forth a Nurgling every day (real life day!) for: 30 experience and 40 gold crowns.


Cult of the Possessed
Magister
Light Armor
Staff
Uses the Lore of Tzeentch. Initially knows two spells.
May learn another spell for 20 experience and 30 gold crowns.
May take heavy armor for 10 experience and 30 gold crowns.

Possessed
Light armor
May take a mark of:
-Khorne, making the possessed more agressive and stronger
-Tzeentch, protecting the possessed from magic
-Nurgle, fortifying the possessed's endurance and making it able to spread diseases throughout Mordheim
-Slaanesh, enhancing its speed
for 30 experience and 20 gold crowns.

Mutants
Light Armor
Hand weapon
May take an additional hand weapon or a greatsword for 10 gold crowns.

Darksouls
Hand weapon
May take an additional hand weapon or a greatsword for 10 gold crowns.

Brethren
Hand weapon
May take light armor for 5 experience and 10 gold crowns.

Beastmen
Hand weapon
May exchange hand weapon for:
-bow, costing nothing
-two-handed weapon, for 5 gold crowns
May take:
-Shield, for 5 gold crowns
-Light armor, for 10 experience and 15 gold crowns


Mercenaries

Captain
Light armor
Hand Weapon
May take:
-Heavy armor for free, at the cost of mobility.
-A pistol, for 10 gold crowns.
May exchange hand weapon for:
-A two-handed weapon, for 5 experience and 10 gold crowns

Champions/Averland Sergeants
Light armor
Hand Weapon
May take:
-Heavy armor for 15 experience and 10 gold crowns
-A pistol, for 10 gold crowns.
May exchange hand weapon for:
-A two-handed weapon, for 5 experience and 10 gold crowns

Youngbloods
Light armor
Hand Weapon
May take:
-Shield, at the cost of 10 gold crowns.

Warriors/Averland Mountainguard
Light armor
Hand weapon and shield, or a two hand weapons, or a two-handed weapon.

Marksmen
Light armor
Bow
May take a rifle for 10 gold crowns and 10 experience.

Swordsmen
Light Armor
Sword
May take heavy armor for 5 gold crowns and 5 experience.

Averland Bergjaegers
Light armor
Rifle

Averland Halfling Scouts
Light armor
Bow


Ostlander Mercenaries

Elder
Light armor
Two-handed weapon
May exchange two-handed weapon for two hand weapons, or a hand weapon and a shield for free.
May take heavy armor for 10 gold crowns and 10 experience.

Blood-Brothers
Light armor
Two-handed weapon
May exchange two-handed weapon for two hand weapons, or a hand weapon and a shield for free.

Priest of Taal
Light armor
Staff
Uses the Lore of the Wild, knows two spells.

Kin
Two-handed weapon
May exchange two-handed weapon for two hand weapons, or a hand weapon and a shield for free.
May take light armor for 5 gold crowns.

Jaeger
Bow
May take light armor for 5 gold crowns.
May exchange bow for a rifle for 10 experience and 10 gold crowns.

Ruffians
Light armor
Two-handed weapon
Bottle of ale
May exchange two-handed weapon for two hand weapons, or a hand weapon and a shield for free.

Ogre
Two-handed weapon
May exchange two-handed weapon for two hand weapons, or a hand weapon and a shield for free.
May take light armor for 5 experience and 25 gold crowns (try to find armor the size of an Ogre in Mordheim!)


Kislevite Warband

Druzhina Captain
Light armor
Hand weapon
May take heavy armor for 5 experience and 10 gold crowns
May exchange one-handed weapon for a two-handed weapon for 5 gold crowns.
May take a horse for 5 experience and 10 gold crowns.

Bear Tamer
Light armor
Hand weapon

Esaul
Light armor
Hand weapon
May take heavy armor for 5 experience and 10 gold crowns
May exchange one-handed weapon for a two-handed weapon for 10 gold crowns.
May take a bow for 10 gold crowns.
May take a horse for 5 experience and 5 gold crowns.

Youths
Light armor
Hand Weapon
May take:
-Shield, at the cost of 10 gold crowns.
May take a horse for 5 experience and 10 gold crowns.

Warriors
Light armor
Hand weapon and shield, or a two hand weapons, or a two-handed weapon.

Cossacks
Light armor
Hand weapon and shield, or a two hand weapons, or a two-handed weapon.
May take a horse for 5 experience and 10 gold crowns.

Streltsi
Light armor
Rifle


Sisters of Sigmar

All Sisters wear light armor and one-handed weapons. They can buy no upgrades - the temple funds are getting rather empty, these dark days!

Witch Hunters

Witch Hunter Captain
Light armor
2 pistols
One-handed weapon

Witch Hunter
Light armor
2 pistols
One-handed weapon

Warrior Priest
Heavy Armor
Warhammer
May exchange warhammer for two smaller warhammers (count as hand weapons) for free.

Flagellants
Flails

Zealots
Hand weapon
May take:
-Light Armor for 5 experience and 5 gold crowns
-An additional hand weapon for 5 gold crowns
-A two-handed weapon for 5 gold crowns
-A flail for 10 gold crowns


Dwarf Treasure Hunters
Dwarf Noble
Heavy Armor
Hand weapon
May exchange hand weapon for a two-handed weapon for 5 gold crowns.
May take a shield (if not using a two-handed weapon) for 5 gold crowns.
May take a pistol for 5 gold crowns.

Engineer
Heavy Armor
Hand Weapon
May take a pistol for 5 gold crowns.
May take a crossbow for 5 gold crowns.
May take a rifle for 10 gold crowns and 5 experience.

Dwarf Trollslayer
Two handed axe.

Dwarf Clansmen
Heavy Armor
Either a two-handed weapon, or a hand weapon and shield.

Dwarf Thunderers
Heavy Armor
Crossbow
May take a rifle for 10 gold crowns and 10 experience.

Beardlings
Light Armor
Hand weapon
May take heavy armor for 10 experience and 5 gold crowns.
May take a shield or two-handed weapon for 5 gold crowns.


Skaven

Assassin Adept
Light armor
Cloak, decreasing visibility.
Two daggers
Poison
Throwing stars

Black Skaven
Light Armor
Cloak, decreasing visibility.
Sword
Dagger
May take throwing stars for 5 gold and 5 experience.

Eshin Sorcerer
Staff
Uses the Lore of Shadows. Knows 2 spells.

Night Runners
Light Armor
Cloak, decreasing visibility.
Sword
Dagger
May take throwing stars for 5 gold crowns and 5 experience.
May take poison for 5 gold crowns and 10 experience.

Verminkin
Light armor
Hand weapons
May take a shield for 5 gold crowns.
May exchange hand weapon for a spear for 5 gold crowns.


Undead

Vampire
Light armor
Hand weapon
May take heavy armor for 5 gold crowns and 5 experience.
May take an additional hand weapon, shield or two-handed weapon for 5 gold crowns and 5 experience.
May learn spells from the lore of Vampires, to a maximum of two, at the cost of 20 gold crowns and 10 experience each.
May take a Cloak, decreasing visibility, for 5 gold crowns.

Necromancer
Staff
Knows two spells, from either the lore of death or the lore of vampires, but not from both.

Dregs
Hand weapon
May take light armor for 5 gold crowns and 5 experience.
May take an additional hand weapon, shield or two-handed weapon for 5 gold crowns and 5 experience.


Orcs & Goblins

Orc Boss
Light armor
Hand weapon
May take heavy armor for 10 gold crowns and 5 experience.
May take an additional hand weapon, shield or two-handed weapon for 5 gold crowns and 5 experience.
May upgrade to a Black Orc, increasing strength and endurance, for 20 experience.

Orc Shaman
Staff
Knows 2 spells from either the Lore of the Big Waaaagh.

Orc Big 'Uns
Light armor
Hand weapon
May take heavy armor for 10 gold crowns and 5 experience.
May take an additional hand weapon, shield or two-handed weapon for 5 gold crowns and 5 experience.
May upgrade to a Black Orc, increasing strength and endurance, for 20 experience.

Orc Boyz
Light Armor
Hand weapon
May take heavy armor for 10 gold crowns and 5 experience.
May take an additional hand weapon, shield or two-handed weapon for 5 gold crowns.

Goblin Warriors
Light Armor
Hand weapon
May exchange hand weapon for bow for free.
May take a shield for 5 gold crowns.
May exchange hand weapon for a spear for 5 gold crowns.

Troll
Club


Shadow Warriors

Shadow Master
Light Armor
Cloak, decreasing visibility.
Sword
Elven Bow

Shadow Walker
Light Armor
Cloak, decreasing visibility.
Sword
Elven Bow

Shadow Weaver
Staff
Knows two spells from the Lore of Shadow Magic
May learn an additional spell for 20 experience and 10 gold crowns.
Cloak, decreasing visibility.

Shadow Warriors
Light Armor
Cloak, decreasing visibility.
Sword
Elven Bow

Shadow Warrior Novices
Light Armor
Cloak, decreasing visibility.
Sword
Elven Bow


Dark Elves

High Born
Elven Armor
Hand weapon
May take a shield, additional hand weapon or two-handed weapon for 5 gold crowns.
May take a repeater crossbow for 5 gold crowns and 5 experience, instead of taking a shield, extra hand weapon or two handed weapon.
May take a Cold One mount: 20 gold crowns and 20 experience.
If on a Cold One mount, may take a lance instead of the weapon options above (though you may still take a shield) for 5 gold crowns and 5 experience.

Fellblades
Elven Armor
Hand weapon
May take a shield, additional hand weapon or two-handed weapon for 5 gold crowns.
May take a Cold One mount: 20 gold crowns and 20 experience.

Beastmaster
Light Armor
Hand weapon
Repeater Crossbow
May take a dragonscale cloak, increasing armor, for 5 gold crowns and 15 experience.

Dark Elf Sorceress
Staff
Lioncloth
Knows two spells from the Lore of Dark Magic.

Dark Elf Corsairs
Elven Armor
Two hand weapons OR two hand weapons and hand crossbow.
May take a dragonscale cloak, increasing armor, for 5 gold crowns and 5 experience.

Shades
Light armor
Two hand weapons OR two hand weapons and hand crossbow.
Poison
Cloaks, decreasing visibility.
Last edited by The Armed Republic of Dutch Coolness on Fri May 02, 2014 5:27 am, edited 6 times in total.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 7:27 am

Warbands of Mordheim

Ulrich Blackadder's Regiment of Foot

Lunas Legion wrote:Warband name: Ulrich Blackadder's Regiment of Foot
Warband type: Averland Mercenary
Warband Leader: Captain
Leader name: Ulrich Blackadder
Leader age: 37
Leader gender and appearance: Male,
Leader's background and personality: Ulrich is a pragmatist, and rather boastful; he claims to have seen service in 'every nation between Arbay and Nippon', but more than likely hasn't been beyond the World's Edge Mountains. That doesn't stop him boasting of his 'large career' as a mercenary captain, which he has done. Ulrich and his band have seen service in almost every decent war in the Old World, from his childhood in the army of the Emperor to entering the army and shortly being booted out for insubordination and cowardice alongside most of his regiment, which he then commandeered and led as a mercenary company for the next 15 years or so.
Units in Warband:
1 Captain
1 Sergeant
2 Bergjager
5 Marksmen
7 Mountainguard
Gold crowns left: 0
Names of all heroes in Warband:
Captain Ulrich Blackadder
Sergeant Baldrick
Bergjagers Ferdinand Kempf and Ulrich Von Lichtenstein (just called Von Lichtenstein, so no one confuses him with the Cap'n).
Warband Background: The Regiment is made up of former soldiers of Ulrich's regiment in the army of the Count of Averland; after a minor skirmish against a band of raiding orcs during which Ulrich's regiment fled, he and his fellow men were discharged for cowardice and insubordination, and afterwards grouped into a mercenary regiment that has seen service in just about every war in the Old World, often on multiple sides of the same war.
Warband starting location and goals: Get as much money as possible, by any means possible, while staying alive. Located in The Rock.


Anzu's Slaughterers

Vicious Debaters wrote:Warband name: Anzu's Slaughterers
Warband type: Cult of The Posessed
Warband Leader: Magister
Leader name: Anzu the Corrupt
Leader age: 55
Leader gender and appearance: Male. Hairless, heavily scarred, gaunt
Leader's background and personality:

A long time ago, Anzu worked in Praag as an alchemist concocting medicinal cures for the Imperial Nobility. As the years passed, he got disgruntled with the limitations of his work and began to dabble in magic. Still frustrated by his lack of abilities, he eventually made a pact with Tzeentch in exchange for being bound with mighty power.

While the careless Anzu believed that he had tricked Tzeentch and now had the ability to reshape his destiny as he wished, he had merely made himself a toy of the Great Conspirator. Tzeentch had indeed bound power into Anzu, but into his blood- to manifest any part of his newfound magical abilities Anzu needed to draw his own blood out of his body, hideously disfiguring himself in the process and driving him slowly insane.

While he managed to keep it a secret for a time, rumors started to spread about the self-mutilating wizard and his coven of sadistic followers. Witch Hunters were hot on his trail, and Anzu fled with his loyal minions. He needed a place to hide: a place so wretched that a partially-insane scarred man and his maniacal followers could not only survive, but prosper.

Off to Mordheim.

Units in Warband: 1 Magister, 5 Brethren, 1 Possessed, 3 Beastmen
Gold crowns left: 60
Names of all heroes in Warband: Belphegor (Possessed), Brune (Beastman Scout)
Warband Background:

Anzu has five loyal cultists who pay him great reverence and follow him wherever he goes. He also has Belphegor, a lesser demon bound into the soul of an unfortunate Militia Captain who got in his way.

Brune and his two beastmen were hired as scouts to help reach Mordheim, and have decided to continue to follow Anzu with the hope of finding manflesh to devour.

Warband starting location and goals:

Outside the west gatehouse of Mordheim or wherever is convenient for someone entering Mordheim. The group quests for fortune, manflesh, and to vindictively kill those loyal to the Empire.


The Red Company

Saragrossa wrote:Warband name: The Red Company
Warband type: Marienburg Mercenaries
Warband Leader: Erik Feldhauptmann

Leader name: Colonel Erik Feldhauptmann
Leader age: 39
Leader gender and appearance: Male, 6'1, 220 Lbs
Leader's background and personality: Feldhauptmann is a very arrogant and brash man. He is stubborn, hardened and a very cunning man. He is known for finishing every contract he has been given and he has a reputation of being a very tough son of a bitch. He hasn't broken a contract however this hasn't meant they have always gone rosey. He always delivers and he figured he might try his meddle out in Mordheim to gain more riches. He is a son of a Imperial Officer and was orphaned when Chaos struck and destroyed his city in Middenland, mostly from the midden moors and chaos warriors orphaned him and from there he worked various jobs to survive but once he reached adulthood at 13. He discovered he had a knack for combat and living off the streets and scrapping for life has given him a unique ability to survive and to fight.
Units in Warband: One Captain, One Champion, One Young-blood - 2 Swordsmen, 7 Marksmen, 5 warriors
Gold crowns left: 20 Gold crowns left
Names of all heroes in Warband:
Champion: Captain Henry Burgevine
Youngblood: Andres Feldhauptmann, Son of Erik
Warband Background: The Red Company is a mercenary group based on Firearms with a specialty towards ranged combat. The Company is adorned with full breast plates, color uniforms and they are a gorgeous unit of assembled men despite their lathered and tanned skin. With Seven Marksmen armed with a combo of Muskets and Longbows. The Red company enjoys to pepper enemies with ranged weapons then their skilled swordsmen along with their champion would smash their enemies with their melee prowess. The Company is designed for rooftop and narrow combat mixing the best of ranged fire and close combat. The Warriors in the group are trained in both aspects and are back up.
Warband starting location and goals: Merchants Quarter, To Make money and to find warp-stones to make even more money.


The Grail Quest of Sir Guy Roblou

The Nihilistic view wrote:
Warband name: The Grail Quest of Sir Guy Roblou
Warband type: Bretonnian grail quest
Warband Leader: Questing Knight.
Leader name: Sir Guy Roblou
Leader age: 28
Leader gender and appearance:Male. Six feet three, very muscular build. Brown eyes and short brown hair are his main facial features, he is clean shaven. Guy is in his peak physical condition after spending the last 20+ years honing his skills training to be a Knight from the age of 6. His body has no marks of battle on it.
Leader's background and personality: Guy is the youngest of four sons born to Lord Roblou who serves the Duke of Aquitaine. Being the youngest means the chances of Guy inheriting the family lands and title are slim so he must go out into the world and make his own mark. To this end he has decided to prove himself worthy so he may drink from the Grail and become a Grail Knight.

Guy is a fairly good-natured indevidual though he does not suffer fools and those who would seek to be dishonest. To that end he is perfectly open to marriages of convenience between those he may come across on his quest.

Units in Warband:

1Questing Knight: Sir Guy Roblou
2Knight Errant: Sir Jean Baptiste Merville
3Knight Errant: Sir Roger De Moinard
1Squire: Alain Oreille
2Squire: Henri De Rollebon
3Squire: Reynard D'Angeac
Man at Arms: Clarke Dewees
Man at Arms: Gilles Boussod
Man at Arms: Pierre Nestoret
Man at Arms: Arnaud
Man at Arms: Reynard Mazerolle
Man at Arms: Oswald De Lonval
Man at Arms: Gilles Bonnefroy
Bowman: Bruce MacDonald
Bowman: Nicolas Martin
Bowman: Stephan
Bowman: Carl Baggins
Bowman: Mercer Smith

Gold crowns left: 0
Warband Background: The members are all sworn to Lord Roblou as their liege. Whilst the two young knights volunteered to go on the quest the rest are there because they don't have any other choice. That's not to say they don't want to be there but some are decidedly more keen on the quest than others. Several of the peasantry are purely concerned with self preservation.

They have spent the last two months traveling across the Empire to get to Mordheim. Most of the trip was uneventful but they did come across some undead on the last leg of the journey as they skirted the edge of Sylvania. The small Undead band were dealt with without much trouble.

Warband starting location and goals: South Gatehouse. The Grail! What else? And whilst I won't say who yet, one of the warband is secretly looking for his Father.


Moonstride Gathers

Ralnis wrote:Warband name:Moonstride Gathers
Warband type:Skaven
Warband Leader: Assassin Adept
Leader name:Whisker Moonstride
Leader age:20
Leader gender and appearance: Male, 5"5, brown fur, green eyes, bandages cover both paws and legs. Has dirt brown pants
Leader's background and personality: Whisker is ambitious, greedy, and sneaky. Born as a brown rat, he was the last of a large litter and his mother died of childbirth and his father was killed by a rival that wanted his position with his minor clan scattered across the wind( or the tunnels) of the Under Empire. So pretty much he was alone and some count how many days until he dies so that better rats can eat him. Well surprisingly, he was cunning and ambitious enough to kill the others that said otherwise and take their stuff. He got so good that Clan Enshin decided to adopt him into the Clan. He was a quick study and rose through the ranks by taking out the competition(most he was taught from) until he made a name for himself, however he was not important enough to led his own misfit gang until the Nightmaster asked for volunteers to go get the Warpstone that fell on the city of Mordhiem. Whisker decided to ask( or more like bribe) himself a chance to prove himself and raise his standing in the Clan by leading a warband to find the treasure that the Horned God has bless the Skaven.
Units in Warband:
1 Assassin Adept
2 Black Furs
1 Eshin Sorcerer
2 Night Runners
15 Verminkin
Gold crowns left: 15
Names of all heroes in Warband:
Whisker Moonstride( Assassin Adept)
Mur and Tur( 2 Black Furs)
Stinkgrin( Eshin Sorcerer)
Night and Rider( 2 Night Runners)
Warband Background: The Moonstride Gathers are a band of Skaven treasure hunters trying to get enough wealth to rise to importance in Clan Enshin. It was formed by the Adept Assassin Whisker Moonstride in response to the Nightmaster's order to retrieve Warpstone and the meteor for his own uses. The Nightmaster said to use stealth and discretion for success will be favor from the Nightmaster, wealth, and a high position in Clan Enshin for both Whisker and the Gathers. Faliure means he will probably be a slave, eaten alive and most of all, replaced.
Warband starting location and goals: Get rich and retrieve as much warpstone( and its source) for the Nightmaster and themselves. Starting location is the brewery



Gristleclaw's Teackers

The Armed Republic of Dutch coolness wrote:
Warband name: Gristleclaw's Trackers
Warband type: Skaven
Warband Leader: Assassin Adept
Leader name: Gristleclaw
Leader age: 7 years
Leader gender and appearance: Male, like all fighting Skaven. Gristleclaw is relatively tall for a Skaven, though still shorter than the dreaded Stormvermin. He has black fur covering most of his body, and glowing, red eyes.
Leader's background and personality: Gristleclaw was lucky to have been born with a fairly big form. As one of the bigger Skaven of his litter, he managed to not get eaten, and was also able to find a better career option than that of a Skaven skave. Born in Clan Eshin, and being even more cunning and sneaky than the average Skaven, Gristleclaw was destined for greatness, or a paranoid superior's knife in his back. He was a lucky Verminkin, and had even more luck as a Gutter Runner: he managed to survive! He eventually became a Night Runner, and was inducted into the many techniques the Skaven of Clan Eshin learned in the far east. He proved himself to be an asset to his masters, being able to generate a substential amount of warptokens through the art of the unseen murder, and his training continued. He recieved many more assignments, during one of which he obtained the skull of a man-thing that was preaching about the "vile, giant rats that dwell within the sewers of Altdorf", which to this day he keeps as a reminder to himself of his skills - and kills. Now, his training is almost completed, and Gristleclaw is ready to become a true Eshin Assassin, bit first he has to complete one particular assignment...
Units in Warband:
Assassin Adept Gristleclaw
Crookfur, Black Skaven
Mangeteeth, Black Skaven
Squeel, Night Runner
Queel, Night Runner
8 Verminkin
7 Giant Rats
Gold crowns left: 55 Gold Crowns
Names of all heroes in Warband:
Gristleclaw, Assassin Adept of Clan Eshin
Crookfur, Black Skaven
Mangeteeth, Black Skaven
Squeel, Night Runner
Queel, Night Runner
Warband Background: When the twin-tailed comet struck Mordheim, word soon reached the Under-city of Hell Pit, and the Master of Clan Eshin, for the Skaven have many ears, and can semd messages faster than many (especially since the Warplock Engineers invented the Farsqueeker!). It was said that the comet was made from Warpstone, the material so fundamental to Skaven society. Thus many Skaven warbands were dispatched, many of whom were of Clan Eshin, the shady killers for hire so feared within Skaven society. Gristleclaw and his merry band, too, were hired, and tasked to gather and bring back as much Warpstone as they could find, for a particular Grey Seer was running out of Warptokens to consume... Gristleclaw and his rats scurried off quick-quick, and went to Mordheim, moving through the city's sewers and arriving in the Rock - unknown to anyone other than fellow Skaven, though that could be expected, for nobody ever seems to remember, and those that warn the people of the Old World of rats that are observing them all always tend to disappear...
Warband starting location and goals: Gristleclaw's trackers start out in the Rock, unknown to those that dwell within... The Skaven arw here to kill-kill the man-things/elf-things/dead-things/green-things/goat-things/beard-things, and secure as many Warpstone for Clan Eshin (or Gristleclaw himself, he's still contemplating on what to do) .


The Black Shades


Leader's background and personality: Azurya was born in Nagarythe, near the coast in misty woodlands. Born when the Moons where full and bright with their light, such was the last name Moonflame bestowed upon her. Azurya's parents were Shadow Elves before her, living a nomadic life style and telling stories of Ulthuan beyond the Ocean. Learning the craft of the Shadow Elves since she could walk, a necessity as life and death were at every corner.

Until, at the age of 22, Druchii warbands cornered and attacked her tribe and killed most of her kith and kin. Azurya and a few managed to get away by boat, a miracle, and for weeks with eager supplies where cast upon the currents. Until finally arriving on the shores of Ulthuan and instead of hospitality they where met with scorn.

Years of hard labor, to earn their keep, the survivors etched a living, often plying their craft of Shadow Warfare as mercenaries or loyal warriors for the Phoenix King. Azurya however, had other ideas, for she yearned to see the Old World, the legendary ruins of ancient Elven civilization and the adventures therein. Not that she was naïve, no, but it seemed better to her than anything else.

Thus, on her 36th birthday she stowed away on a Sea Elf merchant ship bound for Marienberg, only to be discovered by the crew when she was sleeping. The crew naturally wanted to throw her overboard until the captain showed a rare kindness she had never known in her life prior. Telling her that she will have hospitality till Marienberg, but then on she was on her own.

Upon arriving in Marienberg she took up temporary residence, working as a hired blade, and gathering almost individual by individual Shadow Elves to her name. Forming a small group that fought and ate together. Learning more of the Shadow Arts from an old Shadow Elf by the name of Garlan, who never revealed his real name, but took her as a pupil. Garlan instilled in her discipline, honed her talents, and supplied her with equipment and gear from the small fortune he had amassed in his life.

Finally, at the news of what happened to Mordheim reached Marienberg, Azurya saw her chance, and bade farewell to Garlan as she ventured with a loyal troop of followers into the North-East of the Empire.
Units in Warband:
3 Shadow Walkers
1 Shadow Weaver
5 Shadow Warriors
2 Shadow Warrior Novices

Gold crowns left:95
Names of all heroes in Warband: Azurya Moonflame, Balian Nightblade (Shadow Walker)
Warband Background: The loyal followers of Azurya who pledged allegiance to her over the course of her stay in Marienberg, often discovering her by chance or from her Kin back in Ulthuan. Typically also wishing to adventure, wealth, and perhaps even glory. Azurya's most trusted lieutenant being Balian, a slightly older but experienced wanderer and warrior. Having fought for the Phoenix King in the never ending raids and wars against the Druchii.
Warband starting location and goals: Clock Tower, gather Artifacts and Gold.[/quote]
[/spoiler]

The Sane Exiles

Luparc wrote:Warband name: The Sane Exiles
Warband type: Dwarf Treasure Hunters
Warband Leader: Dwarf Noble
Leader name:Drumin Crannegsnev
Leader age: 90 (young for a dwarf!)
Leader gender and appearance:
Male; long, light brown beard hung with gold medallions; dark blue eyes; slightly taller than average (for a dwarf)
Leader's background and personality:
Drumin's father was a powerful, but insane, dwarf lord who was slowly but surely diminishing the power and strength of his dominion through his follies. Many of his loyal followers were too stubborn to believe that he could no longer hold power, and so Drumin took it upon himself to confront him. The interview did not go well. His father was outraged at what he saw as his son's insubordination and betrayal, and, disowning him, exiled him from the holding. In his madness he even forbade Drumin to use his name as part of Drumin's own, as Dwarf culture dictates. Taking his uncle's name and so becoming Drumin Crannegsnev, he gathered a small group of dwarves who agreed with his accusations of his father and fled towards a place where he had heard one could accumulate the wealth for a fresh start- Mordheim.
Units in Warband:
1 Noble
1 Engineer
1 Troll Hunter
2 Clansmen
2 Thunderers
Gold crowns left: 155
Names of all heroes in Warband:
Noble- Drumin Crannegsnev
Engineer- Cranneg Grundsson
Troll Slayer- Galek Ironeye
Warband Background: Cranneg Grundsson is Drumin's uncle, a dwarf who'd long suspected his brother's madness. He took in the disowned noble and gave him his name. The two clansmen are brothers of Drumin.
Warband starting location and goals: Starting at the East Gate, aiming to gain enough gold to establish their own holding, mainly by finding and selling wyrdstone shards




Wanderers of Mordheim: NPC Warbands and Characters

Weiker Roscher's Raiders
Bandits coming from the North of Mordheim. Made up of their leader (Weiker Roscher), his champion, and seventeen bandits with varying equipment. With them they carry 20 gold crowns and a book that may be of interest to a Warband traversing Mordheim (yields 5 experience).
Agressive to everyone
Risk: Medium

Pruk's Plunderers
A Skaven Warlord, Pruk, and his retinue have gone to Mordheim to gather Warpstone. Compromised of a Skaven Warlord and twelve of his Stormvermin. With them they carry 40 gold crowns and some warpstone, which may be of interest to Warbands traversing Mordheim (yields 10 experience).
Highly agressive to everyone.
Agressive to Skaven

Very Dangerous

Sister Alfrita's Conclave
Sisters of Sigmarite Warband compromised of twelve Sigmarite Sisters. They cary with them a valuable tome, which can be sold for 20 gold crowns and 5 experience.
Neutral to humans.
Agressive to everything else.

Risk: Medium

Barthelm Drau
A highly experienced adventurer, Barthelm Drau has travelled to Mordheim to increase his fortune even more. He has 10 gold crowns with him.
Neutral to most, agressive against Skaven, Orcs and Undead.
Easy
Last edited by The Armed Republic of Dutch Coolness on Tue May 06, 2014 10:36 am, edited 5 times in total.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 7:28 am

There, that's done! I declare this thread *snip* opened!
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
Lunas Legion
Post Czar
 
Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Apr 28, 2014 8:09 am

That's a lot of Warbands. Now, which to choose...
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 8:10 am

Lunas Legion wrote:That's a lot of Warbands. Now, which to choose...

All from the Mordheim rules, plus the High and Dark Elves added from the Lustria expansion :P
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
Lunas Legion
Post Czar
 
Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Apr 28, 2014 8:24 am

The Armed Republic of Dutch coolness wrote:
Lunas Legion wrote:That's a lot of Warbands. Now, which to choose...

All from the Mordheim rules, plus the High and Dark Elves added from the Lustria expansion :P


Think I'll go for a Averlander Warband. I've always had a soft spot for the Empire in Mordheim ever since WD last featured it (that is around 6 years ago).
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63989
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Apr 28, 2014 8:45 am

Shiny. Much temptation from Undead.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
Vicious Debaters
Ambassador
 
Posts: 1079
Founded: Jan 05, 2014
Ex-Nation

Postby Vicious Debaters » Mon Apr 28, 2014 9:17 am

Looks fantastic, Dutch. I'm really going for Possessed right now.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 9:26 am

Vicious Debaters wrote:Looks fantastic, Dutch. I'm really going for Possessed right now.

Thank you. I'll either be doing Possessed, the Carnival, or Skaven.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63989
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Apr 28, 2014 10:29 am

Out of curiosity, will we being doing the actual WHFB combat style?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 10:31 am

G-Tech Corporation wrote:Out of curiosity, will we being doing the actual WHFB combat style?

Text based, really.

Though I'll be using Initiative, Strength, WS and Toughness should some major combat come to being, when I'll be throwing dice myself :P
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63989
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Apr 28, 2014 10:32 am

The Armed Republic of Dutch coolness wrote:
G-Tech Corporation wrote:Out of curiosity, will we being doing the actual WHFB combat style?

Text based, really.

Though I'll be using Initiative, Strength, WS and Toughness should some major combat come to being, when I'll be throwing dice myself :P


Maybe not a Vampire Counts army then :P Given their current codex. Unless they can reanimate undead like bastards?
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 10:34 am

G-Tech Corporation wrote:
The Armed Republic of Dutch coolness wrote:Text based, really.

Though I'll be using Initiative, Strength, WS and Toughness should some major combat come to being, when I'll be throwing dice myself :P


Maybe not a Vampire Counts army then :P Given their current codex. Unless they can reanimate undead like bastards?

I am most likely, once I get the whole "earn gold/warptokens/blahblah" system ready, giving the Undead a bonus to getting this as to represent vampire's skills in reanimating the dead, though I'm not that sure about that, considering zombies are alright with the current book (and cheap as dirt, in this RP, too), and Ghouls are pretty damn good.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
Lunas Legion
Post Czar
 
Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Apr 28, 2014 10:47 am

Warband name: Ulrich Blackadder's Regiment of Foot
Warband type: Averland Mercenary
Warband Leader: Captain
Leader name: Ulrich Blackadder
Leader age: 37
Leader gender and appearance: Male,
Leader's background and personality: Ulrich is a pragmatist, and rather boastful; he claims to have seen service in 'every nation between Arbay and Nippon', but more than likely hasn't been beyond the World's Edge Mountains. That doesn't stop him boasting of his 'large career' as a mercenary captain, which he has done. Ulrich and his band have seen service in almost every decent war in the Old World, from his childhood in the army of the Emperor to entering the army and shortly being booted out for insubordination and cowardice alongside most of his regiment, which he then commandeered and led as a mercenary company for the next 15 years or so.
Units in Warband:
1 Captain
1 Sergeant
2 Bergjager
5 Marksmen
7 Mountainguard
Gold crowns left: 0
Names of all heroes in Warband:
Captain Ulrich Blackadder
Sergeant Baldrick
Bergjagers Ferdinand Kempf and Ulrich Von Lichtenstein (just called Von Lichtenstein, so no one confuses him with the Cap'n).
Warband Background: The Regiment is made up of former soldiers of Ulrich's regiment in the army of the Count of Averland; after a minor skirmish against a band of raiding orcs during which Ulrich's regiment fled, he and his fellow men were discharged for cowardice and insubordination, and afterwards grouped into a mercenary regiment that has seen service in just about every war in the Old World, often on multiple sides of the same war.
Warband starting location and goals: Get as much money as possible, by any means possible, while staying alive. Located in The Rock.
Last edited by Lunas Legion on Mon Apr 28, 2014 1:01 pm, edited 6 times in total.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
Vicious Debaters
Ambassador
 
Posts: 1079
Founded: Jan 05, 2014
Ex-Nation

Postby Vicious Debaters » Mon Apr 28, 2014 10:49 am

Warband name: Anzu's Slaughterers
Warband type: Cult of The Posessed
Warband Leader: Magister
Leader name: Anzu the Corrupt
Leader age: 55
Leader gender and appearance: Male. Hairless, heavily scarred, gaunt
Leader's background and personality:

A long time ago, Anzu worked in Praag as an alchemist concocting medicinal cures for the Imperial Nobility. As the years passed, he got disgruntled with the limitations of his work and began to dabble in magic. Still frustrated by his lack of abilities, he eventually made a pact with Tzeentch in exchange for being bound with mighty power.

While the careless Anzu believed that he had tricked Tzeentch and now had the ability to reshape his destiny as he wished, he had merely made himself a toy of the Great Conspirator. Tzeentch had indeed bound power into Anzu, but into his blood- to manifest any part of his newfound magical abilities Anzu needed to draw his own blood out of his body, hideously disfiguring himself in the process and driving him slowly insane.

While he managed to keep it a secret for a time, rumors started to spread about the self-mutilating wizard and his coven of sadistic followers. Witch Hunters were hot on his trail, and Anzu fled with his loyal minions. He needed a place to hide: a place so wretched that a partially-insane scarred man and his maniacal followers could not only survive, but prosper.

Off to Mordheim.

Units in Warband: 1 Magister, 5 Brethren, 1 Possessed, 3 Beastmen
Gold crowns left: 60
Names of all heroes in Warband: Belphegor (Possessed), Brune (Beastman Scout)
Warband Background:

Anzu has five loyal cultists who pay him great reverence and follow him wherever he goes. He also has Belphegor, a lesser demon bound into the soul of an unfortunate Militia Captain who got in his way.

Brune and his two beastmen were hired as scouts to help reach Mordheim, and have decided to continue to follow Anzu with the hope of finding manflesh to devour.

Warband starting location and goals:

Outside the west gatehouse of Mordheim or wherever is convenient for someone entering Mordheim. The group quests for fortune, manflesh, and to vindictively kill those loyal to the Empire.
Last edited by Vicious Debaters on Mon Apr 28, 2014 10:52 am, edited 4 times in total.

User avatar
Bone Fort
Powerbroker
 
Posts: 8148
Founded: Jul 30, 2012
Ex-Nation

Postby Bone Fort » Mon Apr 28, 2014 11:08 am

This has caught my interest. I'll make an app soon.
Me summed up in one sentence.

I wear teal, blue & pink for Swith.

User avatar
Lunas Legion
Post Czar
 
Posts: 31100
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Mon Apr 28, 2014 11:09 am

Are random adventurers and the like going to appear, and random events happen?
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Mon Apr 28, 2014 11:11 am

Lunas Legion wrote:Are random adventurers and the like going to appear, and random events happen?

That is the plan, yes.
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Cybernetic Socialist Republics, Lunas Legion, Tracian Empire

Advertisement

Remove ads