OOC Kingdom of Ashes IV - Who's yo' daddy?

Queen_Dopplepopolis said:
I think that Caer Melyn will serve as a very good tool later, as a neutral place to hold negotiations and the like much later... with the ward up, we could even have tea with Big Blue there without worrying too much about our safety.
That's a good idea, but in order to make it happen, you'd have to arrange it so that he could get south of the Wall...
 

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Xath said:
So far as I know, and history accounts for, the only magical item that detects the Spirit Blades is the Queen's Amulet. Which we have.
Actually, the serpentblood located greyclaw by using specialized locate object scrolls, if you recall.
 

10 Mercenary Bands (more coming)

This information comes from Cawys, who's the only person in your immediate association that has had enough experience to be able to comment on the relative strengths and weaknesses of any of the mercenary bands that operate in the North. As such, any information you can get is colored by his experience and opinion.

Jenkin's Company
Jenkin's company is renowned south of the wall for their cunning, and ability to ensure that almost any mission is accomplished, if not always within the contractually allotted time. Jenkins himself keeps his men disciplined when on a mission, but encourages less-than-savory behaviors when they're not. The captain is, at best, marginally sane, but he commands great loyalty from his troops, who are always paid on time.
Leader: Captain Gerritt Jenkins
Organization: Military
Contract: Task-based
Approximate Number: 250
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 50
Medium Foot: 50
Heavy Foot: 25
Light Mounted: 50
Medium Mounted: 50
Heavy Mounted: 25
Exotic: 0

Timm's Blades
Timm's Blades are a ravening horde of cruel swordsman. As a result, Timm is usually forced to billet his forces above the Wall, even when not on contract. Timm's men can often be found south of the wall in small groups, the only way in which they're not considered a danger to innocent citizenry. One-eyed Timm is careful, cunning, and brave - a set of characteristics not generally found in mercenary leaders. He treats his men fairly, but is not overly kind to them. Strife from one of his chief lieutenants led to the once bi-orbed leader earning his current nickname. How a relatively honorable man ended up leading so may ruffians is an enduring mystery in the North.
Leader: One-Eyed Timm
Organization: Horde
Contract: Time
Approximate Number: 300
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 0
Medium Foot: 200
Heavy Foot: 75
Light Mounted:
Medium Mounted:
Heavy Mounted:
Exotic: 25*
*Ogrun Bladesmen

The Steelhelms
The Steelhelms are a group of disgraced former military officers, gathered around a former Army Captain named Alexander Steelhelm. Steelhelm himself is a certified genius, and can accomplish with his 50 men and women what other bands could not do with a thousand. But you get what you pay for. The Steelhelms are expensive, and Alexander is very choosy about jobs.
Leader: Commander Alexander Steelhelm
Organization: Military
Contract:Task
Approximate Number: 50
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 0
Medium Foot: 0
Heavy Foot: 0
Light Mounted: 0
Medium Mounted: 0
Heavy Mounted: 0
Exotic: 50*
*Assorted classed characters of questionable morals.

The Greyshield Battalion
The Greyshield Battalion can be identified by the slate-grey shields that nearly all of its members carry, an emblem that is also emblazoned across the unit's banners. Its members are noted for their discipline, and for refusing to leave any of their fallen on a battlefield, no matter the cost. At the same time, deserters from the Greyshields are mercilessly hunted and killed, assuming they ever make it out of camp.
Leader: Major Maximus Fennig
Organization: Military
Contract: Time
Approximate Number: 500
Troop types:
Foot Skirmishers: 100
Mounted Skirmishers: 0
Light Foot: 150
Medium Foot: 150
Heavy Foot: 100
Light Mounted: 0
Medium Mounted: 0
Heavy Mounted: 0
Exotic: 0

The Band of the Red Leaf
A group of High Alder both inspired and shamed by the actions of their race in the last great war, the Band of the Red Leaf is made up primarily of elves who feel that serving in the Royal Army is too small a payment for their races shame. The band purposely seeks out dangerous missions, hoping to restore their races lost glory one battle at a time. Although not bound by tight discipline, many of the members of the band are veterans, and thus the band has largely conformed to the same organization as the army.
Leader: Commander Nehran Oakbow
Organization: Military
Contract: Time
Approximate Number: 500
Troop types:
Foot Skirmishers:
Mounted Skirmishers: 0
Light Foot: 400*
Medium Foot: 0
Heavy Foot: 0
Light Mounted: 100**
Medium Mounted: 0
Heavy Mounted: 0
Exotic: 0
*Armed with longbows
**Armed with shortbows

The Jade Company
All graduates of the Jade Forest Academy, these highly-trained mercenaries are often in high-demand in the North. Although not all graduates of the Academy join this prestigious company, many of the best do. The company operates primarily in the North, while a sister organization, the Jade Hunters, operates in the South. Discipline is rarely necessary in the company, as its members were practically born into the military life.
Leader: Captain Tarin Bless
Organization: Military
Contract: Task
Approximate Number: 250
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 0
Medium Foot: 150
Heavy Foot: 0
Light Mounted: 0
Medium Mounted: 0
Heavy Mounted: 100
Exotic: 0


The Mountain Legion
The Mountain Legion is a unit of Ogrun. About half are from the South, while the remaining half were born in the Deathlands, and have sought refuge with their better-treated brethren. Named for the mountains that their people often call home, the Mountain Legion pursues its objectives with a single-minded dedication, at least until its contract runs out. Their terms are often simple, and its leadership easy to work with, the only reason that the Legion is not always used is because it costs so much to feed Ogrun.
Leader: Warleader Krug
Organization: Horde
Contract: Time
Approximate Number: 1000
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 0
Medium Foot: 0
Heavy Foot: 0
Light Mounted: 0
Medium Mounted: 0
Heavy Mounted: 0
Exotic: 1000*
*Ogres

The Brotherhood of Ceridrawn
The Brotherhood is named for the city in which they first gathered. Remnants of hundreds of broken mercenary bands, they came together in partnership to seek contracts and to survive. Since its founding, the Brotherhood has become increasingly dominated by the more savage races of the Great Ring, although anyone can seek a partnership in the Brotherhood. The Brotherhood's leaders are elected, and its members share equally in any profits from its exploits.
Leader: General Drynn
Organization: Horde
Contract: Time
Approximate Number: 2000
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 250
Medium Foot: 250
Heavy Foot: 250
Light Mounted: 0
Medium Mounted: 250
Heavy Mounted: 0
Exotic: 1000*
*Hobgoblins

The Hammer of Moradin
Named after a mythical hammer of one of the patriarchs of the dwarven race, this group of mostly dwarven troops has a reputation for efficiency, and brutality. It's leader, the self-styled General Grut Bonegrinder is primarily responsible for the unit's record on brutality, and his troops responsible for efficiency. Although not a terribly good leader, Grut rules his men with an iron fist, and at least ensures that they are paid on time and often.
Leader: General Grut Bonegrinder
Organization: Military
Contract: Time
Approximate Number: 250
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 0
Light Foot: 0
Medium Foot: 0
Heavy Foot: 250
Light Mounted: 0
Medium Mounted: 0
Heavy Mounted: 0
Exotic: 0

The Bloodborn
The Bloodborn are a relatively old unit, started by the younger sons of a group of Aesirin nobles shortly after the War of the Damned. Still a haven for spoiled nobility, they nonetheless have a fairly successful record.
Leader: Colonel Reshathir Thorasen
Organization: Military
Contract: Time
Approximate Number: 720
Troop types:
Foot Skirmishers: 0
Mounted Skirmishers: 120
Light Foot: 0
Medium Foot: 0
Heavy Foot: 0
Light Mounted: 200
Medium Mounted: 200
Heavy Mounted: 200
Exotic: 0
 
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Very nice. Looks like we may be hooking up with some interesting people, to say the least. So what's the plan? Can someone sumup what we have agreed upon so far?
 

Xath said:
Very nice. Looks like we may be hooking up with some interesting people, to say the least. So what's the plan? Can someone sumup what we have agreed upon so far?
I can't say that anything has been agreed...

We know we need to do something about:
1.) Caer Albion
2.) The Isle of Mourning

What, exactly, we're going to do is yet to be determined...

1.) We know we need to scout and scry in Caer Albion... and talk with the leaders there...
2.) There's talk of utilizing Big Blue's forces to do something about the Isle of Mourning... but, we need to strike up a deal that allows us to keep the blades.

Lots and lots of questions... we can get some of the answers... but, I don't think we should move too far ahead until Kat and Greg get back.
 
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The_Universe said:
I wouldn't wait that long. You can choose not to finalize anything until they return, but I HIGHLY recommend that those of you who are here and participating hammer out a Plan A, and a Plan B, at least. When Kat and Greg return, you can present the options to them, but it's just going to be 8 hours of pure frustration if you decide nothing until then.
I'm not saying nothing should be done-- we can make options... but, I do think we should hold to the "if two or more are out" we don't play standard. And, that is what I was getting at.
 

Queen_Dopplepopolis said:
I'm not saying nothing should be done-- we can make options... but, I do think we should hold to the "if two or more are out" we don't play standard. And, that is what I was getting at.
I never suggested that you should get together and play without Kat and Greg. On the other hand, I do think it's become pretty clear that most of the group finds a session of pure role playing more than a little boring and frustrating.

As such, I cautioned against waiting to make the plan until then, since, based on the current trend, I can't imagine a planning session being fun for anyone but Jeremiah and myself.

On the other hand, I could be wrong. I don't want to push Kat or Greg out of the process, but I do want to have fun when we play, and this kind of stuff is precisely what the boards are best for. So, I encourage you to seek information and Mik and JC have done with the mercenaries, and keep developing a plan of action.

Unless you'd prefer to do it in-session. :)

Just let me know.
 

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