Wednesday, 27 July 2016

Crested Mercenaries, Dogs of War

They wear their taint with pride, hiding not their fur nor horns nor feathers. They are known best for their mercenary wanderings, serving well among any company - given a monetary incentive. They enjoy all the vices of men, especially on campaign, and are generally found to be hospitable to those willing stay in their midst. Though obviously abominations, Inquisitors cannot help but note how much like good folk they are.

Crested Soldiers fight as first level fighters, equipped appropriate to their role in battle. They have morale 11 unless noted otherwise.

The warband is led by...
Red Alexander - A Feathered One not taking after a bird of prey, Red Alexander was forced to earn his moniker and the respect of his men in several bloody campaigns against rival warbands. This done, he has flourished and is noted for his well-planned and executed strategies. His last employment was for the House of Ulster, driving out the Witch-men from the forests. The head of the Witch-men chieftain still screams from the warbands standard.

Red Alexander - 4th Level Fighter, 30HP, Chain, Longsword.

Chieftain’s Head - Once per day, this head can scream a curse, causing an effect similar to Fear as cast by a fifth level MU. Worth 4000sp.

Fifty Swordsmen-in-Chain, Thirty Crossbowmen, Ten Mounted Skirmisher-Scouts.
7000sp per month.
Dmitri of the Seven - Dmitri bears the horns common to the Hounds, although eight horns is far above the normal two, marking one out for great success. One of these horns was destroyed fighting Western barbarians. Dmitri is accompanied at all times by his Shaman-Chronicler, Blesitus, who is learned in the traditional religion of the Crested Soldiers. He also knows when to lie, whispering to Dmitri of the Seven Horned Hound Prophecy. Dmitri’s band has not had employment for some time, emerging from the Brokejaw mountains after a significant absence. Dmitri is donned in archaic armour, previously unseen, and the warband is diminished.

Dmitri of the Seven - 7th Level Fighter, 50HP, Regal Gambit, Greatsword.

Blesitus, Shaman-Chronicler, 4th Level MU, 16HP, Leather, Knife. Has access to all level appropriate spells.

Regal Gambit - This armour appears as intricate plate, but is infact entirely glamour, offering no protection. To be able to strike the wearer, the attacker must save vs magic or else throw down arms. Worth 7000sp

Twenty-Seven Swordsmen-in-Chain, Ten Archers, Seven Spearmen-in-Chain. 4000sp per month until they recoup losses.
Gallows Darren - Darren is a small, quiet Hound, bearing no horns nor a muscular stature. The loyalty and precision of his forces betrays what must be a truly horrific training regimen, the men utterly broken to his commands. They are often used on special tasks requiring small numbers and discretion, something the unit is perfectly capable of. Darren is never seen fighting, nor commanding his troops directly - they simply step to on their own initiative. They were last spotted touring battlefields where their brothers had fallen.

Gallows Darren - 5th Level Magic User, 22HP, Leather, Blankrod. Has access to all appropriate spells.

Blankrod - This polished ivory rod is about half-covered in tiny carvings, which seem to shift. Close examination reveals them to be entire levels, recorded in miniscule script. Each life recorded here corresponds to one of the fleshy automatons in Darren’s band. Breaking the rod releases them, killing Darren does not. Worth 10000sp.

One hundred Swordsmen-in-Chain, Thirty Archers, Twenty Spearmen-in-Chain, Twenty Armoured Horsemen. 10000sp per month.
Julian - Julian is a haughty Feathered One, clearly hawk-headed. He is justifiably proud of the achievements the warband has accrued under his leadership, although some mutter his officers are more than a little unacknowledged for their parts. The top three officers are planning to have Julian tragically, accidentally killed during their next assignment as revenge for this glory-hounding. They most recently pulled off a fantastic ambush against a unit of knights errant.

Julian - 2nd Level Fighter, 16HP, Chain, Halberd.

Seventy Swordsmen-in-Chain, Twenty Archers, Twenty Spearmen-in-Leather, Twelve Skirmishing Cavalry, Ten Armoured Horsemen. 9000sp per month
Snarl - Although her name elicits sniggers, it cannot be denied that she is an elite within an elite. No ordinary Hound, she bears the head of a wolf proudly. Perhaps one of the most expensive bands, she has yet to fail her assigned task. Her troops are nearly fanatically dedicated, and she only accepts Horned Hounds in her number, something which has soured relations with other Crested Warbands. Her warband is currently engaged in assisting the free city of Larbuck against the Empire.

Snarl, 8th Level Fighter, 62HP, Plate, Variety of Weapons, Slaughter Ring.

Slaughter Ring - Snarl bears the Slaughter Ring, although none know of it, including her - she believes it to be merely a marriage band from her runaway spouse. The ring grants immunity to mind-altering effects during combat, and grants the wielder 18 strength when a weapon is in their hands. However, they are unable to find meaning or joy in anything but the slaughter of combat, and will take their own lives in they cannot find it. Worth 6000sp.

Forty Knights, variety of weapons. Often fight on foot. 8000sp per month.
Harold the Bastard - Once an adventurer, a merchant and prince, Harold has returned to what he does best - paid killing. Utterly unscrupulous and incredibly knowledgable. His mongrel head is at odds with his gentlemanly speech and taste.Thanks to his many adventures, he knows an expert in almost any given matter he cannot claim experience in himself, leading to strings of very specialist jobs. His small group have all been through the crucible together, and fight as second level fighters.

Harold the Bastard - 9th Level Specialist, Leather, Rapier and Sling.

Thirty Mixed Infantry, Variety of Arms and Armour, Twenty Crossbowmen, Two Mounted Skirmishers, 5000sp per month.
Yellow Edgar - A crow that makes his own corpses, Edgar’s forces are known for leaving no prisoners, ruthlessly slaying those who fall. He frequently chafes with his employers over scavenger’s rights.The yellow moniker stems from the hideous livery he and his troops began their careers in, though many now bear the arms and armour associated with Imperial Knights. Most recently, they have been seen transporting a huge amount of scavenged material towards a mercantile capital, spoils from the latest employment.

Yellow Edgar - 6th Level Specialist, Leather, Longsword, Longbow.

One Hundred Mixed Soldiers, can be configured to fight in any manner as needed. 8000sp + scavengers rights per month.
Anthony the Learned - A known dabbler in magical arts, many do not trust him nor his men, whispering of dark pacts made with darker spirits. It is widely known his feathers are burnt, and appears old beyond his years. He jumps at the chance to fight sorcerous foes, if given access to arcane loot recovered. His soldiers are often replaced, and their morale is low. Heavy drinking is common. They whisper of the terrible things Anthony has done, and has bargained with. They were spotted most recently emerging from an ancient barrow-complex, laden with grave-goods better left buried, no doubt.

Anthony the Learned - 8th Level Magic User, Leather, Four Bound 6HD Demons (as Summon), all spells appropriate to his level.

Forty Swordsmen-in-Chain, Twenty Priests-of-the-Steppe, Twenty Light Horsemen, 6000sp per month. Morale 8.

Thursday, 7 July 2016


I quite often come up with stupid ideas for games that I will probably never run. I have a page in my notebook just of these ideas. Whatever.


A stack of shards of a reality where the dishonoured dead gather. Faces, memories and people fade.
(if a player can't make a session, their character will flicker and fade out of our stack of shards as they become distant.)

When anything dies here, roll 1d4-1. It will raise again in that many days, more horrible, more twisted, more confused. Memories die as you do. A 0 means they do not return.

Players start with d10 memories. Memories are currency and XP here. You can collect them from others, or else kill them and take memories. Players lose 1d6 memories when they die. At 0 memories they lose all tethering, and become hostile NPCs when they raise.

At character creation, all items below 50 sp are 1 memory, 51-150 2 memories and more than that are 3. You must be able to carry it. (Be reasonable with stacking items - 30 arrows are 1 memory for example.)

In play, the cost of items will fluctuate more.

Players can begin with multiple levels, but they must be purchased. These costs are static.

Previous x 2

The one thing you won't forget - how you died.

The Death…
…and the role
A soldier laid upon a foreign field.
A liar hung at midday.
A witched drowned in trial.
Magic User.
A heathen ripped apart by dogs.
A heretic, cast from atop the cathedral.
A godless scientist, eaten by their creation.
A cannibal, stoned by the people.

Players start by breaking out of their sarcophagus. There are multiple branches from here, with portals to individual shards interspersed. Everywhere will lead back to this place, eventually. It is the future ruin of all things.