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02 - Iron Kingdoms W.. - Captain Spud Is Amazing

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108.1.141.197<br />

Hedger Crowe (male Midlunder Ftr5/Rog4):<br />

Crowe, an aging campaigner who founded the<br />

company, is an irascible penny-pincher basically<br />

retired from active service. He negotiates all contracts,<br />

usually while quaffing drinks in a dingy dockside<br />

tavern alongside his trusted friend Dugger Hitch<br />

(male Thurian Clr7/Ftr1) who serves as the company’s<br />

battle-chaplain. Some of his men suspect Crowe has<br />

gone soft in his old age, afraid to risk his margin on<br />

dangerous jobs. Nonetheless his standards for recruits<br />

are high, and the Leatherskins only accept proven<br />

fighters with extensive experience.<br />

Crowe relies heavily on his second in command,<br />

Jelyan Kerrigan (female Thurian Bdg3/Ftr9), who<br />

is being groomed to succeed him. Along with taking<br />

on leadership, she is responsible for keeping the<br />

company’s warjacks in working condition. She is a<br />

natural mechanic and has an affinity for commanding<br />

‘jacks—a trait considered more valuable than her<br />

combat prowess. Jelyan has been trying to earn the<br />

Irregulars more high-paying jobs, using contacts at<br />

the Strangelight Workshop and the local Order of<br />

Illumination. The Ceryl Vicarate Council of Morrow<br />

owes Jelyan a favor, but she has been extremely<br />

secretive about this arrangement.<br />

Shields of Durant<br />

The Shields are one of the most famed—and<br />

expensive—units in the whole of the <strong>Iron</strong> <strong>Kingdoms</strong>.<br />

They were first formed during Rhul-Khador<br />

border disputes shortly after the end of the Orgoth<br />

occupation, but unlike many of the fighting forces<br />

they chose to remain together when the conflict<br />

ended. Since then, they have fought in most of the<br />

major conflicts within the <strong>Iron</strong> <strong>Kingdoms</strong>. It is said,<br />

only half in jest, that the only wars they miss are ones<br />

they are paid to stay out of.<br />

Joining the Shields is not a simple matter. In<br />

deference to their long tradition only dwarves and<br />

ogrun are permitted in the unit, and all those who join<br />

must swear an oath of loyalty to their comrades and to<br />

those who lead them. In fact, ogrun joining the unit<br />

are considered to have sworn their loyalty and are no<br />

longer bokur. Once in, members can expect access to<br />

the highest quality training and equipment—most of<br />

which is purchased directly from Rhul. They even have<br />

a few warjacks.<br />

Although they are trained for a range of tasks,<br />

the Shields are best known for take-and-hold tactics.<br />

Typically attackers have to advance under the withering<br />

fire of a line of dwarven rifles only to find them<br />

swapped for polearms or axes when they finally close.<br />

All this is backed by massive ogrun with warcleavers<br />

in hand. This is not the kind of line through which<br />

any sane soldier would seek to break, and the mere<br />

presence of the Shields on a battlefield is enough to<br />

make some commanders change their tactics.<br />

Braiten “Leadskull” Dalmut (male dwarf Ftr12):<br />

The dwarf who earned the nickname of “Leadskull”<br />

has mysterious roots. On the battlefield he is<br />

unflappable under fire, and some believe he has no<br />

genuine concept of fear. Leadskull has certainly<br />

earned his reputation by facing down some of the<br />

most terrifying monsters. Part of what keeps the<br />

Shields together is his very strict sense of honor. He<br />

will not willingly allow his troops to step beyond the<br />

boundaries of professional conduct, yet Leadskull is a<br />

flexible leader. When faced with adversity he is capable<br />

of quickly revising his tactics.<br />

World Guide 141

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