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