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The Marrow Lances — in-engine capture

THE POWERS · THE VALE

The Marrow Lances

The free company every power in the Vale hires and none of them trusts — the neutral sword, and the martial player's door. In the Lean Years, when no house can keep a standing army, the Lances are the army everyone rents: escorts, garrisons, sieges, and the work too bloody to put a name to.

Steel is honest, the Lances say, and they mean it the way a blade means it: it goes where the coin points. They garrison no cause but the contract, which is exactly why House Vandahl, the toll-takers, the merchant syndicates, and every petty power on the make have all paid them — and why each suspects the Lances of carrying the others' secrets. In a frontier the empire abandoned, with raiders pressing out of the cold passes and no crown to call the muster, the company that holds the roads and the walls holds real power, and they know it. Their whole worth is a single brittle thing: their word. Lately that word has a crack in it, and the crack has a name.

KIND

guild

PLAYSTYLE

martial

HEADQUARTERS

The Marrowhall

LEADER

Captain Sevrin Vossk

Connected

Type Fields
kindguild
playstylemartial
skillsLong Blade, Short Blade, Blunt, Axe, Spear, Block
headquartersplace.the-marrowhall
leadercharacter.sevrin-vossk
joinableyes
relic_stancemercenary — the Lances will guard any cargo, relic or grain, for whoever pays; the contract decides, never a creed
cellsfaction.the-old-lances, faction.the-broken-lances
signature_gearitem.the-oathblade
signature_techniqueconcept.the-marrow-oath
ranks{"name":"Sworn","unlocks":"the Marrow-Oath rite; basic drill from hrolf-blademaster; a bunk in the Marrowhall"}, {"name":"Lance","unlocks":"contract work; Long Blade & Block training to journeyman"}, {"name":"Blooded Lance","unlocks":"the muster-yard armory; Blunt training under marn-the-breaker"}, {"name":"Serjeant","unlocks":"lead a hand of Lances; vote at muster; the Lance Wall technique"}, {"name":"Lance-Lieutenant","unlocks":"negotiate contracts; access the oath-ledger (who's been bought)"}, {"name":"Captain","unlocks":"master Blade & Guard; a company under your name"}, {"name":"Lance-Captain","unlocks":"command of the whole company; a seat in the Marrowhall's inner counsel"}, {"name":"Iron Marrow","unlocks":"the Lances follow your word over the contract — the rank that can refuse a paymaster"}, {"name":"Lance-General","unlocks":"muster every hand the company holds to a single war"}, {"name":"Marrow-Lord","unlocks":"the free company is yours, root and steel; the Marrowhall answers to no one else"}
goalsKeep the word that is the company's only asset, Take every contract; favor none, Cut out the Broken Lances before the crack runs through
valuesthe contract, the company, honest steel
axis_profile{"method":0.6,"law":0.2,"fortune":0.3,"mercy":0.2}
disputes{"name":"The Broken Crack","summary":"The Broken Lances were company men once, and half the Marrowhall still knows their names. The captains want the splinter cut out — hunted down before 'ex-Lance' means 'bandit' in every mouth on the road; the old sworn say you don't send Lances to kill Lances, you send them an offer.","sides":["cut them out (the company's word dies if the road fears its castoffs)","buy them back (an offer first; steel after)"]}, {"name":"The Refusal","summary":"Take every contract, favor none — the company's law, and the reason every power trusts its neutrality. But the Lean Years bring contracts that would break the Vale itself, and only the rank of Iron Marrow can refuse a paymaster. Whether that privilege should sit with one rank or with the muster vote is the Marrowhall's oldest standing argument.","sides":["the contract is the contract (neutrality is the only asset)","widen the Refusal (let the muster vote down a ruinous paymaster)"]}
All Relationships (42)

member_of

  • The Old LancesThe oathbound veteran cell — the company's spine.
  • The Broken LancesThe mutinous wing rotting inside the company.
  • Quartermaster AddaQuartermaster and keeper of the oath-ledger.
  • HrolfThe blademaster drills Lances for hire — the neutral sword's neutral teacher.
  • Reddin VasaA freshly-sworn Lance.
  • Bralen the GreyThirty years in the company.
  • Free-Company BladesThe blades, sellswords, and captains are the Marrow Lances' working steel — fought when a contract turns them on you.
  • Ellery Coss[former_member] character.ellery-coss → faction.the-marrow-lances
  • Korga RenKorga fights under the Marrow Lances' banner.
  • Quartermaster Dask OrrDask is the Marrow Lances' quartermaster.
  • Pell VarskPell is a green Marrow Lances recruit.
  • Vell OsgrimVell is a serving officer of the Marrow Lances.
  • Reza the TollwrightReza is a Marrow-Lance serjeant, assigned to hold the Eastern Crags barrow road.
  • Oathblade-Captain Berru AndasBerru Andas holds a Marrow Lances contract-captain rank, commanding the Keep gate garrison.
  • The Broken LancesThe Broken Lances are the mutinous rot inside the Marrow Lances — technically still members, working the inside to sell contracts out.

leads

located_in

  • The MarrowhallThe company seats at the Marrowhall above Highbridge.
  • HighbridgeThe Marrow Lances keeps a seat/branch at Highbridge.
  • Sresh-DarThe Marrow Lances keeps a seat/branch at Sresh-Dar.
  • The DriftmarketThe Marrow Lances keeps a seat/branch at the Driftmarket.
  • ValenfeldThe Marrow Lances keeps a seat/branch at Valenfeld.
  • Hollow-Pines CampThe Marrow Lances use Hollow-Pines Camp as their northern staging point for escort contracts up toward the foothills.
  • The Drowned LancesThe spear-shafts standing in the ice at the Drowned Lances mark where a Marrow Lances escort went under the bog mud in a bad winter — the company's worst unlucky dead.

references

  • The Marrow-OathThe rite the whole company's worth rests on.
  • The Wright's ShardThe mercenary swing-sword of the Barrow Relic fork — they'll guard it for anyone.
  • A Guild WritThe boilerplate that the free company's own oath-charter is cut from — standing earned, dues owed, deed witnessed.
  • A Smith's PrimerField-gear wisdom — 'the cuirass you can still run in after the third hour' — that the free company lives or dies by.
  • The KorlThe Marrow Lances hire Korl backs and reach — a Korl swings iron a settler can barely lift.
  • The Bought Oath-HornThe company's own muster-horn, sounded to call a wing to its sworn work.
  • The High MootWhen the Marrow Lances need Korl backs for a contract they must come up the trail and treat with the Moot as a people, not buy a giant or two over a fire — Brunda names the price, the cause, and the holds that will answer, or sends the captain back down empty-handed.
  • The Lean YearsThe free companies are the Lean Years' war made a business — powers too poor to keep standing armies hire the neutral sword, and the sword sells to whoever is still solvent.
  • The Korl GreatbladeThe Marrow Lances want the Korl greatblade for a Vale contract they will not specify — Korl-forged iron is not made now and this is the only known deposit outside of living Korl ownership.
  • The Last Banner StoneThe Marrow Lances use the Last Banner Stone as an open-air contract ground — a rusted socket and a view of the vale is court enough for steel-work.

rival_of

  • The FindersThe Lances are paid to guard what the Finders are paid to steal.

enemy_of

  • The GreycloaksThe Greycloaks raid the very caravans the Lances are paid to guard; the company hunts them for free to keep the roads worth hiring on.
  • The Korl War-BandThe disciplined Korl of the Marrow Lances despise the War-Band's raiding and break it where the contracts pay.
  • The Redhook CrewCaptain Vossk of the Marrow Lances pays out of the company purse to clear the Redhook crew off the Vale road.
  • The Frostmaw BroodThe Marrow Lances lost a company to the passes the Brood dens; they no longer send men up alone.

owns

  • The MarrowringThe Lances built it as a mustering yard and keep it as a business — spectacle tolls better than war.
  • The ArenaThe Arena's games are the Marrow Lances' recruiting-floor and betting-house tie.
  • Marrow-Lance Toll TokenThe Marrow-Lance Toll Token is the Marrow Lances' road-access credential for the barrow road.

guards

  • Hollow-Pines CampThe Marrow Lances hold the Tollwright's Camp in the Eastern Crags and the Hollow-Pines Camp in the Northern Reach — the same horse-lords pressing south out of the cold, claiming the passes between two regions for their tolls.

This world ships in Valenfeld. Play the game →

The Marrow Lances — Valenfeld — Valenfeld