Buridan’s Mercenaries from the Vaults
Expect some bugs and clunky stuff. There is a small FAQ section, as well as a list of known problems and features I wish to add at some point.
And please be kind. It was my first mod, it is full of errors…
In the Vaults, land is poor. And people too. They are poor, and uneducated. You know what is difficult to get when you are poor and uneducated? A position.
"Don’t worry," says an auspicious friend, "I have figured it out. Trust me, you simply need to follow those easy steps: first step, get a sword; second step, get a gun. That’s it."
One must know that in the Vaults weapons are more common than coins.
"You see", the auspicious friend adds, "just because the powerful won’t give money to you doesn’t mean they don’t have some."
And this is how mountaineers from the Vaults spend half their life stealing from merchants on the roads and the other half protecting them… for a price, of course.
Three races, one people
The Vaults are sparsely populated, and their inhabitants tend to intermingle regardless of race in order to cope with the hostile environment. But it doesn’t mean there are no tensions between them. Humans, dwarves and ogres fight side by side under diverse command groups, and you might even want to add some auxiliary greenskins, elves or even giants to flesh the ranks. However, ensure that you have at least one officer from each race in your army to reduce their maintenance costs and improve their performance.
Limited expansion
Set up your headquarters in a mountain fort, and gain support among neighbouring villages, by selling them some mercenaries via your camps, or help them understand that they would benefit from your friendship, if needed by demonstrating them your military capacities. But only occupy them as last resort, you do not have the number nor the legitimacy to build vast empires.
Opportunistic nature
Establish mercenary outposts at your enemies’ settlements to improve your relations with them and slowly turn them into allies. Trade the settlements you conquer, and claim the bounties the other factions are offering, to endlessly reshape your diplomatic positioning. Or pick a side, support and strengthen a faction that you believe is worthy of victory, and accompany it to the end in this vast theater of war.
Augustini’s Deliverers 
"Yesterday a mere jurisconsult, Brundt Augustini has revealed himself a meticulous mercenary commander (as well as a terrible poet), and he might now take advantage of his momentum to claim the position of Grand Bailiff of the Vaults."
Starting near Gisoreux, Brundt Augustini should seize Fort Bergbres as soon as possible and decide wether to make peace with Marienburg before figuring out what to do next.
Gigasdongo’s Partisans 
"Disgraced, humiliated, exiled, self proclaimed Captain of the Vaults Hiep Gigasdongo is rallying supporters in every part of the Old World, as he writes down his grudges and plans his revenge against all that betrayed him."
Hiep Gigasdongo is in Ostermark about to strike Mordheim. His position is precarious, and he should prepare for his return to the Vaults where he needs to seize a fort. But which one…?
Don Didier’s Companions
"Hypocrit, or lunatic? Don Didier, the so-called ‘Chivalrous’, keeps attacking caravans in the Vaults, while some pretend he might be setting out on an epic quest to earn the title of Lord Protector of the Vaults."
Upon returning from a caravan raid, Don Didier realizes that the Greenskins have seized Fort Soll, a settlement he had long coveted… honour will not allow him to leave it to them.
- You need to have Mixu’s Mixer enabled for this mod to work.
- This is now compatible with The Old World Campaign (TOW) and Immortal Empires Expanded (IEE)!
- I do not plan to make any submod for overalls like Radious or SFO since I do not use them, but feel free to make one.
- Is it lore friendly?
I do not know much about Warhammer lore. I actually read a bit online to make it as lore-friendly as I could without giving up any of the things I wanted to create. But this is mostly original content, with inspiration taken from Swiss and Alpine historical figures. Nevertheless three out of four recruitable Dogs of War legendary heroes are from the lore (Long Drong, Ruglud Bonechewer and Gorskull of the Grey Mountains.) - What is the crafting panel for and why is it empty?
This is where you can unlock the Dogs of War legendary heroes after researching their respective techs. It is neither ideal nor even very clear, but it is meant as a temporary solution, you can also see below what I plan for the future. - Is it normal that I can build many buildings in forts?
I mean, yes, it was implied in the description. This is actually the only place you can build most buildings outside camps. - Can I make a submod?
Yes, of course. - Can I use your assets?
Some assets I have borrowed. You can use mine, but please tell me which ones you want so I can check that they are indeed mine or redirect you. - How can I contact you?
You can write a comment in the section below, or find me on the Modding Den discord. - Can I help?
Ah, I wish this question would be frequently asked… yes, any help would be welcome. There still are lots of problems to solve, or generally things that could be improved. If you have any competence and want feel like helping me, please get in touch!
- I want to make the mod compatible with the brilliant TOW as soon as possible. Done!
- I want to create some missions, and also scenarized battles for each faction, to tell a bit more of their story and make them feel more unique.
- I would like to make a proper Dogs of War mechanic that would replace the present clunky "crafting/forge" mechanic, and allow for the recruitment of other famous heroes/regiments of renown.
- I would like to implement a dilemma or something that would trigger at the death of my factions for other factions to have the possibility to build a "foreign building" that would allow them to recruit some of these troops, or even lords/heroes, so that they keep living as mercenaries after their faction is destroyed.
- Dogs of War spawn with a generic name… I have not found a way to force their unique names. For now please rename them after you recruit them. 😉
- Some incidents might try to spawn an Empire agent for your faction, which might result in a Bloodreaper spawning. I guess this is due to the fact my Vaults factions are a subculture of Empire, but I have not found how to prevent this…
- Some portholes might not be on point. I find it difficult to correct…
I did this mod alone, but have benefited from the help of many talented persons!
You can go check this discussion to see who they are.
Check my other mods, Guests of the Raja (IEE faction) and Leofric’s Fellowship!