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An Adventure companion for Warhammer Fantasy Roleplay 4th Edition by Leo E Gunnemarsson
Albian characters
If you want to play a campaign set in Albion it Woad-Warrior
would make sense to allow characters of the land, in Human, Giant
fact it may make sense to only allow such characters
or allow others only with a good reason. Thus the
following rules are here to help with that. While the
setting is perfect for it a GM should carefully consid- The tribal warriors of Albion go to war decked out in
er if he wants to include giants or not. If included woad-paint to protect them from dangers and fight
follow the rules for custom PC species on page 314 not in tight ranks like the men of the empire but as
of the core rulebook with the specie skills of Albion howling masses of fierce warriors fighting less like
humans and one random talent. Giants do not get any united armies and more as gloryseeking individuals
points in Resilience or Fate at the start and generate happening to share the same foe. Many of the kings
their career from the same table as Albion humans. and queens of Albion have won their titles as woad-
warriors and the rest have ancestors that did.
Species Skills and Talents
Skills: Animal Care, Charm Animal, Charm, Cool, New Talent:
Evaluate, Gossip, Haggle, Language (Grumbarath), Woad-Paint
Leadership, Lore (Albion) Melee (Basic), Ranged Max: DexB
The character gets the Ward (10) trait. If he or she spends at least one
(Bow) hour a day applying woad-paint. If taken multiple times halve the
Talents: Strider (Fen), Warrior Born or Coolheaded, time needed to apply woad-paint for each time (so half an hour for
2 Random Talents two ranks, a quarter for three ranks, an eight of an hour for four, a
sixteenth of an hour for five, etc).
Random Career
Apothecary 1-2
Druid 3-4 WS BS S T I Agi Dex Int Wp Fel
Teutonic Crossed Skull Shield Teutonic Teutonic
Advisor 5-6 Cross Halberds Cross Cross
Artist 7
Dark Emissary 8-9 Career Path
Noble 10
Aspiring Woad-warrior — Brass 4
Servant 11
Skills: Consume Alcohol, Cool, Endurance, Melee (Basic), Melee
Spy 12 (Brawling), Ranged (Throwing), Athletics, Dodge
Talents: Ambidextrous, Berserk Charge, Coolheaded, Warrior Born
Warden 13-14 Trappings: Handweapon
Bailiff 15
Woad-Warrior— Silver 1
Hedge Witch 16-20 Skills: Ranged (Bow), Melee (Polearm), Climb, Swim, Outdoor Survival,
Navigation
Herbalist 21-40 Talents: Woad-Paint, Dual-wielder, Frenzy, Resolute
Trappings: Two weapons of any kind
Hunter 41-60
Miner 61 Woad-Champion — Silver 3
Skills: Drive, Ride (Horse), Intimidate, Melee (Any)
Scout 62-64 Talents: Combat-Master, Battle Rage, Fleet Footed, In-fighter
Trappings: Three great trophies
Villager 65
Woad-Legend — Gold 1
Entertainer 66-68 Skills: Language (Grumbarath), Leadership
Messenger 69-70 Talents: Frightening, Furious Assault, Iron-will, Noble Blood
Trappings: A legend being told about you.
Pedlar 71-72
Huffer 73-74
Riverwoman 75-78
Wrecker 79
Outlaw 80-85
Thief 86
Guard 87-88
Pit Fighter 89
Woad-Warrior 90-100
A tale of Truthsayers and Dark Emissaries
The Old Ones and the Truthsayers By concentrating their attack on Ulthuan and leaving
the isle of Albion, the Chaos hordes made a fatal
flaw in their plan of conquest. The Truthsayers, or
In a time long before Man first discovered the secret Druids as they were called by the people of Albion,
of fire, millennia before the first Elf learned the art gathered together the Giants and bade them also to
of the bow, a race known only as the Old construct a series of stone circles. With such im-
Ones forged the world. Legends tell of how they ma- mense strength at their disposal, the Truthsayers
nipulated the ebb and flow of magic to mould the soon had a great many of these circles whose mysti-
land to their will and of how they sowed the seeds cal properties would allow them to channel their
that would form into the vast forests that cover the spells and bind the forces of Chaos to the north.
world. The races of Elves, Dwarfs and Men were
like children to them, whom they nurtured and In many ways their mastery of this form of magic
taught. It is said that even the great Dragons were was better than that of the Elves. Not only were they
mere playthings to these godlike beings.[3a] able to contain the Chaos mists, but they were also
In time, the Old Ones chose the island of Albion as able to use the stones to weave their own veil of fog
one of the locations to build their homes. Little is around their island, protecting what they called the
known of their settlements for few have ever visited Ogham Stones from danger. The Elves would cer-
Albion, let alone returned from this mysterious tainly have been overrun had the Druids of Albion
place. They forged an island paradise where the sun not stemmed the flow. But the mist that shrouded the
shone bright and the crops flourished. Gathering to- isle also blocked out the sun. Something in the na-
gether the wisest and bravest individuals of each ture of the stone circles attracted rain and storms,
race, they taught them magic and other skills. They and over a short period of time the fertile land of Al-
demonstrated the secret of forging runes to the bion became a boggy region where few crops grew.
Dwarfs and to the Elves they taught the mastery of
spellcasting. In absorbing much of the Chaos energy, the soil of
Albion itself became tainted and once fertile fields
The Old Ones believed that the race they called Man quickly changed into quagmires where a man could
was too primitive to learn, but they were quickly sur- sink without trace. The thick woods and forests be-
prised at the speed Mankind adapted to its surround- came wild places where hawthorn and poisonous
ings. They were so impressed that they chose to plants choked the life from the trees. Many feared to
teach a select few of the cave-dwelling tribesmen enter these once beautiful glades, and many of those
some of their secrets. Those they taught went by the who did were never seen again. Even the creatures of
name of Truthsayers for it was their duty to teach the Albion were not able to escape the mutating effects
other tribesmen the true path to enlightenment. They of Chaos and after only a short period of time the
instructed their students to spread across the world tribesfolk told tales of terrible monsters lurking in
and populate the continents, whilst all the time the the darkest reaches, emerging at night to prey upon
Old Ones kept a watchful eye over their subjects. the unwary.
They, in turn, were worshipped as gods, and temples
were erected in their honour. The race of Man im- It was a price the Truthsayers had little choice but to
pressed the Old Ones the most for he seemed to be pay. If the dark forces of Chaos were to be con-
able to adapt to any climate, and small tribes quickly tained, then Albion had to remain hidden. The Truth-
flourished in every corner of the world. sayers gave the task of guarding these stone circles
to the Giants who had constructed them. Said to have
Carvings upon the Slann pyramid temples found been formed from the earth itself, these Giants were
deep within the jungles of Lustria and the earliest highly intelligent beings and knew the importance of
songs of the High Elf bards tell of a Great Catastro- their vigilance. For a while stability was created.
phe that befell the noble Old Ones. A magical gate-
way, their portal to other distant worlds, collapsed, During all this time the Truthsayers continued to
and they were forced to flee the fledgeling world that teach a chosen few of each successive generation
they had created lest they become stranded. Unable their secret magic, waiting for the day when their
to help those races they had brought into the world, masters would return. Each Truthsayer would be
the Old Ones had little choice but to leave them to taught in minute detail the ritual ceremonies that
fend for themselves. Their parting gift was to create were needed to maintain the mists that enveloped the
a race of giant warriors to protect the people of Albi- island. They would each learn of the nature of the
on. stones and the offerings that must be made so that
the magical power of these circles never waned. As part of his curse, a destiny was placed upon this
Over time, though, the ancient lores were slowly for- now insubstantial and random Chaos spirit. Over
gotten and, although the Truthsayers still practised thousands of years, there have been many Chaos in-
their art, it was but a shadow compared to the pow- vasions of the world, led by all manner of fell dae-
ers that used to be at their command. Some practices mons and mortal warriors. However, some of these
still survived, though, and on the night of each full leaders stand out from the others, mighty conquering
moon the Truthsayers would gather and perform cer- champions particularly favoured by the Dark Gods.
emonies in order that the mystical energies remained These powerful leaders have each united the follow-
bound to the stones. ers of the dark gods of Chaos and led the great incur-
sions of Chaos that have ravaged the world. Each
The Dark Master and his emissaries one of these invasions could well have overtaken
everything, but each has been pushed back at great
cost. The mark of the Chaos gods’ favour on the ele-
The powerful being called, in these times, the Dark vated warlord who leads the incursions is the dread
Master has been known over the centuries by count- Crown of Domination, a powerful symbol to the
less other titles and names, including the Harbinger, creatures of Chaos that the Greater Gods have
the Bearer and the Darkening. It is written in ancient marked out this mortal leading their armies.
tomes that the creature’s original name was Be'lakor,
but this is known only amongst a few scholars spe- Before each coming of these powerful incarnations
cialising in the forbidden texts, for this entity is of Chaos, Be’lakor wakes from his tortured insanity.
thousands upon thousands of years old. A being of It is his curse to lead these mighty warlords to the
eternal despair and doom, the Dark Master was once eternal resting place of the Crown of Domination, to
a mortal being - indeed it is widely believed that he guide them along the hidden paths where they must
was the first earthly creature to achieve eternal life, face a number of mortal challenges in order to prove
being raised to the status of daemonhood by his in- themselves in the eyes of the gods. Once the crown
fernal masters for countless deeds that attracted their has been retrieved, it is the Dark Master who is com-
attention and favour. pelled to complete the ceremony, and place the
crown on the warlord’s brow in a dark coronation,
Reborn into his new body as a Daemon Prince, the the fallen Daemon Prince filled with jealousy and
Dark Master was a terrifying and overwhelming hatred. Once the crown has been placed upon the
creature, and soon came to be worshipped as a deity warlord’s brow, Be'lakor begins to fade back into his
in his own right. With unimaginable power at his mad state of existence, no how much he struggles to
fingertips, Be’lakor strode at the forefront of the ar- resist the pull of insanity. Each time he witnesses the
mies of Chaos, leading endless legions of daemons rise of the Uniter of Chaos he is painfully reminded
in great wars that ravaged the land. No mortal could that they take the place that is rightfully his own.
stand before him, and he slaughtered thousands at a Such is his curse, that he must aid them on their path
whim. to greatness, filled with the knowledge that it is they
and not he who will lead the glorious incursions
As his powers grew stronger with each passing day, against the mortal world.
so too did his pride, which was to prove his down-
fall. And so for a sixth time the Dark Master rose from
his madness and regained his wits in order to fulfill
Swollen with arrogance and pride, Be’lakor eventu- this preordained fate. Be’lakor’s memories of what
ally incited the anger of the Greater Gods of Chaos. occurred in his past resurfaced, and he once again
It is written in the dark volumes that he saw himself recalled how he was hurled from his exalted status
as equal to the gods of Chaos rather than giving into darkness. Hatred towards the higher powers of
them their worthy respect, and that it was this act Chaos filled his being, and he was determined not to
which caused his fall from grace. The Dark Master let history repeat itself once more. Be'lakor set about
was cast down from his exalted position and cursed on a desperate action that would enable him to avoid
by Tzeentch, the Changer of the Ways. From being fulfilling his pre-ordained destiny and regain what
the favoured son of Chaos, he became a hate-filled he had lost. Before the rising warlord was ready to
and confused spirit-creature, denied physical form. receive the crown, the Dark Master swept unseen
His sanity was stripped from him and he became a over Albion, recognising that this isle held the key to
random and unpredictable entity that ruled a dark his chance for escape, feeling the pulse of magical
realm of his own madness. For thousands of years energy emanating from it. He alone knew the resting
the Dark Master has existed in insanity, time drag- place of the Crown of Domination, although it is part
ging agonisingly slowly, each passing minute feeling of his curse that he cannot touch the Crown until the
to him like a month. The confines of his tortured hand of the chosen warrior retrieved it. However, if
mind is constantly awash with random thoughts and the power of the Albion Ogham stones focused into
ideas, filled with frustration, anger and hatred. his being, Be'lakor realised he could regain his much
-coveted physical form and breach the defences that the time of unholy coronation came.
kept the Crown of Domination out of his reach. If he
could claim the Crown for himself, it would be he As the forces of darkness faltered, they began to turn
who could claim the mantle of the Uniting Warlord upon each other, and former allies killed many of the
of Chaos, and it would be he who would lead the Dark Emissaries. The Truthsayers, united within the
daemonic legions on their rampage into the mortal Bastion of the Old Ones, began to perform powerful
lands of the south. Be'lakor set about attracting serv- incantations, their magic converging to counter the
ants, those he could corrupt and lure to his side, for assault of the Dark Master. In a fit of rage the Dark
he needed minions to do his bidding and focus the Master, now almost completely in solid, corporeal
power into himself. form, realised that his plans had been thwarted. He
knew that with the advance of his forces halted, he
The Dark Master turned his attentions to the Truth- could not filter enough power into himself in time.
sayers of Albion, the protectors of the Ogham As his destiny began to pull at him, he knew that he
stones, and set about weeding out those who he could not resist.
could turn against their brethren. Promised great
power and gifted with potent magic, these so- His semi-formed, shadowy figure filled with power,
called Dark Emissaries began to abuse their ancient the Dark Master rose to his full majesty and swept
knowledge of the Ogham stones, turning their power from the towering Citadel of Lead as his destiny
towards feeding and fuelling the power of the Dark tugged him unwittingly onwards, leaving his min-
Master. A tremendous battle erupted between the ions to continue their battle against the Truthsayers
Dark Emissaries and the Truthsayers, both groups without him.
seeking help from far shores, securing allies from all
the comers of the Warhammer World, and the battles But with his new-found power, a number of realisa-
escalated. Thus, the War of Albion was begun. tions came to Be'lakor. He knew that the great incur-
sions were becoming more frequent, and the time
Albion was soon soaked in blood and devastation, was nearing when the world would be assailed by
and countless stone circles-had been desecrated, one almighty incursion that would last until the end
their power turned to infernal, abhorrent uses. Be’la- of time. It did not matter how long this incursion
kor revelled in the bloodshed and horror. As they would take to conquer the lands, centuries perhaps,
gained control of the stone circles, the Dark Emis- for time is nothing to the gods of Chaos. Hatred
saries used their corrupted powers to siphon off the burned through the Dark Master, for he knew that he
wild energy of the land, sucking the vitality from the would not be leading the forces of Chaos in these
isle of Albion to feed their Dark Master. As his pow- final, glorious battles.
ers grew, the shadowy Daemon Prince grew increas-
ingly more solid, and he gloried as he slowly began With this hatred came another curious thought.
to regain his long lost physical form. Be'lakor realised that with the power he had gathered
into himself during the war on Albion, he was able
Goading his minions ever onwards, and greedy for to resist descending back into madness. He was free
the feel of material form, Be'lakor knew that his of his cursed destiny. Though he had not achieved
chance to escape his doomed fate had come. He be- all that he had dreamed, the Dark Master was far
gan to exert his own power as it grew, and many on from finished with his treacherous scheming.
Albion could feel his dark shadow like an oppressive Scheming against the gods, chaos or otherwise,
cloud hanging in the sky. To others, this feeling was scheming against the world, scheming against all to
more intense, and the Truthsayers themselves could become a god himself. And to aid him in this he re-
feel the power of the Dark Master as a heavy pres- tains his dark emissaries.
sure forcing itself into their minds. At the same time,
Be’lakor began to probe the defences surrounding The Dark Emissaries on their hand spread the cor-
the Crown of Domination, feeling them begin to ruption across the land, creating cults to their Dark
yield before him. Master and waging a shadow-war against the Truth-
sayers who protect the land from evil. Sometimes
Meanwhile, the forces of the Truthsayers had been bringing in outsiders to fight these battles for them
busy securing new allies, and the forces of darkness leading to invasions and the spread of civilization.
were ground to a halt. The Dark Master raged, for he The failed imperial colony of Neuland is said to
knew that time was short. He could feel that far to have been mired in their influence and when it fell
the north, the time was nearing when the powerful cults of the Dark Master journeyed back to the em-
warlord was ready to receive the Crown of Domina- pire along the retreating colonists.
tion. The Dark Master knew that he must have the
powerful artifact within his grasp before then, for
even his will could not resist the pull of fate that
would require him to fulfill his hated destiny when
Playing Truthsayers
The truthsayers of Albion is an ancient order follow-
ing the words of the old ones and using mighty mag-
ic. They are strong of body and of mind able to ac- Gift of Life
complish deeds of legend. But not anyone can be- CN: 6
Range: WPB yards
come one, not even anyone with the gift for magic. Target: One ally in range.
They must be fated for greatness through difficult to Duration: Instant
read signs interpreted by the great truthsayers. Then The target immediately regains all lost wounds or one bleeding con-
they may embark upon the journey to become druids dition (casters choice).
and should they succeed beyond expectation they Special: This spell is available to druids, it is not added to the spell list
may become true truthsayers. for all characters with access to arcane magic.
New Talents:
Woad-Paint
Truthsayer
Max: DexB Human
The character gets the Ward (10) trait. If he or she spends at least one
hour a day applying woad-paint. If taken multiple times halve the
time needed to apply woad-paint for each time (so half an hour for
two ranks, a quarter for three ranks, an eight of an hour for four, a
sixteenth of an hour for five, etc). WS BS S T I Agi Dex Int Wp Fel
Shield Teutonic Crossed Teutonic Teutonic Skull
Cross Halberds Cross Cross
Triskele
Max: WpB
Tests: Language (Magick) to counter spells
Tattoos of the holy Triskele of the old ones protect this character Career Path
from all harm. The character gets the Ward (5) trait against the X
first attacks directed at him each battle. X is equal to the characters Novice Druid— Silver 1
ranks in this talent. Skills: Animal Care, Channeling (Qhaysh), Charm Animal, Cool, Entertain
(Storytelling), Language (Magick), Language (Grumbarath), Lore (Albion)
Talents: Aethyric Atunement, Petty Magic, Woad-paint, Warrior Born
New Trappings: Trappings: Spear or Staff
Staff of light
This staff can only be wielded by a truthsayer. A truthsayer wielding Druid— Silver 5
it counts it as a spear in melee but may also counter one more spell Skills: Athletics, Art (Tattoo), Charm, Dodge, Heal, Lore (Old Ones)
Talents: Animal Affinity, Arcane Magic (Life), Arcane Magic (Light), Holy
than normal using ”Language (Magick)”.
Visions
Trappings: Spear or Staff
New arcane spells:
Druid Elder — Gold 1
Skills: Endurance, Intimidate, Leadership, Outdoor Survival
Blessing of Valor Talents: Triskele, Commanding Presence, Instinctive Diction, Iron Will
CN: 4 Trappings: Spear or Staff
Range: Willpower yards
Target: Two allies in range. Truthsayer — Gold 5
Duration: Instant Skills: Climb, Track
The targets are blessed with courage and valor. Each target gets one Talents: Attractive, Combat Master, Noble Blood, War Wizard
Trappings: Staff of Light
advantage and can not lose that advantage until the beginning of
your next turn. You can spend +2SL to increase the ammount of
advantages received by 1 any number of times.
Special: This spell is available to druids, it is not added to the spell
list for all characters with access to arcane magic.
Boon of courage
CN: 8
Range: Willpower yards
Target: Two allies in range.
Duration: WPB rounds times three
The targets are immune to psychology for the duration of the spell.
Special: This spell is available to druids, it is not added to the spell
list for all characters with access to arcane magic.
Playing Dark Emissaries
The dark emissaries of Albion are a vile order origi- Ciaran and the new spells
nating from corrupted truthsayers. Their dark council In the scenario Ciaran does not have any of
has twisted many to the service of the dark master, these unique spells, trappings or talents.
knowingly or not. The talents and trappings should not be
changed but if you wish it fits perfectly for
As a GM consider if you want to have a Dark Emis- him to know the three unique spells of the
sary in your game carefully before allowing them as dark emissaries.
PCs, they are first and foremost intended as NPCs as
their dark and vile nature can seem weird in the
hands of a player and dramatically shift the kind of
game you are playing.
New Talents: