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Literature in the Old World

Compiled by Michael Andersen

Book Description Contributors:

• Andreas Forsberg, <>
• Jim <>
• Garett Lepper <>
• Michael Andersen <>

Last update: 4/8-98

Look for updates at:

Here is the new updated version of Literature in the Old World. Contributions, ideas (new books, please!) or
comments is mailed to this address: < >

Oh yeah, I haven’t included the following books from Dungeon Rooms:

“The history of slaughtering little Gobboes” by Julius Kaiser
“Master of the universe – be one”, “Earthrobics” by Jan Fodna
“Making people believe you” by Erich Von Dunnekin
“You too can have a body like mine” – teachings of Nurgle
“Chaos Gods are all girly” by Johann Weiss.

Feel free to add them if you wish!

As a game master you may well find yourself in a situation where the players want to examine some library
of no importance. Rather than tell them this, you can use some of the following books. Some of the
informations will reefer to a "Personal timeline". This is a piece of paper you can make for characters with
history skill, which contains information, in the form of a timeline, showing what a character knows. Just skip
this rule if you don't like it, and instead tell the player what happened on a specific year, when they read
some of the books. The first information in the following list of books is to be read like this: Name of book,
Author, Availability, year, price, and language/ languages. Shortcuts are C-Common, U-Uncommon, R-Rare, V-
Very rare, E-Extremely rare (only 1-4 versions of the book).

Unless otherwise stated, the player must pay 100 EP, and make an INT test, in order to teach skills from

In these rules the theology skill has been divided into several skills, like the specialist weapon, Secret
language, and so on. This means that normal theology skill only covers the religion from the player's
homeland (e.g. Old World religion). The proscribed cults have been further divided into the specific gods. So
'Theology - Tzeentch' skill grants the player knowledge of the Tzeentchian religion and understanding of the
different Tzeentch cults, who also have different aims and translations of the Tzeentch religion. Alternatively
you can have the EP cost lower, but even 100 EP will do just fine. You can also judge that the specialist
Theology tests gives a +20 bonus, instead of Theology's +10.

'Normal' under a books language description simply means the normally spoken language of the Author (e.g.
Empire = Reikspiel, Bretonnia = Breton)
The tables below are meant to be used with penalties and bonuses. Forexample a merchant's townhouse
library may receive a -15 modifier while a huge Verena temple might receive a +10 modifier.

Use the name table in the character pack rule additions for quick names of the books author (unless one is
mentioned), and also the place of origin table when you have to randomly determine a country or city.

In White Dwarf issue 108 - The WFRP adventure Terror in the darkness, the author Carl Sargent made use of a
bestiary title with a Latin name. In my personal opinion this gives an ancient atmosphere to the book. The
parallel to Latin would be Classical, which combines a Greek and Latin like language. Classical is thus likely to
have been the language of the old Human civilizations like that of ancient Remas.

Below are some guidelines, or rather words, for generating Latin names. Don't worry about grammatical
correctness, if one of your players complaint about it - Smack him in the head, kill his character or just ignore

Bestiis: Animals
De "something": About something
In aenigmate: Mysterious
Liber "something": Book about Something
Literatura: Literature or writing
Mors: Death
Mundi: The world
Pictura: Picture
Secretum: The secret
Speculum: Mirror or the opposite
Stellatis: Stars
Terribilis: Terrible

All books have been divided into the following major categories, each holding sub-categories when

Novels and fiction

Biographies and memoirs
Poems and songs
Art and theatre - Plays, and everything else related to art and theatre
Miscellaneous - If it doesn’t fit in anywhere else, then…
The World - Geography
Books of skill and trade - Books detailing skills that can belearned
Folklore - Religion and Folklore
Historical - Historical events
Bestiaries - Creatures
Races and cultures
Philosophy and science - Non theological philosophy and books concerning science
Foreseens/Prophesies & mysticism
Books of magic
Traps for the unwary - Various cunning traps present in libraries of importance
Evil and banned books

D100 Type of book:

<0-18 Novels and fiction
1-38 -Love stories, Various, C, ?, 2-10 gc, Normal
Trivial love stories. Description: Man meets girl can't get each other because of a complication,
usually a tragic ending. Alternatively a character reading one of these books, should make a T test
midway in the book to stay awake .
39-40 – “Drachenfels, a Romance”, Master Yeovil, U, 2508, 15 gc, Normal
Source: WD#130
Well… Drachenfels.
41-42 - "Argenis", Ciceros, U, 24th cent., 20 gc, Normal
"Lives of silver" a moralizing novel about virtue and wisdom
43-44 - "The Two-Tongue-Talk of creatures", Nicolas Pergamentus, C, 25th cent., 15 gc, Normal.
Moralizing stories (fables) in which animals play various human roles.
45-47 - "Du ballad de Villon", Gabrial d´Orgeval, C, 25th cent., 20 gc, Breton/Normal
A novel, featuring a famous speech by a noble highwayman.
48 - "Raguessé!" or "Treachery!", Guy Manasse, U, ?, 18 gc, Breton/Normal
Guy Manasse is a revered Bretonnian general who fell from grace and was exiled to Tilea.
This novel is heavy with exiting intrigues and brave Bretonnian soldiers.
49 - "Journey to Morrslieb", Julius Werner, R, 2403, 25 gc, classical/Normal
A very confusing book about an expedition to Morrslieb in a flying ship. The reader gains 1D3-1
insanity points.
50-96 -Realistic stories (find an appropriate name), - , C-R, - , 5-20 gc, usually Normal
These books contains fictional stories, but an INT should be secretly rolled (History +10, good
literate insight +10). Failure indicates that the reader believe that the contents of the book is true
(a historical book). Add something false to the player's personal timeline. Ex. "2311 - Dieter the
beggar was crowned as Emperor".
- "Spectulum Historiael" by the Wastlandich poet, Jacob van Maerlant (2102 - 2205? IC)
A huge and largely incorrect volume describing the creation of the world by Sigmar and Manaan.
Started in 2135 IC at the request of Flois V, count of ? and still unfinished at Jacobs death.
97-98 -"Dark Dreams and Forbidden Pastimes", Mordecai Thandos, U, 2342, 30-50 gc, Reikspiel
Source: Death rock, pg. 28
Although somewhat perverse, the book has nothing to do with anything evil or chaotic. Mainly a
volume of erotic verse, which concerns some historical figures.
99-00 -"Arabian nights" , Unkown, U, 23th cent., 15 gc, Arabic/Classical/Normal
A collection of histories from Araby. Some bears elements of erotic writing. The book is renowned
for the history of Al-nadim and the Djinn in the bottle, Ali-Kebab and the 40th Bandits, and others.
Basically the same as the Arabian nights in our world, just change the names. The reader will get a
slight insight in the culture of Araby, and also learn about the existence and natures of Djinn and

19-22 Propaganda
- "Sons of the soil" by Yefimovich
Source: Jack Yeovil, Beast in Velvet
<ideas anyone?>
- "Arise!" by Yefimovich
Source: Jack Yeovil, Beast in Velvet
<ideas anyone?>
- "Casting Asunder the chains" by Yefimovich
Source: Jack Yeovil, Beast in Velvet
<ideas anyone?>
- "You and your betters" by Yefimovich
Source: Jack Yeovil, Beast in Velvet
<ideas anyone?>
- "Come the revolution" by Yefimovich
Source: Jack Yeovil, Beast in Velvet
<ideas anyone?>
- "Beasts in green velvet", Yefimovich, -, 2506, -, Reikspiel
Source: Jack Yeovil, Beast in Velvet
An analysis of the misdeeds of the ruling classes, a kind of gazetteer of the noble families and
their crimes down through the centuries.
- "The ashes of shame", Kloszowski the Poet, -, 2506, -, Reikspiel
Source: Jack Yeovil, Beast in Velvet
This Pamphlet is a poem about the recent beast murders in Altdorf (see Beast in velvet), and the
suspicion that the murder is of noble breed. The pamphlet describes how the authority burned an
important piece of evidence at a scene of crime: A piece of green velvet worn by the courtiers of
the royal palace.

23-30 Biographies and memoirs

01-13 - "Memoares la Maréchausse", Judge Gaspard de Salux, U, ?, 19 gc, Breton/Normal
An ironic and sarcastic memoir of the well-known judges memories from the Noble court of
14-28 - "Sacre Regal Solidus" or "Sacred King of the Sun", Tourenne d´Condé the poet, U, ?, 19 gc,
A revoltingly glorifying biography of the Bretonnian king ?
29-38 - "Traditore!" or "Traitor!", General Guy Manasse., U, 25th cent., 20 gc, Breton/Normal
A bitter novel about a strong and charismatic Bretonnian soldier who is exiled by envious and
scared nobles, to Tilea....
39-49 - "Mariscalus Regis", Connetable Richelieu de Lesdiguères., U, ?, 22 gc, Breton/Normal
Stories and lies from his life in the service of King ? of Bretonnia.
50-63 - "The house of von Konigswald"
Source: Jack Yeovil – Drachenfels
A book describing the family members of the line of the Von Konigswalds
64-66 - "A life"., Genevieve Sandrine, R, 2502, 18 gc, Reikspiel
Source: Jack Yeovil – Drachenfels
The life (and un-life) of Genevieve Sandrine, up to 2502
67-69 - "My years as a bounty hunter in Reikwald, Bretonnia and the grey mountains", By Anton Veidt
as told to Joachim Munchberger
Source: Jack Yeovil – Drachenfels
70-71 - "Sven Haslefresian - The unofficial biography" by Erik Haslefresianson
Source: WD#100
72-82 - "Constant Drachenfels: A study in evil". By Helmholtz
Source: Jack Yeovil - Drachenfels
83-93 - "The downfall of Drachenfels" .by Matrac
Source: Jack Yeovil - Drachenfels
94-00 - "Prince Oswald". By Dorian Diessl (drama professor at the universitae of Nuln)
Source: Jack Yeovil - Drachenfels

31-38 Poems & songs

This section needs much more fleshing out.
01-20 -"Beautiful tunes from the Moot", Various Musicians, U, Printed 2446, 40 gc, Reikspiel and notes
Merry Folk music from the Moot.
WHQ song title source: “She was only a Halflings daughter.”
An example song I stumbled upon by Anthony (devoted Halfling slayer) on the WFRP mailing list:
"Early in the morning,
As the sun was shining,
Once I saw a pretty bird upon a thorn bush singing.
Once I saw a pretty bird upon a thorn bush singing.

Happy little singer,

Hop onto my finger,
Sing your song the whole day long, and let the thorn bush linger.
Sing your song the whole day long, and let the thorn bush linger."
21-41 -"Songs of Liadriel", various, R, ?, 40 gc, Elthárin + Elven notes
This book contains elven songs with quick dancing rhythms. The music is among the harder pieces
to play and a -10 musicianship modifier should be imposed. The reaction for a successful
performance should, however, be higher - Be careful with busking, it's already possible to gain
wealth with those rules!
42-44 - Ogrish Folksong
45-55 - Children Rhymes and songs
Source: DotL
Ex.: The Marienburg nursery Rhyme From DoTL:
Whisperer, Whisperer, will she come soon,
The one who lives in the Chaos moon?
Whisperer, Whisperer, are we undone
When Morrslieb's face eats up the sun?
Whisperer, Whisperer, can it be true?
Oh yes, my child, now I'll eat you!
56-65- "Of Wolf and Man"
A collection of poems concerning shapechanging, mans inner beasts, lycantropi and suicide. Not
counting plain old madness. It is a very depressing book
66+ Eehrm, well for hopefully future expanding

39-43 Art & theatre

1 - "The Desolate Prisoner of Karak-Kadrin"
Source: Jack Yeovil
[Unknown, any suggestions? The play is mentioned by Jack Yeovil and the lead role is supposedly
a man named Baron Trister]
2 -"The loves of Ottokar and Myrmidia". By Tarradasch
Source: Jack Yeovil
A play about Ottokars love for the goddess Myrmidia. Tarradasch claims to have been divinely
inspired when he wrote it. Ottokar is a haughty tyrant brought to the grave by an obsessive love,
dragged into bloody deeds by the most noble of intentions and only now conscious that the
persecution of the gods will extend beyond his death and torment him for an eternity.
3 -"Der Jederman" by Peterus Dorlaan
A Wastelandich play about an immortal man named Elckerlijc. 900 lines of dark poetry. The work
gives certain insight in dubious matters...
4 - The Dr. Ziekhill & Mr. Chaida plays:
1 -"The Strange Story of Dr. Ziekhill and Mr. Chaida", Detlef Sierck, U, 2503, 50 gc, Reikspiel
(medieval Dr.Jekyll and Mr.Hyde)
Source: Jack Yeovil, Stage blood, Beast in velvet
This book is a play by the famous playwright Detlef Sierck. Originally by the Kislevite
dramatist V.I. Tiodrov, but now adapted by Detlef. The story takes action in Kislev and is
about a young cleric of Shallya named Dr.Zhiekill who experiments with a potion that turns
him into the evil Mr.Chaida.
2 -"The Strange case of Dr. Ziekhill and Mr. Chaida", V.I.Tiodrov , U, 2474, 50 gc, Kislevite
(medieval Dr.Jekyll and Mr.Hyde)
Source: Jack Yeovil, Stage blood, Beast in velvet
This book is a play by the famous playwright Detlef Sierck. Play by the Kislevite dramatist V.I.
Tiodrov. The story takes action in Kislev and is about a young cleric of Shallya named
Dr.Zhiekill who experiments with a potion that turns him into the evil Mr.Chaida.
5 -"The Wise Children", Johann Bart, U, 2500, 70 gc, Reikspiel/Breton
Source: The Dying of the Light page 80-88
A Modern play in which the children of an important noble family depose their parents and adopt a
uniquely childish attitude to local political struggles.
6 -"The treachery of Oswald", Detlef Sierck, U, 2503 , 50 gc, Reikspiel
Source: Jack Yeovil, Stage blood
(As described in the Warhammer fiction book "Drachenfels"),
The real story about Detlef's attempt to stage Oswald von Königswald's adventure, about how he
killed Constant Drachenfels, in Castle Drachenfels itself. After a series of intrigues, Drachenfels
emerges during the play and tries to kill the Emperor and everyone else. Oswald himself hasn't
killed Drachenfels but instead made a pact to save his life. Instead it is Detlef who kills Drachenfels
in the holy name of Sigmar (the Ulric cult has already tried to ban the play, but haven't
7 -"Drachenfels", Detlef Sierck, R, 2502, 100-200 gc, Reikspiel,
Source: Jack Yeovil, stage blood & Drachenfels
As described in parts of the book Drachenfels. This is the original play script by Detlef Sierck,
about Oswald Von Konigswald, Genevieve, Anton Veidt, Erzbeth, And Rudi's adventure in Castle
This play was made under the instructions of Oswald von Konigswald who freed Detlef Sierck from
the Mundsen keep in order to make this play. It is known today that the play itself doesn't describe
the situation as it actually was, since the traitor Oswald and Drachenfels was the only one to know
it by that time.
8 -"The world of theater." , U, 2492, 50 gc, Reikspiel
Source: Jack Yeovil, Stage blood
A dictionary of famous playwrights.
Here is the Malvoisin part (from the story Stage blood):
Malvoisin Bruno (2440 - ?)
The author of the banned play "Seduced by Slaaneshi", followed by more perverse and sick plays
which was never played on stage. After an anonymously play script, where the Emperor has
intercourse with a She-Goat, was traced back to him, the watch showed up to arrest him but found
him totally altered. It is said that he escaped him and was never seen again.
9 -"The fate of fair Florence" - Von Diehl
Source: Jack Yeovil
[Unknown, any suggestions? The play is mentioned by Jack Yeovil, and Von Diehl plays an
interesting part in Wolf Riders}
10 -"To my unchanging lady", By Detlef Sierck - to Gennevieve
Source: Jack Yeovil
Sonnets dedicated to Genevieve Sandrine
[Unknown, any suggestions? Mentioned by Jack Yeovil]
11 -"Barbenoire: The Bastard of Bretonnia"
Source: Jack Yeovil
By Detlef Sierck, to Gennevieve
[Unknown, any suggestions? The play is mentioned by Jack Yeovil and one character is named
12 -"A farce of the fog", By Detlef Sierck
Source: Jack Yeovil
[Unknown, any suggestions? The play is mentioned by Jack Yeovil. Apparently very relevant to the
superstitions of the Altdorf fogs]
13 -"Strange flowers" By Detlef Sierck
Source: Jack Yeovil
By Detlef Sierck, to Gennevieve
[Unknown, any suggestions? The play is mentioned by Jack Yeovil and features a Daemon prince
main character]
14 -"A knight's Mid-summer dream"
Source: PBtT
See PBtT. [A Shakespeare rip-off or?? WFRP is full of Shakespeare rip-offs, so this might be a
15 -"The Bloody Chambers", Will Pikewaver, U, ?, 75 gc, Reikspiel/Breton
Source: The Dying of the Light page 80-88
16 -"The Knights at the Circus" or "Acharniazusoi", Aristides, U, 80 gc, Reikspiel/Breton
Source: The Dying of the Light page 80-88
This play is a farcical misadventure of mistaken identity, bawdish sauciness and the low habbits of
high citizens.
17 -"The Infernal Machinery of Desire or Love", Will Pikewaver, U, ?, 85 gc, Reikspiel/Breton
Source: The Dying of the Light page 80-88
18 -"The Merchant of Sorcery", ?, U, ?, 75 gc, Reikspiel/Breton
Source: The Dying of the Light page 80-88
19 -"Companions to Wolves", Sinclair, U, ?, 75 gc, Reikspiel/Breton
Source: The Dying of the Light page 80-88
20 -"Taking a Cat to Wife", Gregory Hoggis, U, ?, 75 gc, Reikspiel/Breton
Source: The Dying of the Light page 80-88

41-45 Miscellaneous
D6 roll
1 -Blank Note Book, -, C, -, 10 gc, -
A blank notebook with D10X3 pages
2 -Written notebook, -, -, -, ?, -
A notebook found in a library can either be blank, or it can contain some written notes. In this way
you can introduce handouts with clues concerning your campaign. Typically the notebook will have
been written by the owner of the library, containing notes from books and other research.
Notebooks by other persons can also be found. They tend to have information on researches,
which has been of interest to the library's owner, and thus obtained by him.
3 – Diary
Like the written notebooks, a diary can also be used to introduce clues in a campaign, or just be
boring scholars day by day events.
Diaries of famous persons are rare but not totally impossible to find. In a larger library you can
allow a 10% chance that the diary are the memoirs of a historical person.
Ex. 1: "Journal of Ilich Meinbach", Ilich Meinbach, U, 2399, 70 gc, Reikspiel
Source: WS pg. 6 + 19
This journal is much used within siege tactics. Ilich Meinbach was a Duke of the Grand
Principality in the Border Princes from 2396 to 2399. The journal tells of the siege warfare
where Meinbach's domain was besieged and razed by Orcs.
"Marktag, 2nd Pflugzeit 2399. As we were warned, the Orcish host arrived before the walls of
Zakgrape this morning. They have plundered the countryside here about, and will now -
surely - attack this castle. I count there to be at least 500 of them, not including camp
followers. My defenders number about 200, although I shall press some of the women and old
men into service if required. This morning, the Orcs have contented themselves with pillaging
the village outside, though they mounted a strong guard beyond the gate to prevent us
making an ill-adviced sally. I have ordered my men to maintain a high visibility, so that our
numbers appear greater than they are, and have kept my strongest number on the south
gate and in the flanking towers."
Other Ex.: Heinrich Kemlers dark diary, Magnus the Pious warfare diary, etc.
4 -Personal Sketchbook
This book is a notebook containing drawings by some unknown person or perhaps the library's
owner. The drawings can be some irrelevant drawings of nature areas, cities, or persons, or
perhaps drawings to illustrate different subject in books studied by the drawing's author.
5 -Hollow book.
This book has been hollowed to make it contain a hidden item.
D100 Item .
1-50 Empty
51-55 D10 Gold pieces and D6 Silver shillings.
56-61 A silver necklace worth D3X10 GC
62-66 Pieces of paper containing an erotic short story in a webery writing.
67-71 Pieces of paper with drawings of erotic motives.
72-77 a small dagger (could be a bloodstained murder weapon!)
78-86 A religious token/ symbol (roll a random deity on the Religion chart further below)
87 A random gem.
88-91 A random vial of a alchemist compound
91-94 A random vial of poison
95-98 D3 random spell ingredients (may have rotten away!)
99-00 A magical scroll (reefer to scrolls below)
6 -False book.
This book has a false cover. Roll a new book (ignoring this result and any other like this), this
is the front cover. Roll another book, adding +10 to your roll - This is the real content of the
46-55 The world
Other continents, Cultures, Geography, Bestiary, flora, maps, Places in the World, etc.
-Cities of the Old World
Books about cities in the Empire can contain a lot of different informations. To randomly determine
a specific city, you should roll on the appropriate "Place of Birth" table in the character pack rule
Informations about the cities will depend on how informative the book is (GM's choice). City
informations of the Reikland cities can be found on page ?? or in DotR. Parravon area: page ??.
Middenland: CotWW/COC.
Descriptions of cities are spread out among different WFRP volumes:
Nuln: WFRP
Altdorf: WFRP, DOTR, EIF
Marienburg: MAR, WFRP
Middenheim: CotWW/CoC, WFRP.
Ex. 1: - “Tale of Artur and the holy gale”, ?, E, around 0 IC, original versions are priceless,
Old Reikspiel
Source: CotWW pg. 7
An epic poem ascribed to a tribal loremaster of the time of Sigmar. This is the
accepted version of the earliest founding of the City of the White Wolf: Middenheim.
Artur was the chief of the Teutognens who was led to the pinacle of rocks by their God
Ulric, to build a city on the rock named Fauschlag.
A copy exist at the Lore Haus of the temple of Ulric in Middenheim.
Ex. 2: - “Middenheim’s Rise, Fall and Stumble”, Sigismund Strechel, U, around ?, 75 gc,
Source: CotWW pg. 9
This book describes Middenheim and Middenlands squabbles in the period from the
age of War in 1152, to the age of the three emperors in 1550 to the great siege of
Middenheim in 1812
Ex. 3: - “The Wars of the Poses”, Enstst Gibbonstein, U, around ?, 75 gc, Classical/Reikspiel

Source: CotWW pg. 9

Describes the same events as Middenheim’s Rise, Fall and Stumble.
Major cities of the Old World: WFRP 274-286
Couronne: WFRP
Bögenhafen: SOB
Kemperbad: DotR
Grissenwald: DotR
Pfeildorf, Wuppertal, Loningsbruck, Agbeiten, and Hochsleben: EiF
Norsca cities: Norse supplement at Warhammer archives
Albion cities: Albion supplements at warhammer archives

By reading a book of a specific city, the character will be more likely to find his way in the city
when he arrives as a newcomer, and will probably also have learned the right etiquette's, etc. All
this depends, of course, on the reliability of the book. Remember also that the book's informations
may not be "up to date".

-Land, continents and areas

Like the books about cities, these books contain information of a foreign country or area.

Ex.: - "River life in the Old World" by Graeme Davis Esq

Source: a WD#100 joke
Well… a detailing of River life in the Old World. It is unkown if it shares anything described in
“River life in the Empire” detailed in DotR.

01-56 The Old World
1 The Empire
2 Bretonnia
3 Norsca
4 Albion
5 Estalia
6 Tilea
7 The Border Princes
8 Switzer (Just an idea, a proposal exists in the acrhive)
9 The Grey Mountains
10 The Vaults
11 The Worlds edge mountains
12 The Wasteland
13 Kislev
14 Remean Empire
57-60 The New World
1 Lustria
Ex. 1: - "A hundred and one uses of a dead pygmie" by Zeno Phobe
Source: WD#100
Although it may be questioned how serious this book details Lustria, it may be
argued that books about the new world is scarce, and this is one of the few books
describing the Pygmy race.
Ex. 2: - "Steppe Gardening in the Tropics" by Juri Dibber
Source: WD#100
2 Naggaroth
3 Ulthuan
61-75 Araby
1 Land of the Sultan
2 Land of the Pirate king
3 Land of the Dead
76-88 Southlands
1 New coast
2 Ivory coast
3 Gold Coast
4 Savage Coast
89-93 The Dark lands
1 The Plain of Zharr
2 The desolation of Azghorh
3 The Howling wastes
4 The mountains of Mourn
5 The plain of bones
94-96 Badlands
97-00 The Far East
1 Nippon
2 Cathay

The book will also have informations of the D10-5 major settlements in the area, and perhaps also
some important sites.

-Naggaroth, Banadl Anwesu, R, ?, 200 gc, Eltharin

This book is represented in White Dwarf magazine #?? In the article Witchelves of Naggaroth.

Maps can also be found frequently in a library. These maps are usually detailed maps of specific
areas. Two maps of the same areas can contain different information. For instance one of two
maps of the Empire have, as an addition, marked spots of major Skaven lairs, while the other only
have the human settlements. This can be a good situation for introducing various maps for you
campaign. The maps might also be included in the books above.

56-66 Books of skill and trade

These books generally follows these statistics:
(Pick a title), (pick a name or roll one at random ), C-U, ?, 30-120 gc, depends on contents but usually

These books contains information about a skill or trade. The appropriate skill can be learnt in the
normal way by reading the book. The following skills can be learnt from a book
1-3 Arcane Language. Books about Arcane languages are both a dictionary of words and also contain
various informations about the language. Books about Arcane Languages differ from each other in
quality. See Rolstons RoSM for more details about Arcane Languages.
D100 Language
1-50 Modern
51-65 Druidic
66-78 Arcane Dwarf
79-87 Arcane Elf
88-91 Daemon tongue
92-99 Elemental tongue
00 Old Slannish
4-10 Brewing.
Ex. Names: "Fine ales of the Empire/moot/etc.", "The art of Brewing."
11-18 Cooking
19 Diving
20-21 Etiquette
Ex.: "Lecture for an Insignificant Princeling" by Inuendo Machiavenni.
One of the most famous Tilean authors, and one of the most well known books in the Old World. A
must read for all aspiring and ambitious young noblemen.
22-25 Herb Lore
Ex.: "Book of Herbs", Claus Johanson, C, 2423, 50 GC, Reikspiel
For 100 EP and a successful INT test, the reader gains the skill Herb lore.
Other names: "Healthy By Herbs", "Fiddling with Fungi", "A Treaty On Woodland Herbs"
26-27 Manufacture Drugs
Typically covered in medical books (see 98).
28-31 Medical book/Physician book.
By reading these books, the reader will be able to learn skills like Heal Wounds, Manufacture
Drugs, Cure disease, and/or Prepare Poison. Apart from this the book contains description of
various diseases - of which the reader will be able to cure by using the cure disease skill (except
from special, almost, incurable diseases), a chapter on human anatomy (a theoretic start on
learning surgery).
Ex. 1: "Regimen Sanitatis" by Doctor Johannes de Westfaachlia (junior)
A remarkable insightful book about health and the importance of strict hygiene (rarely
considered in other medical books!).
Ex. 2: "Tregement der Gesontheyt" by Jörg and Sara Prosit.
A newly printed, outstanding medical work, with wonderfully colored images of various skin
Ex. names: "Bones Make Or Break", "I'l Magnifia Perpetua", "Discoveries Of The Body"
Here is an example of a variant from the above example:
Ex. 3: "Speculum Amoris", Massimo (of Bologna) (Source: Il Nome Della Rose)
Sort of medical book about the disease 'Love sickness'. The book contains various quotes
from other writers and books, about the subject.
Ex. quotes: Abu Bakr-Muhammed Ibn Zakariyya ar-Razi from Liber Continens: Love is
paralleled with Lycantropi, making the affected act like a wolf. His sight will faint, his body will
shrink, and he will become very dry and thirsty. At last the affected person will roam the
cemeteries like a Wolf.
32-34 Metallurgy.
35 - “Lecture for an Insignificant Princeling“ by Inuendo Machiavenni
A book containing much wisdom for aspiring tyrants and kings.
36-37 Prepare Poisons
38-39 Secret Signs
40-43 Backing
Ex.: "Longfoot's bakery", S. Longfoot, R, 2499, 20 GC, Reikspiel
This book can teach the reader Backing skill, which is very similar Cook skill. The skill can't be
used in the Wilderness, as an oven, flour, water, sugar, at least is required. But in a city,
employment is fairly easy. As well as bread, the character is also able to make pastries. In
game terms you should allow Halflings to have this skill already, in addition to their cook skill.
44-46 Super Numerate
47-50 Astronomy.
Ex. names: "Sternschau's Astronomical Records" (dotR-33), "Liber Zodiak", or "Secretum Stellatis"
51 Astrology.
Ex. Names: "Liber Stellatis"
52-54 Cartography
55-57 Chemistry
58-60 Cryptography
61 Hypnotise
62-65 Heraldry
66-70 History (reefer to the historical section)
71-73 Strategy and warfare
These books describes various aspects of warfare and war strategy. Since WFRP has no such skills,
it is up to you as a GM to decide what benefit can be gained from them.
Ex. 1: "The Art of Siege" by Albrecht of Tisenbreck
Source: WS
A book detailing siege warfare and strategies during sieges.
Extract: "If the battlements are carried, throw all your strength there! Such an advantage is
always dearly won."
Ex. 2: "The Dwarven art of War" by Berndt Lavaspear.
Source: WS pg. 61
A book detailing the specialties of Dwarven warfare, mainly detailing siege and tunnel war.
Ex. 3: "Elven war studies" by Allurian
Source: WS
A book detailing the specialties of Elven warfare.
Ex. 4: " A Treatise For the Deliverance Of Cities", Giovanni Marmalodi, C,2420, 75 gc
Source: WS
Giovanni is not known to have ever been present at any siege, and yet this book - a work of
pure imagination on his part - is one of the foremost texts on the subject of siege warfare.
Rumour has it he discovered a journal kept by Duke Ilich Meinbach (Duke of the Grand
Pricipality in the Border Princes. 2396-2399).
Extract 1: "Issa stupido to builda a wall iffa you ain' agonna hide behind it."
Extract 2: "Whena you are defending a castillo, retreat issa not a worda you canna use. You
still gotta capitulation, surrender, submitta, yield, crappa da pantsa, be a doormat, wava the
white flag…"
Ex. 5: Often used quote credited to Magnus the Pious from WS pg. 25: " Remember - When you
build a wall to shelter behind, you are also building a trap. If the wall is strong, and flanked by
towers, the enemy will be trapped. But if the wall is carried, then the other walls will hem in
your defenders, and leave them ripe for massacre."
74-78 Identify Plant. Might be mix with herb lore.
79-80 Law (of a specific country or region, or even religious or trade laws. I know the rulebook doesn't
consider this)
Ex. 1: - "The faith and dedication in a thousand processes of Baynard Moyees" by Jacobus de
A lawyers work about a judge well versed in law, and verenan scripture, in the case of a
difficult passage.
Ex. 2: - "Justitcia im memorandum"
A central work on the laws of the Empire. Some may be outdated and some may be wrong,
but its still a must read for new rookie lawyers.
81-84 Musicianship.
A guide to a specific instrument or node system, typically with various tunes:
D100 Subject
1.25 Flute
26.50 Lute
51.54 Harpsichord
55.67 Violin
68.75 Percussion
76.94 Human nodes
95.96 Elven Notes
97-00 Other primitive node systems (Ex.: Norse)
85 Secret Language
86-92 Other languages
Dictionaries or smaller guides in other languages.
Ex.: - "Breto nnische lehnswort" by Gottfried D´Bovillion.
A boring but luckily thin pamphlet-showing tables of the use of Bretonnian words in the
93-94 "Navigating the Navigationable Waters of the World" by Henrik Navigatore
Charts, maps and instructions on the sailability of different ships and waters.
95-98 Theology *
99-00 "Magic" book.
This book is about magic tricks, not real magic, but about palming and other entertainer tricks. It is
possible to learn Palm object skill, sometimes Hypnotise or Pick pocket, and various tricks which
simulate Petty magic tricks (e.g. Pulling a rabbit out of a hat = Produce small creatures, except
that preparations and Palm object are used). All these tricks also require long practical training.

* = A religious book containing a random god or god group (e.g. The law siblings Solkan, Arianka,

You should reefer to page 10 in Apocrypha Now, called Skills and Careers (Also found in The Restless
Dead Campaign or White Dwarf #90), for further and more detailed rules.

67-77 Folklore.
Books about folklore will not necessarily be true, but may have something to do with real events. As
GM you should feel free too improvise on stories from the timeline. This roll could also be a good way to
introduce a local earth spirit, or maybe a specific daemon.
If you want too, you can reefer to the historical section, and add elements of folklore to the result.

1-50 Religion
These books contains informations about religion. Either a specific cult or the gods in a specific
area. When you roll a specific area below you should add a 10% chance that the book is non-
devoted and instead contains informations about the different religions in that area - normally
without the secret or outlawed religious cults. When rolling a single god, there will be 50% chance
that the book is written by an author, which is devoted to the religion. 01-25 means that it will be a
copy of the main religious book of that religion (Bible) - This will affect the description of the cult,
which will be very optimistic. If the roll falls between 50-70 the book will cover the whole pantheon
you will roll up.

D100 Religion type .

01-15 Random common deity of area
16-30 General Old World religion:
D100 Relgion
01-02 Ecate (f). Patroness of Bitter Truths, Vengeance, Dark Knowledge and Black Magic
03-10 Rhya (f). Called Arya in the Border Princes. The Mother-Goddess, Mother-Earth,
Goddess of Nature, Fertility, Childbirth, and Family, Goddess of Agriculture
11-15 Old faith
01-80 Old faith - The mother godess
81-00 - Antlered God (m), druid diety (Taal)
16-18 Ranald (m). God of thieves and tricksters.
1 Ranald the Gamester
2 Ranald the Deceiver
3 Ranald the Night Prowler
4 Ranald the Protector
19-26 Taal
27-47 Verena
48-58 Manann
59-69 Morr
Ex.: - "Aeon Morte Silencium", Virgilius, U, 1786 (although still printed today), 20-500 gc
(depending on version)
The title translate as " The death of tranquil souls" and contains stories supposedly
told to this cleric of Môrr during the long winter of 1786 IC. by the souls of many
great and heroic men. It is a sad but inspiring book.
70-79 Myrmidia
Ex.: - "Salva u´ap" or "Protect Us", Unkown, C, ?, 60-500 gc (depending on version)
Central work in Myrmidian theology.
80-90 Shallya
Ex.: - "Legenden den Heiligen", Jens Wijk, U, 25th cent., 50 gc.
Facts and stories about the Painbearers, the Couronne'an most holy order of
Shallyan priestesses. Each year one new initiate is voluntary imprisoned in a tower
to "heal the wounds of the city" and "take upon themselves the burden of sorrow"
to ease the life off all within the city. After a year they are led away and a new one
takes their place, in turn sacrificing their youth and faith to "care and to protect, to
soothe and to preserve".
90-93 - Daora (f), Patroness of Ultimate Wisdom & Enlightenment (Verena)
94 - Darah (f), Goddess of Illusion and Revenge. Ranalds wife
95 - Deanosus (m), God of Wine and Vineyards (Liadriel) (minor)
96 - Grabasch (m?), warrior diety
97 - Haleth (f), Goddess of Hunting (Rhya) in Northern Empire
98 - Panasia (f), Goddess of the Arts (Liadriel) (minor)
99 - Toranam (m), God of Mighty Rivers (Manann)
00 - Yaatha (f), Goddes of Protection, Mistress of the Silver Guardians, Matron of Keeping
31-39 Brettonia specific religion:
- Jeanne du Lac
40-51 Empire specific religion:
01-42 Sigmar
See: TEW pg. 8 & 19-21
Ex: - See "the history of sigmar" further below in the table
43-59 Ulric
60-72 Handrich
73 Stromfels (m)
See: TEW pg. 21
- God of reefs and Currents (outlawed aspect of Manann, worshipped by Pirates &
74-84 Forsagh (m)
See: TEW pg. 21
- God of Prophecy (Aspect of Moor, worshipped by Seers & Fortune Tellers)
85-90 Karog (m)
See: TEW pg. 21
- God of Rivers (Aspect of Taal, worshipped by some Fishermen)
91 Kharnos
See: TEW pg. 21 and AN pg. 67
- Lord of Beasts (Aspect of Taal, Primarily an elven god - worshipped mainly by
Beastmasters but also worshipped by Hunters & Trappers)
92-93 Haleth
See: TEW pg. 21
- The Goddess of hunting (Aspect of Rhya)
94-95 Dyrath (f)
See: TEW pg. 21
- The Fertility Goddess (Aspect of Rhya worshipped in the Reikland)
96-00 Bogenauer
Source: SoB
- Primary God of Bogenhafen (or a saint as suggested on the mailing list - I prefer this
40-52 Tilea:
01-45 Madonna Of the Marshes
- Aspect of Rhya
46-87 Mercopio
- god of trade (Aspect of Handrich)
88-96 Remean Religion(Solkan, Myrmidia, etc.)
97-00 Jean the Pios (m)
- Guide to the Way of the White Path, in Tilea
53-58 Norse/Norrans
01-30 Olrik (Aspect of Ulric) (m) - Father of War
31-60 Valdin (m) - The All-Seeing Master of Fate
61-79 Helena (f)- Godess of death
80-00 - Norrans specific
01-20 Helenir (m),
Norran God of the Dead, Ruler of Doedigard (Morr)
21-40 Halni the Deceiver (f),
Goddess of Deception, Fire and Desire
41-60 Malor (m),
God of the Sea, Fjords, Rivers, Lakes and their Creatures (Manann)
61-80 Sylra (f),
Mother of All Things, Goddess of Earth, Fertility, Motherhood, Childbirth and the
Family (Rhya)
81- 00 Taldur (m),
God of the Forests, Mountains and their Creatures (Taal)
59-64 Albion (The Norse/Norrans gods aren't inluded)
See: Albion net-sourcebook
01 Crom-Cruarch (m) - Great Worm of War, Dark god
02-30 Danu (f), the Earth Mother
31-39 Lugh (m), the Sun God
40-47 Hu (m), the god of warriors
48-66 Bila (m), the God of Death
67-70 Ayrin (f), the Goddess of Love and Beauty
71-00 Ogmios (m), the God of Literature and Poems
65-69 Araby
See: RoDM
01-80 Ormazd (m), Al-Alnon ("The One")
currently sole Arabian god; once the Sun God and ruler of the pantheon of Kemet.
81-00 The perished children of Ormazd
1 - Besta (f), Goddess of Cats and Stealth
2 - Horanam the Vengeful (m), God of War and Retribution
3 - Innuli (f), Rhasneth's consort
4 - Kleamanta (f), Goddess of Rivers and Fertility
5 - Nefarini (f), Goddess of Beauty and Protectress of the Family
6 - Orierus (m), God of the Night and the Underworld
7 - Thebias (m), God of Knowledge, Magic, and Music
8-10 All the children
70-75 Dwarfs gods/ancestor gods:
- Krignar (m) - God of war and racial purity & pride
- Morngrim (m)- God of war
- Gazul - Lord of undeearth (Dwarf aspect of Morr)
- Rukh (m)- God of Smiths (Dwarf aspect of Ringil)
- Hrungnor (m), God of Death and Lost Causes, God of Dreams, also Keeper of the Doors to
the Halls of Passage
- Kehledar (f), Protectress and Nurturess of Home and Hearth
- Smednir (m), Shaper of Ore, the Great Smith,
- Valaya (f), Protectress of Hearth, Home (Homeland) and Clan city-diety of Karaz-a-Karak,
the only dwarven goddess(?). (also called Noroma, Goddess of the Fire & Hearth, by
- Grimnir - The fearless. Ancestor slayer
- Grungni (m), Ancestor God of Mining, God of Mines and Smiths, God of Metalwork and
Stonework, Master of the Forge, Lord of the Runes, God of Underground Places, Lord of
the Underearth
- Mordred von Draco (m), Patron of Weapons (sub-cult of Grungni)
- Llabella Amethyst (f), Ancestor?
- Thorgils the Handsome, Ancestor (Founder) of the Thorgils clan, by others: Thorgils the
- Throrin the Slayer (m), Ancestor of Dwarven Slayers
76-80 Gnomes:
01-40 Ringil (m) - God of Smiths & Jesters
41-67 Randandil (m) - The Raven
68-89 Gandargil (m) - Youthful, adventourous
90-00 Melith (f) - Godess of lightning and electricity
81-88 Elves:
D100 Elf type
01-50 Wood Elves
- Adamnan-na-Brionha (m),
The First Being, The First, The Lord of the Dance, God of the wild dance Divine Spirit
of the Dancing Death
See: AN pg. 76
- Ariel (f), immortal avatar of Isha
- Isha (f), Mother Goddess, Goddess of Birth
- Kharnos (m), Lord of Beasts (Elf & human aspect of Taal)
- Kurnous (m), Wild Hunter, Lord of the Forest, Lord of Beasts, Horned God, Lord of the
Hunt (aspect of Karnos?)
- Liadriel (m/f), Patron of Music, Song, Poetry, Dancing and Wine
- Old Faith -- see Human
- Orion (m), immortal avatar of Kurnous
- Sarriel (m), God of Dreams (Elf - Morr Aspect in his dream aspect) (Lileath)
- Sho'sarrah (m/f), the Great Provider, Diety of All Living Plants
- Torothal (f), Mistress of Rain and Rivers , Goddess of rain & rivers (female Taal aspect)
51-63 High Elves
- Asuryan (m), the Phoenix King
- Hoeth (m), God of Knowledge and Learning
- Khaela Mensha Khaine (m), God of War (Khaine)
- Lileath the Maiden (f), (also called Lilaeth and Lilieth) Goddess of Dreams and Fortune
(Sarriel, Morr in his aspect of God of Dreams)
- Vaul (m), God of Smithing
64-80 Sea Elves
- Mathlann (m), God of Storms, Father of the Winds and Seas (Manann)
- Rota-Himmel (Glowing Sky) (f), Spirit friend of the Night, Stars and Navigation. Also
spirit friend of knowledge.
- Senparae (m), Spirit friend for Negotiation (conversation), dealing (relationships) and
Trade as well as the Land Humans see him as God of Trade, but God of the Clan,
even perhaps God of Life would fit better.
81-97 General
- Ayvi (f), Goddess of Healing (Shallya?)
- Azverse (f), Goddess of Music
- Great Harlequin (m), the Laughing God
- Morai-heg (f) (ugly old crone keeping all mortal souls in a pouch)
98-00 Dark Elves
01-60 - Khaela Mensha Khaine (Aspect of Khaine)
61-00 - Meneloth (Aspect of Slaanesh)
89-94 Halflings:
01-40 - Esmeralda (f), Goddess of Hearth and Home
41-48 - Findol (m), the Warden of the Fields
49-58 - Gangee (m), the Protector of the Pantry
58-63 - Landrani (f), Mistress of Wine & Beer
64-67 - Merrill (m), the Defender
68-82 - Pilgrim the (Tartelance?)(m), God of the Traveller, The Wanderer
83-89 - Praseeda (f), Lady of Herbs & Spices
90-00 - Samortha (f), Guardian of Children, Families & Desserts
95 Nippon & Cathay
01-20 - Annu-Minato
21-40 - Ashinga
41-60 - Oshiki
61-80 - Shinto.
81-00 – Chaos
01-30 - Airu-Kazro (m), Father of the Dark Light, Master of Spring and Winter, God of
Battle Fury and Blossom Peace
31- 00 - Tsien-Tsin (m), Lord Tsien-Tsin, Lord of the Invisible Empire, Lord of the
Orchestra of the Fiftheen Devils (Tzeentch)
96-97 Law:
01-10 Illuminas (m), master of light, lord of morning
11-40 Arianka (m), of law and discipline
Ex.: - "Book of Ancients", unkown
Source: SJsp87 (Kaleb Daark)
A tome of prophecy concerning Arianka. It speaks of a Doomed one who would help
free the goddess. It is kept in Praag by Walpurgis. As foretold in the tome, a hero
named the Doomed One, will free Arianka.
“… And the doomed one shall ride out from Praag, across the gushing Lynsk and
thence into Norsca. And there, the forces of Chaos will close around him.”
41-88 Solkan (m), Vengeance and Retribution
89-99 Sormophia (f), of eternal beauty
00 Olmek (m)
- God of Banthrils
See Banthril article in the archive
98 Chaos:
01-11 Khorne the Blood God (m), the Lord of Skulls (the Skull Lord)
12-26 Nurgle (m), Lord of Pestilence, (Great) Lord of Decay, Plague God, Lord of Disease, Lord
of All, Master of Plague and Pestilence, Lord of All Things Corrupted, also Father Nurgle
27-47 Slaanesh (h)/Meneloth, Prince of Chaos, Lord of Pleasure, God of Debauched
Decadence, Master of Perverse Vices
48-69 Tzeentch (m), Changer of the Ways, Lord of Fortune and Intrigue, the Great Mutator,
the Great Sorcerer (of Chaos), the Great Master, the Great Conspirator, Master of Plots,
Lord of Deceit, Architect of the Fates (also (Lord) Tsien-Tsin, Lord of the Invisible Empire,
Lord of the Orchestra of the Fiftheen Devils, as he is known in the Orient)
70-73 Zuvassin (m)- the undoer, Renegade god
See SriK pg. 97
74 Necoho (m) - the doubter, renegade god
See SriK pg. 98
75-76 Malal (m)- The Doomed One, renegade god
77-79 The Horned rat (m) - Gnawer at the Fabric of the World, The Horned One, Spreader of
Decay (Skaven Diety)
80 - Airu-Kazro (m), Father of the Dark Light, Master of Spring and Winter, God of Battle Fury
and Blossom Peace
81 - Aurohx (m), Master of the Warp, Lord of Destruction, Father of Havoc
82 - Atagro (m), Lord of Beasts, The Beast God, Master of Rampaging Doom, Lord of Daemon
Rage, Grand Patriarch of the Beast Masters
83 - Blazzach (f), Goddess of Agony, Mistress of Pain, Matron of Screams, Queen of Twisted
84 - Dharghyran (m), Akhash-Akhshami, Khar-Khaos, Ksyphaos, Qhayshleth, Prophecy of
Blood, Rage of Chaos, Key of Souls, Lord of the Colours
85 - Hashut (m), Father of Darkness (Chaos Dwarven Diety)
86 - Javate (m), The Champion God, Lord of Warriors, Patron of Deadly Grace
87 - Khakkekk (m) (resembling Khorne) (Goblinoid Diety)
88 - Obscuras (m)- Master of Darkness, Lord of the Shadows
89 - Moab (m), God of Silence, Master of Bondage, The Slave Lord, The Assimilant Horror
90 - Othrekon (m), Chaos God of the Sea, Tyrant Lord of Ocean, Master of Hurricanes,
Mercurial Father of the Black Waves
91 - Pharathos (m), God of Souls
92 - Rhasneth (m), God of Insanity
93 - Sarleela (f), the Hunger
94 - Shagraunt (m), God of the Warp
95 - Thain (m), Lord of Darkness, Father of Chaos, God of Oblivion
96 - Tristaris (f), Goddess of Misery, Mother of Endless Lamentations, Queen of Depthless
97 - Veraeliara (f), Goddess of Beauty, Matron of Divine Loveliness, Queen of All Things
Beautiful, Goddess of Exquisite Form
98- Vymm (m), God of Vengeance, Judge of Chaos, Patron of Mortal Punishment
99 - Xouahva (f), Goddess of Corruption, Queen of Deceit, Mistress of Deadly Beauty
00 - Ziradd (f), Goddess of Fear, Dark Queen of Dread, Mistress of Living Terror
99 Ogrish
- The great marv
00 Obscure gods
- Slann/lizardmen
01-30 - Quetzalcotl - The winged serpent
31-38 - Chotek (m)
39-45 - Huanchi (m)
46-50 - Itzl (m)
51-57 - Sotek (m), the Snake God
58-64 - Quatl (m), aspect of Quetzakeotl ?
65-70 - Querchi (m)
71-77- Tepoc (m)
78-85 - Tlaxcotl (m)
86-92 - Tzunki (m)
93-00 - Xapati (m)
- Pygmy
These two pygmy gods are typical throughout the various pygmy tribes, although their
names differ.
See WD# 100
01-50 - Beesbok(m), (eating, drinking and generally having a good time)
51-00 - Brobat(m), (work, suffering, disease and death, plotical intrigue and the
acquisition of power for its own sake)
- Old Kislev Nature Spirits (look in SRiK)
1 - Domovoy, Grandfather Spark
2 - Dvalha, powerful Water Elemental
3 - Heama, powerful Fire Elemental
4 - Leshy, lord of the forest (including father bear)
5 - Father bear
6 - Maciew, Grandfather barn
7 - Polevik, the Grain fathers
8 - Vodyanoy, father drowner
(By the way, it's very creative with all the new developed gods on the Internet, but how about
some creative Saints and avatars instead, there are so many gods!)

51-52 "Halfling war heroes" (All eight pages), Anominous, U, 2420, worth nothing, Reikspiel
Source: Dungeon Rooms
Worth nothing except for some Halfling academics who will pay up to 5 GC.
53-57 "The history of Sigmar", ?, C, ?, 100 gc, Classical or Reikspiel
This history starts from Sigmar's birth and goes no further than to the point where Sigmar returns
the hammer. Add the Sigmar events to the reader's personal timeline. Theology - Sigmar skill can
be gained for 50 EP.
58-80 Other
Descriptions can be found in timelines.
1 Imperial Hero Magnus the Pious (2302+)
2 The war between Arabia and southern Old World.
3 Horror about Drachenfels
81-82 – “De Vermis Gicanticus”, Sard Smethelm, U, 24th cent., 75 gc.
Source: Death Rock pg. 28
Purportedly a first-hand account of the great World Serpent that some (especially the Norse) claim
encircles the world.
83-84 "Lives of the Depraved", Konrad Steinhoff - Talabheim Schnuffler & Son publishers, S, 2099, 80
gc, Reikspiel
Source: Drachenfels
A large book, detailing numerous dark and evil creatures and men throughout the ages.
Part of this book about Drachenfels is represented in the handout section.
85 - "A Theory of Chaos", Ludwig Mandelbrot, R, 2285, 225 GC, Classical
Source: DoTL
Speculations about Chaos as well as folklore. Different subjects about Chaos are briefly mentioned.
A part about Zahnarzt the Bodiless - mentioned under the subject The Eclipse of the Chaos Moon is
represented In DoTL
86-89 "Archaelologia Maledicta" or "A compendium of places wicked and vile", Gunther Laubrich, U,
613 IC (first version), 100 gc, Classical or Reikspiel
Source: Drachenfels
This book represents the section in Annals of Sigmar XXXVII Libram CXX (located in Nuln) - chapter
of the same name. It describes places and areas in the Old World renowned of their wickedness
and/or curses (before the year 613 IC!! This means that Barony Witgenstein isn't described). No
doubt this book contains a detailed section about castle Drachenfels. The more interesting part
this section is described in the adventure Castle Drachenfels.
89-90 "The Commentary"
Source: Story: Hammer of the Stars
Huge dictionary of Folklore and Legends (The real book Funk and Wagnals dictionary of folklore,
mythology and legend could be a good inspiration!)
Ex. Article from The hammer of the stars:
"Do you know 'Honorius'? The 'Riddle Song of the Seals'? In most cities they have verses which are
not sung elsewhere. We would love to hear yours."
The Commentary: "Scholars call the riddle song a parable of the soul's path to perfection. But the
old view has not been refuted, namely that the seal were real sacred objects of great mage-ic
power, not symbols, and the riddles refer to their location."
"Some say the whole riddle song has a greater secret woven into it - the way to an even older and
more sacred item: The Hammer of the Stars. Its use cannot be attained without the mastery of the
Seven Seals. It is protected by the mesmeric influence of the song: one cannot hear it and
remember it all."
91-92 "Ovidius Metamorphoses" or "Ovidius Moralisé" by Collard Manssion
A who's who in mythology. With moralizing comments.
93-94 "The Yuleteme feres of Albeon"
One of few Albionian books ever published in the Empire. The Albionian dialect is very hard to
understand properly, though the tales of local folklore told within makes it an important work. Most
famous is the ancient poems telling of ritual bonfires in the sky, and the daily struggle against the
"Devels 'n Derklengs"
95 - "The Poison feast and other legends". By Claudia Wieltse
96-00 Sagas
Ex. 1: -"Marvin the Conqueror", By his son, E, 2468, Worthless, Norse
The print says "In memory of the great Marvin, by his son".
The book describes the life long adventure of Marvin Brutalticos' search of his father. It also
describes how he slew Praznagar, demon prince of the horned rat, while the cowardly
sorcerer Bernard Philip de Garson lay wounded and unconscious. Later this poor wreck of a
wizard consumed warpstone, by accident, and mutated into a very amusing form.
Later again, this poor wizard got his stilk eyeballs crushed and was forced to swallow the
throuses of a troll, and got an ugly disease. There aren't many persons in the Old World that
wants this fairy tale book; its not even complete because the last pages is torn out. Highest
bid is 2 GC and a couple of pennies.
Ex. 2:-"Hagmar Wyrmslayer", Unkown, R, ?, 100 gc., Norse/Normal
A legendary hero who appears in the folklores of Norsca and the Wasteland. He slew a
dragon that was laying waste to the Forest of Shadows/Southern Coast of Norsca. Hagmar,
son of a blacksmith, volunteered to go and slay the beast. He filled a gutted carcass of a
deer with stones and set it to roast. The dragon swallowed the carcass and the stones
shattered inside the furnace-hot belly of the dragon, killing it instantly. Hagmar looted the
dragon's cave and became rich. He forged several items of note, see The Dagger of Hagmar,
The Chainmail of Hagmar, the Talisman of Hagmar, and The Buckle of Hagmar.
Ex. 3:-"Morten’s Saga", Unkown, R, Ca. 2020 IC. (The saga was told orally), 50 gc., Norse/Normal
The story of a Norseman Jarl, Morten One-Eye, who in 1992 IC founded a city Mortensholm in
the Border Princes. From the oral tradition.

78-84 Historical
01-34 -Historical Events, -, C-R, (After the event!), 30+ gc, Normal/Classical
These books contain details about some events in the Old World (or outside it as you prefer). As
well as the appropriate story, you can also add events to the characters personal timeline. There a
lots of material to be found.
D100 Event
1-10 Siege of Praag
11-18 Drachenfels
19-29 Magnus the Pious. See CotWW: Magnus and the year of shamming in Middenheim
30-41 Sigmars life (see Folklore: The history of Sigmar). -30 to 50
42-49 The Dwarf/elf war . -2005, -2000 /The war of the beard. -1997, -1974, -1948, (-1600),
-1560, -1501
50-59 The Goblin wars. -1499, -1498, -1457, -513, -469, -370, 0
60-62 The fall of Carag Eight Peaks. -513, 2473
63-64 Ariankas imprisonment and Solkan hunt for vengeance
65-66 Malekith the Witch-king. -4458, -4164, -2751, -2736
67-68 Prophet Mulhaed al-quyat. 996, 1050, 1060, 1065
69-79 Emperors of the Empire
80-88 The Religious war between Araby and The Southern Old World
89-90 Naggash (Citadels Kinder egg surprise! God that model is ugly)
91 Warfare of the Skavens
92 "Battles and tactics of the Errantry wars" by Claude Coyet
93+ Still to be invented!
35-40 - "Famous Mass Murderers", by Johann Biedenkopf
Details not only the murderers themselves but also all of their deeds.
41-48 - "Fasiculus temporum" by Werner Carthusi
A chronicle of old times, from about 1700 to his present day (1950) featuring incidents occurring in
the northern Empire. (see timeline)
49-52 - "La Grande Armeé" by General Guy Manasse.
The general's great work about Bretonnias Errantry wars. ?
53-62 - "Weltgesichte Vol III" by Delbrûck Ranke.
The only surviving volume of what Herr Delbrûck considered to be the truths in world history.
Volume III covers the period ? to ?
63-68 - "La Bataille des Suisses" by Palice Bayard.
A detailed description of the Switzers mercenary traditions and history.
Contains the only truthful portrait of the Battle at Barsel 1944, also called the Battle by Jakobi-
Hosbital an der Birs. 200 Switzer mercenaries were abandoned by their Imperial allies but still
refused to capitulate to the 3000 man strong Tilean army that had them caught. They charged the
Tileans across a ford and tried to cut their way through. They were surrounded and formed a
hedgehog in the grounds of a leperhospital, where they at last fell to the last man, taking more
than 800 of Tileas finest with them.
69-79 -The Lost Elves of Moredhel
What caused the Dwarf-Elf wars? Was it the incident with the Dwarven ambassador's beard? Or
was it the proclaimed attacks on northern dwarf -settlements by mysterious elves? Was it all a
horrible misunderstanding? Or was it caused by Darkelven infiltrators, or was it a result of even
more sinister secrets. This tome is a fascinating work by an otherwise unknown Kislevite
80-82 - "My Travels With Gotrek", by Felix Jaegar (Altdorf press), U, 2505, 100 gc, Reikspiel
Source: Undead army book pg. 24
A large multi-volume set describing the travels of Felix and Gotrek. Volume IV describes their
travels in Sylvania.
83-85 - "The Rites of Beltachte"
A heavy, ancient tome on the rites and history of far-gone Kemet. It is mostly a collection of older
books written by Hellenite and Remean eyewitnesses describing several cultural events and
religious rites, and more importantly, the process and materials needed to mummify corpses. It
also contains a quite exact section on the rise and fall of Kemet, Araby and the god Ormazd.
86-90 - "Sergei von Daragor's Tales of Terror"
The horrifying stories of the vicious pirate and his raiding on the ship, Harpy's Fury. Their reign if
terror and murder, and with a climatic ending with daemonic cataclysm. (Reader must test CL or
be so scared of these true tales that the next time the he fall asleep, will be visited by the
nightmare of the vile pirate himself.
Sergei von Daragor's Phantasmal Killer
Clad like a typical pirate captain and armed with a heavy cutlass.
(CL-test each round or receive 1 Insanity Point)
Skills and Trappings: as the GM se as necessary
4 40 40 4 4 15 45 2 55 75
One random night each week, Sergei will visit the readers mind for d10 rounds until either he or
the reader is "killed"
91-00 - "The Great Book of Despair"
Source: RoC + SJsp86 pg. 51
an ancient tome about the rise of chaos on the Warhammer World. This black tome is held sacred
by the worshippers of Chaos.
The following is an example passage from the tome, about Malal the renegade:
“… And he that went before now came last, and that which was white and black and all directions
was thrown against itself. Grown mightily indignant at the words of the gods, Malal did turn his
heart against them and flee into the chambers of space. ... And no man looked to Malal then, save
those that serve which they hate, who smile upon their misfortune, and who bear no love save for
the damned. At such times as a warrior's heart turns to Malal all gods of Chaos grow fearful, and
the laughter of the Outcast God fills the tomb of space ...”
96-00 - "Von Carstein: Three and a half Centuries of Terror", by Alexander Bortschova
Much of the book is based on the Journals of Mannfred Von Carstein found in Drakenhof Castle
after the battle of hel Fenn. This is a history of the Von Carsteins, including names descriptions
deeds, and accounts of Ïmany of the battles of the vampire wars.

85-90 Bestiaries, - , U-E, - , 30-100 gc, Usually Classical

Bestiaries contain information of a variety of creatures. You can determine the number of creatures by
rolling a D10+4. Some bestiaries might have more at your discretion. Remember that the creatures
don't have to be true creatures since many of these books have information about imagined creatures,
probably just to attract the readers. You can use the information in the WFRP bestiary. Following
creatures contains more information: Dragon ogres (ROC-LD pg. 154, see hand out section), Minotaurs
(ROC-LD 146), Beastmen (ROC-LD pg. 128). For other creatures, you can roll up a chaos spawn, and
make it a hybrid between two creatures. GM's with copies of Warhammer 40K could also use creatures
from other planes and worlds (one of these creatures could have entered the warhammer world via a
chaos vortex and been encountered by the author), using the WFB to WFRP rules in the bestiary in the
WFRP rule book.
Names of Bestiaries could essentially be something like "Liber Monstrorum de Diversis generibus"
(Latin:Book about different kinds of monsters), or "Bestiis", or "De Bestiis" (Latin: About animals,
basically the same meaning as bestiary) – type
Ex. 1: - "De Beastiis Chaotis"
Source: WD# 108
A bestiary containing creatures of Chaos, an arcane tome of knowledge, written in Classical, it is
the condensed version of Libram Libris Bestiis Chaotis.
Ex. 2: - "Homines Monstruosi" by unknown author/authors.
Describes in ancient writing and scary pictures, the strange human races found dwelling in the
great northern forest by Remean Imperial armyscouts.
Ex. 3: - "Den Untier dem Ocean" by Rudolf von Pufendorf
This book contains a collection of sketches of many a strange beast from the sea. Part zoology,
part fiction…
Ex. 1: - " Libram Libris Bestiis Chaotis"
Source: WD# 108
an arcane tome of knowledge, written in Classical, it details many evil and unnatural beasts of

91-93 Races and cultures

-"Skaven Society", Bargriam master of La Maisontaal, R, 100 gc, Classical, 2491This book describes the
society of the Skavens. Although the player may actually already know it, his character should
obtain knowledge of the different Skaven clans, and the council of the thirteen. The clans
described in this book are Clan Scruten, Moulder, Skryre, Pestilens, And Eshin and also how they
are positioned in the society.
The player can recognize a Skavens clan on a successfully Int check, if it is a clan from the ones
mentioned above. For more information of the Skavens, you should reefer to the book of the rat in
the warhammer archives (It’s good!).
Also you can let the player read the section about Skavens in the WFRP bestiary.
The following can be added to a players personal Timeline:
IC 2491 Bagrian Master of La Maisontaal, infiltrates Skavenblight and discovers the Black Arc. You
can also add various skaven events from the timeline (ex. 2387).
- "Ogrish Standards of Etiquette", Translated by Professor Werner Bermann university of Nuln, S 100
gc, Reikspiel, 2476
This book describes the Ogres and how to deal with them without being eaten. First part of
chapter one is represented in the Doomstone adventure Blood in Darkness, or Hogshead's Fire and
blood. Other informations can be found in the WFRP bestiary - such as phrases, physique, and so

94-96 Philosophy (non Theological) and science

01-15 - "Epistolae" by Johannes de Westfaachlia (senior)
A collection of letters by the humanist Aeanas Sylvius Piccolomini (1704-1764 IC).
Aeanas later became the first Shallyan male highpriest.
16-28 - "Expectation of matter transformation" by Cornelius Napos.
An inspired work on physics.
29-38 - "Temporal Research" by Cornelius Napos.
Dr. Napos work and opinions in the matter of time.
39-42 – “The Vital Force”, Francois Enfertier of Mousillon, R, 25th cent., 100 gc (But as many other
books: likely to be deemed worthless by most scientists), Reikspiel
See DDS page 86
Book that describes the stimulation of lifelike movements in dead frog by means of a strange
apparatus consisting of strong acid, slabs of lead, and copper wire. Generally speculation on the
use of electricty to enable corpses to act (i.e. Frankenstein's monster).
43-59 - "The spherical earth", Von Haldstadt, R, 2475,150 GC, Reikspiel
This book described the theory that the earth is round, a theory believed and spoken off by a small
number of people in The Old World. The book mocks other writers description of the end of the
world, and claims that the earth has no end, as it is spherical.
Players with different opinions will have an opportunity to roleplay some amusing discussions.
60-71 - "The non-existent Gods" (Front cover reads: "Your Gods have perished!"), Anonymous, R, 2432,
50 GC, Reikspiel
This book is about the theory of atheism and it tries to convince the reader that the Gods doesn't
exist with different examples and explanations. The author declares himself a follower of the
Chaos God Necoho, not because he believes he exist but because of the ideas the name
It will be hard for a player whether to denounce the book Chaotic or not. Most of the Old Worlds
religious cults (Especially Ulric, Sigmar, and the more uncommon Law cults) have banned the book
as being blasphemous and many copies have been burnt (including the Print house in Carroburg),
while others is preserved and kept away from the public in the larger Verena temples.
72-76 -"Alternative Dimensions", Leonardo of Remas, R, 2378, 250 GC, Classical
This book describes the theory of planar dimensions, and warpspace.
A description of the Old Slann and their ability to travel through dimensions is contained within the
unsorted pages, but it is more theory than actual facts.
77-84 - "Ana Apan'onar "
A book in the beautiful script of Eltharin, discussing the origin and development of The Later-born.
Humans that is…
85-87 - "Lectures of Acrasotrus Boehme of Altdorf”, Acrasotrus Boehme of Altdorf, R, 25th Cent., 50 gc,
A professors lectures on the nature of magic and chaos.
88-89 - "The Codex Arunde"
The notebook of Leonardo da Vinci
90-99 - "Hostem, cui bono est?" or "Enemies, who was use of them?" by Ovidius.
A very philosophical book containing several well-used lines. Like for example "Vivitur ex rapto; It
(mankind) live by rapine" and "Non hospes ab hospite tutos; Guests are not safe from his host"
00 - "The philosophies of Morlum Necksnapper", Morglum necksnapper, E, ?, ?, Orrakh
This book contains different writtings by the marauding Orc Morglum Necksnapper, who was
believed - by his fellow orcs, to be a great thinker, but most important of all - could belt other Orcs
who opposed him into a pulp. Three of his philosophies are represented in the handout section.
[This one bring us back to the question, whether Orcs have script langauges or not]

97-98 Foreseens/Prophesies and mysticism

(More of these would be good, helps to bring forth the grim atmosphere)
- "Selbstbeherrung " by Isaak Traurig
A thick and heavy book about mind and emotional control.
It is very instructive… (Test INT, a success gives +D6 WP, +D6 CL and +D3 Insanity Points)
-"Lieber Malific", Marius Hollseher, R, 2325, 250 GC, Reikspiel/ Arcane ClassicalSource: RoC
See the two RoC volumes
The books main parts can easily be read by a player, by showing him specific pages of the Realms
of chaos books (represented in the handout section without illustrations). The part "The book of
chaos foreseen" can be found in ROC-SD page 12, 38, and 68. The part "The book of hated
Khorne" can be found in ROC-SD page 110, and 210.
The part "The book of contemptible Slaanesh", can be found in ROC-SD page 106. Handouts have
been provided in appendix A. An INT test is made for each of the last two parts. Failure means a
gain of 1D3 insanity points, and success means that for the price of 100 EP, a special Khorne, or
Slaanesh theology skill can be gained.
-"Omens and Prophecies of the Seer Unserfrau"
See DotR-33
- "Der Grose Buch von Wiedergeburt" by Mathias Ahrrenius
A very confused tome about reincarnation and rebirth. Many of these pages are disfigured by
grinning and gloating faces.
-Thang - The Dweller in darkness
A rather detailed description of the appearance of a Daemon. It may be all a creation of the
unknown writer's imagination.
- "Archaeologica Maledicta: A compendium of places wicked and vile", by Gunther Laubrich
Much as the title says, however the book was printed in 613 and is much out of date.
99-02 Books of magic
01-08 Grimoire
Grimoires will typically contain only one type of magic (eg. Necromantism or Elementalism).
Determine the type on this table.:
1D10 Type
01-25 Petty
- "Yoff boke yon Magikk Alberto Malichio"
A small grimoire in Tilean and magick about cantrips of daily use. Contains several small
petty, petty spells.
26-60 Battle
61-75 Elementalism
76-90 Illusionism
91-96 Necromantic
96-00 Daemonology

If you play with the color colleges, you might want to use the following table, when rolling a petty
or battle result:
1D8 College
1 Amber
2 Amathyst
3 Celestial
4 Gold
5 Jade
6 Light
7 Bright
8 Grey

The Grimoire will normally contain 2D4 spells which should be randomly determined individually.

D100 Spell level

01-55 1
56-85 2
86-95 3
96-00 4

Ex.:- "The grimoire of Influence"

A large tome, bound by thick brainmatter grey leather where the title is written in black and
gold colored runes. The pages are made of extremely thin, but quite sturdy paper. It holds 10
battlemagic spells that attack the mind.
Cause animosity (bm1, Steal mind(bm1), Despirit (bm1), Enthuse (bm1), Hold flight (bm2),
Rally (bm2), Cause frenzy (bm2), Cause Hatred (bm2), Cause panic (bm2), Zone of
steadfastness (bm2)
09-14 Magic Scrolls
Determine which spell a scroll contains, using the above rules for Grimoires. There is a 5% chance
that the scroll contains 1+1D3 spells rather than only one.
15-16 Books on spellcasting
Books about spell casting are rare indeed, since magic is usually learned by a tutor, but they do
exist. When found they will typically be combined with a minor grimoire (The grimoire will always
be in Arcane language due to the spell pronouncing).
D100 Magic concerned
1-24Petty magic (no spells)
25-50 Petty magic (D3 spells)
51-70 Petty magic (D6 petty spells)
71-80 Petty and battle lvl.1 (D6 spells)
81-90 Daemonologist lvl.1 (D3 spells).
Novice readers of this book gains D3 insanity points
91-00 Necromancy lvl.1 (D3 spells).
Novice readers of this book gains D3 insanity points.
17-23 Books about Undeads
These books concerns the studying of magical Undead creatures.
Some can be like a bestiary, while others can be stories about Undead creatures. The view points
can be neutral - boring dry facts!, or bear the stamp of religious viewpoints - being more like a
warning or apocalyptic prophecies. It can of course also be an evil viewpoint, written by a
Necromancer, telling more about how to use Undeads than warn against them. Depending on the
contents, the reader will be able to acquire Identify Undead/Necromantic Lore skill from this book.
Look in SRiK for good inspiration about animated deaths.
Ex. Names: "De Bestiis Necronomica", "Liber Secretum Mors", "Beyond the Grave", "The Restless
dead" (I know!), "Physical death and the after life", "The living dead", "The dark revenge below".
Ex. 1: - "Wampyrr" A book in a old dialect containing "facts" about Vampires.
The book is almost useless thanks to its strange language.
Ex. 2:- "Fiends of Misery"
About Vampires, but contains nothing new.
Ex. 3:- "The Unforgiven"
About a cult of Vampire-worshippers in Gisoreux.
Ex. 4:- "Le Vampir du tre´Mort"
A thick book in Breton about Vampires (what else) as the ruling power of the Empire anno
Ex- 5:- "Ascencion to Lichedom", by Johann Adenaur
Describes the spells rituals and ingredients necessary to become a liche
What actually is required is left up to the GM. Some guide lines could be that the ritual
itself is a high level Necromantic spell (or ritual as stated in the unofficial RoS). If using
RoS, the ritual should of course not be one of those D6+4 rounds ritual, but a longer
termed ritual. The ingredients should be exotic (of Arabic origin perhaps) and/or quite
expensive. The prosess of becoming a Liche should also not be painless, or without risk. A
successful ritual should at least involve insanity points.
Ex. 6:- "The Book of the Dead" - by Abdul Ben Raschid, translated by Heinrich Kemmler
Source: WFB Undead Army list
A book describing the lands of the dead, its cities, and politics, etc. Also tells the tale of
Ex. 7: - "The Liber Mortis" - by Frederick Van Hal (only 1 full copy is known to exist)
Source: WFB Undead Army list + WD#173
A Book describing the lands of the dead, undead creatures, necromancy, it is also a
grimoire containing all necromantic spells (in the wfrp book). It is essentially a handbook
on how to be a necromancer, and one of the main forbidden books from which this art can
be learned.
Ex. 8: - "Creatures of Twighlight" , by unknown
A Book describing undead creatures.
Ex. 9: - "The Tale of the Redeemer", -unknown, based on the diary of Helmut Van Hal,
A book commonly found in Temples of Morr, decribes the deeds of Saint Helmut the
Redeemer. The book is an epic tale of how Helmut Van Hal sought to redeem his name by
hunting vampires, contains descriptions of how to kill Vampires.
Ex. 10 - "In Honor of Morr", by Lazáro Vargas
Describes the necessary sanctifying rituals and procedures used both in creating new
cemetaries, and in proper burials.
Ex. 11 - "The hand of Glory and it’s properties", by Anonymous
Source: Death rock pg. 28
Anonymous treatise on necromancy and the undead.
24-27 Books about Daemons
Basically the same as Books about Undeads above, except that, of course, they tell about
Daemons, and that their viewpoint are rarely neutral. The reader can obtain Daemon Lore skill.
Ex. Names: "De Beastiis Daemonica", "Liber Secretum Daemonica", "Beings of the Void", "Beyond
the barriers of the Void", "The avengers from hell".
Ex. 1: TEW pg. 42 shortly describes “The secret life of Demons” written in classical, which lets the
reader reads the Lesser Daemon bestiary section.
Ex. 2: “De Natura Daemonium”
Source: WD#104
A foul book concerning daemonkind.
Ex. 3: “Codex Daemonica”
Source: WD#140 pg. 35)
An arcane tome holding many insights into the nature of daemons and chaos.
28-30 Scroll Lore/Manufacture scrolls
31-34 Manufacture Potions
35-41 Magick lore.
These are books, which give a theoretical insight into the secret arts of magic. See description of
Magick Lore skill in RoSM.
Ex. Names: "The secret art of magick", "Liber Secretum Arcana Macicka", "Arcana Macicka", "De
42-49 Alchemical Lore
These are books which give a theoretical insight into the secret arts of Alchemy. See description of
Alchemical Lore skill in RoSM.
Ex. 1: - "The Alchemicon"
Source: The hammer of the stars:
Dictionary about the different effects of compounds and substances (on Humans!).
Ex. From the Hammer of the Stars: " Alas, it's as I feared! The Silver Wine of Fallerion! This
wine is more portent than any other. A man who has drunk deeply of it shall succumb swiftly
to hypnotic chants or mesmeric songs", "Protection can be got from herbs and seeds, most
notably the Brown Pepper of Achillesia."
Ex. 2: - “Untitled” by Nemo of Nuln.
Source: Death rock pg. 28
An uncompleted work about alchemy and the philosophers stones. Regretfully his most
famous experiment resulted in him turning himself to gold before he could do more than
outline his book, which has been compiled from his notes by his son.
Ex. Names: "De Lapis Philosphorum", "Rudiments of Alchemy"
50-54 Enchant Lesser Artifact/manufacture magical items
55-58 Enchant Lesser Spirit Artifact
59-69 Prepare common Reagents
70-73 Prepare extraordinary Reagents
74-75 Prepare True Elemental Reagents
76 Manufacture Gas bombs
77-79 Thaumaturgic forms.
General or more throughout information on the Thamaturgic forms in the art of magic. GM should
reefer to the Thamaturgic section in RoSM.
80-82 Elementals
For general or more throughout information on Elementals and Elementalism, the GM should
Reefer to the Elementals section in RoSM. The reader will be able to obtain the Elemental Lore skill
(practically the same as Daemon lore, but concerning Elementals and Elemental magic). Add
viewpoints like the books about Undeads and Daemons above.
Ex. Names: “The Royal spirits of the Void”, “Elementals - Spirits or just a Daemonic aspect”, “The
four elements”
Ex.: - “De Natura Materiae”
Source: WD#107
A treatise on elemental magick.
83-89 Manufacture Alchemical compounds
These books are the Alchemist's "spellbooks". They contain information about various compounds'
effects and how to manufacture them.
As well as being able to learn the different compounds, the reader can also learn the Manufacture
Alchemical Compound skill. Remember, however, that the reader must have pretty good insight in
the subject (eg. Being a alchemist aprentice, etc.).
ex. names: "Liber Arkana Alchemy", "De Lapis Philosphorum", "Rudiments of Alchemy"
The book will normally contain 2D4 compound recepies, which should be randomly determined
D100Mastery level
01-55 1
56-85 2
86-95 3
96-00 4
90-94 Books about Magic artifacts
Books on this subject contains general information about the signs and inscriptions on magical
items. The books will also contain examples of runes and the more common artefacts. Apart from
this, most books also contains information about infamous and historical Artifacts.
The reader will be able to learn the Identify Magic artifacts skill, from this book.
95-98 Rune Lore
These books contain information and some translations of the ancient lore of the runes - Powerful
inscriptions of the words spoken by gods. The reader will be able to learn the Rune Lore skill (see
RoSM for more details).
99-00 Extremities
Some subjects about magic are very rare indeed Books about these subjects are typically held by
a powerful sorceror and not available for the public. It is however possible for an adventure to
stumble upon these ancient volumes, and they should handle them with care, because many
powerful villains want's to get their hands on them.
[Surely there must be other things considered extremities]
D100 Subject
01-10 Runemastery!
11-20 Spawn Homunculi!!
21-26 Information on the Old Slann
27-30 Information of planar dimensional worlds (40k)
31-56 Enchant Greater Artifact!
57-79 Enchant Greater Spirit Artifact!
78-00 Enchant Daemon Artifact!

103-104 Traps for the Unwary

1-50 Poison sting trap
Roll a new book (just for the cover identity!) adding -10 or so. This book is not a real version, but
instead contains a device, which springs up and stings the reader with one dose of a random
poison (Typically manbane in human areas).
51-65 Guardian spirit
Roll a new book (ignore any non book result). This book is protected by a guardian spirit (see
doomstone campaign - Death Rock).
66-82 False Scroll/Grimoire
This grimoire or scroll actually has a real spell in it. However it does not have the same effect as
the description states. Roll a random spell like normally, but let the spell actually function like a
evil spell instead. Welcome Possession (RoSM) is a good one!
83-00 Guardian Daemon
Roll a new book adding +20 to the roll(ignore any non book result). This book is protected by a
guardian Daemon (see the "Summon Guardian Daemon spell").
Standard profile (feel free to improvise on details)
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 50 42 4 3 5 60 2 89 89 89 89 89 14
Fly as Swooper, Subject to instability, cause fear in living creatues under 10 feet tall.All other rules
for lesser Daemons apply.

105+ Evil and banned books

1-4 - The Nine Books of Nagash - by Nagash (translated by various people, few full versions)
Each book details one of Nagash's spells, in additon it describes the fundamentals of Ïnecromancy
and raising the dead.
5-6 - The Cursed Book, by Har-Ak-Iman (1 known full copy)
Source: CoWW/CoC
This book describes the fould deeds of the vile arabian necromancer Har-Ak-Iman, it is also a
grimoire of his spells. numerous partial versions are belived to be used by arabian necromancers.
7-9 – “Darkhold”
An arcane book about violence, bloodshed and Khorne worship. Bound in black leather, it was once
in the possession of Darkhoth - a leader of the Red Redemption. The Red Redemption is a
khornate cult born during the religious war with Arabia. Their members hides their faces behind
iron masks and dress themselves in black robes to hide the scars of initiation.
Darkhoth was said to have been initiated by the Master of the Redemption himself, Eroneus
Balbadron. A warrior priest, Darkhoth was one of the most feared of the Redemption. The book
itself is said to be a transcript of the very book discovered by Eroneus Balbadron, originally a
member of The Brotherhood of monks and priests fighting in the crusades, and later the founding
father of the Red Redemption Khorne cult. After the capture of some ruined, Arabian temple,
Eroneus came upon a book hidden in the dust. He picked it up and read it, slowly finding himself
agreeing with every word. It was a book of Khorne worship and the words mirrored his hatred of
the Arabians. In a religious ecstasy, Eroneus smashed his face repeatedly off one of the temple
walls. Then seeing an ancient mask and some black robes upon the wall, he donned them and
went out to slay his brothers as they slept. He spread his gospel amongst the other bands of the
Brotherhood and became the Master of the Redemption, his battle cry was "Be redeemed through
blood, saved through slaughter". The cult he founded spread even amongst the Empire.
10-11 “Ye Describ'd Werkes of Chaos”
Source: WD#103 pg. 33
A foul tome about all manner of things chaotic. A copy exists in the Monastery of Gottschalk.
12-16 Don't know (empty space for later development, send your idea today!!!)
17-19 "Proscribed grimoire of Khaine"
20-21 "Ye Describ'd Werkes of Chaos" a foul tome about all manner of things chaotic.
23-24 "Extracta - Alorri Zrokros" by G.A. Wissenschaft
An outlawed book discussing the Forbidden tome of Ecate. It contains several dangerous secrets
and hidden meanings. Or does it?
25-27 "Nigh Relics" by Carolus Ryssenstein.
An outlawed book in the Empire. Very critical against the Imperial government.
Ryssenstein is said to be a Solkanite cleric by some, a Tzeencthian cultist by other. Facts on this
are sketchy. An example of the texts follows; "The Empire must change its course, or it is doomed
to fall. The rotten, weak heart of this culture cannot support its own weight much longer, and like a
tree with a rotten core, it will collapse under it's own weight. There are things among us, things of
which I cannot speak. A great change must come…"
28-36 "Pox Vobiscum", no author, E, 2340, N/A, Reikspiel
Source: The doomstones campaign - Death rock
Claiming to have been written by a high priest of Nurgle, this is a declaration of a thousand-year
campaign to overwhelm the world, and destroy it in an orgy of disease and corruption. This may
infact have been written by a witch-hunter for propaganda purpose. Reading this book gives the
reader 1D3 insanity points. The book is highly illegal, and the owner risk finding himself at the
wrong end of a rope. Nurgle followers would rather kill and steal the book, than pay for it.
37-42 "A lifetimes research on warpstone", Sufdilp Gyhr, E, 2449, 500 gc, Classical
This book is written on a pretty high level, making it completely impossible to understand without
good knowledge on the subject (unlikely). If someone try an experiment from the book, it will end
in a horrible disaster. If someone however is able to understand the book, there is nearly no
restriction to what he can learn about the use of warpstone.
The book is highly illegal, and death is the penalty of possessing it. A wizard, who has interest in
the study of forbidden knowledge, will be willing to pay 500 gc for it but will start at a far lower
price. "Well I don't know. Its pretty ragged isn't it. I'll give you 25 crowns for it, probably the best
offer you can get.". You can also show the player "Skaven armies" page 10+11.
43-58 "Demonic names and correspondences", Treaster, E, ?, 500 gc, arcane language - Magick +
Source: The doomstones campaign - Death rock
The book claims to reveal the true names of a number of lesser and mid-range daemons, as well
as the use names of many others, including a few of the greater variety. It also contains a number
of disguised mistakes, designed to trip up anyone not conversant with the theory, and able to spot
the errors (apprentices for instance). The book is highly illegal and the owner can expect nothing
less than hanging or burning by the authorities. A person with interest in demonology will start
with a price of 50 gc (like the book a lifetime research on warpstone). If you wish, you can show
the reader ROC-SD 41(right side), and ROC-SD 53. For sample daemon names, look at ROC-SD 23.
59-64 "Physical Death and its Implications", Anonymous, E, 150+ gc, Classical, ?
Source: The doomstones campaign - Death rock
Supposely dictated from beyond the grave by a sorceress to her aprentice. This book deals with
the survival of the spirit and the realms it may encounter. The reader gains 1D3 insanity points.
The owner can get into serious trouble with religious cults.
65-66 "The Book of Transmutation", Anonymous, E, 200 gc, Classical, ?
This book comprises of prophecies about the coming of Tzeentch. The reader can get an insight
into the Theology and philosophy of Tzeentch.
67-68 Daemon books
Daemon books are books with a life of their own. A evil or chaotic Daemon has been bound into a
book bound in human skin - and typically, also with pages of human skin, and inscribed with
unholy symbols in Human blood, to fulfill some unknown task. These books have a life of their
own, and a person does not choose to own the book, but the book chooses its owner
The Daemons can add passages in the book to influence the reader, and can also remove them
again. It is also able to move (crawl) and does so at M 1/2 (halve the travel time for M 1), but only
does so when no one can see it, since it prefers discretion and secrecy about its identity and
If it is necessary the Daemon can try to control the owner who will have to make a successful WP
test in order to keep control of himself. The Daemon may not try to control again after 24 hours.
The person who owns, or who is owned by, the book will become addicted to the book like a drug
(see CotWW), and upon long isolation from the book (typically when it has found a new and better
owner) he is, usually, driven crazy. Players with this book in their possession are in for a nasty
surprise and a lot of insanity points.
Normal Daemon warding rules apply, but the book never tests for instability unless the Daemon
has been freed.
There are always a secret way to unbound the Daemon (some obscure ritual or merely a word)
that the Daemon isn't aware of himself.
Ex.: - "The book of Ashur" (10% chance of this one), Unknown - Dark elf origin, E(1), Priceless,
Various - mostly Dark tongue (but the Daemon chooses), ?
This ancient, and very huge, book has been told to hold all spells in the world. Though lost
and stolen many times, it has always found its way back into the hands of those who can be
corrupted by the knowledge it contains.
This book has a life of its own. Long time before the humans began to write books
themselves, a mighty Daemon of Tzeencthian origin was bound into the book - its true name
now long forgotten. The Daemon can teach the slave of the book spells, by adding passages
in the book, referring to the spell the readers wants to learn, or the spell the Daemon wants
the reader to learn. There is a 60% chance (-10% per level) that the reader will find the spell
his looking for (at GM's discretion it will turn out to be another one when first used. Even
magicks of another class can be learned in this way). Any spell learned from the book will
always turn out to have devastating evil effect, and never benefit other than maybe the
caster, and surely the Daemon.
The reader will also gain D6 insanity points when learning a spell.
The EP cost for learning spells is halved when learning a spell from this book.
Each 24th hour, the bound Daemon may attempt to take control of the books slave (usually
only when necessary). The owner must make a WP test in order to keep control of himself.
There is a cumulative -5 modifier for each week the book has been in the character's
Each week there is a 30% chance that a Chaos attribute start developing, and additionally
the subject's mind becomes more dark and sinister. All other rules for Daemon books apply
(see above).

[From Drachenfels' Library:

Forbidden Books in WFRP
By cc697@cleveland.Freenet.Edu (Eric Oppen)
Eric Oppen's books can be found at the Warhammer Archive. I haven't included them, as they
haven't been actually submitted to this project, but you can find them in the WFRP archive - They
have very good descriptions]
69-73 Claws of Darkness: Khaine Cult: "De Tenebris Mysteriis" (On the Secrets of Darkness)
76-81 Slaanesh Cults (Various), "Grimoire of Pleasure"
82-89 Khorne Cults: "Der Blutbuch" (the Book of Blood)
90-97 Horned Rat cults: "Der Kaufer auf der Weltwurzelen"
98-99 Nurgle Cults: "Pestbuch" (The Book of Plague)
99-00 Malal Cults: "Handbuch der Verbotene Kulten den Alten Welt"
(Handbook of Forbidden Cults in the Old World)
Appendix A: Page handouts
Here are some handouts to be used during game. A few of them are used to some of the actual books, but
most of them are to be used when you see fit.
Please note that I haven't used much time on selecting fonts. It's rather pointless, since you all have different
fonts, so select for yourself.
You can also find lots of other handouts in the form of text-samples in the various WFRP-rulebooks and WFB
books. (Perhaps a list should be included with sources!)
Also try to dig out old literature to use as example handouts. There’s lots of good poems and other goodies
out there.

"Lieber Malefic", the book of chaos foreseen by Marius Hollseher"The Book of Chaos Foreseen":

The Marcher Fortress

There, the lands of Slaanesh stretched out below it, was a fortress of whimsies and foibles. It was an unlovely
thing, stained by war and victory. Its towers, higher than any palace, wounded the sky. Its gateways were
gaping maws that could swallow and vomit forth whole armies. Its walls were darkened stone, veined in
unnatural colours and streaked with rotted lime and mortar.
Here, at the Marches of Slaanesh , was the fortress, a sign of sovereignty, hated and condemmed by Khorne's
bloody-handed whorshippers.

Before the Fortress gates stretched a forest of death. From the walls to the near horizon was the dismal
wrack of battle: corpses, the rusted swords and armour of the fallen, the standards of Slaanesh and Khorne,
all abandoned and forgotten long centuries ago.

The graves of the fallen had become a rich loam, sucked upon by the trees of a dark forest. Pierced by tree
roots, the dead had stirred once more, and each branch bore a skull, mildewed and pregnant with loathing, a
macabre and cruel cargo. Only the ceaseless, horrendous laughter of the trapped shades disturbed the field.
Their fleshless jaws clattered in the still air; the only reply the creaking of a windmill's sails and the grinding
of its stones.

For in the shadow of the castle a windmill turned, its sails moving in the still air, and their unclean breeze
stirred the tattered flags of the death.
Within, the grindstones shuddered and groaned, while between, pinioned and crushed, were the living
corpses of the fallen, ground to make a rich mortar of blood and bone, sinew and brains. Thus was the
fortress maintained and strengthened, its walls held aloft and marked by the power of mortality.
Thus was the field before it harvested.

And in the castle's mighty halls, its daemon overlords feasted and broke bread, in conscious parody of mans
small amentities. All this i saw in an instant, and then my vision swept onwards....

The Inevitable City

The City was built of dark madness, and it stretched across the land to fill me with dread, for the path i trod
would bring me to its portal. The City stones had been quarried from the night and in all their details and
dressings they celebrated wickedness. No rain could wash the dust of evil from that place and no wind could
drive out its corrupt air. Insanity had served as architect, engineer and master to the City's masons, and had
guided all their levels and plumblines.

I turned my steps toward the far horizon, and still the City was before me. Once more I turned, and again, and
yet another turning. With each freshly chosen course I drew nearer to the City gates, and its towers and walls
loomed higher. The fateful gateways was the end of every road, and despair gnawed at my heart.

As I paused to seek a new escape, I saw that I was not alone on the inevitable, hideous path. Between myself
and the City stood a man, his head bent and his eyes downcast, lost in some deep contemplation. As I
he turned towards the City. His strides were firm, but he came no closer to the gate, and I watched as he
passed me by, and went further from the gates until he vanished in the distant mists.
Thus was it possible to avoid the City and its brooding darkness, and I resolved to march, against all reason,
to the City. And when i did so, the City grew no closer, but was soon lost to my sight...

The Drifting Castle

The sky above grew darker than the blackest storm and a cold wind blew. There was no rain but a shower of
mortar dust, yellowed leaves and tatters of flags.

No storm was in the sky, but a castle much as might be found in any mortal land. Often had I imagined clouds
to be trees and fish and mountains, and now a foible of some nameless and uncaring power had given this
fortress the guise of a cloud. It was an island torn from the land, drifting as the mist on a breeze, yet solid and
firm. In all that I had seen, this was as strange as any of my visions.

The castle was as empty as any ruin. Like an animal stuffed and mounted under glass, or a fish salted in a
barrel, it had been preserved and pickled by the whim of Chaos. Cast aside, and left to wander across the
heavens, all was
still and desolate in that place. Its towers no longer knew the sounds of men, it halls held no lofty nobles, its
gates admitted no tenantry, no sentinel stood guard, no porter waited by the gate. Even the carrion birds,
sole visitors to its sad portals, had enjoyed their fill of the dwellers' hospitality.

The shadow of the castle fell across my eyes, and I could see no more.

The Book of Contemptible Slaanesh

The Realm of Slaanesh was still and quiet, scented with sin and sweet corruption. Its silence was not that of
the grave, nor of ease at labours' end, nor of peace after the storm. It was the malicious, plotting stillness of
evil waiting to be done: the silence before a moon or scream of pain and pleasure. And in that awful quiet the
small shrieks of slaanesh's daemons were swallowed and muted. Their endless masque and antimasque of
forbidden pleasures and hideous pains were reduced to soft murmurs of decadence and depravity.

As I passed over the Outer Realm of Slaanesh, my eyes were numbed by its pale softness and my ears by its
endless quiet. I began to belive that any act could be contemplated if only it would provide variety and relief
from the silence. I was saved from further weakness by a vile noise, carried on the perfumed and sickly

Torn from the rocks and stones, there was a buzzing like a hundred angry swarm of bees. Before my eyes the
land itself heaved and pulsed, and spat forth mewling, puking and misshapen creatures. Lumpen and
hideous, the monsters twisted and writhed in pleasure at their birthing, then turned upon one another in
search of further deprevaty. When one fell, exhausted from its unlovely exertions, its fellows chortled and
joked at its fate. The corpse sank slowly into the earth of that foul vale, and a new beast was given form from
the clay.

As I witnessed the decadence of Slaanesh's land, I was seen by the creatures. As those eyes beheld me, I
turned and fled, the fiends of Slaanesh's Realm at my heels

The Book of Hated Khorne

.. I fell then, through charnel clouds and red mists that swirled about a land of dark ruin and much despair.
The cries of some enormous beasts, their lowings of fear and desperation, reached my ears. And still i fell,
driven now by fertid winds, towards a walll or cliff of deepest red and blackened iron. Its top was hidden in
the clouds far above, its base was girt with boulders and skulls, no larger in my sight than sand specks, that it
piled before its inexorable advance. The wall, for such it was, lay unbroken in its awful perfection from
horizon to horizon.

I grew afraid, for this was the Outer Realm of Khorne, the blood god, and this wall his bastion, the fortress
about the Inner Lands. It now seemed to me that the stench of death broke my fall as I flew onwards, towards
visions of this vast corner of Chaos.

And then ahead I saw a stair, surrounded by pinnacles and columns and archers of blood and carven
bone,circled by daemons bound within black iron, brazen steps and shrieking mouths. All that could speak or
gibber vomited
forth the praises of Khorne and shrieked out songs of Blood and Death. The stair, its treads never built for
mortal feet, climbed the dizzy heights, pausing at times before profane runes and stained sacrifice stones.
Within the very fabric of the Daemon-thronged bastion were smaller landings, each of which could have held
a lofty and noble palace of our small world. The stair twisted and rippled on itself, its daemons chuckling their
insane glee at its dreadful geometry. Still it climbed, ever upwards into the clouds of gore that circled

In all my vision, I saw not one living beast or man.

Through brazen gates and up endless steps I flew, my soul in dread as daemons snapped about my heels.
And before my eyes, as I rose from that place, I beheld the fields and meadows of Khorne beyond the bastion,
all quiete soaked in red, stained with souls, and plante dwith endless lines of corpses lashed to their stakes
like a grotesquery of bean plants.

Use this as a Beastiary supplement for Dragon ogres (the poem form is a bit like Edgar Allan Poe's
'Jabberwocky' which can also be recommended for use):

For Shartak and Shaggorth, the great and the small,

For sharunrock, darkoth and Gathor,
The lightnings children and the thunder's fall,
Krakanrok and his kin will live for ever more.

Use this handout for chaotic books or doom prophesies:

Despair! The age of mortals is ending. Time drains away and the stars
fade from the sky. The bitter spawn of night crawls from its darkness
to posses the world. Fools take refuge in faith and madness for no
other hiding place remains. The realm of Chaos has begun.
The declaration for Marienburgs independence

Be it Known

•That in the matter of the succession to the Barony of Westerland, I, Emperor, Lord of
Altdorf, Elector for the Grand Principality Of Reikland etc., etc., do decree as follows:
•Item - that following the heroic death of Graf Paulus van der maacht in the defence of
The Empire, his line has become extinct
•Item -That while many claims have been pressed by the highest and most illustrious
houses of The Empire, there is no clear heir to the said 'Barony.
•Item - that, following many centuries of war and the most recent struggle to save The
Empire from the most deadly of foes, we cannot in all conscience ask any of our noble
houses to shoulder this further burden of government in addition to the monumental
tasks of healing ancient rifts and rebuilding The Empire's proper greatness.
•Therefore, it has been decided, after careful consideration of all the issues appertaining
to this matter, that the Barony of Westerland shall cease to be counted among the
noble offices of The Empire.
•By this decree is created the Province of Westerland, which shall be governed by an
appointed council drawn among the burghers of Marienburg. The said council shall
retain all the duties and privileges previously invested in the Baron of Westerland, but
may never seek or be granted the status of Imperial Elector and shall be chosen by
appointment rather than blood succession.
•Made by me, this thirty-second day of Vorhexen, in the Year of Empire two thousand,
three hundred and five.

Great thinking and philosophies of the Orc Morglum Necksnapper.

If it ain't green, belt it till it stops movin'. Then belt it again, jus' ter be sure.

The only good humie'z a dead humie. The only thing better'n a dead Humie'z a dyin' Humie who
tells yer where ter find 'is mates.

If we wozn't menter be Orcses, we wudn't be green,

If we wozn't menter kill. We wudn't be strong,
If we wozn't menter rip, we wudn't 'ave weppuns,
If we wozn't menter burn, we wudn't 'ave fire,
If we wozn't menter kill Humiez an' Stunties, they wudn't be where we can find 'em.
Grimoire Daemonicus:

And behold, the Daemon princes comes in the full panoply of war. At his passing, the
trees scream their rage to the uncaring sky and the stones writhe with hatred. He hunts
the enemies of his master, for his meat is mortal flesh and wine mortal souls.

He has been attired for battle by his Master. At his left hand moans a Daemon, bound in
the shape of a sword. It’s songs of blood and hatred echo forth, and fill the sky with a
terrifying sound that stirs the dead and slays the living. At his right hand stands a pack of
Daemons, huntsmen all, waiting for the moment to release their hounds, thirsting for
blood and skulls and the taste of innocent souls.

Behind the Daemon Prince waits the legions of his Master, arrayed in fluted and gold-
chased armour, brighter than the sun and darker than midnight. Each holds a shrieking
sword, all of which scream in disharmony with his blade. Each joins the chorus of Chaos,
a promise worse than death for those who hear it. Above them rise the bloodied icons of
their Master. Beneath the feet of the Daemons the earth itself writhes, as if seeking to
escape their presence.

Behold the Daemon Prince comes and the time of woe is upon us.

The Great Book of Despair. Section about Malal:

… And he that went before now came last, and that which was white and black
and all directions was thrown against itself. Grown mightily indignant at the
words of the gods, Malal did turn his heart against them and flee into the
chambers of space. ... And no man looked to Malal then, save those that serve
which they hate, who smile upon their misfortune, and who bear no love save
for the damned. At such times as a warrior's heart turns to Malal all gods of
Chaos grow fearful, and the laughter of the Outcast God fills the tomb of
space ...
The following handout has been done by N. Arne Dam. A nice history addition waiting to be sued as a handout:

A Small Inquiry into the Foundation of the

Duchy of Talabheim
Dr. Albrecht von Kauhafen
with Antonius Scholasticus and Alfred von Nuln

In the 2429th year of Sigmar’s Empire, Emperor Dieter IV von Krieglitz of the House of Unfähiger had proven himself incapable of solving the
Westerland problem. The Church of Sigmar as well as many nobles, lead by the Knights of the Holy Unity, was utterly disappointed with
Dieter. The House of Unfähiger had been loyal members of the Sigmarian Church for ages, a fact that had been crucial when Leopold von
Krieglitz had been chosen as Magnus the Pious’ successor in favour of Magnus’ younger brother, Grand Duke Gunthar von Bildhofen, who
had converted to the Cult of Ulric. Now, the Unfähiger emperor could not maintain the unity of Sigmar’s Empire; a crucial point in the
Sigmarian doctrines.

Dieter IV’s failure to maintain the unquestionable unity of Sigmar’s Empire eventually made the Church of Sigmar and the First Families
decide to remove him from the Imperial Throne. With threats of excommunication and civil war Dieter IV was forced to give up the throne
and fled to Talabheim. Prince Wilhelm III of Altdorf, the Grand Prince of Reikland, was proclaimed Emperor Wilhelm II of Sigmar’s Empire. In
the following month troops loyal to Dieter besieged the Palace in Altdorf in what is known as the War of Succession, but was quite easily

Meanwhile Dieter had fled to Talabheim. It has been said but never proven that the trip to Talabheim had been planned by Dieter’s staff and
the Cult of Ulric already before Dieter was dethroned. The fact is that three days after Dieter arrived in Talabheim, he converted to the Cult
of Ulric. When news of this arrived in Nuln and Altdorf, the nobles of Nuln and Stirland dethroned Dieter in Stirland and Wilhelm appointed
the head of the Haupt-Anderssen dynasty to the new Grand Count of Stirland. The Haupt-Anderssens had been allies of the von Bildhofens
since before Magnus’ rallying of the Empire and had been at the front of the Imperial Army when it repelled the forces of Chaos in Kislev.

This left Dieter with virtually nothing. The Cult of Ulric seemed to have gained very little from their connection with the former emperor.
Secret meetings were held in Middenheim between Grafin Solveig and Ar-Ulric. In Nachgeheim, 2429 IC, Ar-Ulric sent out what is now known
as the Ducal Bull, stating:

It is the will of Ulric that his newfound faithful servant, Dieter von Krieglitz of the House of Unfähiger, is given the Grand Duchy of
Talabecland to rule, answering only to the Emperor of Sigmar’s Empire and Ulric himself.

It has been speculated that Grafin Solveig was the mastermind behind the bull; the Middenheim Grafs had supposedly never forgiven the
Untermenschen of Talabecland their foul play in the year 1359 IC, when Grand Duchess Ottilia Untermensh convinced Ar-Ulric to move to
Talabheim. Now, Grafin Solveig was supported by the Cult and the still powerful head of the Unfähiger in removing the Untermenschen of
Talabecland. The Cult of Ulric stood to gain a new powerful member in their struggle with the Church of Sigmar. One problem remained
unsolved, though: The new Emperor and especially the new Grand Count of Stirland would probably not be pleased by the prospect of Dieter
von Krieglitz as leader of Talabecland; a mighty powerbase for him to plan vendettas versus the men who had dethroned him.

These problems were solved a week after the publication of the Ducal Bull. The Grand Duke Untermensch of Talabecland had allied himself
with the merchants of Talabheim. They had craved for an independent Talabheim for centuries (one important factor being the potential
reduction of taxes). The Grand Duke and representatives of the merchants sent out their Proclamation of the People exactly one week after
the Ducal Bull, stating:

It is the will of the Citizens of Talabheim that they be ruled by their beloved Grand Duke Untermensch in these times of worry.
Therefore, the Grand Duke has decided to abdicate from the Grand Duchy of Talabecland to put all his efforts into maintaining the
wealth and prosper of the city of Talabheim. Hence, as of this day, the 22nd of Nacgeheim in the 2429th year of Sigmar’s Empire, the
city of Talabheim is no longer part of the Grand Duchy of Talabecland, but an independent Freistadt.

Emperor Wilhelm II and (probably more importantly) the Church of Sigmar now saw an opportunity to divide one of their traditional
opponents, Talabecland, in two. The emperor called for a meeting in the Volkshalle in Altdorf. The Cult of Ulric suffered from internal strife
between the Middenheim leaders and the Talabheim faction who supported the Grand Duke. Wisely, Ar-Ulric let the Grand Duke and the so
far Ulric devoted people of Talabheim have their way in order to avoid further losses to the Church of Sigmar. The meeting was at an end,
and Wilhelm II could send out the necessary decrees. These included the transference of the Barony of Hochland to the newly founded Duchy
of Talabheim; no great surprise as the Hochländers had been an Untermensch stronghold for ages.

Alas, as of Mittherbst 2429 IC the dethroned Emperor Dieter IV had become Grand Duke Dieter I of Talabecland which he would remain until
his death. Dieter I second son would later marry the daughter of the Duke of Talabheim. She was the only child and thus sole heir to the
Duchy of Talabheim. Thus was the Krieglitz-Untermensch dynasty of Talabheim founded, and peace settled in the divided Talabecland; much
to the discomfort ot the Stirland Grand Count it has been speculated.
Property of Da-El-Salami
The Verra Rubicon Pg. CXVII
See Arkana Magicka . .

I recently made a complete grimoire to be found by my Wizard player. The following is the introduction
pages. I haven’t included more of it, since the rest of it consisted mainly of Alchemical symbols derived from
various alchemical works available from the net (Do a search for yourself). The following also uses plenty of
formatting which may be special to the RTF format of my version of Word. There’s two sets of hand writting
fonts used, since the idea was to insert various notes by the previous owner into the book, but the notes
aren’t used that much on these pages, it was mainly the spell sections which had them.

Transcribed directly from The Verrah Rubicon Book one "The history of the world":
In the beginning there was Khaos, and within it was Power, Great Power without Form. Yet within Khaos
there was Motion, and within Motion was Form, and within this Motion were the Words, which shaped the Motion, and gave
it Form. And the Great Speakers were awakened, and the Great Words were spoken, and the Great Magick was wrought,
the birth of the World.
And in the Image of the Great Speakers were we awakened, and in the Image of the Great Words have we spoken,
and in the image of the Great Magick have we wrought our world. So be it.

This work will use reference to the divine language of Lingua Praestantia, the language of Daemons and spirit entities. The
reader wishing to become an adept of magick, should be at least somewhat familiar with the language of the divine, lest he
won't learn.

As thou may know, even the simplest word in Lingua Praestantia, is complex beyond comparition to mortal language. It is
of great importance to bear in mind that rythm, accent, pitch, volume, duration, as well as timbre is of great importance to
the word of Lingua Praestantia.

Also Magick requires talent. Ye fifth element, the aethyrial power of ye Psyche, must be in perfect balance. 'dis can be
learned, but mostly it must be inherited from the birth.

On Substance, Aethyr, and Magickal Abilities:

All substance has an associated personality, an aethyrial presence which is its magickal essence. Non-living material,
plants, and animals have personalities, but these personalities are generally not self-aware (exceptions include ents,
totemic animals, and elemental beings). Intelligent beings (including, but not limited to, humans, dwarves, elves, goblins,
lizardmen, pixies, daemons, and gods) have self-aware personalities. Some intelligent beings (i.e., sorcerors, spirits, and
daemons) are capable of manipulating the aethyr to produce magickal effects. Other intelligent beings (i.e., cult priests,
druids, most Chaos cultists and mutants) cannot produce magickal effects themselves, but can call upon more powerful
patrons to produce the magickal effects on request. Some scholars theorize that all intelligent, self-aware beings have the
innate capacity to produce magick effects, while others believe that cultural and inherited factors limit and determine an
individual's ability to work magick.


On The Chaos Universe

Another universe, accessible only by magickal means, that lies beyond our own. This universe, also known as the Void,
exists everywhere coextensive with our material universe, and it may be entered or exited from any point in our universe.
Chaos itself is a region without time or space, inhabited by lost souls, wandering daemons, and beings too bizarre to
imagine. An aethyrial barrier called the Void Boundary forms the border between the Mundane World and Chaos. Magickal
beings like gods, daemons, dragons, etc., may have abilities which permit them to travel and communicate across this
boundary with little difficulty. Mortals can only travel or communicate into and through Chaos through magick effects.

On the Shadowrealms
Beyond the boundary of the Void lie innumerable shadowrealms. Some shadowrealms appear to be substantial worlds like
Warhammer, but populated with different species and ruled by different gods or laws of nature. Other shadowrealms are
aethyrial worlds where the laws of magick rule, such as the various dominions of the Great Powers of Chaos, the
Afterworlds of the Young Gods, and the myriad fantasy and nightmare worlds visited by mortal folk in their dreams.

We know of the existence of these shadowrealms from legends of the Old Slann, who are believed to have been able to
navigate through the Void to these other worlds, and from the often unreliable and obscure pronouncements of various
daemons and gods. Throughout history there are numerous legends of sorcerors, divines, heroes, and magickal beings
making journeys to various shadowrealms.

The most common tales concern journeys to the various Afterworlds (see below). Other common tales tell of journeys to
the abodes of the Young Gods and the Gods of Chaos, and with Heroquests in strange universes, designed to test the virtue
and prowess of divine candidates for sainthood and godhood.
ning appears to be ancient Tar-Eltharin for ' four times ' or ' Fourth time '. This would indicate that the sentence be repeated four times

Access to these shadowrealms is almost impossibly difficult, involving a perilous voyage through the Void, and requiring
arcane navigation and rare magickal devices of transport. Nonetheless, from various sources it is apparent that such
voyages are possible, and the rewards of knowledge and arcane power are inducement enough to brave the risks.

On The Afterworlds
According to most Old World cult doctrines, after the death of the Body, the Soul is severed from the Body, but lingers
nearby in the Void for less than an hour, then departs for one of the Afterworlds. Most cults have their description of an
unique Afterworld. The cult membership of a being at its death determines which Afterworld the Soul travels to. The
Afterworlds themselves are shadowrealms located beyond the Void, in universes not normally accessible from our universe,
so the Soul normally is guided across the Void to the Afterworld by a Divine messenger (commonly known as Angels or
Spirit Guides).

On The Realm of the Raving Dead

Unlike other cults, the cult of the Khaine promises eternal continuance of personal identity, but offers no prospect of
renewal of life. All Khaine cultists, and some beings who die without a cult commitment, are borne by Spectres to the
Realm of the Raving Dead, Shadowrealm of Khaine, and the source of divine necromantic magicks. Here those Souls who
deny death retain a vague, bitter, and cheerless existence, but nonetheless, one preferable to them over the loss of
identity associated with reincarnation. Inhabitants of this Afterworld are scornful and bitter toward those living beings
foolish enough to accept cult promises of reincarnation, which may partially explain the vigorous glee with which they
slaughter the earthbound when summoned as Undead Warriors by Necromancers.

[[Here followed some pages detailing alchemical symbols, and then actual spell descriptions. As an example,
here is one for the Cure Insanity spell in the Restless Dead campaign, and a home made petty magick spell
inspired from the Kaleb Daark comic:]]

A Formulae for transferring magick energy

to small blue lightning
This formulae gives ye the power of administer small punishments to thy lesser subjects.

A piece of wire to channel the energies will be needed.

By speaking the following words, the magick channeled from the world beyond, will be unleashed into a small blue
lightning, that shall be directed against the desired target. Focus on the wire.

[Insert lot’s of symbols here]

Now pronunce - Bzzzzz - and the spell is unleashed at thy desired target.

The buzz itself, do not prove devastating, but yet painful. Very useful for punishing thy lesser subjects without causing

If administered to nature beasts and animals, 'tis spell has proven successful in driving off the subjects.

A formulae to cure the sickness of the mind

This formulae will, if performed exact, cure thy subjects sickness of the mind. The formulae is only recommended for the
exceptional adepts in magick.

The ritual will need two white froat coats, and the skull of a human, whom didn't suffer of mind sickness itself in life, or
suffered a traumatic death. Age of the skull is of no importance.

Initiate the ritual by the following prayer to Shallya, goddess of mercy and healing.
Goddess of health I beg you to hear me,
Show me thy grace in my aid,
Thy child is sick and in need of thy mercy,
Help me heal the mind's sickness.

Now speak the magickal words.

[Insert lot’s of symbols here]

Should thy conjuring fail, be prepared that the subject may never be cured of the sickness - The formulae will effectively be
a curse to burden the subjects shoulder, and thou will be to blame for being unable to gain the mercy of Shallya. If a severe
disaster has occurred, the subject may even be sickened far beyond recovery.

Notice that even the vilest of conjurers may gain the aid of Shallya, for she is the god of mercy as well, but be forever
warned about the disastrous effects of this formulae going wrong. Learn the words, and be sure to pronounce them right.