Professional Documents
Culture Documents
20
After doing so increase the two characteristics The skill of Khaine flows in you guiding your strikes
with deadly precision. When you are not holding
with the lowest scores by 3 each.
back and win a melee test check how much you win
An Amazon starts with one Fate and one re- it by. If you win it by less than one plus twice your
solve. She has three extra points to distribute. ranks in this talent you count as winning it by one
plus twice your ranks in this talent instead.
Skills: Language (Amazonian), Language
(Skink), Language (Saurus), Cool, Endurance, Peasants Vow
Charm Animal, Outdoor Survival, Melee (Basic), Max: 1
Ranged (Blowpipe), Ranged (Bow), Lore You have sworn servitude to the leaders of Bre-
(Lustria) tonnia in a formal vow and in return her knights are
Talents: Handmaiden of the Old Ones, Strider sworn to protect you. A Bretonnian noble that uses
(Jungle) or Strong Swimmer, Detect Artefact, leadership to command you get +1SL and after that
Marksman or Warrior Born, Pure Soul has been done you get +1SL to the next test to
follow that order.
Academic Career
Runesmith the Dwarfs. They do this in the same manner as they capture the
Winds of Magic to forge magic items, and they often bring along rune
-covered talismans to aid in this endeavour. Many Runesmiths bear
weapons and armour of their own crafting, and they are eager to
Dwarf*
show their comrades exactly how effective they can be.
Mage of Hoeth enchantments to bring down the blessings of the divine Isha.
These are far less dangerous for the caster and can be safely
Highelf employed by even the most untutored Elven Mage
These blessings are of limited use upon the battlefield, inten-
Though each kingdom of Ulthuan has its own magical tradit-
ded as they are to ease the burden of daily chores carried out
ions and methods of scholarship, Saphery is the realm most
by the aspirant, and allow the tutor-mages to assess the pot-
famed for its mages, and it is at the White Tower of
ential of their charges, showing who is most favoured by the
Hoeth that Ulthuan's seat of magical learning can be found.
gods.
There, the greatest collection of mages, Loremasters and
scholars in the world endeavor to perfect their mastery of the New Talent:
sorcerous arts. It is a place of wonders unbounded, where
mages strive to harness every aspect of the Winds of Magic. Blessings of Isha
The White Tower of Hoeth is the greatest repository of ar- Max: 1
cane knowledge within the whole world, compiled down the
millennia by the Tower's Loremasters—the grea- Tests: Language (Magick) to cast petty magic
test mages and scholars of Ulthuan, and therefore the spells
world—who have dedicated their lives to the pursuit and
documentation of knowledge, wisdom, and truth.[1a] Indeed, When casting a petty magic spell you may chose to cast it as
the Tower is not just a tremendous feat of architecture, but a blessing of Isha. If you do it can not cause a miscast but
also the centre of learning for the entire island-continent. also can not overcast or get a critical casting.
Before a promising young mage is taught the dangerous path Focus of Power
of the True Magic, he will be shown some simple prayers and
Max: WPB
WS BS S T I Agi Dex Int Wp Fel Tests: Channeling (Any)
You have trained to focus the power of the winds for your
spells. You don’t have to test to lose focus when channeling,
no matter what your opponents do they can’t break your con-
Career Path centration.
Trappings: Eight Grimoires (spellbooks) Number of High Magic Spells Currently Known and XP Cost for a new spell
Talents: , Pure Soul, Tower of Memories, Spellmaker, War Wizard Three spells known 600 XP
Trappings: Renown across Ulthuan as a great mage, Graduation Diploma Four spells known 800 XP
Full rules for learning new spells are provided in Chapter 8: Magic. If you
have this talent you may never learn the darkweaver talent.
Burrower
These days, after the decimation of the gno-
Gnome mes in their war against Grom, there is ho-
wever little expansion made by the Burrowers
Gnome communities are for good reasons and their efforts mainly go to repairs and
called ’Burrows’ for they are cave-systems or maintenance of their emptying burrows.
underground cities burrowed out by the gno- Still there is hope and each Burrowers hope
mes over time. These burrows tend to be pla- their people will one day return to their old
ced near good fishing waters and with good numbers and expansion will once again be an
hills or plateus to dig into. Making the few pe- important job.
ople knowledgeable about gnomes fairly good
at guessing where their burrows may be loca-
ted.
Those working to expand these burrows are
simply known as Burrowers and they take a
role of city-planners, diggers and petty illus-
ionists to keep their excavations hidden until
the proper illusions can be woven.
Career Path
Assistant Burrower— Brass 2
Burrower— Brass 4
And they are truly merciless, dwarfs are not Their names are derived from two things, the
famed for showing mercy and they underst- axes they wield and their ability to sail down
and debts and grudges all too well. These those trying to escape by sea to board them
and sink them should they be unable to pay.
WS BS S T I Agi Dex Int Wp Fel
Career Path
Extra Muscle — Brass 3
Skills: Athletics, Consume Alcohol, Cool, Evaluate, Intimidate, Melee
(Brawling), Perception, Row
Talents: Break and Enter, Menacing, Resistance (Bribery), Sea Legs
Trappings: Mail Coat, Oar
Sea Axe — Silver 3
Skills: Gossip, Intuition, Language (Battle Tongue), Melee (Basic), Melee
(Two-handed), Sail (Any)
Talents: Acute Sense (Sight), Nose for Trouble, Etiquette (Mercenaries),
Hatred (Indebted)
Trappings: Handweapon (Axe) or Greataxe
Sea Axe Veteran— Silver 4
Skills: Language (Any), Lore (Heraldry), Pick Lock, Play (Drums)
Talents: Combat Reflexes, Drilled, Fleet Footed, Numinastic
Trappings: Plate Breastplate or Drums
Sea Axe Sergeant— Silver 5
Skills: Leadership, Ranged (Blackpowder)
Talents: Frightening, Jump up, Old Salt, Strider (Any)
Trappings: Command over a squad of Sea Axes
Toll Adjuster
become more popular and if too low, well the
Ogre ogres don’t get as much toll.
With this realization also came the understan-
With the trade that comes through the ding that different people could be taxed dif-
Mountains of Mourn it didn’t take long for the ferently, but this can’t be arbitarily chosen.
ogres to come up with ways to get a cut, first Thus grew the need for Toll Adjusters, ogre
through banditry and then as caravans extorters able to evaluate the passing ca-
became better guarded, from newly invented ravans and set appropriate prices.
tolls.
In some tribes there are barely any such
Over time this has grown from a small side- ogres as only the odd caravan passes them
business of the tribes along mayor traderou- while in others they can be as numerous as
tes to a cornerstone of their economy and
those hunting to feed the tribe.
with this growth came the growing importance
of skilled ogres taking this toll.
While not the brightest creatures ogres are
still smart enough to think abit about their tolls
and see that if they are too high other routes
WS BS S T I Agi Dex Int Wp Fel
Career Path
Tolltaker— Brass 2
Trappings: 10 GC
Trappings: 20 GC
To play a Rinni use this career, change but the duties from
leader to ”backup leader”.
Human Woman (Gospodar) The Ice Witches of Kislev are more than just women with the
ability channel the Ancient Widow's cold flows; they are an
organised sisterhood who works together to achieve shared
Every year, ice witches emerge from the frozen oblast to as-
goals. Formed over a thousand years ago by the Khan-
sess shivering Gospodar girls. The rare girl demonstrat-
Queens, the Ice Witches have manoeuvered their way into
ing magical talent is taken away and is unlikely to see her
influencing almost all matters in Kislev and use titles remind-
family again. Barely old enough to be called women, these
ing of it for their higher ranks, calling them Ice Ladies and Ice
apprentices-to-be are led into the depths of Kislev’s cruel
Queens, regardless of any noble ranks they may have or
winter, and there, they are taught the ways of the Khan-
lack.
Queens of old.
They strive to ensure almost nothing is beyond their reach.
When apprentice witches finish their training, they are re-
They suppress competing philosophies and magic and pro-
leased from their mistresses to seek a deeper understanding
mote those sympathetic to their causes. Even the cults have
of Ice Magic. To do this, they must mirror the Ancient Wid-
been carefully monitored and guided through the centuries.
ow as closely as possible, so they swear vows of chastity (to
The Witches are keen to ensure no Kislevite religion ever
represent being widowed) before forging forth with cold deter-
gains the same all-encompassing power seen in other Old
mination in their hearts. Maidens of the Ice can be found in
World nations, as such supremacy often heralds the suppres-
the most unlikely places as they quest for understanding, but
sion of their kind.
most commonly, they wander the frozen oblast, fac-
ing kyazak, the land's spirits, and ferocious Greenskins with This manipulation is suspected by some. But as Witches are
equal resolve. An ice maiden's vow of chastity ends when an integral part of Kislev and its defences — and have been
she gains insight into her wintry magic and becomes a full ice since its foundation — few believe it.
witch; however, for some, this understanding never comes,
New Talent:
WS BS S T I Agi Dex Int Wp Fel
Marks of Ice
Max: 1
Trappings: Riding horse with riding gear or sled with animals and crew,
courtly garb
Career Path
Nobleman— Gold 1
Skills: Leadership, Bribery, Charm, Intimidate, Lore (Heraldry), Melee
(Basic), Dodge, Ride (Horse)
Talents: Read/Write, Etiquette (Nobles), Noble Blood, Briber
Trappings: Handweapon (Scimitar),Courtly Garb, Jewellery worth 4d10
GC, Houseslave
Emir — Gold 3
Skills: Ride (Elephant), Melee (Two-handed), Entertain (Dance), Lore
(Araby), Haggle, Gossip
Talents: Carouser, Suave, Attractive, Dealmaker
Trappings: 2 Concubines, 2 Houseslaves, 2 Bodyguards, Warhorse or
Elephant, Riding gear for your mount
Vizier— Gold 4
Skills: Intuition, Perception, Lore (Politics), Language (Any)
Talents: Schemer, Public Speaking, Etiquette (Pirates), Warrior Born
Trappings: 2 sets of Courtly Garb, 300GC, Jewellery Worth 300GC
Grand Vizier— Gold 5
Skills: Language (Any), Ranged (Any)
Talents: War Leader, Commanding Presence, Wealthy, Etiquette (Any)
Trappings: 8 sets of Courtly Garb, 700 GC, Jewellery worth 700 GC
Border Prince in the centuries, the lands would eventually become the fron-
tiers from which new lands and new kingdoms shall form from
Any the desperate, the corrupt, or just the plain adventurous.
The regional rulers which have staked a claim within these
lands are known collectively as Border Princes, hence where
The lands of the Border Princes had always been a rugged
the land gets it name. Each prince would rule a small realm,
and uncivilised wilderness since ages past. It is said
which have the prestigious and over-exaggerated title of Prin-
that Nehekharans built settlements within these frontiers
cipality, yet it is usually a realm that would barely qualify as a
during the time of Settra the Great, when he went into an all-
Knight's fief in more civilised lands.
conquering quest to take the Old World as his new domain.
After the fall of Nehekhara, the Border Princes now served as Most princes have a court, a group of hangers-on who help
the location from which multiple Human tribes have migrated the prince to run his principality in return for rewards or until
in order to escape the turmoil from the East, some settling they have enough clout to murder him and take over. The
within the lands itself while most ventured through Black Fire size of the court does increase with the size of the princi-
Pass. pality, but the relationship is quite weak; it is much more de-
pendent on the personality of the prince. A large court tends
In former times, the Border Princes were largely inhabited by
to indicate a weak prince who feels the need for support. A
savage tribes of Greenskins, but now the land is fiercely dis-
very small or non-existent court also tends to indicate
puted by the hardy human colonists and
weakness in that the prince feels he cannot allow anyone
many Orc and Goblin tribes. Following the Battle of Black Fire
else to have real power. Large and small courts are very
Pass, Emperor Sigismund the Conqueror promptly invaded
common in the Border Princes.
the lands and eradicated what remained of the Greenskin
threat, eventually forming the Province of Lichtenberg in the More than most other lands, the Border Princes is shaped by
process. Yet, following the fall of Lichtenburg sometime later a collection of individuals. Each individual, no matter their
race or origin, will often times be known as a Border Prince
WS BS S T I Agi Dex Int Wp Fel when such individuals have staked a claim upon these fron-
tier lands. The race of a prince tends to influence his style of
government and the nature of his realm. These influences
modify the basic style of government set by the type of
C areer ath P prince; a Bretonnian bandit might require feudal homage from
his lieutenants but still act like a criminal, while
Local Authority— Silver 1 a Tilean mercenary encourages “merchant guilds.”
Trappings: A ’principality’
*The earning skill is Ride (Horse) but as a special rule for this career Ride
(Camel) can be used as the earning skill instead should the character
have training in it and wish to use it so.
Oblast Nomad
rota of Kislev’s famed horse archers, which
Human (Ungol) then patrols the northern oblast every Spring
Driving, ruthlessly slaughtering any invaders
they encounter. It is common for Ungol to see
Uncounted krugs of Ungol nomads wander the Gospodar and city dwellers as weak com-
the frozen steppes of the Troll Country and pared to them and as a sign of their strength
the Oblast. These tribesmen were pushed and resilience it is a common tradition
north when the Gospodars invaded and have amongst Ungol nomads to go to war bare-
roamed the dangerous province ever since. chested despite the cold and danger of it.
There, they follow their domesticated herds Though older warriors, feeling they have not-
from pasture to pasture, chasing the warmth hing to prove, often skip this and see it as the
of Dazh, their patron, and settling briefly in courage of youth.
portable huts called kibitkas. They are a Ungol women are prohibited from switching
passionate and fierce folk, tempered by harsh clans by way of marriage, which means that
surroundings and endless conflicts with Ungol men must often leave their stanitsas to
marauding kyazaks. By Kislevite law, every find eligible wives. Horse Archers are especi-
nomadic krug is expected to annually form a ally inclined to marry women from other clans
because their patrols bring them into frequent
WS BS S T I Agi Dex Int Wp Fel
contact with neighbours. When a Horse Ar-
cher marries into another clan, his original
clan is paid a dowry for the loss of a valuable
Career Path warrior.
Steppe Rider— Silver 1 The Ungols' skills with scimitar, spear, and
Skills: Animal Care, Animal Training (Horse), Cool, Dodge, Endurance,
horse-bow are expertly honed hun-
Outdoor Survival, Ranged (Bow), Ride (Horse) ting Kyazak (meaning northern raiders) on
Talents: Animal Affinity, Jump up, Lightning Reflexes, Roughrider the Endless Steppes, a land they constantly
Trappings: Riding horse, Saddle and riding gear, Leather Leggings, Knife
patrol at the order of the Tzarina. Among the
embattled Ungol of the Troll Country, all able-
Oblast Nomad — Gold 1
bodied individuals are required to fight, espe-
Skills: Consume Alcohol, Charm Animal, Intimidate, Lore (Troll Country),
Melee (Cavalry), Navigation
cially when Chaos Marauders attack. Thus, it
is common to find women among rotas of
Talents: Crack the Whip, Fearless (Trolls), Orientation, Relentless
northern Horse Archers, a tradition southern
Trappings: Lance or Shortbow
Kislevites sometimes find difficult to accept.
Horse Archer — Gold 2
Trebuchet Crew
individually hand crafted. There are only a fi-
Human (Bretonnian) nite number
of craftsmen within Bretonnia with the skill to
create them, and their services are highly
The Trebuchet is an essential piece of equip- sought after. Although a knight would never
ment when the Bretonnians engage in siege stoop so low as to operate a missile weapon
warfare, and smaller versions of these machi- himself, let alone a war machine, that is not to
nes are sometimes deployed on the field of say that he could not grudgingly see the stra-
battle. Since the King himself commissioned a tegic worth of it and allow his low-born ser-
number of Trebuchets to be built to act in the vants to use them, for being peasants they
defence of Couronne, their popularity has don't understand the concept of honour any-
increased. Still, most knights universally put way!
on a show of disdain towards them, and The first Bretonnian Trebuchet is believed to
some Dukes refuse to make use of them at have been constructed in the small village
all. Nevertheless, it is a sign of particular opu- of D'Ason, on the north coast of Lyonesse. It
lence to be in possession of a Trebuchet, for is said that an eccentric bastard child, a pious
they are time consuming to create and are young man prone to fits and visions, built the
war machine in a single night of feverish acti-
WS BS S T I Agi Dex Int Wp Fel
vity, using parts of the crumbling Grail Cha-
pel of Adelhard the Second, as well as pieces
scrounged from various other sources. When
Career Path the village was attacked by northern raiders, it
was this construction that fended them off,
Stone Lugger— Brass 2
firing massive chunks of masonry to sink
Skills: Athletics, Dodge, Drive, Endurance, Outdoor Survival, Ranged
the marauders' longships.
(Trebuchet), Trade (Carpenter), Trade (Stonecutter)
Talents: Craftsman (Any), Rapid Reload, Strider (Rocks), Sturdy The young man was later presented to
Trappings: Wheelbarrow
the King, and his designs copied and impro-
ved upon. For saving the village and maintai-
Trebuchet Crew — Brass 3
ning the purity of the Grail Chapel (though it
Skills: Cool, Gossip, Language (Battle Tongue), Melee (Basic), Perception,
Ranged (Sling)
was now even more ruinous than before), the
young man was gifted with a fatted pig and
Talents: Jump Up, Marksman, Very Strong, Very Resilient
two copper crowns - more wealth than he
Trappings: Trade tools (Stonecutter) or Trade tools (Carpenter)
could have hoped to see in a lifetime.
Aimer — Brass 4
Trappings: Telescope
Badlands Ranger
The Badlands Ranger, or Border Ranger, is
Any an experienced individual familiar with the
hazards of the area and able to lead others
Badlanders, as the name suggests, live in safely through them.
the Badlands or the worst parts of the Border A trustworthy Badlands Ranger is worth a
Princes. These areas are often mazes of bro- great deal of money, and they charge a great
ken rock, containing little water and less life, deal of money to those who want their ser-
and what life is present is unpalatable at best vices. Threatening them rarely works because
and hostile at worst. They have to travel con- they can survive almost any situation in the
stantly around the area to find food and water, region. They will simply leave their obnoxious
which also makes it relatively easy for them to employers to die. Less upstanding Badlands
hide. A surprisingly high proportion of Badlan- Rangers do the same with wealthy em-
ders have previous careers from which they ployers—wealthy meaning anyone who can
are hiding; those who don’t tend to dream of afford to hire them in the first place. They
doing something worth hiding from. Tending come back later to pick up the money.
to hide a good deal of their lives regardless,
gnomes make good Badland rangers. Many Border Princes hold a few Badlands
Rangers as permanent hires to allow their
WS BS S T I Agi Dex Int Wp Fel armies to navigate the dangerous areas and
maybe even travel into the greenskin infested
badlands themselves. Indeed, for the latter
reason Barak-Varr keeps a generous and well
Career Path -paid score of such rangers to aid when grud-
Badlander— Brass 1 ges needs settling.
Skills: Athletics, Climb, Endurance, Navigation, Outdoor Survival, Per- New Talents:
ception, Secret Signs (Ranger), Stealth (Rural)
Wary
Talents: Combat Aware, Wary, Flee, Stone Soup
Max: Initiative bonus
Trappings: Knife with the Durable Quality
Orchunter— Silver 4
Trappings: Orc skull trophy or Three goblin skull trophies or twelve snot-
ling skull trophies
Career Path
Bear Handler— Brass 4
Skills: Animal Care, Charm Animal, Consume Alcohol, Cool, Entertain
(Storytelling), Lore (Bears), Perform (Dancing Bear Act), Ranged
(Entangling)
Talents: Animal Affinity, Carouser, Coolheaded, Very Strong
Trappings: Bear brush, A dead seal or a Dead deer or Five dead salmons,
Bear Tamer — Silver 1
Skills: Animal Training (Bear), Charm, Endurance, Intimidate, Language
(Gospodarinyi), Language (Ungol)
Talents: Etiquette (Cultists of Ursun), Fearless (Bears), Resistance (Cold),
Savant (Bears)
Trappings: One Live Bear
Bear Friend— Silver 2
Skills: Athletics, Outdoor Survival, Track, Swim
Talents: Acute sense (Smell), Etiquette (Bears), Fleet Footed, Night Vision
Trappings: A bear like smell that won’t wash away
Bear Rider— Silver 4
Skills: Melee (Cavalry), Ride (Bear)
Talents: Frightening, Hardy, Iron Jaw, Roughrider
Trappings: Riding gear for a bear and a bear willing to let you ride it.
Amazon Huntress
as well as ensure none that isn’t meant there
Amazon reaches their homes.
Amazon Huntresses often take names from
The Amazons are a mystical sisterhood of the beasts of the jungle as an old tradition of
women dwelling deep in the jungles of Lustria their trade. Sometimes even replacing their
and following the words of the old ones as old names entirely.
their handmaidens. Which is not to say their
interpretations always match those of the For a long time huntresses need to survive by
Slann, they have come into conflict with the blowpipe or bow in their hunts but once they
lizardmen at numerous occassions over dis- prove their skill they are shown the weapons
putes in how the wills of the old ones are to of the ancients and taught their use.
be interpreted or over ownership of an arte- New Weapons:
fact of the old ones both believe is theirs.
Blowpipe
Few living people have met an amazon and Ranged (Blowpipes)
the few that have tend to have met a
Price: 2/- Enc: 1 Availability: Exotic Range: 20
huntress. One of the Amazons that travel out
of their holy sites to bring food and news back Damage: 6, Special: -
Blade of the Ancients
WS BS S T I Agi Dex Int Wp Fel
Ranged (Blades of the Ancients)
Price: Priceless artefact Enc: 2 Availability: Exotic
Range: 30 Damage: +8, Special: Penetrating, Precise, Re-
Career Path peater (60), Reload (Special), Pistol, Shimmering Energy
Field, Recharging (One shot per minute)
Huntress Initiate— Brass 2
Shimmering Energy Field: When the weapon is used to
Skills: Cool, Dodge, Navigation, Outdoor Survival, Ranged (Throwing), attack its user gains Ward (10) until the beginning of her next
Ranged (Blowpipe), Secret Signs (Amazons), Track turn.
Talents: Hunter’s Eye, Marksman, Resistance (Mutation), Sixth Sense Recharging (Rate): This weapon can not be reloaded with
Trappings: Blowpipe with six darts or 3 Javelins the Ranged skill, instead it reloads itself at the rate shown in
parentesis.
Huntress — Brass 5
New Ammunition:
Skills: Endurance, Intimidate, Lore (Lustria), Perception, Ranged (Bow),
Stealth (Rural) Blowpipe Dart
Talents: Accurate Shot, Drilled, Orientation, Pure Soul
Ranged (Blowpipes)
Trappings: Bow, Quiver with twelve shots, The skin of a junglebeast you
Price: -/8 Enc: 0 Availability: Exotic Range: As weapon
have killed without assistance
Damage: -, Special: Impale
Ancient Huntress — Silver 2
Marienburg Wave Mage true high magic learnt but of the greatest elf
mages or the mysterious Slann Mage-Priests
Human, Highelf of far off Lustria.
The spells come from a tradition of centuries
Baron Henryk's College of Navigation and or even millenia of spells used by seafaring
Sea Magicks in Marienburg is one one of elves and while they pale in comparison to
the Old World's premier centres of learning learning centres such as the Tower of Hoeth
and much like the colleges of magic its they can match the institutions of men and
secrets come from the elves. The Sea elves thus their teachings have become popular
of Marienburg has helped form the magic amongst both men and elves of Marienburg.
school taught there.
While a true school of magic, and almost as
A mage is someone using Qhaysh, normally safe as the colleges themselves one should
referred to as high magic so it may be surpri-
note that the use of Sea Magick is not legal
sing to see ’mere humans’ referred to as within the empire or indeed most lands (in Ti-
such. There is an explanation though, while lea generous payments to the ’Guild of Mer-
using a form of high magic the sort called cenary Wizardry’ ensures the lore is legal). It
upon in sea magicks is closer to that used for is a Marienburg tradition and witch hunters
casting petty magic in Hoeth rather than the will rightly point out that the city lost its right to
WS BS S T I Agi Dex Int Wp Fel affect imperial laws and systems when it left
the empire, before burning the poor wave
mage. That doesn’t stop all such mages from
travelling the empire though, and as the old
Career Path Marienburg saying goes; ”A paper and a bribe
Wave Mage Apprentice— Brass 4 is as good as a license”.
Skills: Channeling (Qhaysh), Cool, Endurance, Entertain (Singing), Langu-
age (Magick), Navigation, Row, Swim
Talents: Aethyric Attunement, Orientation, Petty Magic, Read/Write Other Wizards of the College
Trappings: Navigation tools, Book to write in, Writing kit
Not all wizards of the college are Mages, wi-
Wave Mage — Silver 1
Skills: Bribery, Consume Alcohol, Gamble, Melee (Brawling), Research,
zards trained in traditions more in line with
Sail (Any) those in the empire are also trained here and
Talents: Arcane Magic (Sea Magick), Pilot, Sea Legs, Second Sight
there is some push to increase this and phase
Trappings: Spellbook, Diploma from ”Baron Henryk's College of Navi-
gation and Sea Magicks” out the sea mages for better relationships
Sea Magick Master— Silver 2 with the empire. To play a wizard from this
Skills: Haggle, Lore (History of Seafaring), Sail (Any), Trade (Shipwright) college that is not a sea mage use the wizard
Talents: Fast Hands, Briber, Old Salt, Resistance (Drowning) career from the core rulebook.
Trappings: Employment on a seafaring vessel
Sea Mage— Silver 4
Skills: Ranged (Any), Sail (Any)
Talents: In-fighter, Fisherman, Strong Swimmer, Chanty
Trappings: Apprentice, Ship
Northern Reaver
tention of their uncaring Gods, and gain the
Human (Northern Tribes) power they so crave.
Of the Northern Tribes it is the Norscans who
Reavers are warriors amongst the Northern are most famed for their Reavers.The brutality
Tribes whom have taken to piracy and raiding of Norscan raids has been felt as far abroad
as a means of living. The seas are full of ter- as the Witch King's baleful domain
rors, some Human, others subhuman. Among of Naggaroth, as well as the mysterious realm
the most feared mariners are without doubt of mighty Cathay, for the men of Norsca are
the Norse Reavers, brutal warriors who plun- reckoned to be amongst the most ad-
der the coastlines in search of foodstuffs, ept sailors and navigators in all the world;
gold, and slaves. They are a merciless lot, unequaled by any in their courage and reck-
hardened from their frequent battles less thirst for conquest.
with Imperial sailors and the feeble militias
that stand against them. Reavers sail the New Talent:
seas to bring booty back to their settlements Armour of the Depths
in their frozen lands. Others sell their souls to Max: SB
the Ruinous Powers, hoping to attract the at-
Tests: Swim
WS BS S T I Agi Dex Int Wp Fel Your chaos armour is blessed by the dark gods and in the
rituals to make it was quenched in the blood of krakens.
Chaos armour does not incur any penalties to tests to swim
or make you sink and while in water it also does not give a
penalty to perception or stealth. Note however that other
Career Path armour and your arsenal of weapons are still likely to compli-
cate swimming.
Untested— Silver 1
Reaver — Silver 3
Trappings: Wolfship
Khainite Assassin The Cult of Khaine hires out its Assassins to the rulers
of Naggaroth in exchange for sacrifices, wealth and political
Dark Elf (Male) favour. Though the price is high, the Assassins' skills are
such that there is a constant demand for their services. Many
The Assassins of Naggaroth are chosen by the Witch El- Assassins ply their deadly trade in the Dark Elf cities, elimina-
ves in an unimaginably cruel ritual. Babies stolen ting their employer's competitors and aiding in coups against
during Death Night are taken to the temple of Khaine. Here the ruling families. Some are hired by admirals of Black
they are thrown into cauldrons of boiling oil. Most die in in- Arks to train Corsairs or sow terror amongst the targets of
describable agony, their cries mingling with the cold laughter their raids. Assassins are also often employed to ensure
of the assembled brides of Khaine. But some live. Mi- loyalty amongst a Dreadlord's regiments. Such is an
raculously, by the will of Khaine, they survive their terrible Assassin's skill at mimicry and concealment that the troops
ordeal and emerge unharmed. he accompanies usually remain wholly ignorant of the infiltrat-
or within their ranks. The uncertainty this causes helps to
These children are then branded with the rune of Khaine and
keep rebellion to a minimum, for no Dark Elf can be abso-
given tutelage under the Master Assassins who dwell in the
lutely certain with who he is conspiring.
temples of the bloody-handed god. They learn the Way of the
Poisoned Sword, and the secrets of moving silently and un- Assassins are masters of using poison, and they coat their
seen. They become supreme killers and murderers, and are weapons with a variety of toxins -- some are deadly, others
masters of disguise and experts in the muse of all known paralyze or stupefy their victim. One scratch from some of
kinds of toxins and poisons. Such is the prowess of a Dark Elf these poisons is enough to send a man into agonising parox-
Assassin that in battle he is capable of besting almost any ysms as his nerves burn, his heart explodes or his bones
opponent, the victim hardly seeing the knife that kills him; crack and shatter. The Assassins take great pleasure in the
such is the speed of a trained Assassin. awful demises of their victims and can keep prisoners alive
for many days. Often, they can extract confessions and in-
formation from captives much more quickly that the crude
WS BS S T I Agi Dex Int Wp Fel tortures used by other Naggarothi interrogators.
What about the women?
Career Path The religious path of Khainite Assassin is one for men only and
Khainite Initiate— Silver 1 women of the cult instead become Witch Elves.
Skills: Athletics, Dodge, Entertain (Acting), Lore (Theology), Melee (Basic), I have not (yet) made a career for Witch elves but as a tempo-
Perception, Pray, Ranged (Throwing) rary solution I offer the following;
Talents: Ambidextrous, Berserk Charge, Catfall, Combat Reflexes To play a Witch Elf use the Warrior Priest Career with the
Trappings: Two Daggers, Cloak following changes;
Khainite Assassin — Silver 2 Replace the first rank of Warrior Priest (Novitiate) with the first
rank of Khainite Assassin (Khainite Initiate)
Skills: Cool, Intuition, Lore (Murder), Melee (Brawling), Perform
(Acrobatics), Stealth (Urban) Replace the ”Invoke” talent with the ”Bathes in Blood” talent.
Talents: Alley Cat, Careful Strike, Etiquette (Soldiers), Strike to Injure Replace the trappings for Priest Sergeant with ”Unit of Witch
Trappings: Ten or more lives taken in the name of Khaine Elves”.
Trappings: Spellbook
can play the Wizard career but adds
Sorcerer King — Silver 2 Hekarti’s Blessing to the second rank.
Skills: Art (Any), Sleight of Hand
Gatekeeper — Gold 1
Winged Lancer These mounted warriors are famed for their elaborately deco-
rated armour, most especially the large, feathered “wings”
Human (Gospodar) mounted on their back that make an eerie sound when they
charge. The rest of the armour is decorated as richly as the
The famous Winged Lancers of Kislev are mostly made up of stanitsa can manage, as a matter of pride and the warriors
young sons of Boyars from all across the lands. It is their duty only don their impressive armour immediately before battle to
to always be prepared for war, as invasions of Mother Kislev avoid damaging it in everyday use. Unsurprisingly, their pri-
are an all too common occurrence to simply ignore. Even mary weapon is the lance, but they also use swords for closer
though they are themselves of only modest rank, the Lancers fighting, often discarding their lances after an initial charge.
enjoy a great deal of respect from the people of Kislev for While not as manoeuvrable as the Ungol horse archers, they
their role in protecting the nation. Each stanitsa or settlement are still a highly mobile force and the mainstay of Kislevite
is expected to provide a force of Winged Lancers for the armies. They are, however, not full-time soldiers and often
mutual defence of the nation, which are often the focus of seem more loyal to their home than to Tzarina Katarin.
great civic pride. Nevertheless, they fight bravely against Chaos, and so the
Ice Queen is more concerned with other political problems.
Their standards have usually seen many battles and their
loyalty is fanatical. The famed feathered wings are the invent- Every Gospodar settlement annually raises a rota of winged
ion of the great historical warrior, Tzar Alexandr Njevski, lancers. Each spring, eager young men muster alongside
whose winged back banner emanated an eerie howl that veterans and don armour at their rotamaster's command. To
no Chaos worshipper could endure. The winged lancers are the sound of weeping womenfolk, they ride, their winged ban-
a Gospodar tradition, and most Gospodar stanitsas support ners fluttering behind them. Until their return, they are known
a rota, or squadron of them, often consisting of nearly all as the "Riders of the Dead," for they are mourned as if al-
the men of the settlement. ready deceased. Every rota of lancers has a different charac-
ter. Where some southern examples are like Imperial knights,
sporting colourful pennants, intricately decorated armour, and
WS BS S T I Agi Dex Int Wp Fel great animal pelts, lancers from beyond the Lynsk are more
akin to Ungol nomads, having heavy moustaches, top-knots,
and fur-lined charms to ward against evil.
The royal houses of Kislev have held the eagle to be a
Career Path sacred bird for time immemorial, and this is commemorated
in a secret ritual that every would-be winged lancer must
Untested Lancer— Silver 4 complete. Armed only with a bow, five arrows and a knife, the
Skills: Animal Care, Consume Alcohol, Cool, Intimidate, Melee (Cavalry),
young man leaves his settlement and ventures into the wild.
Outdoor Survival, Ranged (Bow), Ride (Horse)
His mission is clear – he must return within five days with an
eagle that he has slain. The eagle's feathers will be used to
Talents: Drilled, Menacing, Noble Blood, Roughrider decorate his distinctive back banner and will mark him as
Trappings: Horse with saddle and harness, Lance, Winged back-banner,
worthy to ride with the winged lancers.
Uniform This is the tradition. Alas, that in many Gospodar communi-
Winged Lancer — Silver 5
ties it is more practiced in the breach. Some richer families
hire professional hunters to accompany their sons into the
Skills: Charm Animal, Animal Training (Horse), Charm, Endurance, Langu- wild. The youngster must still take the shot himself, but he is
age (Battle Tongue), Melee (Parrying) aided by the hunters, who are expert in the location of nearby
Talents: Combat Aware, Etiquette (Soldiers), Frightening, Resolute
nests. While not technically a violation of tradition, grizzled
veterans derisively call such practices "cheating the eagle".
Trappings: Shield, Leather Jacket, Leather Leggings, Mail coat, Open Rumours circulate that some noble sons even let the hunters
Helmet take the shot, plunging an arrowhead into the eagle's corpse
only after the veteran huntsmen have brought it down. If such
Rotamaster — Gold 2
an allegation were ever proved, the winged lancer in question
Skills: Leadership, Lore (Heraldry), Navigation, Track would be drummed out of his rota in disgrace.
Talents: Berserk Charge, Combat Reflexes, Hatred (Chaos), Implacable
Pulkmaster — Gold 4
Rune Talismans
• Rune items are always one of the following categories:
Rune Weapon, Rune Armour, Rune Standard, Rune Rune talismans follow the following additional rules:
Engine, Rune Talisman, Anvil of Doom. An item can
never be more than one of these categories. • Rune Talismans can only be inscribed with Talisman
runes, an item inscribed with one or more talisman runes
• Rune items can carry up to three runes, once a third counts as a rune talisman.
rune has been inscribed it can no longer receive new
runes. It is not possible to change runes on an item, • Any item can be a rune talisman.
once inscribed a rune remains on that item forever. Anvil of Doom
• Rune items can carry up to one master rune, this counts Anvil of Doom follow the following additional rules:
as one of the runes for the limit of three runes total.
• Anvil of Dooms are ancient items inscribed with the Mas-
• Rune items count as magical (despite dwarfs insistance terrune of Sorcery. They can not get any further runes.
that runes are different from magic).
• Rune Weapons can only be inscribed with weapon ru- Empower Rune Endeavour
nes, a weapon inscribed with one or more weapon runes
counts as a rune weapon. This endeavour can be used like any other but only by a cha-
racter with the advanced skill ”Empower Rune”. When used
• Any weapon other than a shield or a warmachine can be chose one rune item and test Empower Rune at +20. If suc-
a rune weapon. cessful the item is fully repaired of damage (if it had taken da-
mage) and regains the use of all ”Limited Use” abilities it has.
• Attacks made with rune weapons are magical attacks. For a character who is currently working as a Runesmith (or
Rune Armour other ranks of the same career) this endeavour is part of your
duties and protects you from dropping in ranks as per duties
Rune armour follow the following additional rules: and responsibilities just as if you had taken an income ende-
MASTER RUNE OF SKALF BLACKHAMMER Rules: When this weapon connects with another weapon (by
parrying or being parried) that weapon loses the unbreakable
The legendary Runesmith Skalf forged many great hammers, and durable qualities (if it had them) and is then destroyed.
and some say even Sigmar’s hammer was his work. Many of
his hammers were later held by Dwarf Lords as heirlooms of MASTER RUNE OF SWIFTNESS
their kingship. First struck by Thurgrom the Hermit, the last Runesmith to work
Requirement: Can only be inscribed on a Handweapon or War- in the Elf cities of the Old World.
hammer Requirement: N/a
Rules: When dealing damage with a weapon inscribed with this Rules: The weapon gets the Fast quality, enemies engaged
rune the target counts as having a TB of 0. with the wielder of the weapon have their attacks lose the Fast
MASTER RUNE OF ALARIC THE MAD quality if they have it.
Few speak of what happened to Alaric the Mad after he forged MASTER RUNE OF KRAGG THE GRIM
the famous Runefangs of the Elector Counts of the Empire, the A common rune in days of yore refound and relearnt by Kragg
Nemesis Crown held in the deepest vaults of Karaz-a-Karak tell the Grim so it can once again be forged.
the tale however.
Requirement: Any Melee Weapon
Requirement: Can only be inscribed on a Handweapon
Rules: Further runes added to this weapon count their require-
Rules: When dealing damage with a weapon inscribed with this ment as ”N/a”. When attacking or defending with this weapon
rune the attack ignores AP. the wielder adds one SL.
MASTER RUNE OF DRAGON SLAYING MASTER RUNE OF BANISHMENT
With this rune many great wyrms of the ages have been slain. This rune was forged to deal with the forces of the dead and
Requirement: Can only be inscribed on a Handweapon reclaim Silver Pinnacle, a grudge not yet settled.
Rules: This weapon increases its damage by +16 against dra- Requirement: Can only be inscribed on a Handweapon
gons. Rules: Undead suffering damage from unstable when fighting
MASTER RUNE OF FLIGHT someone wielding this weapon suffer thrice as many wounds as
normal.
The original inscription for this rune did not specify that the
hammer return to the wielder’s hand, and many dwarfs found MASTER RUNE OF CHAOSBANE
themselves knocked unconscious as their own weapons retur- This rune was created by the renowned Rune Lord Khrendel
ned to them. the Vengeful. A weapon inscribed with this rune improves the
Requirement: Can only be inscribed on a Handweapon that is wielder's ability to dispatch the minions of Chaos
a hammer Requirement: Can only be inscribed on a Handweapon
Rules: This weapon can make melee attacks against foes wit- Rules: This rune glows with a red sheen in the presence of
hin 30 yards as if the wielder was standing next to them but the those that worship the ruinous powers. At the start of a combat
wielder can not suffer a crit from an enemy rolling a crit on de- against such foes the wielder receives two advantage.
fence. In addition regardless of talents and special rules only
one attack can be made this way each round.
MASTER RUNE OF WARPING RUNE OF CLEAVING
A weapon bearing this Master Rune turns invisible except for Originally forged upon the axes of miners, enabling them to
the illumination of its non-magical runes break through the hardest rock.
Requirement: Can only be inscribed on a Melee weapon Requirement: Must be inscribed on a melee weapon.
Rules: Non-magical armour offer no protection against this Rules: The weapon increases its damage by +3. If multiple are
weapon. placed on the same weapon the damage bonus stacks.
GIANTBANE MASTERRUNE GRUDGE RUNE
This rune is forged to defeat titanic foes that normal weapons Often an enemies misdeeds are so great that a Dwarf will have
seem insufficient to harm. this rune put upon his weapon and will not rest until the foe
pays for his wrongdoings with blood.
Requirement: Can only be inscribed on a Melee Weapon
Requirement: N/A
Rules: This weapon deals an additional d5 damage, this is
increased to d10 extra damage against foes of a larger size Rules: Chose a specific person or monster (ie Orc Warboss
than the wielder and the bonus for attacking a larger foe with Buzgak, not Orc Warbosses, or ”The Chimera that killed my
this weapon is +20 instead of the normal +10. father” not ”Chimeras”). When this weapon is used against that
foe the wielder may re-roll any attack. Multiple of the rune may
MASTER RUNE OF ORREY SINGEBEARD
be given to a weapon but a new foe must be chosen for each.
This rune was forged in Karak Eight Peak by the mad Ru-
RUNE OF STRIKING
nesmith Orrey Singebeard. This rune of Vengeance is cooled in
the poisoned wells of that ruined hold and shines with a crimson The properties of this rune enables the weapons wielder to find
sheen. an enemy’s weak points with ease.
Requirement: Can only be inscribed on a Handweapon Requirement: Can only be inscribed on a Handweapon
Rules: When Attacking Skaven or Greenskin foes the wielder Rules: The weapon gets the Impale quality. Multiple of the rune
gets +2SL to rolls to hit and gains the Fear (1) trait against has no further effect.
them. The weapon is also a lightsource equal to a candle in
RUNE OF SPEED
effectiveness.
This rune enhances the wielders awareness.
RUNE OF KARAZ-DRAZH
Requirement: N/a
The Runelords of Karaz-Drazh wrought wonders the likes of
which few had seen before or since, and amongst their treasure Rules: The wielder increases his initiative with 10. Multiples of
hordes was found this famed rune. Allowing a weapon to be the rune stack.
swung with preternatural ease yet hit with deadly force. It was
RUNE OF FIRE
long believed lost but after millenia a hammer bearing it was
discovered and the rune found again. A skilled Runesmith is able to inscribe this rune on the metal
when it is still white hot from the forge.
Requirement: Can only be inscribed on a Handweapon
Requirement: Can only be inscribed on a Handweapon
Rules: This weapon has an encumberance of 0 and the Fast
quality. Rules: Someone hit by the weapon gets one Ablaze condition.
Multiples of the rune stack, giving additional ablaze conditions.
RUNE OF MIGHT
RUNE OF DAEMON SLAYING
Though short in stature, a Dwarf using a weapon with this rune
if a powerful opponent. A potent rune from the days of the ancestor gods.
Requirement: Must be inscribed on a Handweapon Requirement: Can only be inscribed on a Handweapon
Rules: When attacking an enemy with a toughness bonus of 5 Rules: This weapon deals extra damage equal to the wielders
or more the wielder of this weapon deals SB extra damage (in WPB against daemons. Multiples of the rune stack for even
addition to the SB allready added). If multiple of this rune are higher damage.
added these extra SBs do stack.
CURSE RUNE
RUNE OF FURY
The pain and anger felt by the dwarfs over grudges unsettled
The Dwarf wielding the weapon must concentrate upon an una- are focussed into this rune to weaken a foe struck.
venged grudge, causing him to become enraged at the wrongs
Requirement: Can only be inscribed on a Handweapon
his race have endured.
Rules: A foe struck by the weapon loses d10-4 Strength and
Requirement: Must be inscribed on a Handweapon
D10-4 Toughness which are regained at a rate of 1 point of
Rules: Before attacking the wielder may chose to use this rune, characteristic damage per day. If multiple of the rune are
if he does he makes one additional attack against the target inscribed don’t roll several times, instead just add +2 to the
after the first. If the weapon has multiple of this rune the wielder number reduced from each characteristic per rune beyond the
must use either none or all of them for an attack. first.
RUNE OF DISMAY MASTER RUNE OF ADAMANT
The uncanny glow of this rune is an awe-inspiring sight, apt to First forged on a shield as a gift for the flamboyant Dwarf Prince
fill foes with dread. Gudii Twoboots, the shield was subsequently stolen by a lone
bandit who stalked the Undgrim preying on small parties of tra-
Requirement: Can only be inscribed on a melee weapon.
vellers,
Rules: The wielder of this weapon has the Fear (1) trait, if the
Requirement: N/a
weapon has multiples of the rune instead have the Fear (X) trait
where X is the numbers of this rune inscribed on the weapon. Rules: The wearer of this armour or wielder of this shield
counts his Toughness as ten higher and his endurance as
RUNE OF CUTTING
twenty higher.
A rune forged to cut deep into armour.
MASTER RUNE OF GROMRIL
Requirement: Can only be inscribed on a Handweapon
A small ammount of pure Gromril is the most important element
Rules: The weapon has the penetrating quality. Multiples of this used when inscribing this rune. If the sample is even slightly
rune has no further effect. flawed the rune will not work.
A weapon inscribed with this rune moves to block incoming Rules: The wearer of this armour counts as having 6 AP on
attacks making its wielder extremely hard to hit. each location on which he wears metal armour. This does not
stack with the metal armours AP but replaces it with 6 AP. In
Requirement: Can only be inscribed on a Handweapon
addition the Breastplate loses the Weakpoints quality.
Rules: The weapon has the defensive quality. Multiples of this
SKALDOR’S MASTER RUNE
rune has no further effect.
During the Golden Age of Karaz Ankor, Rune Lord Skaldor Dra-
RUNE OF SMITING
gonhelm developed bis Master Rune to provide the High Kings
A rune forged to deal devastating, if unpredictable, damage. of Karaz-a-Karak protection from dragons and Chaos Beasts.
Requirement: Can only be inscribed on a Handweapon Requirement: Must be inscribed on metal Armour
Rules: The weapon increases its damage by d5. Multiples of Rules: The wearer of this armour counts as having 4 AP on all
the rune stacks. locations unless it would otherwise be more and is immune to
all damage from fire attacks or ablaze conditions.
RUNE OF FATE
MASTER RUNE OF BOREK BEETLEBROW
A rune forged to manipulate fate to its targets demise.
´Made by runesmith Borek Beetlebrow to defeat a pair of giants
Requirement: Can only be inscribed on a Handweapon
threatening Karak-Hirn a suit bearing this rune is said to be able
Rules: One use only: After calculating damage, double it. If to hold against any enemy.
multiple of this rune are inscribed each can be used once.
Requirement: Must be inscribed on metal Armour of silvered
RUNE OF ENCHANTMENT steel
A rune to deal with that which only magic can harm. Rules: An attack against the wearer of this armour does not
benefit from the impact or damaging traits if it has them and
Requirement: N/a does not get to add the wielders SB to the damage even if the
Rules: The rune has no other effect than to make the weapon weapon normally would do so.
inscribed magical.
RUNE OF FORTITUDE
Special: The rune can be used as an engineering rune as well.
It is rumoured amongst those dwarfs that have worn this armour
that it becomes sentient. Whilst no Runesmith has ever confir-
Armour Runes med this rumour, they make no attempts to deny it either.
Below are a list of Runes and Master Runes for shields and Requirement: Must be inscribed on metal armour
armour.
Rules: The wearer of this armour counts as having 12 more
MASTER RUNE OF STEEL wounds but each time his wounds are reduced to zero he gains
one corruption point.
Once this rune has been forged it binds metals together making
them more resilient. Armour with this rune never rusts through RUNE OF SHIELDING
weathering or age.
This rune was created during the War of Vengeance as a pro-
Requirement: Can only be inscribed on metal armour tection against the deadly missile fire of the High Elves.
Rules: When the wearer of this armour is hit by an attack re- Requirement: N/a
duce damage to +10 if it would have been higher (note that SB
Rules: Ranged attacks and magic missiles targetting the wea-
is not added to that damage, only SLs). In the case of a random
rer count as having the undamaging quality.
element to the damage such as with the rune of smiting roll first
and reduce if the damage total is higher than 10.In addition the
armour is immune to any effects that would make it rust.
RUNE OF RESISTANCE RUNE OF STONE
First used on the armour of the Thane of Karak Azgal by Gorgi Dwarf tradition tells that the ancients were created from the rock of
Strongbeard, this rune is thought to have been lost amongst the the first mountain, so the rune of stone is the first rune an appren-
ruined stronghold. Fortunately the Runesmith survived to replicate tice ever learns.
it.
Requirement: Can only be inscribed on metal armour or metal
Requirement: Must be inscribed on metal armour. shields
Rules: When suffering a crit hitting a location protected by this Rules: If inscribed on armour increases its AP by one. If inscribed
armour roll a d10, on a result of 6 or more ignore the critical hit. on a shield increases it’s shielding quality by one.
After the roll the wearer can chose to damage the armour to re-
move the critical as normal should he wish. Banner Runes
RUNE OF IMPACT Below are a list of Runes and Master Runes for Standards
First designed to enhance drilling apparatus, when struck onto MASTER RUNE OF VALAYA
armour, this rune adds thunderous momentum to a dwarfs charge.
This ancient rune is said to have been invented at the dawn of
Requirement: N/a time by Valaya the Ancestor Godess.
Rules: Grants the wearer or wielder the ”Horns (Rune Impact) Requirement: N/a
+TB” trait. Multiples of the rune has no further advantage.
Rules: Any spell targetting someone affected by this rune increa-
Special: This rune can be inscribed as an engineering rune on a ses its CN by 4.
Dwarf Steam Drill, if it is it grants +10 to tests to use it to dig in
addition to its normal bonus. MASTER RUNE OF GRUNGNI
RUNE OF IRON This rune stirs up the Winds of Magic, using their swirling arcane
force to protect its bearer and shield nearby Dwarfs against enemy
When iron is saturated with magic it is known as lodestone. This missile foe.
rune focuses the magnetic properties of lodestone to create magic
armour. Requirement: N/a
Requirement: Can only be inscribed on metal armour or metal Rules: The person carrying the banner gets the Warding (7) trait
shields but this does not confer to all affected. All affected gain the War-
ding (10) trait against ranged attacks.
Rules: Grants the wearer or wielder the Warding 9 trait, if two
runes are on the same item it grants Warding 8 instead and if MASTER RUNE OF GRIMNIR
three are found on one item they grant Warding 7. Forged only by me Runesmiths of Karak Kadrin, the Rune of Grim-
RUNE OF PRESERVATION nir projects an aura of Dwarfishness tbat is so strong ic can deflect
arrows and cven cannonballs!
When Prince Valkan Firehand was decapitated by a Wight Blade
at the Battle of Hunger Wood a Runesmith created this rune to Requirement: N/a
offer greater protection from such evils in the future. Rules: All affected gain the Warding (9) trait against ranged at-
Requirement: Can only be inscribed on metal armour tacks.
Rules: When reducing AP to ignore a critical hit on a location pro- MASTER RUNE OF VENGEANCE
tected by this armour ignore the attack fully. This ancient rune focusses the dwarfs innate hatred against magic
RUNE OF SPELLSTOPPING into a devastating force of destruction against their foes.
A powerful rune forged to stop enemy sorcery from slaying the Requirement: N/a
wearer. Rules: All affected can deal damage when defending using magic
Requirement: N/a resistance as if it was a melee roll and they had the champion trait.
Rules: When the wearer or wielder is targeted with an enemy MASTER RUNE OF STROMNI REDBEARD
spell increase the spells CN with 5.When the wearer or wielder is Stromni Redbeard made this rune in the days of Bael, Lord of Ka-
targeted with an enemy blessing or miracle the caster gains one rak Azul. It was first carved onto the battle standard of Durgin, son
Sin point before using it. Multiple of this rune has no further effect. of Grindol, son of Grimnir.
RUNE OF CLAN AND KIN Requirement: N/a
A rune strengthening the dwarf with the honour of his clan. Rules: At the end of the carriers turn those affected gain one ad-
Requirement: Must be inscribed on a shield vantage.
Rules: When used by a dwarf in good standing with his clan the MASTER RUNE OF VIGOUR
shield loses the undamaging quality and grants +1AP on all During the War of Vengeance, Rune Lord Norgrim of Karak Azgal
developed this rune, which is generally inscribed on stand-ards for
army commanders in the field
Requirement: N/a
Rules: One use only. When activated Those affected by the rune
increase their Movement, TB and SB by 1 each for d5 hours.
MASTER RUNE OF TAUNTING fortune.
This rune focuses the Dwarfs ability to chant and gesticulate in Requirement: N/a
such an offensive manner that they enrage the enemy beyond all
Rules: Those affected re-roll all rolls of 96-00. Multiple copies of
self-control.
the rune has no further effect.
Requirement: N/a
RUNE OF BATTLE
Rules: One use only, can be activated by the carrier as a free
Each of the Dwarf strongholds once had a banner with the Rune
action on his turn. Until the start of his next turn all affected can
of Battle upon it. Many of these are now lost, but those that still
use their action to ’Taunt’ an enemy within range of the banners
remain in Dwarf hands are held aloft with pride.
effect, that enemy must then spend its next action to charge the
taunter if possible or move towards them if not. Requirement: N/a
MASTER RUNE OF LOST HOLDS Rules: Those affected start each battle with one advantage
which they can not lose the first round of battle. Multiples of this
This ancient rune was made in collaboration between many ru-
rune stack giving more advantages at the start of battle.
nelords that had lost their holds in the Goblin Wars. Fighting
beneath the banner the dwarfs recall their past and the RUNE OF SANCTUARY
vengeance they must seek.
This rune creates an area of anti-magic, using the defiance of the
Requirement: N/a Dwarfs to deflect mystical attacks.
Rules: Those affected increase the damage of all their attacks Requirement: N/a
with +2 and lose the undamaging quality from any attacks that
Rules: Those affected can dispel spells using Language
would have it.
(Khazalid) as if they were wizards using Language (Magick) to
MASTER RUNE OF GROTH ONE-EYE dispel magic.Multiples of this rune have no further effect.
Groth One-Eye, famous for never backing down in an argument, RUNE OF STOICISM
struck this rune in the time of Kurgan Ironbeard when the Green-
This rune reminds every Dwarf that, though their numbers are
skins where driven from the west.
diminished, each one of them carries the legacy of his ancestors,
Requirement: N/a and thus is never alone.
Rules: Those affected count all Cool tests as being Easy +40 Requirement: N/a
unless they would normally be Very Easy +60. In addition they
Rules: Those affected count as having Combat Master or has
ignore all penalties to Cool and Willpower.
one more rank of Combat Master if they allready had the ta-
MASTER RUNE OF FEAR lent.This is cumulative should multiples of the rune be added to
the same banner.
The clan that takes this banner to battle give the illusion that they
tower over the enemy. Dwarfs are strong enough opponents in STROLLAZ RUNE
their own right but a unit of giant Dwarfs is enough to scare even
This rune boosts the already tireless nature of the Dwarfs, al-
the strongest enemy.
lowing troops bearing it to march for days and nights on end.
Requirement: N/a
Requirement: N/a
Rules: Those affected count as having ”Size (Large)” for the pur-
Rules: Those affected get +60 to endurance tests to force march.
poses of causing fear and/or terror.
This is cumulative should multiples of the rune be added to the
RUNE OF SLOWNESS same banner.
This rune creates an almost physical barrier from the intractable ANCESTOR RUNE
nature of the dwarfs around it.
In adversity Dwarfs look to the runes of the Ancestors and
Requirement: N/a remember the duty that is now their own to bear.
Rules: Foes charging someone affected by the rune reduce their Requirement: N/a
movement by 1 to a minimum of 1. This stacksshould multiples of
Rules: One use only. Those affected get the ”Immune to psycho-
the rune be inscribed on the same banner.
logy” trait for their next two turns. Multiples of this rune can be
RUNE OF COURAGE inscribed giving one use each.
Resonating with the power of duty and Loyalty this rune further RUNE OF GUARDING
bolsters the resolve of dwarfs near it.
It is no easy task to carry a rune banner into battle, for enemy
Requirement: N/a warriors dream of the glory of capturing it. This rune defends the
one who carried it.
Rules: Those affected get +10 to all cool tests. Multiples of this
rune stack. Requirement: N/a
RUNE OF KADRIN Rules: This rune affects only the one carrying it. The one carry-
ing it adds 2AP to all locations. Multiples of this rune add one
It is said that any who have undergone the pilgrimage to the
further AP to all locations per extra rune.
shrine of Grimnir at Karak Kadrin will forever be blessed with
good fortune. This rune glows bright red at the centre of the
shrine and has been forged onto banners to bless them with good
RUNE OF DETERMINATION process alone can take weeks to complete.
Even in the most hopeless struggle it is not within the heart of a Requirement: Can only be inscribed on a cannon
dwarf to conceade defeat. This rune magnifies that spirit when it is
Rules: The cannon loses the dangerous quality. If inscribed with
most sorely tested.
two copies the crew of the cannon can not fumble when firing it. If
Requirement: N/a three copies are inscribed they can’t fumble when reloading
either.
Rules: One use only. Those affected remove all instances of the
Broken condition they are currently suffering and gain no further RUNE OF RELOADING
Broken conditions this turn. Multiples of this rune can be inscribed
After a warmachine has proved its reliability, a Runesmith may
giving one use each.
deem it worthy of this rune.
RUNE OF WARDING
Requirement: Can only be inscribed on a machine with reload
This rune is made to guard against hostile spells.
Rules: The machine lowers its reload quality by one. If this takes
Requirement: N/a it to zero it loses reload. Multiples of this rune stack.
Rules: Spells targetting someone affected by this rune can not RUNE OF FORTUNE
overcast.
Discovered by Magnus Hammerson, who broke Runesmith tradit-
Special: This can be inscribed as a talisman rune in which case it ion by selling it to the Engineers Guild.
only affects the wearer.
Requirement: N/a
Engineering Runes Rules: When getting a fumble with a machine with this rune roll
twice on the Ooops table and chose the result. Multiples of this
Below are a list of Runes and Master Runes for Dwarf Machines. rune have no further effect.
MASTER RUNE OF DEFENCE VALIANT RUNE
Developed as a defensive measure during the War of Vengeance Dwarf crews are famed for always defending their machines to the
against the firepower of the High Elves, this rune has saved the bitter end when attacked.
lives of many crews.
Requirement: Must be inscribed on a machine using a crew of
Requirement: Machine that uses a crew of two or more. two or more.
Rules: When targetting the crew of this warmachine the attacker Rules: The crew of the machine gets +20 to cool tests. Multiples
must test Cool. If the roll is failed the attacker makes his attack of this rune stack.
against the machine instead.
FLAKKSON’S RUNE OF SEEKING
MASTER RUNE OF IMMOLATION
This makes bolt throwers deadly against flyers by magically
Devised to stop machines falling to the enemy, it is invoked only in directing the bolt to their target.
desperate circumstances.
Requirement: Can only be inscribed on a bolt thrower
Requirement: N/a
Rules: When fired against a creature that flies the shot is fired
Rules: The machine is completely destroyed despite being a rune with a +20 bonus per Flakkson’s rune of seeking on the weapon.
item (not depowered, destroyed) and all within 12 yards suffer 20
damage. This damage is increased by 10 for each rune beyond
this inscribed on the machine. STALWART RUNE
MASTER RUNE OF DISGUISE Many dwarfs believe that a machine with this rune on it will last
This rune magically distorts space around the machine, rendering forever.
it almost invisible. Requirement: N/a
Requirement: N/a Rules: The user of this machine always has a minimum of one
Rules: This machine does not confer any penalties to stealth for advantage, if losing it regain it immediately. If multiples of this
trying to hide it or sneak with it. (This indeed includes large machi- rune are added to a machine the minimum is instead the number
nes such as cannons). of Stalwart Runes on the machine.
This rune was devised with the help of high elves before the War Any ammunition shot by the machine bursts into flames as it hits
of Vengeance. its target.
Requirement: Can only be inscribed on a Bolt Thrower Requirement: Can only be inscribed on a warmachine that fires
shots.
Rules: One use only. Can be activated before making an attack.
Instead of rolling to hit the attack hits with 8SL and ignores the Rules: Enemies hit by the machine get an ablaze condition for
shielding rule of any target. each rune of burning on the machine.
RUNE OF FORGING
When making a cannon, with each hammer blow an Engineer
strikes, a Runesmith must recite a special litany. This step of the
RUNE OF SEEKING "the man with the red beard", then any man with a red beard will
cause the rune to activate. In the same way, the rune cannot
This runes ensure no altitude is too high to hit and no distance is
work out things that are not obvious. Runes that are set to detect
too far to find.
"Slaaneshi cult-ists" will only work if the target is openly wearing
Requirement: Can only be inscribed on a warmachine that fires clothes or markings that distinguish them as such.
shots
Special: Can be inscribed as a talisman rune instead in which
Rules: Shots fired at a foe seen always count as being fired at case the requirement is ignored.
short range. Multiples of the rune has no effect.
RUNE OF ALARM
RUNE OF VERMINKILL
A rune to ensure none enters undetected.
This rune is made to protect the dwarfs from vermins eating their
Requirement: Must be inscribed on a gate or entrance
food
Rules: This item can be inscribed on any one spot or object.
Requirement: Can only be inscribed on a room at most 500
Should any living creature pass within a yard of the rune, it will
cubic feet
sound an alarm very loudly. The runesmith who inscribes the
Rules: Any rats, beetles or simmilar vermin entering this room rune may decide the type and loudness of the noise to be
suffer 10 wounds (AP and TB protects as normal), any such crea- emitted, including sbort spoken messages up to 10 seconds long.
ture that dies from it is vaporized. This works on Skaven too. Mul- The runesmith may also specify what person or category of pe-
tiple runes increase the damage by 2 each. ople the rune guards against. For instance, many doors to Dwarf
fortresses have runes on them that allow any Dwarf to pass, but
RUNE OF PENETRATING
sound a loud gong if anyone else enters. Also, many Dwarf
These runes infuse the warmachine with extra piercing ability. tombs have a Rune oj AJa,m on the entrancc that will boom out
in a loud, frightening voice, "Who dares disturb the eternal rest
Requirement: Can only be inscribed on a machine intended to
of ... ", followed by the name ofthose interred within.
be used as a weapon
RUNE OF LOCKING
Rules: The damage of the machine is increased by +4 per rune
of penetrating on the machine. This rune is forged to keep a gate barred until a runesmith calls it
to open.
RUNE OF ACCURACY
Requirement: Must be inscribed on a gate or entrance
The Winds of Magic aids missiles when fired from a warmachine
bearing a Rune of Accuracy. Rules: This gate or entrance can only be opened with the
”Empower Rune” advanced skill (tested at +20). Any other
Requirement: Can only be inscribed on a warmachine that fires
method, magic or mundane, fails as long as the rune holds.
shots.
Rules: Shots fired get a +10 bonus to hit per Rune of Accuracy Talisman Runes
on the machine.
Below are a list of Runes and Master Runes for Talismans
RUNE OF AIR
THE MASTER RUNE OF AGES
This runes ensure a room to have fresh and clean air. Protecting
it from the noxious gasses of the skaven machines At some point in his career, Alaric the Mad devised a new Master
Rune, the Master Rune of Ages. This Rune would not only retain
Requirement: Can only be inscribed on a room at most 500 and distill the wisdom of each of its wearers, passing it on to
cubic feet those who followed, but give the bearer control of their very des-
Rules: The air in this room remains forever clean, purging any tiny. Any who wore it would become master of his fate, and that
poisonous gases from it. of his entire race. The rune was a more powerful variant of the
Master Rune of Kingship, but such was the power of the rune, no
RUNE OF PURIFICATION substance could take the strain of bearing it. However, upon fin-
This runes ensure a well has water as pure as neewly melted ding some Warpstone ore, Alaric was finally able to craft an item
mountain snow. It has saved many lives in the wars against the bearing this powerful rune. This item was the Nemesis Crown,
skaven. but then Alaric discovered the crown would not distill the destiny
of those that wore it but would instead draw out even the smallest
Requirement: Can only be inscribed on a well shred of evil intent and transform its wearer into the vessel for all
Rules: Water drawn from a rune-protected well, whether from a the malice of all those who wore it before.
standing pool or running stream, is always as fresh and clean as Requirement: Must be inscribed on an artefact of pure warp-
water found from newly rnelted snows high in the mountains. stone
RUNE OF ENEMY DETECTION Rules: The item is a major source of corruption. The wearer
This runes ensure a well has water as pure as neewly melted when suffering a corruption always gets a Mental Corruption. The
mountain snow. It has saved many lives in the wars against the wearer can manipulate fate and knows the following spells; Trea-
skaven. son of Tzeentch, The First Portent of Amul, The Second Portent
of Amul, the Third Portent of Amul, Starcrossed, Steal Life, Swift
Requirement: Must be inscribed on a gate or entrance Passing, Mindslip, Curse of Ill-Fortune.
Rules: When forging the rune chose a specific enemy, these These can be cast through the crown regardless of talents that
runes give off a reddish glow as a waming whenever that enemy would normally prevent spellcasting and are done so with a
is within a 30 yard radius. ”Language (Magic)” of 100 and a ”Channeling (All)” of 100. The
wielder adds 1SL to all spellcasting and channeling for each
The description tied to the rune must allow the magic to distin-
mental corruption it has suffered.
guish the intended target from other people; if it simply describes
MASTER RUNE OF KINGSHIP Requirement: N/a
Gotrek Starbreaker was the first great Dwarf lord to have his Rules: Three uses only, when activated restores d10+2
crown adorned with this rune. Such a crown is a priceless arte- wounds.
fact and the loss of one is dearly mourned as it absorbs the
MASTER RUNE OF CHALLENGE
wisdom of its former master and passes it on to the next crown
bearer. A foe that hears this rune is suddenly aware of the challenge
being called and the strong will behind this call. The only opt-
Requirement: Must be inscribed on a crown
ions remaining are fight or flight.
Rules: If worn by a Dwarf King or High-King grants the wearer
Requirement: N/a
all lore skills known by previous wearers and a +120 bonus to
Leadership. If worn by anyone else this and all other runes on Rules: One use only, When used declare a challenge for a duel
the item have no effect. to a target within 60 yards. The target must either agree to the
challenge and try to meet it to the best of his abilities or suffer 8
MASTER RUNE OF BALANCE
Broken conditions.
Forged in the embers of a captured spell book this rune hung-
MASTER RUNE OF FIERY DEFENCE
ers after magical power, stealing it from the enemy.
This ancient rune commands fire to protect the dwarf holding it
Requirement: N/a
and his kin.
Rules: If the wearer has the ”Spellbreaker” talent spellcasters
Requirement: N/a
within Willpower Yards decrease their Language (Magick) skill
by –10 (to a minimum of zero at which point they lose the ability Rules: One use only, allows the bearer to call forth a barrier of
to cast spells) for as long as they are within Willpower yards. flame up to 12 yards in front him. The flaming wall is 10 feet tall
For each spellcaster affected the wearer gets +10 to Language and WPB yards wide. The bearer can shape the barrier in any
(Magick). fashion that suits them from a straight line to a circle (though
the latter would not be advisable as the flames consume the
MASTER RUNE OF SPELLBINDING
oxy-gen within the circle rather quickly). 'the barrier moves with
This rune allows a Runesmith to channel away the winds of the bearer and lasts 1 hour unless the bearer wishes to end it
magic with greater ease, thwarting the magical attacks of their sooner. Moving into the fire causes an ablaze condition and
foes. eight damage (reduced by AP and TB).
Requirement: N/a RUNE OF SPELLBREAKING
Rules: If the wearer has the ”Spellbreaker” talent he can dispel Once a Runesmith has mastered the rune of Warding he will
one more spell each turn and has a +20 bonus to the first learn this more complex rune.
attempt to dispel each turn.
Requirement: N/a
MASTER RUNE OF PASSAGE
Rules: Can only be used by someone with the Spellbreaker
This rune causes rocks, vegetation, snow and mud to become talent. One use only, use this instead of rolling to dispel a spell,
easily passable. it is automatically dispelled. After an encounter when this rune
was used the character can test ”Empower Rune” at –20. If
Requirement: N/a
succeeded the rune regains its use. Multiples of this rune allow
Rules: The wearer and FB allies within Fellowship yards treat multiple uses.
all difficult or dangerous terrain as open terrain.
SPELLEATER RUNE
MASTER RUNE OF DISMAY
This rune makes Runesmiths and Runelords almost in-
When a war horn with this rune is sounded its uncanny voice vulnerable to magical attacks.
causes all foes to tremble.
Requirement: N/a
Requirement: Must be inscribed on a horn instrument
Rules: Can only be used by someone with the Spellbreaker
Rules: One use only, when sounded the user gets the Terror talent. One use only, use this instead of rolling to dispel a spell,
(4) trait for one round, affecting all that hear him rather than all it is automatically dispelled. In addition, if the spell was
that see him. memorized the caster permanently forgets it. If it was cast from
a spellbook the spell is permanently erased from the spellbook.
MASTER RUNE OF SPITE
Multiples of this rune allow multiple uses.
Created to protect the gates of Karaz-a-Karak, this rune has
RUNE OF SPELLHATING
since been transferred onto other devices.
A rune capable of shutting down even the most potent of sor-
Requirement: N/a
cery.
Rules: The wearer of this has the Ward (6) trait.
Requirement: N/a
Special: This rune can be inscribed onto a gate counting as an
Rules: Can only be used by someone with the Spellbreaker
engineering rune. If done so the Ward (6) trait is given to the
talent. One use only, use this instead of rolling to dispel a spell,
gate.
it is automatically dispelled even if cast with Unstoppable Force.
MASTER RUNE OF VITALITY
This ancient rune restores the health of its user.
FIERY RUNE OF THORI RUNE OF CONSERVATION
This rune flickers with mysterious flame to be unleashed by its This rune ensures the longevity of food and drink
wielder.
Requirement: Must be inscribed on something able to hold
Requirement: Must be inscribed on a ruby food or drink
Rules: One use only. The wielder has the Breath Special+ Rules: Food and drink held in this item stay forever fresh. Mul-
(Fire). The rating of the breath trait is decided by the number of tiple runes have no further effect.
Fiery Runes of Thori on the item. With one rune it is 2. Two
RUNE OF WATER
runes make it 6. Three runes make it 12.
While it is not a drink preferred being able to call upon it can
SILVER RUNE OF THE WAR OF VENGEANCE
ensure salvation from thirst.
After the War of Vengeance, Gotrek Starbreaker ordered the
Requirement: Must be inscribed on something able to hold
dwarf runesmiths to melt down the silver helms of the slain foe.
water
While much went to the families that had suffered some went to
a warhorn engraved with a new rune to remind the dwarfs hea- Rules: One use only, the item fills with water or fills up to 3
ring of the ancient conflict. litres of water, whichever is less. An item with two runes of
water has four uses. An item with three runes of water has eight
Requirement: Must be inscribed on a horn.
uses.
Rules: One use only. When sounded is heard clearly for miles.
RUNE OF ALE
All dwarfs hearing it gain one rank in Resolute until the end of
round. Multiple runes increase uses by one each. The thirst quenching properties of this highly prized rune are
valued by any dwarf.
RUNE OF THE FURNACE
Requirement: Must be inscribed on something able to hold ale
Designed to aid dwarfs working in the hot forges, this rune was
soon adapted for use in battle. Rules: One use only, the item fills with ale or fills up to 1 litres
of ale, whichever is less. An item with two runes of ale has four
Requirement: N/a
uses. An item with three runes of ale has eight uses.
Rules: The wearer does not take damage from ablaze condit-
RUNE OF LUCK
ions, spells from the lore of fire or attacks made entirely of fire.
First inscribed on a ring worn by Magnund Hammerson who
RUNE OF BROTHERHOOD
then went on to make a fortune through gambling.
This rune lets a dwarf quickly assimilate skills known by his
Requirement: N/a
closest comrades.
Rules: The wearer has additional fortune points equal to the
Requirement: N/a
number of runes of luck on the item.
Rules: Each rune of brotherhood lets the wearer chose a talent
RUNE OF SILENCE
known by an ally within twice his WPB yards and count as
having that talent trained with one rank. As long as the ally is This rune keeps the wearer moving silently
within that distance the wearer counts as knowing the talent. If
Requirement: N/a
multiple runes are inscribed the wearer can chose multiple ta-
lents but can’t chose the same talent twice. Rules: The wearer gets a +10 bonus to Stealth (Underground)
and Stealth (Rural). Multiples of the rune stack.
RUNE OF FARSEEING
RUNE OF FATE
Inscribed on a gemstone lens this rune allows a spyglass to
vastly increase its effectiveness. A dwarf possessing this rune will dream portents of the future
the night before a battle and will know each blow that the
Requirement: Must be inscribed on a spyglass with a
enemy will strike at him.
gemstone lens
Requirement: N/a
Rules: This item gives a +10 bonus to perception when used
and one rank of the talent ”Accute Senses (Sight)”. Multiple Rules: One use Only; The wearer can use this like a fate point
runes stack. to ignore an attack. Multiples of this rune has no further effect.
RUNE OF LIGHT RUNE OF WARNING
This rune glows with bright light to illuminate its surroundings A dwarf possessing this rune will be warned of enemies and
threats.
Requirement: N/a
Requirement: N/a
Rules: This item illuminates like a candle. An item with two ru-
nes of light illuminates like a lantern. An item with three runes Rules: The wearer increases their rank in sixth sense by one.
of light illuminate like a bonfire.
Special: This rune can also be used as a banner rune.
RUNE OF WARMTH
This rune keeps the wearer warm in the coldest of weather.
Requirement: N/a
Rules: Temperatures on the wearers skin never drop below five
degrees celsius. With two runes the temperature doesn’t drop
below ten degrees and with three runes the temperature doesn’t
drop below fifteen degrees celsius.
Special: This rune can be used as an Armour Rune.
RUNE OF SIGNALLING
This rune allows the wearer to send a burst of light to signal to
his kin.
Requirement: N/a
Rules: One Use Only, the bearer can send out a flash of runic
light forming as a glowing rune in the sky for a minute. Multiple
runes give further uses of the Rune of Signalling.
RUNE OF COMMUNICATION
A rune pair that seeks each other. A way to find a path back.
Requirement: Must be inscribed on two items, these will be
linked.
Rules: This rune may be inscribed on any two objects. Each ob
- ject must be created separately, one directly after the other.
One object is the seeker, the otber the target. Anyone hold• ing
the seeker will immediately know the direction and general
distance of tbe target, as long as it is within 1 mile. The rune
could, for instance, be inscribed on a sword and its sheatb, so
that a warrior would know the location of a lost weapon. Altema-
tively, it could be inscribed on two small coins, and one given to
someone who the owner of the other coin wanted to follow. lf
inscribed temporarily, the runes last until dawn of the following
day.
RUNE OF DISCLOSURE
There is little a runesmith finds more detestable than forgeries
so it is little surprise this rune was invented.
Requirement: Must be inscribed on a container
Rules: lf something is then placed inside, the rune will glow
brightly if the object is a forgery or false in some way. Metal that
has been debased will causc thc rune to glow, as will coumer-
feit coins and forged papers.
RUNE OF WIZARDRY
This rune was made to prove that runes could achieve what
wizards could. And that they could do so safer and better.
Requirement: N/a
Rules: Five uses only, when making this rune chose a petty
magic spell. When used the rune casts that spell with a success
of 0SL and with unstoppable force. An item with two such runes
has 12 uses, an item with three of this rune has 25 uses. Unlike
normal petty magic casting the rune of wizardry can be used
silently.
Lore of Elementalism Djinnstrike
Elementalism is the lore of calling upon the elemental and CN: 6
mysterious djinn to cast spells. It can only be used by someone
Range: Special
possessing Language (Djinn) and Language (Magick).
Target: AoE (Line one yard wide and WPB long)
When channeling a spell of this lore the caster choses an ele-
ment, the spell will be cast through that element and gain the Duration: Instant
benefits listed with it. If cast without channeling a lesser djinn
The caster calls upon the destructive power of the djinn and channels it as a
was called upon and no benefits are given.
deadly beam of elemental energy channeled through his eyes. A line is drawn
Fire: You may inflict +1 Ablaze condition on any non-djinn hit as an AoE from the casters eyes causing +6 damage to each target in its path.
with the spell. A being summoned with this element takes no If this spell was channeled through an element the damage is instead +8.
damage from ablaze conditions and cause half its damage in Overcasting can be used to increase the damage by 2 at the cost of 2SL.
ablaze conditions instead of dealing damage, it may still score
critical hits like normal. Curse of the Djinn
Water: You may infict a ”Dampened” condition on any non- CN: 2
Djinn hit with the spell. ”Dampened” conditions give a cumula-
tive –10 penalty to all attacks with blackpowder, engineering Range: Willpower yards
and explosives weapons. Instead of inflicting a dampened con- Target: WpB foes
dition you may chose to remove an ablaze condition. A being
summoned with this element has the Amphibious trait and +10 Duration: WpB hours
agility. Calling upon the Djinns the caster places a curse on his foes, damning them.
Earth: Attacks cast with this element count as having the pum- Whenever a foe affected by this spell rolls a fumble he lowers the used cha-
mel quality (from sand in the eyes, stones to the head or other racteristic by 5 for the duration of the spell and you may affect him with the
means) and you may have a target hit count his initiative as ten lore attribute used to cast this spell as if you had just cast it (ie, give an ablaze
less until the end of the next round. A being summoned with this condition if used with fire, push or pull if used with wind, etc).
element has the Tough trait.
Call Djinn
Wind: Spells cast with this element may push or pull the target
BsB yards. If cast upon yourself you may instead move this CN: 14*
distance in a direction you wish. A being summoned with this
Range: WpB yards
element has the Flight trait equal to its agility.
Target: N/a
Desertstorm Duration: WpB minutes
CN: 8 The caster calls forth a lesser djinn to work for him. The djinn is summoned
Range: Willpower yards and if the spell was not fumbled it follows the commands of the caster.
Target: AoE (Willpower bonus +SL yards) within range *The CN is doubled once for each Djinn the caster currently holds summoned
under his controlled.
Duration: WPB rounds
You call upon the djinn to bring a fierce desert storm, be it the sandstorms of
earth, the searing sunembers of fire, the raging winds or the rare desert rains.
This creates a storm that remains where cast for the duration. The storm
counts as difficult terrain and obscures vision. In addition anyone that starts
his turn in it must test endurance, on a fail they suffer a wound and the con- LESSER DJINN
dition or effect associated with the cast element. Djinn are mysterious desert elementals.
Mirage
M WS BS S T I Agi Dex Int WP Fel W
CN: 7
4 41 41 41 41 41 41 41 41 41 41 16
Range: Willpower yards
Skills: Melee (Brawling) 61, Dodge 61, Trade (Any) 61, Language (Magick) 61,
Target: One enemy
Language (Djinn) 61
Duration: Instant
Traits: Weapon +8, Magical, Painless, Spellcaster (Petty Magic), Fear (1), Ward
The djinn take many forms, some existing, some, like this, but illusions. A host (10)
of fearsome djinn seem to bear down against the foe and their elements of
power show just how strong the powers of belief can be as men are flung
from them by galewinds or set ablaze by the power of their fear alone. The
target takes an opposed cool test against the caster, if failed he gains 3 broken
conditions.
Lore of Ice Blizzard
Elementalism is the Before invading the Old World, the first Ice Witches CN: 18
practised their magic on the Endless Steppe. Unlike
their Kurgan neighbours — who worshipped the Great Eye and chan- Range: WPB miles (note however that you must see the target)
nelled the dangerous magic it seeped — the Gospodars learned to tap
Target: AoE (WPB+TB)
the cold power coursing through the land.
Duration: WPB
Although this magic did not carry the same risks of mutation, it was
difficult to control and often killed unwary Witches. Many centuries later, You summon up a raging blizzard at a location you can see. This blizzard
things are little different. counts as difficult terrain, causes one wound to all within it without Arcane
As should be expected for a magic with its roots in wars on the Endless Lore (Ice) at the end of their rounds and imposes a –40 penalty to BS for
Steppe, Ice Magic is deadly and extremely so, not just for the Witches' shooting in it, into it or out of it.
enemies but for the Witches themselves. Many apprentice Witches do
not survive their training; indeed, some can be found to this day in isola- Chill Voice
ted corners of the Oblast, frozen eternally as sparkling statues of ice by
the magic they failed to control. CN: 2
For those that do survive, it never gets any easier. Ice Magic can surge
Range: Willpower yards
out of control at any moment, so constant vigilance and careful prepa-
ration is required. Further, the magic leaves its mark upon those that Target: One
cast it: ice witches are cold, many would say heartless, for they soon
come to mirror the frigid magic they channel. Duration: Instant
Lore Attribute: The spells target must, unless they have the talent You speak with the pitiless chill of the Khan-Queens of old reminding all of the
”Arcane Lore (Ice)” test endurance opposed by your channeling, if you ancient power you represent and control. Immediately make an intimidate
win the opposed test the target can their next turn take either a move or test against the target (opposed by cool) using Language (Magick) instead of
an action, not both, and can not gain advantages that turn. This is due Intimidate. This works as a normal intimidate with the same requirements, the
to cold and thus ”Resistance (Cold)” will help protect against it. Note spell is simply a way to use Language (Magick) for it instead and afflict the lore
that this attribute affects allies as well if they are targeted by the spell,
attribute.
the freezing ice cares little for alegiance.
Winterwalk Special: You can use it on an ally within Wpb yards instead of your self if that
ally has the talent Arcane Lore (Ice)
CN: 1
You bend ice and snow to your will to allow easy passage. The target has Stri- Target: 1
der (Snow), Strider (Ice) and Strider (Blizzard) for the duration of the spell. In
Duration: Instant
addition she will not break ice by walking on it and can thus safely pass frozen
lakes and rivers even if the ice is thin. Overcasting can be used to give ad- You freeze a foe to death with but a chilling touch. The attack deals
ditional ranks in the Strider talents at a cost of 2SL per rank, if done the rank is +TB+WPB+4 damage.
added to each of those Strider talents.
Ice Wall
Biting Wind
CN: 15
CN: 12
Range: Willpower Yards
Range: 0
Target: Special
Target: AoE, line 36 yards long, 2 yards wide
Duration: WpB rounds
Duration: Instant
You bring forth a mighty wall of solid ice, IntB long, WPB yards high and TB
You send a howling gale of biting cold wind and frost. It deals damage to all in feet wide. The entire wall must be set within the spells range but need not be
the AoE without Arcane Magic (Ice) like a magic missile with a damage of +4. placed as a straight line.
Lore of Sea Magick New Arcane Spells
The lore of sea magick uses ”Channeling (Qhaysh)” for its These spells are available to all arcane lores as normal. These
channeling and is a collection of spells adapted to be useful for are simply a set of themed new arcane spells for all to enjoy.
seafaring by ancient sea-elf traditions. Uniquely amongst ar-
cane lores (so far) the lore of sea magick has no spells that can Aethyric Fist
only be used with it, the users of it have however developed
several new ”arcane spells”. CN: 4
When casting a spell with the target ”Self” or ”You” the user of Range: Touch
sea magick may have it instead target the ship or boat they Target: 1
stand on. Note that the ship has no stats and skills and thus
certain spells will not be very useful to cast on it. Duration: Instant
When casting a spell the caster can speak underwater (the vo- You channel magic power into your hand and strike a blow with a magic-
ice is carried with an eerie, syreen-like quality but it works) and infused fist. This spell deals +SB+WpB damage.
thus is not hindered from speaking by being underwater.
Cantrip
Damage dealing spells deal WPB additional damage if cast at
ships or boats. CN: 3
It is well known to the Department of the Maritime Arts Magical Range: You
that magic flows different at sea, which is also one reason that
Target: You
the sea elves traditions utilize all winds. Channeling of spells
using Channeling (Qhaysh) receive –1SL during Low tide, rolls Duration: Instant
on the miscast table for Sea Magic casting or channeling get a
You utilize your training with your arcane wind to manifest a lesser power
–10 modifier during low-tide,ignoring the miscast should the
through it. Once cast, immediately chose a petty magic spell, cast it right away
modifier take the result to 0 or less. During high tide the power
as if it was an arcane spell from your lore (meaning it benefits from the lore
instead surges and Channeling (Qhaysh) get +1SL but rolls on
attribute) that you knew.
the miscast table are modified by +10.
You channel a sickening flow of Dhar , briefly forcing a rent intothe fabric of Float
reality. A Juggernaught of Khorne, Disc of Tzeentch, Steed of Slaanesh, Palan-
CN: 4
quin of Nurgle or a Daemonic Mount immediately manifests through the rent.
Perform an Opposed Channel (Dhar )/Willpower Test with the Daemon. If Range: You
successful, the Daemon will respond to one command issued by you, quite
Target: You
literally or allow you to ride it as a mount for the duration of the spell (your
choice which), then vanish (assuming the command is completed before the Duration: WpB rounds
Duration ends). If failed, the Daemon immediately attacks. During the du-
You call the winds to lift you above the surface. For the duration of the spell
ration of the spell you can use Channeling (Dhar) in place of Ride (Daemon)
you float on all liquids and can not sink.
when you so wish.
Temporary Possession
CN: 16
You send a daemons mind into a mortal vessel to temporarily hand over the
reigns. When cast take an opposed Channeling (Dhar)vs the targets Cool to
give access. If you win a daemon of your choice gets command of the mortal
vessel for the duration of the spell and gains 3 corruption points. The daemon
is not under your control and itself decides how to control its new vessel.
Ghost Shield
CN: 6
Range: You
Target: You
You form a transparent shield around you shimmering faintly in your magics
colour that repels spirits. The shield reaches WpB yards around you. No crea-
ture with the Ethereal Trait may move within the spellt range unless they
succeed a willpower test opposed by your channeling. Any Ethereal creatures
inside the shield must move out on their next action unless they win a willpo-
wer test opposed by your channeling. If you move, ghost shield moves with
you. Variations of this spell are taught by all Kislevite magical traditions and
some other schools of magic.
Glamour
CN: 5
Range: You
Target: You
Landwards Sight
CN: 1
Range: You
Target: You
Can only be cast while in or on water. You know the direction to the closest
solid land.
Vazila
CN: 2