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•SETTLEMENTS •

Whatever their size. Settlements in the Warhammer World are busy places, teeming with
activity as the inhabitants strive to make a living. Pedlars accost the Warriors on the streets to
sell them trinkets, while merchants loudly proclaim the quality of their wares. To the weary
traveller, such Settlements are like an oasis in a desert, offering the prospect of a decent meal
and a real bed after months in the wild.

Unfortunately. there is another side to every Settlement, lurking just below the gaudy and
brash veneer of civilisation, that the haggard and unkempt traveller would do well to be aware
of.

The Warriors are regarded with a certain amount of suspicion in most Settlements, and are
often shunned or ignored completely. Traders may refuse to deal with outlandishly dressed
strangers, shutting up shop as they approach. The local militia will often detain such travellers,
questioning them about their intent, where they have come from and about events In the far
flung places they have been to. If the Warriors' answers are deemed insufficient to allay the
suspicions of the Guard Captain, in the best case they may be hauled before the local
magistrates and unceremoniously hurled out of town. In the worst case, they may be convicted
of witchcraft and burnt at the stake.

Besides this sort of off-hand reception that the Warriors may encounter they should also be
vigilant of the pickpockets, muggers and cutthroats who wait down every back alley, ready to
pounce on the unwary and relieve them of both their money and their lives.

• IN THE SETTLEMENT •
The first thing to do when the Warriors arrive at their destination Is to nominate one of the
players to keep track of how long they stay In the Settlement. The length of the Warriors’ stay
determines how much they can achieve, and how much they have to spend to survive.

Every day the Warriors spend In a Settlement each Warrior must do all of the following:
1. Each Warrior can undertake a Settlement Activity, which is either:
A Visit one trader and attempt to buy and/or sell one or more items.
or
B Visit one Special Location, such as the Alchemist's Laboratory, the Wizards' Guild or
the Temple, etc.
2. Each Warrior generates a Settlement Event.
3. Each Warrior must pay his Living Expenses.

Full details and rules for each of the above options are found over the next few pages.

• BUYING EQUIPMENT •
On each day during a Warrior's stay in a Settlement he may visit one trader and attempt to buy
and sell one or more Items there. This is termed a Settlement Activity. If your Warrior visits a
trader he may do nothing else that day except roll a Settlement Event and pay his Living
Expenses.

Each trader may be visited once by each Warrior during a single stay. A Warrior cannot visit the
same trader twice in the same Settlement. A Warrior can buy and sell as many items as he
wants from one trader while he is there.

The Equipment Tables at the end of this section list all of the traders and items of equipment
that may be available. The traders that the Warriors may visit are the Weaponsmith, the
Armourer, the Fletcher, the Gunsmith, the Animal Handler and the General Store.

EQUIPMENT RESTRICTIONS
Some weapons and items of equipment are not available to certain types of Warrior, as they
are too alien to that Warrior's nature and training. Wizards, for instance, never wear armour as
it restricts the fine movements required for spell casting and dulls the flow of magical energy.
Elves, on the other hand, although they may wear Elven armour, never use certain weapons
such as axes, preferring bows and swords.

Each Equipment Table has four columns marked B (Barbarian), D (Dwarf), E (Elf) and W (Wizard)
that indicate whether a particular Item may be bought by each type of Warrior. If the item is
available to a Warrior, the relevant column contains a tick.

DETERMINING THE SHOP'S STOCK


Each Equipment Table has a column marked Stock. The number in tills column Is used to
determine whether the item your Warrior wishes to buy Is In stock. Each time your Warrior
wants to buy something he must roll against the number in the Stock column to see if it is
available.

If your Warrior Is shopping in a village, you must roll equal to or greater than the number in the
Stock column on 1D6 for the item to be available.

If your Warrior is shopping in a town, you must roll equal to or greater than the number In the
Stock column on 2D6 for the item to be available.

If your Warrior Is in a city, you must roll equal to or greater than the number in the Stock
column on 3D6 for the Item to be available.

For example, your Warrior is In a town's Armourer trying to buy a Great Shield. The number in
the Stock column of the Armourer's Equipment Table for a Great Shield is a 9. You must
therefore roll 9 or more on 2D6 (because your Warrior is in a town) for a Great Shield to be
available.

Timewasting
If you roll the Stock dice to see If an item Is available, find It Is, but then decide your Warrior
doesn't want It after all. The trader throws your Warrior out of his shop for wasting his time.

PRICES
Each Equipment Table has two columns, one marked Price (Buy) and the other marked Price
(Sell). As their names suggest, the Price (Buy) column shows the amount of gold It costs the
Warrior to buy a single one of those Items, while the Price (Sell) column shows the amount of
gold the trader gives the Warrior to buy back a single one of those Items.

SELLING TREASURE
Any items of treasure that your Warrior has may be sold at any time while in the Settlement,
subject to any restrictions on the Treasure card. Simply discard the item of treasure and add its
gold value to your Warrior's total.

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