THE INDEPENDENT MAG.
ISSUE 15
2000/2001
9 Hri46sEDITORIAL By John Foo
‘Welcome to another issue of Warpstone. For those af you
followingthe saga the Keane family isnow one member bigger,
with the birth ofa healthy Joseph John Keane. Mother, baby
and Warpstone editor areall doing well. Hearty congratulations
fromusall!
‘Youray well ave noticed Warptone's cove price
increase. This took effect from ast ssue, butit wasn’t
mentioned in the editorial as it was avery lst minute decision
‘We were asked to make this bythe distributors due to rising
cost and the strength ofthe pound; rest assured, there's no
profiteering at this end. (Chance would bea fine thing!)
Subscription ates remain the same, as do prices in the USA.
However, we're pleased to say that you are getting more
foryourmoney. Weare having no difficulty filling the extra
cightpages, nd once again you'llsee that wehave relly
shochomed some articles in. Word for word, we arent that far
offte sizeof some supplements! We ave made a conscious
effort to use these new pages to broaden the kind of material
‘we can bringto you. Everything wil remain very much WERP-
centric, but you might find one or two suprises. There willbe
pieces that aren't exactly what you might expect fom
‘Warpstone. We won't give the game away, though; just ook out
forsuch articles in the coming issues
This issue we publish follow-up to issue foureen’s The
‘Warriors’ Grimoire, which suggested revisions tothe combat
system based around numberof new skills. The feedback on
this (some of which you wil find on our letters page) hasbeen
very mixed. This sno suprise. Warhammer is seen by most as
beinga ‘ules lite” game, and Warpstone has deliberately stayed
‘away from articles that have revised the basic rules. In this
case, though, we felt The Warriors’ Grimoire would appeal to
players who wanted to adda litle something to their combat
syslem, The feedback suggests that fora large number of
readersitdid just this. However, we ren’tignoring those of
you who argued against the article; whether ornot we agree, it
is simply a matter of different styles ~ and you jst can’t please
allofthe people all of the time!
Thisissuc, we bring you a comprehensive background for
the Church of Sigmar. Tis follows on fom the Cult of Shallya
piece in issue ten, Fora litle while, we dd pu off publishing
articles onthe main cultsas we waited for Realm of Divine
Magick, te follow up o Realn of Sorcery. Although the later
should be with us soon, the former is certainly some distance
‘One problem is that new soureebooks sometimes trample
cover what has gone before. In writing and edtingatces, we
attempt to keep true othe history and consistency of The Old
World, Itisnotalvays an easy task, Many of Warpstone's
articles refer to earlier articles in passing. Tisisn'ta ploy so
thatthe magazine i only useful to long ime readers is
simply away of making the Old World aconsistent and logical
place, We do try to ensure, however, that any reference is
clearly explained. What his meansis that any published article
‘becomes part of the background, as faras we're concemed, and
isthere to be used as reference material by future writers. This ao
should not put writers off submitting. If the idea is good, itis Chanpioe athe esd Tc mon wan as for onl he champion eid ie te
‘004, We wll help you illin holes or point you inthe right Speed acai yess dcuel ses ar om Ha ha fe
direction fyou wanto expand topic. Don'tbearaid to run senenbet eis: wt el wh Sti oe Mey cise
varpstoneabigfootcom
ios: ob Fody & Joka Keane
‘Asociote Editors: Marin Olver, Seven Punter & Me} Tuo Jones
Cover Steven Pants
Mustrations: Joba | Richard Rah
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Thanks “Tinsley Eases, Graeme Divi Nase Chrbok Leif Uc trade, Man
‘op, Rober Cla Are Dam, Spe Cue, Gare Leper, Outbeos,
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That's it for now. See you next time. fa ete Heche mrt ato, Mo te Gt ae enIssuc 15
‘The atest acm from Hogshead and round-up
1
Ren cd
‘A Took at the sole of adventurers in the WFRP y
"I
¢ seeking to adventure, and not role-play pig 7
haw
Graeme Davis, joined by Phil Gallagher. shares
his insights into the creation of Wathammer sod
the jokes within. Part Two of Two
“| thought there was also a Pissdorf, but it looks
like cooter counsels prevailed there.”
PU Te ar aces I
‘An cxamization of the Colt. its ais and a
organisation. bo
“The Empire simply cannot be played without an
understanding of this cult"
OO) PUES
REPORTS FROM THE HEART OF CORRUPTION
Arca PALE
ere ees yy
Giving the religions of the Old World some ae
Kitry sod omen ree
ror them the ighnng iron er
roe 31
A fresh look at rangers and some new skills 10 gf?
he wild > eo
being the bowman faz BK
help them survive
A Lover Lost 35
‘A fost romsotic involves PCs in dark deeds io
the heart of Nala iv our latest sceoario,
“Common talk ook
a ranger is often rel
‘oF the group"
outsiders as
‘ran opportunity to jack the price of goods and
serviees up.a notch.”
a aes
Tinds our bero uacoverig « plot
‘quickly turning to frost nnd Ulric had
mbered it was time to rule aver his
kingdom, He had shaken the sleep from
his eyes to descend upon the lands of Men.”
The Forum ci
‘The latest ettcrs. Issue 1's The Wariore
Grimoire proved to be + talking point
“This is munchkinism a its worst, and the
justification for these needed tricks is laughable. "
Tiormen
Payer Crate
Tass Gow
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romney pace
ee. tadREVIEWS
ON-LINE RESOURCES
Monastic Orders by Natascha Chrobok
Under the Sails by Leif Ulrich Schrader
Norsca by Morten Krog
Reviewed by Joha Foody
While we haven’ heen inundated with new WERP releases inthe las fe years,
there has been steady supply of fre, publicly available new material forthe
same. It would be nie to believe that Warpstone is at the foreffont of hs, but
What we can publish pales into insignificance (in terms of quantity, atleast!)
compared to what i available on the Internet. A host of websites (led by the
excellent Warhammer Archives) provide material for every facet ofthe game and
‘he world. will fan-based material, the quality ofthe material is extremely
‘variable = while many ofthe ideas are good, the execution canbe es 0
From timeto time aflly-fledged min-sourcebook spins up. Such manuscripts
seo to tackle their chosen topic whether it be Monasteries, Norscao Salling
“ullyand comprehensively, Thee very form
shows that they have been written and
compiled with enthusiasm and dedication
This review will look at the best of these
releases (we have also looked at The Book
ofthe Rat & Da Book of Goblins inthe pas)
to see whether they ar essential additions
othe colletion of every WFRP player.
Before | begin to examine each ofthese
‘projet individually, its worth stating that
cach is a work-in-progress. Even es |
compiled this review, 1 was kept informed
‘of ongoing changes, some of which were
the sult of comments made by others on-
Tine, The versions readll could have done
with varying degrees of thorough proof
feading or improved layout, but these are
something tat will doubles be ioned in
time, and which should not Stop anyone
‘rom using them, But isthe material hat
sweare here to lok a, o let me begin
‘Natasha Chrobok’s Monastic Ordersin
the Old World is a good looking work,
ilustrated by photos and pictures of monastery buildings, maps and sal
characee poralts. With these, Natascha Sets the feel and tone of the|
‘manuscript nicely. The firs part ives a general overview ofthe workings
and life of & monastery, or convent, and its inabitants. She has placed
this background na firly historia (and, as might be expected, Roman
Catholic) content, which makes for interesting feadng i ise This is
followed by alist of careesthat canbe followed in sich astting, including
numberof new ones. These ae generally well balanced, but most will
only be use for NPCS.
“The chapler looking a the Monastic Orders themselves covers fou in
eit anda further four more ify, Those looked at closely ae the cls
‘of Sigma, Taal, Shallya and Veena, Natascha examines thei history an
gives some idea of thee place in the Old World. Each of these contains
‘some intresting points, but don't fel there is enough deta on how they
‘an be incorporated int the ame,
“The Final part gives us an idea of what atypical monastery might be lke
Dedicated 10 Sigmar, the monastery is covered in some detail, with layout,
inhabitants and secre flly detailed. Some adventute hooks ae also given
for puting tis background to good use. The central conceit at the heart of the
‘monastery and the diy interactions are well handled, and it would be easy 10
slip his imo campaign
Theres anced for more plot hooks tnd ideas throughout the ext. and | would
have liked to have flr Scenario included. The background sstong, but could
provide mote opportunites fo integrating his material into the Old Word ite
‘Overall, Monastic Orders provides good, slid background for GMs looking
‘include a monastery of players wanting 1 cn amonk PC. Wit jus litle more
‘work this would be an essential manoscrpt for every WER GM's shal
2
fap Batnns - Biss Ma
Ast ca fe pe ne Ren
‘A somewhat bigger text is Under the Sails by Leif Ulrich Schrader Here,
the author has takon on the impressive task of looking at naval life in the
Warhammer World, There are a number of illustrations throughout the text
“which provide good examples ofthe material covered, from types of ships 10
‘weapons,
Leif begins with history ofsea-travel, in which he introduces a previously
‘unknown civilisation, This sky gambit doesnt fall on is face, asitkept vague
‘enough tobe interpreted in merous ways, A brief overview af naval culture
follows, but this could have expanded upon, forming mote ofa cental focus
than it does. Later on, the various imperiant harbours ofthe Old World are
Aiseused in more det
The bulk of Under the Seils examine the deals of ships and those that work
‘pn them: Life om board ship examined, looking at superstons,poishments,
religion and the dangers ofthe sea. The different classes of ships, how they are
‘made, navigated andthe variousmembersf the crew ar al looked at in etal
Thisis greatly based i historical esearch and proves interesting, although as
Wit Monastic Orders it could do with more bias towards adapting it fo the Old
‘World. dike the Sky Map that appears her, containing the constellations of
Sigmar’s Hammers and Mor's Raven, amongst others.
“The section on ship combats comprehensive butseems ike too much
effort to use, taking anyway from the roleplaying potential of such
Situations, However, think i wil Bil need Fr those who want 19
undertake this kind of combat. The final part of the main text gives
ideas for campaigns at sea. This inclads some very sketchy adventore
hooks that wil need alt of work to develop
Finally, there area number of appendices, mostly consisting of charts
iving profiles of ships, tists of prices and various combat related
information. gazetea lists details of the pors ofthe Old World,
although the garrison strengths sem alte high. This is followed by
‘ew carers and skills, the great majority ofthese being well though
‘outandelevanttothemain text. The inal appendix is Bloody Murder’
‘simple and effective sea-bound scenario,
‘Under the Sails does provide an
interesting ead, and is a good stepping
‘offpointio runing a campaign There is
curently too much focuson the dtl,
however, whilst more could be
{incorporated on sailing inthe Old World
fel Nonetheless, if you are heading
seaward, this wil give youplentyof good
{ideas about life on the seas of
‘Warhammer
Taking our review ship North, we
alight ypon the shores of Norsea as
chronicled by Morten Krog, Here the
author has alempted to detail a whole
‘county. The Norscan culture isan old and
Violent one, only now becoming, more
“civilised” like its neighbour, The
Empire. It is a cold and hostile place,
Famous foe snow and aders
‘The history and geography ofthe
countty is briefly but solidly outlined,
introducing the beginnings ofa conflict,
‘vith the Elves, something sich i not
‘expanded on elsewhere, The social sractur ofthe county is looked atin some
eli, intcoducing the varius levels of nobility, government and obligation
(Glavery& fiefdom). This gives the reader a good idea of how the county is
‘un, This section is fllowed by information onthe state of relationships and
trade with other counties. The Norse alphabet, known as The Futhark, is also
Introduced.
“The section on religion is perhaps the mos detalled inthe book. Many ofthe
Gods of he Norse are simi to the Imperial Gods. As he dows elsewhere,
‘Masten brings myth and legend int the mix, making the text come alive. This
kindof details elcome, ast missing fom much ofthe WERP background.
“The monsters of Norsca are also examined, and this chapter isthe strongest
the book, with the ideas fully fleshed out Giants, Toll, and mutants are
Tooked at, but cach s given a Norscan slant the giants particularly are made 19
Monastic Orders
in the Old Iorld
Warpstone - Issue Fifteenfeel a real part ofthe country. The sameis tue of the Ulfverenay, which are (10
‘agraat extent) werewolves, Lam notoverly keen onsomeothe Troll subspecies,
but they are credible enough,
ew careers introduced here come firmly from the text itself, However. it
to simplify Norse society intoa much simpler stricture dan should
be. Two Non-Player Characters ae given, bur they ae 100 brief tobe of much
‘se, The same isto be said ofthe adventure haok,
Much moe than the otha two manuserpt, Noresa sms incomplete, Some
ofthe chapters ae litle more than noes. Morten gives the bare bones of the
ovniry and that in most exses these are srong enough to work with, Nort fs
given form and fel that makes it stand far beyond the worst Viking clichés. It
‘does come across sone uniform culture, but hat could easily be built upon. AS
it stands the text would at 35a good intrduction for players wanting to play
NNorscan characters. It could easily be nterpreted as being what they krom, without
torch seret background and the like
‘Although three ofthese manuscripts, to preaer or lesser dear, are works
inpeogress, each generally accomplishes the task thatthe authors have se
¢ TIM EWA RP
Castle Drachenfels
Published by Games Workshop
Reviewed by Robert Clark
‘Written by Carl Sargent in 1992, Castle Drachenfels was the last
|WFRP supplement tobe released by Gaunes Workshop before the line
was dropped. As you'd expect, the book. is based on the novel
“Drachenfels' by Jack Yoevil (AKA Kim Newman), and attempts to
describe the denizens of the castle, There ate @ number of possible
plot tie-ins to get your party fo enter the castle, but the castle fs more
‘fa location to be investigated than an adventure in itself. For those
‘of. you who haven't read the novel, be warned that
this review contains some spoilers. I recommend
‘you read the book firs, iP'you can find i
My major gripe with tis book ~ and there are
a few is the whole idea of adventuring in Castle
Deachenfels itself. [think the novel isa very good!
story, a gripping tale that gives a great feel of the
‘Warhammer mythos. At the end of the nove, the
castle i destroyed once and forall, yet the
soureebook states thatthe castle stil exists
Obviously there would be litle use fora
sourcebook iit didn't, but surely this weakens
the story and thus the game. The sourcebook also.
suggests that the castle regenerates overtime, and
that ithas the ability to bring Drachenfels back. In
the novel it took Drachenfels centuries to slowly.
‘rau back to life after he was defeated by
Sigmar, and to me this owed more o his personal
powers than to those of his castle
‘The castle itselP's rather uninspired, 1 say the least. The layouts
‘are prety standard throughout, and contain a whole plethora of
Undead o throw at your party I’m not the most experienced role-
player, but even I'm aware that this makes for extremely boring,
‘dungeon-bashing, Nearly every room, creature and encounter is @
conflict situation. tsa case of kill the monsters, search the room for
useful items, then move on. This isnt really WFRP is i? It makes
‘some of the worst seetions of Doomstones look mild, especially since
there you actually have a definite goal to achieve. Whilst it might be
argued that presenting Castle Drachenfels asa location to be adapted
for GMs’ use means greater lenibility | found that this meant almost
any exeuse to go tothe castle was used. Even the examples given in
the book are hall-baked, usually revolving around recovering a magi
item or something equally unoriginal.
bine sera)
CASTLE DRACHENFELS
themselves, None of hom, present istrong enough hat you would expect 0
see them nan oficial sourcebook. Hosrever cach suceods m detling erent
part of The Old World, making them part ofthe greater whole aad the author.
Considering these were written forthe love of the game, they are to be
congratulated for thereon, Each is certainly wort the effort to search out
especially asthey are fee!
Mossstic Orders
vere geocitiescom/ArcSI/Labyrnth/8869/euheamerht
ade the Sails
eils_domaintrpodcom /olehy/orshia
Norsca (ot the Warhassmer archives)
sewworsthammeraet
REVIE W
However, i's not all bad. Some of the encounters ae or
‘athe interesting ~ for example, the rather surreal encounter with the
‘Chaos bed, ofthe Chaos Cuckoo, Aftera while though, it does tend
to boil down to, “Watch out, the Chaos toilet! ete. ee.”, but taken in
isolation there area few good ideas here. In this Sense, the book
could be useful asa source of ideas that you could throw into an
adventure, but if used ‘as is, i becomes humdrum and predictable, It
is questionable as to whether the sourcebook remains trie to its
source, since much of the magic that was encountered related to the
Great Enchanter, ance dead, the castle was litle more than an empty
shell. The sourcebook suggests otherwise, and because ofthis you
sometiines feel that the seting is related to Drachenfels in namie only.
“Take away the names and it could be any generic
dungeon.
‘One ofthe greatest things about the novel is
its atmosphere; dark, even macabre in places. The
sourcebook is Sadly lacking in tis. The Undead
minions and lost souls that inhabit the castle seem
tobe everywhere, and whilst at first this may be
‘evocative ofthe atrocities Drachenfels has
‘committed, it just becomes monotonous. There
arconly so many times you can walk into @ room
{ey be encountered by the wailing dead and be
“uffeted by it. This is its greatest fault. Even
“without good reason for going here, players
‘might forgive a scenario if't i enjoyable and
exciting, This is plodding and hackneyed, The
Inclusion af the ‘Drachenfels lives!” adventare
fea could make ita race against time, but again,
the very dea of Drachenfels coming back from
the dead so recently after he died isa sell-out of
some of the strong material from the novel.
‘Would you want this book? It really depends on how much of
‘completist you are. Since Hogshead have mentioned that its “atthe
bottom of the ple for reprinis (no doubt dueto the points raised
above), if you really want i, get it whilst you can picked up my
copy for £10, and since it appears to be fairly common in second-
hhand games shops, I doubt it would be priced any higher— not ifthe
seller wanted to get rd oft, anyway.
Sadly, I cannot recommend Castle Drachenfels at all. Hopefolly
Hogshead might consider rewriting it at some point, perhaps sticking.
ina proper themed adventure or toning down the proliferation of
nasties, As it stands, there are few redeeming features. The selling is
over-powered, lacking a true connection with the novel, and is
basically a hackfest
Warpstone - Issue FifteenWARPSTONE FRAGMENTS
BRIEF REVIEWS AND NEWS FROM THE WORLD OF WARHAMMER
‘The Shelf Breaketh
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ST
4 Warpstone - Issue FifteenTHE CORRESPONDENT
The Place of Player Characters within the Old World by Tim Eccles
‘The aim of this article is to examine the motivations for Ps, and deserbe
the nature of normality’ in the Old World. Exactly what ae the differences
between a PC and the typical imperial citizen? In order todo this, of course,
itis frst necessary to recognise that the PC i fundamentally different from
the ordinary citizen. The latter ate average stereotypes, fated to follow well-
defined routes laid dovn for them at bit, and buffeted by the whims of fate
«from natural disaster to economic eycle. The PCs, however, are independent
figures, often radically diferent tothe stereotype of thei fellow beings
Te is quite obvious that the normal citizen flows the standard stereotype
ofthe normal person in Wester Europe for most of pre-industrial history
‘Weenvisage the subordinate and oppressed status of the peasant andthe sef,
83 well a the lowly staus of women, a5 the norm. I think there are (wo
aspects to recognise, however, when applying such history to WERP. Firstly,
the average Old Worlder lives in @ fantasy world of magic and divine
itervention. Whilst WERP might be a low fantasy game, such elements are
still there. He or she also suffers terrible hardships, particularly fom the
prevalence of chaos, but also uncaring nobles and general poverty. Some of
this might be true of our own history, but some isnot. Secondly, because we
are concerned with PCS, we are interested in the decidedly unaverage person,
We are seeking to adventure, and not role-play pg farming or catle herding,
The typicel male ofthe Middle Ages was a set ound tothe land who almost
never ventured much beyond the borders ofthe manor, and then only with
permission of his lord. Even the freeman, whether a cural yeoman or 8
townsman, rarely ventured more than 10 miles fom his biethplace. Our PCs
are fated 0 save the world ~or ce trying. They are tougher or more intelligent
than the typical person is, and they’are enmeshed in plots that allow them to
transcend nosmal social rules with (atleast) the permission of their social
superiors, Characters in FRP ae, by definition, exceptional and unusual people
who venture far past the typical limits of normal life
Normality
“The basic idea of noma for atypical Old Worker is going to be diffiult
roexplan,becase the Od Worlds so diferent from our own madern culture
‘Our view of any figure must be based upon some idealised standard of
‘what is normal within the Old World milieu, One of our major problems
immediately the concept ofthe indvidval: our own society pays eat epard
(atleast nominally) to the individual, and the power of the individual. The
idea of elFdentty is much less develope inthe Olé World. Imperial tzens
Tack mach ofthe awareness of selfthat arse fom the concepts of individuality
and individual worth, which have only arisen in recent centuries. The view
Wwe have of ourselves, our individual worth and our identity, is radically
diferent than tat ofan Old Worlder. Much of their dent is communal in
nature, and the ation of privacy is very limited, For example, most Old
‘Worlders will not even have their own bedroom; large families will share a
single oom for their etre lives. This wll clearly affect how they act on a
ily basis, sine an individual will have no spce fr privacy and very litle
ability to keep any of one’s
afer or feelings oneself, or
a few chosen by oneselt
‘Therefore, communality
would likely ereate
introspective and careful
individuals, wary of showing
thei rue thoughis. This is also
true ofthe nobility Inthe ease
‘oF manor, there is litle privacy
‘even for the Lord and Lady.
Servants are sknost
omnipresent on
virally every
‘ccason; they know
when theit Lord is in
Warpstone - Issue Fifteen
‘bed (and with whom), when he is on the jacks, when he is il, Servants,
‘guardsmen, vassal knights in attendance, Chaplain, scribe - the Lord is
dependent upon all these and many others to carty out his order(s) oF to
suis this oF that need. In other words, image and public face are very
important to the average O16 Worler. Unlike PCs, they cannot simply move
‘on if they make fools of themselves in ther current location
Because images important, word of honour isto be taken seriously for
‘once itis broken, one will never be trusted agin. Ever. This affects everyone
fiom the lowliest peasant to the richest merchant, All eed tobe trusted, This
isalso uve ofthe nobility clergy and various police groups. They need trust
in theie words. Even Witeh-hunters need trust; the Salem witch hunts did
‘more to set back Christianity than if there actually had been witches, forthe
‘people los uth in thei leaders and clerics as patently innocent people were
‘burned Similarly, 1 believe thet the patemalistic ideals of feudal obligation
and the more specific rules ofthe likes ofthe Chvalric Code are likely to be
tolerably well adhered 0, for this very reason, Some will obviously ignore
such rules but they are the villains the woe, The point is that without a|
normal level of behaviour by most lords, knights or priests, how would trust
in such institations arise? Without trust, no Chivalrie Code can exist.
“The concept of normal” within the Empire is probably an entire subject
In itself, but | hope that you will concur withthe characteristics described so
far: generally poor, geographically limited, close-knit communal tes, with
limited concept of self but well-developed idea ofthe worth of one's word
‘None of these apply to the PCS - with the possible exception of being poor!
Why Are PCs Not Normal?
The PCs stand out fom the crowd of typical Olé Worlders because the hands
of fate touch them; they have fate point. They are, in some form, the
representatives ofthe Olé World deities in their diy battle to throw back the
hordes of chaos. More mundanely, they are unhappy in the daily routine of
normality and, when fete offers them a chance to take up a more “exiting”
‘arect, they jump ait, They ste different, s they have different aspirations.
In social terms, PCs stand out because they are adventurers, and this
profession transcends the normal social rules of etiquete. Desperate people
rievous need hire adventurer, and the world teats them withthe respect
{feat generate by tis dirty job. As PCs become more powerfol,it becomes
increasingly difficult for “ordinary” citizens to control them, even if they so
wished. By their very natures, they are clearly different and will always be
‘weated like tis. Only in the most cosmopolitan of areas are they likely to
receive anything other than stranger satus.
‘Why Do PCs Adventure?
‘The simple, possibly naive, response to this question is because they are
Iheres. PCs are unusual in WFRP, in that they have Fate Points. These reflect
the importance of thei roles in the unfolding drama of the future of the
‘Warhammer World, and th fact that they have in some way been selected by
the gods opposed tthe forces of chaos to fight the insidious incursions into
thee world. WFRP (p13) states, “Yate isthe essential difference that marks
the characteras an adventurer eather than an ordinary run-of-the-mill citizen
‘Adventurer characiers have a destiny mission, a definite goa in life the
‘character is marked out by the gods todo it", Personally, think tha its
valid to expect the PCs to act as heroes, even within the dark gothic fantasy
that is WFRP. I hink that the interesting part of playing ® WERP hero is that
they are much more warts and all heroes than those Found in typical high
fantasy games. Our heroes ail (sometimes), they run away (frequent), they
are insecure, have vices and foibles, and typically act very diferent fom a
‘bunch of Lawful Good do-gooders. But they are heroes, and should be
‘expected fo act as such - that s their normal (or average) behavioural ti.
Adventurers as NPCs
“The extent to which PCs are seen as not being normal, and the degree to
5which they can break rules, cerainly depends upon their own efficacy and
ability to eaforce themselves upon their environment. Put simply, PCs who
hhave Saved the Empire, or can wipe ou the local law enforcement, abviously
hhavean ability t operate outside normal modes of behaviour. The extent that
they abuse this power will determine responses towards them. Even grateful
‘emperors can grow tired of bothersome ois taking them fora ride, whilst,
despite its fragmented nature, most regions can expect Imperial aid where
serious oulawry is occurring
‘More important, however, isthe place of NPC adventurers within the
(Old Word. [FCs are simply part ofa social phenomenon resulting from the
rise of chaos and the fragmentation of the Empire (ora least the eplacement
ofits social tes with contactual ones), then there are presumably (many)
‘other groups of adventurers wandering about. Whilst attitudes towards PCs
‘might then be influenced by the behaviour ofthe previous group in town,
‘more generally t suggests that adventurers area mote normal pan ofthe Old
Worlds social and cultura fabric. Indeed, one might go further and suggest
that adventuring almost becomes a career in itself In this case, the Empire
authorities wil seek to try and control adventurers in much the same way as
they will ty and contr Witch-hunters, bounty hunters and the Fike, Their
suceess in such contol is likey tobe limited, butt offers GMs some level of|
influence depending whether warrant are issued by those needing tasks don
‘ean be purchased, or (of course) forged.
Normality and PCs: Some Examples
Carrying Weapons: Inthe Old Word here i tle doubt ha its rulers
vwanta peaceful and stable society or atthe very east a malleable one. This
means tht they ae likely fo lok upon welarmed individuals wandering
around thei lands and ities with distinely unfavourable eye. On the other
hand, the celity ofthe Old Word is fr from peacefl, and even ordinary
pope wil ear some protection. So, how do the autores deal with the
8? Midenbeim, according to Warhammer iy, makes visitors “check-
their weapons and heavy armour on entering the ity Tie might well be
notmal. According to the WERP rulebook, most Imperial vilages have
fortieaions, and most farmstead are fortified to some extent. Those
approaching sucha place well armed ate ely tobe dealt with suspiciously,
and prevented or rested in their en, unless known in the rea.
‘The question then evolves around definitions of ‘armed’ tis likely chat
snot Old Worlds wil have acces to same form af hand weapon, and this
follows mediaeval history where daggers and short swots or axes wete not
uncommon. tis where individuals wear metal amour carry serious weapons
ofwar particularly rears, crossbows and wo-handed weapors) or are on
barded war horses that problems wil aise and the authorities will at. There
are two base exceptions to tis al, although even here overanning will
ause questioning and suspicion Fis the Empire asa bureaucrats society
‘willsel pets to appropriate persons eperatng in appropriate areas. Devious
{GMscan always sel thelr PCs fake permis. Devious payers can always buy
fake permits whieh wil ely convince mest iiterat individuals Second,
ceriin individuals will automatically be permitted use by their sation or
past Wearing the iver of nobles or local iid mechan, being accompanied
by ther representatives othose af an oficial cult, pts one above commones
Silay solders, militiamen, watchmen, guardsmen, coadwvardens, With:
hunters, templar, coachnen and similar public sevants at alowed to cary
farms as part of their jobs. Those in similar positions, but operating 38
frelances, ae nt automatically excluded rom this pivilege
tisalo worth stressing the intense xenophobia ofthe Old Weld People
fiom diferent regions, an this might mean fom as litle asa few miles
aay, willbe partoulaly dsirsted. Aral, they are probably pies fom
Bretomia, Ostland, the Cut of Sigma othe nephew ofthe rating Lord. IP
these people carry weapons the they ae even more likely to be spies. This
love of iss ls extends fo non-humans. Whilst Dwarfs and Hallings
might be respected and ignored, respectively, Elves ae rare and wondrous
creatures whose very presence i fighting.
So, om entering ity, PCs shoul have permit ep items well packed,
‘or hand them over to an official. And, as a GM, have said officals
{cecasonally) commit fraud or sufer a rhe. I is worth nating that
sventurers should be encouraged to carey a hfe with them for general
Purpose cutng eating thet food and (of course) prtetion. This is quite
1nd will be allowed everywhere. fn general, though, PCs entering a
city had best keep thie weapons packed asta. or else they wil prove t be
the Fist suspect in cases of murder, het, sedition, and any ater plot device
'8GM can think up. GMs need simply put themselves inthe position of some
oor guard o¢roadwarden, who suddenly encounters a group of PCs. What
‘would you think if you rounded the comer, and standing inthe steet wore
haifa dozen fully armed shady characters?
In general, then, PCs fae similar restitions to most Old Worlders, but
PCs have the advantage of seeking temporary employment that allows them
to cary weapons. Or they have the money 0 “obtain” permits, Or the skill,
to forge them. Because PCs are individuals, run by players, they are quite
able to create ingenious methods to circumvent this most sensible and basic
‘of ules - and give themselves a serious advantage in doing so
‘Social Etiquette: PCs meet characters from higher echelons of society ona
regular basis, And, whilst they might have to bow occasionally, they are very
‘arely simply beaten up forthe hell of i, expected to shut up and put up,