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A R C H I V E S O F T H E E M P I R E : VO L U M E I I

WA R H A M M E R FA N TA S Y R O L E P L AY

CREDITS
Writing: Dave Allen, Michael Duxbury, Jude Hornborg, Robin Low, Pádraig Murphy,
Clive Oldfield, Samuel Poots, Simon Wileman

Illustration: Benoît Blary, Alessandro Boer, Anthony Boursier, Ralph Horsely, Dániel Kovács, Josef Kucera, Andy Law,
Sam Manley, Luca Moos, JG O’Donoghue, Ruxandra Onita, Scott Purdy, Pedro Sena, Erin H Rea

Cover: Sam Manley

Development and Production: Dave Allen, Pádraig Murphy

Layout: Muireann Brady

Editor: Brian Johnson

Proofreader: Nicolas A Montelongo

Cubicle 7 Business Support: Tracey Bourke, Elaine Connolly, Jennifer Crispin, Matthew Freeman,
Paula Graham, Fiona Kelly, Neil McGouran, Kieran Murphy, Cian Whelan

Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, Alex Cahill, David F Chapman, Walt Ciechanowski,
Christopher Colston, Josh Corcoran, Zak Dale-Clutterbuck, Runesael Flynn, Andy Law, Elaine Lithgow, TS Luikart,
Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Laura Jane Phelan, and Sam Taylor

Creative Director: Emmet Byrne

Publisher: Dominic McDowall

Special thanks to the Games Workshop Team

Published by: Cubicle 7 Entertainment Ltd, Unit 6, Block 3,


City North Business Campus, Co. Meath, Ireland. Printed in China.
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Last Updated: 7th December, 2022

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A R C H I V E S O F T H E E M P I R E : VO L U M E I I I

CONTENTS

ENTERPRISES I
LEGITIMATE BUSINESS
IV
MINOR GODS, FOLK WORSHIP &
HEDGECRAFT VII
ALTDORF — A WORLD TO ITSELF

South Bankers....................................... 83
Starting an Enterprise............................. 6 Human religion..................................... 48 Eastenders............................................. 83
Creditors.................................................. 8 The Old Faith ....................................... 49 The City North...................................... 84
Expansion................................................ 9 Hearth and Home................................. 50
Enterprise Events.................................... 9 Minor Gods........................................... 50
Courier Service...................................... 12
Crafting Workshop............................... 13
Criminal Gang...................................... 15
The Cult of Khaine................................ 50
Penances ............................................... 51
Strictures............................................... 51
VIII
ALTERNATIVE CHANNELLING

Channelling Test................................... 85
Holy Temple.......................................... 17 The Cult of Solkan................................ 52 Casting with Channelled Power............ 86
Knightly Order...................................... 19 Penances ............................................... 53 Cants..................................................... 86
Tavern.................................................... 21 Strictures............................................... 53 The Lore of Beasts................................. 87
Market Parlour...................................... 23 Priest of Solkan..................................... 54 The Lore of Death................................. 87
Noble Estate.......................................... 25 Miracles of Solkan................................. 55 The Lore of Fire.................................... 87
Performance Troupe ............................. 27 Cult of the Old Faith............................ 56 The Lore of Heavens............................. 87
Publishing House.................................. 29 Albion and the Truthsayers................... 57 The Lore of Metal................................. 88
Example Creditor.................................. 30 The Dwindling of the Old Faith........... 58 The Lore of Life.................................... 88
Three Unusual Shops............................. 31 Penances ............................................... 58 The Lore of Light.................................. 88
Strictures............................................... 58 The Lore of Shadows............................. 88

II
SUITS OF STEEL
Priests of the Old Faith......................... 58
Living at the Hedge.............................. 59
Armour Damage................................... 34
Repairing Armour................................. 35
Magic and Knowledge........................... 60
The Lore of Hedgecraft ........................ 62
IX
LORD ADALBERT KNOPP-INZEL

V
Armour Rules........................................ 36 Encountering Adalbert.......................... 89
Armour.................................................. 37 THE CULT Lord Adalbert........................................ 90
Helmet Designs..................................... 38 OF RHYA The Knight’s Retinue............................. 92
Brother Samhel, Priest of Morr............. 92

III
THE CULT OF HANDRICH

Foundation of the Cult.......................... 40


Foundation of the Cult.......................... 66
Aspects of the Goddess......................... 67
Mitterfruhl — ‘Spring Growth’............. 70
Sonnstill................................................ 70
Ella Terenz, Con Artist......................... 93
Ridrek Blackhelm, Dwarf Fool.............. 94
Leonard, Squire..................................... 94
Handrich in the Empire........................ 40
Mittherbst — ‘Less Growth’.................. 70
Beliefs.................................................... 42
Priestess of Rhya.................................... 72
Worshippers.......................................... 44
Miracles of Rhya................................... 74
Priest of Handrich................................. 46
Miracles of Handrich............................ 47

VI
ANIMAL FAMILIARS

Magical Traditions................................. 75
NPC Animal Familiars.......................... 76
Animal Familiar Generation................. 78
Finding a Gifted Animal....................... 79
Bonding With Animal Familiars........... 80
New Talents & Creature Traits.............. 81
Animal Familiar Career......................... 82

3
My erstwhile correspondent. Twice now we have exchanged substantial
missives, and twice I have gone without remittance, recompense, or even
a response for all my troubles. Have I not made it clear in my tellings
that I am in need of aid? That I am dissatisfied? Have my writings
meant nothing to you, nor my compilations and careful research
brought you gain? Your silence remains the harshest of the many knives
that pierce my heart, though it vies for prominence against devilish
competition.
Oh, I have tried to make this place bearable, even to engage in
conversation with my jailors and thereby improve upon my circumstances, but it is all for naught.
Their latest ruse is to claim that my ‘patron’ has withdrawn their support for my stay here, and
reduced my funding to a pittance. As though my brother, the Emperor Karl-Franz himself, should
have any issue in finding funds to support his own sister! I must assume the Shallyans here
have abandoned their principles entirely and decided to use the funds for their own purposes, for I
cannot bring myself to believe that my own brother would abandon me. Perhaps I am naive. Or at
least, I was.
I have decided to make good my escape from this place. Not least of all because my previous
accommodations, spartan as they were, have of late fallen completely into ruin. They tell me that
it is my own fault, that in fits and moments of madness I speak of unutterable things, tear the
carpets from the walls and smash the furniture to splinters. I am sure they merely steal these
things while I sleep, hocking them for their own gain or furnishing their own quarters. Still, I have
safely hidden away my writing kit and a great deal of parchments and correspondence — these
they will never have from me!
So, with my mind set on escape, and with all former support upon which I might have relied
— even your own! — denied to me, I must consider other options. I will need money, and have
pondered long and hard on how I might come about it. Though commerce is a grubby business,
there are several mercantile enterprises I might pursue, and I have gathered some writings on how
to go about this. Anyone intending to undertake such ventures would do well to have the favour of
Handrich, for it is said that the god of merchants balances all books in the end. Equally I consider
older gods: Rhya who might preserve me should I find myself lost in the wilderness, and even half-
forgotten Solkan, who might bring me the justice I increasingly crave. We shall see.
In all this I may require a champion, someone whose skill at arms and unwavering heart might
help preserve me where my own flesh and blood will not. I have heard of someone, a kindred
spirit perhaps, who may be of some use in this respect. He calls himself a knight, though he is
certainly no Reiksguard, nor of any other vaunted chapter I have heard of. He styles himself Lord
Adalbert Knopp-Inzel, though lord of what I cannot say. Currently he seems preoccupied with the
Jungfreuds of Ubersreik, but I hope he can be convinced of the rightness of my own cause. I include
a folio on him and his known followers as well — gratefully I still have some contacts in the
Reikland with whom I may correspond in expectation of reply.
It would be foolish in the extreme for me to explain in detail my own plans for escape, though I will
be in touch with a forwarding address as soon as I am established elsewhere. Despite your long
silence, I remain hopeful that you may reply. I trust you remain in good health, and that your
many duties have not overwhelmed you. I must confess, I have imagined all sorts of disasters
that might have befallen you, each quite terrible. Though I hold you no malice, every fate I saw for
you was preferable to a crueller alternative — that you as well have simply abandoned me.
Writing of fate and imaginings, I must share a recent vision with you. It came to me only lately,
preceding the start of the exodus of all items of comfort from my chambers. I saw Altdorf, and the
sky above it opening up in a wreath of blues and purples. Beyond the skies I saw a realm of chaos
and change, and terrible forms descending from it. I think perhaps it was an expression of my own
abiding regret, for I do not wish to ponder that anything so terrible could truly exist. I did not leave
Altdorf so much as I was cast aside by it, as you know, and so it does not seem strange to me that
my mind might conjure up such horrors.
Still, I have not been able to shake the vision, nor the image of the great feathered thing in the
midst of it. I think I addressed it, for it seemed familiar somehow. It noticed me, to its own
amusement, and to my horror I heard it speak. I have forgotten what it said, if it truly answered
me at all, though I am left with the feeling that some curse upon me has been renewed. I am not
sure what I hoped to gain by questioning such a hallucination. Surely horrific, enterprising evil
rarely answers regretted enquiries truthfully, revered uncle?
It was after this vision that my circumstances turned so foul. It has been months, and I feel more
forgotten than ever. I do not refer only to yourself. It seems to me that even the nuns sometimes
forget I exist, and appear surprised to find my room occupied at all when I inquire after forgotten
meals they should have brought me. One even neglected to lock the door of my cell yesterday,
and I was able to sneak out and acquire my own copy of the key, for I was not yet ready to depart
entirely. I will spend some time gathering what I will, and have steeled myself to the purpose.
When next we correspond, dear uncle, I shall be in better circumstances I am sure.
With a noble heart,
Princess Isabella von Holswig-Schleistein,
Sister to Emperor Karl-Franz I,
16 Brauzeit, 2513 IC
I
• LEGITIMATE BUSINESS •
ENTERPRISES

Precious few citizens of the Old World ever choose to make a


living from adventure. Most that do still prefer to supplement STARTING AN ENTERPRISE
their income with more stable work. Even adventurers fortunate
enough to stumble upon the odd treasure hoard know these Characters interested in owning an Enterprise begin by
opportunities are fleeting, and having a side hustle to fall back choosing one of the ten Enterprise templates listed in this
on is essential if they intend to live longer than their heroic supplement as the basis of their company.
campaigns.
Each template is quite broadly defined to fit a variety of
Every Career has an Earning Skill (WFRP pages 51–52) and different business types — the examples listed may provide the
a Status that determines their Income (WFRP page 198), both spark of inspiration, but Players are encouraged to invent their
comparatively risk-free ways for Characters to earn money after own money-making schemes, and adapt them to the template
a week’s work. But for most Careers, these gains are modest. that suits best! These are:
Ambitious Players may prefer to invest their earnings for a
greater payoff later, which could unlock access to Trappings 0 Courier Service
they could never usually afford. Even Banking (WFRP page 0 Crafting Workshop
196) may not return sufficient interest to satisfy covetous 0 Criminal Gang
adventurers. 0 Holy Temple
0 Knightly Order
Enterprises are ways for GMs to fulfil this niche. They are 0 Tavern
business ventures the Characters can nurture over the course of 0 Market Parlour
weeks, months, or even years, by investing their own (or, even 0 Noble Estate
better, other people’s) money to stimulate growth. Though they 0 Performance Troupe
require more consideration, patience, and effort than living off 0 Publishing House
Banking interest, they also reduce the risk of misfortune stealing
their money away. Usually, only a Character’s negligence will Characters may choose to start with an Enterprise in the Step 5:
cause their Enterprise to fail, which GMs can exploit to create Trappings stage of character creation after calculating starting
new adventures that imperil the Enterprise unless attended to. wealth (WFRP page 37), spend an Endeavour to acquire one
during a period of downtime (WFRP page 195), or even have
Players can gain additional benefits from Enterprises, besides an opportunity to create or take over an Enterprise during an
the eventual promise of increased Earnings. Enterprises have adventure, if the circumstances are appropriate.
their own Earning Skills, which the Players may be more
interested in developing for their Characters than the Earning Though each Enterprise template includes a list of Suggested
Skill dictated by their Career. Enterprises have their own special Careers, there is no limitation on which Careers can select
rules, which expand Player options, and may unlock access specific templates. If multiple Characters choose Enterprises,
to social situations that are barred to less accomplished folk. they may either set up their own separate Enterprises, or
Finally, Enterprises can be worked on by multiple Characters partner up with another Character to share an Enterprise. No
at once, improving the links of teamwork within a party. All Character can manage more than one Enterprise at once —
contributing Characters profit when an Enterprise performs such a demand on their time would necessitate abandoning
well. Should it perform badly, at least they have their business their adventuring life entirely!
partners with whom to share the blame!

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In order to acquire an Enterprise, Characters must pay its Start- an Enterprise — which is not unlikely, especially for starting
Up Costs, which are listed in the Enterprise template. This Characters — they may approach a Creditor to loan them the
covers the expense of business premises, establishing supply, rest of the capital they need. At a minimum, Character must pay
recruiting and training necessary personnel, and marketing to 10% of an Enterprise’s Start-Up Costs when they first acquire
a reliable customer base. If a Character, or group of Characters it, or they are unable to attract Creditors and cannot afford to
paying collectively, cannot afford the full Start-Up Costs for set up the business.

ENTERPRISE FORMAT
Each of the Enterprise templates uses a consistent layout. The key below can help to find the relevant information in an Enterprise template,
or serve as a guideline for GMs or Players who want to create new Enterprise templates.

Examples: Specific ideas for business types that would suit the general Enterprise template. This list is intended to be inspirational rather
than exhaustive. GMs and players may have their own ideas.

Suggested Careers: Careers, or Classes, most likely to consider setting up this kind of Enterprise. Again, this is intended as a guideline,
not a restrictive list.

Start-Up Costs: How much money Characters must pay to set up the Enterprise. In the event Characters cannot afford this cost themselves,
and must depend on Creditors for funding, the minimum 10% Characters must pay to attract Creditors is also included.

Interest Payments: How much money the Characters invested in an Enterprise must pay between each adventure, in order to satisfy their
Creditors. If the Enterprise is no longer in Debt, these payments are not required.

Creditors: A suggested list of individuals who might consider helping the Characters purchase the Enterprise, in return for an ongoing fee.

Sources of Income: Possible ways for the business to make its money. For each Source of Income, a suggested Earning Skill is provided
for Characters using the Enterprise during an adventure (WFRP pages 51–52), but other Skills may be accepted at the GM’s discretion.
Each of these income sources also lists a Status, which Characters may temporarily substitute for their own when working out how much
money they make whilst Earning or using the Income Endeavour. Note that a Source of Income can only be used if the Enterprise has
the corresponding Trappings.

Trappings: Premises, vehicles, tools, animals, and hirelings the Characters gain access to so long as the Enterprise remains operational.
Characters may find these Trappings useful whilst adventuring, but Enterprises that regularly lose Trappings to their owners’ shenanigans
may reduce the Status of their income sources, at the GM’s discretion.

Special Rules: Advantages or restrictions which apply to all Characters who have invested in the Enterprise, or any way that the template
does not abide by the usual Enterprise rules.

Expansion: Three additional levels of development the Enterprise can progress through, one step at a time. Each level lists the cost to
expand (including the minimum 10% cost if depending on Creditors), the new cost of Interest Payments, adjustments to the Enterprise’s
Status for purposes of Earning or gaining Income, and any additional Trappings or Special Rules acquired.

Alternate Events: Events that are specific to this kind of Enterprise, which should normally be substituted for results 55–57 and 58–60
on the Enterprise Events Table.

Adventure Hooks: Two ideas of how a Character’s investment in an Enterprise can lead to adventures in their own right, rather than just
being a concern for downtime.

For Sale: A fully worked example of an Enterprise fitting the template, available for Characters to buy if they pay the usual Start-Up Costs.
GMs can offer these Enterprises to Players to simplify the decision-making process of working out a new Enterprise’s details from scratch.
Alternatively, these examples may inspire Players to come up with their own ideas.

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I WA R H A M M E R FA N TA S Y R O L E P L AY

CREDITORS Missing Interest Payments


If Characters are unable to afford an Interest Payment in full,
Creditors are NPCs who help Characters to pay Enterprise or choose not to pay it, they draw the immediate displeasure
Start-Up Costs they might otherwise not afford. They do of their Creditor. This escalates in severity, depending on how
so not out of kindness, but out of greed, for as long as the many Interest Payments have been missed.
Characters remain in Debt, their Creditors continue to collect
income in the form of Interest Payments. Creditors may be Rules for Favours can be found on WFRP page 198.
guild financiers, entrepreneurial investors, wealthy relatives, or
predatory loan sharks. The sort of personage a Character can 0 The first time a Character misses an Interest Payment, it
convince to bankroll their business depends greatly on the sort warrants A Conversation. The Creditor themself, or one
of Enterprise being financed. of their representatives, visits the Character to demand an
explanation for their failure. If the Character is sufficiently
When a Character approaches a Creditor to help pay Start- penitent, the Creditor may agree to let them off this once
Up Costs, GMs should provide a name, profession, and — but the next Interest Payment must be triple its normal
general demeanour for that NPC, so the Player has a chance value, in apology. Alternatively, the Creditor may decide
to understand what sort of profiteering viper their Character that the Character owes them a Minor Favour.
has climbed into bed with. Suggested Creditors are included
with each Enterprise template, and Players may also have their 0 The second time a Character misses an Interest Payment,
own ideas. the Creditor sends A Warning. Depending on the
Creditor’s sphere of influence, they may send debt
As a rule, Creditors are avaricious, unsympathetic, and collectors to take the Character or Enterprise’s most
remorseless in extracting money from the people indebted to valuable Trappings, lean on local politicians to obstruct
them. Because they inevitably make enemies, they invariably adventuring activities, or hire a squad of brutes to break
employ their own personal security, and set up arrangements the Character’s legs. This could occur immediately, or
with other Creditors who are empowered to collect outstanding during the next adventure. Alternatively, the Creditor
Debts in the event of their demise. Many are deeply embedded in may decide that the Character owes them a Major Favour.
governing local communities, religious or legal establishments,
or organised criminal gangs, and do not hesitate to lean on their 0 The third time a Character misses an Interest Payment, or
contacts if they are cheated out of money. if a Character indicates they have no intention of repaying
a Creditor ever again, the Creditor makes An Example of
Repaying Debt them, to deter other debtors from doing likewise. They
When Characters ask Creditors to cover Start-Up Costs, they may have the Character arrested and taken to a debtor’s
should make a note of all remaining costs not paid by the prison (such as Mundsen Keep in Altdorf ), force them
Characters themselves. This is how much money the Enterprise into a living as a fugitive, or send a hit-squad to kill
now owes the Creditor as Debt. them publicly. In any event, the Enterprise is invariably
seized by the Creditor, or simply burned to the ground.
As an Endeavour (WFRP page 195), Characters may seek Alternatively, the Creditor may decide that the Character
out their Creditor to pay off some, or all, of their Enterprise’s owes them a Significant Favour.
outstanding Debt. There is no time limit for repaying Debt, but
whilst an Enterprise remains in Debt, it cannot Expand, though
Characters must continue to make Interest Payments.

Interest Payments
Whenever Characters have a period of downtime between
adventures, they must pay their Creditor the amount listed in
the Enterprise template’s Interest Payments section. This occurs
after Events and Endeavours, but before the Characters lose any
outstanding cash. Interest Payments do not reduce the Debt
owed to a Creditor. Unlike repaying Debt, Interest Payments
do not cost an Endeavour (many Creditors deliberately make
themselves less available to those trying to break free of the
debt cycle).

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The Interest Payments for this new Debt will invariably
EXPANSION increase, as detailed in the template, but otherwise the rules for
Repaying Debt and managing Interest Payments remain the
If a Character is fortunate enough to pay off their Creditors, same. Characters may not Expand an Enterprise until they have
they may start to consider expanding their Enterprise. paid off all their outstanding Debt.
Expansion unlocks new useful special abilities, improved Status
whilst Earning or gaining Income, and access to additional
Trappings. However, the increasing costs of operating at a larger ENTERPRISE EVENTS
scale also require an infusion of cash, exactly like the Start-Up
Costs of first acquiring the Enterprise, and usually put the Characters roll on the Events Table (WFRP page 193) between
Character straight back into Debt again. Expansion also costs adventures, before they select their Endeavours. If a Character
an Endeavour for the Character taking the lead in Expanding has invested in an Enterprise, they may choose to instead roll
the Enterprise. on the Enterprise Events Table, which is tailored to how recent
happenings have impacted on the Character’s Enterprise, rather
Each Enterprise template has four levels. The Expansion section than on their personal or adventuring life. If more than one
lists the Cost of Expanding to the next level, and the advantages Character is invested in the same Enterprise, only one Character
it provides. As with Start-Up Costs, Characters may approach can make this substitute — a single Enterprise cannot be
a Creditor to help them pay for Expansion, but must provide at affected by more than one Event in the same downtime phase.
least 10% of the cost themselves.

ENTERPRISE EVENTS TABLE


01–02: Looming Bankruptcy 11–13: Trapping Degrades
Poor investments, the ravages of war, or simple ill-fortune bring the One of the Enterprise’s Trappings deteriorates in quality. It may
Character’s Enterprise to the brink of failure. If the Enterprise has acquire a Flaw (if it is an item), lose a Trained Skill (if it is
Expanded, it loses all advantages from its most recent Expansion, a Trained animal), or gain a Condition (if it is an employee).
but retains the increased Debt and Interest Payments. Only repaying Severe afflictions are usually temporary, whilst milder problems
all Debt can restore the lost Expansion benefits. If the Enterprise usually persist, and already degraded items may be lost or destroyed
has not Expanded, the business must close, lay off all staff, and entirely. The GM should determine the exact mechanical effects.
sell its Trappings to cover costs. All outstanding Debts remain. At
the GM’s discretion, the Characters may attempt one last desperate
scheme to save their Enterprise, as the subject of the next adventure. 14–16: New Competition
A rival business, providing a similar service to the Character’s
Enterprise, starts muscling in on their territory. To keep up, the
03–05: Recession Character must undertake at least one Income Endeavour with the
Financial disaster strikes the local economy, and the best the Enterprise during this batch of Endeavours, but receives only 50%
Character can do is keep their Enterprise’s doors open. No of the usual income. The rival business remains an ongoing threat,
Character can use the Enterprise for Earning or Income Endeavours and may even interfere with the Character’s adventures.
until the end of the next adventure.

17–20: Forced to Diversify


06–08: Shoplifter Strikes The GM chooses ones of the Enterprise’s Sources of Income
One of the Enterprise’s Trappings, whatever is most valuable and (whichever is most commonly used). The Source of Income is
portable, is stolen. The Character may attempt to reclaim it in the not available for Income Endeavours during this coming set of
next adventure, or accept its loss as the cost of doing business. Endeavours, due to a drop in supply or demand. Other Sources of
Income can be used as normal.

09–10: Interest Inflation


The Enterprise’s Creditor grows jealous of their success, and 21–23: The Dreaded Auditors
invokes an obscure clause in their contract to demand additional Auditors from the treasury demand to see the Enterprise’s books.
payment. The Enterprise’s Interest Payments are now doubled, until The Character must spend an Endeavour assisting the investigation,
all outstanding Debt is paid off. or pay 10% of the Enterprise’s most recent Start-Up Costs or
Expansion Costs (whichever is higher) in non-compliance fees.

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I WA R H A M M E R FA N TA S Y R O L E P L AY

24–26: Gimme a Discount 45–48: Creditor Visits


A customer demands a substantial discount on the Enterprise’s The Creditor starts poking around the Enterprise and demanding
services. If the Character refuses, the customer begins to slander updates. Whilst annoying, it does provide an opportunity to repay
the business publicly, threatening its reputation. If the Character Debts without jumping through the usual hoops. Before the next
acquiesces, other customers follow suit, and the Enterprise’s Income adventure starts, the Character may repay Debt (see page 8) without
Statuses may reduce. The Character should decide now how to using an Endeavour.
respond, and deal with the consequences next adventure.

49–51: New Hire


27–30: I Need a Holiday The Enterprise is profitable enough to recruit an NPC to help
The Character experiences severe burnout, and discovers the necessity with its day-to-day business. Unfortunately, the Enterprise is not
of taking time off. They cannot choose the Income Endeavour in profitable enough to hire a particularly qualified, competent, or
the next round of Endeavours. Other Characters invested in the scrupulous employee, and they will need plenty of training and
Enterprise can use it for Income Endeavours as normal. supervision over the coming adventures and periods of downtime.

31–33: Conservative Investments 52–54: Breakup Opportunity


Hand-wringing bean counters regard the current economic climate An investor, or even one of the Enterprise’s employees, offers to
with dismay, betting only on sure prospects. No Characters may purchase a less-profitable fraction of the business, in hopes of
acquire a Creditor to help Expand an Enterprise during the next turning it around. If the Enterprise has Expanded, the Character
round of Endeavours. may accept the offer to lose all Trappings and other benefits from
their most recent Expansion, but also pay off all outstanding Debt.
Characters invested in the Enterprise may choose to Expand the
34–36: The Grind Enterprise again at a later date, if their fortunes improve.
The Character spends their next week trapped in a non-stop cycle of
work and sleep, as exhausting as it is profitable. They must choose
an Income Endeavour before the next adventure, if possible, but 55–57: Alternate Event 1
otherwise no special effects apply. Refer to the corresponding Enterprise template for the specific
enterprise type to determine this Event’s effects.

37–39: I Quit!
An NPC member of staff (if one exists) leaves the Enterprise’s 58–60: Alternate Event 2
employ, due to dissatisfaction, ambition, or untimely death. The Refer to the corresponding Enterprise template for the specific
employee is replaced by the start of the next adventure — this could enterprise type to determine this Event’s effects.
be an opportunity for the Character to work more closely with an
established NPC contact.
61–63: Business as Usual
The Character stays busy with taking stock, networking events, and
40–41: New Creditor keeping their customers happy — all the routine activities you would
The Enterprise’s Creditor sells the Character’s Debt onto someone expect whilst running an Enterprise, with no special effects.
else. Depending on how well the Character got on with the old
Creditor, this could be considered a cause for celebration, at least
until the new Creditor is revealed to be just as much of a bastard 64–66: Co-Ownership
as the old one. An investor, or even one of the Enterprise’s employees, offers to buy
in to the Enterprise as a co-owner. If the Character accepts, the co-
42–44: Closed for Refurbishment owner pays off half of the Enterprise’s outstanding Debt, but insists
The Enterprise updates its storefront, offices, or other Trappings on some ‘interesting’ ideas for developing the Enterprise which the
that correspond to business accommodation. It cannot be used to Character is now obliged to accommodate.
collect Income in the next batch of Endeavours, but afterwards the
accommodation enjoys a practical and cosmetic uplift, which may
provide Skill Test bonuses at the GM’s discretion.

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67–69: Upgraded Trapping 86–88: Innovation


The Enterprise is profitable enough to improve one of its Trappings. Thanks to the Character’s ingenuity, the Enterprise gains a new
It may acquire a Quality (if it is an item), gain a Trained Skill (if Source of Income. Players and GMs should work out together what
it is a Trained animal), or gain a new Skill (if it is an employee). the new Source of Income is, what Trappings are required to gain
Alternatively, a Trapping may lose a Flaw or Condition it is currently Income from it, and what the exact mechanical effects are. Generally,
afflicted by, if appropriate. The GM should determine the exact the effective Status should be equal to the second-highest existing
mechanical effects. Source of Income, whilst the Earning Skill should be different from
any other Earning Skill currently used.

70–72: Merger Opportunity


Another business owner in an adjacent industry offers to join forces 89–91: Rolling Profits
with the Character. The Character and their co-investors may choose Business is booming! The Character reinvests those profits into
to immediately Expand their Enterprise. Expansion Costs must be improving the Enterprise’s capacity to make money in the future.
paid as normal, but Expansion does not cost an Endeavour, and They choose one of the Enterprise’s Sources of Income, and increase
may be undertaken even if the Enterprise is still in Debt. Expansion the numeric value of its effective Status by 1, on an ongoing basis.
Costs paid by a Creditor are added to the Enterprise’s current
Debt. Until all Debt is repaid, Interest Payments are made at the
new Expanded rate. 92–94: New Trapping
The Character spends the Enterprise’s profits on acquiring a new
Trapping. This may be a duplicate of a Trapping the Enterprise
73-75: Desperate Customer already owns. Alternatively, it may be a new Trapping, with a value
A customer has urgent need of the Enterprise’s services, and is equal to or less than the Enterprise’s Start-Up Costs or most recent
willing to pay a premium for it. The Character chooses one of Expansion Costs (whichever is higher).
the Enterprise’s Sources of Income. Until the start of the next
adventure, the numerical value of the Income Source’s effective
Status is increased by 1. 95–97: Unexpected Generosity
Thanks to holiday cheer, their daughter’s wedding, or the death of a
wealthy relative, the Character’s Creditor is in an uncharacteristically
76–78: In the Black good mood. The Enterprise does not have to make an Interest
The Enterprise is making a tidy profit — nothing spectacular, but Payment during this period of downtime.
good enough to put everyone at ease. No additional effects apply.

98–100: Offer to Buy-Out


79–81: Temporary Expansion A wealthy entrepreneur is impressed with what the Character has
The Character loans larger accommodations, extra equipment, and built, and offers to purchase it wholesale. If the Character and their
temporary staff to take advantage of a brief, but valuable, surge in co-investors accept, they lose any benefits provided by the Enterprise,
demand. Until the end of the next adventure, the Enterprise enjoys pay off all outstanding Debt, and gain wealth between them equal
all the benefits of having Expanded to the next level. The Character to double the Enterprise’s Start-Up Costs or double the most
pays no Expansion Costs for this temporary boon, and Interest recent Expansion Costs (whichever is greater). The Character may
Payments remain unchanged. start a new Enterprise, stay on as a consultant, dedicate themself to
adventuring full-time, or enjoy an early retirement!

82–85: Taking Care of Itself


The Character’s Enterprise is sufficiently established to keep ticking
along with minimal supervision. The Character may immediately
use the Enterprise to undertake an Income Endeavour. This does
not count towards the Character’s maximum number of Endeavours
before the next adventure.

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I WA R H A M M E R FA N TA S Y R O L E P L AY

Unless the Enterprise has multiple Horses, Wagons, Rowboats,


or Riverboats, only one Character may Earn or collect Income
using that method of transport during a week.

Trappings: Storage depot with byzantine filing system; ‘Sorry


we missed you!’ calling cards; other people’s letters and parcels
you absolutely shouldn’t open (that would be wrong). Any one
of the following: a Riding Horse; a Rowboat; a Draught Horse
and an old Wagon with the Unreliable Flaw; a leaky Riverboat
with the Unreliable Flaw.

Special Rules: Couriers know the region in which they traffic


extremely well. When a Character uses a Courier Service for
the Income Endeavour between adventures, for the duration of
the following adventure they gain +20 on any Tests to travel
or navigate the territory their Enterprise operates in (which
is typically the size of a province). If the Enterprise’s patch
is relatively small, like a single city or handful of villages, this
bonus increases to +40.

Expansion: The first time you Expand a Courier Service, you


improve its means of transporting goods. Choose ONE of
the following: a Riding Horse for every Character invested
in the Enterprise; a Rowboat for every Character invested in
the Enterprise; a Draught Horse and Wagon; a Riverboat. You
also hire a couple of runners to help with local deliveries. The
Expansion Cost is 10 gold coins (minimum 1 gold coin), and
the new Interest Payments are 10 silver shillings.

The second time you Expand a Courier Service, its storage


facilities grow larger and more secure, allowing you to deliver
more packages along a single route. Choose a Source of Income
COURIER SERVICE to gain an effective Status of Silver 5. The depot also gains
facilities to stable horses, repair wagons, or moor boats on-site,
Examples: Postal service; river ferry; express deliveries; and recruits a couple of employees to organise or protect the
coaching house; bakery or dairy deliveries; news-sheet deliveries; site. The Characters are more likely to be trusted with deliveries
contraband smuggling. of sensitive goods, which could link to new adventures. The
Expansion Cost is 10 gold coins (minimum 1 gold coin).
Suggested Careers: Scout; Coachman; Messenger; Pedlar; Interest Payments remain at 10 silver shillings.
Road Warden; Boatman; Huffer; Seaman; Smuggler; Bawd.
The third time you Expand a Courier Service, you recruit enough
Start-Up Costs: 20 silver shillings (minimum 2 silver shillings) couriers to expand the size of your territory. The maximum size
is a grand province — Characters gain +20 on travel Tests within
Interest Payments: 1 silver shilling per downtime period. the area during adventures, so long as they used the Courier
Service to gain Income during the previous batch of Endeavours.
Creditors: Heilwig Foxe, postmaster general and Imperial spy; This bonus increases to +40 if the Enterprise remains focused
Odina Faerberg, toll collector and traffic regulator for the River on a single province, or +60 if it is only centred on a single city
Reik; Lady Griselda, society gossip addict; Aldwin the Spider, or handful of villages. In addition, your storage depot contains
criminal mastermind. a large, customer-facing storefront, selling packaging supplies,
general goods, and temporary storage space, counting as
Sources of Income: Deliveries on foot (Endurance, Brass 4); another Source of Income (Haggle, Silver 1). Lastly, you gain an
deliveries on horseback (Ride (Horse), Silver 1); deliveries by additional Wagon or Riverboat. The Expansion Cost is 30 gold
wagon (Drive, Silver 2); deliveries by rowboat (Row, Silver 2); coins (minimum 3 gold coins), and the new Interest Payments
deliveries by riverboat (Sail, Silver 3). are 1 gold coin and 10 silver shillings.

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L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I
Alternate Event 1 (55–57 on the Enterprise Event Table):
One of the Character’s deliveries is intercepted by bandits, CRAFTING WORKSHOP
and an important package is lost. The cost to compensate the
dissatisfied customer is triple the Enterprise’s current Interest Examples: Artist studio; blacksmith’s forge; bowyers and
Payment (in addition to the Enterprise’s usual Creditor fletchers; alchemist’s laboratory; fine tailors; engineering
payment). Alternatively, the Characters may attempt to recover workshop (e.g. siege weapons, clocktowers, experimental
the package in the next adventure, boosting the Enterprise’s firearms); shipwright’s yard; jewel crafters; forger’s workshop;
reputation if they succeed. armourer’s smithy; specialist carpentry, glassblowing,
stoneworking, tannery, masonry; magical artificers.
Alternate Event 2 (58–60 on the Enterprise Event Table):
The Imperial State Army enters the province on campaign, Suggested Careers: Apothecary; Engineer; Wizard; Artisan;
and rapid delivery of intelligence and materiel has never been Artist; Seaman; Charlatan.
more in demand. Until the start of the next adventure, any
Character using the Courier Service for an Income Endeavour Start-Up Costs: 30 silver shillings (minimum 3 silver shillings)
gains +50% to money earned. During the next adventure, the
enemy’s infiltrators target the Character, believing that they are Interest Payments: 1 silver shilling and 6 brass pennies per
harbouring military secrets. downtime period.

Adventure Hooks: A customer approaches the Courier Service Creditors: Dunstan Färberg, ‘generous’ patron of the arts;
with a bizarre request — he wants this very important package Guildmaster de Groot, trade matriarch of Ubersreik; Grimneth
to be delivered to himself, tonight, at midnight precisely. When the Maverick, outcast of the Karak Kadrin Engineering Guild;
the Characters make the delivery, they find the customer dead, Eike Glitterstep, Wizard of the Gold College.
surrounded by ritual paraphernalia. Were they hired to witness
a murder? Or is this an elaborate frame job? Either way, the Sources of Income: Mass production of common goods, sold to
Characters were some of the last people to see the victim alive, a retailer (Trade (Any), Brass 5); commission of a unique item
so they’re at risk of being incriminated if they can’t discover the (Art (Any) or Trade (Any), Silver 2).
truth and convince the customer’s friends that they are innocent.
Trappings: Tools and a small Workshop relevant to a specific
Whilst loading up the vehicle for another round of deliveries, Trade (WFRP page 305); a steady supply of raw materials;
one of the packages started… ticking. Opening the package guild licence (real or forged); technical books and other training
could compromise the Enterprise’s reputation, as their materials; a distinctive signature.
customers depend on discretion. But delivering an explosive
device to the nobleman it’s addressed to could implicate the Special Rules: Characters employed at a Crafting Workshop
Characters in treason. How will the Characters dispose of the are extremely inventive at finding a use for their Enterprise’s
bomb, without anyone learning it entered their possession? wasted by-products. Choose an Art or Trade Skill Specialisation
(WFRP page 118) — any Tests of that Skill within the Crafting
For Sale: Feiläufer Ferries once was a respected operation, Workshop gain an additional +20 modifier. In addition, if a
taking packages, letters, and the occasional traveller up and Trade Skill is chosen, and a Character uses that Trade Skill as
down the Reik between Carroburg and Altdorf. Since the part of a Crafting Endeavour (WFRP page 197), the Character
loss of its main barge to River Trolls, its fortunes have steadily does not have to pay to acquire raw materials. This benefit
plummeted, and the owner is eager to sell. does not apply when Inventing, which requires more specific
materials.
Captain Rudolph of the Reikland State Army knows well
the importance of retaining this line of communication, and Expansion: The first time you Expand a Crafting Workshop,
is willing to float the cash to prospective business owners. you take on apprentices, one for every Character invested in
But Rudolph’s main focus is military, not commercial, and the Enterprise. These apprentices provide Assistance (WFRP
Characters who fall behind on Interest Payments are liable to page 155) on Trade Tests, make personal deliveries to valued
find their boats requisitioned for attacks against the very same customers, and watch the workshop whilst you’re away on
River Trolls who doomed the ferry service’s previous iteration. adventures. Apprentices are an investment — eventually they
will mature into skilled craftworkers, but in the meantime,
they need constant supervision and use up twice as many tools.
The Expansion Cost is 10 silver shillings (minimum 1 silver
shilling). Interest Payments remain at 1 silver shilling and 6
brass pennies.

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I WA R H A M M E R FA N TA S Y R O L E P L AY

The second time you Expand a Crafting Workshop, your Adventure Hooks: An item produced to order by the Characters
apprentices complete their training. Their Assistance on Trade is claimed to be cursed, haunted, or possessed by a daemon. The
Tests now provides a +20 bonus, instead of +10. In addition, allegations may even be true, if it has been misused since leaving
you increase the size of your Workshop, and gain one of the the Workshop. Either way, the Characters must answer to the
following additional Sources of Income: rented workspace to accusations, cleansing their creation or proving the claims are
other craftworkers (Haggle, Silver 1); Workshop for a new untrue. Their professional reputation depends on it!
Trade (as per existing Source of Income, also extends the benefit
of the Enterprise’s Special Rules to the new Trade Skill); a Jan Vanterhass commissioned a very expensive item from the
dedicated storefront (increase the effective Status of mass Characters’ Workshop, and was very pleased with the results!
producing common goods to Silver 2); fine tools for producing However, Jan has now returned to the Characters screaming
specialist items (increase the effective Status of commissioning that the thing is cursed! True or not, such an accusation could
unique items to Silver 4). NPCs will travel from neighbouring easily bring down the wrath of a Witch Hunter. Is Jan trying
provinces, or even further abroad, to purchase your higher to shake down the Characters for a refund, or could it have
quality goods. The Expansion Cost is 10 gold coins (minimum 1 something to do with the wizard that took lodgings above the
gold coin), and the new Interest Payments are 10 silver shillings. Workshop last month?

The third time you Expand a Crafting Workshop, choose A valuable item, produced under a veil of utmost secrecy, is
another Source of Income from the second Expansion above. stolen from the Workshop the night before it can be delivered
Your large Workshop also constitutes a Guildhall, specialising to the customer. The Characters must interrogate the field of
in your chosen Trade. As well as expanding your influence suspects to recover their masterwork. Who is responsible? The
in local politics, it provides an additional Source of Income: customer themselves, attempting to dodge the fee? One of their
collecting guild dues (Leadership, Gold 1). The Expansion Cost political enemies, seeking an advantage in their constant game
is 20 gold coins (minimum 2 gold coins), and the new Interest of one-upmanship and recrimination? Or one of the Characters’
Payments are 1 gold coin. own apprentices, looking for a shortcut to the improved salary
of a master craftworker?
Alternate Event 1 (55–57 on the Enterprise Event Table):
Supply of a precious resource essential to your craft (e.g. coal, For Sale: Giselmund’s Arsenal, a smithy specialising in
diamond, iron, silk, or gromril) runs dry. Your Enterprise production of handguns, long rifles, and other blackpowder
cannot gain Income in the upcoming round of Endeavours. If weaponry, has never been quite the same since Giselmund
you discover a new source of supply in the next adventure, any himself was killed in the same explosion which blew up half
Income Endeavours following that adventure provide double his lab. His widow advises that the Imperial Engineers School
the usual wealth, as you’ll be one step ahead of the competition. of Altdorf has offered significant research grants to any
gunsmiths bold enough to continue Giselmund’s production of
Alternate Event 2 (58–60 on the Enterprise Event Table): A experimental weaponry — so long as the School continues to
demanding customer asks for a complicated item to be produced reap the benefits. Giselmund’s old neighbours in Auerswald are
in a short space of time. To complete the order, the Character hardly keen for his forges to restart, for fear their houses burn
must use all their Endeavours before the next adventure on down once again, and enemies of the Empire keep a wary eye on
Income Endeavours. If the order is complete, the Character this centre of emerging military technologies. Anyone resolved
receives a bonus, equivalent to an additional free Income to craft guns at the Arsenal should be prepared to use them in
Endeavour. If the Character is unwilling or unable to use all the workshop’s defence.
their Endeavours on Income (if they are an Elf, for example),
the Event has no effect.

Example Expansion Table


Level Cost Interest New Trappings Effects
Apprentices provide +10 to Trade Tests, run deliveries for you, and mind
2 10/- 1/6 Two Apprentices
things while you are away.
Former Apprentices
Artisans provide +20 on Trade Tests, and the Enterprise gains one of
become Artisans, plus
the following new Sources of Income: Rented Workspace (Haggle, Silver
3 10 GC 10/- either Rented Workspace
1), a New Workshop (Any other Trade Skill of your choice), Dedicated
or another Source of
Storefront (Status becomes Silver 2), etc
Income.
Guildhall, many Choose another Source of Income, and your Workshop becomes a
4 20 GC 1GC
Apprentices, etc. Guildhall

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L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I

CRIMINAL GANG
Examples: Heist crew; protection racket; gang of pickpockets;
spy ring; band of merry outlaws who rob from the rich; black
market traders; revolutionary cell; secret cult; pirate crew;
witch-traffickers; underground fight club; paid killers.

Suggested Careers: Apothecary; Lawyer; Agitator; Merchant;


Watchman; Spy; Herbalist; Coachman; Smuggler; Stevedore;
Wrecker; Pit Fighter; Protagonist; the entire Rogue Class.

Start-Up Costs: 10 silver shillings (minimum 0 — see Special


Rules below)

Interest Payments: 2 silver shillings per downtime period.

Creditors: Woder Intz, street-born thug turned city-wide


kingpin; Matthias Reinhardt, corrupt magistrate; The Estalian,
anonymous unseen mastermind of an Empire-spanning crime
syndicate; Magister Xemo, cultist of Tzeentch, eroding the rule
of law within the Empire.

Sources of Income: Theft (Stealth (Any), Brass 4); trafficking In addition, you double the size of your turf, and choose one
of witches or other outlaws (Stealth (Any), Brass 4); extortion of your Sources of Income to increase its effective Status to
or debt collection (Intimidate, Brass 5); sale of contraband or Silver 2. The Expansion Cost is 1 gold coin (minimum 2 silver
fraudulent items (Charm, Brass 5); murder-for-hire (Melee shillings), and the new Interest Payments are 4 silver shillings.
(Any), Brass 5).
The second time you Expand a Criminal Gang, your surviving
Trappings: A hidden loft, soundproof cellar, forest hideout, prospects mature into fully-fledged gang members, tough and
abandoned sewer, or other lair to plot in; a handful of streets, dependable (mostly). From this point on, you enjoy a steady
small village, or a patch of road or river considered to be your influx of new gang prospects to replace those who betray you,
turf; scars, tattoos, sigils, or other symbols to mark the initiated. get arrested, become rival gang members, or die. The size of your
turf doubles again, and choose one of your Sources of Income to
Special Rules: A life of crime beckons to those with nothing increase its effective Status to Silver 4.
left to lose. Local ‘creditors’ exploit the desperation of new
prospects, establishing even more exploitative systems of Lastly, choose one of the following upgrades for your lair: a
tribute. Characters do not need to contribute any of their own constantly changing location, as proof against discovery or
money towards the Start-Up Costs of starting a Criminal infiltration; a secure vault to store your ill-gotten gains, reducing
Gang, and can borrow all of the Start-Up Costs from a Creditor the risk of others discovering your stash when Banking to 1 on
(unfortunately, the Interest Payments are proportionately much the 1d100 (WFRP page 196); a legitimate storefront, useful
higher). In addition, any Character who invests at least 1 silver for money laundering and providing its own Source of Income
shilling in a Criminal Gang (as Start-Up Costs, Expansion (Haggle, Silver 1); a well-stocked armoury and a pair of guards,
Costs, Debt Repayments or Interest Payments) may choose who can defend the lair in your absence. The Expansion Cost
to gain the Criminal Talent for free (WFRP page 135). A is 10 gold coins (minimum 1 gold coin), and the new Interest
Character may only benefit from this free Talent once. Payments are 10 silver shillings.

Expansion: The first time you Expand a Criminal Gang, you The third time you Expand a Criminal Gang, you buy your way
gain a dozen or so gang prospects, young toughs looking to you into high society. Any Character can immediately purchase
for leadership. Your prospects generally aren’t worth relying the Kingpin Talent for free (WFRP page 140). You gain an
upon — they may even rat you out to the law or rival gangs additional lair upgrade from the second Expansion, above, and
— but you have a private language of code-phrases you can your turf now encompasses an entire rural province or major
use to communicate with them secretly, and they may provide city — no-one will dare undertake criminal activity in your turf,
Assistance (WFRP page 155) if the circumstances are right. without treating with you first.

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I WA R H A M M E R FA N TA S Y R O L E P L AY

Your Gang is now so large you delegate day-to-day operations to


subordinate gang bosses, and whilst those ambitious underlings
are amongst your greatest threats, your network of informants TURF WARS
keeps you apprised of their schemes. Lastly, you can collect Competition in business occasionally turns nasty. In the cities
tribute from other gangs (Intimidate, Gold 1) as a new Source of the Empire, it is not unknown for one market trader to
of Income. The Expansion Cost is 40 gold coins (minimum 4 defame another’s wares in the hope that it benefits their own
gold coins), and the new Interest Payments are 2 gold coins. trade, or for a noble estate to partake in a private war against
its neighbour.
Alternate Event 1 (55–57 on the Enterprise Event Table):
Another gang encroaches onto your Gang’s territory. If you However, the business of organised crime is often literally
back down, no Characters can use the Enterprise for Income cut-throat.
during this round of Endeavours, which is how long it takes for
the local crime boss to put things right. If you fight back, it’s When determining Events for a criminal enterprise the following
gruelling — your Character begins the next adventure with the events do not take place: A Visit from the Auditors, I Need a
Fatigued Condition (WFRP page 169), but gains a +20 bonus Holiday, Merger Opportunity, and Offer to Buy Out.
to interact with local criminals, who respect the ferocity of your
defence. Instead, such events trigger the onset of a conflict with a rival
criminal enterprise.
Alternate Event 2 (58–60 on the Enterprise Event Table):
Your latest score is such a major coup, it draws heat from law There are two ways to approach this. The first is to use the
enforcement. It would be best to lay low for a while. If you details of Alternative Event 1 to resolve the issue without
use the Income Endeavour before the next adventure, you gain impacting too greatly on subsequent adventures.
+50% on your earnings. However, you can only use the Income
Endeavour once in this round of Endeavours, and cannot use it However, if the GM has the time and is willing to do so,
at all in the round of Endeavours following the next adventure. they could detail the disposition and character of the rival gang
and introduce the turf war as a major theme of subsequent
Adventure Hooks: The political appointment of a new adventures.
magistrate is due to be decided by a council of electors. The
frontrunner candidate, Goderburt Feldt, has promised to The GM should also give consideration to the fact that
crack down hard on crime, and could make your life extremely many large cities already play host to established criminal
difficult. Dig up, or fabricate, evidence you can use to blackmail organisations, and that they are unlikely to take kindly to the
him into seeing your point of view. Alternatively, rig the election Characters setting up their own operation in territories they
so a more malleable candidate inherits the position instead. control.

A crime boss, one step up in the pecking order from yourselves, In Altdorf racketeering and smuggling are carried out by the
passes away in suspicious circumstances. The resulting power Hooks and the Fish, in Middenheim the Low Kings already
vacuum is an opportunity to inherit their holdings — or for vie with one another for control of the proceeds of crime
your rivals to gain strength they will use to destroy you. Seize throughout the poorer parts of the city, in Marienburg the
power in a night of explosive conspiracy, where new alliances League of Gentlemen Entrepreneurs monopolise organised
might be struck and broken in a matter of minutes. If you can crime, in Salzenmund the movement of contraband is controlled
prove yourself the rightful, worthy successor to the departed by agents of the Smuggler Queen.
crime boss, so much the better.
Those who seek to compete with such criminal masterminds
For Sale: The southern roads out of Kemperbad were renowned run a constant risk of discovery and extermination. Criminals
for decades as a haunt of brigands and outlaws, until the bribes setting up their own business in these areas must either
of the local merchants convinced the town’s council to enact a take extreme care to do so surreptitiously, come to some
purge of the surrounding woodlands. Now the traders reckon arrangement with established gangs (which usually involves
the route to be safe, and travel aboard stagecoaches loaded handing over large portions of their profits), or find themselves
with ever more plunder. The last vagabond of Kemperbad has at the receiving end of a vicious turf war against an enemy with
recently surfaced in town, offering to sell a map to his gang’s old significant resources, and which is willing to sink to the most
hideout, which could serve as a headquarters for raids against vicious of tactics in order to win victory.
the complacent merchant princes. The most amoral traders may
even sponsor such attacks themselves, to destroy the fortunes of
their business competitors.

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L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I
Finally, choose a Blessing from your cult’s Divine Lore — any
HOLY TEMPLE Characters may enact that Blessing within the borders of the
Temple, unless they have the Blessings or Miracles of a different
Examples: Local shrine; monastery or nunnery; cemetery; god. The Expansion Cost is 10 gold coins (minimum 1 gold
ritual stone circle; sacred pool; consecrated forge; religious coin), and the new Interest Payments are 10 silver shillings.
school; religious hospital; religious orphanage.
The third time you Expand a Holy Temple, it becomes a place
Suggested Careers: Nun; Physician; Priest; Scholar; Hedge of pilgrimage for devotees across the Empire and beyond. For
Witch; Herbalist; Mystic; Flagellant; Witch Hunter; smaller faiths, it may even become the cult’s new Seat of Power
Riverwoman; Charlatan; Guard; Warrior Priest. — either way, you now have a voice in the cult’s senior leadership
and its doctrines. Your place of worship increases to the size of a
Start-Up Costs: 10 silver shillings (minimum 1 silver shilling) cathedral, with all the architectural marvels that implies, and the
donations of the faithful providing an effective Status of Gold 2.
Interest Payments: 6 brass pennies per downtime period. A small army of zealous believers pass through the Temple each
day, and can be counted on to defend the Temple from attack
Creditors: Gerde Diefenbach, craftswoman charged with in your absence. Finally, choose a Miracle of your god — any
upkeep of religious buildings; Zachaeus Kantor, Imperial Characters may invoke that Miracle within the borders of the
tithe collector; Rolanda Essen, lector of your cult; Sir Rufus Temple, unless they have the Blessings or Miralces of a different
Adhemar, warrior templar and determined crusader. god. The Expansion Cost is 40 gold coins (minimum 4 gold
coins), and the new Interest Payments are 2 gold coins.
Sources of Income: Donations of the faithful (Charm, Brass 3);
ceremonial duties, such as officiating weddings or funerals (Lore
(Theology), Silver 1); academic services, such as translations of
holy texts (Language (Any) or Lore (Any), Silver 1).

Trappings: Modest-sized place of worship; large religious


symbol; wardrobe of religious vestments; holy texts.

Special Rules: Temples act as focal points for their patron


deity’s divine favour. Choose a god to consecrate the Holy
Temple to when you first acquire it. Characters entreating that
deity within the Temple’s grounds gain a +20 bonus on any
Pray Tests, and may treat Pray as a Basic Skill. In addition, all
Characters who invest in the Holy Temple can use the Holy
Visions Talent (WFRP page 138) whilst within the Temple’s
grounds.

Expansion: The first time you Expand a Holy Temple, it


becomes a fully-fledged place of worship, attracting a larger
flock. Donations of the faithful now have an effective Status of
Silver 1. Your cult awards the Temple a Religious Relic, which
you are sworn to protect with your lives. The Expansion Cost
is 20 silver shillings (minimum 2 silver shillings), and the new
Interest Payments are 1 silver shilling.

The second time you Expand a Holy Temple, it becomes


the provincial centre of your cult, and increases in size and
importance accordingly. A handful of subordinate priests now
attend the Temple in your absence, and donations have an
effective Status of Silver 3. You may choose for your Temple
to gain one of the following: a library of religious texts; a
workshop (choose the Trade it services); fortifications to defend
the Temple from attack.

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I WA R H A M M E R FA N TA S Y R O L E P L AY

Alternate Event 1 (55–57 on the Enterprise Event Table): One Worshippers of a rival cult are intent on defiling your Temple.
of your flock (an NPC chosen by the GM) violates a stricture The omens of your deity are dark indeed, and harbingers of the
of your god within the Temple grounds. You may choose: invite opposing creed have been sighted on the borders of the parish.
your god to smite the NPC, inflicting a harsh or possibly fatal You have a week to prepare for their assault, enough time, you
punishment; or accept the trespass as your own failing, and gain hope, to fortify the site, pray for guidance, entreat your flock
1 Sin point. If you choose the latter, you gain a +20 bonus on all to take up arms, and discover what unholy ritual the heretics
social Tests targeting the grateful lay-person for the duration of intend for the day of bloodshed.
the next adventure.
For Sale: The Shrine of the Blue Stag in Bloodpine Woods was
Alternate Event 2 (58–60 on the Enterprise Event Table): officially lost to Spiderclaw Forest Goblins this past season, but
You devote yourself to supplication before your god, and are for years beforehand it had been neglected and slowly consumed
rewarded for your show of piety. For the duration of the next by the wilds. Now the hierarch of Taal is keen to correct this
adventure, you count the Pray Skill as a Basic Skill (WFRP oversight. He’s willing to finance the expedition to recover the
page 117), and gain the Bless Talent (WFRP page 134), with nature god’s sanctuary, but expects to be repaid in donations and
a Divine Lore matching the god venerated by the Temple. If other offerings he can use to expand the cult’s influence abroad.
you already have the Bless Talent for the corresponding Divine It will take blood, sweat, and tears to clear Bloodpine Woods
Lore, you instead gain access to a Miracle of your god, for the of Greenskins, a necessary undertaking if pilgrims are to feel
duration of the next adventure. If you already have the Bless safe revisiting the site. But if Taal’s faithful show appropriate
Talent for a different Divine Lore, you gain no benefit from deference to the wilderness around them, many birds and beasts
this Event. may assist their campaign against the befouling Forest Goblins.

Adventure Hooks: One of your flock appears to manifest a


great miracle on the Temple site. Awestruck onlookers believe
they may have what it takes to become a venerated soul, and RELIGIOUS ALTERNATIVES
the news has reached the head of your cult. Your instructions As it explains in the special rules, characters investing in a holy
are to interrogate the alleged miracle worker and investigate temple may benefit from the Holy Visions Talent whilst they are
their activities, to discover if they are genuine, or a fraud on the temple grounds. In addition, followers of the gods from
channelling the Ruinous Powers. Religious investigators from the major Old World pantheon may benefit from other Talents
cult headquarters are en route to verify your findings. whilst on the grounds of the temple they have invested in.

0 Manann: Master and Commander (see Sea of Claws


page 63)

0 Morr: Fearless (Undead)

0 Myrmidia: War Leader

0 Ranald: Cardsharp

0 Rhya: Animal Affinity (regarding domestic aminals only)

0 Shallya: Surgery

0 Sigmar: Iron Will

0 Taal: Animal Affinity (regarding wild animals only)

0 Ulric: Furious Assault

0 Verena: Tower of Memories

If the character has the Talent already, they count as having an


additional level of the Talent (if appropriate) when in the temple.

18
L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I
You gain the collection of membership dues as an additional
KNIGHTLY ORDER Source of Income (Leadership, Silver 5), and a pair of Destriers
with Saddle, Tack, and Barding as additional Trappings. The
Examples: Fortified shrine; border watchtower; hospital; bank Expansion Cost is 10 gold coins (minimum 1 gold coin), and
and treasure vault; noble fraternity or sorority; crumbling keep. the new Interest Payments are 10 silver shillings.

Suggested Careers: Lawyer; Physician; Priest; Merchant; The second time you Expand a Knightly Order, half a dozen
Advisor; Duellist; Envoy; Noble; Warden; Road Warden; NPC knights join the Order, along with their retainers and
Witch Hunter; River Warden; Cavalryman; Guard; Knight; Trappings. At least one knight now protects the chapterhouse
Soldier; Warrior Priest. at all times, and can be depended upon to provide Assistance
(WFRP page 155). Choose one of your Sources of Income
Start-Up Costs: 5 gold coins (minimum 10 silver shillings) to increase its effective Status to Gold 2. Finally, choose one
of the following upgrades for your chapterhouse: a Library; a
Interest Payments: 5 silver shillings per downtime period. Workshop (choose a relevant Trade); improved defences (e.g.
a rampart or gatehouse); a platoon of men-at-arms to guard it.
Creditors: Kirste, Custode del Portale, head of the cult of The Expansion Cost is 30 gold coins (minimum 3 gold coins),
Morr; Jarl De Vend, disgraced knight of the Reiksguard; and the new Interest Payments are increased to 1 gold coin and
Baroness Ludgera, a distant cousin of the Emperor Karl-Franz; 10 silver shillings.
Francesco of Miragliano, heavy cavalry mercenary commander.
The third time you Expand a Knightly Order, another dozen
Sources of Income: Financial services, including managing the knights commit their estates to the Order. One of these knights
estates of campaigning knights (Evaluate, Silver 5); charitable contributes a magic item to the Order’s treasure vaults — a
donations from the Imperial State Army, religious leaders, or weapon, talisman, standard, or suit of armour. The first knights
political figures (Charm, Silver 4); plunder won on campaign to join the Order, if they are still alive, gain the title Knights of
(Melee, Silver 4). the Inner Circle. Furthermore, choose one of your Sources of
Income to increase its effective Status to Gold 4. Finally, your
Trappings: Chapterhouse with assembly hall, chapel, armoury, chapterhouse is upgraded with a perimeter layer of defence — a
fortified entrance, and stable for horses; founding charter, fortified wall, secondary keep, or moat. The Expansion Cost is
detailing expected code of conduct; battle standard of the 40 gold coins (minimum 4 gold coins), and the new Interest
Order; treasure vault (empty but for a few ancestral weapons Payments are 2 gold coins.
and exotic curios).
Alternate Event 1 (55–57 on the Enterprise Event Table):
Special Rules: Knightly Orders of the Empire are renowned One of the Order’s knights is called to crusade beyond the
as the chivalric elite of humanity, and any who wear their borders of the Empire, and vacates the chapterhouse. They may
heraldry are used to commanding respect. Any Character who never return, but if the Character keeps track of their foreign
has invested at least 1 gold coin into a Knightly Order (as Start exploits, they may be able to leverage the knight’s adventures
Up Costs, Expansion Costs, Debt Repayments, or Interest to promote the Order. If no NPCs have joined the Order, this
Payments) gains +20 to all Leadership Tests targeting loyal Event has no effect.
citizens of the Empire.
Alternate Event 2 (58–60 on the Enterprise Event Table):
In addition, choose whether your Knightly Order is a secular The Order is invited to partake in a jousting tournament,
order or a templar order (if the latter, choose a god they worship). hosted by another Imperial Knightly Order, or their rivals in
Any character who has invested at least 1 gold coin into a Bretonnia. The tournament is a splendid opportunity to earn
secular order adds the Warrior Born Talent to their Career’s list valour and renown, not to mention prizes. Until the end of the
of available Talents. Any character who has invested at least 1 next adventure, the tournament provides an additional Source
gold coin into a templar order adds the Holy Visions Talent to of Income (Melee (Cavalry), Gold 2).
their Career’s list of available Talents.
Adventure Hooks: Brother Helmn, Knight of the White Wolf,
Expansion: The first time you Expand a Knightly Order, three is alleged to have slandered the good name of your Order.
NPC knights join the Order, and bring their retainers and The honour of your chapter demands this insult cannot go
Trappings with them. Your knights seldom meet in person, unanswered, but the warrior templars of Ulric are renowned
typically tending their estates and fighting their own campaigns, as formidable soldiers, and many disputes between Knightly
but they may muster at the chapterhouse on special occasions Orders have been known to escalate into full-blown conflict
(feasts, grand campaigns, defence of the Order). when martial pride is on the line.

19
I WA R H A M M E R FA N TA S Y R O L E P L AY

How will you respond to this challenge — assuming the


allegations are even true, and not manufactured by enemies
plotting your downfall? ALTERNATIVE OPTIONS FOR
SPECIFIC ORDERS
Count von Schtaff battles to preserve his dominion from the Those who have connections with an existing knightly order,
assault of a necromancer and her undead hordes. Though he and who set up an enterprise that seeks to establish a new
has petitioned your Order for aid, the decision to ride to war chapter of that order, may experience certain benefits and
belongs to the Order’s grand master alone. Many grand masters limitations. On one hand they could benefit from the backing
choose to battle only if they are granted full command of the of several influential and wealthy creditors in the form of
army they ride alongside, a solemn duty not undertaken lightly. celebrated knights of the order, but they would also need to
Will you refuse the count, fight under his banner, or negotiate extol the virtues and behaviour expected of a knight of the order
with him for the position of general, or some other favour? and may also be expected to support the order on the next
occasion that it takes part in a military effort.
For Sale: The tower of Ironcast was abandoned centuries
ago, a border fort that served no purpose when the provincial As it explains in the special rules, characters investing in a
borders were redrawn several leagues north of its hilltop. Now, secular order may benefit from access to the Warrior Born
Sir Baluin of Bretonnia has generously offered to pay for its Talent, whilst those who invest in a templar order may benefit
refurbishment, if a brotherhood of worthy warriors will take up from the Holy Visions Talent. Existing orders may instead
its post. Baluin is architect of a nascent Bretonnian-Imperial facilitate access to other Talents. Three examples are given here:
alliance he intends to lead on crusade to the southern continent.
He will expect the new Knightly Order to eventually join that ORDER OF THE BLAZING SUN
war effort, or at least help to finance the expedition. Benefits: Close ties to the Cult of Myrmidia
Limitations: Knights are expected to be learned and follow the
strictures of the cult of Myrmidia
Talent: War Leader

ORDER OF THE KNIGHTS GRIFFON


Benefits: Close ties to the Cult of Sigmar
Limitations: Knights are expected to be learned and follow the
strictures of the cult of Myrmidia
Talent: Animal Affinity (Demigryphs and Horses only)

ORDER OF THE WHITE WOLVES


Benefits: Close ties to the Cult of Ulric
Limitations: Knights may be seconded to serve as guards to
the High Temple in Middenheim, to follow the strictures of
the cult of Ulric
Talent: Furious Assault
L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I

TAVERN The second time you Expand a Tavern, you may choose one of
your Sources of Income to increase its effective Status to Silver
Examples: Village pub; roadside inn; town hostel; restaurant; 3. In addition, you invest in barricades, secure locks, and other
embassy; gentlemen’s club; professional hosting service; house defences that can be used to fortify the establishment. In times
of ill-repute. of crisis, you can secure yourself inside the Tavern with a decent
supply of consumables, and wait for everything to blow over.
Suggested Careers: Agitator; Merchant; Townsman; Envoy; Lastly, you gain a Blunderbuss, stashed above or behind the bar.
Spy; Villager; Riverwoman; Bawd; Racketeer; Guard. The Expansion Cost is 10 gold coins (minimum 1 gold coin),
and the new Interest Payments are 10 silver shillings.
Start-Up Costs: 10 silver shillings (minimum 1 silver shilling)
The third time you Expand a Tavern, it becomes the social
Interest Payments: 6 brass pennies per downtime period. centre of your community, frequented by local celebrities and
travelling entertainers. Your bar staff now double as effective
Creditors: Irmalinda Bek, stern village matriarch; Randall informants, keeping you well apprised of current affairs. Event
Wurterkunst, exploitative franchise landlord; Marcus Fairburne, accommodation becomes a new Source of Income (Haggle,
route master for Castle Rock Coaches; Roving Hartung, free Silver 4). Finally, your stable now houses a Coach, with a driver
company captain. on hand to transport yourself or very important guests. The
Expansion Cost is 20 gold coins (minimum 2 gold coin), and
Sources of Income: Serving food and drink (Trade (Cook), the new Interest Payments are 1 gold coin.
Brass 4); servicing rental accommodation (Endurance, Brass 4);
buying and selling local gossip and secrets (Gossip, Brass 4). Alternate Event 1 (55–57 on the Enterprise Event Table):
Your regular supplier of ale raises their prices, and you are
Trappings: A reliable supply of food and cheap ale; bar and forced to water down drinks to maintain your profit margin.
stools; tables and chairs; kitchen and cellar; boarding rooms Your grumbling patrons tolerate the change until the end of the
with beds, dressers, and other basic amenities. next adventure. If you haven’t found a more affordable supplier
by the end of that adventure, the effective Status of serving food
Special Rules: Whilst drinking your own source of income is and drink at the Tavern decreases.
not the most commercially prudent choice, most pub landlords
become well acquainted with their own supply. Any Character Alternate Event 2 (58–60 on the Enterprise Event Table): A
who considers themself a regular at a local Tavern may add the local festival or other celebration sees an increase in demand
Consume Alcohol Skill to those available for their Career. In for both out-of-town accommodation and alcohol. Characters
addition, any Character who begins an adventure at a Tavern using the Tavern for the Income Endeavour increase their
may choose to begin the adventure Stinking Drunk. Roll earnings by +50% until the start of the next adventure. If no
1d10 and consult WFRP page 121 for the effects. Characters Characters use the Income Endeavour, another establishment
who begin the adventure Stinking Drunk gain a free point picks up the custom instead. The GM should provide details of
of Fortune, which can even take them above their starting this competing establishment, and introduce them as a rival in
maximum, though their Fortune resets to its usual maximum at future adventures.
the start of the next session.

Expansion: The first time you Expand a Tavern, you recruit


a pair of bar staff, and a bouncer to keep an eye on rowdy
patrons. You may optionally choose to upgrade the quality of
your Trappings, increasing the effective Status of one Source
of Income (your choice) to Silver 1, but pricing out most of
your existing customers in favour of newer ones with more
disposable income. Finally, the Tavern gains a small stable to
house customers’ coaches and horses, and an ostler to take care
of them. You gain your own Riding Horse and Saddle to store
here too. The Expansion Cost is 5 gold coins (minimum 10
silver shillings), and the new Interest Payments are increased
to 5 silver shillings.

21
I WA R H A M M E R FA N TA S Y R O L E P L AY

Adventure Hooks: A local sub-culture of patrons (watchmen, to hire so many soldiers, and pay off the Tavern’s customers,
sailors, Elves, or another of the GM’s choice) adopt the Tavern choose to stay in a venue like this? And how will you avoid
as their venue of choice. The clique provides good enough being caught in the crossfire between her and her pursuer?
custom, but they alienate your regulars with their insularity, and
provoke the animosity of a rival sub-culture already patronising For Sale: The Cups Inn, just outside the Marketplatz of
the Tavern (gang members, dockworkers, Dwarfs, etc). If the Helmgart, was once quite popular with Bretonnian merchants
situation is not resolved soon, it could escalate into a full brawl, at the end of their journey through Axe Bite Pass. Unfortunately,
and cause serious property damage. Find a way to settle the its resident con artists and their ‘true stories’ regarding the
matter without someone setting fire to the Tavern! location of the Holy Grail incurred the vengeful wrath of
Bretonnian Questing Knights three years ago, who burned
A wealthy stranger arrives at the Tavern with a full retinue the tavern to the ground. It’s difficult to say if restoring the
of soldiers. She buys out every room for the night, bribing all accommodation for beleaguered merchants will be gratefully
existing patrons to make themselves scarce, and posting sentries received by the Empire’s western neighbour, or if it will provoke
on every entrance and exit. Though the stranger tips well, it is them to violence once again. Brandt Kolter, and his fellow
clear she is bracing for trouble, and you are hardly surprised partners in finance, are willing to take on a share of risk, if the
when a mysterious force begins picking off her guards one-by- Characters are prepared to do the same.
one. Who is this stranger? Why would someone with the wealth

22
L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I
You may choose to move into the room above or behind your
MARKET PARLOUR shop as a new convenient residence — it contains all the
Trappings you would expect of a modest home. Alternately, you
Examples: General goods store; butcher; bakery; chandler may rent the room out as an alternate Source of Income (Haggle,
(candle shop); cobbler (shoe shop); tailor; cattle market; potter; Silver 1). The Expansion Cost is 5 gold coins (minimum 10
barber-surgery (grooming and dentistry); engraver; winery; silver shillings), and the new Interest Payments are 5 silver
cooper (cask and barrel shop); trade tools shop for fishing, shillings.
mining, art supplies; apothecary.
The second time you Expand a Market Parlour, you expand
Suggested Careers: Apothecary; Physician; Artisan; Merchant; the size of your store and its back rooms. Choose one of the
Townsman; Hedge Witch; Herbalist; Hunter; Mystic; Villager; following to upgrade your store: a Workshop, where you can
Pedlar; Riverwoman; Bawd; Fence. manufacture items and sell them directly (choose a relevant
Trade); a Draught Horse and Wagon, and space to stable them,
Start-Up Costs: 10 silver shillings (minimum 1 silver shilling) for special deliveries; a large Warehouse, for purchasing items
in bulk, and a guard to defend it from thieves. You also employ
Interest Payments: 6 brass pennies per downtime period. another handful of shopkeepers, with a working rota that
permits you to take as much time off as you like. Finally, choose
Creditors: Johann Neuberg, exploitative franchise owner; a Source of Income, and increase its effective Status to Silver 3.
Sinner Sigritte, crime boss desiring a legitimate front for The Expansion Cost is 10 gold coins (minimum 1 gold coin),
illegitimate dealings; Burgomeister Raina Brandtdfurt, mistress and the new Interest Payments are 10 silver shillings.
of the marketplatz; Sassa Beutelg, desperate investor.
The third time you Expand a Market Parlour, it transforms into
Sources of Income: Sale of general goods (Haggle, Brass 5); the centre of its own marketplace. You invite other retailers
sale of specialist goods, ordered from a contact out of town or to set up stalls within your sale space, in return for a cut of
made-to-order (Haggle, Brass 5). their profits, which provides its own Source of Income (Haggle,
Silver 5). Your shopkeepers now double as effective informants,
Trappings: Covered stall with canvas tarpaulin, mobile and keeping you apprised of what other retailers are up to, and
collapsible on non-market days; a steady supply of saleable potential business opportunities. You gain an additional store
goods; abacus and secure moneybox; guild licence (if applicable). upgrade from the second Expansion, above. Finally, because your
Enterprise is now a target for rioters and looters, you employ a
Special Rules: Market traders are well-versed in the fine art dedicated team of security guards, and invest in barricades and
of bartering, not just with customers, but with each other. other defences you can use to reinforce the Parlour if necessary.
Exchanges of trade goods, credit, and promises of future The Expansion Cost is 20 gold coins (minimum 2 gold coin),
assistance are as common to shopkeepers as conventional and the new Interest Payments are 1 gold coin.
payment in coin. Characters who spend an Endeavour gaining
Income from sale of general goods gain +20 to Haggle Tests
until the end of the next adventure. GMs may alternately allow
Characters to automatically succeed on Haggle Tests in the
next adventure by offering a Favour instead (WFRP page 198),
usually repaid by spending Endeavours in the next period of
downtime. In addition, Characters who spend an Endeavour
gaining Income from sale of specialist goods can often arrange
for their own special deliveries at the same time, gaining +20 to
Availability Tests (WFRP page 290) until the end of the next
adventure.

Expansion: The first time you Expand a Market Parlour, you


employ a couple of shopkeepers to help you operate the business.
You also exchange your collapsible stall for a permanent
shopfront. Your new accommodation is open for business on
any day you choose, not just on market day, allowing you to
choose one Source of Income and increase its effective Status
to Silver 1.

23
I WA R H A M M E R FA N TA S Y R O L E P L AY

Alternate Event 1 (55–57 on the Enterprise Event Table): Discover the truth, adjust your supply chain as necessary, and
The local council closes market day for the month, to mark a make sure all troublemakers are either paid off or otherwise
tragedy, religious holiday, or other special event. No Character convinced it is in their interest to stay silent.
may use a Market Parlour to earn Income until the start of the
next adventure. In the period of downtime following the next A gang of shoplifters targets not just your store, but the parlours
adventure, all Income from Market Parlour is increased by 50% of other shopkeepers. The watch, as always, is too corrupt or
to represent the built-up demand from your customers. incompetent to stop them. Form a posse of disgruntled shop
owners, track down the perpetrators, and enact some vigilante
Alternate Event 2 (58–60 on the Enterprise Event Table): justice — ideally before the stolen goods are fenced out-of-
Your business interests and the needs of your stakeholders town.
conveniently align, allowing you to pay off an outstanding debt
with spare goods and no additional inconvenience. Choose a For Sale: After a lifetime crafting and selling ingenious toys,
Favour owed by you or the Enterprise (WFRP page 198), and Harald Tinkerfinger is ready to close down the House of
downgrade it one level — a Significant Favour becomes a Major Clockwork Delights, and return to his family in the World’s
Favour, a Major Favour becomes a Minor Favour, or a Minor Edge Mountains. To avoid traumatising the children of Altdorf,
Favour is repaid entirely. who have come to cherish his designs, he is willing to sell his
remaining inventory to another entrepreneur, and even provide
Adventure Hooks: One of your customers accuses you of selling a little start-up capital to keep the shop open. The toy inventor’s
stolen goods. Depending on how well you know your supplier, remaining clansmen, however, expect this money to be repaid
the accusations may be true, or the customer may just be looking on schedule. If they are disappointed, the Characters may be
for a bribe. Either way, the watch is taking an interest, and your surprised to learn just how seriously some people take the
regular customers are nervous of being implicated in handling business of fun.
stolen goods themselves.

24
L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I
The Estate incorporates the labour of two hundred peasants, and
NOBLE ESTATE any three of the following Trappings: a Library; a Workshop
(choose a relevant Trade); an extravagant wardrobe, with a
Examples: Manor house; public gardens; aristocrat’s country personal tailor at your beck and call; a stable of half a dozen
home; hunting lodge; vineyard; farming serfdom; ancestral Riding Horses, with Saddles and Harnesses; a garage with a
castle; wizard’s tower. Characters only run a small part of the pair of Coaches, Horses to pull them, and valets to drive them;
Estate, until the Enterprise Expands. a boathouse with pleasure yacht; a barracks and regiment of
men-at-arms, with a captain to lead them. You are now entitled
Suggested Careers: Wizard; Merchant; Rat Catcher; Bailiff; to raise tax revenue from the surrounding districts, which
Hunter; Villager; Coachman; Charlatan; Guard; Knight; the provides its own Source of Income (Leadership, Gold 3). You
entire Courtier Class. are also expected to provide soldiers, when required, to support
your elector count’s military campaigns. The Expansion Cost
Start-Up Costs: 10 silver shillings (minimum 1 silver shilling) is 30 gold coins (minimum 3 gold coins), and the new Interest
Payments are 1 gold coin and 10 silver shillings.
Interest Payments: 6 brass pennies per downtime period.
The third time you Expand a Noble Estate, you extend your
Creditors: Alastar the Younger, High Elf of Chrace; Baroness dominion beyond its inheritance, perhaps by subsuming the
Amalia, mistress of the Reikland Botanical Gardens; Governor territories of less fortunate lords. Choose two additional
Kurtz, regent-lord of Penzkirchen; Duchess Salica, Tilean lady Trappings from the second Expansion, above, or suggest a
in exile. new unfeasibly extravagant Trapping to your GM instead (e.g.
a monster zoo). The effective Status of raising tax revenue is
Sources of Income: Domestic labour (Endurance, Brass 4); field increased to Gold 5. You are now a major political figure in your
labour (Endurance, Brass 3). grand province, and are expected to involve yourself in high
society events accordingly. The Expansion Cost is 50 gold coins
Trappings: A single farm, garden, lodge, guesthouse, wing of a (minimum 5 gold coins), and the new Interest Payments are 2
mansion, or other small part of the Estate, along with all Trade gold coins and 10 silver shillings.
tools relevant to your position.
Alternate Event 1 (55–57 on the Enterprise Event Table):
Special Rules: Characters raised on a Noble Estate are acutely The Estate’s poorest workers fall upon hard times, and beg for
aware of their position in the social pecking order. The divides charity that will help them to survive the upcoming season. You
between farming serfs, supervising agents, and feudal masters may choose to rescue them by paying an amount equal to your
are stark and unyielding. Any Character who has invested at current Interest Payments. If you donate, your show of mercy
least 6 brass pennies into a Noble Estate (as Start-Up Costs, defies the expectations of your social class. You may choose to
Expansion Costs, Debt Repayments or Interest Payments) ignore any penalties on Skill Tests due to your Status until the
doubles the bonuses and penalties of Status on any Skill Tests end of the next adventure.
they undertake (WFRP pages 50–51).
Alternate Event 2 (58–60 on the Enterprise Event Table):
Expansion: The first time you Expand a Noble Estate, you are Your master is travelling abroad, and places additional
trusted with oversight of neighbouring sections of the Estate, responsibility on your shoulders. Excel, and you shall be richly
as well as your own. These administrative duties, such as tax rewarded. Until the start of the next adventure, you may use a
collection, inventory registration, and informing, provide their Source of Income from the next higher level of Expansion. If
own Source of Income (Perception, Silver 2). you have already Expanded the Estate three times, this Event
has no additional effect.
Your neighbours are expected to provide you Assistance
(WFRP page 155) when you ask for it, though their help may Adventure Hooks: For generations, your Estate has been in
be begrudging. Finally, you gain access to a Riding Horse with competition with the neighbouring Upton Manor, the vendetta
Saddle and Harness, from the Estate’s stable. The Expansion between lords as hostile as the rivalry between menials. Now,
Cost is 5 gold coins (minimum 10 silver shillings), and the new the Estate is hosting the Baron and Baroness von Kalegan for an
Interest Payments are 5 silver shillings. annual festivity, along with other landed aristocrats. Every part
of the Estate must be decorated and elevated to an impeccable
The second time you Expand a Noble Estate, you take over the standard, the better to rub it in the noses of those tasteless von
whole Estate, as its feudal master or regent lord. Kalegan snobs. Unfortunately, it is expected the nobles will hire
saboteurs, specifically to embarrass the Estate in front of their
high society contacts.

25
I WA R H A M M E R FA N TA S Y R O L E P L AY

Chilling news of walking dead assaulting vulnerable manor For Sale: The grounds of Mankroft House have been overtaken
houses has spooked the Estate into erecting fortifications, and by nature since the passing of Lady Mankroft just last year.
bracing for a siege. The defenceless have been sent away, but Thanks to an unexpected inheritance, and the generous loans
the remaining militia are poorly trained, and barely prepared to of her trustee Gisbert Franc, you have received a small part of
withstand necromantic attack. Drill the militia as best you can, the Estate to manage. The local villagers seem reluctant to help,
and devise a plan to triumph over the oncoming zombie horde. disturbed by stories of unquiet spirits haunting the House, the
late Lady Mankroft amongst them. The Characters must labour
hard, both to turn a profit on the Estate, and avoid joining its
chorus of ghostly inhabitants.

THE REALITY OF NOBLE ESTATES


As written, these rules suggest that just about anyone could jump into establishing a noble estate with a small investment. We have
included noble estates as part of the legitimate business enterprises chapter because for Characters of the right persuasion and background
they could feasibly work in such a way. However, most aristocrats in the Old World would find it distasteful to be thought of as mired
in the world of business, instead placing high import in the notion that their lineage grants them the right to rule. There are Barons and
Grafs in the Empire who have bought their lands and titles, but such practices are seen as regrettable necessities at best, and at worst a
dangerous precedent that undermines what it is to be truly noble.

In provinces of the Old World where land is held securely, and a respect for aristocratic tradition is strong, there is no chance for an
adventurer to be granted the opportunity to set up an estate of their own. A Character either must have the Noble Blood Talent, or to
have won the appreciation of very important people and have been granted tenure of an estate in recognition of such services.

For example, the Barony of Böhrn (WFRP page 278) shows how, in places like the Reikland, every village and tract of forest falls under
the governance of several noble families, paying vassalage to an overlord. In this instance Baroness Agetta has granted non-hereditary tenure
to Warden Fabian, Warden Luethold, and Castellan Fronika. In the case of the death or disgrace of such individuals she may be inclined
to pass the running of their estates to another likely candidate, though she may as easily decide her own household can manage them.

To the north and east of the Empire there are stretches of marcher territory, where those with the will and means to carve out an estate
find fewer obstacles in their way, though the legalities of how to become a recognised landholder in the Empire vary from place to place
and are written with an eye to supporting the aristocracy. Further afield the issue becomes even less certain, in Bretonnia for example no
commoner claiming ownership of land would be tolerated, whilst in the Border Princes it is said that anyone with the means and will to
do so can carve out their own fief.

26
L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I
Choose one of your Sources of Income to increase its effective
PERFORMANCE TROUPE Status to Silver 3. Finally, you adapt your Wagon so it can fold
out into its own improvised Stage. The Expansion Cost is 5
Examples: Circus; dance act; band of bards; travelling fair; gold coins (minimum 10 silver shillings), and the new Interest
professional orchestra; comedy act; marionette show; theatre Payments are 5 silver shillings.
company; gladiatorial combat.
The second time you Expand a Performance Troupe, you gain a
Suggested Careers: Engineer; Lawyer; Scholar; Agitator; permanent entertainment venue of your own, such as a theatre,
Beggar; Artist; Spy; Mystic; Entertainer; Bawd; Charlatan; concert hall, or fighting arena. When you aren’t using the venue,
Thief; Witch; Pit Fighter. you can rent the space out to other performers, which provides
its own Source of Income (Haggle, Silver 3). Backstage, the venue
Start-Up Costs: 10 silver shillings (minimum 1 silver shilling) has a much greater selection of costumes, props, instruments,
and scripts, mostly in decent condition. Finally, each performer
Interest Payments: 6 brass pennies per downtime period. in the Troupe now has their own dedicated understudy. The
Expansion Cost is 20 gold coins (minimum 2 gold coins), and
Creditors: Dunstan Färberg, ‘generous’ patron of the arts; the new Interest Payments are 1 gold coin.
Grulessa, Asrai, wardancer of Loec; Asphodel Bridgefoot,
retired Halfling ringmaster; Wolfgang Berger, wealthy writer The third time you Expand a Performance Troupe, your venue
and propagandist. expands to become a popular hangout for the community’s
social elites and travelling VIPs. Choose one upgrade for your
Sources of Income: Donations following public performances venue: a spectacular stage, with state-of-the-art special effects
(Entertain (Any) or Perform (Any) or Play (Any), Brass 4); made possible by engineering marvels or magic; an expanded
bookings for private events (Entertain (Any) or Perform (Any) backstage, with a huge selection of costumes, props, instruments,
or Play (Any), Silver 1); sale of merchandise (Haggle, Brass 5). and scripts, mostly in superb condition; a Workshop for
producing your own props (choose a relevant Trade); a stable
Trappings: A Draught Horse and Wagon; an eclectic mix of three Trained animals. Lastly, you are occasionally courted
of costumes, props, instruments, and scripts, mostly in poor by celebrities of your art form, who wish to perform with your
condition. Troupe. This provides its own Source of Income (Entertain
(Any) or Perform (Any) or Play (Any), Gold 2), but can only
Special Rules: The members of a Performance Troupe perfect be chosen in alternating phases of Endeavours — if you derive
their skills through repetition of a shared routine — though Income from this Source after an adventure, you cannot use
mixing it up every now and again is recommended, to prevent it in the round of Endeavours following the next adventure.
their material growing stale. Any Character who has invested The Expansion Cost is 30 gold coins (minimum 3 gold coins),
at least 6 brass pennies into a Performance Troupe (as Start- and the new Interest Payments are 1 gold coin and 10 silver
Up Costs, Expansion Costs, Debt Repayments, or Interest shillings.
Payments) can choose to either treat all Perform and Play
Skills as Basic Skills (WFRP page 117), or select a single
Entertain, Perform, or Play Skill Specialisation and add it to
the Skills available for their Career. In addition, any Character
working for a Performance Troupe may spend an Endeavour to
produce new material for their Troupe. The next three Income
Endeavours undertaken using the Performance Troupe and the
new routine increase earnings by +50%.

Expansion: The first time you Expand a Performance Troupe,


you are joined by five additional performers, who can usually
be relied upon to provide Assistance (WFRP page 155). The
growth of your Troupe allows you to stage larger productions,
perform in two locations at once, or call up an understudy if a
performer is ill, drunk, or murdered.

27
I WA R H A M M E R FA N TA S Y R O L E P L AY

Alternate Event 1 (55–57 on the Enterprise Event Table): In An NPC member of the Troupe suffers an unplanned death
response to a personal tragedy, a local lord outlaws dance and mid-performance, to the shock and horror of the audience. The
other frivolities, until their mood improves. If any Characters plot thickens when the Characters discover their death was a
choose to Earn or gain Income with the Performance Troupe, result of deliberate sabotage — weakening of stage supports, fake
they are flouting the ban or performing in secret venues. locks replaced with real ones, or a prop weapon exchanged for a
This may result in unpleasant ramifications during the next murder weapon. How did the killer gain access to the Troupe’s
adventure. backstage? Is one of their fellow performers responsible? The
Characters must discover the truth, before they are framed for
Alternate Event 2 (58–60 on the Enterprise Event Table): A the crime themselves.
wealthy individual reveals themself a fan of the Troupe’s work,
though their patronage is not without complications. Roll 1d10 For Sale: The touring show Wenger’s Warrior Entertainment
after all future rolls on the Enterprise Event Table. On an 8–10, was a revered spectacle of strongmen, wrestlers, and stage
the Troupe gains double the wealth from Sources of Income combat performers… at least until all their best performers were
until the end of the next adventure, but the patron demands conscripted for the grand prince of Reikland’s free companies.
the Troupe make adjustments to their material, undertake a Now Wenger is ready to get out of the game, but his show still
private performance, or provide some other favour. On a 1–2, has brand name recognition, and he is willing to loan it out in
the Troupe loses the fleeting attention of their benefactor, and return for a cut of the profits. Few people sign up to be beaten
this Event has no further effect. by outrageously-dressed bodybuilders for the entertainment
of a bloodthirsty crowd, but compared to the usual dangers of
Adventure Hooks: An Imperial Noble hires the Troupe to adventuring in Reikland, the job sounds positively tranquil.
perform for an aristocratic rival, inserting his own modifications
into the Troupe’s routine. The new material is intended to
provoke a reaction from the rival Noble, alluding to a crime they
are alleged to have committed. Unfortunately, this subtext can
be easily misinterpreted. When these cultured patrons escalate
to cold-blooded murder, the Troupe must tread carefully in
order to avoid being killed in the crossfire, and retain their
professional reputation.
L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I
The second time you Expand a Publishing House, you employ
PUBLISHING HOUSE a reliable network of informants, to help you find subjects of
interest you can turn into new texts or stories. The Publishing
Examples: Newspapers; fiction authorship; script production; House is now considered one of the pre-eminent sources of
foreign or historic translations; hagiography; pamphleteering; knowledge regarding your subject of expertise, and patrons
record keeping; academic journaling; educational materials; may commission you to investigate specialist subjects on their
blueprint reproduction; tomes of magic. behalf, which provides its own Source of Income (Perception
or Research, Silver 4). Lastly, you gain a Draught Horse and
Suggested Careers: Agitator; Investigator; Townsman; Wagon, for mass deliveries of items to retailers (or direct to your
Advisor; Artist; Envoy; Spy; Entertainer; Charlatan; Warrior customers). The Expansion Cost is 10 gold coins (minimum 1
Priest; the entire Academic Class. gold coin), and the new Interest Payments are 10 silver shillings.

Start-Up Costs: 20 silver shillings (minimum 2 silver shillings) The third time you Expand a Publishing House, you employ
another dozen writers. Your Publishing House is now
Interest Payments: 1 silver shilling per downtime period. considered a prestige imprint, and celebrity writers within your
field will occasionally produce content for you. This provides
Creditors: Filibert Pewte, professor of Imperial History at the its own Source of Income (Art (Writing), Gold 2), but can
University of Altdorf; Morvaria, exile from the Tower of Hoeth; only be chosen in alternating phases of Endeavours — if you
Percival Curmoch, tyrannical media mogul; Quolos, hierophant derive Income from this Source after an adventure, you cannot
of the College of Light Magic. use it in the round of Endeavours following the next adventure.
Finally, you may choose a Source of Income to increase its
Sources of Income: Mass-printing of popular items (Trade effective Status to Silver 5. The Expansion Cost is 10 gold coins
(Printer), Brass 4); limited editions, hand produced or printed- (minimum 1 gold coin). Interest Payments remain at 10 silver
to-order (Trade (Printer), Brass 5); paid advertisements or shillings.
advertorials (Haggle, Brass 4).
Alternate Event 1 (55–57 on the Enterprise Event Table):
Trappings: Printing press, paper, type pieces, and moulds; office An advertisement you print from a controversial figure, or
containing desks, chairs, books, and writing kits; small library of one selling a dubious product or service, draws the ire of your
records, reference materials, and prior publications. regular readers. You can choose to pull the ad, halving any
Income you gain from paid advertisements until the start of
Special Rules: Purveyors of the written word are invariably the next adventure, or let it run, and halve any Income gained
more literate than the average Imperial citizen. The first time from all Sources of Income besides advertisements. Whichever
a Character undertakes the Income Endeavour at a Publishing you choose, this may have consequences in the next adventure.
House, they gain the Read/Write Talent (WFRP page 142) for
free. If a Character already has the Read/Write Talent, they gain Alternate Event 2 (58–60 on the Enterprise Event Table):
the Speedreader Talent instead (WFRP page 145). In addition, One of your releases is unexpectedly popular, quickly selling
Characters who have invested at least 1 silver shilling into a out. Before the next adventure, you may spend an Endeavour
Publishing House (as Start-Up Costs, Expansion Costs, Debt fast-tracking the second printing of the text. If you do, you
Repayments or Interest Payments) gain +20 to all Tests made as double the earnings from Income Endeavours in the round of
part of the Research Lore Endeavour (WFRP page 201). Endeavours following the next adventure.

Expansion: The first time you Expand a Publishing House, you Adventure Hooks: A recent release from your Publishing
employ a staff of three clerks to help operate the printing press, House has been interpreted, rightly or wrongly, as containing
produce content, and help to market the Enterprise. You can a subversive political message. Activists on either side of the
instruct them to research specialist topics on your behalf, or debate rush to champion or condemn the text. Embracing the
provide Assistance (WFRP page 155) whilst you do so. Choose attention exposes you to hostility from whichever side you come
a Source of Income to increase its effective Status to Silver 2; out against, whilst refusing to take a position draws the derision
all other Sources of Income increase their effective Status to of both factions. If the Characters find the courage to assume
Silver 1. Finally, you gain a Riding Horse with Saddle and Tack, a progressive stance, they can use their new platform to enact
so you can make special deliveries of made-to-order items. The lasting, positive change.
Expansion Cost is 5 gold coins (minimum 10 silver shillings),
and the new Interest Payments are 5 silver shillings.

29
I WA R H A M M E R FA N TA S Y R O L E P L AY

A disgruntled priest has accused your Publishing House of


smuggling heretical dogma into its texts, and has called for EXAMPLE CREDITOR
a mass book-burning. Even regular customers are starting to
cancel orders, fearing the mob will turn on them next. Find a Grafina Griselda, society gossip
way to battle the rising hysteria, and expose the true agenda Grafina Griselda von Wallenstein has long held an interest in
behind it, before the Witch Hunters climb onto the bandwagon. financing worthy enterprises, having noted with some alarm
the great power that wealth could bring to the nouveau riche
For Sale: The maverick preacher Sindri Frynd has commissioned merchants and burghers of Altdorf. Certain that, if some lowborn
the production of a printing press — now he just needs a cobbler could turn themself into an influential merchant, then
collection of worthy souls to operate it. Frynd envisions the it should prove no problem for her, Grafina Griselda began to
press will be used to produce holy literature in line with the sink a not-insubstantial amount of her family’s wealth into a
new revolutionary creed of the Warrior Priest Luthor Huss, but wild assortment of enterprises. So far, none have returned much
so long as the press is making a profit to support the breakaway of anything and if the Characters were to help break her losing
sect’s crusade, he will be satisfied. Unfortunately, Frynd’s streak they would soon earn her admiration.
zealotry has also attracted the suspicion of the established
Sigmarite orthodoxy. Whatever the press is used to produce, A Conversation
the Lectors will doubtless find an excuse to level accusations Grafina Griselda will not make much of a fuss at all the first
of heresy. time a payment is missed, so long as the Characters present a
reasonable-sounding explanation.

A Warning
Grafina Griselda will insist that the missed payment is no
problem, but privately she will blacklist the Characters to all of
her high-society friends.

An Example
Frustrated by his sister’s spendthrift ways, Grafina Griselda’s
brother bribes a state troop regiment to press-gang the
Characters into an expedition to intercept a growing Waaagh!
in the World’s Edge Mountains.

GRAFINA GRISELDA — HUMAN MAGNATE


GOLD 5
M WS BS S T I Ag Dex Int WP Fel W
4 41 28 28 26 53 30 51 60 55 57 11
Traits: Weapon (Dagger) +4
Skills: Animal Care 63, Bribery 77, Charm 82, Consume
Alcohol 41, Cool 60, Evaluate 65, Gamble 80, Gossip
82, Haggle 62, Intimidate 43, Intuition 73, Language
(Bretonnian 63, Classical 70), Leadership 77, Lore
(Heraldry 80, Politics 80, Reikland 63), Melee (Fencing)
46, Play (Lute) 56, Ride (Horse) 45
Talents: Attractive, Carouser, Coolheaded, Doomed,
Etiquette (Nobles), Luck, Noble Blood, Read/Write,
Savvy, Suave
Trappings: Courtly Garb, Dagger, Hand Mirror,
Jewellery worth 200 GC, Pouch containing Writing Kit
and 10 sheets of Parchment and 200 GC, Townhouses in
Altdorf and Auerswald, Riding Horse with Saddle and
Harness

30
L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I
Hess works for Baron Heinrich Todbringer, the Graf of
THREE UNUSUAL SHOPS Middenheim’s firstborn, but illegitimate, son. Heinrich is
politically astute and takes great pains to stay aware of what
Almost anything is available to buy on the streets of the Empire, happens amongst the powerful in Altdorf and the Cult of
if you know where to look. Sigmar.

Most food in the Empire is purchased at markets and fairs, so Hess runs her Altdorf network with great care, and the ‘Export
shops are often the entrances to artisan’s workshops or small Company’ building has several entrances — into the cellars via
showrooms for specialised trades. They range from just a counter a coal chute, from the roof and into a concealed window in the
opening onto the street, through stores with piles of goods, to rear court. Jens and Ulf are employed to run the front business,
the most exclusive boutiques with multiple rooms. Some even and to admit anyone who can offer the correct passphrase
have glass windows. of the week. (This week: ‘I hear the razorbills are flocking in
Dietershafen this month’.) Both can handle themselves in a
The following shops all harbour secrets and opportunities for fight. Jens is particularly ferocious, as years of tolerating Ulf ’s
adventure. As a GM you can keep them in the Reikland or stick awful jokes have driven him close to berserker status.
them on a bustling street wherever your party is staying.

The Salzenmund Export Company


Trade from the whole Empire flows down the Reik, and
merchants from across the land see Altdorf as a lucrative market
for their goods. But you can’t sell anything without a deal.

The Salzenmund Export Company isn’t on the best street in the


Grandmarkt and it’s not especially noticeable or impressive —
a testament perhaps to Nordland’s relatively peripheral status
in the affairs of the Empire. On entering the blue-and-yellow
painted door, a visitor will find an innocuous clerk, Jens, working
at a small desk piled high with papers. Behind him is a display
of wares from Nordland — barrels of salt, many furs, samples of
Laurelorn timber, ship’s fittings and even a sealed crate packed
with ice, kept frozen with a simple spell.

Although the Nordland goods are for sale, the main purpose of
the Export Company is to secure deals with Reikland importers
to buy wholesale from Salzenmund merchants. Anyone
inquiring about a trade deal will meet Ulf Knutsson, a large Acutis of Miragliano, Glassmaker
man with a red plaited beard who bursts from his office and Down a dusty cul de sac in Altdorf ’s Zwillingsgrab district there
overwhelms the potential trading partner with bluff, charm, and is a row of artisans’ workshops. Wedged between a permanently
jokes. Knutsson is a member of the Salzenmund Merchants’ closed pottery and a bookbindery run by a hopeless drunk,
Guild, and licensed to sign trade documents on behalf of its you’ll find Acutis the Glassmaker. Behind the glass front door
members. is a small room lined with shelves holding bottles, goblets, and
simple glass containers of all shapes, sizes, and colours. These
The Secret are serviceable goods, but nothing remarkable. Ilaria Acutis
The Salzenmund Export Company is a front. Little real business does not waste her skills on such commonplace items.
is conducted here — anyone interested in importing goods from
Nordland would work through personal contacts in the various Acutis is a native of Miragliano, a city famous for its glassmakers.
guilds rather than walk into a shop on the street. It plays host She arrived in Altdorf just five years ago, and soon established
to a few meetings and sells a little from its limited stock of a reputation for crafting exquisite glass. Her glass, which she
Nordland goods, but nothing more. makes from quartz pebbles imported from her homeland,
stands out for its clarity and purity of colour. For several years
The Salzenmund Export Company was set up by the Acutis held a commission to supply the Cathedral of Sigmar
Middenheim spy Nastassia Hess as a safehouse, and place to with coloured panes for their stained-glass windows, but that
brief and meet her agents in Altdorf. association ended abruptly last year when some priests objected
to the use of non-Sigmarite labour.

31
I WA R H A M M E R FA N TA S Y R O L E P L AY

Beyond the entrance room is Acutis’ yard and workshop, with a


furnace and glassblower’s tools. The workshop is always stiflingly Gert’s
hot, as the two apprentices scurry back and forth tending to If you’re hungry in Grissenwald and down near the wharves,
their craft. Behind the workshop is another door. Beyond you can pick up a decent meal from Gert’s. The food sold by
this is a small, silent chamber lined from floor to ceiling with Gert is popular with rivermen and even the wealthier burghers,
black damask and lit only by lanterns. Here you find Acutis’ who live and work at that end of town. At mealtimes there are
true passion — her mirrors. Each one is a work of art with often queues at his counter in the wall.
almost perfect reflection, mounted in a beautiful gilt frame. In
Miragliano the art of mirror-making is seen as a semi-mystical Gert runs a cookshop which sells freshly-made hot food. He
act, and Acutis treats her creations with an almost religious takes great pride in serving customers himself from the counter.
reverence. Only the most privileged can afford to own one of He enjoys an audience and will make a show of barking at the
these sublime mirrors. kitchen boys and cooks, who toil behind him in the cramped
kitchen, turning the spit on the fish or meat fire and stirring the
The Secret huge cauldron in the third fireplace. Gert grew up in kitchens,
Acutis left Miragliano under a cloud. She became obsessed with and keeps a close eye on everything that’s cooking — especially
creating the perfect mirrored surface, always striving for greater his famous river eels and cabbage. This is not fine food, but it’s
clarity in the glass and more flawless silvering on the reverse. cheap, tasty, and filling.
She began to experiment with exotic additions to the quartz,
which led to her securing a small quantity of warpstone stolen Nobody knows Gert’s surname, but everyone in Grissenwald
from Skavenblight. The resulting mirror was unparalleled in its knows his distinctive look and bellowing voice. A Nulner
reflective qualities, but the images it revealed to the viewer were stevedore once compared him to ‘a turnip that’s been marinating
altered to reflect their soul more than their physical appearance. in a bog since Magnus was on the throne. But uglier.’ Gert is a
great gossip and there is often a small crowd around his counter,
Rumours of her perfect mirror spread through Miragliano talking about river business, local events, and the comings-and-
society, until the prince himself inquired whether he might buy goings in Grissenwald and beyond.
it. Acutis was reluctant, but the ruler insisted. When the prince
saw how the mirror reflected him, he ordered her death and she The Secret
fled to Altdorf. The mirror was later stolen by a curious Skaven Gert has a cellar where he keeps the meat and vegetables for his
Warlock Engineer, who recognised its power. The Warlock trade. In the corner is a barrel full of live eels, which he tops up
Engineer now seeks the maker to enslave her and command her with fresh deliveries every few days.
to use her crafts to forge a great mirror as a weapon.
Last month he added a fine specimen covered in lustrous gold
scales. He’s been reluctant to pull it from the barrel for cooking,
and it’s grown very quickly in the intervening weeks. Two days
ago as he fished out eels for the day’s cooking, the golden eel
pushed its head out of the water and spoke with the voice of
Gert’s dead mother. It told him that he had been chosen by
Grandfather Reik for a great destiny, but first he must find a
human sacrifice to throw into the river…

32
L E G I T I M AT E B U S I N E S S E N T E R P R I S E S I

33
II

• SUITS OF STEEL •

Armour is a vital part of the toolkit most Characters will Suitable Fit
acquire in order to protect themselves during the course of The armour is a good fit for the looting Character and may be
the adventures. The rules for armour presented in this chapter worn as if it were made for them.
provide more options and detail to those given in WFRP pages
299 to 300. Poor Fit
The armour is outsized and uncomfortable. It counts as imposing
Looting Armour its full ENC even when worn. The armour could be adjusted as
During the course of their adventures Characters are more per the rules for repairing armour. In order to do this it would
likely to come across armour on the bodies of fallen foes need to be comprehensively refitted — this can be done using
and companions rather than commissioning a fitted suit for the rules for repairing armour, just as if their piece in question
themselves. This is a great way to save money, but it does mean had been reduced to 0 AP in all locations.
that many Characters will be wearing armour that was not
made for them, and that will therefore be rather poorly fitted. Won’t Fit
The armour is much too large or too small to be worn by the
Whenever a piece of armour is acquired by a Character for Character at all.
whom it was not made, the GM may decide that any given
piece of armour will or will not fit (if it was made for a different If any particular Character does not find a set of armour
Species, or a person with a much larger or smaller frame, for suitable, the GM may decide that other Characters could roll
example). If it is uncertain whether or not a particular piece on the chart to see how well the armour might fit them.
might suit a Character, roll on the following table:
Armour Damage
As blows rain down on your armour it can be damaged, possibly
permanently. Whenever you are instructed to damage a piece of
Leather Brigandine
armour, the APs in the location are reduced by 1.
D10 Roll & Soft and Plate
Kit Chainmail
If this lowers the APs to 0 in that location, the armour there is
Suitable rendered useless.
1-2 Suitable Fit Suitable Fit
Fit
Suitable Armour is generally damaged in one of two ways.
3-4 Suitable Fit Poor Fit
Fit
1. A special ability triggers, such as a Spell or
Suitable Talent, damaging a piece of armour.
5-6 Poor Fit Poor Fit
Fit
7-8 Poor Fit Poor Fit Won't Fit 2. A Critical Wound is deflected.

9-10
Won't
Won't Fit Won't Fit Armour and Stealth Tests
Fit Wearing any Chainmail or Plate imposes a penalty of –10 to
any Stealth Tests.

34
SUITS OF STEEL II

Critical Deflection Repairing Armour as an Endeavour


If a Character suffers a Critical Wound from an incoming attack A Character who does not have time or expertise to repair their
on a location protected by armour, they can choose to let their armour during the course of an adventure could try to do so as
armour be damaged by 1 AP to ignore the Critical Wound. an Endeavour during downtime. In order to do so they must
have access to suitable tools (and a forge or workshop if working
They still suffer all normal Wounds (and given their APs are now with plate).
1 point lower, they probably suffer an additional Wound), but
they avoid the Critical Wound effects as the blow is absorbed by The Character may then take a single Average (+20) Trade Test
their now destroyed armour. — repairing 1 AP of armour for every SL they score on the Test.

When it comes to Critical Wounds caused by reducing your Asking an NPC to Repair Armour
Wounds to below zero, sacrificing armour in this way only has If a suitable NPC smith is asked to repair armour it costs 10%
an effect if it prevents Wounds being reduced to below zero. of the armour’s base price per AP lost to repair it. So, if you
had a Sleeved Chainmail Coat with 1 AP of damage on the
Repairing Armour Body, and 1 AP of damage on the Arms, it will cost 20% of
When it comes to damaged armour, there are two ways to the armour’s base cost to fix it, in this case 12/–. If a section of
approach repairing it. A Character may use the Trade Skill to your armour is completely broken, it will cost you 30% of the
repair their own armour, or that of their companions, if they armour's base cost to fix, and you’ll likely be waiting some time
have the appropriate Trade Skill, Trade Tools and, for plate before it is completed.
armour, a Workshop. Alternatively, damaged armour may be
left with an NPC artisan who possesses the Skill to repair it.

Repairing Armour With the Trade Skill


A Character may attempt to repair a piece of armour if they
have the appropriate Skill and meet other criteria depending on
the piece of armour.

Type of Armour Trade Skill Used for Repairs

Leather Armour Trade (Tailor) — Trade Tools


or Brigandine needed
Trade (Smith) — Trade Tools
Chainmail
needed
Trade (Smith) — Trade Tools
Plate
and Forge or Workshop needed

They must then carry out an Extended Challenging (+0) Trade


Test in order to repair the armour. The Test can be carried out
once every hour, and the number of SLs required in order to
repair a piece of armour depends on the type of armour being
repaired. This represents the amount of time it takes to restore
1 AP to one location.

SL Needed to
Type of Armour
Repair 1 AP
Leather 5
Brigandine 7
Chainmail or Reinforced Soft Kit 10
Plate 15

35
II WA R H A M M E R FA N TA S Y R O L E P L AY

ARMOUR RULES Armour Flaws


Some armours have a point of weakness, as described by
Armour is listed in the following format: Armour Flaws.

0 Armour Type: Each armour is listed according to the Partial


material it is constructed from, in order of its protective The armour does not cover the entire Hit Location. An
effectiveness. opponent who rolls an even number to determine hit location,
0 Price: The price to buy an average piece of the armour. or a Critical Hit, ignores the partial armour’s APs.
0 Enc: The Encumbrance of the armour.
0 Availability: The Availability of the armour. Requires Kit
0 Penalty: Any penalty for wearing the specific piece of Armour with this flaw can only be worn if a Soft Kit is worn
armour in addition to Encumbrance. Note: Some armour underneath it.
brings a penalty if any part of it is worn, such as wearing
any chain imposing a penalty of –10 to any Stealth Tests. Weakpoints
0 Locations: The Hit Locations the armour protects. The armour has small weakpoints where a blade can slip through.
0 APs: The number of Armour Points the armour provides If your opponent has a weapon with the Impale Quality and
to the protected Hit Locations. scores a Critical, any APs of your armour are ignored.
0 Qualities and Flaws: Any Qualities or Flaws that the
armour may possess. Combining Armour
Different grades of armour may be worn on different parts of
Armour Qualities the body, but the notion that different grades of armour may be
Armour can possess the following Armour Qualities. layered on top of one another is a misconception. Often suits of
plate are finished with areas of mail or leather to cover gaps and
Impenetrable points of articulation.
The armour is especially resilient, most attacks simply cannot
penetrate it. All Critical Wounds caused by attacks scoring an Soft kits are woollen doublets and hose designed to be worn
odd number to hit you, such as an 11 or 33, are ignored. under armour. They provide padding needed to prevent chafing
and laces and holes to attach pieces of armour to. They can be
Overcoat worn under any armour and must be worn under certain pieces
Certain types of armour can be worn on top of other types. of plate.
Brigandine pieces and Plate Breastplates can be worn on top of
either Leather or Mail armour. However, a Breastplate worn in Boiled leather is constructed from thick pieces of hide. It is
this way could not be combined with a Soft Kit. rigid and tough and cannot be worn under mail or the more
complicated pieces of plate. Brigandine armour or a plate
Reinforced breastplate could be worn over boiled leather.
Some Soft Kits are designed with sections of mail placed to
compensate for chinks in a full suit of plate armour. If a kit like Chainmail is made from thousands of interlocking iron rings.
this is worn under plate armour, that plate armour loses the It is heavy and requires regular cleaning and oiling to prevent
Weakpoints Flaw. corrosion. Brigandine armour or a plate breastplate could be
worn over chainmail.
Visor
Some helmets come with a visor that can be raised to provide a Brigandine consists of padded leather or fabric into which many
wider field of vision. If the visor is closed the helmet performs small metal strips, or lames, have been riveted. Brigandine pieces
as described. If the visor is opened the helmet loses any special are bulky and cannot be worn under other forms of armour.
abilities associated with its design and gains the Partial Flaw. Lamellar armour, or scale mail, may look rather different to
Perception Tests are made with a –10% penalty when visors are brigandine, but has the same qualities.
open. It takes an Action to open or close a visor.
Plate armour is painstakingly crafted from sheets of iron or
steel. It is tailor made and close-fitting, so may not normally
be worn over other types of armour. Breastplates may be an
exception to this general rule, as many of them are designed to
be worn over padding or chainmail.

36
SUITS OF STEEL II

Armour
Armour Price Enc Availability Penalty Locations APs Qualities & Flaws

SOFT KITS
Soft Kit 18/- 1 Scarce - Arms, Body, Legs - -
Reinforced
2GC 1 Scarce - Arms, Body, Legs 1 Partial, Reinforced
Soft Kit

BOILED LEATHER
Leather Jack 12/- 1 Common - Arms, Body 1 -
Leather
10/- 1 Common - Body 1 -
Jerkin
Leather
14/- 1 Common - Legs 1 -
Leggings
Leather
8/- 0 Common - Head 1 -
Skullcap

CHAINMAIL
Chainmail
2GC 3 Scarce - Legs 2 -
Chausses
Chainmail
3GC 4 Common - Arms, Body 2 -
Coat
Chainmail -10%
1GC 2 Scarce Head 2 Partial
Coif Perception
Chainmail
2GC 3 Scarce - Body 2 -
Shirt

BRIGANDINE
Brigandine
3GC 3 Scarce - Arms, Body 2 Overcoat
Jack
Brigandine
2GC 2 Scarce - Body 2 Overcoat
Jerkin

PLATE
Impenetrable, Requires
Bracers 8GC 3 Rare - Arms 3
Kit, Weakpoints
Impenetrable, Overcoat,
Breastplate 10GC 3 Scarce - Body 3
Weakpoints
-10%
Open Helm 2GC 1 Common Head 3 Partial
Perception
Plate Impenetrable, Requires
10GC 3 Rare - Legs 3
Leggings Kit, Weakpoints
-20% Impenetrable,
Great Helm 2GC 2 Rare Head 3
Perception Weakpoints
–20% Impenetrable, Visor,
Bascinet 3GC 2 Rare Head 3
Perception Weakpoints
–20% Impenetrable, Visor,
Armet 3GC 2 Rare Head 3
Perception Weakpoints
–20% Impenetrable, Visor,
Sallet 4GC 2 Rare Head 3
Perception Weakpoints

37
II WA R H A M M E R FA N TA S Y R O L E P L AY

Helmet Designs The exacting design of the Armet means that it can withstand
There are a great many designs of helmet used in conjunction blows that might damage other helmets. Every time the helmet
with plate armour, and Tilean, Bretonnian, and Imperial might lose a point of AP, roll on the Armet Damage table.
armourers all have their preferred designs. There is little
practical difference between these designs, they are all strong,
fully enclosed helms with visors which weigh much the same
and provide the same sort of protection. However, in some
ARMET DAMAGE
circumstances particular designs may afford extra protection.
D10 Roll Effect
Great Helm 1-5 The helmet is damaged as normal.
The Great Helm is the archetypal form of a fully enclosed
6-9 The helmet is not damaged.
metal helmet. They are considered old fashioned in Tilea and
the Empire but are still common in Bretonnia. Early examples The helmet is not damaged, but the
of these helmets had a square top. Later designs tend to have a mechanism for opening the helmet is
conical top which lessens the impact of hammers and swords. jammed. The wearer cannot remove
10 the helmet and must eat and drink
Bascinet through a straw until it is either broken
The Bascinet typically incorporates a conical visor, leading it to open, or fixed by a Hard (–20) Trade
be known as a ‘pigs-snout’ helmet by many soldiers. This design (Blacksmith) Test.
provides additional protection against missile fire, as slingshots
and arrows are deflected by the conical visor.

If missile fire strikes the wearer of a Bascinet, and originates Sallet


from in front of the wearer, then the helmet provides 4 APs The Sallet is typified by having heavy plates projecting over
rather than 3. the neck to the back, and being combined with separate pieces,
either a gorget or bevor, to provide protection to the throat,
Armet chin, and face.
The Armet is a Tilean design which fits closely on the head,
being narrower around the neck. To facilitate the snug fit the A wearer of a Sallet who takes a Critical Hit to the head will
helmet has an integral mechanism that must be worked to open take 1 less Wound from the Critical Hit than they otherwise
and close it. would.

38
III

• THE CULT OF •
HANDRICH

Though they do not amount to a large cult, the followers of


Handrich claim purview over any place where commerce
thrives. Whenever people clasp hands to seal a deal, wherever THE HANDRICHAN FAITH
coins are minted and counted, there the god of trade and Seat of Power: The Counting House, high temple of
wealth is present. His worshippers include merchants, pedlars, Haendryk in Marienburg
financiers, and caravan guards, anyone concerned with making
money through honest trade. Head of the Cult: Arch-Priest Simon Goudenkruin,
Haendryk’s Greatest Worldly Profit
Nowhere is he more prevalent than Marienburg. Here,
Haendryk, as the Wastelanders know him, stands second only Major Festivals: None, though Marktag is seen as a sacred
to the sea god in the citizens’ regard. The cult’s doctrine teaches day
pursuit of wealth to be the ultimate good in life. Prosperity
for one brings prosperity to everyone. The poor, however, view Popular Holy Books: Die Kunst der Gier, All Those Which
Handrich as an embodiment of all those forces which keep them Gleam
in poverty. As the cult grows so does the anger and resentment
it faces, often egged on by nobles sharp enough to spy a threat Holy Symbols: A coin without insignia, clasped hands, a
in the merchants’ growing power. But, in the cut-throat world warehouse with open doors
of business, there is no shortage of people happy to have a god
help them make a profit.
III WA R H A M M E R FA N TA S Y R O L E P L AY

FOUNDATION OF THE CULT HANDRICH IN THE EMPIRE


Stories regarding Handrich’s origins are many and conflicting. Handrich fell out of favour in the Empire after the Wasteland
Some scholars state he originates in Estalia and Tilea, making seceded. To a certain sort of mind, his worship was an affront to
his way to the Old World alongside Myrmidia. He enjoys a the Empire’s bruised dignity and during that time he was often
strong following there, especially in Tilea where mercenary paid little more than lip-service. Instead, worship of Ranald
armies make a god of coin a popular figure. Others place him filled the void, worshippers turning to the trickster god in his
within the Old World’s established pantheon as either the persona as the Dealer.
son of Manann, or the less flamboyant brother of Ranald who
eschewed his sibling’s dishonest quest for godhood, instead Though many might consider the two gods diametrically
presenting the gods with an offer they could not refuse. opposed, some people still follow both in equal measure, viewing
them as two sides of the same (possibly fraudulent) coin. This
Legends of the Wasteland has even led to speculation Handrich may simply be Ranald
Marienburgers contest all of these, and as this city acts as his playing the long con, something hotly denied by his priests.
cult’s main seat, their telling has become the most prevalent.
According to Wastelander lore, Haendryk was once a mortal The Cult Prospers Anew
man and citizen of Marienburg. The son of a trader, he In recent years, the Cult of Handrich has been gaining support
accompanied his mother on many great expeditions, and found and popularity in the Empire. Many traders see the success of
the world of commerce opening before him like a flower. The the cult in Marienburg as a sign and seek to emulate Handrich’s
mortal Haendryk proved himself a financial genius and many worship in their own business practices. The priesthood have
stories are told of his great skill as a trader, selling stone to also shown themselves invaluable to anyone conducting matters
Dwarf miners or inventing whole systems of banking. of business. They offer their services as both financial advisers
and overseers, acting as a third party whenever an agreement
Wealth poured into Haendryk’s coffers and with this he elevated requires witnessing. This has allowed the cult to gain a great deal
Marienburg, turning it into the bustling trade hub it is today. At of influence, and they are well compensated for their efforts.
last, his skill in mercantile matters transcended mortal ability.
The gods allowed Haendryk into their ranks, naming him the As the desire for Marienburg’s coin overcomes patriotic pride,
god of coin and commerce. more shrines and temples to Handrich can be found across
the Empire’s bustling trade routes, though only the largest
Indentification with Haendryk cities boast dedicated temples. Instead, places of worship are
Marienburgers cling to Haendryk’s ascension with fierce pride. combined with established guild meeting houses or banks, with
Many of the city’s most well-respected merchant families guild leaders carrying out religious duties when no ordained
claim descent from him, backing this up with (very expensive) priest is present.
family trees and genealogical records. The story gained further
popularity after the Wasteland’s secession, granting the Growth Potential
burgeoning nation a much-needed sense of legitimacy. Yet the cult remains relatively small due in part to opposition
from the Empire’s nobility. Handrich’s cult teaches a path of
His cult capitalised on this, ascribing their foundation to those upward mobility through wealth, and in this the merchants
merchants Haendryk taught as a mortal. Marienburg became disrupt the status quo which keeps the nobles in power. Many
the centre of his cult, his followers carrying his strictures with go out of their way to undermine the cult’s efforts to establish
them along the various trade routes. Their god’s story, and their itself, though most address their ire towards the merchants who
city’s story, show the transformational powers of trade and worship Handrich, rather than the god himself.
wealth, something which they argue anyone can achieve should
they only put in the effort.

40
T H E C U LT O F H A N D R I C H III
Katja de Teuling (2135 IC – 2182 IC)
Personalities of the Cult Founder of the Defenders of Capital, the closest Handrich’s
Wavemaster Sullandiel ‘Fartrader’ cult has to a knightly order. Katja served as a caravan guard,
(–3224 IC – –1861 IC) investing her fees into her own mercenary company. This she
An Elf merchant-poet from before the War of the Beard. dedicated to protecting Handrich’s servants as they kept the
He served as ambassador to Karaz Bryn and was granted the arteries of trade open. For a price.
epithet ‘Fartrader’ as recognition of his exploits. During this
time he penned All Those Which Gleam, a collection praising the Though a skilled warrior, De Teuling was first and foremost a
craftsmanship and affluence of the Elves’ then-allies. The work businesswoman, and saw in Handrich’s tenets of honesty the
is considered a classic, lauded for rich use of language, imagery, secret to success. No warrior under Katja’s command would dare
and metaphor. steal from the caravans which hired them, and the Defenders
gained a trusted reputation.
Handrichans adopted the collection as an important work,
showing the validity of their pursuit of profit. Sullandiel’s Now, many years after her death, De Teuling is treated by
lengthy praise for the Dwarfs’ mastery of gold smithing, travelling merchants as a patron saint. Her sword and coin icon
they say, reveals the transcendental beauty which lies behind is pressed onto cash boxes for protection on long journeys. The
appreciation of wealth. Defenders of Capital, meanwhile, were bought out by the high
temple not long after their founder’s demise, and continue to
Several passages touching upon the bonds of friendship between serve as effective trade guards for hire. Their purview has since
Dwarf and Elf at the time are also quoted by Handrich’s expanded to bringing any who deal dishonestly to justice,
priesthood as showing how honest trade truly unites all people. sending investigators to hunt down con-artists, providing their
For their part, most Elves feel Sullandiel’s satirical bite is muted fees are met.
by translation.
High Priest Simon Goudenkruin (2459 IC – Present)
Armanda de Pantaleon (1768 IC – 1831 IC) Jokingly nicknamed ‘Haendryk’s Profit’, Marienburg’s current
A Tilean trader and devotee of Handrich who, inspired by high priest (and de facto head of the cult) Simon Goudenkruin is
stories from the famed Tilean explorer Marco Columbo, a controversial figure under whose leadership the cult has grown
introduced paper money to the western nations. in power and influence. As a young apprentice in his father’s
shipping enterprise, stories of the god’s mortal life inspired
Paper money had been used in Cathay for generations, allowing Goudenkruin and he spent the often-lengthy trade excursions
merchants flexibility in their transactions. Armanda attempted discussing Haendryk with other traders. It wasn’t long before
to replicate this but was forced to abandon her efforts when he was inducted into the priesthood, where his insights into
they narrowly escaped the ire of a local princeling, who did not the limitations and freedoms of the faith’s strictures, along with
understand the finer points of financial theories. financial assistance from his father, saw him rise rapidly.

Despite Armanda’s failure, her essays and correspondence have As high priest, Simon’s teachings revolutionised the cult. He
since attracted much interest from Economicks scholars within places particular importance upon Haendryk’s tenet that wealth
the cult. There has even been talk of introducing the concept signifies a worthy character. Anyone can improve their station
to Marienburg, although some priests believe removing coins, if they put in the effort. Therefore, Simon argues, anyone who
Handrich’s own holy symbol, would be blasphemy. Nonetheless, lives in poverty is choosing poverty. Under his direction, the
the temple’s famous lines of credit and notes of mark are often rites of initiation have been loosened, allowing in those who can
held as proof of concept. prove they already hold Haendryk’s favour. Many Marienburger
merchant families secured positions for their scions thanks to
Armanda is also venerated by Ranaldans for persuading people Simon’s changes.
to hand over their gold in return for bits of paper.
Such practices have not gone without criticism. Some view
NEW CAREERS Simon as eroding Haendryk’s tenet that all deals must be
There are a few new carrers in Archives of the Empire carried out without mercy, replacing the sacred act of haggling
Volume 3. Three of these are versions of the priest career, with a network of cronyism. However, their voices are drowned
the Priest of Handrich, Priest of Solkan, and Priestess of out by the clink of coin, a sound sacred to Haendryk.
Rhya. They may be adopted by players who roll Priest as
their starting career. The Animal Familiar career is peculiar
to those who play Animal Familiars.

41
III WA R H A M M E R FA N TA S Y R O L E P L AY

For negotiations to have meaning, both parties must be


BELIEFS speaking truth. Conning someone makes a mockery of the
whole affair, and Handrich’s worshippers shun anyone found
For Handrich’s followers, wealth is the ultimate signifier of dealing in falsehoods. Yet, while Handrich expects honesty,
a life well-lived. However, money earned through trickery or he also demands no quarter be given. Only one’s own wealth
toil is not enough, it must be gained through their patron’s matters, and acting in any way not for your own ultimate good,
most prized traits: wit, honesty, intelligence, and ruthlessness. such as giving someone a generous rate due to family ties, is
Handrich expects his followers to pursue profit with all their frowned upon. Exploiting those same ties to get a better deal,
guile and cunning, while staying within the strictures of honest however, is encouraged.
business.
Finally, Handrichan tenets justify pursuit of individual wealth
Handrichans believe their god is present wherever negotiations as the means by which all society is elevated. Riches mark
take place. The give and take of commerce, the quick wit of intelligence and the right to hold office. If someone had the
its practitioners, these bring a person closer to Handrich, and strength of mind to accumulate such wealth, this is proof they
haggling is as much an act of worship as prayer. However, are best equipped to distribute it. Commissioning art, funding
his followers never expect his assistance. Handrich demands military expeditions, even charitable concerns: through these,
independence, but he is happy to reward those who please him. Handrich’s favour trickles down to all people. Losing wealth,
A particularly successful transaction is considered a sign he though, is a sign Handrich has forsaken you, so his followers are
enjoyed a worshipper’s performance. exacting in their savings.

Strictures of Handrich
Handrich’s worshippers are encouraged to interpret his
strictures as they will, keeping to their letter while working to
exploit their loopholes. This, they say, encourages the flexibility
of thought one needs to succeed. The cult’s critics consider
it trickery in the open, dishonesty masquerading as a lawful
contract.

No Day Without Profit


A follower of Handrich must ensure the day is profitable. Coin
is preferred, but profit can mean many things depending on the
person. The important thing is the worshipper should act for
their own net gain, whether this be closing an important trade
deal, or getting one’s fellows to buy the next round of drinks.
It is understood that the greater a person’s station, the more
Handrich demands of this stricture.

Deal in Truth
The Cult of Handrich forbids false dealing, as trickery erodes
the trust all trade is based upon. Followers cannot obscure the
value of their wares, nor sell something they have no right to.

While they must deal truthfully, this is not the same as dealing
honestly. Followers are free to exaggerate benefits, neglect to
mention complications, or use information at their disposal
to get the upper hand. Lying to gain an advantage would be
in violation of this stricture, but using insider knowledge of a
competitor’s financial situation would not.

Help Those Who Help Themselves


Handrich earned his godhood and looks down on anyone not
willing to do the same. While Handrich’s followers are called to
share their earnings to benefit society, it must not be in a way
which Handrich views as encouraging laziness.

42
T H E C U LT O F H A N D R I C H III
A priest of Handrich would never give a beggar money for Handrich and Ranald
shelter, for example. Instead, they might direct them to a A strained relationship exists between Handrich’s and Ranald’s
workhouse to earn their keep and contribute to the running of followers. This is a surprise to those peasants who consider
the institution. them the same being with different names, except one expects
you to shake his hand and thank him for fleecing you. But to
Some in the cult interpret this as a condemnation of taxation, Handrichans, Ranald’s dishonesty cannot be tolerated.
which they view as governments taking money not rightfully
theirs. They fulfil this stricture by lobbying political figures to Many merchants still choose to honour Ranald alongside
enact tax cuts, allowing them to distribute their money as they Handrich. While they may follow Handrich’s strictures,
see fit. sometimes one needs a few extra tricks. Some worshippers,
upset with the cult’s current direction, have begun turning to
Always Get the Best Deal Ranald in his aspect as the Dealer, a persona which Handrich’s
Trading is a holy act, a pure competition of wits with only one high priest calls a mask the trickster god uses to con people
victor. Therefore, a follower of Handrich must always get the away from the true artistry of trade.
best possible deal, regardless of circumstances. If a person is
looking to buy grain, they must pay for it. The fact that their
village is starving should not warrant merciful treatment. THE BROTHERHOOD
The Brotherhood are a secretive order dedicated to Ranald.
However, the best deal does not always mean the most Little is known about them, including whether they are an
profitable. After all, if you take everything a person has, then actual organisation or just a loose association. On ocasion
who will trade with you next time? Sometimes, the best deal they use the practice of business to bring down pompous
is one which builds relationships and leaves everyone happy, so individuals. Most are honest merchants who call upon
that more profit can be extracted in the future. Ranald for bounty and improved commerce, although there
is a seedier side. The Brotherhood teaches the tenets of
Relationship With Other Cults cooperation and competition — help your brother when he
Handrich’s cult has positive relationships with worshippers from needs it — but through competition, the best elements rise
other cults, and Handrichans often serve as their financiers. to the top.
Amidst the grand iconography of many churches can be found
inscriptions honouring the god of coin’s contributions. Mischievious elements of the Brotherhood enjoy targeting
followers of Handrich. Impersonating the god of coin’s priests
The cult holds particularly strong ties with the Cult of Manann, is a favoured tactic, allowing them to get closer to their prey
especially in Marienburg where priests of both deities bless and eroding trust in the cult. The Defenders of Capital go to
voyages to ensure crew and cargo’s safety. Priests of Manann great pains hunting down any of the Brotherhood they hear
visit Handrich’s high temple to make use of the cult’s collection about for this reason.
of up-to-date trade gazetteers, while Handrich’s priests study
the charts in Manann’s temple, ensuring they can advise their
clients of trade routes and risks.
FOLLOW
THE MONEY
The cults of Rhya and Myrmidia have rather odd relationships Three merchants arrive at a Handrichan meeting house and
with that of Handrich. Arguments between Rhya’s and begin haranguing the clerk behind the counter. They each claim
Handrich’s priests are not uncommon, given the latter’s dismissal the other two owe them a shipment of fine fabrics, which they
of the ‘simple’ labour of farmers. However, they come together have not received, and which each one of them is adamant the
on market days, and small shrines to both stand in such places. others are holding. They were introduced to one another by a
priest from this meeting house.
Handrich’s followers feel a certain kinship with Myrmidia’s
cult. They argue battlefield tactics can be implemented in In truth, a priest of Ranald has been manipulating them into
matters of business, and financing military engagements is buying and selling the same non-existent shipment for almost
an acceptable form of charity within Handrich’s strictures. two months, posing as an itinerant Handrichan priest. This
Followers of Myrmidia, for their part, are happy to associate devotee of Ranald has made a tidy profit off the confusion and
with Handrichans, but many find their constant assurances of will soon leave, after they finish covering their tracks in the
fellowship aggravating. financial ledgers.

43
III WA R H A M M E R FA N TA S Y R O L E P L AY

Empire temples tend towards frugality, their finery deliberately


WORSHIPPERS understated to convey financial sensibility. The Wasteland
temples, however, prefer to keep their wealth on display in
Handrich’s cult attracts anyone concerned with trade and coin. imitation of the high temple in Marienburg.
Merchants are his primary supplicants, but those who work
with gold, such as jewellers, also honour him, while caravan The Counting House
guards pray to him to protect their charges. The High Temple of Haendryk, known locally as the Counting
House, shows what wealth can accomplish when unbound
Minting houses, banks, and well-established shops have shrines by frugal practicalities or, some say, good taste. In structure,
to Handrich kept on a shelf. The first coin made each day is it follows a similar footprint to other Handrichan temples,
considered Handrich’s, and is placed on the altar in the belief but once inside, worshippers are assaulted with an array of
that what is given to the god will be returned twice over. decorations in gold and silver.

It is rare to find followers among the lower classes. Instead, the Exquisite paintings cover the walls, while stained glass windows
cult recruits from established mercant families or guilds. Many tell stories from Haendryk’s life in Marienburg (often featuring
such families seek positions for their young scions to secure discreet signs explaining which mercantile family sponsored
favourable treatment, and the cult accepts anyone for a fee. their creation). Watery light pours down from the central dome,
its own glass depicting the tragedies which might befall one at
Initiation Rites sea. Most suspect this to be a nod to the cult’s relationship with
The cult’s initiation rites have been undergoing changes. Since Manaan’s, but in truth it was donated by an insurance company.
its inception, prospective initiates presented an offering to a
local priest. The priest then set a mathematical examination to All through the day, the temple is filled with the quiet murmur
ensure they would be able to better themselves (some speculate of commerce, punctuated by the discreet clink of coin. Sermons
the difficulty of this depended upon the offering). Once the are rarely held in the central meeting hall, save on festival
priest was satisfied, the initiate was instructed in Handrich’s days, instead being relegated to side-chapels. The main space is
tenets, before being placed in a trade caravan to experience given over to desks, each with their attendant priest. For a fee,
commerce for themself. supplicants may seek either financial advice or a loan from the
temple. All clergy members see it as their duty to help in such
Once they finished this period of travel, the initiate returned to matters, and for a large enough sum one can even secure an
the temple and presented the priest with a greater offering. They appointment with the high priest himself.
then faced one final test. Usually, they completed a difficult
business deal, such as selling fish to fishermen, or persuading Relics
a priest of Sigmar to sell their hammer. This earned them a full It is said that, upon Handrich’s ascension, every coin he touched
place within the order, just as Handrich earned his godhood. in his lifetime took on his finger print. These coins — almost
invariably gold, though lower-value ones have been reported
High Priest Simon Goudenkruin recently introduced ‘The too — are much prized by the cult and are kept in ornately
Pyramid of Gold’. Those who hold great wealth, he argues, jewelled reliquaries, or worked into talismans worn by high-
already have Haendryk’s favour, and it is hubris to set such ranking priests. The standing rule is that any cult member who
blessed people further tests. Therefore, in return for a far larger finds one must return it to the high temple in Marienburg, but
offering, a person may join the cult and become a full priest there are more than a few distant chapels which find possessing
without undergoing the trials. Should they wish to advance, one a good draw for pilgrims.
however, they need to introduce others to the cult, who must
also buy their way in. This has tripled the temple’s profits, The Imperial practice of honouring the skulls of saints did not
and families even outside Marienburg are sending children to at first find much favour among Handrich’s followers, given
secure advantageous positions. Some worry such practices are that theirs is a god entirely devoted to the material life. Such
unsustainable, but so far it has proven a great success. relics have since begun to grow in popularity as a means of
showing off the wealth achieved over the course of one’s life.
Sacred Sites Many merchants leave vast sums to have their skulls prepared
There are very few dedicated temples to Handrich, save in the with silver and set in dedicated ossuaries, where anyone who
largest cities and trading ports. Those which do exist serve a sees them will know here lies someone who truly followed
dual function as both site of worship and bank or meeting Handrich’s example.
place, and follow the same basic layout: a central hall with
semi-circular apses where donations can be displayed or private
meetings held.

44
T H E C U LT O F H A N D R I C H III
Even merchants who don’t request this treatment may find
themselves decorating a chapel shelf, their families realising it THE PHILOSOPHIES
is useful to be seen as influential and wealthy enough to afford OF COMMERCE
such an honoured place for the dearly departed. The Cult of Handrich is not large enough to sustain the orders
that other cults divide themselves into. However, there are
various schools of thought which followers gravitate towards.
DIE KUNST DER GIER
Handrich’s cult recognises very few religious texts, but follows The School of Coin
the science of Economicks closely. Die Kunst der Gier, by Favoured by bankers and money lenders, the School of
the Altdorfian philosopher Anja Rosenbaum, recently caused Coin believes the path to knowing Handrich comes through
quite the stir, calling for trade free from oversight and in accumulating wealth. The more coin one holds, the closer one
service entirely to one’s self. Many Handrichans now keep a comes to Handrich’s blessed ascension. Those who follow this
copy of this text, citing it in taxation disputes. school tend towards thriftiness, keeping careful track of every
coin spent and received. The popular caricature of the miserly
Haendrykian in Wastelander satirical dramas originates from
this school.
Holy Days
Handrich teaches success is possible for everyone, providing The School of Commerce
they have the drive and intelligence to seize it. Despite this, the The School of Commerce teaches that trade is how societies
common folk rarely have much to do with the god of commerce become civilised. Just as Handrich elevated Marienburg through
and, should someone of lesser means enter a Handrichan his patronage, these students elevate all society through buying
temple, they usually find themself under suspicion. Marktag is and selling. The school attracts traders and caravan guards,
the exception. though there is an emerging argument that physical goods
are not required to ensure trade continues. Priests have begun
This day celebrates Handrich’s ascension and sees the temple experimenting with speculative markets, trading in the promise
doors, if not flung open, then at least left ajar to allow traders of of goods such as flowers which have yet to be grown.
all ilks to sell their wares. These festivals differ from traditional
market days in that produce and livestock are rarely sold. The School of the Hand
Instead, jewellery or clothing are favoured. Marktag is a lively Favoured by skilled craftsmen and jewellers, the School of
event, and some commoners save up to purchase small luxuries the Hand argues that money is only good for what it can
here, it being considered good fortune to carry such an item accomplish. Money is a worthless dream, a mass hallucination,
until the next Marktag. important only for the beauty it brings to the world, and
followers believe it was with this realisation Handrich achieved
Priests keep a careful eye over the proceedings, offering blessings ascension. Patronage of artists is held as a grand ideal, as is
and spreading Handrich’s message of improving one’s station. providing funds to civic concerns. There is talk of the school’s
Meanwhile, favoured merchants are invited into private chapels, followers separating from the Marienburg cult, something High
where larger auctions and negotiations are held. Priest Simon Goudenkruin wishes stamped out.

BACK-ROOM
DEALS
As the temple fills with the hustle and bustle of Marktag, the
heads of Marienburg’s most influential merchant families make
their way, one by one, to a private chapel watched over by
attendant priests. Rumour has it that this meeting will set the
course of trade in Marienburg for the coming year and only the
very favoured are allowed to attend.

Constance Der Ruyling, merchant venturer, is not one of these


favoured. However, she doesn’t plan to let that stop her. If
someone could gain access to the meeting and inform her of
what is discussed she would pay them handsomely.

45
om
by
ves
e to III WA R H A M M E R FA N TA S Y R O L E P L AY
e in
lan,
not
ogs,
PRIEST OF HANDRICH ‘They made us a deal we couldn’t refuse.’
– Otto, Altdorf Beggar
aid Human
‘Learn to read the flow of coin and you may be
You follow the ways of Handrich, always looking for the best deal in able to read the mind of the world.’
the transcendental pursuit of profit. – Father Van Der Putt, Economicks Lecturer

Though not as common as other cults, Handrichan priests are ‘Not all that gleams is gold, but whatever that
sought after for their financial sense and discretion. Many do priest is wearing sure shimmers like it.’
preach sermons, teaching Handrich’s tenets of self-reliance – Hetta Gronsdottir, Thief
and the glories of material wealth, but they more often serve in
private capacities, overseeing transactions to ensure honesty or
offering financial advice. Most tend to temples found in large
trading centres, or join caravans and trade expeditions as part of
their service to Handrich.

PRIEST OF HANDRICH ADVANCE SCHEME


WS BS S T I Agi Dex Int WP Fel
h h h

Career Path
h Clerk — Brass 5
Skills: Bribery, Charm, Consume Alcohol,
Evaluate, Gamble, Gossip, Haggle,
Lore (Theology), Pray, Research
Talents: Bless (Handrich), Embezzle,
Numismatics, Read/Write
Trappings: Abacus and Slate,
Handrichan Icon, Brown Robes

Circuit Trader — Silver 4


Skills: Animal Training, Cool, Intuition,
Language (Any), Lore (Politics), Perception
Talents: Briber, Carouser, Dealmaker,
Invoke (Handrich)
Trappings: Gazetteer, Lock Box, Well-tailored Robes

Officiant — Gold 2
Skills: Intimidate, Leadership, Lore
(Any), Secret Signs (Guilder)
Talents: Bookish, Cat-tongued,
Robust, Super Numerate
Trappings: Handrich-touched Coin,
Subordinate Clerks, Temple

Profit — Gold 4
Skills: Entertain (Speeches), Lore (Any)
Talents: Public Speaker, Schemer,
Strong-minded, Wealthy
Trappings: Subordinate Officiants, Warehouse

46
T H E C U LT O F H A N D R I C H III
Supply and Demand
MIRACLES OF HANDRICH Range: Fellowship yards
Target: One batch of trade goods in line of sight
Below are six Handrich Miracles which follow the usual rules on Duration: 1 hour
WFRP page 222. Handrich helps those who help themselves — Having successfully identified a place looking to sell or buy
he earned his own godhood after all — and so his Miracles tend certain goods through a Difficult (–10) Gossip Test, you may
to reward the already-successful. As such, they can be invoked invoke Handrich to make the amount available appear to
after a successful Test to improve its results. Handrich isn’t one increase or decrease. This does not affect any goods in your own
for selflessness, and failing to profit from a Handrich Miracle possession. For example, a merchant looking to buy grain will
you have invoked will cause you to gain +1 Sin point. You are suddenly find rats have got into their existing supplies, while
free to define ‘profit’ as you will, but the GM has final say. someone selling rare linens discovers extra stock tucked away in
a back room. You may change an item’s Availability by one level
HANDRICH’S BLESSINGS (Common becomes Scarce, Exotic becomes Rare, etc.) to affect
Priests of Handrich can access the following Blessings as per its Bartering Ratio, as per WFRP page 291.
WFRP page 221:
Trickle Down
Charisma, Fortune, Hardiness, Protection, Wisdom, Wit Range: Fellowship yards
Target: Fellowship Bonus people
A Deal’s a Deal Duration: Fellowship Bonus Rounds
Range: You Through the gift of a gold coin and the promise of increased
Target: You wealth to come, you introduce those you wish to befriend
Duration: Instant to Handrich’s beneficence. A successful Charm Test while
Upon a successful Haggle Test, you may say a word of thanks speaking to people of lower Status gains +1 SL for every SL of
to Handrich before shaking hands on the matter. This adds +2 the Pray Test to invoke this Miracle.
SL to the Haggle check, which rises by 1 per +2 SL gained on
the Pray Test invoking the Miracle. In addition, the person with Twist of Fortune
whom you are haggling is left with a good impression of you. Range: Fellowship yards
Target: 1
Carry My Burdens Duration: Instant
Range: 1 yard Handrich examines the fortunes of all and suggests a deal could
Target: One non-monstrous creature (as determined by the be reached. You may spend 1 point of the target’s Fortune as
GM) though it were your own. However, they may choose to contest
Duration: Until the journey’s completion this by making a Challenging (+0) Fellowship Test against
You have the goods and the deal is set. Now trust in Handrich your SL. If they beat this, they keep their Fortune point. If they
to provide the means of delivery. If you succeed on an Animal beat your SL by +4 SL, then they may choose to spend a point
Training Test, the target creature will serve as your pack animal, of your Fortune as their own.
no matter how wild or aggressive it was. It will not attack
or follow orders, save for carrying anything you wish as you The lost Fortune must be spent by the end of the session in
travel. Upon completing the journey, the creature reverts to which it is lost. When the next session begins, the lost Fortune
its previously wild state. This Miracle can only be used on one is restored to its original owner.
creature at a time.

Shake On It
Range: Touch FROZEN
Target: 1 ASSETS
Duration: Fellowship Bonus Rounds Marienburg wishes to capitalise on trade with the Bjornlings,
You ask Handrich to witness this deal, and seal it with a and to this end a diplomatic delegation is being sent to Skjold
handshake. The target cannot act in opposition to this deal for in order to establish a trade outpost. Naturally, the Temple
at least Fellowship Bonus Rounds. If they do wish to contest of Haendryk needs to send representatives to negotiate the
some part of it, they must make an Average (+20) Cool Test best deal from the Norscans for their plentiful supplies of
contesting your SL. If successful, they can refuse to take an precious furs. Even more naturally, very few want the job. The
action dictated by the deal. For every additional 2 SL they high priest is calling for volunteers, as well as eying up some
achieve, they may take one action in opposition to the deal. You political rivals who he thinks might be perfect envoys.
will know if they break the deal. You suffer +1 Sin point if you
break the terms of the deal while this Miracle is in effect.

47
IV
MINOR GODS, FOLK
• WORSHIP & HEDGECRAFT •

Life in the Old World is heavy with religion. In every aspect of HUMAN RELIGION
life, everywhere you travel, there are inescapable reminders of
the gods, from the major pantheons to the more obscure deities ‘From long-dead, barely remembered ancestors, to capricious spirits,
and spirits. minor deities, and the most powerful gods; they all have this single
thing in common. They do not necessarily impart power to mortals,
Outside temples, people find their own ways to respect the though of course they could do this. No: they depend on our worship.
mystical forces who shape their lives. This folk worship is not They must therefore be our servants, not we, theirs.’
unique to Humanity, as the Dwarfs, Halflings, and Elves have
their own pantheons and peculiar relationships with the divine. – Reichardt D’Auckignes, deceased
(struck by lightning) IC 2508
M I N O R G O D S , F O L K WO R S H I P & H E D G E C R A F T IV

Roots in Antiquity SAMPLE SPIRIT:


The Old World has been inhabited by superstitious and god- ‘Lord’ Bärenbaum — Deep in the wooded foothills of the
fearing Humans for thousands of years. New ideas and new gods Hagercrybs is the tiny village of Duderfurt, where the residents
have appeared over time, gradually changing the way Humanity live in fear of a local spirit they call ‘Lord Bärenbaum’. Only
thinks and behaves, just as older gods recede into nothing more ever seen out of the corner of one’s eye, the spirit emerges
than folk memory. Emerging beliefs and the relics of countless from the woods at twilight, whispering demands for fresh
old practices survive to this day in every corner of the Empire. milk, cat flesh, and blood. Those who glimpse him describe a
hulking, bear-like figure covered in lichen, with cold blue eyes
glowing in the half-light.
THE OLD FAITH
Bärenbaum is never satisfied and he has taken the life of several
Long before Sigmar, long even before the other gods, the people villagers who refused his requests.
of the Old World were united in the worship of Ishernos, the
god-and-goddess of nature, and a wide but mostly forgotten
pantheon of minor gods and spirits. Ancestors and Venerated Souls
Human ancestor worship is an ancient practice, sometimes
They were drawn to the stone circles that they found arrayed linked to the Old Faith, whereby a family honours its known (or
across the land, and a class of shaman known as ‘druids’ emerged imagined) ancestors, to give thanks and to seek their protection
to teach and record the folklore of these ancients. These from beyond the grave. Some witch hunters, Sigmarites, and
traditions are still upheld in rural pockets of the Empire, in priests of Morr consider talking to the dead perilously close to
half-forgotten hamlets and remote valleys. They seem primitive necromancy.
and are occasionally mistaken for Chaos worship, but present
day followers of the Old Faith feel their ancient connection to This form of worship is common amongst rural and illiterate
the land and an inheritance that goes back to its first people. people, so peasant families who uphold this tradition memorise
their ancestors as best they can. Weddings often involve reciting
Ancient Spirits the list of the in-laws’ ancestors. The nobility undertake ancestor
Ancient spirits have long been worshipped across the Old worship of a different kind, less concerned with veneration than
World and beyond. They manifest in a certain location and celebrating the importance of their forebears to elevate the
are shaped by mortals’ perceptions of the area. A recognisable status of their own noble family. They often employ scholars to
terrain feature such as a copse, a rocky crag, or a river, will often make their family tree as illustrious as possible.
have an associated spirit. Spirits are not restricted to natural
phenomena. An old house, ruin, or castle can also have its own Venerated souls are individuals who have achieved official
ancient spirit. recognition from a major cult. It is not unusual to find a holy
site or temple specifically dedicated to a venerated soul — a
Spirits can be contacted and summoned by mortals in a similar follower who epitomised the relevant god’s values. Some
way to daemons or ghosts. They appear in forms sympathetic achieved their status unofficially, by provoking such widespread
to their environment or shaped by their temperament — from devotion independent of cult approval, perhaps inspiring a cult
unusual Human forms to beings made from plant, rock, or of its own. Some of these grass-roots phenomena are co-opted
mist. They are peerlessly knowledgeable about their local area by official cults in order to control or benefit from the devotion
and so their wisdom is much sought after. They have myriad they inspire — witness the hysteria surrounding the recent rise
personalities and dispositions, often sly and elusive or capricious in the cult of Valten, a young man who is said by some to be the
and belligerent — some taking pleasure in the misfortune or Chosen of Sigmar.
even death of mortals. Any mortal who wishes to learn from or
attempt to get the better of the spirits should keep their wits
about them, and will be expected to placate them with offerings. SAMPLE VENERATED SOUL:
Dieter the Just — A Verenan priest from the mid-25th century,
Despite official discouragement, the worship of spirits is still Dieter was elevated as a venerated soul after his daring efforts
prevalent, even the norm, from the deserts of Araby to the to expose and destroy the Huyderman crime ring in Nuln.
steppes of Kislev. There is little to distinguish between ancient He was murdered in his chambers, his tongue pulled out and
spirits and gods, other than their scope and power. Perhaps they nailed to the top of his head. The cult recognised him twenty
are of the same essential stuff. years later and now he is venerated for his unflinching quest
for justice.

49
IV WA R H A M M E R FA N TA S Y R O L E P L AY

HEARTH AND HOME THE CULT OF KHAINE


Many of the great buildings of the Empire are temples, and Seat of Power: None
many of the most spectacular events are religious festivals. Head of the Cult: None, but a semi-legendary ‘Slayer in the
Worship can be a great social occasion and much of it is done Dark’ is said to preside over all cults in the Old World
publicly, such as the immense open air rites of Taal at the Primary Orders: Order of the Bloodied Hand, the Four Arms
spring equinox in Talabheim or Nuln’s ‘Righteous Procession’ of Khaine
dedicated to Verena. Devotion is also a private affair, with small Major Festivals: Hexensnacht (Death Night)
services conducted among extended families, or simple solitary Popular Holy Books: Tenebris Geheimnis, The Lafayif Alea’qarab
reflection in one’s own home. (‘Scrolls of the Scorpion’)
Common Holy Symbols: Scorpion, Serpentine Dagger
Most homes have a small area devoted to the household’s
private worship: perhaps just a section of wall where they light To Humans, Khaine is the patron of murder, a bloodthirsty god
candles to show their respect, or a table with simple sculptures who craves the souls of those killed in his name. Although
or charms, where the family place offerings. he is a recognised member of the Old World pantheon, most
folk shun him and his worship is proscribed in all but the most
These areas will often be decorated with images and symbols of degraded communities. Khaine vies with his brother Morr for
the household’s most favoured gods, ancestors, and venerated the souls of the dead, but his claim extends only to the victims
souls. These vary, depending on the household’s disposition and of murder.
role in society, but in the Empire it is generally expected that a
small space is set aside for Sigmar. Khaine’s worshippers have no central authority, so depictions
of their god vary. In the northern Old World he is a cloaked
figure with a tall red helm, dripping blood from his left hand.
MINOR GODS Across the south and east he is depicted as a squat, grotesque
figure with a leering, fanged mouth and four arms — holding
The Empire is home to countless minor gods. Some are minor a serpentine dagger, a scorpion, a beating heart, and the fourth
because they have a limited domain, and therefore will only ever dripping blood.
attract a few adherents, some because they are associated with
a local setting, some because they are inherently unattractive to Some confuse Khaine with Khorne, but whilst the two hunger
most Humans, and some because they are merely unfashionable. for blood, Khaine is a patient deity who prizes artful murder
over rage and violence. The Khainite philosopher Melmoch
Minor gods are more specific in their purview than the major justified murder in his name as a means to channel the killing
deities, and some are subservient to them, such as river gods urge inherent to Humanity, which would otherwise emerge as
who are considered the children of Manann. Others represent mindless violence and feed the gods of Chaos.
local interests only. For example, in the Silver Hills of Nordland,
the god Gnistre is believed to move through the rock, leaving
behind the veins of silver which bring wealth to Salzenmund SAMPLE MINOR GODS:
and the surrounding region. Haleth — Lady of the Hunt. Possibly an aspect of Rhya, Haleth
is an athletic woman armed with a bow. She is worshipped by
The Powers That Be hunters in the Northern Empire, who pray to her to find their
As the official pantheon of the Empire became more established, quarry and guide their arrows and spears.
vested interests grew less tolerant of the greyer areas of theology.
It would be convenient for the Empire’s rulers if there were only Borchband — God of Rhetoric. A god venerated by two distinct
a handful of cults, which all supported their rule. sets of worshippers. Politicians and lawyers entreat him to give
them the power to inspire others to do their bidding. Agitators
The worship of spirits, ancestors, and to an extent the minor worship him for the same reason, typically at odds with the
gods, is usually low key and localised. This is easy to tolerate. former group.
However, occasionally a cult will grow up and threaten the status
quo, or a local god’s more fanatical followers will destabilise an Bogenauer — God of the River Bogen. The townsfolk of
entire region. Bogenhafen pay dues to Bogenauer in thanks for the trade and
livelihood that he brings to the town. Bogenauer was originally
In these cases, the official cults are quick to act and put down the principal deity of a small tribe of Unberogens who settled
upstart cults or steer them in a more conventional direction. The in the area.
Sigmarites are especially egregious in this regard.
.
50
M I N O R G O D S , F O L K WO R S H I P & H E D G E C R A F T IV

Worshippers Strictures
Khaine’s followers typically come from those who have killing 0 All death is sacred, but only murder is sacred to Khaine
as a profession. Cut-throats, assassins, pit fighters, and even 0 Murder is an act of devotion, do not rush it
soldiers start out taking life as a necessity, but when it becomes 0 Murder is its own reward
a source of pride or imparts a feeling of power, the insidious 0 Do not let an opportunity to kill pass you by — each
whisper of Khaine drives them on to greater acts of murder. such moment is a blessing given by Khaine
0 Do not betray the cult, even in death
Some join secret cults, which exist in the shadows, hidden 0 Do not conceal the work of Khaine, even if it leads to
from the attention of the law and the respected religions. These your discovery
groups plot to murder victims through guile and stealth —
preferring strangulation, slashed throats, and a furtive blade to
open combat. These cults vary in their ceremonies, structure, THE ARTISANS OF DEMISE
and their preferred methods of murder but share consistent The Artisans are a select group of aristocrats who strive to
themes — rituals are conducted in black robes trimmed in red, perfect the art of murder. Each member competes to perpetrate
victims are killed regularly and usually carved with symbols the most aesthetically satisfying assassination, which should
of Khaine such as the scorpion. Beyond this they follow their take place in public, reflect something unique about the
own practices. Some conduct sacrifices in subterranean shrines, victim’s character, and have absolutely no motive beyond the
while others fight one another to kill the weakest among them. pursuit of artistic excellence and the veneration of Khaine.

Other Khainites are solitary — the reclusive assassin, the Each ‘piece’ is given a title and may take months to plan and
itinerant loner, or the hidden serial killer. A small number of execute. The society meet once a year in a different Old World
necromancers revere Khaine for his opposition to Morr and the city and often plan their artistry to coincide with this occasion.
belief that he is more willing to release murder victims for their There is an understanding amongst the Artisans that each of
vile magicks. them is a legitimate potential victim.

Holy Sites
Cultists of Khaine can be found throughout the Old World,
but there are no significant centres of worship for such a
fragmented religion. Towns, cities, and ports with shifting
populations tend to harbour more cultists, as victims are easier
to find and discovery less likely. Temples and shrines depend
on cult membership — from a richly-appointed chamber in
an assassins’ guild to a stinking oubliette beneath the butchers’
quarter.

Beneath Wurtbad is a large bowl-shaped temple known as the


‘Cradle of Blades’ where cult leaders from across the Empire
meet each year, but they are too disparate and headstrong to
coordinate real alliances. On the Middenheim-Erengrad Road
is ‘The Forest Inn’, a coaching house which has become a secret
temple to Khaine, preying on unwary travellers.

Penances
Those who defy Khaine’s strictures usually make recompense by
becoming the next victim. Cunning followers can restore favour
by conducting an act of spectacular murder, such as slaughtering
a priest of Morr in broad daylight or butchering an entire room
of guildsmen.

51
IV WA R H A M M E R FA N TA S Y R O L E P L AY

THE CULT OF SOLKAN Worship Today


In the Empire, Solkan worship is the preserve of eccentrics
Seat of Power: None, but the most notable temple is in Remas and extremists. Solkan’s rigid, inflexible morality appeals to
Head of the Cult: Dominus Ultor those drawn to absolutes, who burn to impose order on the
Primary Orders: Order of the Shattered Amulet, Order of unpredictability of real life. Although the cult is not proscribed,
Light and Law it is unpopular, especially amongst the cults of Verena, Ranald,
Major Festivals: Summer Solstice, Geheimisnacht (Night of Sigmar, and Shallya. There are few shrines to Solkan and most
Vigilance) are found in private residences — usually a whitewashed room
Popular Holy Books: Liber Flamma Purgatio with an altar bearing a golden sword and a window facing the
Common Holy Symbols: Flaming Sword, Golden Mask or rising sun.
Clenched Fist
A small number of Witch Hunters revere Solkan as the only
Solkan is the unyielding god of righteous vengeance. He is the patron unbending enough to quell the forces of Chaos and
most prominent of the Gods of Law, obscure deities almost change. Covert Solkanites have infiltrated the Order of Sigmar
forgotten in the Old World. Solkan embodies the need to and seek to eliminate the perceived failings of the Empire’s
avenge wrongs and eradicate corruption. He is portrayed as a patron god.
tall man in Classical robes, wearing a gold mask sculpted with
an immaculate beard and an expression of resolute fury. Around Söll still has followers in Wissenland, in the former province
his head is a blazing nimbus, representing his role as a sun god. of Solland. It is no coincidence that the Solland Runefang was
named ‘Grudge Settler’ and the provincial symbol is a golden
Solkan and his followers see the world in black and white — he sun. Worshippers in Solland believe their god will avenge and
hates chaos, change, and ambiguity. Only through eradicating restore their sovereignty, by wiping out the Orc successors of
corruption and restoring order can he rule over an unending Gorbad Ironclaw. There is a part-ruined temple to Söll just
realm of stability. outside Steingart, with faded wall frescoes of Söll vanquishing
a horde of Bloodletters.
History
In the distant, mythic past, the Gods of Law fought a war Solkan is a relatively mainstream god in Tilea — a strict but
against the Gods of Chaos. Solkan was the most martial of the benign force of stability and rectitude. Most Tileans invoke his
pantheon, so he met with Khorne and his servants in battle. name when they have been wronged, feel entitled to revenge,
While the Avenger’s blazing sword won many victories, his or when a situation has become overly complex. He is a patron
fellow gods were captured or forced to retreat. The Gods of Law of the vendetta, a particularly Tilean feuding tradition with
lost the war and disappeared into obscurity. Only Solkan clings particularly stringent rules.
to power, much diminished, albeit with a renewed fury against
the Ruinous Powers. Tilea’s Solkanite inquisitors investigate and torture those
suspected of spiritual corruption. Their seat of power is Solkan’s
Ruined temples suggest the oldest Human cult originated in most significant temple in the Old World, in Remas. This
Tilea around ancient Remas. Solkan had a place in the myths of imposing structure of unblemished white limestone towers
the southern Old World, the unsmiling judge in the pantheon of above the city, its 200-foot spire topped with a golden sword
Classical gods. Roostmaster Gregor of the Verenan monastery that turns upon a pivot to point towards the sun. From this
of Eyrie claims Solkan’s cult is older — that he is a primaeval temple the Dominus Ultor directs his inquisitors and priests
sun deity originating from Ancient Nehekhara, or even a pre- to never rest in a quest to seek out the unclean for retribution.
Human entity from the ranks of the mysterious Old Ones.
Beliefs
Elsewhere in the Empire and Bretonnia are primitive cave Followers of Solkan insist the world was once perfect, as the
paintings of a solar figure with a flaming sword. The sun god Gods of Law ruled all. But the Ruinous Powers tore a hole at
Söll is a northern incarnation of Solkan, the patron of the the top of the world and disorder permeated the mortal realm.
Menogoth tribe. Worship declined with the ascendance of the Worshippers believe Solkan demands they enact retribution
cults of Sigmar and the Lady — today, northern Solkanites in against everything tainted. He is the purifying fire, the light of
the Empire are influenced by the modern Tilean cult rather the brightest sun. One day Solkan will leave his celestial palace
than their own ancestral heritage. to burn away Old Night and restore order — until then, no man
or woman can escape his scrutiny.

52
M I N O R G O D S , F O L K WO R S H I P & H E D G E C R A F T IV
Righteous anger is the only pure emotion for Solkanites.
Other strong feelings feed the Ruinous Powers and must be Strictures
controlled. Compassion and moderation are signs of weak 0 Revere the sun’s cleansing light each day
resolve which give Chaos a foothold in the world. Solkanites 0 Suffer nothing tainted by the Ruinous Powers — seek
have special enmity for those who use magic or prophecy — it out and obliterate it completely without pause or
powers which draw on Chaotic forces. The cult is disdainful of negotiation
other Old World gods — although they have learned to keep 0 Suppress all emotions, other than righteous fury
these views discreet. They believe the ‘soft’ gods accommodate 0 Do not tolerate signs of impurity such as flirtation,
Human failings and allow the pervasive advance of Chaos. music, dancing, or frivolity of any kind
0 Never compromise
Such uncompromising followers frequently see deviation and
lack of purity in one another — especially when pragmatism PLAYING A PRIEST OF SOLKAN
overrides dogma. The cult has many splinter orders, ranging Solkanites are zealots, more extreme and inflexible than even
from secretive mystery cults in the Empire to powerful the most fanatical Sigmarite — and they don’t play well with
organisations in Tilea. others. Character Solkanite priests could quickly become
insufferable for your group, overwhelming social situations and
The Order of Light and Law — An order of inquisitors, refusing to accept nuance or compromise.
powerful in Remas and influential elsewhere in Tilea and
Estalia. In 1586 IC, the priesthood was slaughtered by the As such, priests of Solkan work best as antagonists or NPCs.
Daemon Prince Be'lakor as they tortured the oracle Necrodomo. If you have a very skilled player, who is willing to keep
They have lost face in recent years since they failed to protect their faith restrained, accumulate Sin points, and play out
Remans from a summoned daemon known as the Mardagg. In the tensions as they inevitably break strictures, it may work
the Empire, witch hunters who follow Solkan typically align well. Alternatively, you could run a whole party of Solkanites,
themselves with the Order of Light and Law. constantly accusing one another of backsliding…

Order of the Shattered Amulet — A peculiar fellowship


of itinerant priests who seek the four fragments of Solkan’s
amulet, shattered by a daemon of Khorne. This circular amulet
was decorated with an unknown inscription and four serpents,
consuming one another in a circle. Recent discoveries suggest
the shards have been uncovered by Skaven.

Cult of the Vengeful Blaze — A secretive cult in Altdorf, the


Cult of the Vengeful Blaze have infiltrated the government and
military of the Empire’s capital. For more details, see Altdorf:
Crown of the Empire.

Knights of Purity — The Brotherhood of Purity is a charitable


organisation in Marienburg, which is a front for the Knights of
Purity, xenophobic fanatics dedicated to eradicating the smallest
hint of Chaos wherever they see it. The Sword of Solkan is their
agent, a mysterious vigilante who hunts and executes mutants
in the port city.

Söll’s Faithful — A localised folk religion in ‘Auld Solland’, the


priests of vengeful Söll agitate for Solland’s independence and
against the earthy rites of Rhya.

Penances
Penances from Solkan are tests of resolve and purity. Typical
tasks involve avenging a great wrong or utterly destroying
the tainted, especially when they require the penitent to burn
something they hold dear. Solkan is never satisfied — penance
is common amongst his cult.

53
IV WA R H A M M E R FA N TA S Y R O L E P L AY

PRIEST OF SOLKAN ‘ You think the Order of Sigmar are fanatics?


Wait until you meet a Solkanite — they can glean
Human
corruption from any innocent word or action'
— Antal Buchen, Talabecland Road Warden
You live to enact the divine will of Solkan, restoring pure order to a
world hopelessly corrupted. ‘They’re unhinged and totally sincere. I suspect we could
discern some ancient wisdom if we managed to see past their
Priests of Solkan are austere, humourless individuals. During deranged rants and attempts to burn the whole College.’
rituals, they wear white and gold robes in the style of ancient — Hierophant Lotta Hohensehf
Tilea. Many don a golden mask in imitation of their god, with
a stylised countenance of implacable fury.

Certain priests revere the whole pantheon of Law, fighting


a losing battle to reassert their influence in the Old World.
Nevertheless, it is the Divine Avenger that dominates their
thoughts and actions.

PRIEST OF SOLKAN ADVANCE SCHEME


WS BS S T I Ag Dex Int WP Fel
h h h

Career Path
hAcolyte — Brass 2
Skills: Athletics, Cool, Endurance, Intimidate,
Intuition, Lore (Theology), Outdoor
Survival, Perception, Pray, Research
Talents: Bless (Solkan), Holy Visions,
Read/Write, Strong Minded
Trappings: Hand Weapon, Symbol
of Solkan, Wooden Mask

Priest — Silver 1
Skills: Art (Writing), Gossip, Language (Classical),
Leadership, Lore (Politics), Melee (Basic),
Talents: Etiquette (Cultists), Hatred (Chaos),
Impassioned Zeal, Invoke (Solkan)
Trappings: Ceremonial Robes, Gold-
plated Mask, Staff of Law or Sundial

Inquisitor — Silver 3
Skills: Language (Estalian or Tilean), Lore
(Chaos), Lore (Torture), Ride (Horse)
Talents: Acute Sense (Any), Holy
Hatred, Menacing, Strong-minded
Trappings: Black Inqusitor’s Attire, Entourage of
Acolytes, Instruments of Torture, Riding Horse

Grand Inquisitor — Silver 5


Skills: Charm, Entertain (Speeches)
Talents: Fearless (Magic Users), Iron
Will, Pure Soul, Resistance (Any)
Trappings: High Quality Robes, Replica
of Solkan’s Amulet, Temple

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M I N O R G O D S , F O L K WO R S H I P & H E D G E C R A F T IV

MIRACLES OF SOLKAN Light of Stasis


Range: 4 yards
Below are six Solkanite Miracles. See WFRP page 222 but note, Target: 3
Solkan will not allow a priest with any Sin Points or Corruption Duration: Fellowship Bonus Rounds
Points to work a Blessing or Miracle in his name. You utter a terse prayer to the Gods of Law requesting respite
from change. The scene around you is bathed in pale light and all
within is trapped in temporary stasis — frozen and unchanging
SOLKAN'S BLESSINGS for the duration of the Miracle. All targets cannot act or move
Priests of Solkan can access the following Blessings as per in any way — anything affected by the passing of time (falling
WFRP page 221: objects, missiles, injuries, Conditions, etc.) will pause until the
end of the Duration.
Battle, Conscience, Courage, Hardiness, Might, Tenacity
Still the Winds
Range: Fellowship Bonus yards
Absolute Purity Target: Area of Effect (Fellowship Bonus yards)
Range: You Duration: Fellowship Bonus Rounds
Target: Area of Effect (Fellowship Bonus yards) You beseech the Gods of Law to calm the Winds of Magic. For
Duration: Instant the duration of the spell, within Fellowship Bonus yards, all
With a cry to Solkan, you inflict the Avenger’s wrath on the magic is dispelled, magic items temporarily lose their magical
impure. A wave of cleansing flame washes Fellowship Bonus qualities, and Channelling and Casting Tests automatically fail.
yards from your person, inflicting agony on all that Solkan Second Sight reveals the Winds are inert within the area of effect.
abhors. Anything in the area with Undead, Daemon, or Spellcaster
Traits, any Sin or Corruption points, or any Arcane Magic, Chaos
Magic, or Petty Magic Talent receives 1d10 Wounds, ignoring THE GODS OF LAW
Toughness and APs — this includes you and any allies or The Gods of Law are a spe
nt force. Theologians and
invoke their names or hunt mystics may
bystanders. for lore in ancient tomes,
deities are too otherworldly but these
and absolute for the moder
Fist of Vengeance full pantheon remains un n world. The
fathomable — each god rep
Range: Fellowship Bonus yards aspect of purity, largely inc res ents an
ompatible with Human psy
Target: 1 Perhaps only a cold-blooded cho logy.
, reptilian intelligence cou
Duration: Instant comprehend their complexit ld ever truly
You call on Solkan to smite those who defy his will. An almighty y.
Solkan is the only god wh
concussive blast hits your target, inflicting 1d10+WP Bonus ose role adapted to Human
the restoration of order an perspectives —
Damage, ignoring AP. d purity translates readil
for revenge. y int o the need
Alluminas — The embodim
Flaming Blade ent of pure stasis, a god of
everlasting,
Range: You
immobilising light. Hierop
hants of the Light Order occ
invoke Alluminas during asionally
Target: You their rituals and several Lig
Duration: Fellowship Bonus Rounds are actively researching the ht Wizards
Gods of Law.
Solkan grants your weapon the power of his pitiless fury. If Astasis — Also known as
Arianka, a deity that rep
you are wielding a sword, it is wreathed in white hot flames. It of form. During the war wit resents purity
h the Ruinous Powers, Ar
becomes a Magical weapon with +6 Damage. Anyone struck by imprisoned by Tzeentch. ianka was
Rumours of her earthly loc
the blade gains +1 Ablaze Condition. the folklore of the eastern ati on live on in
Old World. It is said that
keys can free her from her a set of crystal
Fury of the Righteous Sun coffin.
Daora — A representation
Range: Fellowship Bonus yards of pure, total knowledge. Sc
Daora is an ancient aspect holars believe
Target: Area of Effect (Fellowship Bonus yards) of Verena.
Unnamed Craft Deity —
Duration: Instant There are hints of an unkn
fragmented scroll found own god in a
You implore your god for total illumination. A blinding light in Magritta. This entity
creation, the imposition of embodied pure
pours from the sun, making it impossible to see. All within order on crude matter.
Fellowship Bonus yards receive a number of Blinded Conditions The pantheon is symbolis
ed by a sundial, which rep
fixed point around which resents a
equal to your Fellowship Bonus. The searing light also acts as a the light of the sun procee
magic missile with Damage of +2 on all it hits. revolution. ds in orderly

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IV WA R H A M M E R FA N TA S Y R O L E P L AY

Dark Druids
CULT OF THE OLD FAITH Ancient tribes that migrated north into the Empire practised
many types of spirit-magic, including mortuary rituals that
Seat of Power: None would later influence necromancy. The oldest druidic circles
Head of the Cult: None often consist of waystones repurposed into animal totems in the
Primary Orders: The Hunt, the Truthseekers likeness of old southern gods. Mounds and dolmens housing
Major Festivals: The Summer and Winter Solstices, the Spring the remains of barrow kings are sometimes guarded by these
and Autumn Equinoxes statues. Over the centuries, witch hunters and Jade Wizards
Popular Holy Books: None have driven Old Faith druids into obscurity by claiming that
Common Holy Symbols: Sigils of the Old Gods, Circles, their nature gods are truly Chaos daemons.
Triskeles, and Spirals

Worshippers
Seen as the most backwards and bucolic of the Empire’s folk, THE NAMES OF LOST GODS
worshippers of the Old Faith forsake the new gods and live These deities are sometimes worshipped by surviving followers
by the ancient traditions. The Old Faith was once ubiquitous of the Old Faith, though it is a dangerous practice to make
throughout the lands that now comprise the Empire, and far mention of them too openly. On one hand the Witch Hunters
beyond. Now it is consigned to the margins and the wilderness, of the Order of the Silver Hammer do not take kindly to
closer to the nature which it reveres and away from the openly uttering names of gods from pantheons they believe best
persecution which suppressed the Old Faith over the centuries. forgotten, but a worse fate may be to fall into the hands of a
necromancer, who seeks knowledge of the traditions of old gods
There is not any one true Old Faith, it is a collection of beliefs to better commune with spirits who inhabit ancient barrows.
and traditions that date back to the time before the gods as they
are currently understood were worshipped. Goederan, the Mother of the Gods. Goederan is not conceived
of as an earthly force, but a cosmic one who gave rise to the
Adherents of the Old Faith are organised around the family, gods. She is seen as a rather distant and unrelatable figure, who
with long lineages closely associated with Ishernos, the god- journeys the skies in her silver chariot.
and-goddess figure seen as governing nature and fertility. The
most exalted are the Druidic Families, who see themselves as Medhe, the Stormlord. Medhe was a very important figure to the
descendants of Belthani shamans. folk who settled in the ancient Vorbergland, and many barrows
are decorated with his sigil. At one time he may have been a
There are rare individuals in towns and cities who revere the significant god of magic, for many enchanted artefacts, including
Old Faith, usually from a philosophical standpoint. The Jade swords and cauldrons, are said to have been blessed by the
Order of wizards was founded by Teclis and took inspiration Stormlord. He was perhaps the most invoked of the powers of
from the druids’ natural affinity for the wind of Ghyran. There the Old Faith, seen as a more reliably interventionist force than
remain members of the Order who hold sympathy with the Old his divine mother.
Faith, even studying it to see how its trappings and practices
might be of benefit to their own magical workings. Naiedhe, the Trickster Goddess. Naiedhe is seen as a goddess
associated with many petty charms and conjurations. Legends
Holy Sites are told of her ability to use magic to confound enemy sorcerers
The holy sites of the Old Faith are the stone circles, dolmens, and weave enchantments of her own.
and cromlechs which stand across the Old World. Followers
believe these places of power have belonged to Ishernos since Cailledh, the Goddess of Rage. A battle goddess. Small statues
the creation of the world, but they are mistaken. The first of a warrior woman are occasionally found in barrows and other
Humans to settle the Old World stumbled upon the waystones ancient sites. Scholars suppose that Cailledh may have been a
of the Asur and other older civilisations, sensed their power, and precedent for Myrmidia
worshipped there. These places remain sacred, even as Asur have
explained to select Old Worlders why the stones were erected. The God of Death. The nameless deity who rules the watery
otherworld where the spirits of living beings are said to pass
Many stone temples have been desecrated over time, whether after death. Little is known of this deity, and it has no formal
by Humans, Beastmen, or other creatures. More subtle places name or official title, being thought unknowable by those who
of worship go largely undetected. Ponds, grottos, glades, copses have not passed on.
and the like serve as hidden sacred sites for the cult. They are
only given away by the pooling of power and their circular shape.

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M I N O R G O D S , F O L K WO R S H I P & H E D G E C R A F T IV
However, something about the stones also attracted mists and
Albion and the Truthsayers rain, and over a short period of time the fertile land of Albion
The island of Albion lies in the Great Ocean to the west of became a boggy region where few crops grew.
the Old World. It is a mysterious place, shrouded in fog and
swathed in wide stretches of stinking peat mire. Little is known The Truthsayers were isolated. They preferred the safety of their
of the island, and much of what is said about it is rooted in remote Isle to the danger of the outside world and became
legend rather than fact. Whilst the sea journey to the island introverted and reclusive. The Giants of Albion also suffered
from the Old World is not necessarily long, the mists and from their imposed isolation. Centuries of inbreeding dulled
squalls that rise up around Albion serve to mislead and confuse their minds. When the danger of Chaos vanished, they became
all but the most skillful of navigators. bored and restless and resorted to mindless displays of strength
in order to pass away the time. The tribes of men on the island
Albion is the home of a druidic tradition that bears a degree of also suffered a similar fate, they degenerated into a race of
similarity, in terms of its aesthetics and rites, to the Old Faith as warring tribesmen and primitive cave dwellers.
practiced in certain rural areas of the Old World. However, the
tradition underlying the role of Truthsayer is distinct from that During all this time the Truthsayers continued to teach a chosen
of other ancient practices in the Old World. few of each successive generation their secret magic, waiting
for the day when their masters would return. Each Truthsayer
The Coming of Chaos would be taught in minute detail the ritual ceremonies that
To hear the Truthsayers tell it, once the isle of Albion was a were needed to maintain the mists that enveloped the land.
bright and sunny island, where crops grew and the forefathers They would each learn of the nature of the stones and the
of Elves, Dwarfs, Humans, and Giants received tutelage from offerings that were made so that the magical power of these
godlike beings on the manner of enlightenment and plans for stones never waned. Over time though the ancient laws were
the development of the world. However, before such lessons forgotten and although the Truthsayers still practise their art,
could be properly imparted, a great disaster befell the world. it is but a shadow compared to the powers that used to be at
Hordes of daemons and other chaotic creatures emanated from their command. Some practises still survive, and on nights
the polar wastes of the world and sought to overrun it. when Mannslieb is full, the Truthsayers gather and perform
ceremonies in order that the mystical energies stay bound to
The Truthsayers claim that their own founding members the stones.
instructed the Giants of Albion to construct the Ogham
monuments, rings of standing stones possessed of the mystical Whilst the practices of the Old Faith may resemble those of
properties that helped stem the flow of Chaos and spared the the Truthsayers, and work to similar ends, most followers of the
world from the depredations of the daemons. Old faith believe in their own pantheons of gods rather than the
mysterious architects of Albion.

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IV WA R H A M M E R FA N TA S Y R O L E P L AY

The Dwindling of the Old Faith Penances


The Old Faith struggles to survive. The gods and powers The most common penance for Old Faith worshippers is to
associated with the traditions of the Old Faith are long passed spend time in the wilderness, alone. This is often welcomed
out of memory of all but a few stalwarts, and no longer seem to as an opportunity to refresh and reflect rather than seen as a
grant miracles or blessings even to their most faithful followers. punishment.

The practice of Hedgecraft is assumed by many folk to be an The most common punitive penance is to be exiled from one’s
extension of the Old Faith. In fact it is not, but a tradition of home, permanently. This is seen as the painful severing of ties
spellcraft that has roots of a similar vintage. Hedge Witches with one's very nature.
may bear a certain aesthetic resemblance to druids, but this is
because they prefer rustic clothing and ritual trappings that Strictures
share an archaic and folksy design. Hedge Witches may well 0 Respect all that is natural
seek out followers of the Old Faith to share in their folklore and 0 Never harm an animal except in self-defence or for food
ritual practices, but Hedge Witches do regard the followers of 0 Do not disturb the places of power
the Old Faith as rather reactionary and unwilling to recognise 0 Care for our holy sites, repair them when they are
that their gods and goddesses have been superseded. damaged, honour them when they are disrespected
0 Keep the traditions of the Old Faith and see that they
The followers of Taal and Rhya have some sympathies with the do not die
followers of the Old Faith. These deities are almost as ancient
as the beliefs of the Old Faith, and many theologians suspect
that Ishernos, the god-and-goddess of the Belthani, gave rise PRIESTS OF THE OLD FAITH
to Taal and Rhya. The domains of wild nature, and domesticity
and agriculture are important aspects of Ishernos that have been The following Careers could be taken by Characters who
split up and embodied in Taal and Rhya. Followers of the other venerate the Old Faith:
old gods, Manann and Ulric, are ambivalent towards the Old
Faith, bearing it no particular enmity, but seeing it as very much 0 Nun
a spent force. 0 Priest
0 Warrior Priest
The followers of more recently established cults, such as those
of Morr, Shallya, Verena, Myrmidia, and Ranald, are also However, because the gods of the Old Faith are largely faded
ambivalent towards the Old Faith, but do regard its practice with and forgotten, the powers available to a follower of the Old
more patronising amusement. These are gods and goddesses of Faith are less potent than those available to the followers of
civilization and cities, and they have little in common with the other gods. They are more varied in their application, however,
folksy rites of Old Faith druids. as a follower of the Old Faith can appeal to their distant
pantheon, rather than to a single jealous deity.
The followers of Sigmar are also inclined to aim mockery and
superstition towards followers of the Old Faith. This is usually When a follower of the Old Faith gains the Bless (Old Faith)
harmless, if condescending, behaviour, but on occasion followers Talent, they are not given six Blessings as the followers of other
of the Old Faith have been persecuted as witches by particularly gods, but may choose whichever six Blessings they like.
zealous Sigmarite Witch Hunters.
However, when the Character acquires the Invoke (Old Faith)
A tradition of druidic practice is also common to the religious Talent, they do not learn any Miracles. Instead they may learn
caste of the island of Albion, though this is distinct again from an additional Blessing, and may purchase additional Blessings
the Old Faith. The Truthsayers of Albion are heirs to a tradition for the same XP cost that a Character with the Invoke Talent
of following the great plan set down when the Old Ones walked would normally spend on extra Miracles.
the earth. Their practices may resemble the rites of the Old
Faith in appearance, but they are far more potent and practical,
and have not dwindled with time.

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M I N O R G O D S , F O L K WO R S H I P & H E D G E C R A F T IV
Hedge witches accept responsibility for the well-being of
LIVING AT THE HEDGE their neck of the woods; this includes the land as well as the
people, for often the two are tightly linked. They are healers,
Hedge witches are defined by three words: community, counsellors, and often historians of the little things scholars
responsibility, and survival. What these words mean to each ignore — names for small springs, local family lineages, and
hedge witch can differ, but they are all important. Hedge which sow produces the healthiest piglets. When their land
witches are often confused with members of the Old Faith, and their people call, they are there. Hedge witches survive
but whilst the two traditions may share much in common, the by the protection and support of their communities, to which
dividing line is that the Old Faith is the practice of ancient they have proven their bond by upholding their responsibilities.
(and increasingly obsolecent) religion, hedges witches practice If they have to run, their skills keep them safe and fed in the
ancient (and not so obsolescent) magic. wilderness. Knowing when to run is often a matter of being
informed sooner, not later, whether by their communities, or
through personal observation and wisdom.

THE HUNT
The Hunt is a loose network of Old Faith followers of the
eastern margins of the Empire, especially Talabecland and
Ostermark. Knowledge of fellow members is limited to those
who live close by, and with such a dispersed membership,
communication throughout the Hunt is deathly slow.

When sacred sites or cult members are threatened, the Hunt


comes together belligerently, to help or exact revenge. Violence
is not inherent to the Old Faith, but the Hunt believe that it
is the only way to protect against the onslaught of the modern
Most hedge witches bond themselves to groups of people, gods.
typically small rural settlements and dispersed farmsteads. Even
loners in mountainside hermitages are usually within a day’s When the Hunt strikes, it does so surgically, then members
travel of a community. Hedge witches on the road tend to their disappear into the countryside.
fellow travellers, innkeeps and their patrons, and the coachmen
who dare to live a life on the road.

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IV WA R H A M M E R FA N TA S Y R O L E P L AY

MAGIC AND KNOWLEDGE History of the Hedge Witches


When the Belthani, the early tribes, first arrived in the lands that
There are no formal schools for the Lore of Hedgecraft. It is a would become the Empire, there were hedge witches among the
magical tradition passed from teacher to pupil, shared between people. Such folk practised their arts openly, brewing potions,
friends, and traded with trusted acquaintances. Often, a hedge crafting charms, and advising tribal chiefs. As the tribes settled
witch comes from a long line of hedge witches, with knowledge in different regions, distinct traditions evolved. In Averland,
handed down, parent to child, generation after generation. hedge witches are thought to arise from the rites practised
Hedge witches without heirs look to siblings’ children or by Brigundian priest-kings; in Nordland and Ostland, there
trustworthy and capable offspring from well-liked local families. is evidence to suggest that the worship of a nearly forgotten
goddess, Halétha the Guardian, gave rise to the customs local
Inevitably, exceptions exist: the hedge witch who saw and hedge witches follow; in nearby Middenland, a divine ‘Chieftain
understood the Winds of Magic from childhood; one befriended of Cats’, presumed by many to be an antecedent of Ranald, is
and taught by a spirit of the fields; another who badgered their credited as a divine progenitor; and in Wissenland, folk have
local wise woman and proved themself worthy. come to believe that hedge witches were inspired by Verena,
who blessed them with a gift of wisdom and arcane knowledge.
Effective hedge witches never stop learning. When paths
cross, and if they recognise a kindred spirit, they learn from The common threads explain the belief among many hedge
each other, taking the opportunity to share local information witches that they are the beneficiaries of divine favour, carrying
and knowledge, both mundane and magical. Hedge witches down through the centuries a blessing bestowed on them by a
are wary and careful, but also practical, grasping lucky chances deity. They therefore tend to regard themselves as being more
when they appear. like priests than witches.

Mundane knowledge and lore are as important to hedge witches The cults of Ulric, Taal, and, later, Sigmar, always viewed hedge
as any spell, frequently more so. People visit hedge witches — witches with suspicion. The Taluten tribe of Talabecland were
and, importantly, trust them — for practical wisdom and advice evangelical about their devotion to Taal, and tended to regard
on many matters, such as farming, herb lore, and child and hedge witches as rivals. Many practitioners of Hedgecraft
animal care. They’re often the local historian for events going claimed that the wilds were full of dangers only they could
back generations; they know where the forgotten graveyard confront, which deepened the divisions between hedge witches
is, who was the product of an affair two generations back, and and the devotees of Taal. The Teutogens of Middenland
why the old mill was closed down seventy-four summers ago. worshipped Ulric, God of Wolves, Battle, and Winter. The
They enthusiastically grasp any opportunity to learn more values of the warrior god clashed with those who resorted to
about where they live and anything their communities might be the tricksy ways of the Chieftain of Cats. They too came to
exposed to. Imperial wizards often proclaim that knowledge is distrust the hedge witches.
power; hedge witches know that knowledge is survival.
But it was when the worship of Sigmar spread throughout the
Hedge witches are often first to speak to pedlars and travellers, Empire that hedge witches began to suffer true persecution.
seeking to know who’s visiting and what news they’re bringing. There are hedge witches who claim the trouble grew out of
They are the last to speak to visitors when they leave, keeping a form of professional jealousy, that Sigmarites were envious
up with what everyone has said and bought. They always of the reputation hedge witches had earned for themselves as
buy something from vendors, cultivating friendly, trusting guardians of communities. Sigmarites, for their part, simply
relationships, and thereby learning things folk wouldn’t tell claim that hedge witches are true witches, twisted by Chaos,
just anyone. Consequently, hedge witches often know all and that the wages of Witchcraft are to be burned at the
about nearby towns, the state of the roads, and noteworthy stake. The genuine affection that many rural communities held
or infamous folk. (It also means their homes are often full of towards practitioners of Hedgecraft stalled their persecution,
small items they don’t need and are happy to sell.) However, a but by the Age of Three Emperors in 1547 IC, hedge witches
good hedge witch seeks to distinguish truth, exaggeration, and were regularly executed in areas of the Empire where Sigmar or
outright nonsense in all of their dealings. Ulric held sway.

Keeping an eye and ear open means hedge witches quickly learn By the time of the Great War Against Chaos, witch hunters
of trouble heading for their community. A dishonest trader, a drew scant distinction between hedge witches and any other
company of greedy soldiers, or an incognito Imperial wizard sorcerer. Even in Middenheim, where other wizards enjoyed a
and entourage searching for potential apprentices: all bring degree of freedom, hedge witches were persecuted, and across
problems with them and are better known of before they arrive. the Empire, Hedgecraft had degenerated into a forbidden,
furtive practice.

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M I N O R G O D S , F O L K WO R S H I P & H E D G E C R A F T IV

IN THE CITY, ON THE ROAD


While the word ‘hedge’ suggests countryside, hedge witches are not limited to villages and forest hermitages. Plenty travel the roads
and waterways, working the inns and safe harbours. They become pedlars selling herbs and charms. They travel with carnivals, regaling
audiences with tales from folklore. They tend the Reik’s sailors with healing and bone-setting. This is a good and often safe life for
a hedge witch. While it exposes them to people who regard them as outsiders, it also keeps them moving, one step ahead of anyone
following them.

Others establish themselves in towns, even cities, where their skills are just as valuable. With poor sanitation and crowded streets,
there are many more sick people than in the fresh air of the countryside. There are plenty of horses that need doctoring, too. City
hedge witches know which houses are growing useful herbs in their guttering and which wells are unsafe to drink from. They know
the layout of the streets and alleys, the history of the local gangs, and who’s on the rise in the Teamsters’ Guild. Even the Cult of
Shallya calls on them. The witch hunter threat remains, but the Physicians’ Guild can be a bigger problem; at least they threaten
fines rather than fire.

Those few remaining hedge witches who followed their A sensible hedge witch is more than happy with that, as long
traditions did themselves no favours in 2304 IC, when Magnus as their skills are trusted, respected, and called upon. However,
the Pious, at the urging of Teclis, announced amnesties for common folk who are entirely in the dark are more likely to
‘hedge wizards’ who would be willing to abide by Teclis’s turn on a hedge witch should the truth emerge. It’s often better
program of tuition. Many hedge witches regarded the broad that local folk know the truth, but be able to easily brush it
term, lumping them in together with a motley assortment of aside. A supportive village is better than any secret society.
seers, illusionists, and conjurors, as an insult, and the imposition
of an Elven understanding of magic as unjust. Many opf them While some hedge witches live outside their communities, in
rejected Teclis’s offer, and as a result they have remained targets nearby caves and forests, most hide in plain sight. They are
of fear and oppression. farmers, working the land, tending their animals. They may
only have a small field or a handful of goats, or just work the
Avoiding Persecution baron’s land, but they fit in. Their other skills, while important,
Magic taught outside the Imperial Colleges is outlawed. Even are secondary to who they officially are: just another peasant.
easy-going communities can be turned against a well-liked
hedge witch when the crops fail again, or by charismatic, Alternatively, they could marry a well-established or important
manipulative figures out to cause trouble. For this reason, hedge figure, usually someone respected and trusted, such as the
witches are very cautious when using spellcraft. Instead, they blacksmith or a farmer known for their honesty and fairness;
prefer to work magic in the least obvious manner possible. The the pairing combines skills, local usefulness, and popularity,
key to this is their mundane skills: lore, healing, and herbalism. offering greater protection. Practical hedge witches agree that
marrying for love is very nice, but mutual fondness and respect
Petty magic can be disguised as honest knowledge and are far more valuable in every way.
experience: Purify Water can be seemingly accomplished by
the addition of herbs; Spring by dowsing or professed local
knowledge and application of a shovel; Animal Friend is down
to your likeable nature; Careful Step is simply being comfortable HEDGE MOOTS
in the wilds; Bearings comes through knowing where the sun Hedge witches isolate themselves from one another to avoid
rose this morning. Hedge witches are always wise to be ready attention, but it was not always so. Upon a time, hedge witches
with a natural explanation for anything they do. scattered around a region gathered at seasonal hedge moots
under a full Mannslieb to share knowledge, gossip, cake, and a
A hedge witch is rarely called a ‘hedge witch’, because hedge few jugs of cider. They celebrated the season and paid respect to
witches get burnt. Even ‘wise woman’ or ‘cunning man’ are risky local gods and spirits. Moots often took place at sites connected
prospects, though often ignored even by witch hunters. Instead, to the Old Faith: stone circles, dolmens, and barrows. Rarely
they are known as the herbalist, midwife, or horse-doctor. known to outsiders even in the past, such gatherings are unheard
This is not just local folk being discreet to avoid accusations of nowadays. There are many hedge witches who seek a way to
of harbouring a witch. Sometimes they are honestly unaware safely reinstate the tradition.
magic is at work.

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IV WA R H A M M E R FA N TA S Y R O L E P L AY

Other Hedgefolk are expert craftsmen, able to fashion elaborate


THE LORE OF HEDGECRAFT charms and talismans for various purposes. Lastly, the relatively
unknown hedge walkers are masters of the spirit world, known
Hedgecraft has been practised for uncounted centuries in the for their ability to ‘walk the hedge’, the boundary between the
Old World. During this time, several distinct traditions have physical and the immaterial.
formed. Arguably the most famous are the so-called ‘cunning
folk’ or ‘wise ones’, practitioners of folk magic known for their Dagger of the Art
skills at warding against any evil, be it disease, mischievous CN: 4
spirits, or the influence of other witches. Range: You
Target: You
Duration: Willpower Bonus Rounds
ALTERNATIVE SKILLS AND TALENTS You grasp a stick no longer than eight inches in length and
The Hedge Witch Career emphasises herbalism. You could transform it into a magical weapon. This counts as a dagger
also consider a Hedge Witch to be an animal doctor. Players that possesses the Magical Quality. The Dagger of the Art is
who want to demonstrate this can swap Lore (Herbs) for particularly potent when wielded against enemies with the
Animal Care, Trade (Herbalist) for Animal Training, Trade Ethereal or Corrupted Creature Traits. It inflicts Damage of SB
(Charms) for Charm Animal, Craftsman for Hardy, and + 8 to these foes. You can retain the Dagger of the Art after the
Master Craftsman (Herbalist) for Robust. duration ends by passing a Challenging (+0) Channelling Test
each round thereafter.
A first tier Hedge Witch should have Secret Signs (Hedge
Witch) and Language (Belthani) along with other Skills. This Fellstave
enables a travelling hedge witch to spot local ones and vice CN: 9
versa, impart warnings of dangers, and share information such Range: See text
as where useful herbs grow and where dangers might lurk. Target: See text
Duration: 1 month
When you first learn the Fellstave spell, choose a target creature
type from the following list: Beastmen (including Minotaurs
and Centigors, but not Skaven), Daemons, Orcs and Goblins,
Ogres, Fimir, Trolls, or Undead.

GMs are encouraged to add other creatures to this list as they


see fit. You may learn this spell multiple times for the same XP
cost as any other new spell, choosing a new target creature type
each time.

In order to cast this spell you must whittle a Fellstave, a post


of wood no shorter than three feet in length and four inches in
diameter. Carving warding symbols into the wood and chanting
ancient words of power, you demand that all foulness flee your
righteous spell. The Fellstave is driven into the ground and then
the spell is cast.

If the spell succeeds, for the following month, the Fellstave acts
as a ward against the chosen creature. If any creature matching
your chosen type draws within 100 yards, they must make a
Challenging (+0) Cool Test or receive a Broken Condition.
Creatures who recover from Broken Conditions must make a
Challenging (+0) Intuition Test. If they fail, they realise that
the Fellstave caused them to experience a magically induced
panic, which may mean they avoid it in future, or seek to have
it destroyed.

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M I N O R G O D S , F O L K WO R S H I P & H E D G E C R A F T IV
Goodwill You may also return to your body and touch it to end the spell.
CN: 0 If your body is killed while you are walking the Hedge, your
Range: You spirit wanders aimlessly for eternity.
Target: AoE (Fellowship Bonus yards)
Duration: Willpower Bonus Rounds Nepenthe
You create an atmosphere conducive to friendliness and good CN: 0
spirits. All Fellowship Tests within the Area of Effect receive Range: Touch
a bonus of +10, and Animosity and Hatred Psychologies have Target: Special
no effect. Duration: The drink lasts Willpower Bonus hours, its effects
are permanent
Invigorate You must have a cup or other drinking vessel at hand to cast this
CN: 2 spell. As you chant the incantations, a thick mist issues from
Range: Touch your mouth and coalesces in the cup as a thick silver liquid. If a
Target: 1 person drinks the liquid, they immediately forget all they know
Duration: Willpower Bonus Rounds of a given individual of their choice.
Your spell invigorates your target’s body. The target ignores all
Fatigued Conditions for the duration. Nostrum
CN: 0
Lovelock Range: Touch
CN: 10 Target: Special
Range: Touch Duration: Willpower Bonus hours
Target: See text You incant a spell over a prepared draught, imbuing it with
Duration: Until midnight magical power. If drunk while the spell is in effect, the target
You must have a cup or other drinking vessel at hand to cast immediately heals your Willpower Bonus in Wounds and is
this spell. You utter the secret words of Hedgecraft, and as you cured of one disease of the spellcaster’s choice. For every +2 SL
do so, honey drips from your lips, which you catch in the cup. on your Casting Test, the draught cures an extra disease.
If someone drinks the philtre, it causes them to fall in love with
the first person they would find romantically appealing, if any Part the Branches
at all. CN: 0
Range: You
Mirkride Target: You
CN: 0 Duration: Willpower minutes
Range: You Your pupils dilate as you complete your incantation, allowing
Target: You you to see into the spirit world. This allows you to perceive
Duration: Willpower Bonus minutes invisible creatures, spirits, and Daemons.
Speaking ancient words of magic, your spirit leaves your body,
stepping into the Hedge, the dark space between the material Protection Pouch
world and the spirit realm. For the duration, you stand apart CN: 5
from the world, able to witness it visibly, but not affected in any Range: Touch
way. Physical barriers are no impediment to you, and you may Target: See text
walk through non-magical obstacles. Duration: 1 week + 1 week per SL
In order to cast this spell you must possess a small pouch,
Your spirit form possesses all the Characteristics, Skills, and crafted from the body of a small animal such as a bat or shrew.
Talents you had as a physical being, but you are completely As you incant the words of the spell, a small crop of strange
invisible and silent to anyone on the physical plane. You are purple herbs grows at your feet. You can harvest these herbs and
immune to non-magical damage. You may not interact with place them into the pouch.
physical objects but may cast spells which do. The following
creatures are visible to you, and you may interact with them: If a person wears the herb-filled pouch around their neck,
invisible creatures, spirits, ethereal creatures, and Daemons. they benefit from +1 SL to any Cool Tests they make to
resist supernatural effects, including Fear and Terror caused
Your body remains in place, immobile and insensate, suffering by Undead creatures and Daemons. They also benefit from +1
from the Prone Condition. At the end of the spell, you are SL to Endurance Tests made to resist contracting diseases or
pulled suddenly back to your body. suffering from Poisoned Conditions.

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IV WA R H A M M E R FA N TA S Y R O L E P L AY

Protective Charm Sightstep


CN: 0 CN: 7
Range: Touch Range: You
Target: Special Target: You
Duration: Willpower Bonus days Duration: Willpower Bonus minutes
You imbue a charm such as a small piece of jewellery or pocket- This useful spell has saved the lives of many hedge witches. You
sized trinket with a spell of protection. Those bearing the charm incant a short invocation which dampens your own magical
gain the Magic Resistance Talent. If they already have that nature, obscuring yourself from those able to sense the Winds.
Talent, the charm does nothing. Those with the Magical Sight Talent notice nothing strange
about you, and you gain a bonus of +2 SL to any Stealth Tests
you make to hide from Daemons, spirits, and ethereal creatures.
You may not cast magic yourself while the spell is in effect, and
may not dispel or channel.

Silvertide
CN: 4
Range: You
Target: You
Duration: 1d10 hours
You proclaim a charm that provides you with the luck to find
lost coins. Over the course of the duration, you find pennies
on the ground, at the bottom of forgotten pockets and hems,
behind ears, under cushions, and so on. By the time the spell is
finished you will have discovered 1d10 pennies.

The Ousting
CN: 8
Range: Willpower Bonus yards
Target: 1
Duration: 1d10 years
You incant words of banishment, demanding that a creature
from beyond the Hedge return to its place of origin. One
creature with the Ethereal or Daemonic Trait within range must
pass a Challenging (+0) Willpower Test or suffer a number of
Wounds equal to your Willpower Bonus. If this reduces them
to 0 Wounds or fewer, they are immediately banished from the
physical world, unable to return for the duration.

Wyrd Ward
CN: 4
Range: Touch
Target: 1
Duration: Willpower Bonus hours
Hedge witches are no friends of those who work with Dhar, and
witches and warlocks are amongst their oldest foes. A hedge
witch can grasp a witch and declare this quick curse, depriving
them of their connection to corrupt magical energy.

After casting the spell, you must succeed on an Opposed


Willpower Test with the target. If you win, the target suffers
–2 SL to any Language (Magick) or Channelling Tests made
to cast spells from the Lores of Witchcraft, Necromancy,
Daemonology, or any Chaos Lore for the duration.

64
V
THE CULT
• OF RHYA •

Humans have always needed sustenance from the earth, and Depictions of Rhya represent her as a tall, gracious woman,
love and healthy offspring in the home. As goddess of summer, often heavy with child and wearing a crown of barley and
fertility, and the harvest, Rhya protects people and their families wheat. Artists often show her accompanied by handmaidens,
from starvation and keeps them together through times of strife. spirits of nature and minor goddesses who serve her on earth.
Followers thank Rhya for every healthy birth, every harmonious While Rhya is kind, she is not merciful like Shallya. Those who
union, and every bounteous harvest. harm youngsters, neglect the land, or forget to sacrifice to Rhya
should expect cold anger.
She is a god of plenty, but never excess. Properly honoured, Rhya
brings sustenance but does not reward greed. She blesses lovers Rhya is the consort and equal of Taal, King of Nature. Their
with romantic intimacy rather than compulsion or domination. relationship is harmonious, although neither is monogamous
Rhya’s opposition to the Dark Prince Slaanesh is rooted in the and both have children with other gods. Mortals see a tension
distinction between bounty and indulgence. between Rhya’s domestication of crops and livestock and Taal’s
dominion over the wild. Devotion to Rhya is greatest where
Each year, Rhya’s followers herald the coming of summer and her beneficence is most needed, in the countryside, amongst
the passing of Ulric’s winter rule. Later, as the nights draw in, the fields and farms. Ancient stone circles and oghams are her
Rhya relinquishes the land to the Wolf God, as she knows life temples, some dating to a time before Humans even came to
must rest to be renewed in the spring. the Old World.

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V WA R H A M M E R FA N TA S Y R O L E P L AY

FOUNDATION OF THE CULT MYTHS OF RHYA


Rhya’s devotees have always been simple folk who live from the Bringer of Life
land, so written histories of the cult are rare and unreliable. Oral The earth was once barren of life and cold underfoot. The
traditions are little better, as they evolve and change to suit the maiden Rhya was so beautiful that the Lord of the Sun gave her
listener rather than present literal truth. a gift of warmth and light. Where she walked on the ground,
the soil gave forth grasses, flowers, trees and fruit. As she sang,
The most primitive Humans that first migrated to the Old World the animals climbed from the soil. When men and women
needed to stave off hunger and to find shelter from predators came, she promised that they and the soil would be fruitful if
and the cold. They venerated a god known as Ishernos, who they showed her due respect.
represented respect and fear of nature and provided protection
from the harsh world. Theologians posit that this god later split
into Taal and Rhya, with the latter bestowing the blessings of The Taming of Nature
spring and summer — new life and food foraged and hunted It was a time of famine. The berries and roots had withered
from the land. and the creatures of Taal eluded even the most skilled hunter’s
spear. Every stomach was empty and men, women, and children
As the tribes gave up their nomadic lives to settle, they revered grew weak and died. Rhya sent her handmaidens Rigga and
her as the Earth Mother, who is said to have brought the secret Vidagg to the women of the tribe. They brought sheaves of
of agriculture. The Belthani, as the earliest Human tribes are wheat and docile aurochs, and whispered secrets of taming the
called, believed that Rhya gave them the gift of domesticated wild. But they kept their voices low so that King Taal would
grain, tamed animals, and the secrets of farming. In gratitude, not hear.
the Belthani venerated Rhya at the mysterious stone circles they
discovered across the land. A rudimentary priesthood developed
from the women who guarded the secrets given by Rhya. Fruit of the Goddess
When the world was young, Rhya and Taal fell in love. They
Some scholars think Rhya is a modern incarnation of the were joined beneath the bowers of a great oak tree. From their
goddess venerated by the Old Faith. Others consider her union came stormy Manann and countless spirits of forest,
the first civilising god, bringing settlement and order to the meadow, and valley. Neither Taal nor Rhya constrained the
capriciousness of nature. other, and the goddess gave birth to many offspring with other
gods. It is said that the first of the Menogoth tribe were the
As more tribes settled, those who depended most on farming children of Rhya with a mortal man.
favoured Rhya over the other primal gods. The Asoborns,
Bretonni, the Brigundians and the Menogoths gave the goddess
special reverence. The Taleuten tribe gave Taal a dominant role, Nature and Nurture
but worshipped Rhya as his divine consort. A woman, heavy with child, was lost in the woods. Ulric
claimed her fate was his to decide, for she was in the domain
Even the fiercest warrior king saw the need to stave off famine of his pack. His brother Taal declared that the wild must be
and ensure healthy births. When Sigmar established his Empire, free to do as it will. Only Rhya stood in defiance of her consort
the worship of Rhya remained important, but increasingly and his brother. She showed them the she-wolf defending its
removed from urban centres of power. The cult never formalised, cubs. She showed them the eagle feeding eaglets in the nest.
and while priests of Ulric, Taal, and later Sigmar wrestled with She showed them that even the serpent warms its new-hatched
the politics of the new Empire, Rhya’s cult remained pragmatic young. Ulric and Taal softened, bowed to Rhya, and she guided
and focused on the eternal earthbound concerns that had always the mother back to her hearth.
been her dominion.

When Gilles le Breton united Bretonnia, Rhya’s cult was


displaced by the Lady amongst the ruling classes. But peasants
stayed loyal to the fertility goddess and several Empire scholars
have scoffed that the ‘Lady’ is clearly a misinterpretation of
Rhya by people who eat too much cheese

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T H E C U LT O F R H YA V
Worship of Rhya is more rarefied in the cold provinces of the
THE CULT IN THE EMPIRE north, where it is harder to eke life from the land. Nordlanders
who live close to the Laurelorn Forest practice an archaic
Rhya is well-loved by the people of the Empire, although those form of worship, which they believe is closer to how the Earth
in towns and cities give the goddess little thought until they Mother was revered by the first people in the Empire. In the
need her blessing — to ease childbirth, fill the granaries and forests of the north, Rhya is occasionally venerated as Haleth, a
markets, or bring an end to a harsh winter. Priestesses visit patron of hunting.
larger settlements to attend to expectant mothers, but they are
reluctant to spend long hemmed in by walls and stone. Aspects of the Goddess
The Cult of Rhya does not have sects or orders like the Empire’s
Rhya’s true heartlands are the villages and farmsteads of the other cults. However, there are tendencies and informal bands
Empire’s countryside, where her beneficence is essential to of priestesses who favour specific aspects of the goddess:
survival and prosperity. Rustic life is said to be ‘under Rhya’s care’
for good reason. If you live in the countryside, she accompanies The Bringers of Bounty — The most prevalent Rhyan practice
you from birth, as you grow, find love, marry and bear children is that of the Bringers of Bounty. These priestesses perform
of your own. Even at death she hands your soul to Morr and, in rituals of fecundity for crops and livestock, and lead festivals
some traditions, expects your body to be buried to sustain future and public rites at the equinoxes, usually in partnership with
life from the soil. Taal’s priests. These are spiritual leaders of their communities
and dispensers of down-to-earth advice on matters of farming,
The most exalted priestesses are known as Hierarchs or Green the heart, and the family.
Watchers. These women have risen to prominence for their
devotion to Rhya and the deeds they do in her name. They travel The Daughters of Rhya — An eminently practical tendency in
with an entourage of subservient priestesses who have chosen the cult, these priestesses and nuns are the guardians of Rhya’s
to learn from them. Wisdom, an oral tradition related to childbirth. All have given
birth at least once in their lives and dedicate themselves as
The Cult of Rhya does not build grand temples, but there are midwives and counsellors for mothers-to-be. In private, they
a handful of abbeys scattered across the land. Older priestesses advise women on how to avoid unwanted pregnancy and how
preside here as prioresses, surrounded by Rhyan nuns and to deal with abusive partners. Rhya supposedly whispers in her
acolytes who tend to their livestock and herb gardens. Daughters’ ears when a birth of great importance is imminent.

Across the Land The Corn Mothers — This is a clandestine coven within the
In the southern Empire, Rhya is treated with the utmost respect, cult, who meet in secret to preserve Rhya’s greatest mysteries,
particularly in rural Stirland. The other breadbasket provinces, those which are not shared outside her priesthood. When they
Averland and Wissenland, draw much of their prosperity and convene, the Corn Mothers don masks woven from wheat stalks
influence from fruitful orchards and dairy farms. The southern to hide their identities.
nobility respect the priestesses and holy sites of Rhya more
than any others in the Empire — the memory of failed harvests
hangs heavy over even the most uncaring ruler.

In the eastern Empire, Rhya’s worship is associated with and


subsumed into the cult of Taal. The people of Talabecland,
Ostermark, and Ostland relegate her to a role subservient to
her consort’s more politically-influential cult. Priestesses within
the eastern Cult of Taal and Rhya sometimes bristle at their
position and have occasionally retreated into older, more primal
religious practices, away from the eyes of the priests of Taal.

The provinces of the populous west treat Rhya as a rustic goddess,


revered in her place. In the Suden Vorbergland, she is given
special regard because the locals believe the region’s flourishing
population have been blessed by Rhya. In the Reikland she is
associated with Dyrath, a goddess from the Hägercrybs. Dyrath
may be an aspect of Rhya, one of her handmaidens, or another
fertility goddess entirely.

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V WA R H A M M E R FA N TA S Y R O L E P L AY

The Blessed Phoebe


Beyond the Empire A historical priestess immortalised in the Divine Dialogues — a
In Tilea, Rhya is known as Ishea and is shown in the garb rare example of Rhyan doctrine in text which was first published
of an ancient Tilean woman of high birth. Priestesses have in 1782 IC. In the book, Phoebe debates with the Morrite priest
more mystique than their Empire counterparts and their rites Ortus Szich on the matter of life and death. They disagree over
are more secretive. In northern Tilea, Rhya is a determined whether the rebirth of crops from the soil is akin to necromancy.
protector of granaries against the attentions of rats. Phoebe comes across as a quick-witted and erudite peasant to
Szich’s dry rhetorician.
In Bretonnia, peasants typically favour Rhya over Taal and every
village has a shrine to the goddess. The ruling classes dismiss her Baron Harvan von Heine
followers as primitive rustics. The priests of Shallya sometimes Born in 2219 IC, this Averlander noble favoured Rhya above all
ally with Rhyans to protect children from being taken by the other gods and grew powerful on the abundant yields from his
Fay. Such practice is outlawed and punished by Damsels of the holdings. He welcomed priestesses to his estates near Pfunzig.
Lady if discovered. Von Heine had many children and his descendents still venerate
Rhya and provide mercenaries to defend her temples.
Explorers have returned from Lustria telling of ruins carved
with a tall female figure wearing an elaborate headdress, quite Mother Jeska Schopf
unlike the reptilian creatures that rule the jungles. They have Schopf is the current Green Watcher of the Reikland, based
called this figure Rhya, but her true identity is obscure. in the temple in Altdorf. She represents the goddess on the
Emperor’s Grand Conclave, although she has an aversion to
politics. If she hears of possible famine or unnatural births in
PERSONALITIES ASSOCIATED the Reikland, she calls on priestesses and itinerant bands of
adventurers to investigate. For more on the Temple of Rhya in
WITH THE CULT the capital, see Altdorf: Crown of Empire.

The Green Watcher Katrinelya, Hierarch of Rhya


The original Green Watcher is a shadowy historical figure, Hierarch of the cult in western Talabecland and companion of
perhaps a number of women rather than one individual. The Niev, hierarch of Taal, Katrinelya is influential amongst locals, as
tribes united by Sigmar all had traditions of a very tall woman she is a compelling speaker and closely allied with the political
who travelled the land, bringing them seeds, taming beasts, power of her husband’s cult. Although both appear old, they are
and clearing stone circles for Rhya’s worship. She gave tribal nimble and graceful in their movement. In recent times, their
chieftains artefacts that promoted harmony and good fortune gods have appeared to them in dreams, drawing them west to
for their people. the southern Reikwald Forest for an unknown divine purpose.

Mother Frasach
Commencing in 1623 IC, a terrible famine afflicted the land STRICTURES AND BELIEFS
divided by the Age of Three Emperors. In deepest Stirland,
Mother Frasach led a month-long ritual to banish the blight Rhya’s strictures (WFRP page 209) are sacrosanct for all
affecting the crops, to feed the land and restore life throughout priestesses and devout followers of the goddess. The welfare
the southern Empire. Many were saved by Frasach’s actions. The of families, children, crops, and livestock are paramount, as is
ritual involved certain unsavoury practices, but none questioned the sanctity of life and love. The core of this belief is passed
such a miraculous event. down by oral tradition and practical worship, so priestesses and
worshippers learn prayers and religious practice by observation
and imitation. While the strictures are consistent, there are
localised variations in beliefs and rites, as traditions are passed
down by venerable priestesses.

Her followers believe that Rhya is ever-present between


Mitterfruhl and Mittherbst. When the breeze moves across a
field of wheat or barley, they believe that she is moving across
the land. In Wissenland and the Vorbergland they say that
statues of Rhya come to life before dawn and breathe on the
soil to invigorate it. If one sees Rhya walking abroad, they will
find new love before the next summer solstice.

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T H E C U LT O F R H YA V
All rural communities believe that they must put something
back into the earth to repay Rhya for her generosity. This WORSHIP
sacrifice could be the first reaping from the fields, the first fruit
to ripen, or the firstborn to the village livestock. In secluded Most people who work on the land worship Rhya. Farmers,
locations, sacrifice may be more sinister. Persistent rumours herbalists, midwives, traders in foodstuffs, lovers, hedge witches
abound of blood and even human life given in exchange for — all desire the blessings of the goddess of fertility, life, and
Rhya’s blessings. Sacrifices must be something which can summer. Her worship is woven into the fabric of rural life
provide sustenance to growing life — Rhya has no interest and her presence is constant. People attend formal rituals at
in gold or material wealth. Fish and wild animals are also specific times in the season, but it is normal to mutter prayers,
forbidden, as they belong to Manann and Taal respectively. invocations, and thanks to Rhya throughout the day.

Rhyans believe that all love is sacred when it brings fulfilment As a goddess of the summer and fertility, worship of Rhya is
to those involved. They protect lovers from disapproval by inherently seasonal, like the waxing and waning of life. During
others, providing the partners treat one another with respect. winter, rites tend to be quiet and solitary, chiefly concerned
Priestesses officiate at rural weddings and sometimes in larger with childbirth and the family. There are invocations to Rhya to
towns. The marriage ceremony is the symbolic joining of intercede with Ulric to relinquish the land when spring comes.
two people. The rites vary across the Old World. In the most In Wissenland, followers believe that Rhya descends into the
common, the priestess binds the wrists of both parties with soil in winter, to nurture dormant life while her handmaidens
mistletoe, while they make pledges of faith and dedication. warm livestock in their barns.

From spring to autumn, rites are conducted in the open.


WHEN THE CROPS FAIL Wheatfields, ancient oghams, and stone circles play host to
Rhya is one of the more benevolent gods, but when livestock timeworn, familiar, and joyful rituals. Singing is common, with
are stricken with illness or the crops wither through drought dances and laughter following prayer. Children and young folk
or disease, worshippers find themselves at her mercy. Sacrifices often play a key role in the rites, embodying new life.
become more desperate. Villages have starved to death after
overzealous worshippers burned all their stocks of food to win Flowers and fruit are draped from wooden statues of the
Rhya’s favour. Peasants seek to blame one another for bringing goddess. There are countless regional variations; for example, the
down Rhya’s curse, and violence or murder can easily follow. Rite of the Hare in Averland is louder and more spontaneous
than in Ostland, where villagers practice their songs for many
weeks in advance.
The Corn Mothers protect secret beliefs which are unknown
outside their covens. The practice of bringing new life into In towns and cities, prayers to Rhya are limited mainly to
the world is rife with mystery and they have a sophisticated those wishing for harmony in romance or healthy children —
understanding of reproduction and inheritance beyond that of although Shallya often supplants Rhya for the latter. Stirland is
most Human scholars. They also have insight into truths about different, as Rhyan festivities and ceremonies are part of urban
the gods which would bring the Witch Hunters should they life in Wurtbad, Hornau, and the other towns in the province.
become known. During times of famine (including the hungry months of the
summer, before harvest time) even the most sophisticated
Rhyans are strident in opposing the Prince of Excess, who burgher offers a small sacrifice or prayer to Rhya.
corrupts what the goddess protects. Slaanesh takes love and
simple bodily pleasures and twists them into cruel mockeries Rhya is sometimes worshipped in ceremonies paired with
of Rhya’s sacred purview. There is a fine balance between Rhya’s other gods, celebrations of Taal and Rhya being by far the most
provision of abundance and Slaanesh’s craving for excess. common. In some regions, priests of Morr and Rhya conduct
Priestesses learn how to temper the appetites of their followers joint services to commemorate the passing and revival of life.
to keep them from corruption. In the north, priests of Rhya and Ulric exchange gifts at the
equinoxes to symbolise the passing of summer and winter.
Rhyans are rarely zealots, but there are extremes of faith. The
Celebrants are cultists who worship Taal and Rhya and seek
to live close to nature, worshipping through consumption of
strange herbs and intoxicants to help them commune with
their gods. The Celebrants reject civilisation; their appearance
becomes savage and many die from exposure or the attentions
of wild creatures.

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V WA R H A M M E R FA N TA S Y R O L E P L AY

MAJOR FESTIVALS RELATIONS WITH OTHERS


Taal — As King and Queen of the northern gods, Taal and
Mitterfruhl — ‘Spring Growth’ Rhya’s cults have a strong mutual alliance and usually present a
The spring equinox is the beginning of Rhya’s time in the year. united front. There are tensions, where Taalites tend to dominate
Winter is over, green shoots emerge from the soil, and animals the Cult of Rhya rather than treat it as an equal.
start the mating season. The goddess shares this day with her
consort Taal and her son Manann, all of whom expect sacrifice. On a spiritual level there can be conflict between the two cults
wherever domesticated animals are predated by wild beasts.
The Mitterfruhl rites to Rhya take place in the fields, where However, as both cults tend to sympathise with one another
the priestess and gathered worshippers sing songs to implore this rarely proliferates beyond genial banter.
their goddess for a fruitful year. A portion of food left over
from winter stores is ploughed back into the earth and fed to Manann — Rhyans respect followers of the goddess’s son
livestock as a sacrifice. That night, those who hope that this year Mannan and they recognise one another’s domains of land
will bring them new love or children lay gifts for Rhya at her and sea as separate but interdependent. That said, like any
shrines and stone circles. These are personal to the petitioner, disappointed mother, Rhyan priestesses quietly disapprove of
but woven garments, loaves of bread, and figures carved from Manann’s moods and indifference to suffering.
fruit are common offerings.
Ulric — Taal’s brother is close to Rhya and the two have a
Sonnstill familial bond, deeply significant to her followers. Priests have
The summer solstice is Rhya’s holiest day and the longest day solemn respect for the turning of seasons, as Rhya hands the
of the year, when the goddess is at her most radiant, summer is land to Ulric at the autumn equinox and he returns it to her at
at its height, and the sun appears to hang in the sky. In villages the beginning of spring.
across the Old World, peasants enjoy a festival of celebration
and fertility. They bedeck their cottages with flowers, erect a Sigmar — the Empire’s cult pays its respect to Rhya more in
maypole on the green and spend the day dancing, singing, and theory than practice. They know the old gods were important to
praising Rhya. the ancient Unberogens, but see the modern cult as backward
and potentially a dubious influence on the simple folk of the
Each village has its own traditions for celebrating Sonnstill, Empire. Rhyans occasionally step up to defend rustic folk being
which may be alarming or bizarre to outsiders. For example, in persecuted by zealous Sigmarites.
Nordland’s Rol valley, worshippers flatten spiral paths in fields
of growing maize. A sacrificial goat is led through the spiral to Shallya — The two goddesses have a relationship of mutual
the centre, where it is killed, its blood drained into the soil and support, as Shallyans often adopt traditionally Rhyan roles
the body roasted and eaten. In southern Stirland, a she-goat in towns and cities — overseeing childbirth and protecting
plays a more illustrious role as it is crowned ‘Queen of the Farm’ mothers and children. They unite in opposition to Nurgle, who
and encouraged to join the dancing. At sunset, as the light fades, can infect crops and livestock just as he does Humanity.
festivities take a more sombre tone. Lovers sneak off for privacy
and a priestess leads revellers in songs tinged with apprehension Isha — Rhyans do not understand the Elves’ relationship
that Rhya may abandon them before the harvest. with their goddess of nature, fertility, and life, but those who
know of Isha see her as kin to Rhya. The Asur, Eonir, and Asrai
Mittherbst — ‘Less Growth’ recognise Rhya as an imperfect Human interpretation of Isha
At the autumn equinox, Rhya relinquishes the year to Ulric. and, uncharacteristically for the elder folk, they treat this with
Worshippers build bonfires, on which they burn some of the respect rather than condescension.
year’s harvest in gratitude to Rhya and to ask that stocks last the
winter. In Wissenland, a man dresses head-to-toe in an outfit Esmerelda, Hyacinth, and Josias — Halflings don’t treat their
made from stalks and fruit tree twigs. This character parades gods with the solemnity that Humans do, but they recognise a
through the village and past farms, its purpose lost to history. decent goddess in Rhya. Likewise, the Cult of Rhya see some
of the prominent Halfling gods as reflections of aspects of their
At sundown, the women of the village take the last remnants goddess, and therefore to be treated with esteem — even in
of the harvest and weave them into a small humanoid effigy, a Stirland, where Halflings can be particularly irritating.
symbolic vessel for the spirits of the crops to shelter in during
winter. This effigy is brought into a farmhouse until spring,
when it is buried back in the earth.

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T H E C U LT O F R H YA V
The Old Faith — Rhyans have a complex relationship with the The Röten Gorge — A shallow gorge carves a path through the
Old Faith practised in the most remote corners of the Empire. hills between Eigenhof and Rötenbach in Wissenland. From
Adherents of the Old Faith treat Rhya as the Earth Mother and spring to autumn, the slopes are a sea of flowers of all hues.
therefore central to their own beliefs. More hostile druids see These provide nectar to the many beehives lining the slopes.
her as a betrayal of nature, tethering it to the needs of Humans Rhyan nuns tend to the bees and collect the sweet red-tinged
and therefore disrespecting the earth. honey.

Ahalt the Drinker — a primitive fertility god that predates Biberhof — the village of Biberhof in Stirland is enclosed
Sigmar’s coming, bloodthirsty Ahalt’s cult has recently re- within a broad circle of oghams, with two more concentric rings
emerged in the south. His priests burn prisoners in wicker men running around the village green and through the grassy lanes
at Mittherbst and revel in feeding their dark god, who demands between cottages. The whole village is a site sacred to Rhya.
Human sacrifice. Ahalt loathes Taal and Rhya for usurping his Each Sonstill, a colossal leafy likeness of the goddess is driven
rule — if their priests and priestesses are captured, they make through the streets on a cart and erected at the heart of the
particularly pleasing sacrifices for Ahalt. The priestesses of village. A small barracks on the outskirts houses a company of
Rhya want to suppress the cult of Ahalt — it is anathema. Even the White Swords, a warrior society who swear to protect Taal
worse, some of the cult’s rituals can be mistaken for Rhyan rites. and Rhya’s holy sites, with no official recognition by the cults.

SACRED SITES AND RELICS Most priestesses of Rhya come from humble stock, drawn to her
priesthood by a natural affinity with animals, ‘green fingers’ with
Holy sites dedicated to Rhya are typically ancient. Many were plants, or a powerful drive to care for the young and expectant
erected by Asur colonists or the Old Faith for mysterious mothers. They are part of their communities, marrying, bearing
purposes lost to time. and raising children, and helping with the daily tasks of rural
life. They usually have large families and many a Rhyan priestess
The Ring of the Maiden — Ten miles north of Wolfsbach in has inherited their calling from their parent.
Stirland, surrounded by miles of fields rich with grain, there is a
low circular rise ringed with standing stones. A spiral labyrinth The Cult of Rhya has no formal hierarchy. It is a community
is cut into the turf, ascending to the crest, where a stone slab is of priestesses spread across the land, respected for their close
surmounted with a wooden statue of Rhya. and personal relationship with the goddess. Initiates are chosen
by priestesses from their flock, typically once they have passed
This is one of Rhya’s most sacred sites in the Empire. Priestesses through puberty. They learn prayers, rites, and stories from
travel from many miles to make offerings and commune with their guardian priestess, helping with the physical and spiritual
the goddess. Even passing Elves pay tribute to the site, although demands of life in the faith. When the initiate is ready for
they keep their reasons to themselves. priesthood, their guardian declares this to the local community.

Sacred Pool of the Mother — East of Wolfenburg is a shallow


basin fringed with fruit trees and a round pool with clear
green water. Submerged in the centre of the pool is an ogham,
swathed in pond weed. The priests of Taal and Rhya in Ostland
conduct Mitterfruhl rites standing in the shallows. The hierarch
of Ostland, Ludmilla Giesling presides here.

Karlsbaum Monastery — Deep in the Reikwald, near


Grunwald, is an abandoned monastery amongst the trees. The
gnarled trees are apple, pear, and plum trees grown wild. The
undergrowth consists of root vegetables, herbs, and plants from
more exotic climes. The monastery itself is fashioned from living
flora which thrives in the uncanny warmth and persistent bright
sun of this spot. While the monastery is deserted, the spirit of
Rhya pervades the land and priestesses visit to pray in seclusion.

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V WA R H A M M E R FA N TA S Y R O L E P L AY

PRIESTESS OF RHYA ‘Mother Hanna looks out for us, she does. My youngest wouldn’t be
here today if it wasn’t for her. She gave my other half the courage
Human
to propose, then she wed us by the standing stone. She made sure
You are a vessel for the Earth Mother’s wishes and blessings amongst the village didn’t go hungry and then she brought the little beast
the mortals who depend on her beneficence for comfort and survival. into the world, screaming his lungs out fit to burst. I guess Rhya
must have wanted me to have all eight… more’s the pity.'
Priestesses of Rhya live amongst the common folk. They wander — Heldira Klempf, Stirlander Matriarch
between farms, villages, and sacred sites, talking with people,
offering blessings, and keeping a close eye on the land and the ‘I’ll be honest, she scares me a bit. Doesn’t suffer fools
pastoral care of their flock. People depend on them to stave off and I worry that if the crops fail again she’ll resort to
famine, bring new life into the world, and give practical advice more drastic measures than killing a few sheep.'
on love and matters of the family. — Rolf Thaler, Headman of Hochloff

PRIESTESS OF RHYA ADVANCE SCHEME


WS BS S T I Ag Dex Int WP Fel
h h h

Career Path
h Initiate — Brass 2
Skills: Animal Care, Charm Animal, Endurance, Gossip,
Intuition, Lore (Local), Lore (Theology), Outdoor
Survival, Perception, Pray
Talents: Bless (Rhya), Holy Visions, Orientation, Suave
Trappings: Practical Tunic and Robes, Symbol of Rhya
(wheatsheaf or spiral)
Priestess — Silver 1
Skills: Charm, Cool, Entertain (Singing), Heal,
Intimidate, Lore (Herbs),
Talents: Etiquette (Cultists), Gregarious,
Invoke (Rhya), Read/Write
Trappings: Carved Staff, Healing Poultice, Trade Tools
(Herbalist)
High Priestess — Silver 3
Skills: Entertain (Storytelling), Leadership, Lore
(Spirits), Stealth (Rural)
Talents: Coolheaded, Impassioned Zeal, Pure Soul,
Strong-minded
Trappings: Entourage of Priestesses and/or Initiates,
Quality Robes, Sacred Site
Green Watcher — Silver 5
Skills: Lore (Medicine), Navigation
Talents: Commanding Presence, Field Dressing, Public
Speaker, Tenacious
Trappings: Entourage of Nuns and Priestesses, Riding
Horse

72
T H E C U LT O F R H YA V
A procession accompanies them to a sacred site for the
ordination ceremony and the initiate is bestowed with a girdle SPIRITS OF THE LAND
woven from flowers. The congregants are invited to feast with Priestesses can tame and command spirits of nature that
celebration and dancing — a popular event for locals. embody domesticated wilderness — the plants, animals, and
places where the wild has been tamed by Rhya in service of
Priestesses progress in the cult by learning from older priestesses, Humanity.
who share their wisdom and affinity with Rhya. Sometimes the
priestesses’ calling takes them away from their communities to GMs are encouraged to invent their own domesticated spirits.
follow mysterious paths ordained by Rhya. They usually fall in They should be eccentric, proud, and not subservient — each
with other travellers and adventurers, seeking to bring their has their own will. Here are some examples:
goddess’s blessings to new regions. There are no Warrior Priests
or Witch Hunters of Rhya. Polevik — The Grainfathers are bloodthirsty spirits of grain
found in Kislev and the eastern Empire. They appear as
Priestesses rise at dawn with the sun, wash in rainwater, and hundreds of stalks with tiny faces, arms, and legs. Polevik are
begin their ministrations as the land wakes. They provide impatient for blood sacrifice to feed the soil.
practical advice and fulfil their responsibilities with the
regularity of rural life, varying only with the seasons. They Frau Roggen — A spirit of hemp, who dwells in fields where
tend to the oghams and shrines which form Rhya’s temples, the crop is grown. It resembles a small, hairy old woman who
holding ceremonies and rites there several times a week. They fusses over everything. Frau Roggen can possess scarecrows to
are vigilant for threats to land and life, especially famine and see off trespassers and unwanted animals.
blights. They use their understanding of people and psychology
to identify and limit strife or unhealthy changes in their flock. The Herdlord — A gestalt spirit that inhabits a flock of sheep
or herd of goats. It has no physical form, but speaks through
Rhyan priestesses tend to be sympathetic. They are honest and the mouths of the animals. It is arrogant but fearful when
direct, but temper their messages and advice with understanding. challenged by a forceful personality.
Priestesses can be strict and unyielding with those who betray
their lover, take more than their fair share, or slack off during
the harvest.

Vestments are chosen by the individual priestess — there are


no strictures regarding garb. Green and brown fabrics are
preferred, woven from coarse fibres or flax linen and decorated
with embroidery of flowers or fruit. In cold weather, they wear
sheepskins for warmth. Priestesses may carry a staff as a badge
of office, often carved to resemble a head of wheat.

During ceremonies, priestesses may wear a crown of barley in


imitation of their goddess, while others insist that they must
greet their goddess skyclad and find any excuse to strip naked.

STRANGE
MALE PRIESTS OF RHYA ERUPTIONS
Male Priests of Rhya are the exception in her priesthood,
but they do exist in the Empire and beyond — Corrobreth 0 Last year, Siegenhausen suffered a drought. The villagers
in Unterbaum is an example (Death On The Reik, page and farmers were destitute as the harvest was little more
57). Townsfolk often mistake them for druids or even hedge than dust. This year could not be more different. Huge
witches, but rural folk accept them as long as they can bring cabbages, turnips, apples, and strawberries are ripening
early, while hogs and cattle grow fat on excess feed.
plenty to their farms and harmony to their relationships. Priestess Karin is seldom seen outside the village, but
when she met the Green Watcher Adelina, the older
priestess was perturbed — Karin was vague and deterred
Adelina from coming to witness Rhya’s miracle. Now
the Green Watcher wants someone to investigate exactly
what the priestess of Siegenhausen is doing.

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V WA R H A M M E R FA N TA S Y R O L E P L AY

Rhya’s Dominion
CARRY ON KISSING Range: 4 yards
0 A priest of Ranald has stolen a powerful love philtre Target: 1
from the priestess Ethild and poured it into the wells. Duration: Until sunrise or sunset, whichever comes sooner
Now the townsfolk are getting frisky and even the least You cry an invocation for Rhya to summon a nature spirit and
‘conventionally attractive’ members of the Characters’ command its obedience. You must focus on a natural feature
party are getting attention. Ethild has realised the cause where a spirit could reside — such as a field of crops, a pool,
and needs help. She isn’t happy in an urban setting or a clump of brambles. If the Miracle is successful, the spirit
and would rather keep the whole thing discreet — she’s appears and will complete one task in the name of Rhya. Spirits
already had problems with a powerful and prudish tend to be over-literal in how they interpret demands, and no
Witch Hunter.
request can break the strictures of Rhya. Tasks could include
watching others on the priestess’s behalf, harassing those who
trespass in the spirit’s domain, or finding something lost nearby.
MIRACLES
Rhya’s Flock
Rhya’s Abundance Range: Fellowship yards
Range: Touch Target: Special
Target: You Duration: Fellowship Bonus Rounds
Duration: 1 Round You whisper deep secrets from the time when Rhya walked the
You sing of the summer and the radiance of Rhya, to bring earth taming the wild. A flock, herd, or pack of domesticated
forth a bounty and expel all foulness. Stored food and uncooked animals submits to your will, answering ancient commands
ingredients slowly swell and divide in two, doubling everything heard by their ancestors. You can sense the mood of the animals
you touch. Mould, vermin, insects, and other sources of spoilage and see through their eyes. By reaching out to the beasts’ minds,
disappear and old food becomes fresh once again. You can touch you can calm or agitate them. You can make them stampede, fall
one barrel, crate, or basket of food per round. asleep, attack, or simply become your eyes and ears (and sense
of smell, taste, and touch) — they can do anything within the
Rhya’s Demand creatures’ natural behavioural range.
Range: You
Target: Area of Effect Rhya’s Taming
Duration: Instant Range: Touch
You sing subtle harmonies, drawing together melodious strands Target: 1
of resentment from deep within the earth — demanding Duration: Until the next sunset
recompense from those who have not shown Rhya gratitude. You reach out a gentle hand to a creature of the wild and hum
All humanoid creatures within Fellowship Bonus Yards who soothing melodies to calm and tame. Take an Average (+20)
have not made a sacrifice to Rhya (or another diety of nature Charm Animal Test to domesticate any uncorrupted, wild
or powerful nature spirit to whom the cult of Rhya are well animal of Large Size or smaller. If successful, it will become
disposed, such as Isha or Taal) since the last spring equinox lose docile towards Humans, Elves who honour Isha, and similar
1 Wound (+1 for every SL) and gain a Fatigued Condition. allies. For every Success Level it becomes increasingly tame and
pliable, although it will not willingly leave its natural territory.
If five or more individuals are so affected then the ground within
Fellowship Yards becomes infertile and nothing will grow there Rhya’s Rage
for d10 years from now. Range: You
Target: You
Duration: Fellowship Bonus Rounds
As you intone a chant of quiet resolve, you feel Rhya’s power
surge through your being, ready to defend those who need
protection. This Miracle can be cast only when you are defending
children or a home or farmstead occupied by its inhabitants.
You gain the Immunity to Psychology and Painless Traits, and +2
SL to Melee, Strength, and Toughness Tests.

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A N I M A L FA M I L I A R S VI
• ANIMAL FAMILIARS •

A small percentage of wild animals are naturally gifted with Animals can be condemned to burn as mutants or daemonic
Aethyric sensitivity. Spellcasters of the Witchcraft, Hedgecraft, servants. Witch Hunters have even put animals on trial,
and Arcane Elven traditions use magically gifted animals as charged with aiding sorcery. Of course, witchcraft trials are
Power Familiars to enhance their own spells. Animal familiars inherently biased against defendants who cannot testify. Those
differ from the exotic ‘homunculus’ familiars constructed by rare animals which can talk are usually presumed guilty of
wizards at the Colleges of Magic. Unlike homunculi, which daemonic possession. Witches aren’t allowed to testify on their
absorb a portion of the wizard’s soul-energy during creation, own familiars’ behalf, therefore Amber wizards or priests of Taal
gifted animals are spirit-bonded without any initial sacrifice. sometimes act as interpreters in high-profile witch trials.
However, the eventual death of an animal familiar is traumatic
to its patron spellcaster.
MAGICAL TRADITIONS
Glyphs depicting druidic animals are found upon ancient, pre-
Imperial tablets such as the famous Talastein Carvings. Until Animals can only be Power Familiars (never Combat or Spell
the founding of the Colleges, animals were by far the most Familiars) and they follow the same rules regardless of magical
common type of Power Familiar. Magical constructs during tradition. Animals are reluctant to bond with evil wizards,
the pre-College period were usually simple domestic servants though exceptions can sometimes be found amongst Beastmen
or carnival novelties. However, Archmage Teclis cautioned and Dark Elves. Details such as temperament, social status, and
Humans that animal spirit-bonding could lead to Chaos caster relationship vary by magical tradition.
corruption, and thus over time, more sophisticated homunculi
began replacing animals as wizard familiars. Hedge Witches
Hedge Witches believe animal familiars are sacred creatures,
HOMUNCULUS CONSTRUCTS bestowed with divine spirits. Gifted animals are therefore
treated as equals or even revered as superior beings. Animal
At the Colleges of Magic, the term ‘homunculus’ refers broadly familiars are rarely given tasks that would demean them or
to any magically animated familiars. Homunculus technically jeopardise their safety. Hedge Witches do not necessarily
means ‘little person’; however, College wizards have expanded worship familiars, but instead see them as spirit-avatars. If a
the definition to include such curiosities as winged grimoires, familiar is killed or corrupted by Chaos, the hedgewise takes
talking candlesticks, and mechanical animals. Rules for Combat, responsibility and makes a personal sacrifice to the god-spirits.
Spell, and Power Familiars of the constructed variety can be
found in Winds of Magic. Power Familiar constructs may use the The role of animals in Hedgecraft traces its origins to pre-
Career provided at the end of this chapter, instead of the sidebar Imperial druids. Culturally advanced nomads migrated from
option on Winds of Magic page 185. the south and introduced Old Faith religions to the northern
barbarians. Stone obelisks resembling stylized animals can still
Animal familiars are commonly associated with witchcraft in be found across the Empire, however most of them have eroded
the Empire today. As a result, witches take measures to pass or been desecrated over time. Hedge Witches strive to preserve
their familiars off as normal pets. The few College wizards who these ancient totems. Mysterious ‘shadow druids’ are rumoured
keep animal familiars follow naturalistic traditions such as Life to be capable of animating statues with the spirits of old gods.
or Beast magic. Elves may be accused of fay sorcery with or
without a familiar, though Elves are in fact less vulnerable than
Humans to the perils of spirit-bonding.

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VI WA R H A M M E R FA N TA S Y R O L E P L AY

The Spirit-Bonding ritual on page 80 replaces the Create


Witches Familiar ritual used for homunculus constructs.
Solitary witches keep animals for both companionship and
magical assistance. Typically, witches have just one familiar, but Animals aren’t as capable of following detailed instructions and
their cottage might be home to multiple animals. The kindly communicating abstract concepts as homunculi. Combined
witches even leave food outside for wildlife. Animals being with their lack of hands and limited language skills, this means
kept for spell ingredients or charms might be confined in cages that animal familiars cannot be relied upon to run errands or
against their will. A familiar is often tasked with overseeing the conduct research. Druids and Hedge Witches would argue,
witch’s menagerie. Animal familiars can also help witches to however, that animal intelligence is merely different from
forage, and warn of approaching predators or Witch Hunters. homunculus intelligence. Animal familiars are in fact more
attuned to nature, weather, and the seasons than the average
Witchcraft spells require raw, uncontrolled magic, increasing College wizard.
the risk of corruption for both caster and familiar. Heavily
mutated familiars are often euthanized before they can undergo Perhaps the most significant drawbacks of animal familiars are
transformation into a Chaos Spawn. Animal familiars are their requirements for food, sleep, and air, and their vulnerability
sometimes possessed by daemonic entities. Witches can usually to damage. Small-sized animals might be able to withstand a
deduce when a familiar has been possessed, because it often single attack, but Little animals cannot survive even one blow
develops a taste for Human blood. from a sword. Fortunately, animals have strong survival instincts
to keep them out of danger. However, the timidness of animal
College Wizards familiars can sometimes leave spellcasters without magical aid
The Lores of Life and Beasts are animistic traditions that in critical situations.
benefit from their casters being spiritually connected to the
wilderness. Therefore, animal familiars are kept by a significant
number of Amber and Jade wizards. Outside of those two NPC ANIMAL FAMILIARS
Colleges, however, animal familiars are rare. Itinerant Grey
wizards sometimes employ animal familiars for subterfuge, and These NPC profiles are for a selection of commonly used gifted
a handful of Celestial wizards use bird familiars. In Altdorf, animals, advanced to tier 2 of the Animal Familiar Career (page
animal familiars are regarded as quaint, inferior alternatives to 82). New Creature Traits and Talents described later in this
homunculus constructs. chapter are indicated with italics. NPC witches can be assigned
the animal most befitting their personality.
Despite the stigma against animal familiars, College wizards
have built constructs in the likeness of animals for a variety Badger
of reasons. Hierophants of the Light College adopt animal Badger familiars are especially suitable for Amber wizards
iconography originating from old ceremonial customs, and who don’t shy away from fighting. Badger-bonded spellcasters
certain animal forms are known to sympathetically attract share the animal’s ferocity and toughness. However, a badger’s
particular Winds of Magic. Though many wizards enjoy stubbornness can sometimes lead to disagreements. Halflings
showing off their strange homunculus constructs, others prefer are very fond of badgers. Humans respect them and covet tufts
more innocuous looking animal constructs to assuage people’s of badger hair for making charms against witchcraft.
fears (or assuage them to some degree, at least).
BADGER
Abilities & Limitations M WS BS S T I Ag Dex Int WP Fel W
Animal familiars provide benefits in addition to the standard
Power Familiar spellcasting assistance. The spirit-bond also 4 35 - 15 25 35 30 - 15 15 15 5
enhances a caster’s abilities according to the familiar’s species. Creature Traits: Animal Telepathy, Armour 1 (3),
For example, badger familiars improve the spellcaster’s Belligerent, Bestial, Companion Trait (Resilience), Hardy,
resilience, foxes aid subterfuge, and so on. These shared abilities Night Vision, Size (Little), Skittish, Trained (Broken,
are called Companion Traits (see page 81). Animal familiars Magic), Weapon+4
can only confer Companion Traits and magical assistance when Optional: Arboreal, Messenger, Size (Small), Territorial
positioned close to the caster (within 4 yards). Skills: Cool 25, Dodge 35, Endurance 30, Entertain
(Any) 20, Intuition 40, Language (Wilds) 20, Outdoor
Animal familiars possess useful Creature Traits and are less Survival 45, Perception 40, Stealth (Rural) 35, Swim 33
conspicuous than homunculus familiars. Unlike homunculi, Talents: Acute Sense (Smell), Animal Assistant, Sixth
however, animal familiars are not customisable, and their Sense
capacity for learning new Skills and Talents is lower.

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A N I M A L FA M I L I A R S VI

Cat Fox
Cat familiars are popular choices for witches because they’re Fox familiars are typically used by travelling Jade wizards, Elves,
easily disguised as pets. The stealth gained from cat-bonding is and hunted witches. Fox-bonded spellcasters excel at outwitting
also useful for escaping angry mobs. Cats are proud, independent adversaries. Though foxes prefer to avoid large crowds or battles,
creatures with a tendency toward vanity. It’s commonly believed they make ideal wilderness guides. Farmers vigilantly guard
that cats bestow the luck of Ranald and can see into the spirit- their livestock against fox raids. City folks might associate foxes
world. with Wood Elves or fay trickery.

CAT
FOX
M WS BS S T I Ag Dex Int WP Fel W
M WS BS S T I Ag Dex Int WP Fel W
5 35 - 15 15 40 45 - 15 20 20 3
5 35 - 15 20 40 35 - 20 20 20 4
Creature Traits: Animal Telepathy, Bestial, Companion
Trait (Stealth), Night Vision, Size (Little), Skittish, Creature Traits: Animal Telepathy, Bestial, Companion
Stealthy, Stride, Trained (Broken, Magic), Weapon+3 Trait (Deception), Night Vision, Size (Little), Skittish,
Optional: Arboreal, Infected, Messenger, Territorial Stride, Tracker, Trained (Broken, Magic), Weapon+3
Skills: Athletics 48, Climb 50, Cool 25, Dodge 50, Optional: Arboreal, Infected, Messenger, Size (Small),
Entertain (Any) 25, Intuition 45, Language (Wilds) 20, Territorial
Outdoor Survival 45, Perception 48, Stealth (Rural and Skills: Cool 25, Dodge 40, Entertain (Any) 25, Intuition
Urban) 50 45, Language (Wilds) 25, Navigation 45, Outdoor
Talents: Animal Assistant, Luck, Scale Sheer Surface Survival 45, Perception 45, Stealth (Rural) 40, Stealth
(Urban) 38, Swim 38, Track 45
Talents: Animal Assistant, Magical Sense, Orientation

Crow
Crow familiars are favoured by witches and Grey wizards Owl
who travel incognito. Crow-bonded spellcasters can avoid Owl familiars are favoured by hedge wizards, Elves, and some
recognition when venturing into towns. The crow’s strange Celestial wizards. The premonitions experienced by owl-bonded
intelligence, scolding call, and mobbing behaviours are spellcasters are often described as spirit-visions. Owls like to
unsettling to Humans. Crows might be unfairly accused of survey their surroundings from perches, and they’re usually
stealing food, spreading diseases, or even being agents of the silent. The hoot of an owl can be interpreted either as an ill
Plague Lord. omen or a sign from Verena.

CROW
M WS BS S T I Ag Dex Int WP Fel W OWL
2 30 - 10 10 35 30 - 20 25 15 3 M WS BS S T I Ag Dex Int WP Fel W
2 35 - 10 15 35 30 - 15 25 15 3
Creature Traits: Animal Telepathy, Bestial, Companion
Trait (Transformation), Flight 80, Size (Little), Skittish, Creature Traits: Animal Telepathy, Bestial, Companion
Trained (Broken, Magic), Weapon+2 Trait (Divination), Night Vision, Flight 60, Size (Little),
Optional: Arboreal, Infected, Messenger, Territorial Skittish, Stealthy, Trained (Broken, Magic), Weapon+3
Skills: Cool 30, Gossip 20, Entertain (Any) 20, Intuition Optional: Arboreal, Messenger, Territorial
45, Language (Barnyard) 23, Language (Wilds) 25, Skills: Cool 30, Dodge 35, Entertain (Any) 20, Intuition
Navigation 40, Outdoor Survival 38, Perception 40, 43, Language (Wilds) 20, Outdoor Survival 40,
Stealth (Rural) 35 Perception 45, Stealth (Rural) 38, Track 40
Talents: Animal Assistant, Magical Sense, Super Talents: Acute Sense (Sight), Animal Assistant, Luck
Numerate

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Stoat Animal Familiar Generation


Stoat familiars are common amongst Hedge Witches and Animal Familiars are generated as Characters after spirit-
wizards who subsist on hunting and forage. The stalking ability bonding has been completed (page 82). The bonded Character’s
obtained from stoat-bonding is also useful for espionage Player usually keeps their familiar’s character sheet and makes
and murder. Stoats are challenging familiars that bite when XP spending decisions. Personalities and behaviours are
they’re hungry, and sometimes nest in clothing or backpacks. determined collaboratively between Player and GM. Animal
Their reputation as crafty, cold-blooded killers isn’t entirely Familiar generation follows the standard process, with a few
undeserved. exceptions:

STOAT 0 In addition to Skills and Talents, Animal Familiars also


have Creature Traits.
M WS BS S T I Ag Dex Int Wp Fel W
0 Animal familiars don’t have Ballistic Skill or Dexterity
6 40 - 10 10 45 40 - 15 15 15 2 scores, and they begin with fewer Skills and Talents than
Creature Traits: Animal Telepathy, Bestial, Bite+2, regular Characters do.
Companion Trait (Perception), Night Vision, Size (Little), 0 Size (Little) gifted animals add WPB to their Wounds.
Skittish, Stealthy, Trained (Broken, Magic), Weapon+2 This is an exception to the Size rules on WFRP page 341.
Optional: Arboreal, Infected, Messenger, Territorial 0 Animal Familiars have access to special Talents and
Skills: Climb 45, Cool 20, Dodge 45, Entertain 20, Creature Traits, described on page 79. They cannot use
Intuition 50, Language (Wilds) 20, Outdoor Survival 53, homunculus Familiar Talents from Winds of Magic.
Perception 53, Stealth (Rural) 45, Swim 45
Talents: Animal Assistant, Second Sight, Rover Spellcaster Characters can give a portion of any XP they earn
to their Animal Familiars. At GM discretion, Animal Familiars
may also receive XP for game sessions in which they played a
significant role. The maximum familiar XP award is generally
25–50% of the amount earned by a Character.

Animal Familiar Characteristics


Badger Cat Crow Fox Owl Stoat

Weapon Skill 2D10 + 25 2D10 + 25 2D10 + 20 2D10 + 25 2D10 + 25 2D10 + 30


Ballistic Skill - - - - - -
Strength D10 + 10 D10 + 10 D10 + 5 D10 + 10 D10 + 5 D10 + 5
Toughness D10 + 15 D10 + 10 D10 + 5 D10 + 10 D10 + 10 D10 + 5
Initiative 2D10 + 25 2D10 + 30 2D10 + 25 2D10 + 30 2D10 + 20 2D10 + 35
Agility 2D10 + 25 2D10 + 35 2D10 + 20 2D10 + 30 2D10 + 20 2D10 + 30
Dexterity - - - - - -
Intelligence D10 + 5 D10 + 5 D10 + 10 D10 + 10 D10 + 5 D10 + 5
Willpower D10 + 5 D10 + 10 D10 + 15 D10 + 10 D10 + 15 D10 + 5
Fellowship D10 + 5 D10 + 10 D10 + 5 D10 + 10 D10 + 5 D10 + 5
Wounds TB + WPB TB + WPB TB + WPB TB + WPB TB + WPB TB + WPB
Fate 1 2 1 2 2 2
Resilience 2 1 2 1 1 1
Extra Points - - - - - -
Movement 4 5 2 5 2 6

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A N I M A L FA M I L I A R S VI

Owl
OPTION: ANIMAL FAMILIAR SIZE Skills: Dodge, Intuition, Outdoor Survival, Perception, Stealth
VARIATIONS (Rural), Track
The animal species in this chapter are Size (Little) by default. Talents: Acute Sense (Sight), Luck, Sixth Sense
Badgers and foxes may instead be Size (Small) to represent Creature Traits: Bestial, Flight 60, Night Vision, Size (Little),
bigger varieties. The Wounds score for these larger familiars is Skittish, Stealthy, Trained (Broken, Magic), Weapon+3
(2 x TB) + WPB. Size (Small) wild animals generally elicit
more attention than Size (Little) ones do, making them less Stoat
popular with witches. Skills: Climb, Dodge, Outdoor Survival, Perception, Stealth
(Rural), Swim
Mootland badgers can even grow to Size (Average) and be Talents: Magical Sense, Rover, Second Sight
ridden by Halflings as mounts. Familiars of that size are rare, Creature Traits: Bestial, Bite+2, Night Vision, Size (Little),
however, because of the danger they’d pose if corrupted by Skittish, Stealthy, Trained (Broken, Magic), Weapon+2
Chaos. Some witches prefer Size (Tiny) familiars such as rats,
bats, and toads, which only have 1 Wound but can be easily
hidden in a pocket. Very young animals may be treated as a Size
class smaller until they mature.
ANIMAL SKILLS & PARENT
CHARACTERISTICS
Physical differences between animals and Humans change the
Starting Skills, Talents, and Traits Characteristics used for certain Skills. Animals have natural
You may choose 2 Skills to gain 5 Advances each, and 2 Skills instincts enabling them to survive in the rugged wilderness
to gain 3 Advances each. You may select 2 Talents from the 3 where claws, beaks, and keen senses can substitute admirably for
choices listed. You begin with all the listed Creature Traits. hands. Furthermore, animal musculature and bone structures are
better suited to activities like climbing and swimming.
Badger
Skills: Cool, Endurance, Intuition, Outdoor Survival, 0 Outdoor Survival: Substitute Initiative for Intelligence.
Perception, Swim
Talents: Acute Sense (Smell), Second Sight, Sixth Sense 0 Climb and Swim: Substitute Agility for Strength.
Creature Traits: Armour 1, Belligerent, Bestial, Hardy, Night
Vision, Size (Little), Skittish, Trained (Broken, Magic),
Weapon+4 FINDING A GIFTED ANIMAL
Cat Gifted animals can be spotted in the wilderness using Second
Skills: Athletics, Climb, Dodge, Outdoor Survival, Perception, Sight or Magical Sense. Except for crows, the animals in this
Stealth (Rural or Urban) chapter are nocturnal, meaning they leave their lairs at night.
Talents: Luck, Scale Sheer Surface, Second Sight Each night the caster spends searching for a potential familiar,
Creature Traits: Bestial, Night Vision, Size (Little), Skittish, roll a Hard (–20) Perception Test to determine whether a gifted
Stealthy, Stride, Trained (Broken, Magic), Weapon+3 animal was spotted. Roll randomly for the species of animals
spotted by this method (75% are mature; 25% are young).
Crow
Skills: Gossip, Intuition, Perception, Language (Barnyard or Young animals are more adaptable as familiars than mature
Wild), Navigation, Outdoor Survival ones, but they are usually found at the den or nest. An animal
Talents: Magical Sense, Sixth Sense, Super Numerate lair can be located with a Challenging (+0) Outdoor Survival
Creature Traits: Bestial, Flight 80, Size (Little), Skittish, or Average (+20) Track Test. The caster may choose the species
Trained (Broken, Magic), Weapon+2 being sought. Each lair has a 50% chance of containing a gifted
young animal. Note that wild animals defending their lairs
Fox usually gain the optional Territorial Creature Trait, and Charm
Skills: Navigation, Perception, Outdoor Survival, Stealth Animal Tests made at lairs are Very Hard (–30).
(Rural), Swim, Track
Talents: Luck, Magical Sense, Orientation Alternatively, casters with the Aethyric Attunement Talent
Creature Traits: Bestial, Night Vision, Size (Little), Skittish, can meditate in the woods to summon a familiar. Each night
Stride, Tracker, Trained (Broken, Magic), Weapon+3 of meditation, roll a Difficult (–10) Channelling Test to
determine if the caster’s spirit-call was answered.

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VI WA R H A M M E R FA N TA S Y R O L E P L AY

The Game Master can choose an animal species befitting the


caster’s personality (50% are young, 50% are mature). Gifted Animal Familiar Behaviours
animals summoned by this method approach within 1 yard of Once animal familiars have spirit-bonded, they instinctively
the caster, however they must still be captured or befriended follow the caster everywhere. Most familiars are happy to perch
(see Bonding With Animal Familiars below). on a shoulder or ride in an open pack. Circumstances such as
Psychology or Conditions might physically separate casters
The final option for acquiring a gifted animal is to purchase from their familiars. If the separation distance is greater than 4
it from a specialty merchant. Gifted animals count as Exotic yards, the caster can no longer benefit from either Companion
Availability, meaning procurement requires the Commission Traits or the Animal Assistant Talent. Spellcasters can dispatch
Endeavour (WFRP page 197). The standard cost for a gifted their familiars beyond 4 yards by making an Average (+20)
young animal before Haggling is 200 GC (100 GC for a mature Charm Animal Test.
animal). The caster may choose the species. Animals purchased
by this method have already been tamed. Merchants who Animal familiars cannot follow complex instructions more than
capture and sell gifted animals are hated by Wood Elves. 4 yards from their caster. Simple delivery or scouting missions
are understood, but anything more complex might require an
Bonding With Animal Familiars Intelligence Test by the animal. Spirit-bonded animals aren’t
Before a spirit-bonding ritual can be performed, the gifted mindless servants — they retain a capacity for independent
animal must either be broken or befriended. Both approaches thought. Should the caster attempt to bring a familiar into a
use the Animal Training Endeavour (WFRP page 196). burning building or similarly hostile environment, the familiar
Befriending is resolved using the Charm Animal Skill instead can refuse if it succeeds an opposed Cool Test against the caster.
of Animal Training (the Animal Affinity Talent grants auto- If they do so they may instead wait safely outside.
success for befriending). Mature wild animals are harder to train;
reduce Animal Training or Charm Animal Tests to Difficult Animal Communication
(–10). Tamed and befriended animals gain the Trained (Broken) Casters cannot communicate easily with Newly Bonded, tier 1
Creature Trait, which negates their Bestial Creature Trait. Animal Familiars. The Charm Animal Skill conveys only basic
messages (e.g. stay, calm, run away), otherwise a familiar simply
After the Animal Training Endeavour has been completed, the follows its caster around by default. Certain spells such as Beast
caster and animal must spend at least a week becoming attuned Tongue (WFRP page 245) enable more nuanced conversation.
to each other’s spirits. This requires constant physical proximity Communication isn’t required for casters to benefit from
(generally within 2–4 yards) except when the caster is sleeping. Companion Traits or the Animal Assistant Talent.
No die roll is needed, only time and togetherness. Upon
completion of attunement, the gifted animal gains the Trained A tier 2 Animal Familiar can learn the Animal Telepathy Talent.
(Magic) Creature Trait, which negates their Skittish Creature NPC animal familiars are assumed to be tier 2 unless otherwise
Trait. Spirit-bonding can now be performed. specified. A more complex relationship develops at this stage
because the animal can express emotions and abstract concepts.
Spirit-Bonding Ritual Spellcasters can also explain plots or situations to their familiar
CN: 30 Type: Any Lore via telepathy.
Learning XP: 150
Ingredients: You must have a magically gifted animal to At tier 3 (Spirit Companion), Animal Familiars can learn to
become your Power Familiar. speak the caster’s native language. Though verbal communication
Conditions: The animal familiar must already have been broken is coarser and more simplistic than telepathy, the ability to
or befriended (an Animal Training Endeavour) and attuned to speak with a spellcaster’s friends enables the familiar to become
your spirit (at least 1 week). an active party member.
Sacrifices: Animal familiars do not require a sacrifice during
spirit-bonding. However, you might suffer trauma if your Animals can always communicate with other animals of their
familiar is killed (see Corruption & Death, page 81). own species. Gifted animals can also communicate with different
Consequences: The ritual fails, and the animal loses its Trained animal species using the Language (Barnyard or Wilds) Skill.
(Magic) Creature Trait. The ritual can only be attempted again The animals included in this chapter generally speak Wilds; only
after a week of re-attunement. cats, foxes, and crows are likely to speak Barnyard. Wild animal
familiars are useful intermediaries with forest creatures, whereas
More than One? urban familiars can converse with the party’s horses, dogs, and
A spellcaster can attempt to bond with several animals, though mules.
the CN of the spirit-bonding ritual is doubled for every existing
animal familiar the spellcaster has.

80
A N I M A L FA M I L I A R S VI
The caster can suppress these behaviours during an encounter
Language (Barnyard or Wilds) by making an Average (+20) Cool Test. Corruption Side-effects
These Language Skill specialisations can only be learned by are more extreme behaviours that tend to worsen progressively
gifted animals, and a select few Beastman bray-shamans and with every Physical or Mental Mutation gained by the soul-
Wood Elf shapeshifters. The creature can speak with either wild bonded caster.
or domesticated animals by making strange noises that only
beasts can understand. Most animal familiars can learn only one Deception (Fox)
of these dialects, but Crows can learn both. Talents: Blather, Schemer

Corruption & Death Behavioural Effects: Caster’s eyes gleam with cunning; speaks
Spirit-bonding increases the vulnerability of both spellcasters in riddles and metaphors; nagging desire to roam about for no
and their animal familiars to corruption and trauma. Whenever apparent reason.
animal familiars are exposed to Corrupting Influences (WFRP
page 182) the caster must also test for Corruption, and vice Corruption Side-effect: Caster becomes paranoid and reclusive.
versa. If both caster and familiar are exposed to the same
Corruption source, just roll once for each of them. Familiars Divination (Owl)
tend to mutate more quickly than witches and wizards, because Talents: Holy Visions, Sixth Sense
their Skills and Characteristics are usually lower.
Behavioural Effects: Caster is surrounded by faint magic aura;
The premature death of a spirit-bonded companion is traumatic. has a desire to initiate random philosophical discussions; is
If the familiar dies, the caster must make a Hard (–20) Cool often deep in contemplation.
Test or suffer 2d10 Wounds ignoring TB and Armour (Elven
wizards can roll at Challenging (+0) Difficulty instead). Corruption Side-effect: Caster becomes obsessed with minor
Additionally, the caster gains a Trauma Psychology (WFRP facts and details.
page 191) appropriate to the situation. Death by natural causes
does not cause trauma. Animal Familiars suffer the same fate Perception (Stoat)
if their caster dies, though those that survive and spend a Fate Talents: Hunter’s Eye, Shadowing
Point may live on as minor elementals or nature spirits.
Behavioural Effects: Caster’s body movements are jerky; lies
New Talents & Creature Traits and exaggerates for personal gain; constantly looking for new
The Talents and Creature Traits in this chapter are only available opportunities.
to Animal Familiars. New Creature Traits can be purchased by
Animal Familiar Characters at a cost of 100 XP each. Corruption Side-effect: Caster becomes territorial and
misanthropic.
New Talent: Animal Assistant
Max: 1 Resilience (Badger)
This Talent is specifically for Power Familiar (Animal) Talents: Robust, Tenacious
Characters. For the Power Familiar (Homunculus) version, see
the Winds of Magic sourcebook, page 186. The Animal Familiar Behavioural Effects: Caster’s breathing makes a snuffling
may assist a soul-bonded spellcaster with any Channelling or sound; temptation to be insensitive when giving opinions;
Language (Magick) Tests they make. The familiar can also focuses single-mindedly on the task at hand.
assist Outdoor Survival Tests, and Perception Tests that are
magical in nature. Each assistant provides the normal +10 Corruption Side-effect: Caster becomes argumentative and
bonus (WFRP page 155) whether it knows the Skill or not. aggressive.

Companion Traits (New) Stealth (Cat)


Each Animal Familiar species confers a different Companion Talents: Alley Cat, Rover
Trait to its spirit-bonded spellcaster when positioned within 4
yards of them. Companion Traits give the caster access to two Behavioural Effects: Caster’s footsteps are completely noiseless;
Talents. If the listed Talents are already known, add +1 SL. vacillates between friendly and cold; frequent insomnia and
Traits of multiple familiars can be used simultaneously. napping.

Companion Traits also cause Behavioural Effects that might be Corruption Side-effect: Caster becomes aloof and
considered unnatural by those who notice. condescending.

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VI WA R H A M M E R FA N TA S Y R O L E P L AY

Transformation (Crow)
Talents: Nose for Trouble, Master of Disguise
POWER FAMILIAR
Gifted Animal
Behavioural Effects: Caster’s voice sounds dry and creaky; Animal familiars lend both mystical and primal abilities to spirit-
interrogates suspected cheaters or liars; fascinated by mysteries bonded witches and wizards. The ritual linking familiar to spellcaster
and puzzles. creates an Aethyric conduit between their souls.

Corruption Side-effect: Caster becomes judgmental and


mocking of others.

New Creature Trait: Animal Telepathy


The Animal Familiar can communicate silently with its spirit-
bonded spellcaster. Communication is non-verbal and therefore
may be as complex as needed (bearing in mind the animal’s
Intelligence score). The caster may also initiate communication
with the familiar. The maximum range of Animal Telepathy is 4
yards.

New Creature Trait: Messenger


The Animal Familiar can deliver messages up to its Intelligence
miles in distance. No Intelligence Test is needed by the familiar
to follow complex instruictions when more than 4 yards from
its spellcaster. Messages being delivered through unexplored
terrain might be delayed or expose the familiar to danger.
Messages can be written on letters tied to the animal or spoken
by familiars with a relevant Language Skill.

New Creature Trait: Sensory Sharing POWER FAMILIAR ADVANCE SCHEME


The spellcaster can see, hear, and smell through the senses of its WS BS S T I Agi Dex Int WP Fel
spirit-bonded familiar. Spells cannot be cast from the familiar’s
h h h
body, nor can Animal Telepathy be used for communication
beyond 4 yards. The maximum Sensory Sharing range (in miles) Career Path
is the lower value of either the caster’s or familiar’s Willpower h Newly Bonded
scores. Skills: Cool, Dodge, Entertain, Intuition,
Language (Barnyard or Wilds), Outdoor
New Creature Trait: Invisibility Survival, Perception, Stealth (Rural or Urban)
Once per day, the Animal Familiar’s body can become fully Talents: Animal Assistant, Coolheaded,
translucent with a barely perceptible outline. Perception Tests Savvy, Second Sight
to notice the familiar are Very Hard (–30). When hiding, the Creature Traits: Companion Trait (Species)
familiar can only be spotted by characters with the Magical
Sense Talent. Invisibility lasts the familiar’s Willpower score in Animal Familiar
hours and cannot be deactivated prematurely. Skills: Charm Animal, Navigation
Talents: Sixth Sense
Creature Traits: Animal Telepathy, Messenger

Spirit Companion
Skills: Language (Caster’s), Lore (Magic)
Talents: Animal Affinity
Creature Traits: Sensory Sharing

Witchling
Skills: Charm, Leadership
Talents: Flee!
Creature Traits: Invisibility

82
• ALTDORF — A WORLD •
TO ITSELF

Altdorf is a cosmopolitan place, home to communities with Dwarfs (Altdorfer)


distinct characters of class, origin, and even Species. When Skills: Consume Alcohol, Cool, Endurance, Evaluate,
creating a Character from a large city such as Altdorf, the basic Intimidate, Intuition, Language (Khazalid), Lore (Dwarfs),
Reikland character from the WFRP core rulebook does serve Lore (Geology), Lore (Metallurgy), Melee (Basic), Trade (any
as a template for the average townsperson, with no strong ties one)
to any particular demographic. However, within Altdorf there
are those whose background does have a more marked effect on Talents: Craftsman (Any) or Resolute, Magic Resistance, Night
their Skills and Talents. Unlike Middenheim, where a notion Vision, Read/Write or Relentless, Sturdy
of a single archetypal citizen might apply, in Altdorf, different
Characters may be associated with different districts, or even
different streets.

South Bankers
Folk from the South Bank tend to be well educated, and used
to mixing with high society. Even servants and tradesmen of
Mauerblumchen and Zwillingsgrab will be used to the airs and
graces of the nobility and priestly caste.

Humans (Altdorfer — South Banker)


Skills: Animal Care, Charm, Cool, Gossip, Language (Any),
Leadership, Lore (Any), Melee (Basic), Melee (Fencing),
Ranged (Blackpowder), Ranged (Bow), Ride

Talents: Doomed, Etiquette (Any), Noble Blood or Pure Soul,


Read/Write or Supportive, Savvy or Suave

Eastenders
Altdorf ’s East End is a teeming rookery where criminality,
disease, and insurrectionist fervour run riot. It is home to
Altdorf ’s Dwarf community, whose honour, integrity, and
conscientiousness juxtapose with the wiles of their Human
neighbours. The Imperial School of Engineers is also here, so a
minority of the inhabitants are educated and eccentric.

Humans (Altdorfer — Eastender)


Skills: Cool, Evaluate, Gossip, Haggle, Intimidate, Intuition,
Language (Battle or Thieves’ Tongue), Lore (Reikland), Melee
(Brawling), Ranged (Blackpowder), Sleight of Hand, Stealth

Talents: Argumentative or Flee!, Criminal or 1 Random Talent,


Doomed, Nimble Fingered or Read/Write, Savvy or Suave
VII WA R H A M M E R FA N TA S Y R O L E P L AY

Those who are not so enamoured of it point out that it is a


The City North haven for smugglers, racketeers, corrupt officials, and worse.
Altdorf 's City North is home to a number of distinct
communities. The largest district in the city is there, the Humans (Altdorfer — Hexxerbezrik)
Hexxerbezrik, however it is not a bustling area of residences Skills: Cool, Evaluate, Gossip, Intimidate, Intuition, Language
and marketplaces, but a strange and haunted swathe of the city, (Classical), Lore (Reikland), Lore (Magic), Melee (Basic),
housing the eldritch Colleges of Magic and their many ritual Perception, Sleight of Hand, Stealth
sites, arcane devices, and experimental edifices. Many people
aside from wizards do live there, but they are not untouched by Talents: Doomed, Beneath Notice or Read/Write, Savvy or
the experience. Suave, Second Sight or Sixth Sense, 1 Random Talent

Further east is the Docklands area, where the hard labour Humans (Altdorfer — Docklands)
fuelling Altdorf ’s thriving commercial life is done. Those who Skills: Consume Alcohol, Evaluate, Gossip, Haggle, Intimidate,
love Altdorf salute the Docklands for its boisterousness and Intuition, Language (Thieves’ Tongue), Lore (Reikland), Melee
diversity, as ships from all over the world arrive to load and (Brawling), Row, Sail, Sleight of Hand
unload cargos before their crews take time to relax in the nearby
Street of a Hundred Taverns. Talents: Criminal or Etiquette (Merchants), Dealmaker or
Menacing, Doomed, Savvy or Suave, 1 Random Talent

84
VIII
ALTERNATIVE
• CHANNELLING •

‘The finest carpenter in Altdorf can’t make so much as a stool without


some wood, nor can the best handgunner strike their target if they KEY DIFFERENCES
lack dry powder. It’s the same for us, only our materials are a bit The updated rules on Channelling are the same as those found
more useful than wood, and a damn sight more explosive than on page 22 of Winds of Magic, and are repeated here for those
gunpowder.’ who don’t have access to that book. These rules are optional,
but you are encouraged to use them, especially for parties that
— Albrecht Wint, Magister of the Bright College are blessed (or burdened!) with more than one magic user. The
main differences are as follows:
While the rules presented for Channelling in WFRP (page
237) allow wizards the flexibility to cast powerful spells, they 0 You no longer need to declare which spell you are
can also require spellcasters to spend quite a bit of time in trying to cast when you begin Channelling, allowing
combat taking no action other than Channelling. for more flexibility with magic. You do need to declare
which Wind you are gathering, though this should not
While this is fine, and does help to keep powerful spells from be an issue for most Human magic-users.
being cast too often, it can also be frustrating for some Players.
If you feel your game can withstand some more active magic 0 Critical Channelling no longer instantly achieves enough
users, the following optional rules may be substituted for those SL to cast the spell on the following Round. Instead it
found in the rulebook. grants you additional bonus SL to your ongoing Test.

Channelling Test
Some magical spells require more magic than can normally be
found ambiently flowing through the world. To power such
spells, a wizard can draw the Winds of Magic to themself.
This is called Channelling. To channel magic for a spell, select
the Wind which you wish to gather to yourself, and for which
you have the appropriate Talent and Skill. Then, as an Action,
make a Simple Challenging (+0) Channelling Test to draw the
Wind to you. You need not specify which spell you intend to use
this power to cast.

If you are successful, you gather a number of SL equal to


your Willpower Bonus. These SL can be added to any future
successful Casting Test made to cast a spell of the appropriate
Wind. You can channel additional power if you wish, though
attempting to hold more SL than your Willpower Bonus can
be hazardous.

While holding such channelled power, you may continue to


act as normal. Any turn in which you don’t spend an Action
Channelling, however, you lose one SL of your gathered power.

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VIII WA R H A M M E R FA N TA S Y R O L E P L AY

Critical Channelling HOW MUCH IS TOO MUCH?


If you roll a Critical when Channelling, you gather a number These rules intentionally place no upper limit on the amount
of SL equal to your Willpower Bonus plus the SL of the of power that a wizard can channel. Eventually, after a minute
Channelling Test. or so, this power will start to leak from them catastrophically,
which should prevent magic-wielding Characters from claiming
Fumble that their Character is always in possession of several ‘standby
If you roll a Fumble when Channelling, note the number of SL SL’, ready to unleash at a moment’s notice.
of magic power you are already holding. All these are then lost.
If the amount of SL lost in this way is equal to or less than your If you do find that Characters have begun stockpiling this power
Willpower Bonus, roll a Minor Miscast. If it is greater than before a fight, you may wish to cap the amount of SL which
your Willpower Bonus, roll a Major Miscast instead. can be gathered in this way at a number equal to 3 × Willpower
Bonus, which should help to keep things under control.
Interruptions
Any time you take damage while holding the power of a Wind,
make a Challenging (+0) Endurance Test. If you fail, lose an CANTS
SL of gathered power for each Wound you lost.
Cants are another use for channelled power. These are semi-
The Price of Power informal practices taught in hushed whispers in the Colleges,
Holding on to the Winds of Magic in this way is relatively safe as no one is quite sure if their use is sanctioned. Most wizards
for short amounts of time, but outside of carefully prepared who know of these abilities, however, make good use of them.
ritual spaces, it can quickly become dangerous. Attempting to
hold on to such power for longer than a minute results in a In addition to using channelled power to cast difficult or
Minor Miscast every Round thereafter, or a Major Miscast if particularly spectacular spells, practised wizards can carefully
you are holding more power than your Willpower Bonus — see shape small motes of this power to achieve minor though not
Fumble above. insignificant effects. With power gathered from Channelling,
a spellcaster with the appropriate Lore Talent may learn to use
Death and Unconsciousness any of the Cants listed below. If they expend at least 1 SL of
If your Character should lose consciousness or die while holding gathered power using a Cant, they do not lose the SL they
such power, you should treat this as though they just rolled a normally would for spending a Round without Channelling.
Fumble and apply the rules for such above.
These effects are varied, and in most cases do not require an
Casting with Channelled Power Action to make use of except where explicitly stated. Even if a
When you attempt to cast a spell while holding power you have Cant does not require an Action, a magic-user may make use of
already gathered, declare which spell you are attempting and no more than one each Round.
make a Casting Test in the usual way. If you succeed, and have
gathered power of the Wind corresponding to the spell you are Learning Cants
attempting, you may add these SL to the SL from your Casting Cants are taught only informally, and are often discovered and
Test. This is typically done to cast spells of a high CN, or to gain rediscovered in parallel with learning more codified techniques.
the benefits of Overcasting (WFPR page 238). A Character may learn one Cant for free when they learn their
first spell of that Lore.

They master a second Cant when they learn their third spell,
and a third Cant when they learn their sixth spell. For example,
as soon as they learn any one spell from the Lore of Beasts, a
Character may choose a Cant such as Faces of the Wild (below)
and may use that effect as they wish. On learning a third spell
of the Lore of Beasts, a Character could learn either Talons of
Ghur or Thick Hide.

86
A LT E R N AT I V E C H A N N E L L I N G VIII

The Lore of Beasts The Lore of Fire


Face of the Wild Brighten Blaze
By expending 1 SL of gathered power, you sprout fangs, fur, By expending 1 SL of gathered power, any non-magical fire
claws, or other intimidating features. You gain the Fear (1) you can see within Willpower yards grows in intensity. A
Creature Trait until your next turn. candle flame burns as violently as a torch, a torch as brightly
as a campfire, and so on. This both increases the illumination
Talons of Ghur provided, and may cause nearby creatures to gain an Ablaze
You may expend a number of SL of gathered power, up to a Condition if the GM rules they were standing close enough to
maximum of your Willpower Bonus, to add +1 Damage for be caught in the enlarged fire.
each to any unarmed attack you make until your next turn. You
may decide to apply this effect after you have made your Melee Set Alight
Test, but before the GM has described the results. Any time you strike an opponent with a Melee attack, you may
expend 2 SL of gathered power to inflict one Ablaze Condition
Thick Hide upon them.
By expending 3 SL of gathered power, you increase the AP of
all leather armour you are wearing by 1 until your next turn. Fervent Bellow
By shouting your encouragement and expending 3 SL of
gathered power, one ally who can hear your voice loses one
Broken Condition.

The Lore of Heavens


Visions of Trauma
You may expend 1 SL of gathered power to gain +1 SL on any
Dodge or Melee Test you make to avoid or parry an attack.

Crackling Blade
You may expend a number of SL of gathered power, up to a
maximum of your Willpower Bonus, to add +1 Damage for
each to any Melee attack you make with a metal weapon. You
may decide to apply this effect after you have made your Melee
Test, but before the GM has described the results.

Visions of Fortune
By expending 3 SL of gathered power, you peer into what is
The Lore of Death to come and shout a warning or advice to an ally who can hear
Eyes of Death your voice. They receive a +2 SL bonus to use on any one Test
By expending 1 SL of gathered power, you are granted a vision during their next turn. You may not use this cant on yourself.
of another creature's death. You may ask how close a creature
you can see is to death. The GM must describe, in relative terms,
how many Wounds that creature has remaining.

Whispers of Doom
By expending 2 SL of gathered power, you can learn the
Dooming of any creature you inflicted at least 1 Wound on
during the previous Willpower Bonus minutes.

Death’s Visage
By expending 3 SL of gathered power, you can take on the
aspect of the grave. For this round, you no longer need to
breathe, and can ignore the effects of Fatigued, disease, and
Poisoned. Creatures with the Undead Trait will ignore you unless
you attack them directly, or if they are intelligent enough to see
through your ruse.

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VIII WA R H A M M E R FA N TA S Y R O L E P L AY

Purging Light
The Lore of Metal By expending 2 SL of gathered power, a melee weapon you are
Reinforcement holding or a single piece of ammunition begins to glow with
By expending 1 SL of gathered power, all metal armour you furious light. Until your next turn, targets struck by a weapon or
are wearing provides 1 additional AP of protection until your piece of ammunition under the effects of this Cant must make a
next turn. Challenging (+0) Endurance Test or gain a Blinded Condition.
If the target has the Daemonic Trait, they take an additional +3
Heart of Iron Damage from the attack as well.
In response to receiving a Critical Wound, you may choose to
expend 2 SL of gathered power. The struck location toughens Perfection of the Self
unnaturally, resisting a potentially mortal blow. Your attacker By expending 3 SL of gathered power, you are engulfed in a
must roll twice on the appropriate Critical Wound chart, cleansing light. Until your next turn, you may ignore the effects
choosing the least harmful result. of any Diseases, Poisons, Critical Wounds, or Mutations that
afflict you. Even severed limbs are temporarily replaced by airy
Quicksilver Blade constructions of pure Hysh.
By expending 3 SL of gathered power, one metal weapon you
are holding begins to flow like water. Melee attacks you make
this Round count as spells of Chamon and enjoy the benefits
listed for spells of the Lore of Metal described on WFRP
page 249 — ignoring the AP of metal armour, and inflicting
additional Damage equal to the AP of metal armour worn on
that Hit Location.

The Lore of Life


Staunch
By expending 1 SL of gathered power, you remove all Fatigued
and Bleeding Conditions from yourself.

Invigorate
As an Action, you may expend 2 SL of gathered power and
touch another creature. Until your next turn, that creature gains
+1 SL to all Tests involving their Strength or Toughness, and
automatically passes any Test to resist the effects of disease or The Lore of Shadows
poison. Ulgu’s Touch
By expending 1 SL of gathered power, you cloak yourself in
Regenerate raw Ulgu. You may add a number of SL up to your Willpower
At the start of your turn, you may expend 3 SL of gathered Bonus to any Stealth Tests you make this Round, adding them
power to immediately gain the Regenerate Creature Trait after the dice have been rolled but before the GM has described
(WFRP page 341) until the start of the next Round. the result.

The Lore of Light Not Your Problem


Brighteyes By expending 2 SL of gathered power you become less of a
By expending 1 SL of gathered power, your eyes begin to give off threat in the eyes of others. If there is at least one other viable
a faint light. You gain the Dark Vision Creature Trait until the target which a hostile enemy can attack on their next turn, they
beginning of your next turn. Additionally, you become immune will attack that target instead.
to the Blinded Condition while the effect persists. Blinded
Conditions you already have are ignored for the duration of this A Passing Shadow
effect but return once it ends. By expending 3 SL of gathered power, you become impossible
to restrain. You may slip free of any existing bonds, and all
attempts to grab, hold, or otherwise prevent your movement
fail. You may pass through difficult terrain without hindrance,
and your almost insubstantial form may even slip past barred
windows and through other tight spaces.

88
IX
LORD ADALBERT
• KNOPP-INZEL •

‘Were you in the Marktplatz yesterday? Some crazy old knight called 0 Lord Knopp-Inzel and his entourage are staying in the
Lord Knopp-Inzel picked a fight with the head of the Watch. He got same inn as the party. They occupy a table in the taproom,
himself a good hiding and then got chucked in the river. It's a shame where the knight is having a good-natured dispute
really, he seemed harmless.’ with Brother Samhel. They disagree on the role of the
Reiksguard in the Fourth Siege of Altdorf. They invite
— Werner Stoll, Weissbruck Scribe members of the party to adjudicate between their cases,
offering a round of drinks in return.
‘Someone told me Knopp-Inzel is about again, trying to get the
Jungfreuds back in Ubersreik. He’s losing his mind, but he was sharp 0 The party are in a village when they hear excited children
as a pin in the old days. Knew everyone who mattered in Altdorf.’ running down the lane. Lord Knopp-Inzel and his retinue
ride into the village, Leonard blowing his bugle while
— Lady Kisaiya von Bruner, Ubersreik Dowager the knight demands support from the village to restore
Ubersreik to the Jungfreuds.
Lord Knopp-Inzel is old, his mind is failing, and people dismiss
him as a reckless eccentric. But this elderly knight is on a quest 0 The party are in a town. They see Lord Knopp-Inzel
to restore the Jungfreuds to Ubersreik. Riding through the sat on his horse outside the Town Hall, calling out the
Reikland with his trusty retinue, he duels with blackguards, tries burgomeister for a duel. He has heard that the Town
to rally the peasantry, and fights injustice as a true veteran of the Council declared in favour of Karl-Franz’s seizure of
Reiksguard should. Admittedly, this usually ends in injury and Ubersreik.
humiliation, but what’s a few hundred laughing villagers when
honour and the integrity of the Empire are at stake? 0 On the road, the party happen across a small group of
bandits who wait patiently while Lord Knopp-Inzel and
This article provides a profile of Lord Knopp-Inzel and his his retinue prepare to bring them to justice.
entourage of ne'er-do-wells. They can act as a comic diversion
or play a greater role in your campaign. Before old age clouded 0 Choose the PC who looks most suited to a fight. They
his mind, Lord Adalbert worked as a spy, seeking out cults and feel a tap on the shoulder and turn around to find an old
covert treason — which sometimes involved Reikland’s most man in armour challenging them to a duel. He thinks he
powerful. Between episodes of dementia and delusion, the old just heard them say something questioning the honour of
knight’s memories return and he hints at knowledge which Reiklanders.
many would rather remain secret.
The GM is best placed to decide how to use Knopp-Inzel and
his retinue. They can provide a short comedic interlude with
ENCOUNTERING ADALBERT the delusional old knight making a fool of himself. Alternately,
you can play on the tragedy of his encroaching dementia and
It should be easy to integrate Lord Knopp-Inzel into any his loss of self.
campaign, as a brief interlude, a precursor to a new adventure,
or part of an ongoing scenario. The retinue can cross paths Adalbert can be a useful distraction or a source of old secrets
with the PCs on the road, or turn up in any village or town in you may want to introduce to your campaign. Several adventure
the Reikland — other than Ubersreik, where Lord Adalbert’s hooks at the end of the article illustrate how this could work.
agitating won’t be tolerated.

89
IX WA R H A M M E R FA N TA S Y R O L E P L AY

Lord Adalbert
‘I beg to differ, sir. You may state your case most eloquently, but I’m
afraid that you have made a grievous error. No man of the Reikland
could stand aside while you slander the good name of the late Rodolf
von Sigismund. Therefore, it pains me greatly, but I feel I must offer
you the opportunity to erase the stain on your character through
honourable combat.’

‘I’m awfully sorry, but I seem to forget so many things these days.
Have we met? I can’t be sure. Were you in Salzenmund during the
Oaken Mask business? I think you worked for the count? Your face
is familiar. I’m so terribly sorry, but I can’t recall… I’m really not
myself today. What were we talking about?’

Lord Knopp-Inzel’s grandfather was a founding Reiksguard


knight and his son followed him into the Order, so Adalbert
was destined to join their ranks himself. Proud to be part of
such an august institution, he acquitted himself admirably
in combat many times. He had a reputation for eagerness,
sweeping forward at the head of the charge to meet his foe.
This was tempered by a fine strategic mind, which did not go
unnoticed. By the time he reached his thirties, Adalbert was
being groomed for leadership. He served for a time in the
Emperor’s personal guard where he met Luitpold III.

During a ferocious battle with an Orc band, Lord Adalbert lost


his right hand and lower leg to a furious downsweep from a
Savage Orc axe. He was saved by Graf Roldolf von Jungfreud,
father of the current duke. Now sporting a brass hand and
LORD ADALBERT KNOPP-INZEL — HUMAN FIRST
wooden leg, he renounced frontline combat.
KNIGHT (AND SPY)
GOLD 2
Lord Adalbert’s service to the Reiksguard was not over. He
joined the Untersuchung, a clandestine branch of the knightly M WS BS S T I Ag Dex Int WP Fel W
order dedicated to hunting down treasonous and blasphemous 3 60 33 40 25 45 39 30 30 45 45 10
threats to the Empire. He was a spy in the Imperial Court, Traits: Armour 4 (6), Easily Confused, Weapon (Lance)
Couronne, Remas, and Salzenmund. He controlled several +10 (When charging on horseback), Weapon (Sword) +8
networks of agents, taking responsibility for neutralising many
Skills: Animal Care 45, Athletics 49, Bribery 50,
treasonous plots and illegal cults. For several years he worked
Charm 55, Charm Animal 55, Consume Alcohol 35,
closely with the Altdorf Black Chamber, the principality’s spy
Cool 55, Dodge 49*, Endurance 40, Gamble 40, Gossip
network, where he got to know (but not trust) Graf Liepmund 55, Haggle 50, Heal 40, Intimidate 50, Intuition 55,
Holzkrug, now High Lord Ambassador of the Reikland. Leadership 55, Lore (Battle 50, Heraldry 50, Politics 45,
Warfare 45), Melee (Basic 80, Cavalry 80), Perception
After many years in service, Lord Adalbert retired in 2508 60, Ride (Horse) 54, Secret Signs (Untersuchung)
IC to the family estate outside Oberwald, with his long- 45, Stealth (Rural) 49, Trade (Farrier) 45
suffering squire Leonard in attendance. Over the years he grew
Talents: Blather, Carouser, Doomed, Etiquette (Nobles),
increasingly eccentric and confused, his keen intellect dulled
Gregarious, Read/Write, Rough Rider, Shieldsman,
by encroaching dementia. The old knight was outraged when Strike Mighty Blow, Suave, War Leader, Warrior Born
he heard about Emperor Karl-Franz’s edict to take Ubersreik
Trappings: Charcoal Stick, Destrier with Barding,
from the Jungfreuds. His sense of honour was offended and
Hooded Cloak, Lance, Plate Armour, Pouch containing
he decided to come out of retirement to right a great wrong.
12 Gold Crowns and 10 Shillings, Reinforced Soft Kit
Calling for Leonard to bring his armour out of storage, he
and Great Helm, Saddle and Tack, Sword
saddled up his old steed and rode forth on a misguided quest to
* Adalbert is still getting used to his prosthetic
restore justice and propriety to the Reikland.
leg, and may not Dodge until he does so.

90
L O R D A DA L B E R T K N O P P- I N Z E L IX

Easily Confused Beliefs


This is a new Creature Trait to represent creatures and characters 0 The Empire is a sacred institution birthed by Sigmar
who are dithering and uncertain, but not so much as to be and it is the solemn duty of all its subjects to uphold its
considered Stupid. strength and integrity.

Characters with the Easily Confused Trait should make an 0 Karl-Franz has behaved in a way unfitting for an Emperor
Easy (+40) Intelligence Test whenever their immediate and Prince of the Reikland. This shall not stand.
circumstances undergo a change, surprising information is
brought to light, or a new encounter begins. If the character 0 A knight is bound to fulfil his duty to his order, to death
fails the Test they receive a Stunned Condition. if necessary. This includes adherence to a strict code of
honour — to have truth in his words, duty in his heart,
The character retains the Stunned Condition, but may make and a sword in his hand. There is an obligation to speak
an Easy (+40) Intelligence Test at the start of every following out against traitors and correct the misguided.
turn, recovering from the Condition if they succeed.
0 No real knight would travel without a retinue of sturdy
Points of Resolve may also be spent on recovering from Stunned compatriots, bold and true!
as normal.
Why Isn’t He Dead?
Appearance Lord Knopp-Inzel puts himself in grave danger every time he
Lord Knopp-Inzel is a thin, elderly man with an impressive challenges someone to a duel or makes a public proclamation
white moustache and beard, styled in a fashion that was popular against the Emperor in support of the Jungfreuds. So why is
in the Reikland cavalry forty years ago. When outdoors, he he still alive?
wears a careworn suit of steel plate and carries a short lance
in his brass hand. He rides an elderly warhorse weighed down Despite the harsh life of many in the Reikland, few would take
with heavy barding. When not arrayed for battle, he wears pleasure in killing a charming, deluded veteran of the Reiksguard.
moth-eaten courtly garb and several medals earned during his Most of his duels end with a beating and humiliation, but very
service in the Reiksguard. few opponents want him dead. If death or serious maiming
looks like a risk, Brother Samhel or one of the other retainers
Character will intervene — to pay off the adversary or use one of their own
Most of the time, Lord Knopp-Inzel is in fine spirits. He has talents to rescue the knight.
a strong sense of purpose and treats friends and enemies alike
with good humour, providing they appear as loyal Imperial On a few occasions, a shadowy figure has intervened to protect
subjects. If he hears anyone denounce the Jungfreuds, the Lord Knopp-Inzel. He attributes this to a blessing from Sigmar,
position of Emperor, the Reikland, or any other Imperial but the reality is more prosaic. Like several other powerful
institution, he courteously challenges them to a duel. He people, High Lord Holzkrug is acutely aware of Adalbert’s past
treats such obligations seriously and shows resolve rather and would prefer he lives as long as possible. It’s well known
than anger. When the inevitable crowd gathers, he is fond of that when he was with the Untersuchung, Knopp-Inzel wrote
making proclamations about the importance of justice and how a detailed account of every individual, cult, and conspiracy he
‘Karl-Franz’s father would never have allowed all this.’ He is encountered and secured it ready for release should he die.
completely fearless.
He placed copies of his dossier in the House Fooger vault
Confusion sets in during periods of calm or after an inevitable in Marienburg, the Temple of Verena in Wolfenburg, and
defeat. Adalbert forgets what he’s done, repeats himself and the Untersuchung archive in Altdorf. If someone kills Lord
apologises to all who might listen for his failing memory. He Adalbert, at least one of these institutions will release his dossier
becomes uncertain of himself, and mutters cryptically about old to the Cult of Sigmar, the Witch Hunters, and various other
conspiracies, long-dead agents, and adversaries. This confusion authorities. Nobody knows exactly what the dossier contains,
sometimes gives way to a moment of clarity, when he speaks but few powerful people in the Reikland are willing to risk it
with authority and shrewd judgement for a few moments before becoming public.
his mind fogs over again.

91
IX WA R H A M M E R FA N TA S Y R O L E P L AY

Exactly what Lord Knopp-Inzel knows is up to the GM —


he should be a good source of intrigue, scandal, and historical BROTHER SAMHEL — HUMAN PRIEST OF MORR
intelligence. Some suggestions: SILVER 1
M WS BS S T I Ag Dex Int WP Fel W
0 Emperor Luitpold III had an intimate relationship with
4 27 29 32 43 28 35 25 42 38 52 14
a lady-in-waiting who was in fact a Lahmian vampire.
The Untersuchung discovered this and acted quickly to Traits: Weapon (Mace) +7
neutralise the problem. Skills: Athletics 45, Charm 67, Cool 48, Endurance
53, Entertain (Storytelling) 57, Gossip 62, Heal
0 15 years ago, a cult of Slaanesh called the Shimmering 52, Intuition 38, Lore (Theology) 57, Melee
Caress thrived in the upper echelons of Kemperbad, (Basic) 37, Perception 38, Pray 67, Research 57
Grissenwald, and Auerswald society. Talents: Bless (Morr), Doomed, Invoke
(Morr), Read/Write, Savvy, Suave
0 Certain senior wizards in the Colleges of Magic knew of Miracles: Dooming, Last Rites, Portal’s Threshold
Egrimm van Horstmann’s corruption and took no action
Trappings: Book, Clothing, Hand Weapon (Mace),
before it was fully revealed.
Pouch containing 19 Shillings, Religious Symbol, Robes

0 The previous High Lord Treasurer was passing state


secrets to the Council of Ten in Marienburg. He was Brother Samhel, Priest of Morr
quietly removed but remains alive and influential. ‘Do you really think this is wise, Adalbert? After all, there are
twelve of them, they’re rather burly, and I still have half a goblet of
this passable Pritzstock red left.’
THE KNIGHT’S RETINUE
Lord Knopp-Inzel believes that every knight should be
When Lord Knopp-Inzel rode out from his estate, he took accompanied by a man of faith to tend to his spiritual needs.
Leonard as his squire, and his friend, Brother Samhel. On his He’d prefer a Sigmarite, but his old friend Samhel is perhaps
journeys around the Reikland he has picked up the dubious more fitting given his recklessness. The two are of a similar
Oda Terenz and hired a Dwarf fool, Ridrek Blackhelm. They age and have known one another for almost twenty years since
accompany him on the road, some taking payment and others Samhel took over as priest of Morr at the temple in Oberwald.
earning their way in each place they visit. Together they look
like a strange crew and they draw attention wherever they go.

92
L O R D A DA L B E R T K N O P P- I N Z E L IX
Appearance ELLA TERENZ — HUMAN CON ARTIST
Brother Samhel is tall and dignified in his years, with patrician
SILVER 2
good looks and a slight smile which suggests the world is faintly
amusing to him. He wears the plain black robes of the Order of M WS BS S T I Ag Dex Int WP Fel W
the Shroud and carries a staff topped with an hourglass. 4 28 29 27 29 53 42 54 42 47 59 10
Traits: Weapon (Dagger) +4
Character Skills: Bribery 79, Charm 74, Consume Alcohol
Samhel is generally cheerful and well-spoken. He has a dry
44, Entertain (Acting 79, Storytelling 74),
wit which he deploys when someone around him is being
Evaluate 62, Gamble 67, Gossip 79, Haggle
vainglorious. Samhel’s main flaw is laziness — he usually prefers
74, Intuition 63, Language (Thieves’ Tongue)
the path of least resistance. 57, Perception 68, Sleight of Hand 69
Talents: Blather, Cardsharp, Diceman, Doomed,
What He Wants
Etiquette (Criminals, Nobles), Fast Hands,
0 Brother Samhel joined Lord Adalbert because of their
Luck, Savvy, Secret Identity, Suave
firm friendship. He cares for the knight and wants to stay
close as his condition worsens. He suspects he’ll be giving Trappings: Backpack, Dagger, Deck of Cards,
his old friend the last rites before long. Dice, Expensive Town Clothes, Hood, Poor
Town Clothes, Purse with 22 Shillings
0 Despite choosing to accompany Lord Adalbert, Samhel
prefers a quiet life and a good wine. When drunk, he
becomes sentimental. Appearance
Ella wears fashionable town clothes that Brother Samhel deems
0 Samhel performs his religious duties with solemn a little flash. She has shoulder length dark brown hair worn
diligence. He will ensure the dead receive their rites and under a velvet hat adorned with a large red feather. A capable
go peacefully into Morr’s realm. actress, one can never be sure whether her expressions or even
her age are genuine.
Ella Terenz, Con Artist
‘Oh, hard luck. I would have sworn you were going to win that one. Character
No, no, no, I didn’t say Lord Adalbert has an enchanted sword. You Ella has been living on her wits for twenty years and she has
must have misheard me. What was it? Five gold? Let’s call it four as almost lost track of her real personality, under the many masks
you’ve been such a good sport.’ she’s worn. She can switch from upper-class charm to concerned
devotee to coarse Altdorf eastender as she needs.
Ella met Lord Adalbert after he picked an argument with a
gang of stevedores in Fielbach and ended up head-down in a What She Wants
barrel of pickles. She originally planned to con some gold from 0 Ella wants to make money from the locals wherever she
him, but then saw a good opportunity to make more by joining goes. She uses many scams, but her preference is to accept
his retinue. She uses the crowds he attracts to run bets on his crooked bets on Adalbert’s chance of survival.
duels and con gullible locals into believing he is blessed by the
gods and requires donations. 0 She really needs Lord Adalbert to survive, as he’s proving
lucrative. But Ella has developed a soft spot for the old fool
and will protect him, even when profit isn’t threatened.
ECHOES OF
SCANDAL 0 Ella wants to feel smarter than the people she meets,
regardless of rank or standing. Even a small con or artful
0 The party are approached by an agent of the Oldenhaller lie confirms to her that she’s a little quicker off the mark
family in Nuln, who will pay them handsomely for than other people. She really wants to trick an Elf.
leverage against the authorities in Schilderheim. There
have been rumours over the years that the von Uhland
family was implicated in some sort of scandal around
2502 IC, thwarted thanks to the actions of Lord
Knopp-Inzel. The Oldenhallers want the party to join
the old knight on his travels, earn his trust, and uncover
the von Uhland secret.

93
IX WA R H A M M E R FA N TA S Y R O L E P L AY

Adalbert’s job vacancy. Ambassador Farlson has an acute


Ridrek Blackhelm, Dwarf Fool sense of humour and doesn’t like Ridrek, so he relished
‘…and so the faithful hen died, and although the farmer’s wife was the chance to give him a humiliating mission. Blackhelm
upset, she was glad that it had laid one final egg. The next day, she occasionally shuffles off to dispatch a coded runic report
waited patiently and the egg hatched… but it was full of grey dust to Ubersreik.
which simply blew away.’
0 Ridrek needs to stick with Lord Adalbert because he’s the
Every good knight should have a fool, to speak truth to power perfect cover. This may mean protecting the brain-addled
and make it funny. Lord Adalbert hired Ridrek during a trip to manling if he’s about to get killed.
Grissenwald, but the Dwarf hasn’t quite lived up to expectations.
Ever the optimist, the elderly knight waits patiently, hoping Leonard, Squire
that Ridrek is just about to unleash the side-splitting zinger to ‘Shall I fetch the bandages, my Lord? Very good, my Lord.’
end all zingers.
Leonard is Lord Adalbert’s long-suffering squire. He has served
RIDREK BLACKHELM — DWARF ENTERTAINER the knight since his Reiksguard days and despite being many
(AND SPY) years past his fortieth birthday, Adalbert still calls him ‘the
BRASS 5 boy’. It is Leonard who picks up his master after a beating and
M WS BS S T I Ag Dex Int WP Fel W patches him up to continue his quest.
3 42 27 30 43 22 33 56 32 57 20 16
LEONARD — HUMAN SQUIRE
Traits: Weapon (Dagger) +5 SILVER 3
Skills: Athletics 43, Bribery 30, Charm 30, Cool M WS BS S T I Ag Dex Int WP Fel W
67, Entertain (Acting 33, Comedy 23), Gamble 42,
4 36 31 42 32 45 45 31 35 30 32 13
Gossip 35, Haggle 30, Language (Khazalid) 42,
Melee (Basic) 52, Perception 42, Perform ( Juggling) Traits: Armour 2 (5), Weapon (Sword) +8
38, Play (Tin Whistle) 66, Stealth (Urban) 48 Skills: Animal Care 55, Athletics 65, Charm Animal 50,
Talents: Magic Resistance, Mimic, Night Vision, Heal 55, Lore (Heraldry) 55, Melee (Basic 36, Cavalry
Public Speaking, Read/Write, Strong-minded, Sturdy 51), Play (Bugle) 36, Ride (Horse) 65, Trade (Farrier) 51
Trappings: Backpack, Blanket, Brightly Coloured Talents: Doomed, Etiquette (Nobles),
Clothing, Dagger, Hooded Cloak, Juggling Roughrider, Savvy, Sturdy, Warrior Born
Balls, Pouch, Tin Whistle, Tinderbox Trappings: Bugle, Cloak, Clothing, Mail Shirt,
Purse with 18 Shillings, Riding Horse with Saddle
and Tack, Shield, Sword, Trade Tools (Farrier)

Appearance Appearance
Ridrek Blackhelm looks like he’s just received the worst news Leonard wears his black hair in an unflattering ‘pudding bowl’
a Dwarf ever heard. His relentlessly dour expression contrasts style. He dresses in the livery of the Knopp-Inzels, a red and
with his amusingly-waxed beard, bright-coloured breeches, and yellow check tabard with a blue goat rampant. He carries a
gaudy hose. bugle which he uses to herald Lord Adalbert’s arrivals, retreats,
and proclamations.
Character
To Ridrek, the whole world is a constant disappointment. He is Character
pessimistic and morose. Given that his jokes fall flat, he prefers Leonard lives to serve. He anticipates and responds to Lord
to tell depressing stories which invariably end on a downer. Adalbert’s every need and mishap, barely speaking other than
to ask his master for instruction. Leonard is the model of an
What He Wants uncomplaining dogsbody.
0 Ridrek is never satisfied with the world around him and
would like to sit quietly alone, brooding about all the What He Wants
awful things which are just about to happen. 0 Leonard wants Lord Adalbert Knopp-Inzel to die
honourably, as soon as possible.
0 There is a reason Blackhelm is a bad fool — he’s actually
a spy for Gjur Farlson, Karak Azgaraz’s ambassador in
Ubersreik. The hold seeks intelligence on the political
situation in the Reikland, so they took advantage of Lord

94
A R C H I V E S O F T H E E M P I R E : VO L U M E I

One of the most highly regarded roleplaying campaigns ever written,


Every Gamer should play the Enemy Within

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95

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