Professional Documents
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Lore Middenheim - City of Chaos
Lore Middenheim - City of Chaos
MIDDENHEIM
Greateft City-State of the World
With much Information of ufe to Travellers and Vifitors to the great
City. many lmpreffions and Maps fhewing the moft Notable Buildings.
and Portraits of Middenheim's higheft Citizens including his Worfhip
GRAF Boms ToDBRINGER. to whom this Work is humbly Dedicated
ADDITIONAL MATERIAL
Jim Bambra, Paul Cockburn, Graeme Davis, Sean Masterson
COVER ART
Ian Miller
ISBN 1-899749-12-8
CONTENTS
CITY OF THE WHITE WOLF __4 CHAOS CULTS IN MIDDENHEIM _58
How to Use This Book (4), City Adventures (5), The Cult of the Purple Hand (58), The Cult's
Planning (5) Organization (58), The Cult in Middenheim (58), The
Ordo Terribilis (59), The Jade Sceptre (60), Members
THE CITY OF MIDDENHEJM __ 6 of the Cult (60), Gotthard von Wittgenstein (61), The
Pie-Eyed Piper (62)
History (6), Timeline (6), The Extracts (7), People and
Resources (9), Beyond the City Walls (9), Middenheim
Society (10), So Why Visit Middenheim? (10) THE UNDERCJTY______ 63
Inside the Fauschlag (63), Under the Skin (63), The
RELIGION AND WORSHJP ___ ll Upper Tunnels (63), Deeper into the Underearth (64),
General Information (11), The Celibacy Issue (11) The Undercity Environment (64), Handling Undercity
Inter-Cult Hostilities (12), Temples (12), Becoming an Expeditions (65), A Campaign in Darkness (66), The
Initiate (13), Cult Entry Requirements (14), Promotion Restless Dead (66), The Caves (68), Further
to the Priesthood (14) Adventures (69), Creatures of the Caves (69)
"But even in the depths of winter, I am "What say you?" This book is your key to the City State
subject to your rule," said Ulric. "My of Middenheim - whether your players'
wolves take only the old and weakfrom Ulric thought for a long time, characters go there to buy that special
your animals, and my snowsfreeze only considering Taal's conditions carefully. item they always wanted, or to do some
the smallest of your rivers. T here is At last, be decided. The storm clouds trading, or set up a criminal racket, or
nowhere that is mine all the time; with vanished, and be resumed bis favourite even just to see the sights. Within the
the coming of each spring I am left with form - a great, silver-white wolf. pages of this book, you'll find more than
nothing." enough to satisfy their needs and keep
"Very well," be said - and bis voice was 'em busy for weeks!
"Then what would makeyou content?" like the baying of a hundred wolves, "I
asked Taal. "You cannot expect to accept your conditions." All the background you need is here -
shroud the world in winter all the time, histor y, campaign ideas, 'cameo'
for that would make you greater than So Taal took Ulric to a place in bis adventures, NPCs, detailed descriptions
all the gods." kingdom where a single pinnacle of of temples, shops, inns - the list is
rock stood out above theforest, pointing endless. Tuke some time to flick through
Ulric sat in thought for some time, and skywards like tbe finger of a god. the book, and familiarise yourself with
Taal's mountain palace was shrouded the lay-out. You don't need to memorise
in snow-bearing storm clouds. "Here is tbe place," be said, "I bad been the whole thing, nor even read it all at
thinking of making myself a temple
•
once - but you should be aware of where
"I would like a place," be said at last, here, so tbat my most faitbful followers the different kinds of information can
•� place where I can found the greatest can prove their devotion by climbing be found.
CITY OF THE WHITE WOLF
City abventUR€S
City adventuring may not come easy to
players used to "dungeon-bashing." But
a good GM can make it just as much fun,
just as tension-filled as any raid on an Ore
lair, for example, and we have tried to
provide plenty of tips and hints on how
to keep your players interested and on
their toes.
plann1nq
Try to learn what the intentions of the
player characters are, before play starts
- perhaps you could conclude each
session by asking them to say what they
intend to do next time, so that you can
prepare accordingly
Armed with this information, you But don't forget Murphy's first law of start asking everyone's names,
should prepare a variety of encounters GM'ing - "No matter how much occupations, places of residence and so
beforehand - from interesting things they preparation you do, the players are on; or have a drunk suddenly come
might see (e.g. a funeral procession), but bound to come up with some brilliant crashing through the window of a
which aren't really intended to get them idea or oddball scheme which you failed nearby inn; the possibilities are limited
to do much, to extended 'cameo' to foresee." So it's a good idea to have only by your imagination. With practice,
*
adventures - a run-in with a few Chaos a stock of 'one-off' encounters which you'll soon find yourself more than
cultists, maybe, or an encounter with a aren't dependent on a particular happy to make things up as you go along
clever conman (see p80, for more ideas). location; have a Watch patrol arrive and - and then the real fun begins.
the c1ty
Ancient and imposing, the walled city
or m1bbenhe1m
sources, dealing with but one or two of built. By making your PCs investigate the
of Middenheim perches atop a sheer these major events. Notes on where these City's history, you have a neat way of
sided pinnacle of rock rising five sources may be consulted, and how else communicating the atmosphere and
hundred feet from the surrounding the PCs might come to learn of the background of the campaign, and of
countryside. Around it, on all sides, information therein, are provided in making them feel involved in something
stretches the seemingly endless forest, each case. larger than life; a way of showing them
and to the east lie the desolate Middle The extracts presented here represent that their actions are but one small part
Mountains. Middenheim has stood for but the merest tip of the iceberg. Feel free of a vast tapestry.
over two thousand years; it is not that to invent extra myths and variants to feed
a t1mel1ne
far to the spawn of Chaos in the north, your players when they consult libraries,
and the Drak Wald forest harbours
of m100€nhe1m
talk to priests and so on. There will
isolated bands of B eastmen, but the undoubtedly be a fair amount of
solidity and majesty of the city seem to falsification, and distortion of facts,
hold out the hope that it will endure for depending on the author of the
centuries to come. particular source - the Temple records Date
of the Temple of Ulric make no mention (Imperial
hlstORY of the High Priest's humiliation by
Magnus the Pious, for example, while the
Calendar)
The History of Middenheim is enshrined Sigmarian version has three or four -50 Artur, chief of the Teut
tomes devoted to this apocry phal ognens, discovers the
in a vast number of different sources.
There are ancient and academic incident (see The Tuar oftbe Shaming, Fauschlag rock - site of future
page 9). Middenheim. He enlists the
manuscripts, myths and legends (some
of them in epic poems, others preserved The point of all this background is aid of a Dwarven clan to
only by word of mouth), Temple records, t wofold: first, we think it's fun (and tunnel up through the rock
and so on. Major events in the City's long anyone who says it isn't obviously and build a mighty fortress.
and chequered history are outlined in disagrees), and secondly, it provides the
the Timeline (below). This is followed foundations on which most of the 63 Wulcan, High Priest of Ulric
by a few short extracts from a variety of adventures in The Enemy Within are has vision of deity and builds
•
HISWRY (Ttmeltne)
the extRacts
nability
1812 Middenlanders lay siege to
Middenheim - repulsed with
1111 Black Plague sweeps The Dwarven aid. Undercity is
Empire, but bulk of 'sealed for all time' and much
Middenheim's populace
avoids the plague, thanks to
reconstruction/re-fortific Earliest Records
ation work undertaken.
strict policy of isolation The accepted version of the earliest
enforced by Graf Gunthar - foundings of the City comes from the
unfortunately, many starve. 1979- The Dark Ages: spread of "lllle of Artur and the Holy Gale" - an
Chaos cults throughout The epic poem ascribed to a tribal loremaster
1152 Age of Wars begins. Empire; the "Wi7.ards' War" of the time of Sip;mar (see also p4).
Middenland is annexed by in Middenheim ends in
City State and Graf Erich of banishment and execution of It was Artur, Chief of the Teutognens
Middenheim takes title of a number of Demonologists who first saw the great pinnacle of rock
Grand Duke of Middenland as and Necromancers. which now bears the City of
well, gaining 2 electoral votes. Middenheim. The Fauschlag he named
2302 Incursions of Oiaos: Magnus it - meaning Fist-Strike - but which came
1360 Difference of opinion the Pious (of TEW p12) visits first, the legend or the name, is not
between Graf Heinrich and the Gty arx1 humiliates the known.
High Priest of U1ric leads to High Priest who makes
High Priest moving to pathetic attempts to brand The legend of the creation of the Fist
Tulabheim to support Grand him a heretic. Strike rock, and the following excerpt
Duchess Ottilia to srart� of from Artur's tale, can both be found in
Three F.mpe:rors (of TEW, the Lore Haus of the Temple of Ulric. It
pll). 2369 Gunthar von Bildhofen is not actually necessary for characters
(brother of Magnus the to gain access to this vast library, for
Pious), having antagonised Brother Bengt , one of the junior clerics,
1547 Rapprochement bet ween is widely acknowledged as the City's
the current Grand Theogonist
High Priest and Graf/Grand greatest expert on early history, and he
of the Cult of Sigmar, fails to
Duke Heinrich is achieved by will happily regale unsuspecting visitors
Cult accepting vow of be elected Emperor. His
arrival in Middenheim from with this information at the slightest
celibacy for all priests (to opportunity.
Nuln marks a turning point in
avoid High Priest of Ulric
the histoty of the Todbringers
founding rival dynasty).
(distant relatives and future
When Graf/Grand Duke's bid
rulers). It was some 50 yem before Sigmais crowning,
for throne fails, he declares
the election a sham and that Artvr brought his tribe through the Drak
himself the rightful Emperor. Wald forest to the Fauschlag. For the great rock
2371 Marriage of Gunthar's grand
daughter to Boris Todbringer; was but a few miles from the Middle Mountains.
and such places are rich in iron: and where there
•
1550 Start of Civil War - Midden their son becomes first
heim wars with llllabheim, Todbringer Graf of Midden is iron. there are mines: and where there are
Middenland again becomes a heim (great grandfather of mines. there is trade and wealth: and all these
separate province. current Graf). things need the protection of fortresses.
HISTORY (Extracts)
•
many 'heretics' have perished in its
flames to 'prove' the point. The flame would-be sorcerer in The Empire came Carroburg by storm. He took the title of Grand
has another magical property, however, flocking to the place, begging for a place Duke of Middcnland for himself, and for nearly
and one that is known to few; namely, as an apprentice. 200 years bis heirs ruled two provinces.
PEOPLE AND RESOURCES
But in 1550. during the .Age of the Three Middenheim was slow to respond. The Middenheim has a reputation for its
Emperors. self-proclaimed 'Emperor Siegfried• High Priest of the time saw a chance to gifted artisans, and the spacious Palace
over-reached himself. Declaring war on the discredit the followers of Sigmar "once of the ruling Graf Boris Todbringer and
'second' Emperor in Talabheim he marched out and for all", and had his agents foster the vast castle-like Temple of Ulric are
rumours that Magnus was at best a fraud, just two of the more stunning examples
of the City at the head of a mighty army. .And and at worst a servant of the Chaos gods of their work over the centuries.
while he laid fruitless siege at the gates of he purported to hate.
Talabheim. the nobles of Middenland took their Followers of just about every career in
chance, and renounced his rule. Siegfried's But Magnus came to the City in secret, and the WFRP rulebook can be found
attempt to take Talabheim failed. and his army when the High Priest was delivering a sermon somewhere in the City, and the
was left demoralised and depleted by desertion denouncing him as a blasphemer. he arose from Gazetteer (p27-50) provides a rough
and disease. leaving him with no hope of retaking the middle of the near-hysterical congregation guide to what types of person may be
Carroburg. So the man who had hoped to rule and confronted the High Priest in his pulpit. found where. But some of the larger and
an Empire ended his reign with less than when more influential groups are worth noting
1f I am a blasphemer: he said calmly. ·then the
he came to the throne. now.
Fire of Ulric will surely consume mi .And he
shrugged off his cloak and stepped into the First, there are the merchants and
But that was not the end of the conflicts flames. The people gasped in disbelief, then tradesmen. These range from street
between the City and the Duchy. dropped to their knees as one. For after a few pedlars, with their trays of foodstuffs or
minutes in the flames. Magnus emerged trinkets, to fabulously wealthy
In 1812 the Middenlanders almost captured completely unscathed. Not a single hair was so entrepreneurs who export timber and
Ulric's City. After a nine-month siege, Grand much as scorched. the produce of the City's justifiably
Duke Karl-Heinz broke through into the tunnels renowned artisans. These latter form the
which honeycombed the Fauschlag. and would In vain did the High Priest cry ·sorcery!': the second group and include master smiths,
have taken the City were it not for the valiant carpenters, engineers, coach makers, and
people knew who to believe. They joined with so on. The products of their labours are
defence of the Dwarven tunnel-fighters. This Magnus and fought at his side on the Kislevan
proved to be the Grand Duke's last chance, for in demand all over The Empire.
borders. where the •churning sea of Chaos broke
with the coming of winter. his army melted away around them - and withdrew!'
back to the warmth of their farmsteads. Finally, the City has always contained
many scholars and, notably, magicians,
The Shaming ofUlric's High Priest is not and their services are frequently in
The City's Dwarfs were hailed as heroes, mentioned by his Clerics today - except demand. They are consulted even by
and undertook the task to seal the to pooh-pooh it as a myth. But the travellers from beyond The Empire.
tunnels "for all time." Ever since, they Temple of Sigmar has many versions of
have been accorded especial honour and the story - some of which are even Not surprising then that the City is such
respect in the City. reputed to be eye-witness accounts. a wealthy place, at least for some... Some
Nevertheless, it is a measure of how of the City's wealth is inherited from the
All these events are documented in much Ulric•s Cult has recovered, that past (not least from the gold mined from
various annals and City records. The even Werner Stolz, High Priest of Sigmar the Fauschlag some 2000 years ago), but
most notable works on the subject are and confidant of the Grand Theogonist, even today the inhabitants enjoy relative
Middenbelm's Rise, Fall, and Stumble would think twice before reminding prosperity. While the surrounding lands
by Sigismund Strechel, and Tbe Wars of High Priest Ar-Ulric of this event. are not particularly fertile, harvests of
tbe Poses by Ernst Gibbonstein (so called basic foodstuffs have been fair for some
because of the contrast between the This then, is the 'potted ' history of years and slight surpluses have been
warlike statue of Artur in the grounds of Middenheim; a brief sample of some of accumulated.
the Graf's Palace, and the humble stance the major events whose echoes are still
of the statue of Grand Duke Karl-Heinz reverberating in the corridors of power.
in Carroburg). Both works may be found
in the libraries of the Collegium
Theologica (p44), and of the Temple to
Verena (p35). But these events are well people anb seyono the city watts
known to the inhabitants of Middenheim
anyway, for they are still commemorated ReSOURCeS But the City State does not end at
Middenheim's fortified gatehouses.
by martial parades and feasting at the
Today, Middenheim is the second largest Many of the surrounding towns and
appropriate times during the year.
city in The Empire - after Altdorf. The villages come under the Graf's
resident population of Middenheim suzerainty: their inhabitants must pay
(according to the last census taken two his taxes, fight in his armies, obey his
years ago) is 13,224 - this sort of laws and so on.
The Year of the Shaming the information is available from offices of
Worshipful Guild of Legalists Surrounding villages are located close to
The disintegration oflhe Empire over (location 15, p37). Of course, the census the City (see the Area Map, p94); few
the next SOO or so years has been only includes the heads of tax-paying local people would wish to live far away
recordedelsewhere(seeTEW,p12). But households, while the size of in the forest, many miles from the
the year 2302 is remembered in Middenheim's constantly swelling army sanctuary of the fortress city. Indeed,
Middenheim not just as the start of the of vagrants, thieves and beggars can only while the Drak Wald forest provides an
last Incursion of Chaos but also as the be guessed at. enduring resource of hardwood it is also
"Year of the Shaming." home to large bands of mutants and
The buildings of the City are made from beastmen. And while the Templars of
When Magnus th= Pious travelled The slate-grey stone mined from the Ulric and the Graf's Knights Panther will
•
Empire, rallying people behind his Fauschlag rock itself, and from the occasionally mount raids to keep them
banner in the cause of unity and "lest hardwoods of the forests. The in their place, they remain an ever
the Chaos hordes o'erwhelm us", architecture is extremely imposing; present threat.
MIDDENHEIM SOCIETY
Known as the Warrenburg, it is home to frequent ly wanderers, just passing people vary · mutant babies may be
many of those who either cannot afford through. (Rumour has it that the rarity strangled at birth, taken into the forest
or will not deign to live in the City of Gnomes in the City dates from the and left, or hidden by their parents until
proper. Refuge of highwaymen and reign of Graf Dieter; he is reputed to have old enough to fend for themselves.
bandits, this place is also subject to refused the services of a Gnomish jester, Those afflicted in later life tend to behave
intermittent raids • but it is rare for a sent by the Chieftain of the Mirror Moors in two ways - they either throw
major criminal to be caught at home on himself!). themselves off the Cliff of Sighs, or make
such occasions. their way to the cemetery in Morrspark
Dwarfs: Many of these work as (p47), where rumour insists that a
The Area Gazetteer (p95) gives further stonemasons, builders, and artisans, and growing community of mutants is
details of the local settlements around a few are even members of the City fostered by the City's Chaos cults (see
Middenheim and the economics of the Watch. They are very much at home p58). The idea of taking refuge in the
communities. here; the Middenheim Dwar ven Drak Wald forest is rarely considered
Engineers' Guild Qocation 36, p4S) is the the zeal with which the Templars of the
largest in The Empire and it is common White Wolf and the Knights Panther raid
m100€nhe1m SOCl€ty for a Dwarf to point out one of the its dar kest glades being sufficient
grander buildings in the City and state, deterrent.
T he Todbringers "My great-great-grandfather built that."
And of course, they are still remembered
SO Why VISlt
The current ruler of Middenheim is the as descendants of the tunnel fighters
Imperial Elector Graf Boris Todbringer, who saved the City in 1812.
and the Todbringers are a family with a m100enhe1m?
most distinguished lineage. They are Elves: Some work as scholars, others as
distant relatives of the von Bildhofen entertainers in the many cultural The Great Fortress City State of
family, descendants of Gunthar von activities of the City, and nearly all are Middenheim should have many
Bildhofen - brother of Emperor Magnus retired adventurers. Importantly, the attractions for your players. If you are
the Pious, the virtual saviour of The relations between Elves and Dwarfs are playing The Enemy Within Campaign
Empire in times still remembered in better here than in many places, partly they will have at least two reasons for
verse, prose and song. Graf Boris has because their interests do not conflict wanting to come here: first, they should
ruled within the context of a semi and partly because of the generally suspect that Middenheim is the
democratic government developed by liberal and moderately affluent nature of headquarters of the Theentchian Cult of
his forebears; technically he enacts all the City. the Purple Hand, and second, they will
laws within the City, but he has many have learnt that the sole surviving
advisors and interested parties Halfllngs: Some of these work as cooks membec of the von Wittgenstein family
(merchants, artisans, religious leaders, in the homes of the more wealthy (see Death on the Reik) has recently
and others) can make recommendations families and some have restaurants and moved to the City and insinuated himself
and representations to him through a hostelries of their own - catering for the into some highly influential circles.
variety of Burgerlich Komissionen (City wealthy, and the many visitors to the General details of organisation and
Councils), or even directly in some cases. City, is a profitable business. Many of operations of these cults are provided
them are fairly comfortably off and their here, while the climactic events which
For further details of the political community is a contented one. will culminate in their triumph or
structure of the City, see The Politics of destruction are covered in the next
the City State (p15). WFRP adventure supplement - The
Mutants in Middenheim Power Behind the Throne.
But the Graf's enlightened approach to The incidence of mutant births is not
rulership has one important high in the City, but the reasons for this But you need not be playing the
consequence to be highlighted now - remain a mystery. Some claim that it is campaign to make full use of this City
Middenheim is, perhaps surprisingly, a due to the powers of the Fauschlag rock, Guide. Middenheim is an excellent place
rather liberal place. Its people tend to be or the water of its wells, while others from which to draw new or beginning
tolerant,.even trusting, and while some maintain that nothing else could be player characters. Several plot outlines
parts of the City are poor, not to say expected in Ulric's chosen city. are provided (ppS0-83), and page 92 is
squalid, Middenheim is a better place to intended to give newly created
live than many imperial cities. This Concealing a mutant remains a capital Middenheimer PCs all the background
liberalism might seem odd in a fortress offence - Graf Boris has shown no signs they need.
city. It surely has much to do with the of enforcing the Emperor's recent edict
fact that the Todbringers have, for many (see DOTR , p9). Reactions of the Player characters may also be drawn to
years, taken care to listen carefully to the City in search of tutors for a
their people when making and enforcing particular career change, or by hearing
laws. The presence of many scholarly about one or other of the many festivals
people, and the relatively harmonious to which the City is host during the year.
relations between races, also perpetuates
the liberalism of Middenheim. Initiates of Ulric ought to be more than
eager to embark on a pilgrimage to their
Cult's foremost temple, and other
Race Relations Academics should be burning to visit the
in Middenheim Collegium Theologica (see p44). Or why
not have a long-lost relative invite the
In addition to the majority Human PCs to visit him or her in the City?
population, there are some 600 Dwarfs,
•
about 300 Halflings, and just under 100 You can be sure, at any rate, that once
Elves. There are very few Gnomes, your group has made the journey here,
however, and the few to be found are they won't be disappointed!
R€l1q1on anb WORShlp
This section deals with the major
'official' cults in Middenheim: Ulric,
Sigmar,Shallya, and Verena (see WFRP,
pp200-205,and TEW,pp21-23). Details
of worship of the Olaos Gods in general,
and the Cults of the Purple Hand and the
Jade Sceptre in particular, are presented
onpss-62.
qeneRal
1nf0Rmat1on
Most Imperial town- and city-dwellers
regard themselves as fairly sophisticated,
'civilised' types, andMiddenheimers are
no exception. The bulk of the populace
have little time for organised worship
until they need something that only the
gods (or their clerics) can provide.
•
left Middenheim under something of a a vow of celibacy by all Clerics (not Ulric (see p 84 ) is a relatively
cloud to espouse the cause of Grand Initiates) of Ulric. This was to ensure that young (and virile) man - for a High Priest
Duchess Ottilia in Talabheim. Graf no High Priest would ever be able to start - and he is not without ambition. He is,
REUGION AND WORSHIP
of course, totally loyal to Graf Boris, but Clerics of Sigrnar in the City itself suffer Similarly, you should feel free to locate
the latter has been losing his grip lately only the occasional minor abuse or petty the temple of any other deity you need,
(see p15), and Ar-Ulric dreams from time vandalism from anony mous thugs. anywhere within the City. Simply scan
to time, of fathering a family whose Sigrnar's Temple, and more particularly the Gazetteer to choose an appropriate
scions could one day bear the titles of the attached school, is also subject to district and make a note of the temple's
both High Priest and Graf. outbursts of religious ill-feeling; bricks location.
are sometimes thrown through windows
and Ulrician slogans daubed on walls.
1nt€R-CUlt hOstllltl€S W hile Ar-Ulric publicly denounces these
incidents, the rivalry between the two Visiting the Temples
1he Celibacy ls.5ue is not the only cause cults is not heavily discouraged.
of unrest among Ulric's clergy. Small 'Welcome, my children, do come in- the
enclaves still work to promote the temple is always open.. . May I ask, are
temples
Sigmarian Heresy (cf. TEW, p22). Their you pilgrims? Or merely in search of
propaganda � from suggestions that spiritual guidance? Or perhaps you are
followers of Sigmar are misguided, scholars wishing to consult the temple's
Details of the major temples are provided extensive library? I'm afraid the High
worshipping Ulric under another name,
in the City Gazetteer - but for reference Priest is in prayer just now, blit I'd be
to allegations that they are tools of the
they are listed on the Table of Temples more than willing to show you 'round
Chaos gods, whose spells are granted not
(below). Information shown.includes - the temple has lots features I'm sure
by a deity, but by demons!
the names of their High Priests or you'd find fascinating. Over there is the
important, resident clerics, and the skull of our very first High Priest; behind
Ulric's Templars of the W hite Wolf are
numbers and levels of their other this wall is the cell where Konstantin -
believed to be supporters of the latter attendants. No profiles are given, as it is the Mad Monk - was walled up for heresy
group. T hey have even gone as far as extremely unlikely that these NPCs will
instituting a series of 'pogroms' against in 1272; oh - and here is the gold
be called upon to do battle. collecting plate donated by Graf Otto -
"Sigrnarian trouble-makers" in some of
the more remote Middenland towns,
sparking off riots and other protests. So
far, however, both Graf Boris and the
High Priest have remained silent on the
issue. High Capitular Werner Stolz of the Temple I.ocadon/ mgh Priest No. of Attendants
Temple of Sigmar is rumoured to be Page Ref.
compiling a report for the Grand
Theogonist and requesting a detachment Ulric 10/35 Ar-Ulric* 2 x 3rd Level; 4 x 2nd level;
of Templars of the Fiery Heart to protect (4th Level) 6 x 1st level; 10 Initiates
the Cult's temples. T his will be neither
denied nor confirmed, should the PCs Sigrnar 28/43 Werner Stolz 2 x 2nd level; 4 x 1st level;
enquire at the temple, but it is common (3rd level 6 x Initiates
knowledge that Stolz has not been Shallya 38/47 Isolde Begegnen 1 x 2nd level; 2 x 1st level;
admitted to see the Graf for over six 3rd level 3 Initiates; 2 Physicians
months.
Verena 11/ 35 Etelka Mueller I x 2nd level; 2 x 1st level;
High Ptjesc Werner Stolz
(3rd level) 5 Initiates
/ Myrmidia 39/47 Uli Hanseher 1 x 1st level; 2 Initiates
(3rd level)
Morr 40/47 Albrecht 2 x 2nd level; 3 x 1st level
Zimmerman
(3rd level)
Grungni 33/45 Mungrim 1 x Initiate
Dalmrin
(2nd level)
• Ar-Ulric (see p84), as an Imperial most of our visitors are very generous,
elector and one of the Graf's inner circle you know.. .'
of advisers, is the second most powerful
man in the City. He does not grant Visitors are always welcome at all of the
audiences to every T hom, Bengt, or City's temples - assuming that proper
Heinrich! respect is shown. As long as there isn't
a service or ritual in progress, the duty
Cleric/Initiate will be happy to show the
Shrines and PCs around, discuss theology, explain
how access to other facilities (libraries,
Minor Temples etc) may be granted, and so on. Almost
In addition to the major temples marked without exception, however, the Clerics
on the map, there are numerous shrines will refuse to discuss politics. So, unless
dotted around the City. Some are the size you have a specific reason why a Cleric
of small chapels, others little more than should be a source of information on,
•
statues - locate these wherever you will. for example, the secular role of the Cult
If need be, you can use the map on p331 of Ulric, Clerics will simply refuse to
of the rulebook. discuss such matters .
RELIGION AND WORSHIP
Services an d Rituals The Temple of Ulric (p35) provides The Temple of Veren a (p35) maintains
There is a 10 % chance of a service being training and barracks for the Templars an extensive library wherein are stored
in progress when the PCs visit any of the W hite Wolf (p20) and administers some extremely rare manuscripts from
temple. The nature of the service is up Religious Justice throughout the City all over the Old World. Supervised access
to you - and you can always rule that the State (see p22). to the library is free to anyone with a
PCs can't make head or tail of it - unless letter of introduction from the
they 've been regular temple-goers, Worshipful Guild ofLegalists (p37), the
there's no real reason why they should. Wizards' and Alchemists' Guild (p44), or
That said, here are some ideas: the Collegium Theologica (p44). Of
The Temple of S igmar has a large course, donations towards the library's
annexe devoted to a small educational upkeep are always most gratefully
The priestesses of Shallya establishment known as the Gragh Mar
occasionally hold special prayer received. Books may not be removed
School. The children of all of the few from the library under any
vigils - such as when a nearby village followers of Sigmar in Middenheim are
is stricken by an outbreak of Red Pox circumstances.
educated here between the ages of 8 and
(see WFRP, p82) 13. Monks of the Order of Gragh Mar run Additionally, the Clerics provide a sort
the school, which was established in of 'arbitration' service over matters
The Temple of Verena is where most 2340 by order of Magnus the Pious. The which the law is not adequately
marriages are held (at least, those of monks' order (the name is Dwarven for equipped to deal with (e.g. disputes over
the upper- and middle-classes). 'Stone Tablet') is a teaching order land rights, or a verbal contract, etc.).
dedicated to teaching Imperial history
Werner Stolz, High Priest of Sigmar, and law as handed down in the writings
is particularly fond of long sermons of the Cult. The school was founded
because The Emperor had become The Chapel of Mo r r (p47) is
warning about the need for responsible for ensuring that all corpses
vigilance against the "creeping concerned about the version of history
taught by the followers of Ulric in the are properly 'disposed of. Those that can
horrors of chaos". afford it may be buried in Morrspark
Collegium Theologica (see p44).
(p47), or interred in the extensive
Newly dubbed Knights Panther and catacombs beneath the Chapel. Paupers
Templars of the White Wolf (a fairly and other unfortunates are either
rare event) are invested with a consigned to the "Flames Eternal" or
special ceremony at the Temple of The Temple of Shallya (p47) runs an stuck in a sack and cast from the "Cliff
Ulric. infirmary for the poor and the sick. of Sighs" into the dark forests many
There are usually some half-dozen, hundreds of feet below!
Funerals and memorial services are, volunteer physicians and/or surgeons in
of course,the sole province of the attendance, and their services may be
secom1nq
Temple of Morr. hired by the PCs (provided there are no
other more urgent cases) for a fee of
an 1n1t1ate
5GCs. Cure Poison, Treat Illness, and
Additionally, of course, all temples, Heal Injury spells are available from the
hold regular sessions of worship -· Clerics at a cost of lOGCs per magic
especially at festival times (see· point expended. To join the ranks of a Cult's priesthood
TEW ,p33 - the chosen servants of a deity - a
As well as its work helping the sick and character must be prepared to make a
poor, the Temple of Shallya also runs a personal commitment both to the deity
Praying for Guidance small orphanage and school. This was and to the organised religion which the
GMs of Shadows Over Bogenhafen founded twenty years ago by the High Cult represents. This commitment
will be familiar with the notion of Priestess Isolde, who decided that the should involve time, money, and effort
devout PCs visiting temples to pray for roots of crime and bad health lay in (preferably mental, spiritual, and
an answer to their problems. Think twice social deprivation . She felt that if physical!) Initiates are bound to protect
beforeyou band out information in this orphans were properly cared for and their deity and its reputation, as well as
way! educated they would be saved from a the reputation of their Cult. They must
squalid life of crime and poverty, and at do so with all their mind - verbal
the same time they would provide a defence; with all their heart - magical
Nevertheless, if your PCs do try this living example of the benefits of self defence; and with all their strength -
approach, it gives you an excellent improvement. physical defence. Failure in these
excuse for some manipulation! responsibilities may result in direct
'Nuisance' characters can be given There are some twenty orphans of both punishment or loss of favour from the
cryptic warnings, obscure messages can sexes in the orphanage, ranging from deity (cf WFRP, p l94), or in
be used to send the group on a wild three to twelve years of age. Here they excommunication from the Cult by its
goose chase, or simply to get them to are given a basic education and religious hierarchy. A character may never be the
visit a particular location, and so on. instruction, earning their keep by Initiate or Cleric of more than one Cult,
carrying out simple household tasks. At although there is no penalty for
the age of twelve, the Temple sponsors voluntary abandoning one's career as
Other Functions their apprenticeship to the Cit y 's Initiate or Cleric. Changing alignment,
of the Temples artisans. Isolde is very proud of the
orphanage, and has great hopes for its
or renouncing one's deity is a different
matter, however. The character
In addition to providing spiritual future. She rarely passes a conversation immediately loses all priestly abilities
guidance, some of the temples are with any citizen of any standing without (spells,magic points, and skills gained
mentioning the orphanage at least once, as part of the Clerical career), and will
•
involved in other activities, some of
which may interest the PCs. Access to and slipping in a heavy hint that a almost certainly suffer some curse as
such facilities will only be considered if donation or some other form of well (see the Wrath ofthe Gods, WFRP,
a suitable 'donation' is made. assistance would be appreciated. p194).
REUGION AND WORSHIP
The first step any would-be Initiate must where the strictures and requirements of of these characters in the meantime, or
make is to approach the Temple. There the Cult must be thoroughly studied. even let them start another character.
will always be one or more Clerics on (GM's optional note - if you are not When the original character has finished
duty - in prayer, conducting services, satisfied with the PC's attitude towards their training, you should re-take control
cleaning the place, and so on. Setting this new career, insist that he-or she of the secondar y character.
aside, for the moment, the basic tenets learns the strictures by heart and then
of the religion involved, applicants will takes a WP test ... )
be welcomed, and gently questioned to cult entRy
R€QUJR€ments
ascertain their sincerity (role-play this, Applicants who are turned down may
make a couple of Fel tests, at your either be told to return and try again at
option). The applicant will then be a later date, or to abandon all hope of
introduced to the Cult's Inductor or becoming a Cleric of the cult - depending Ulric
Tutor - or possibly told to return at a later on their suitability and performance Applicants must have completed at least
date when the Tutor will be present. during the examination period. 1 Warrior career or acquired 3 of the
following skills (whichever takes
The Tutor will then spend up to a week At your discretion the passage of time longer):
examining the applicant, and testing him may handled abstractly - this is to be
or her, further. It is quite likely that the recommended if you don't want to delay Disarm; Dodge Blow; Specialist
applicant will be asked to take up lodging an adventure, and can work really well Weapon (any - except Incendiaries
(for a fee) in the Temple community if other PCs are undergoing training or Gunpowder weapons); Strike
during this period, and will not be elsewhere, or waiting for that suit of Mighty Blow; Strike to Injure; Strike
allowed to return to the "World plate armour to be finished, and so on. to Stun
Outside,"until formally accepted or Simply instruct the players to mark the
denied (further details of the appropriate number of days or weeks on Sigmar
qualifications required by the more their calendar, and then continue with Would-be Initiates should preferably be
prominent Cults in Middenheim can be the adventure. Otherwise, you will have recommended by other Initiates or
found below). to rule that characters in training are out Clerics of the Cult, but anyone may be
of the game. If the adventurers have been accepted, provided that they can
Once accepted, the applicant must then accompanied by one or more friendly convince the Temple's tutor that 1) they
spend 103 weeks in tuition at the 1emple NPCs, you can always let them run one are of Good or Neutral alignment, 2) they
have no goblinoid blood (the ability to
produce one's parents in evidence goes
a long way, here - otherwise, blood
samples will be taken for 'scrutiny' by
an attested Physician), and 3) they are
free of all and any mutations denoting
the mark of Chaos (this involves a very
thorough physical examination - unusual
moles, birthmarks, etc. may well be
enough to debar an applicant (at your
discretion)).
Shallya
All applicants must undergo the "Test of
Life." This simply involves bathing in
water from the spring on which the
Cult's main temple in Couronne is built.
Anyone who has ever slain any Human
being will find their hands stained blood
red for forty days and nights, and will
thus be debarred from entering the Cult.
pRomot1on to
the PRl€sthoo0
Full details for progressing to the status
of Cleric are provided in the WFRP
rulebook (pp149-150). As an optional
rule, however, you may decide to allow
a bonus of + 10 to the roll on the Cleric
Advance Table (WFRP, p150), for each
month spent in study and prayer at a
major temple of the character's Cult. The
maximum possible bonus obtainable in
this way is + 40 , and the character
should be considered out of action for
this period of game time. The character
should also be prepared to pay for his
*
or her accommodation and food, as well
as making some suitable contribution to
the Temple's coffers!
the pol1t1cs of the City state
who RUl€S electoral) province of Nordland. The
economic and political ties with this
Brief personality sketches of these and
other NPCs can be found on pp84-89.
m100enhe1m? sparsely populated area (its capital is
Salzenmund in the Laurelorn forest) date The inhabitants of the City also have a
from the marriage of Brunhilde say in their government (at least
A typical response to such a question
Todbringer to the then Baron Ludwig superficially). There are numerous
from any streetwise inhabitant would
probably run as follows: Nikse in 2368. Since that time, relations Burgerlich Komissionen (Public
have been strengthened by the marriage Commissions) - one for just about every
'You wanna know who rules of Boris' father to Birgit Nikse in 2457, imaginable aspect of city life, in fact.
Middenheim? I'll tell you. Graf Boris, and Boris himself took Anika-Elise Nikse Their members include both appointees
that's who. I mean, his word is the Law. (daughter of the current Baron) as his and elected representatives. The Heads
It's that simple. He can even ignore the second wife in 2 502. Nordland looks to of the Komissions all have access to the
Middenheim for its security, for trade Law Lords, and are thus, occasionally,
Emperor - if he thinks it's worth it.'
links with the south and west, and able to influence the Graf himself.
provides, in return, the main source of
Wood Elf/Human trade, p olitical Diagram 1 illustrates the relationships
R€lat1ons with support, and the occasional regiment of between these various institutions and
th€ €ffiP€ROR
archers. the Graf (see p18).
•
Wizards' and Alchemists' Guild, and the relatives above him, and he bas felt
The City State of Middenheim is also three Midden Marshalls (responsible for unable to take over the Graf's duties -
closely linked to the minor (non- the standing army and the City Watch). how could he?
POUT/CS (City Guilds)
the qRafs
I I aOVISORY councils
Magnus 'rhe Pious' Grand Duke Gunthar
The Todbringers 2280-2369 2305-2387 There are dozens of Burgerlich
Komissionen - or Public Commissions -
- Magd• Burg but the function and purpose of most of
I
them is lost in the mists of time. That
t I
Magnus Josef Aruu Werner
they still exist at all only goes to show
how unwieldy and inefficient the City's
2330-2381 2332-2340 2334-2395 i338-2412 Civil Service really is.
- Wanda = Erik
Krieglitz Tussen
I Only the five most important
I Komissions are summarised here. You
may find that some or all of them are
connected either with the PCs' careers,
I I
or with their other (legitimate) money
Brunhilde Maru Boris Solveig t Guntb.r Ludmw
making activities (the Komission for
2352-2400 2354-2396 2356-2448 2352-2415 2356-2428 2359-2409 Health, Education, & Welfare regulates
- Ludwig = Reftlt• the practise of medicine, for example).
Nikse I Teim And since they are open to the public (to
Berthold, i
2373-2432
- Hildegarde
Bengt
2373-2433 I
Otto
deal with enquiries and complaints) the
PCs may well wish to visit the various
Yon Wartburg 2381-2420 offices for information on how the City
= Sdeftl
is run.
Von Wartburg
,l,
Dieter i
2397-2458
Elise t Werner
I
I
Astrid
New arrivals to the City will not
necessarily know all this, and may well
try to do some trading or free-lance
surgery, for example, without the
2402-2503 2411-2481 2415-2495
- M,thilde = Alberich = Marlene - Andre•s requisite licences. In this case, you
...... Finkelstein Von Streissen Buder should feel free to introduce the
1
characters to the niceties of the City's
bureaucracy by means of a civil
Birgit - Bert'boldt t I I prosecution in the Fusspulver Court (see
Nikse 2437-2506 t Siegfried Ut. Aruu I
I
Law and Order, p22).
= Petu
2446-2503 2448-2460 b. 2450:
Tussen-Hochen
The most important Komissions, as far
as the government of the City is
concerned, are the Komission for
Commerce, Trade and Tuxation (pSO - the
chairman of this body is also Chairman
of the Merchants' Guild), and the
Worshipful Guild of Legalists (p37).
t Bor.s I I
b. 2455 Leopold t Siegfried
The other three major Komissions, in no
- Mw Von b. 2466 b. 2477 particular order, are: The Komission for
Richthofen
Public Works (p45), the Komission for
Health, Education, and Welfare (p42),
I
d. 2471 I
*
spite of having been here but a few seems to have managed to stabilise the clerk until it is finally admitted that no
weeks, Luigi Pavarotti has already gained condition of Baron Stefan. Certainly one here can answer their question -
a city-wide notoriety for his enormous when Luigi is around , Stefan is "have you tried the Komission for...."
POLITICS (City Guilds)
The Komission for In addition, buried deep within the administration fees have been deducted).
bowels of the Guild Offices is one of the The Komission is also supposed to
Commerce, Trade City's three scriptoria . Here, some employ a body of Rat Catchers, but since
and Taxation t wenty-odd scribes spend their days the Chancellor refuses to fund them,
This institution was originally copying books, scrolls, and other tomes such types are left to operate on a free
established in 1987 in an attempt to either for the Gr:if's personal use, or for lance basis.
regulate and counterbalance the the City records (a huge vault beneath
the building).
activities of the Merchants' Guild (see The Komission
below). But it had hardly begun this
difficult task before it was all but taken for Public Works
over by the very Merchants it was The Komission for This Komission is responsible for the
supposed to control. Elven, Dwarven and maintenance of the paved streets, parks
H alfling Interests and public open spaces, monuments and
Over the years, its functions have been sewers. It employs a small force of
subtly altered to the point where it now This Komission was set up over a labourers, taking on others - on a
merely serves to ensure that the interests hundred years ago when there was temporary basis - whenever necessary.
of the Merchants' Guild are at least tension between Elves and Dwarfs, and It also employs the City's park-keepers,
brought to the attention of the both communities felt ill-treated by the who are generally retired members of the
Chancellor and the Law Lords. Human majority in the City. Graf Dieter, City Watch.
the ruler of the time, thought it a wise
Members of the Komission include move to institute this official channel to The Records Department contains maps
re_presentatives of all the major Guilds care for their interests and didn't want of the City streets and sewers (some more
(Dwarven Engineers, Stonemasons & to offend the more placid Halflings by accurate and up-to-date than others),
Architects, Artisans, and so on) and as leaving them out. It is now not very plans for many public buildings, and
such, it is the nearest thing the City has active, but is responsible.for organizing even for some of the larger private
to a democratic parliament (which in fact some elven and dwarven cultural events buildings such as guildhouses. It can be
isn't very close at all). during festivals. a useful source of information, but as
with most branches of the civil service,
The power wielded by the Merchants is The Komission's staff spend most of it is difficult to obtain access to this
amply illustrated by the fact that the their time compiling lengthy censuses information without authorisation at the
current Komission Convenor - Herr on the ever-changing non-Human highest level and a great deal of
Gotthard Goebbels - is also Chairman of population, producing abstruse, paperwork.
the Merchants' Guild. (Mind you, he's academic treatises on demography,
also a high-ranking member of the City's history, and so on.Still, non-Human PCs
could do worse than start here if they
City qu1lOs
Slaaneshi Cult - the Jade Sceptre - but
that's another story, see p60). have enquiries about how the City is run,
or if they want a few contacts from
among their own race. There are many guilds in Middenheim
but only the four most important are
The Worshipful There are separate offices for Elves, shown on the map (and discussed
Dwarfs and Halflings within the below). In general, all City Guilds can
Guild of Legalists building, staffed by members of each be divided into three categories: Labour
This Komission has the dual function of race, and the Komission deals with all Guilds (teamsters, etc.), Craft Guilds
registering all the City's Lawyers (from complaints and problems arising from (artisans, etc.), and Professional Guilds
whom are drawn all but a handful of the the City's non-Human population. (lawyers, merchants, and so on).
City's magistrates), and of drafting all Middenheimer Elves sometimes refer to Characters looking to change careers to
new legislation. In carrying out the latter the KEDHI as 'the dancing hall', making one which fits any of these categories,
task, the Guild ensures that the wording an obscure pun on the Eltharin word for or those looking for tuition in certain
and phraseology of all enactments an evening of drinking, music and skills, will not get very far without
remain totally incomprehensible to dancing (but that's the Elven sense of reference to one or other of the Guilds.
anyone who is not a trained lawyer! humour for you).
Labour Guilds
The Guild does not exercise any policy These are relatively easy to join. There
forming role, but merely drafts the laws The Komission for is always a demand for unskilled workers
as directed by the Law Lords. He alth, Educ ation, and provided characters don't look too
'lah-di-dah' or weak and feeble, they can
As well as the Guild offices, archives and & Welfare join any labour guild on payment of
magistrates' chambers, the guildhouse Set up after an outbreak of Black Plague 5GCs (or 10 shillings per month). The
incorporates the Fusspulver Court, in 2115, this body liaises with the Labour Guilds are very good at ensuring
which deals with matters of Civil Law Physicians' Guild on matters of health, their members get paid the proper rates
such as running a business while not and licences practising physicians and (7/- per day), but are extremely touchy
being a member of the appropriate guild herbalists in the City on the Guild's about the demarcation of labour. An
(see Law and Order, p22). It also has a recommendation. It also has nominal inter-guild feud lasting 6 months was
number of "petty cour trooms" for control over both the C ollegium started simply because a member of the
handling disputes between shoppers and Theologica (location 32, p44) and the Teamsters' Guild replaced a wheel on his
traders; these are open during the scholars in the City. The Komission's cart without reference to the
market's opening hours, and deal with responsibility for welfare extends only Cartwrights' Guild!
cases on the spot. According to local to administering various bequests (from
gossip, the reason the magistrates are the City's few philanthropists) and Professional and Craft Guilds
*
able to deal with cases so quickly is that temple donations for the relief of the If the PCs wish to earn an honest living
their verdicts are decided on the toss of poor; these funds are generally passed in the City, by any means other than
a coin! on to the Temple ofShallya (after suitable busking, they will need to apply for
POUT/CS (Ctty Gutlds)
den
t------- �S
·.i=......_.;.................. _rz.;.. _ ;;:....;CONTROL
�.;..;;..:;.;.;;;=..=..::..: :..:;= TURE
STRUC �:!�:�:! ;�t�� sa :ev.:�:;:� f��
;;.:..: ::l ::=----..;;_........__� situation, although, training mtgbt be
u d
)
Tbe G a f Fa mf .Y- -
I available (at your discretion) for a large
Hfgb PAfest CbanceUDll enough fee (S0GCs upwards).
�
Of Ulrzfc Cha�
0
�
.;.
3
�
�
n_.
i
-< �
I �I =�1�=�1 ==�
=-4 ?- :;,:,
CommarJOORs Garzrzfson :
I J
- right to sell, however, is granted only to
..w those who have "the proper
a connections" (i.e. members of the
:r q!!.
�n
o, o � E.
::ii:, � �.. �
;'�- ;;
g The Chairman of the Guild, Gotthard
-·
_ 00
3
� �
�- Goebells, is also Chairman of the Public
._________________________________, Commission for Commerce, Trade, and
Guil d membership. Unless they have If your player characters wish to make Taxation. Details of his activities and
relatives who are already members, or a career change to either a Craft or personality can be found on p85.
have come equippe d with letters of Professional career, and do not already
recommendation from guilds elsewhere have any of the necessary skills, then
in The Empire, they will not find it easy they will need to find a Guild member so, who
(giving you a rea dy-made excuse for willing to take on an apprentice (have the
preventing any career changes you don't PC make a Fel test or two while trying nuns the ctty?
like!). to convince a prospective employer of Any of the City's countless Civil Servants
their worth). Once accepted, however, would be more than willing to answer
and the career change is effected , the this question, in the following manner:
In the case of all Professional or Craft character will not be able to set up in
Guilds (except that of the Wizards and b usiness witho u t becoming a Guil d
Alchemists), the procedure is the same. member as described above. Intereste d bo d ies (e.g., the churches,
G uild membership is always a fixe d scholars of the University, etc.) may make
number. When a vacancy is created (by Major City Guilds representations to the Komission for
death or departure from the City), a new The Wizard &Alchemists'Gulld Commerce, lrade, and Tuxation via other
member will be recruited from one of (see also p44) is an exception to the Komissions such as the Komission for
the following possible so u rces, an d above r u les relating to professional Health, E du cation an d Welfare, the
strictly in the order listed: g uilds. Becau se Magicians are closely Komission for P u blic Works, the
involved in the City's Defences and, to Komission for Elven, Dwarven and
a lesser extent, in policing the streets, the Halfling Interests, and so on.
children of existing members; Guild has extensive research facilities
apprentices of existing members; an d is well-stocked with spell
applicants recommended by existing ingre dients (at least for the �wer level
•
to do at least one job for their Guild - d oes not give approval to anyone
without payment. without a recommendation from the
the m1trtaQy &
m1bbenhe1m's berence
Graf Boris Todbringer, as the supreme W hite Wolf (commanded by the High The Knights Panther form the Graf's
ruler of the City State, is Commander Priest of the Cult of Ulric), and the Graf's personal bodyguard - although not all of
in-Chief of all the armed forces (at least, household guard - the Knights Panther. them are actually Knights; the term is
that's the principle). Like all Provincial Both these latter forces are discussed used generically and includes both
Rulers, the Graf's first allegiance is below. Squires and men-at-arms sworn to the
supposedly to the Emperor, which service of the Knights.
means that one of his main duties is to The characters of the current Marshalls
ensure that he can provide an army to are summarised on p87 (fuller details can The Templars of the W hite Wolf fill the
aid his liege-lord in times of war. be found in Power Behind the same function as the Knights, but with
Additionally, he is charged with Throne). For now, you need only note respect to the High Priest of Ulric.
'maintaining the Emperor's peace, and that all three live outside the palace, in
protecting the servants of the gods' (the the Grafsmund-Nordgarten district (p33) An important and unusual aspect of the
'official' gods, that is). Since time and are extremely reluctant to become defence of the City is the involvement
immemorial, the Grafs of Middenheim involved in politics in any way. They do of wizards. The High W izard of the
have been aided in these duties by the have some influence with GrafBoris, but Magicians' and Alchemists' Guild (which
appointment of three military all three are somewhat old-fashioned, includes Illusionists) is regularly
commanders - known collectively as the 'men of integrity ' determined not to consulted by the military when
Midden Marshalls. abuse their privileged positions. contingency plans are being made for
repulsing possible Chaos incursions; it
The three Marshalls oversee all aspects is even rumoured that the very
of policing the City and maintaining its the m1l1t1a, the construction of the City was in part
security. Thus they are responsible for
ensuring the soundness of the City Walls kn1qhts, ano the effected by magic. The High Wizard and
his deputy are even awarded a stipend
(in liaison with the Head of the Wizards'
Guild, p44), for recruiting and training
templ.aRS from public funds for their contributions
to the life of the City.
the City State's standing army and its The standing army, although quartered
regiments of Kislevan mercenaries, and in the City, is responsible for the defence The Wizards are also called upon from
for the disposition of the City Watch. of the entire area. In practice, it simply time to time to aid the City Watch. The
The only armed forces which fall outside patrols the City walls, and the approach practice of Necromancy and
their jurisdiction are the Templars of the roads. Demonology are both illegal in the City
.....
•
/ .:·
MILITARY (Standing Anny)
•
months, who are 'loaned' by the Tsar, in the former are sometimes captured and property and serious violence against
exchange for a much smaller unit of brought back to the City's arena - the the person will concern them - even if
Knights Panther. Bernabau Stadium, p31). they are present.
MIUTARY (Mtlitary Careers)
m1lrtaRY caR€€RS
Enlisting in the Watch
Characters wishing to follow the
Watchman or Roadwarden basic career
Elite patrols • this is left entirely to your mind, however, that this supplement is
should apply, in the first instance, to the discretion. not really designed to provide
Duty Serjeant at any of the City Gates. adventures for military types. Minimum
You may, if you wish, decide that non service is for one month(entitlement to
Middenheimers will not be accepted, in Duties advance schemes and skills being
which case the character will be told to available at the end of this period). It is
come back when he or she has lived in AllWatdunen worl<:fur 10 hours per day· recommended that you do not permit
the City State for a year and a day. • one week on daytime patrols,iollowedt entrance to the following careers(unless
Otherwise, the character should make a by one week on nights.Alternate Feslags; you are prepared to deal with a whole
Fe! test see what the Serjeant's initial are days off (see the calendar in TEW, host of situations beyond the scope of
reaction is. Unless the test is failed by 30 p33). this volume): soldier, artillerist, gunner,
or more, the applicant will then be given In any event, unless you have two or mercenary captain.
a trial. three characters wanting to be
Watchmen, it is better to treat such career
The Serjeant is basically interested to see changes fairly abstractly • allow all
whether the character can handle characters to state in general terms what
himself in a fight. The character has three they want to do for a month, and then Oath of Allegiance
rounds either to land a blow on the pick up the adventure from the day of PCs who enlist in either the Watch or the
Serjeant(WS 40, T 5)or parry one of the the PC Watchman's discharge. Of course, Militia must take the following oath:
serjeant's attacks. If the character can if several PCs want to be Watchmen, you 'I (character name) do most solemnly
manage to do either, the Serjeant will could al ways run a series of short swear to uphold the laws of the great and
agree to sign the character up for an adventures in which they patrol the City glorious City State of Middenheim at all
initial period of one month. Any blow together. times, I shall obey my superiors without
landed by the Serjeant will not inflict question, and shall lay down my life if
more than 1 point of damage (after all necessary to preserve that of his most
adjustments)• he is not keen to maim or excellent highness Graf Boris.'
kill a potential recruit. Enlisting in the Militia Characters are paid 8/-(10/- for Serjeants)
Characters who have completed an Using a similar approach to that outlined per day and are quartered in barracks
•
advanced career as a mercenary sergeant above, it is possible to allow one or more with the rest of their contingent at one
or captain may be promoted to Watch of your group of characters to enlist for of the City Gates. They must pay for their
Serjeant, or even attached to one of the service in the City's garrison. Bear in own food .
the lonq aRm of the law
Cities being what they arc, it is inevitable stock are confiscated, and (at the Heresy ( e.g. worship of the chaos gods):
that, sooner or later, your PCs will be magistrates' discretion) a fine of 5Dl0 Death by burning
unable to resist the temptation to step GCs is imposed and/or a sentence of ID4
outside the law.Encourage them to do days in the stocks. (In addition, of course, Bearing the Mark of Chaos: Death by
so, if you like - it will provide a glorious the Guild concerned might send 'a burning
opportunity for role-playing their arrest bunch of the lads 'round' to make sure
and trial! the offender does not transgress again...) Blasphemy (minor): from 104 days in
the stocks by Temple doors up to 100
There are four types of law in Giving short measure: traders caught lashes (depending on nature of offence
Middenheim: civil, religious, military and convicted of this heinous crime will and on previous record)
and criminal. be fined twice the value of the goods
and/or put in the stocks for 2D8 hours Blasphemy (major): from loss of tongue
to death by crushing
CIVll law Note
• it is not totally unheard of for the Fornication (applies only to Priests of
Unless it's a case of tax-dodging, civil plaintiff in such cases to 'bail' the Ulric): 50 lashes and excommunication
misdemeanours usually come before the debtor out of prison and then secretly
m1l1taRY law
Fusspulver Court (within the offices of sell him or her into slavery (or, in the
the Worshipful Guild of Legalists - p37). case of the State, conscript the convict
More serious offences (including tax into military service for a year or
evasion) will be handled by the Law m o r e ... ) The officers of the Militia and the City
Lords in the Middenpalaz (p29). Watch deal with all offences committed
by members of either the City Watch or
R€ll{jl0US law
In the Fusspulver Court, cases are tried the City Garrison.The Midden Marshalls
by three magistrates - a majority verdict themselves deal with crimes committed
sufficing to convict the accused.Lawyers by officers or by the Kislevan
Offences against the gods and their mercenaries (who also have their own,
may_be hired by both sides (see WFRP, clergy are dealt with by the Cult of Ulric
p297 for costs). In cases of dispute over private code of honour). The Knights
and enforced by the Templars of the Panther and the Templars of the White
contracts, historical precedence and so W hite Wolf. Cases are t ried in the
on, both sides will often agree to accept Wolf are answerable only to the Graf and
Temple's Star Chamber by the Brothers the High Priest respectively. Trials are
the judgement of the Priestess of Verena of the Book (appointed by the High
by way of arbitration (see p13). held either in the barracks of the accused
Priest). W hile the other Cults may press or, where more serious charges are
religious charges, it's up to the Priests of involved, in the Court Martial in the
cR1mes ano penalties Ulric to try all cases, and they have been
known to throw genuine cases out of
Middenpalaz.Officers have the right to
Trial by Combat with the Graf's
Tax Evasion: offenders are fined twice
court as an act of spite against a Cult with Champion (p87).
whom relations are strained. The trials
the amount owed plus 20 lashes; if they
can't pay, they are imprisoned until themselves are usually held on "Trial by
money is available• Ordeal" basis, and it's very rare for an
accused to be found not guilty!
cR1mes ano penalties
Debt: as above but without the flogging, Negligence: 20 lashes
and the fine rarely exceeds one and a half
times the money owed• CR1mes ano penalties Disobeying a superior officer: from 50
lashes to decapitation
Operating a business without Guild Desecration oftempleor other holy site: Desertion: decapitation
membership: the offender's tools and/or loss of eyes.
Mutiny: decapitation
Note
Convicted officers may additionally be
reduced to the ranks.
CR1m1nal law
The responsibility for the arrest and
prosecution of anyone suspected of
committing crimes against people
and/or property rests solely with the City
Watch. Depending on the severity of the
offence, cases are tried either in one of
the 11 district courts ( one for each
district described in the Gazetteer,
pp29-50), or in the High Court in the
•
Middenpalaz. There is no formal
procedure for appealing against a
verdict, but those with the right
LAW AND ORDER (Crimes)
connections (or enough money) may 1. Did Anyone See the Crime?
occasionally be referred to the Law Lords
or, (in exceptional circumstances) to the This first stage is crucial. If no one spots
Graf himself. the characters, then they are going to
get away scot free (heaven forbid!). You
should use a base chance of 20% that
th€ CRlffi€S someone noticed the offence, and apply
the following modifiers:
Note that specific penalties are not
ascribed to the offences listed here, since Time of Day
the punishment will depend on many Morning: +15
other factors besides the actual crime. Afternoon: +10
Magistrates are inevitably swayed by the After Dusk: -5
relative status of the victim and the Middle of the night: -15
offender, by the offender's previous
record (if any), and (sometimes) by the District Where Crime Committed
size of the bribe offered! Palast: +50
Great Park, Grafmund, Nordgarten: +25
To help you determine the punishment, Westor, Sudgarten: +15, Ulricsmund,
however, each crime has been assigned Osttor: +15
aSentence Modifier (SM) which is used Geldmund, Kaufseit, Brotkopfs: +10
in various circumstances described Freiburg: +5
below (to d�e the chances of being Altmarkt, Neumarkt: -5 and if the crime is serious enough (SM
found guilty, the severity of the sentence, South Gate; The Wynd: -10 = 50 or more), wanted posters may well
and so on). Ostwald, Old Quarter: -15 be circulated.
•
combination of your own choice and be able to give accurate descriptions, 61-150 Arrest and Charge'
judgement with dice rolls to make things (unless they want to incriminate 151 or
quicker. someone they have a grudge against), more Tu.kc law into own hands3
LAW AND ORDER (Through tbe Courts)
•
Eye-witness: +25 District: +25 Feel free to over-rule results and impose
Circumstantial: +10 High Court: +50 whatever additional modifiers you need
Accused's record Convict's Record in order to ensure the smooth running
+10 for each previous conviction +20 for each previous conviction of your campaign.
hostelR1es & accommoOat1on
There are broadly three types of hostelry shown on the City Map: (location 7) The the prices should be increased by three
in Middenheim - really good ones, Graf's Repose; (location 6) The Prospect, or four times, depending on how greedy
average ones, and cheap ones. This and (location 29) The Scholar's. They are you are. But these places are really
section provides basic details for a superbly luxurious; rooms are well something!
variety of each category. furnished, with rugs and cushions, the
mattresses are of the finest down, you
The three excellent hostelries to be
found in Middenheim are all described
get a hot bath every day... They have a
qooo,aveRaqe
host€lR1€S
nightporter, and give you a key to get in
in the Gazetteer. Of the many 'middle in the early hours.
of-the-road establishments', only the
Templar's Arms will be-found on the map The abbreviations used in the table There are about 25 of these in
or described in the Gazetteer. Similarly, below are: Middenheim, so only a small sample is
The Drowned Rat is the only 'dive' to detailed here - use these figures as
be located. You may locate the others St: number of staff;
guidelines for other cases.
wherever you see fit. The best approach
is to save them for those occasions when S (single) and D (double) rooms - the
number of each is given, followed by the The rooms are comfortable and pleasant,
the PCs suddenly ask, "Is there an inn with fair furnishing and comfortable if
nearby?" Scan the lists for something cost of the room for I night (without
meals); not luxurious beds. Baths cost 3/- extra.
appropriate, make a note on the map and Rooms are single (S), double (D), or large
in the book, and away you go... B, L, D are the costs for breakfast, lunch, (L), the last-noted sleeping three or four
people. Most of them have nightporters,
excellent hostelR1es
and dinner, assuming you go for the set
menu . Prices shown are per person but they may sometimes be surly sorts
including good house wine (half-bottle). who dislike being woken by people
There are just three in Middenheim; all For the a la carte menu at lunch or dinner trying to get back in late at night.
•
HOSTELRIES AND ACCOMMODATION
m100enhe1m Stoneholm
1
Hildi 3 8S (22/6) 8D (30/-) 7/6 10/- 15/-
Leichentuch
The markets may quieten down after The Hog's Head Aldhelm & 5 6S (lGC) 16D (30/-) l0L 12/6 18/-
dark, but entertainers still throng the 91 -
Erika Bonhoffer (35/-)
streets, and taverns are open late (often
The Hungry Halrida 5 8S (17/6) 12D (25/-) 10/- 15/- lGC
'til 2 or 3 in the morning). Halfling 2
3
Moreover, if your PCs have money to The Anvil Haldar 4 6S (18/-) 8D (27/6) 4L 716 No No
spend and are hoping to do a little social Dalgrumman (35/-)
climbing, make a few contacts in the The Spinning Axel Hartmann 6 6S (22/6) 10D (34/-) 91 - No 21/-
City's high society, and so on, they could W heel•
do worse than frequent one of the exotic Note•
night spots listed here. Details of all these I -Quire an Institution, !his. Hildi is• fervent worshipper of Ulric and gives edifying tteiwlons from ocriptural works
places can be found in the Gazetteer, but over breakf:ut (served from 7-9 2.m. • you'tt expected to be down 2t 7 slurp). No-one gcu let In :after midnight. If
their names and locations, together with rwo people of the opposite sa sb2tt • double room Hlldi demands to see evidence that they h2ve been properly married.
2 - The female H2lflina proprietttSS is simply known as "H2irid2" and her swf love her dearly • she is an effcrvc,cent
details of typical prices, are given here and tittless little cttaturc. Visitors have been known to put • lot of wclght on :after • few days here.
for ease of reference. 3 - The proprietor is an :aged Dwuf who can spin 2tD2Zing yams of troll slaying In the mountllns around Kank-Vam.
He has a b2dly scarttd left um to prove It. Elves are distinctly unwelcome hctt Hot btt2kf:ut only - lunch and dinner
Name Location are staple bat fare.
& Page Ref. 4 -This hostelry also has• aslno(admission chuge IGC, or 1216d for ttSidenu). H:trtmann is• crook, both the roulette
wheel and tbc other games are rigged In fnour of the house (add 20% to the house's Gambw rest).
The Harvest Goose Nordgarten (p34) St:abllna cbaraea, some of these pl2ces luff stabling, for others there is stabling nearby; cost is 2J. per day, 9� per
day for fodder. These cosu are typical for Mlddenbelm.
The Laughing Sudgarten (p48)
Jackass
The Man O'War Kaufseit (p40) StBooals ....•�< L D
�f/tat {JJ
The Showboat The Great Park I
(p32) The Journeyman Udo Stielike 2 10D (15/-) l0L (25/-) 6/- 8/- No
Heaven's Lament Geldmund (p49) The Regent's Wolf Scheflin 3 8D (12/-) l0L (lGC) C25 3/- 5/- 6/-
The Red Moon Freiburg (p43) House (2/6)
2
The Singing Moon Neumarkt (p41) The Drowned Rar Johann Stallart 3 6D (8/-) 6L (15/-) 2/6 No No
The Templar's Neumarkt (p42) (location 19, p39)
Downfall The Last Drop Werner Wutend 4 None
(location 16, p38)
Major NPCs who might be seen in these
Notea
establishments include Rallane the Court
I • No cooked dinners are 2V2112ble because tbc cook only works during tbc day (tbc btt2kt.ut and lunch attn't too
Minstrel, Dieter Schmiedehammer the bad though). Bar snacks In the evening.
Graf's Champion, Allavandrel Fanmaris 2 - Dirty and horrid. The bed linen gets changed once• year. Bedbugs, fleas, and• 5% chance per person per night
the Master of the Hunt, and the Ladies of C2tCbing Galloping Yellow Scumpox. Drunks keep you :nnkc 2t nighu and the doon don't lock properly. Btt2kt.ut
•
at-C ourt (see pp84-89). These hctt is one of the most 2ppalllog experiences known to humanity; stale bttad dipped In rancid tepid dripping and
the like.
establishments are all protected by half Sl:lbllna charges, none of these 'establishmenu' provide stabling ncilities.
a-dozen 'gorillas' (two on the door, more
a qazett€€R or m1bbenhe1m
This section presents condensed of some of the better known inns and current adventure, a red-herring, a whiff
information about the eleven City institutions (which is all knowledge that of another plot , or a bit of 'real'
districts and some of the locations which the characters might be expected to have, Middenheim everyday life.
may be found in them. The treatment of but not the players). The map is also, of
each district is the same: some general
notes on the district (including notes on
course, a useful reference for you.
Similarly then, you must explain that the
th€ OlstRlctS
the strength and frequency of Watch characters do not have maps with them The general notes on a district should
patrols) are followed by brief - such things are not generally available. help you to create the overall atmosphere
descriptions of principal locations (and Adding as a hint, perhaps, that partial of the place when the adventurers are
character sketches of any interesting maps might, for a suitable price, be strolling about - are the streets narrow
NPCs to be met there). There is also a commissionable from the Architects' and twisting, or broad and tree-llned?
detailed map of the district, and a simple and Stonemasons' Guild, say, and if not Do the houses look seedy and run-down
set of encounter tables to generate from there, then at least the clerks there with boards in the windows, or are they
random passers-by or for when you want should be able to say from where. tall and imposing, with gleaming
a short list of nearby NPCs from which windows and brass name-plates?
to improvise. And even if the adventures don't get lost,
you can always re-direct them on arrival There is also mention of the type of
at their first destination - 'Sorry, squire, people to be seen about the place -
how to US€ th€ the man you're after usually 'angs out in
The Scholar's over in the Freiburg
servants shopping for their masters and
qazett€€R district ...'
mistresses; street vendors carrying out
trays and calling boldly, "Getcher 'ot
It would obviously take a book many pies. here! Luvverly 'ot rabbit pies!"; or
Now, unless you're in a great hurry to maybe a shadowy figure or two, lurking
times the size of this one to describe get to the main scene of the action, you
every building in Middenheim - and even in a' nearby alleyway.
should al ways describe the general
if we managed to do it before we died atmosphere of any district which the
of old age, most people will only use a As for how these 'incidental' NPCs react,
adventurers enter for the first time - even if at all, to the adventurers, that's fpr you
tiny proportion of those buildings if they are just passing though. In this
anyway. So we have detailed the main to determine. Bear in mind how the PCs
way, the players will come to learn about are dressed - do they blend in with the
buildings of interest in the City, as well how the City works. And of course,
as a selection of places which the other, NPC-types wandering about, or
because they have no map, the do they stand out like a sore thumb?
adventurers might visit, such as taverns
adventurers can't determine the exact They could be 'dirty commoners' to
and shops; you can easily adapt the route they will follow. So if you want to
descriptions to cover other places of a some pompous noble, or 'country
take them past one or more of the bumpkins' to an embittered, underpaid,
similar type. There are some standard interesting buildings in an area - you
building plans on pp73-79, which you city labourer, or even 'ladies and
should feel free to do so: "The street lay gentlemen' to a discerning landlord
can use when the adventurers enter an out is fairly confusing around here, so
unmapped building, while the section seeing a group of tourists to be ripped
you only realise that .you're heading in off! Also bear in mind what the PCs are
on Hostelries and Accommodation the wrong direction when you pass The
(p25) includes details of a variety of doing. In general, they won't find any
Templar's Downfall..." trouble (well, not much ...) unless they
different types of inns and clubs which
can be plonked on any suitable and go looking for it - mind you, wandering
convenient street. (Remember to make Often, the mere fact that a place is close through the Ostwald or Old Quarter
a note of where you put them!) to hand is enough to impel a group of districts could well be construed as
adventurers to enter it . But you can looking for it!
After all, no matter how much time and always add an extra incentive - have
effort you put into bringing the City to someone they are trying to avoid appear And for those occasions when players
life, the adventurers are never going to around a corner, or have someone they want to approach a passer-by, or when
visit every building. So, how do you get are looking for enter the building in you need some inspiration from which
them to the places you want them to question (be sure it's the right sort of to improvise, you can glance down the
visit, because you've spent a lot of time place for the NPC to visit). Or you could appropriate column of the encounter
preparing interesting encounters there? have a stranger (a cultist? a thief? a table. Notes on all the NPC-types listed
patron? a short-sighted nobody who's in the tables can be found on pp51-57.
made a mistake?) beckon to them from Many of these include some suggestions
hanOL1nq the door way. as to what the characters will be doing
when the PCs first see them. Finally, of
city movement As the adventurers become familiar with
Middenheim, you can gloss over the
course, the encounter tables can simply
be used to generate random encounters
The first step is to get the PCs into the descriptions of individual areas, and just - just roll Dl00 and consult the table.
entRances
area you want them to be. This is easily concentrate on the particular places and
handled - the first time they go out, into streets they wish to go. There's no need
to th€ City
the strange city, they could easily get to stretch out game time to account for
lost, or misdirected. The players may every alley the characters pass. On the
have the City Map on the table in front other hand, if you can slip just one or
of them, but that's only to give them two minor incidents into each journey, There are t wo alternative ways of
some idea of the layout of the place, of you'll keep the players on their toes, and entering the fortress City - through one
•
the geographical relationship of some of they'll never be sure whether they've just of the four great gates, or by one of two
the major 'landmarks', and of the names seen something of relevance to the chair lifts which look hazardous indeed!
GAZETTEER (Entrances to tbe Ctty)
B. chani l1�tt€Rm1nus
Pedestrians who can afford the fare often
enter the City by one of the two chair
lifts. There are stone and wood buildings
where the chair lift apparatus is located,
and the fare collected. Prices are 1/- for
unladen passengers, plus 1 to 4/- per
backpack (depending on weight); 5 to
11/- per trunk; and 12/- to lGC per chest.
There are 20 guardsmen at either
terminus and the reception here is much
the same as that at the gates (see above).
The main difference is that the guards
have more time here, and can be more
thorough!
The chair-lifts, while not being quite so
impressive in terms of engineering, are
nevertheless a breath-taking way of
entering the City (especially for those
prone to vertigo). The chairs themselves
resemble nothing more elaborate than
slats of wood suspended from a great
chain. Passengers are strapped on and
then borne aloft at a fairly gentle pace.
Which means of course that they have
plenty of time to admire the view, to
swing in the gusting winds which tear
round the Fauschlag, and to contemplate
the mind-numbing drop beneath their
dangling feet!
GAZETTEER (Palast)
♦
foot-high spiked railings. the Graf have a hard job ahead of them. confidence...
GAZETTEER (Palast)
□
Inner palace ground floor
i�'I
'
·: rt;;;:
� �i'-'·
ii, '�,· Stable
□
lads, etc. �(/
�at�tngs (12') ii •
al
A
R fa.';;/;::{arel's Baron Jiletnrid.
�""'"' ,·.., , .
V./.P. rooms T6dbrlnger's
x:::JJ
rooms
��\
{..,.f-w \,J't ,
-�- '( '.,
� Rtiner
·. , ·
.. la Gu- """'m" Ebrlclts
\ 'J I
nj
of
\: 41.atltes at Court
rooms Cbamb<r
1-t Sparsam 's of
BUILDING
rooms
, __ . · ··..
___...,_i·_C!S�-
(See separate maps -YI' j.· .:.. Great Gate
D ...... Gate ds
Barracks � _
c:::l n ���.....------===:a�-............
lnner Palace 1st Floor
Butler's
GCf Prli;;-;�
Gardens,
Park,Pooi,'� _:: G ua�i
room s G at lounge
_.• - • re
Fountains, ..
_...,.i..., .-,11,,_ -+
.___ -l
_etc. '
Guards
(!. _ : • '-•=�..L.-c=---=,-...=-•-1
room
�
---... S�S:>9 ... ·. _:.
&J��E=2r�
VIP
rooms
Graf Todbringer's
Boris Todbrlnger 's room
VIPs' jlunkeys
accomod atton OUTER PALACE
Balcony Doctor Luigi Baron
, Pavarotti's Stefan
rooms Todbringer's
•
sp
rooms
0 2,0 �o
scale (feet)
c:c,
GAZETTEER (Great Park)
•
that any minotaurs housed in the skills at the Stadium. All events are well
labyrinths under the stadium get plenty attended by people of all races,
of exercise... professions, and social backgrounds.
There are opportunist pickpockets
making a healthy profit, gamblers having encounteRs A patrol of watchmen are seen
chasing a young urchin who has
a flutter or conning the unwary, social The table below only applies to people apparently been spotted picking
climbers trying to get a seat near some found strolling in the park - you should someone's pocket. As he runs past the
notable, and plenty of ordinary determine the identities of any adventurers, the boy throws the purse
Middenheimers enjoying a little interesting diners at the Showboat or at them. Do the Watch notice?
harmless blood-letting ... noteworthy spectators at the Stadium as
you see fit. A self-styled ticket tout has rare
5. The Showboat tickets for a forthcoming attraction
at the Stadium. These will be double
(Restaurant/Cabaret) the normal price and may or may not
D100 Roll
Staff: 3 waiters; 1 chef; 1 boatman; be forgeries ( depending on how
manageress and husband; 4 musicians Day Night Enc ounter vindictive you're feeling).
and singer.
Facilities: main dining room, 6 private 01-05 01-05 Beggar A more dramatic event might start
1
rooms, kitchen, wine cellar, manageress' 06-54 06-70 Citizen with loud screams coming from the
2
living quarters, landing stage on lake. 55-60 71-73 Event vicinity of the Stadium - a beastman
61-75 74-80 Hawker has escaped from the pens and is
Sited on the edge of the Black Pool, the 76-85 81-90 Park Keeper wreaking havoc among the terrified
Showboat is a restaurant and cabaret bar, 86-90 91-95 Pickpocket crowd.
favoured by scholars and the upper 91-00 95-00 Snotball hooligan3
classes. There is no entrance fee, but 3 Snotball hooligans will only be
patrons will find it impossible to get a encountered on their way to or from
table without tipping a few shillings to N otes a Snotball match. They usually go
Otto, the six-foot tall, basso profundo, 1 Use a character of your own around in groups of 2-12. If there's a
head waiter (details of prices can be choosing, or see pp51-57. big game (like the cup competition
found on p26). during the Carnival), there is a 25%
2 lypical, minor events: chance that the hooligan couldn't get
The place is managed by Rolf a ticket and so is in a foul mood. The
Rosencrantz and his wife Elise, on behalf The adventurers disturb a young character will be dl'.llnk 40% of the
of Gunnar Guildenstern who is also co couple, engaged in a romantic time before a match, and 80% of tbe
owner of Castle Rock coaches (location tete-a-tete. time after one.
27, p42). Indeed, the coach company 's
haulage division is occasionally used to
smuggle in Reikland wine. Rolf is a
sentimental old fool, and the atmosphere
of the place reflects it. The food is
excellent, thanks to the Halfling head
chef, Harrani Busuk, and the atmosphere
is peaceful and intimate. A four-piece
string quartet plays throughout the
evening, occasionally with a singer.
There are half-a-dozen, intimate, private
rooms which can be hired (at 5GCs per
evening) for those who don't want their
romantic candle-lit dinner spoiled by an
audience.
♦
patrons.
GAZE1TEER (Grafsmund-Nordgarten)
locations
and refined atmosphere, but any rowdy
The nobility have certain privileges and behaviour - such as singing, loud talking,
few responsibilities - some may be falling over and so on - meets with a
officers in the City Garrison, or serve as
titular heads of the various City
6. The Prospect polite but firm response from the staff.
People who look as if they might cause
Councils, but many simply live off the (Hostelry) trouble - people openly carrying
income from their estates outside the Prices: from 5GCs (Single room, no weapons, people from the lower classes
City, leaving the day-to-day management food) to llGC 5/6 (Double room, full and anyone the proprietors don't like the
of their affairs to trusted stewards and board)
family retainers. Staff: 6 plus Proprietors
Rooms: 12 Single, 8 Double
The merchants tend to work a lit tle
harder (but not much!). They have The Prospect is one of the City's three
generally got where they are by their finest hostelries catering for the City's
own efforts (with a little palm-greasing upper classes and well-heeled visitors.
here, and the odd shady deal there). So Owned and run by Rudolf and Sigrid
they often find it harder to delegate - for Buffler, this inn is superbly luxurious. All
fear that their employees will fleece rooms are tastefully furnished , the
them at every opportunity. mattresses are of the finest down, guests
are entitled to a hot bath every day, and
The master artisans are the smallest so on.
•
group in this dist rict, but all are
acknowledged artists. They are able to This inn is also a favourite starting point
pick and choose their work - although for young blades out for a night on the
GAZETTEER (Grafsmund-Nordgarten)
.look of - are politely turned away at the a delicate blend of fruits and spices, it aside for the use of the Graf and his
door. And Boris, the six-and-a-half-foot, is the pinnacle of the house cuisine; it family. Although they seldom visit the
mute doorkeeper is not to be argued costs 20GC including wine and side restaurant, Fanamis is proud to be able
with. dishes, but is enough to feed up to eight to display the Todbringcr coat of arms
- and that's before you try Fanamis' above the booth. Rallane Lafarel, the
concoctions of cooked fruits, ultra-light Elven Court Minstrel (see p85) often
8. The Harvest Goose pastry, caramelised sugars, crystallized plays here, and Gotthard Goebbels, the
liqueurs and mouth-watering sorbets. Council Convenor is another, albeit less
(Restaurant) welcome regular (see p841.
The Harvest Goose is probably the best The wine list encompasses Bretonnia
restaurant in the City. The bill of fare is and Estalia as well as The Empire, and Dwarfs and Halflings are seldom seen
long and impressive, and although the the Harvest Goose is the only place in here, the former because of the Elven
cheapest meal is a phenomenal 9GC Middenheim - apart from the Palace - accent to the decor, and the lat ter,
including house wine, it is generally where it is possible to drink 50-year-old allegedly, because of wounded pride.
agreed that the quality justifies the price. Echte Brandenburger, widely renowned
encounteRs
Details of other prices can be found on as the finest brandy in the Old World.
p26. It has been said that, properly served,
it is inhaled rather than drunk.
Surprisingly, given its reputation, the DlOO Roll
Harvest Goose is not Halfling-run; the Fanamis' past is a mystery which he Day Night Encounter
proprietor is Fanamis Shassaran, an Elf, refuses to discuss. He first came to the 01-05 Beggar
and this has given rise to some spirited City some 40-odd years ago, with, so the 06-50 01-35 Citizen
discussion of the relative merits of story goes, a whole mule-train of gold 51-60 36-40 Entertainer
Halfling and Elven cuisine. (which is probably what it cost him to 41-50 Footpad
buy and equip the Harvest Goose!). 61-70 Hawker
The Harvest Goose is named after the old 71-85 51-70 Lackey
Middenheimer custom of eating goose The restaurant's clientelc is a cross 86-90 71-73 Pickpocket
at harvest-time, and the house speciality section through the highest reaches of 76-95 Rake
of Harvest Goose is available all the year Middenheimcr society; nobles dine here 91-95 Rat Catcher
round. Succulently roasted, stuffed with regularly, and a curtained booth is set 96-00 96-00 Wizard
•
GAZETTEER (Ulrlcsmund)
At night there is less activity; people A statue of the god, almost twenty feet
come and go, on their way to a dinner
party or a night on the town,
high, dominates the far end of the
Temple, and there are side-chapels used 11. Temple of Verena
pickpockets are a little more common, by the Knights Panther and the Order of A stunning, grey marble statue of the
and the occasional gang of footpads the W hite Wolf. T hese house regimental goddess stands at the right-hand side of
might be encountered. standards in peacetime and are decorated the entrance to this temple. With its
with reliefs and memorial slabs arched pillars, a nested dome at the
Watch Patrols commemorating memorable actions in centre, and a fine collection of marble
Patrols by the City Watch are at 2-3 hour which those units took part (e.g. the busts in alcoves along the interior walls,
intervals during the day, and every 4-5 Siege of 1812, the Chaos Wars of 2302, it is an exceptional piece of architecture
hours after dark. 10% of such patrols are theAnnexation ofMiddenland, in 1152, even by Middenheim standards. A huge
Elite units (see p93). and so on). gilded owl, fully t welve feet high,
spreads its wings around the main altar.
T he Temple can hold up to a thousand
locations worshippers, and a complex of buildings
around the Temple provides
As with all temples to Verena of any size,
there is an extensive library (see p13);
9. The Black
accommodation for the senior members here, it takes the form of a rectangular
of the priesthood, archives, and other annexe built onto one side of the main
Plague Memorial essential support functions. Among the Temple.
more noteworthy of these buildings are
Facing the main entrance to Ulric's the Star Chamber - the religious court The Temple is attended regularly by most
Temple, in the centre of a busy street where a special order (the Brothers of members of the Worshipful Guild of
intersection, where the Great West Way the Book) tries all those accused of Legalists, as well as many of the City's
(West Weg) meets Southern Way blasphemy, heresy, and so on (see officials and some merchants and other
(Sudetenweg), there stands a great, pp22-24); and the Lore Haus - a great Middenheimers. T he services seem
bronze statue. T he figure of a man, with library of religious manuscripts(run by especially popular with the City 's
a crowned helm and noble expression, the garrulous Brother Bengt - see Wizards - especially when they need to
carries a child on each shoulder and a ppll-14). use the library... In any event, those who
third in his arms; beneath his right foot worship here generally worship at
is an evil-looking giant rat, its neck Worshippers are drawn from all levels of another temple as well, following either
broken. Middenheim society, and this is where Ulric or Sigmar according to their
the bulk of the population worships. inclinations.
This is Graf Gunthar, the City 's ruler T here is a notable increase in the size of
during the Black Plague of 1111. He it was the congregation at festival times (but T he Temple is usually to be seen at its
that gave the orders to seal the City - only a cynic would attribute this to the fullest on the first day of Nachexen(New
refusing entrance to anyone for 6 people's fear of the Templars ...) T here Year).A great procession assembles at the
months until the Plague had run its is quite a number of noted festivals, West Gate just before dawn, and twelve
course. His actions certainly kept out the however. There are days devoted toUlric: fatted calves are driven into the City by
Plague, but hundreds starved. Mitterfruhl - the Spring equinox ; the Priests, to be ritually slaughtered
*
Mittherbst - the Autumn Equinox; and before the Temple's doors. T he people
The memorial was made by the great Mondstille - the Winter Solstice. Other pray for a prosperous and mutation-free
sculptor, Heinrich Meer and erected in days commemorate some of the year, and the carcasses are then
GAZETTEER (Ulrlcsmund)
Estelle Dindelgon deals with any Elven the City. There arc steam baths, hot and
enquiries, although she will quickly turn cold (icy!) pools both indoor and
the conversation to her own 'plight' - outdoor, and a small infirmary caters for
'Tm not an exile, you know. I'm really patients who come to the City for a
a Princess, but I was captured by some protracted cure.
bandits as a little girl. They would have
sold me into slavery, but I was rescued The waters have the reputation of
by one of the Knights Panther. I keep reducing the likelihood of mutations and
trying to find someone willing to take so arc especially popular with pregnant
me back to the Laurelom, but no-one women. Indeed, the place is used almost
wants to take the risk ..." and so on. Any like an informal club by the City's rich
Elf gallant enough to offer an escort will and powerful women, and the baths'
find that "unfortunately, I can't leave just female attendants could be an invaluable
now. I promised to complete this history source of information to anyone who
of Elves in Middenheim ..." could loosen their tongues...
butchered and the meat given to the poor Bimbo Wobbulbeli - a cheerful and
(if there's any left after the miserly, not helpful Halfling historian is more than
happy simply to have a chat with any
encounteRs
so-poor have taken their 'fair share').
Halfling visitors to the City.
12. The Guild of DlOO Roll
Physicians Day Night Encounter
The Physicians' Guild is sit uated 14. The Begierbaden 01-10
11-6o
01-05
06-60
Beggar
Citizen
opposite the 'Icmple of Ulric, and is an Built over one of the many springs which 61-70 61-65 Entertainer
impressive single-storey building faced rise through the rock on which the City 66-80 Footpad
with marble. Like the Physicians' Guilds stands, the Begierbaden is a medicinal 71-80 81-85 Hawker
in other towns and cities, it licenses all bathing establishment, much favoured 81-90 86-95 Pickpocket
medical practitioners in the City, but, by the upper classes and by visitors to 91-00 96-00 Pilgrim
unlike its counterparts elsewhere in The
Empire it cannot itself bring
prosecutions against those practising
medicine without a licence. Instead it
must register complaints with the City
Council for Health, Education, and
Welfare (location 26, p42 -see also pl8).
In such cases, the patient is not permitted
to speak for the accused. The Guild also
bears complaints against its members,
and answers such from the City Council.
In line with practice elsewhere,
complaints are only beard from the
patient in person, and most are
dismissed on the basis that a patient who
is capable of coming to the Guild has no
grounds for complaint .
•
underpaid, although this is patently not
the case (the Dwarfs in Middenheim have
little to complain about) .
GAZETTEER (Altmarkt)
Goods such as fresh fruit and vegetables, At night the place is almost deserted;
meat and so on, are brought into the City you might perhaps glinllpse a group of The taverns are invariably of low quality
through the Osttor ('East Gate') shortly shadowy figures passing through from (or worse!) and offer exotic - but sordid
after dawn, and the markets are open the Old Quarter (below), but that's about - facilities and 'entertainments' which
from an hour after dawn until dusk. The it. make them a favourite haunt for large
Altmarkt is where most of the basic food groups of young rakes out 'slumming'.
requirements of the City are satisfied. Watch Patrols
The market from which the district takes Small units of the City Watch (104 + 1 Roughly in the centre of the district is
its name is situated in the south-eastern watchmen) will be around the place at a soccer-pitch siz.ed rectangle of derelict
corner, and is backed by narrow, all times during the day, but they will land. This is the 'home venue' of the
winding streets; in the south of the often be perusing goods themselves. At area's Snotball team (p90) - the
district is an area known as the night, patrols are every 2-3 hours. 'Eastenders'. Matches don't get played
Kleinmoot, which houses the bulk of the here very often as they invariably end in
city's Halfling population. The lay-out a bloodbath. Nevertheless, there are
attQuaRt1€R
of a typical street-market (such as may usually two or three young men having
be found in either the Altmarkt or a kickabout.
Neumarkt areas), along with a
Consumer's Guide to local prices is th€ olO quaRt€R During the day the streets are crawling
provided on pp70-72. It is not clear how the Altquartier (or Old with examples of Middenheim's most
Quarter - the names are interchangeable) disreputable types - professional beggars,
got its name, since there is no evidence bawds, g:-ngs of urchins playing street
Most business is done early in the Snotball with an inflated pigs bladder,
that it is any older than the rest of
morning, immediately the market and so on.
opens; buyers from the Grafs household Middenheim. The Altquartier is adjacent
and the City's better eating places arrive to the Altmarkt, and is a maze of winding
streets and alleys, lined with run-down At night, the Altquartier is much the
early so as not to miss the best produce. same as it is during the day, but more so
As soon as it is light, the market is houses and tenements. The atmosphere
is generally anarchic, and even the Watch - only the brave and the foolish walk the
bustling with buyers and sellers, as well streets after dark.
as entertainers, pickpockets and the like, thinks twice about venturing into the
Old Quarter without a very good reason
making what they can from the crowds.
and a lot of reinforcements. Watch Patrols
By 9 a.m., the market is quieter, and for In the Old Quarter, Watch patrols are
the rest of the day the bulk of the infrequent (every 12-18 hours) and
market's customers are householders The Old Quarter is the home of a large
part ofMiddenheim' s underworld, and uninquisitive, only responding to
and servants. Hawkers are about at all obvious and serious violence; they come
hours of the day selling hot pies and their rule there rivals that of the Graf;
Watch patrols are openly reviled and spat in double-strength units with a 25%
other food as well as cutlery, clothes pegs chance of :m Elite unit as back-up.
and other small items. upon, and generally leave the inhabitants
to their own devices.
The area behind the market-place is One of the biggest villains in the area is Locations
mostly residential, with shops and Edam Gouda fromMarienburg, known
workshops on the ground floor of many locally as 'the Big Cheese'. On top of the
income he gets from selling 'insurance'
15. The Worshipful Guild
buildings. Known as the 'Kleinmoot',
to the Altmarkt's stall-holders, he makes of Legalists
since this is where the bulk of the City's
Halfling population lives, the district is a handsome profit from his extensive The Worshipful Guild of Legalists is
well-supplied with small eating and drug-smuggling operation. Dried based in a large three-storey building,
drinking establishments, especially Moonflowers (p91) are brought in from fronting onto the Ost Weg. The building
round the edge of the market-place. As the Laurelorn Forest in the guise of is faced in stone and decorated with
you might expect , these are mostly packing for pottery, and Laughing elaborately carved reliefs.
Halling-run, and are open all hours. Powder (p91) is manufactured by his
Alchemist brother in a disused From 10 in the morning 'til 4 in the
warehouse. A flamboyant dresser, with afternoon, the offices are open to the
The majority of shops in this area sell great waxed moustaches, Gouda is easily public. A number of clerks can be seen
cooked or uncooked foodstuffs, and noticed among the dowdy inhabitants of staring blankly into space in the general
•
there are a few artisans' workshops, this area, especially as he is always office behind the enquiry counter, but
dealing mainly in food-related produce accompanied by four, hulking visitors are always kept waiting for at
such as cooking utensils and tableware. bodyguards. least half-an-hour.
GAZETTEER (Altmarkt)
•
The Last Drop is a typical Altquartier ale markets; livestock comes into the City 71-75 81-85 Hawker
house - its sign is a small gibbet with a on the hoof, and is slaughtered here and 76-90 86-90 Hooligan
hangman's noose! A notorious den of prepared for sale. The slaughterhouse is 91-00 91-00 Pickpocket
GAZEITEER (Southgate/Ostwald)
•
eye to this, believing that anyone who
Ostwald, in contrast, will be bustling comes here unprepared deser ves
with colourful but mostly unpleasant everything they get - and besides, he
people - drunkards. diseased beggars, usually gets a share of the profits.
GAZE1TEER (Soutbgate/Ostwald)
2 2. Dragon Ales
(Brewbouse)
This small brewing establishment
supplies most of the district's taverns.
The ales have a distinctly yeasty flavour,
and are very strong (-10 to all Poison
tests).
•
are always carried out after dark, when
his apprentices have returned to their
Southgate homes.
GAZETTEER (Neumarkt/Osttor)
OsttoR
The area between the east and north-east
gates is given over mainly to middle-class
homes. A few are semi-detached, but
most are terraced, and all these homes
are comfortable and well-appointed, if
not overly spacious. There are a few
shops, and rather more average/good
quality taverns and hostelries. Streets are
slightly narrower than those in the
•
comparable Westtor-Sudgarten district
(p47), and houses are a little smaller, but
not by much. Osttor has a lower-middle-
GAZEITEER (Neumarkt/Osttor)
•
as outrageous as the patrons, but regulars establishment. 66-80 Footpad
seem to think that it is worth paying 81-90 81-90 Hawker
extra to be at the hub of fashion. Castle Rock coaches serve Altdorf and 96-00 91-00 Pickpocket
h. the �R€1BUR4 of Nordland, is one Werner Stolz, and
is assisted by 6 junior clerics and 6
staff of six, the Scholar's is an excellent
hostelry, boasting sixteen rooms and
Initiates (see TEW, pl9 for more details stabling for a dozen mounts.
Toe Freiburg is a middle-class residential of this Cult).
area, distinguished by the fact that many Hugo is an avid collector of antiques and
scholars, wizards, clerics and the like Stolz enjo� the great favour of the Grand curios, which make the Scholar's a
dwell here. The standard of housing is Theogonist in Altdorf, and his current cluttered but convivial place, full of
comparable to the other middle-class post is a delicate one. As well as presiding surprises. He is friendly with Chancellor
areas, J>ut the atmosphere is somewhat over the Cult in Nordland, the area Sparsam (p88) through their mutual
more bohemian. where it is least accepted by the general interest in antiques, and sometimes acts
populace, his being based in as a buyer for him in auctions; Hugo is
There are several small eating Middenheim makes him particularly able to bid on items whose price would
establishments (which do very good hot vulnerable to political intriguing by High go through the roof if it became known
breakfasts), small book, antique and Priest Ar-Ulric (p84), and at the same that the Chancellor was interested in
curio shops, craftsmen's workshops, and time a valuable spy in the enemy camp. them. The friendship between the two
rather fewer drunks than in many places, It is thought by many - Stolz among them men is kept secret, and the Chancellor
although the locals do tend to be rather - that ifhe acquits himself well in the post only rarely visits the hostelry.
eccentric. of High Capitular, he has an excellent
chance of being groomed to succeed The clientele consists mainly of scholars,
During the day, the area is bustling Yorri XV as Grand Theogonist. More students, wizards and the like, who come
with householders and lackeys of details of the religious-political situation here to drink, debate, and play chess. The
various sorts going about their business, in Middenheim are on ppl2-15. tavern boasts about a dozen chess sets
scholars and students visiting bookshops of various sizes and styles, including sets
and cafes (the scholars tend to be abroad As well as his duties as High Capitular, from Araby, Ind and Nippon. Hugo is an
earlier in the day than the students!), Stolz is nominal head of the Gragh Mar excellent chess player, and may often be
with buskers and other street School, which is attached to the Temple. found having a game with his customers;
entertainers dotted about. Unlike the rest The school is run by a monastic order he can play both the Nipponese and Old
of the City, the street entertainers of of the Cult and many of the children of World versions, and a game of chess is
Freiburg include a number of artists and the followers of Sigmar in Middenheim a good starting-point for enquiries here.
several poets and mime artists - the street are educated here between the ages of
entertainments here reflect the generally 8 and 13.
bohemian and 'arty' nature of the
district. 30. The Red Moon
The Temple makes a special effort to
celebrate Sigmar's main holy day (on the (Cabaret/bar)
At night, little changes. The Freiburg 18th day of the month of Sigmarzeit - the The Red Moon is a cabaret-bar run by Eva
stays alive with entertainers of almost first day of summer). There is a Dietrich, a glamorous figure and a by
every description right until dawn. The procession through the Freiburg and a word throughout Middenheim for the
main difference is that the scholars night-long service at the Temple itself. femme fatale. She appears to be in her
visiting bookshops are replaced by Most of this is traditionally filled by one fifties, but it is w hispered - especially by
groups of students visiting the area's of Stolz's 'hellfire specials', a sermon in jealous women - that she is considerably
hostelries. Footpads and other rogues are which he exhorts the congregation to be older, and maintains her appearance
few . although the students may come "especially vigilant - for the Mark of with magical preparations. Certainly
from wealthy families, they very rarely Chaos is all around us; beware the Enemy there are few Middenheimers who can
have enough money to make them worth Within!" remember a time before the Red Moon
robbing. On rare occasions, a group of opened, and although rumours abound
thugs from the Old Quarter may come about Eva's past and background, the
to beat up a few students, but trouble truth is a mystery.
rarely lasts long. 29. The Scholar's
(Hostelry) There is a 35/- admission charge, which
Watch Patrols Eva sometimes waives for regular
Patrols by the Watch are at 3-4 hour Pric es: from 5GCs (Single room, no
food) to 10 GCs 7/6 (Double room, full customers (for details of other prices, see
intervals both day and night; 10% of p26). Her two bouncers, Hannes and
patrols are by Elite units (see p93). board)
Staff: 6 plus Proprietors Karl, are huge and powerfully-built men,
Rooms: 8 Single, 8 Double and although many are turned away at
the door, no-one causes trouble. The
locations Run by Hugo and Petra Schmidt with a decor is plush and stylish with a hint of
camp - the wife of one customer rather
unkindly described it as 'almost, but not
28. Temple of Sigmar quite, like an overpriced whorehouse.'
An impressive but forbidding stone
te mple, it boasts some remarkable Upstairs is a small casino (not rigged),
gargoyles (of the inanimate variety!) and and the lower floor is occupied by the
a fine altar. W hile the bulk of bar-room and the stage, where a three
Middenheimers follow Ulric rather than piece band plays throughout the evening
Sigmar, a goodly proportion of senior as Eva wanders grandly from table to
town functionaries and military men table.
worship here; cynics might conclude
that they are trying to curry Imperial The clientele of the Red Moon is a cross
favour by doing so. section of the City's upper and upper
middle classes, and the club begins to fill
Toe chief priest here, who goes under up from about 10 p. m. onwards. The
-------♦
the resounding title of the High Capitular cabaret is typically rather risque, but
GAZEITEER (Freiburg)
several research laboratories, and a stock Middenheim, embracing history and law
of reliable ingredients for spell levels 1 as well as the religious writings of the
to 3. Again these facilities are only Cult of Ulric, and is able to employ two
available to members. full-time librarians, Hermann Grosz and
Hugo Durchfall. The library is available
for research - the crossing of a palm with
silver works wonders here - but results
32. Collegium can be slow, since both librarians are old
Theologica and used to the gentle pace of college
life.
The Collegium was founded in 1762, to
train young people for the priesthood About 50 new students are taken on each
of Ulric and to promote the study and year, for a fee of 50GCs, and (at your
dissemination of the Cult's religious discretion) characters can take special
writings. Its activities have broadened courses to learn such skills as History,
since then, and it now covers almost Law, Additional Languages, Astronomy,
never crude. The high point of the every subject from the history of art to Heraldry, and Theology.
evening is at midnight, when Eva takes the development of safer methods for
to the stage in a flame-red taffeta dress, manufacturing gunpowder. Although
and delivers a song to her guests in her
distinctive husky voice. A reverent hush
the Collegium does not have an Imperial encount€RS
charter granting it the official status of
descends as she begins to sing. a university, it behaves as one in most
respects, and considers itself the equal D100 Roll
The Red Moon has a number of of the Universities of Altdorf and Nuln. Day Night Encounter
distinguished 'regulars'. Janna Eberhauer 01-10 01-05 Beggar
(p88), deputy to the High Wizard, often The largest faculty is the Department of 11-50 06-40 Citizen
visits the club, and is on very friendly Holy and Scriptural Studies, generally 51-6o 41-45 Entertainer
terms with Eva. It is rumoured in some known as the D.H.S.S. This department 46-6o Footpad
places that Janna supplies Eva with the receives disbursements from the Graf's 61-70 61-65 Hawker
magical preparations which some coffers and the Temple of Ulric as well 71-80 66-80 Lackey
suppose she needs to maintain her as donations from wealthy citizens; such 81-85 81-90 Pickpocket
appearance, and in others that they are donations are tax-deductible, and are an 91-92 Scholar
mother and daughter, but no proof has important source of revenue. The 93-96 91-98 Student
been put forward to support either D.H.S.S. has the largest library in 97-00 99-00 Wizard
contention. A more occasional visitor is
Emmanuelle Schlagen, one of the Ladies
at-Court (p86), who comes here from PALAST STRASSE
time to time for an evening's gambling.
She is generally accompanied by one or
more ladies-in-waiting, or by a high
ranking officer from the Knights Panther.
•
illegal).
1. th€ wyno OlstRlct standing about six feet high and leaning
on his pick after opening the way to the
underground world. Very occasionally,
Dwarven Engineers' Guild (location 36,
below).
Situated in the south-west comer of the non-Dwarfs are permitted this far into There is professional rivalry but no bad
City, the Wynd consists mostly of the shrine - a great honour, and not one feeling between the two guilds, since the
artisans' workshops and merchants' that is grantF d to Elves under any Guild of Stonemasons and Architects
warehouses, with a sprinkling of middle circumstances. generally receives commissions from the
and lower-class homes and taverns and temples and from those who want
hostelries of average or lower quality. The inner chamber is smaller, and only something built or repaired in the
Dwarfs are permitted to enter. There is Human style, while the Engineers' Guild
Most of the buildings here are built along another statue of Grungni here, four feet deals with all underground work and the
strictly functional lines with no high and made of solid brass with small maintenance of the viaducts and the
pretensions to ornamentation. This is jewels set into the helmet and around the chair-lifts; the Graf and the City
not surprising given that most of them belt. There is a rumour current among authorities generally divide
were built for working in rather than as the City's non-dwarven thieves that the commissions evenly between the two
domiciles. Some parts of the area are statue is actually made of gold, and that guilds, to avoid bad feeling and
obviously poorer than others and here the jewels with which it is set are many accusations of bias.
the buildings are mostly tenement times their actual size, but so far no thief
blocks. On the whole, however, the has dared to attempt to rob the shrine The guildhouse is not large, but it is
streets and yards are relatively neat and - at least, so far as is known. The rumour impressive - a two-storey building with
tidy, with little signs of the squalor is almost certainly founded on the a roofing of streaked grey slate and two
associated with areas such as Ostwald or common knowledge that the Dwarfs marble pillars at the entrance doors. As
the Old Quarter. who helped build the fortress from well as being the Guild's headquarters,
which the City grew, discovered some it is a showcase for the abilities of its
Many of the 'ordinary' artisans have minor veins of gold in the Fauschlag members, and incorporates a number of
workshops here - this is the place to rock. Most of this has since found its way impressive but completely unnecessary
come for carpenters, smiths, cobblers, into the City 1reasury beneath the Graf's architectural features.
coopers and candlestick-makers; Middenpalaz, or b e en turned into
especially if you just want a coinage by the Spear Mint. If any of your PCs want a career change
straightforward, workmanlike job with to Artisan•(Qr even Master Artisan), they
no frills for a reasonable price. It is also rumoured that the shrine leads are quite likely to be directed here (but
to the Undercity (see p63), but only the sec p18 for details of Middenheim's
During the day, the Wynd is busy with Dwarfs know for certain, and they are Guilds).
buyers and sellers, artisans, apprentices, not telling.
workmen, and stable-lads with horses -
there are several stables here - plus a The chapel is attended by the Dwarvcn
sprinkling of entertainers, beggars and cleric Mungrim Dalmrin, a dour and 3 5. Offices of the
so on. serious individual even for a Dwarf. He Komission for
lost his right arm in a battle with a group
At night, it is still busy, with apprentices of Ores eighty years ago and came to the Public Works
and other lackeys on errands, some chapel as an Initiate shortly afterwards. This is a drab, grey, nondescript building
beggars and buskers still on the streets, He lives in a suite of small chambers tucked away at one side of the Markt
and the occasional group of footpads or behind the shrine, and rarely ventures Weg. See pl7 for full details on the
racketeers' agents going about their above ground, sending his Initiate, Jodur facilities and functions of the Komission.
nefarious business. Gnagrum, on any necessary errands.
Gnagrum is a quiet, placid Dwarf, who It is common knowledge that the
Watch Patrols takes everything at his own pace - much Komission has numerous maps of the
Patrols by the City Watch are at 2-3 hour to Dalmrin's annoyance at times - and his City's streets and sewers, as well as plans
intervals during the day, and every 5-6 hobby of gem-carving is perfectly suited of many of the public buildings. These
hours at night. 10% of all patrols are to his calm and patient personality. are not available to the general public,
made by Elite units (see p93). but a letter of introduction from one of
The chapel is generally the first stopping the Law Lords, say, might just get you a
point for any Dwarf of any note visiting quick peek at some of the less politically
locat1ons Middenheim. Visiting dignitaries from
the Dwarven Engineers' Guild, mining
sensitive maps.
•
There are two main chambers, an outer artisans' guilds, and all non-Dwarven Guild has seen to it that there are no
and an inner. The outer chamber masons and architects are members; the wetbacks in Middenheim working in the
contains a large statue of Grungni, Dwarfs are, of course, members of the areas of engineering and construction.
GAZETTEER (The Wynd)
The Engineers· Guild and the Chapel of He is kept well supplied with subjects
Grungni are the twin foci of Dwarven for his experiments by the Cult's other
society in Middenheim, and vital staging activities - they blackmail alchemists and
posts for any PC Dwarf wanting to make pharmacists when their own can't help,
their way in the City. Unlike Human and use grave-robbers and cut-throats to
guilds, however, the Dwarfs will ensure a steady stream of corpses. The
welcome any applicant ( of their own operation is funded largely by slave
race!) and are always pleased to provide trading. Solitary young men and women
training. Access to the Guild's extensive who have no family ties are kidnapped
set of maps, and information about those by the Cult, drugged, and shipped out
parts of the Undercity which they still in barrels by the haulage side of the
use (see p63) will not normally be business. The biggest market is
imparted until the newcomer has been Bretonnia, but some victims are sold to
resident in the City for a year or more. other cults...
encounteRs
one of the main operations centres of the Theodor is not the head of this
Tueentch-worshipping Cult of the Purple operation, however. That dubious
hand (cf pp58-6o). honour belongs to one Salladh-bar the
Great - an Arabian necromancer of
Visitors to the offices are greeted by indeterminate age. He has been hired by D100 Roll
Theodor, a severe-looking, middle-aged the Cult to research into the creation of Day Night Encounter
man, and informed that the company is zombies. He has any number of projects 01-20 01-10 Beggar
fully booked for the next six months. on the go at once; currently he is 21-60 11-30 Citizen
True enough, there are regular arrivals working on animating corpses that aren't 61-65 Entertainer
and departures of wagons, but their subject to instability, creating zombies 66-67 31-70 Footpad
cargoes are always either contraband or with the power of regeneration, and 68-75 Hawker
a cover for the delivery of messages to creating 'super-zombies' that can be 76-90 71-85 Lackey
and from the Cult's numerous cells programmed to perform simple tasks 91-95 86-00 Pickpocket
elsewhere in The Empire. and left without a controller. 96-00 Rat Catcher
•
GAZETTEER (Westor-Sudgarten)
J. W€stoR-SUOqamen 01stR1ct
The Westor-Sudgarten District extends
from the West Gate to the Sudgarten
least well-kept. It is not that the park
keepers shirk their duties here - it is
39. Temple of Myrmidia
Allee and Morrspark, and south as far as simply due to the fact that the southern This is a small Temple of no especial
the Grunpark. It is one of four middle side of the park borders onto the grandeur or note, a relatively plain stone
class residential areas in Middenheim, notorious Ostwald slum area (p39). building which does, however, have a
and its population includes artisans and pair of tall spires at the entrance. The
craftsmen of all descriptions, as well as During the day, the park is fairly temple is several hundred years old, and
shopkeepers, lesser attendants at the pleasant, provided that one keeps to the was founded by a unit of Tilean
various temples, and those employed by main walkways and doesn't venture too mercenaries who served here during the
merchants and the various arms of the far into secluded areas, where there is the Age of three Emperors. There are but
City's administration. danger of running into an Ostwald three clerics here, with Uli Hanseher
street-gang. being the senior.
The residential part of the district is split
up into three areas, which are At night, however, it is haunted by Few Middenheimers worship Myrmidia,
progressively wealthier as one goes from juvenile gangs from Ostwald, and can be but the Temple seems able to survive on
east to west. unpleasant or even dangerous. The the offerings left by travellers from the
homes around the edges of the Grunpark south, where her worship is more
The district is also known as the "Green are all surrounded by high walls studded widespread. The three Midden-Marshalls
Corner" by the locals, since it includes with glass at the top, in order to (p87) all worship here occasionally,
two of the City's four public parks. The discourage break-ins. although their first loyalty is, of course,
streets are narrow but mostly clean, and reserved for Ulric. General Schwermutt
the houses are terraced town houses of is the most interested in the Cult of
moderate quality, interspersed with 38. Temple of Shallya Myrmidia, seeing her precepts as
complementing those of Ulric to
shops and workshops. A stunningly lovely, if not overly produce a complete and perfect
spacious temple, the building has marble approach to military matters, but will not
During the day, the district is busy with facades and stunning interior frescoes.
citizens going about their business, renounce one deity in order to become
High Matriarclt Isolde Begegnen, her six inducted formally into the cult of the
lackeys on errands, tradesmen making clerics and two physicians are here at
deliveries, hawkers selling goods door other. A handful of the junior officers of
various times, and there is a small the Garrison also wo�hip here, but the
to-door, plus the occasional busker or infirmary close by where they attend to
beggar. Thieves and pickpockets may be Temple will always be overshadowed by
some of the sick. The Temple is well the City's patron deity.
encountered here at busy times. known for its charitable work with the
poor, and many of the common folk
At night there is less activity; people
come and go, on their way to a dinner
worship here.
40. Shrine of Morr
party or a night on the town, The officials of the Guild of Physicians The small, featureless shrine to Morr
pickpockets are a little less common, and are regular worshippers at the Temple, stands by the northern entrance to
the occasional gang of footpads might although they generally hold closed Morrspark. It is built of plain black stone,
be encountered. services away from the common folk and has no internal decorations save for
the clerics are contemptuous of this a small statue of the god above the inside
Watch Patrols attitude, but realise that it is more of the doorway. Middenheim boasts six
Patrols by the City Watch are at 2-3hour constructive to allow the physicians full-time clerics of Morr, who conduct
intervals during the day, and every 4-5 their petty conceits rather than funeral services here prior to burial
hours at night. 10% of these patrols are antagonising the Guild. Notable by his outside the City or in the cemetery in
made by Elite units (p93). absence from the Temple, however, is the Morrspark; the senior cleric is Albrecht
newly-arrived 'Herr Doktor' Luigi Zinlmerman.
locations
Pavarotti (see ppll- 16; Isolde is reluctant
to construe this as a snub, but makes no There is a 10% chance that a funeral will
secret of her curiosity over why the be in progress here at any time during
Morrspark City's most prominent physician has not the day; the body will be accompanied
yet seen fit so pay the Temple so much by 2D10 friends and relatives, and the
As well as being one of Middenheim's as a courtesy visit. funeral will be conducted by a Cleric of
four public parks, Morrspark is also the Morr of level 1 -3. The level of the
sight of the City's only burial-ground. The clerics from the Temple of Shallya attendant cleric will depend upon the
Becaus,_ of the pressure on space in also tour the poorer areas of the City, social status of the deceased -
Middenheim, only the very wealthy can rendering assistance where they can. In Zinlmerman, the only level 3cleric, will
afford the price of a plot of land here, many cases, they can go freely where only be in attendance at upper-class and
and the northern and eastern sides of the other citizens of similar standing would noble funerals.
park are lined with stone-built mausolea not dare - the City's underworld leaves
owned by the City's richest and most them alone, since an attack on the Funeral costs vary according to the
prominent families. The less wealthy Temple of Shallya or its personnel would degree of elaboration required. A burial
citizens usually cremate their dead, or lose the perpetrators most of their plot in Morrspark costs at least l00GCs,
bur y them outside the City in the support and goodwill among the lower and probably an equal amount in bribes;
shadow of the Fauschlag rock. classes. practically all the available space has
The Grunpark been taken up by the family plots and
•
As well as its work helping the sick and mausolea of the wealthy. The services
Th e Grunpark is the smallest of poor, the Temple of Shallya also runs a of clerics and mourners range from
Mid denheim's public parks and also the small orphanage and school (see 13). 10-100 .GCs, while a headstone or other
GAZETTEER (Westor-Sudgarten)
married while studying at the Collegium how do you do, I swindle all the
Theologica (p44), and started the merchants and I'm here to cheat you
business as much as a way of continuing too".
to enjoy student life as to make a living.
This cabaret can be a useful and
The Laughing Jackass is very popular entertaining way to leak information
with the young fashionable set - who go about major public figures to the players;
there to be seen by their peers and to note, however, that only 'common
drink ever more ex travagant and knowledge' information can be passed
dangerous cocktails. The bulk of the on by this means.
other habituees are scholars and pseudo-
intellectuals from the Freiburg District
(p43). It take� second place to the
encount€Rs
Templar's Downfall (p42) as the hub of
fashion, but regular patrons maintain Residential Areas/
monument costs 20-200GCs - and again, that the atmosphere is more relaxed and Grunpark
probably a like amount in bribes to be friendly in the Laughing Jackass.
able to place it in Morrspark. A pauper's DlOO Roll
burial is free, but consists merely of a Only members and their guests are Day Night Encounter
cleric of Morr blessing the body as it is admitted; membership costs 55GCs, 01-10 01-05 Beggar
dropped from the City wall at the Cliff although evening membership is avail,abe 11-55 06-60 Citizen
of Sighs. Those who cannot afford a at 5GCs on the door and is valid for one 56-65 61-65 Entertainer
burial in Morrspark generally cremate visit . Guests of full members may be 66-75 Footpad
their dead in the lemple's Flames Eternal admitted on payment of an entrance fee 66-75 76-80 Hawker
(at a cost of 25GCs, plus the cost of of lGC; evening members may not bring 76-85 81-85 Park-keeper
supervising clerics, plus any bribes guests. 86-95 86-90 Pickpocket
necessary to allow the ashes to be buried 96-00 91-00 Street Gang
or scattered in Morrspark), or bury them Apart from its superbly-equipped
outside the City, at the edge of the forest cocktail bar, the Laughing Jackass is Morrspark
(at a cost of lOGCs, plus the cost of famous for its cabaret, which features
clerics and mourners). lively and often slanderous satires on Dl00 Roll
prominent City figures. At the moment Day Night Encounter
the Baron Stefan and his Tilean physician 01-05 01-10 Beggar
41. The LaughingJackass are both cruelly mocked on stage (while 06-70 11-60 Citizen
not actually being mentioned by name, 61-75 Footpad
(Restaurant/cabaret/bar) of course), and shortly after the P Cs 71-80 Funeral Party
The LaughingJackass is a restaurant and arrive at the club for the first time a very 76-85 Grave Robber
cabaret-bar, run by Hans and Wanda talented impressionist will take the stage, 81-90 86-90 Hawker
Kaltenbrunner, a husband and wife in singing a scurrilous ditty which starts 91-95 91-95 Park-Keeper
their mid-twenties. They met and with the lines 'Tm Gotthard Goebbels, 96-00 96-00 Pickpocket
•
a
Q
Otl
GAZETTEER (Geldmund-Brotkopfs)
Watch Patrols
Patrols by the City Watch are at 2-3 hour caparisoned horse, charging with lance
The Brotkopfs and Kaufseit districts levelled, and the theme is continued
house the offices and warehouses of the intervals both day and night. In the
Geldmund district, 20% of patrols are inside the inn itself. A suit of plate
City's mercantile concerns, as well as the armour hangs on a stand in the bar and
occasional house, workshop and average by Elite units, while elsewhere the
proportion is only 10% (see p93). various weapons - two-handed swords,
quality tavern. Most buildings are in flails and a gaudily-painted lance - hang
locations
stone or at least stone-faced, and are one on the walls.
or two stories high. Warehouses line the
Sudetenweg, with broad access roads The weapons and armour are display
providing easy access to the Southgate.
Behind the warehouses, both districts
42. The Heavens Lament items only, and are not intended for
practical use; Uli and his staff will take
are a network of narrow but well-kept (Cabaret/bar)
grave exception to anyone tampering
streets. Run by Martina Graf (a masculine and with the inn's decor, and will call the
aggressive, dark-haired woman), this Watch if serious trouble develops. If
During the day, the area is bustling place is expensive - membership costs 60 characters insist on trying to steal any
with scribes, clerks and lackeys going GCs a year, although in Carnival week item, and actually get away with it, they
about their business. visitors can be admitted (4GCs each per will find that the weapons impose a -30
night). Existing members may bring attack modifier and do -3 damage. The
At night the area is virtually deserted, guests (at your discretion, when the PCs armour provides the same protection as
and footpads and Watch patrols are become friendly with a suitable NPC leather armour, while encumbering as
practically the only folk on the streets. they may be invited along). The club has plate.
a small gambling den (not rigged,
gamblers play each other, not the house,
qetomuno but there is an extra 2GCs admission
charge) and in the late evenings elven
44. The Man O'War
The Geldmund district is a residential minstrels play here (they are rather good (Restaurant/bar)
area, where some merchants and some - Rallane the Court Minstrel plays here This is a restaurant and bar, run by
of the wealthier artisans and scholars himself occasionally). Dwarfs are not CaptainJohannes Moesenleicher, known
have large and impressive two and three allowed! to one and all as 'Cap'nJan', with a staff
storey town houses. The streets are broad of four. Cap'nJan is a strongly-built man
and tree-lined, but although the houses
are grand, there is no room for gardens
43. The Templars' Arms in his lateforties, with grizzled grey hair
and a short beard. He is the epitome of
and such. Geldmund rivals the (Hostelry) the hearty host, with a cheerful red face
Grafsmund district as a fashionable area Prices: from lGC (Single room, no food) and a booming voice.
to live, but is regarded in the higher strata to 3GCs 12/6 (Large room sleeping 4,
of sqciety as a place for the nouveaux with full board) The predominant theme is nautical; the
riches rather than a 'proper' high-class Staff: 3 plus Proprietors prow of a boat - complete with painted
neighbourhood. Rooms: 6 Single, 10 Double, 10 Large mermaid figurehead - hangs over the
door, and inside there are paintings of
During the day, the Geldmund district The Templar's Arms is a t wo-storey ships and naval actions hanging on the
is peopled mainly by servants on various hostelry of average quality, run by Uli walls and a ship's wheel nailed up behind
Breitner with a staff of three. It is a plain the bar. Cap'nJan was at sea for fifteen
but cheerful place, and opens from 8 years, and has an inexhaustible stock of
a.m. to midnight. Although it has no tall tales concerning his travels and the
stables of its own, Uli has an arrangement places he has seen. In a brass cage at one
with Reiner Staller, the owner of Staller's end of the bar sits Feathers, a large and
Livery Stables a few doors away (location malevolent-looking green parrot brought
47, below), so that stabling there can be back from foreign parts; it is a vicious
included in the accommodation charge. beast, with a command of invective of
which most of the inn's customers
•
Over the door hangs a shield painted would be proud, and will attempt to
with a picture of an armoured Templar sever any fingers it can reach through the
of the Order of the White Wolf on a fully bars of the cage.
GAZETTEER (Geldmund-Brotkopfs)
The Man O'War keeps a good table and of clerks on duty whose prime task Wolf Runner coaches ply the routes
an excellent cellar, and Cap'n Jan has a seems to be to discourage free-lance between Marienburg and the northern
small stock of Wastelander Alte traders. This is fairly easily achieved by Empire, leaving Altdorf and the south to
Gebeerentode rum, obtained through an presenting the hopeful applicant with its rival.
encount€RS
old friend in Marienburg. This is kept for reams of incomprehensible forms which
'special' customers - personal friends of all have to be completed before any bulk
Heinrich's, or any seafarer who walks sales can be made.
through the door. Brotkopfs & Kaufseit
The Man O'War also offers some DlOO Roll
impromptu evening entertainments. 4 7. Staller's Stables Day Night Encounter
Cap'nJan has a number of friends at the Run by Hans Staller, these stables offer 01-20 01-10 Beggar
Opera House who come here regularly, accommodation for horses (Staller has 21-60 11-30 Citizen
and Hartwig Steckel, the head barman, an arrangement with the proprietors of 61-65 Entertainer
is a very talented violinist, so it is not the Templar's Arms - see above), and 66-67 31-70 Footpad
uncommon for the clientele to be treated hires horses out for 5GCs a day, subject 68-75 Hawker
to the highlights of the latest opera to a deposit of 50GCs. 76-90 71-85 Lackey
during the course of an evening. While 91-95 86-00 Pickpocket
the Man O'War is not as fashionable as 96-00 Rat Catcher
the Templar's Downfall (p42), say, it is
a pleasant and colourful place to spend 48. Offices of Wolf Geldmund
an evening. The clientele is a cross Runner Coaches DlOO Roll
section through the City's middle Day Night
classes, with all professions and races
Wolf Runner coaches are one of two Encounter
coaching companies based in 01-20 01-05 Beggar
represented.
Middenheim, and a great rivalry exists 21-60 06-40 Citizen
between them and Castle Rock coaches 61-65 Entertainer
(location 27, p42). The company's 41-50 Footpad
45. The Merchants' Guild offices are situated on the Sudetenweg, 66-80 Hawker
The Merchants' Guild is an impressive and the yard behind them contains. a 81-95 51-70 Lackey
three-storey building, decorated with small smithy, stabling for a dozen horses, 96-98 71-75 Pickpocket
elaborate stucco work in the Tilean style. and enough space to hold three or four 76-00 Rake
All of the City's mercantile concerns coaches at a time. 99-00 Rat Catcher
have offices here, and it is the scene of
many private deals which affect the
whole economy of Middenheim and the
surrounding area.
•
Like the other Komissions, it is open to
the public. There are always a number
encounteRs 1n m100enhe1m
us,nq th€ OlstRlct Agitators will often be found at the
encount€R tastes
centre of a small crowd of citizens,
making a speech about the level of
taxes, the attitude of the Watch, the
state of the drains or anything else
The encounter tables given at the end of each district are
they can find to complain about .
designed to be used when the adventurers actually interact
Some P riests of Ulric have been
with a member of the public at large, rather than just watching
the world go by. When they ask for directions or information, known to hire agitators to stir up anti
for example, or when you decide to have something happen Sigmar feelings (sec p12). If the
to them which isn't in the main thread of your adventure. Use .._...J.-�-�_..-_. subject is particularly contentious,
the notes provided under each district's general description you might have a Watch patrol arrive and break the crowd up.
to set the overall scene and generate the atmosphere. You don't They may try to arrest the agitator, or simply move everyone
need to make dozens of rolls on the relevant encounter table on. There is a good chance that one or more Pickpockets (p55)
just to determine this 'background noise'. will be working the crowd.
5
I•I»f•l f fw l 1 lpqf f1n1fa f$,,,t1
AGITATOR pleading and whining until they are
given a few coppers. Any character
1 4 14 giving a Beggar silver or gold will
4 30 25 3 3 7 1
45 I 30 45 30 30 45 instantly be mobbed by all the
Beggars in sight (roll 2D6 to
Skills determine this randomly). Some
Public Speaking; Read/Write Beggars may be acting as look-outs for
•;....;ira;:,;ii.;;;=a�iailillt...J gangs of Thieves and Footpads. A
Rogue character may be able to buy information from a Beggar;
*
Possessions
Hand Weapon; Leather Jack (0/1 AP, body/arms); Leaflets; 2D6 they see and hear a lot of things, and can be valuable sources
shillings of information. Beggars are encountered singly or in groups
of 104.
ENCOUNTERS (Bodyguard - Citizen)
1-�I�l�:t; l'�,l��l,5�l+liffi�··r:l�J:lfol
Possessions
Dagger (I +10 I, D -2, P -20); Fencing Sword (if relevant skill
1 possessed); Purse with 106 GCs and 1010 Shillings; 50%
chance of bag of shopping
Skills
Evaluate; Haggle; Numismatics; Read/Write; Secret Language Poor Citizen
- Guilder; Super Numerate
Possessions
Ledger; Purse with up to 50 GCs
Skills
Buyers are agents for mercantile Evaluate; Haggle
concerns, taverns and restaurants,
and the Palace, buying goods in bulk. Possessions
They are generally out very early to Dagger (I + 10, D -2, P -20) or Stick; 1010 shillings, 6D6
get the best produce. Buyers are pennies
highly professional and always in a
hurry, and will not waste their time Citizens will be normal householders
talking to adventurers. Most Buyers r-:=:::;:':!:!:::::----, and servants, visiting the market to
will be accompanied by 1D6 porters, buy foodstuffs and other necessities.
....,""'--L=....:;.i:...--... with or without barrows. Those from They will generally be suspicious of
the Palace will also be followed by a scribe carrying a purse anyone questioning them and
and a ledger, and 103 Bodyguards. unwilling to become involved in
CHARLATAN anytbtng. Citizens may be
1
Ii 1:l�t� I !l�I :� I �l�l�l�t;� l�l�I
•
encountered singly or in groups of
103. Wealthy Citizens will invariably
be accompanied by 103 Bodyguards
i..:::.--�;.......;..:;.�.c:a (profile above) .
ENCOUNTERS (Civil Seroant - Footpad)
Skills Skills
Blather; Etiquette; Read/Write; Secret Language - Classical; Musicianship; Sing
50% chance of Speak Additional Language
Possessions
Possessions Pan pipes, or flute, or mandolin; Hat or small box containing:
Smart Clothes (50% chance of Robes); Quill, Vellum, Inks; 104 GCs and 3D6 shillings in assorted change.
50% chance of University References (50% chance these are
forged); 2D6 GCs Entertainers are generally lone
buskers trying to make a few coppers
----�---• Civil Servants are employed as clerks by perfortning in the market or on
and scribes by all the City's numerous street comers. Toe above profile is for
Komissions (pl7}. They will nonnally a lroubadour; entertainers of other
be encountered behind enquiry types will have a similar profile, and
desks, but can be seen in the streets appropriate skills and possessions
of appropriate districts. lb a man they taken from WFRP, p25. You can
are full of their own self-importance, select the type of entertainer from the
hate to be kept W2iting, but insist on list in the rulebook, or generate it
making enquirers W2it to see tbem. randomly from the following table:
...,.;;._�a;iio,J They talk in strange, convoluted D100 Type Number
sentences, lacded with legal jargon, and full of sub- and relative Roll
clauses, linked with phrases like 'heretofore', 'in as much as',
'hereinafter' and so on. 01-05 Acrobat D3
06-10 Escapologist 1 + assistant
CLERIC (1st level) 11-20
21-25
Fire Eater
Fortune Teller
1
1
26-30 Juggler 1
31-45 Pavement Artist 1
46-65 Perfortning Dog 1
66-70 Strongman 1
Skills 71-00 lroubadour D3
Arcane Language - Magick; Cast Spells (Clerical l); Meditate;
Public Speaking; Read/write; Scroll Lore; Secret Language - FOOfPAD
Classical; Theology; plus skills as appropriate for deity (cf
WFRP, ppl93-210).
DRUNK
Footpads lurk in many a dark
alleyway, waiting to pounce on
careless passers-by. Their tactics are
crude but effective, and they never
attack unless they outnumber their
intended victims by at least two to
Note that all percentage characteristics have been reduced by one - or more if the prospective
the effects of alcohol. victims are armed. Footpads are
generally encountered in groups of
Skills & Possessions 2D6.
At GM's discretion.
•
L.111.�......;;;;....,�--.w whatever. If necessary, use one of the
Citizen profiles (above), halving all percentage characteristics.
Drunks are encouncered singly or in groups of 1D6.
ENCOUNTERS (Funeral Party - Lawyer)
-----,=---�•
they will always be drunk (halve the percentage scores of the
Grave Robbers haunt the same area as above profile).
funeral parties (see above), but at LACKEY
different times. Middenheim is a city
with a thriving medical and academic
element , so there is a constant
demand for fresh bodies. A demand
which the underworld is only too Skills A Possessions
happy to supply, for the right price. At GM's discretion
The price need not necessarily be a
monetary one - some Grave Robbers, --------• Lackeys are found in any part of the
especially those associated with organised crime in the Ci�, City where the population is wealthy
trade corpses for drugs; incautious physicians and acaderrucs
enough to afford them. They may be
can find themselves being blackmailed into providing their servants in a middle or upper-class
services for the underworld free of charge - and without
household, or artisans' apprentices,
reference to the authorities. Grave Robbers usually travel in or junior scribes in a mercantile
pairs. When encountered, they may be on their way to a new
concern or the offices of one of the
grave, in the process of robbing it, or actually transporting City's Komissions. Despite their
a stolen body to their buyer.
various backgrounds, Lackeys all have
HAWKER i:;;z__.'-",M,1,;m.1.-.1...--_..1 one thing in common - they are the
ones who get all the menial jobs and errands. A Lackey
encountered on the street will typically be out on an errand,
on the way to collect or deliver something, carrying a message,
4 25 35 3 25 30 25 30 45 and so on. Lackeys are nearly always encountered singly, except
when something large needs collecting or delivering.
LAWYER
Skills
Blather; Haggle
Possessions
Tray on neck-strap or large bag containing goods; Purse with
306 GCs in assorted change 4 30 25 3 3 6 35 30 35
•
�
i....a=iu.1L.""'.;___. the Lackey profile). They will not
,jt•ii•" deign to stop and speak with people in the street, except in
4 40 35 the most exceptional of circumstances.
ENCOUNTERS (Park-keeper - Racketeer)
PILGRIM
4 35 20 3 3 8 40
Skills
Read/Write; Scroll Lore; Secret Language - Classical; Theology;
15 % chance of Clerical skills & spells
*
Possessions
Robes; Religious symbol; backpack with bed-roll etc.; 2D6
shillings
ENCOUNTERS (Rake - Tbug)
Skills
Animal lhtiner - Dog; Concealment - Urban; Immunity to
Disease; Immunity to Poison (Rat venoms); Set 'frap; Silent
Move - Urban; Specjalist Weapon - Sling; Spot 'frap
Possessions
Ratter's pole; Sling and ammunition; Dog; 106 animal traps;
STUDENT
2D6 shillings
Skills 4 40 25 3 4 7
Arcane Language - Magick; Astronomy; Cartography; History;
•
Identify Plants; Linguistics; Magical Sense; Numismatics; Skills
Read/Write; Rune Lore; Secret Language - Classical; Speak 25% chance of Street Fighting; 25% chance of Strike Mighty
Additional Language - GM's choice Blow
ENCOUNTERS (Wtzartl)
*
CHAOS CULTS (Purple Hand)
•
a 'cell system'. That is, little groups of split into three fields of operation: example of a typical Purple Hand
Tueentchian worshippers are dotted all recruitment and indoctrination (the enterprise. The current activities of the
over The Empire, and communications Ordo Novitiae); fund-raising (the Ordo Ordo Terribilis are followed by some
CHAOS CULTS (Purple Hand)
•
many markets for these unfortunate The activities of the followers of
The Grave Robbers: what with slaves - Bretonnia is the biggest, but Slaanesh revolve around a small group
unscrupulous Physicians, closet Gluckstcin does not scruple to sell them of wealthy young rakes who style
Necromancers, Nurgle followers in the to other cults as well ... themselves 'The D & D'ers' (or 'Deviants
CHAOS cur:rs (Jade Sceptre)
•
that much to followers of the
hermaphrodite (money, of course, is a
quite different matter). After all, the rise
CHAOS CUI.IS (Jade Sceptre)
Gotthard now plans to replace the jester by Gotthard's agents). You may even
with an agent of his own, and to ensure wish to have the PCs foil one attempt
that many of the children's 'presents' are but Addie should eventually be captured.
spiked. He has recently acquired a large (He will be held in the same warehouse
supply of 'elven-hair' (see p90), a where Gotthard plans to hold his
tranquillising drug which induces a unspeakable ceremony.)
highly suggestible and passive state in the
consumer. By feeding the children with The Priestesses of Shallya will be at a loss
this drug, Gotthard hopes to be able to for a replacement until a cross-eyed
lead them away from the City centre, stranger turns up at the lemple, offering
through underpopulated areas and back his services. Evidently a skilled musician,
streets, to an empty warehouse he owns the stranger claims to be a rat-catcher
in the Brotkopfs area (p49). who can even charm vermin out of their
holes with his playing. Unless the
On the next day, the children will be adventurers can persuade the priestesses
sacrificed to Slaanesh and, if Gotthard otherwise, the stranger (one of the D &
On arrival in Middenheim, by a can find a willing Demonologist, their
combination of good luck, dogged D'ers) will be given the job.
hearts will be used to summon a lesser
persistence, and a good nose for the demon, or even a demon horde!
stench of corruption, Gotthard soon When the festival takes place, Gotthard's
located the Cult's headquarters. agents and the other D & D'ers are out
among the crowd. Observant characters
Introduced to A nika-Elise, Gotthard
made a great impression - and he was
Tracking Gotthard Down might even notice that a number of
rapidly promoted to the post of Deviant Players of Death on the Reik may well people seem strangely obsessed with the
Master (or DM). be keen to find Gotthard and bring him children's procession (numbering about
to justice. This will not be easy. His 150), and have a remarkably large
Realising the need to hide his real origins appearance as Gotthard Goebbels (see number of apples and cakes to dish out.
(the depths to which the von p84) is very different from any portraits
Wittgensteins had sunk was bound to be they might have seen in Castle von If the adventurers managed to prevent
uncovered sooner or later), A nika Wittgenstein, although the timing of Gotthard's agent getting Addic's job, the
proposed that he should adopt the name Goebbels' rise to power does tie in with replacement piper will be 'accidentally'
Gotthard Goebbels (see p84). Given that any time scale they might have been able knocked over by a bolting horse, and the
young Gotthard was blessed with a to establish. cross-eyed stranger (who just 'happened
natural talent for swindling people, to be watching at the time') will be called
Anika saw him as the ideal person to Goebbels is notoriously hard to contact, on as substitute.
infiltrate the Merchants' Guild. Within however. It seems that he is never at
six months, thanks no doubt to some home or in either of his two offices (at The drugged children (about 50) will
surreptitious, behind-the-scenes string the Guildhouse and the Komission), and happily follow the piper away from their
pulling, Gotthard was made Chairman he never responds to messages. planned route , while the others will
of not only the Merchants' Guild, but gradually fall away - confused and a little
also of the Komission for Commerce, Occasionally, however, Gotthard reverts frightened. But by the time they can alert
Trade, and Taxation. to his natural appearance to visit some their parents, however, the procession
of the more notorious dens of iniquity will have reached the warehouse..
in the Old Quarter or Ostwald. Enquiries
the Pl€-ey€0 PIP€R
in either of these districts might prove If the PCs have not decided to follow the
more fruitful - someone, somewhere will procession, Addie can escape from the
match the PCs' description of Gotthard warehouse and urge them to do so. He
Following "Nikki's" death, Gotthard was with an irregular visitor. Then, it's just
greatly distraught and determined to will not know Gotthard's plan, only that
a question of them keeping watch and something wicked is afoot. He can,
organise something outrageous by way waiting. Of course, if they do employ
of a memorial. however, remember in which warehouse
such a plan, they might well attract the he was held.
attentions of the local thieves and
For a while, he toyed with the idea of racketeers. These types will be very
drugging the City's water supply, hoping Unless the adventurers act quickly -
suspicious - taking them for bounty storming the warehouse is the simplest
to induce a City-wide orgy for a day. But hunters, spies of a rival organisation, or
such potent love philtres are not easy to option - all the children will be sacrificed
even just poachers on their patch. on the next day, and preparations will
come by, at least not in any quantity.
Moreover, the plan would require an commence for the summoning of a
Saving the Children
expedition into the depths of the Demonic Horde of Slaanesh ...
Undercity (see p63), and Gotthard has
no love for dark tunnels. The PCs should discover Gotthard's foul In any event, the adventurers will have
plan in stages. First of all, introduce them to be very clever to capture Gotthard. At
Then he remembered the old Shallya to the real jester (an itinerant Gnomish the first sign of trouble, he will slip away
festival of 1\vin Moons' Eve. 1\vice a year, Entertainer by the name of Addie). They via a secret door into the sewers.
on the evening before both Hexenstag could easily run into the Gnome Addie
and Geheimnistag (when both moons in any convenient tavern, and they If you plan to play Power Behind the
are full - see TEW, p56), the children of should find him a likeable, easy-going Throne, you might prefer to frustrate
the City parade through the streets. character. He can explain all about the the PCs' enquiries and delay the
Wearing masks and costumes - to look festival of 1\vin Moons' Eve, and may execution of Gotthard's plan until they
like vampires, werewolves, and so on - even serve as a useful guide to the City. are deeply enmeshed in other matters.
•
the children dance along behind a flute Then you can enjoy seeing them torn
playing jester, collecting fruit, cakes, and A few weeks before the next festival, bet ween going after Gotthard and
other goodies from the adult by-passers. however, Addie disappears (kidnapped dealing with the matter at hand!
THE UNDERCITY
the unO€QC1ty
Ins10e the centre of the plateau, the higher you
are. The rise in level is subtle, but the
Adventuring
in the Sewers
the j:auschlaq resulting gradient allows a centralised
sewer system to transport filth steadily If you find yourself faced with
outwards until finally it spews from the adventurers preparing to wander into the
rock onto the forest below. sewers, remember that major sewers will
Grungni's Tower tend to run from the centre of the
T hat Middenheim exists at all is due in Some City districts have open sewers, of plateau, beneath the main streets and out
course. These tend to be in the poorer towards the edges. Minor sewers run
no small part to the labours of the
Dwarfs. Over a thousand Dwarven areas of the tow n such as Ost wald, beneath the back street areas. Manholes
miners and engineers spent the better Southgate and the Old Quarter, where always lead down to major sewers and
the smell can become a lit t le arc placed in main streets every 400
part of a century working their way to
the plateau by cutting through the very overpowering at times. yards. Towards the centre of the City,
core of the Fauschlag (known to them sewers also have air holes to prevent the
Defence
as Grazbyakb Grungni - Grungni's build up of explosive gases. These do not
Tower). And as they went, they mined present any security risk, however, since
it for useful minerals (and not a little At the points where a sewer (open or they are not even large enough for a
gold). Fortifying the plateau was the first otherwise) passes beneath the City walls, Halfling contortionist to pass through.
priority, the City followed after. an iron gate is fitted across the tunnel.
Each unit of the Watch that passes one Gamesmasters with Shadows Over
The legacy of honeycombed rock was of these locations as part of its patrol, Bogenhafen may use the sewer
well known to Middenheim's early inspects the gate for damage or signs of descriptions presented therein as an
leaders, but the tunnels were only sealed tampering. accurate guide to how Middenheim's
when the City all but fell to the besieging sewers also look A1tematively, there are
Middenlanders in 1750(see pp7-10). The Should there be obvious signs of useful sewer floorplans available in
spectacular viaducts and chairlifts are someone(or sometbtng) having entered GamesWOikshop's Reds.
now the only way into or out of the City. the City, the patrol will immediately
Or so most people think. But the Dwarfs sound the alarm and there will be a call
themselves have secretly kept some of to arms with men at every sewer outlet
the tunnels in use, and from the and manhole. Each gate is checked th€ UPPER tunn€ls
surrounding wilderness other, darker approximately once every six hours.
creatures have found ways into the old Quite apart from the sewers and the rest
network. Like a cancer, the servants of That's the theory. of the tunnel network(discussed below),
Chaos have slowly worked their way up somewhere below the palace is an
towards the city, riddling the rock with In fact, there is a disturbingly large rise escape tunnel built for use when the
their perverted kind. The beauty of in the number of people who are willing safety of the Graf might be called into
Middenheim is only skin deep. to let undesirables in when the Watch question. The tunnel works its way
have their eyes turned. And too few of down the northern face of the Fauschlag
To give every detail of this realm would the Watch who care. If you decide that to ground level in a spiral, independent
require a whole book. Instead, the next the extent to which sloppiness and of any other tunnels. However, it has
few pages contain notes on what ' s corruption have affected this aspect of never been used, is never inspected, and
happening below Middenheim and security has rendered the system useless, has been all but forgotten ...
guidelines for running adventures then the implications fo r the future
beneath the City of the White Wolf. The safety of the City's inhabitants are dire Some of the City's grander buildings
details have been left up to you. indeed ... have cellars that run deep below street
level. At least one such cellar exists
Things are slightly different at the beneath the W izards' and Alchemists'
un0€R th€ Skin Middenpalaz (p29). The sewers under Guild (location 31, p44). But there are
others which lie under less conspicuous
the Grafs residence have the same sorts
Just below the City's streets runs the of gates as the rest of the network, but and impenetrable properties - some of
sewer network (see the Sewer Map). the Knights Panther are responsible for the homes of the nobility, for example.
Underlying the whole City, it is built carrying out inspections and, contrary More than one cultist with money to
around a core of main sewers fed from to popular belief, they're more capable bum has been on the look-out for such
branching minor ones. The system is and less corrupt than their quasi-civilian a house for some time, while others have
designed so that the nearer you get to colleagues. 1,ndoubtedly already acquired one...
•
THE UNDERCITY
•
THE UNDERCITY
Malnsewer
S€W€Rmap
The tunnels are also surprisingly dry. nauseating, tunnel explorers will suffer Intelligence tests modified at your
The Fauschlag is mostly composed of a most unpleasant experience, and may discretion may suffice. Thus, you need
granite, and there is little opponunity for even fail to notice when the smell warns not bother with highly-detailed maps of
underground streams to pass through. of danger. monotonous, maze-like passages.
The only exceptions to this are the hot Concentrate initially on describing the
springs that feed the Begierbaden steam In spite of all this, some plants and fungi general atmosphere of the tunnels. To
baths (location 14, p36). It is up to you still manage to grow in this unforgiving indicate the vastness of the Undercity,
to trace their exact route through the environment. 1n areas affected by water you may simply tell the players that their
core of the rock . Additionally, of course, seepage, simple pond life will be present. characters "walk for about half-an-hour
the City has numerous wells - incredibly Any small bodies of water underground before ..." - and then use your specific
deep shafts which run from street level will harbour a variety of plants and location descriptions.
to the bottom of the Fauschlag and insects and will be almost certainly
beyond. None of these shafts are shown undrinkable. Additionally, the various Movement through the caverns will be
on any maps - so you may add them moulds described in the WFRP slow, even if the party is well equipped
wherever is convenient. (Perhaps they rulebook (p237) proliferate in the cavern - if only because of the lack of light . The
provide another means of infiltration for network. floors are uneven and occasionally
the dark ones.) slippery with fine dust (this is especially
noticeable on down-hill slopes). Most of
There are some damp areas, however. hanot1nq un0€RCtty the tunnels are approximately ten feet
wide but their size can vary. Sometimes
The tunnels and caverns which lie
directly beneath the points where the expe01t1ons characters may find themselves crawling
sewers discharge over the forest are down a particularly small passage, or
continually drenched in water and filth. Movement find that they have room to walk three
These become water-saturated and are or four abreast.
Sewers are easily mappable. The PCs
susceptible to minor cave-ins should should be able to keep track of their
heavily laden adventurers choose to go Be logical about the construction of the
movements without too much difficulty tunnels. A major storage area will have
romping through them. Bear in mind (unless they are incredibly inept).
however, that the structural integrity of a main entrance and a wide approach
However, once they delve further into tunnel. On the other hand, it is unlikely
the Fauschlag as a whole has not been the depths, keeping an accurate map will
impaired. that the Dwarfs would have built
slow the game down considerably. It will massive, hall-like tunnels just fo r
also be very difficult to achieve because comfort. That would have been a waste
And, of course, there are other natural of the winding nature of the tunnels of effort . And despite the great skill of
hazards below the surface. Dangerous themselves. the early Dwarven Engineers, there may
gases can build up from time to time have been minor cave-ins over the years.
where there is a lack of nat ural The best approach is to avoid placing too These could result in dead ends or just
ventilation (as often occurs). Some such much importance on mapping the make life even more difficult for the
gases can explode when they come into catacombs. As long as you have decided characters.
contact with a naked flame such as a upon the general layout of the area being
torch or unshielded lantern. Others may explored by the party, you may assume
be poisonous, having a gradual that they are aware of their location.
debilitating effect on those who inhale When they wish to return to the surface Locations
them over a period of time. Perhaps the or find an area they passed through some When describing a location to the party
•
least painful, but most annoying aspect time ago, characters can be made to test as they pick their way through the dark,
of these gases is the smell. Varying from their Orientation skill. If none of the don't be afraid to add a little variety.
mildly distasteful, to downright adventurers possess this skill, Always keep the mentality of the original
THE UNDERCITY
Dwarven Engineers in mind. Instead of means that you can tailor Undercity or more Chaos groups, or it might simply
having the party find "another narrow adventures or events to fit in with your serve as an indicator to the fact that
tunnel off to the right," slip in the campaign, adding detail when and something foul is afoot beneath the
occasional remnant of a support where it is needed. Don't forget, there's streets of the City.
structure for major tunnels, or the as much going on underneath the City
remains of depots below sink holes, as there is above ground.
derelict living or storage areas, mine-rail Where Eagles Dare
wreckage and even perhaps the odd Whenever the player characters actually The news is spreading through the City
caved-in temple. Some Dwarfs would learn that something is most definitely like wildfire. A woman entering the City
have spent the majority of their lives amiss beneath the City streets, their most by chairlift noticed an eagle landing on
working in the rock and it seems most likely course of action will be to alert the a ledge halfway up the rock side.
likely that some kind of 'mobile society' authorities. This can be handled in either Professor Heinz Speigelmann - expert in
would have evolved to help them make of two ways: ornithology at the Collegium Theologica
the most of their free time and energy. (location 32, p44)- wants to take a closer
First, the person they inform could look to discover whether or not the eagle
Anything from gunpowder stores to secretly be a cultist himself. Foul and
libraries could form the treasure of the has made a permanent nest there. In
diseased though they often are, the return for the adventurers' aid in a rock
Undercity. Of course, other, darker souls cultists ofNurgle do have healthy agents
have walked these ways since. How climbing expedition, he offers tuition in
among the City Watch. The cultist a skill (or skills)of your choice, or lOGCs
much has been left undiscovered to rot appears to activate the necessary defence
away in the eternal night? each.
machinery but not before warning his
colleagues below the City. When the It would be wise for the characters to
Preparations search/raid takes place, there will be no attempt close examination only when
evidence to support the characters' case. the eagle is not there. They may
A trip through the sewers is relatively They will look like fools in the eyes of
simple to handle. The adventurers can encounter a mutant scavenging around
the authorities, or at the very least , the nest in the hope of finding some eggs
make whatever preparations they feel are untrustworthy sensationalists.
necessary, go down for a peep and get for food. Alternatively, they might
back on the streets in time for last orders. discover an entrance into the tunnel
Alternatively, you may prefer that the system itself and decide to investigate
But the deeper you go, the harder it gets. PCs. contact a genuine and trustworthy
A group of adventurers attempting a further. If they choose this course of
individual. Unfortunately, however, this action immediately, the professor will be
thorough exploration of the cave means that the characters will find
network will need to plan for a long an unwilling and rather frightened
themselves faced with a bewildering companion.
journey. maze of bureaucracy. Unless they decide
The party may find it advantageous to to drop the matter and deal with the
enlist a Dwarf to help them keep their problem themselves, the P Cs could
spend weeks travelling from one official
One of our Dwarfs
bearings as they trek through the dark
realm. And Dwarfs will have been taught to another and trying to convince senior is Missing
more about the history of the rock than members of the defence hierarchy that Finally and perhaps most predictably, a
anyone else. The explanations of such their case has some substance. Perhaps Dwar ven party member may b e
a character, even of impending danger, the Watch need to initiate a recruitment approached by colleagues a t the
are likely to be issued with a fair degree drive to give them the manpower they Engineers' Guild. The Guild is con
of pride and excitement. Which could need to combat the threat. Perhaps they cerned by the recent disappearance of
be a problem when a party under hot fail to see the extent of the problem and another member during a routine
pursuit from mutants wants to know simply seal up a few wells and the maintenance inspection of the still
whether to turn right or left and all their entrance to the graveyard. Perhaps they occupied dwarven tunnels. Naturally,
guide can talk about is the amazing are already too late... there would be a certain amount of
structural integrity of an ancient support sensitivity surrounding the circum
bracket ... In any event, it is best to reveal the extent stances as the Dwarfs want to keep their
of the menace in the Undercity only safe areas secret.
Characters are also going to need a good gradually. To this end, a number of
supply of food. Unless they are a outlines for mini-adventures are Whether or not the characters are
particularly hardy bunch who don't provided below. These suggest ways for requested to become involved, they are
object to endless amounts of tasteless introducing the characters to the bound to find themselves coming up
rations, well-prepared healthy foods will Undercity, but the details are left up to against some resistance from certain
be a considerable morale booster. All the you.You will have to consider how your Dwarfs. This could be misinterpreted by
adventurers are going to have to endure players react to !he basic situation, and the characters and distract them from the
hardship on an extended expedition. expand from there. real problem - the enemy within.
Even if they know that the City and
relative safety are right above their heads, To give you a helping hand in
Something in the System
it could seem like a million miles when introducing the Undercity to your
the going becomes tough. They will have campaign, here is an extended scenario
to camp in dangerous caverns, get used The c<>rpse of a mutant is discovered in that can be introduced at any point
to the lack of daylight and sur vive an open sewer in Middenheim itself. A during the characters' stay in the City.
whatever the darkness throws at them. nearby sewer gate shows no sign of being
Oeao
tampered with and the Watch are at a loss
a campa1qn to explain the dead creature's presence. th€ R€stl€SS
,n OaRkness
In fact, the mutant was killed during a
chance encounter between rival cultists This is a short adventure that you may
•
in the sewers and his body has drifted decide to use as an introduction to
Obviously, this is not a complete guide across town overnight. This could be the Undercity explorations. Alternatively,
to the Undercity in Middenheim. This beginning of a major clash between two the adventure will work just as well as
THE UNDERCITY
a short episode slotted into your throwing them poor souls of the edge base. A small emblem lies beneath. This
campaign. It begins, typically enough, of town 'cos they can't afford bein' is the sign of the Wizards' Guild and will
as the party approach an inn of your buried, and they're often still in good be recognised by any magicians
choice, perhaps after an afternoon at a shape when they 'it the ground - well, immediately (or on a successful lnt test
Snotball match... bits of 'em are. Must be the trees breakin' for others). The ring is not magical, but
their fall. Well, waste not, want not." characters with Magical Sense skill can
detect very faint traces.
A Trifling Little Ring ... Eliza is referring to her hew line of
"Breeches in any colour, cloths, shirts... business, the rag trade. Whatever scraps If asked where she got it, Eliza says that
Care to buy my wares? A shilling buys happen to be left on corpses thrown over she found it on a finger, "An awful
whatever you like." The smile tagged the Cliff of Sighs, she collects at the other smellin' rotten one. Don't ask me whose,
onto the end of the sales pitch nearly end. Her only overheads are the frequent or where the rest of 'im was." She can
cracks the old lady's face. chair-lift tolls in and out of the City. She describe the rough area (Map I) of her
isn't really ghoulish, just a little find, although the ring must be bought
The PCs have just encountered Eliza eccentric. first, and a drink or two may be required
Elenden, a has-been thief and latter-day to jog her memory.
entrepreneur. Following an accident that If none of the party wish to buy anything
left her using crutches, Eliza now grafts from her, she will look particularly Encourage the players to think about the
aliving by selling rags that are only a little downtrodden. Eliza has been doing bad implications of their 'bargain'. Under
worse for wear than the ones she has on business recently, and is starving. She what circumstances might a Wizard be
her back. pursues the party into the inn if buried with the poor and not have such
necessary, dropping her rags outside. a valuable item removed?
One hand holds an assortment of filthy Finally, she will reach inside her shawl
rags under the adventurers ' noses, while and pull out a heavy, silver ring set with
the other is extended palm upwards, in
hopeful anticipation. With a certain
a blue precious stone.
Klaus Gurtelrose
nonchalance she blocks the doorway to "Don't even get to keep the little Investigating at the Guild of Alchemists
the inn. Allow the players to spot luxuries. Here, 10 crowns. I won't ask a and Wizards (location 31, p44), the PCs
bloodstains on some of Eliza's stock. If penny more nor take a penny less." The must make a successful Fel test ( + 10 for
they ask why this is the case, Eliza party can examine the ring. It is actually Wizard characters) to get any co
happily explains, "No time to wash worth five times the amount Eliza wants. operation. Almost any Wizard there will
them, sir. Picked them up only this Characters with Evaluate skill and those remember the name of the magician.
mornin'. But they are fresh, sir. Have a who make a successful Int test at -10 will Gurtelrose was an ambitious illusionist
whiff, not a lot of 'hum' there." She raises realize this. Eliza has lost whatever who was discovered to be studying
the foetid clothes to her own fat nose, business acumen she once had, and necromancy and subsequently
toothlessly smiling at their 'freshness'. anyway, 10 crowns is a fortune to her disappeared. That was nearly sixty years
now. ago. What happened to him afterwards
Should the adventurers enquire further, is a mystery. (Optionally, you can give
Eliza spells out the nature of her ghoulish Any character examining the ring notices the players some of the additional
trade: the name Klaus Gurtelrose on the inside. information from Gurtelrose's NPC
Closer inspection (make an Observe test description - p69 - but only such
"It's quite simple, m'dears. Why, it's where necessary) reveals a hinge that information as Guild members might
pennies from heaven. There they are, allows the stone to be tilted out of the reasonably be expected to know.)
•
THE UNDERCI TY
In fact, Gurtelrose was aided in his from goodness only knows where. characters specifically state that they are
escape by members of The Running Sore Unnerve the party by emphasising the avoiding the undergrowth, they have a
(a Nurgle cult) and took refuge at the foot smells, sounds and lack of warmth. The 50% chance of being attacked.
of the Fauschlag. The cultists had a cave shadows that creep across the side of the
here which they used as a dump for cliff and over the stony ground could W ithout suitable equipment (or Night
smuggled goods. Gurtelrose concealed look like something else... Vision), the PCs will not be able to see
the entrance with a simple illusion of a into the cave's interior (except area a).
rock face - renewing it periodically - and Corpses dropped from the cliff top land
set himself to wait for the cultists' return. in the tree tops around here and fall to The moment the characters enter the
the ground as they decay. The air is filled caves, they trigger a Magic Alarm,
But The Running Sore was exposed and with a foul stench and swarms of flies alerting Gurtelrose to their presence. He
its members killed, so the necromancer's settle on anyone in the area (dead or will take steps to protect himself as the
rescue never came. Klaus 'died' in his otherwise). Human skeletons litter the party venture into his 'home', but will
sleep shortly afterwards but the foul earth - but not too many: the forest has not leave area d until he has the party
magic which had corrupted his mind its own disposal system. 'Fresh' corpses trapped (see below).
and body refused to let him rest. So he are usually carried away by wolves... and
became one of the Undead, with Liebe other things.
like powers, and the corpses which land a. Entrance cave
outside his cave are like manna from If the characters are searching during the This area is dimly illuminated by the light
heaven (or rather, 'brimstone from prolonged twilight or early dawn, there that comes through the cave entrance
hell'...) is a 2 5 % chance of them encountering from the West. The floor is covered in
Gurtelrose, who will be out looking for dust and the PCs can spot tracks leading
Klaus now controls a number ofUndead. his ring. Gur telrose will see the into tunnels to the Nor theast and
He lost the ring when, in a momentary characters first, and will retreat quietly Southeast on a successful Observe test.
lapse of concentration outside his cave, to his cave and prepare his servants (see The cave is other wise empty and
his decayed finger caught on a tree below). He will not want to demolish the noticeably colder than outside.
branch and fell off. party with Fire Ball spells, seeing them
instead as a means to swell the ranks of If the characters go north-east first, they
his small army. hear strange whispering noises as they
Finding the Cave reach point 1. This is a result of Klaus
casting a Sounds spell. They must test
the caves
Sooner or later, the adventurers should
be encouraged to search for clues in the against WP or be overcome with the
area indicated by Eliza (Map /). The edge urge to run away. If they fail the test and
of the forest lies about thirty yards from Characters with the Magical Awareness continue, all WP and Cl tests are made
the cliff face. The intervening ground is skill will sense the illusion that hides at -10 while they remain in the caves.
uneven and stony, sparsely littered with Gurtelrose's abode and can pinpoint the
twisted, dying shrubs. location on a successful lot test. The
cave's entrance can otherwise be found
b. Rest room
Because the area is sandwiched between after three hours of careful searching. This is where the Liche's Undead
the forest and the cliff face, it sees very servants wait when they are not required
little sunlight. A chill northerly breeze The area immediately around the to perform tasks for their master. There
blows constantly over this forsaken entrance is infested by Bloodsedge (see are 6 in total, but being inactive, they
'burial ground', carrying strange noises Creatures of the Caves, p69). _Unless appear to be simply decaying corpses
and skeletons. The stench is nauseating.
· . i •. :'.-,•�: \{o shanty tou•n
I) (WVenbi:3'
An Amphisbaena (see p69) has recently
wandered in here to cool down and is
currently tucking into a corpse. The
. -� characters will not spot it when they
enter as it is feasting from beneath the
body. During any search, the creature
stirs as it becomes aware of the intrusion,
making the corpse move. If a character
approaches the body to investigate
(within 10 feet), the Amphisbaena
strikes. It bursts through the ribcage of
the foetid body so rapidly that the rotten
corpse appears to explode. Its first attack
is a bite, after which it attempts to draw
its victim close enough for a constriction
attack. All attacks after the first one are
at -10 because of the encumbering
corpse. Whatever is left of the body will
flop messily to the floor after five rounds
of combat.
c. Storage Area
A variety of Gurtelrose's old gowns and
*
trappings are strewn across the floor in
here. There are also some eating utensils
and a makeshift bench set into the rock.
THE UNDERCITY
A successful Search test reveals a potion adventurers to explore a limited way into remnants of a main Dwarven entry point
of healing (a dark blue bottle containing the Undercity, or it could be part of the which has partially collapsed.
a slightly viscous green liquid - see
WFRP, pl86).
If there are any corpses left intact in area cReatuRes o� the caves
b, they will be summoned by the Liebe
(while the characters are searching this Bloodsedge
room) in an attempt to cut off their
escape.
d. Herr Gurtelrose's Special rul es: the Zombies will be subject to instability should they leave the
chamber caves without Gurtelrose.
�URtheR abventuRes Skills: Arcane/Secret Languages: Classical, Magick (illusionist, Necromantic); Read/Write;
Scroll Lore; Identify Plants; Magic Sense; Rune Lore; Evaluate; Magical Awareness;
At your discretion, Klaus may have been Manufacture Drugs; Cast Spells: Petty Magick, Battle Magic (level 1), illusionist (level 1),
in possession of notes or items indicating Necromantic (levels 1-3); Identify Undcad; Demon Lore; Meditation
the presence of cultists deeper in the Magic Points: 29
Fauschlag. How much you w ish to
elaborate on this possibility depends on Special Rules: Causes fear and terror in living creatures; immune to all psychology rules.
•
your campaign. You may map out all the Spells: Magic Alarm, Sounds, Fire Ball, Camouflage Illusion, Cloak Activity, Hand
locations accessible from the tunnel as of Death, Summon Skeletons.
you see fit . This could allow the
qooos ano seQv1ces
Middenheim is a large City, with a PCs may have to make a succesful Bluff Bowyer/Fletcher ...............10
population of more than 10,000 and a test in order to convince the trader that Brewer .......................8
wide range of goods and ser vices they want the substance for some Builder ......................10
available.All the goods listed in the perfectly innocent purpose.Characters Butcher ......................22
WFRP rulebook are available in the City, attempting to purchase poison Candle/Lamp maker ............10
but there are some special cases, which ingredients openly may be reported to Calligrapher ...................8
are explained below. the authorities and subsequently Carpenter ....................24
investigated. Cartwright ................... 10
Weapons and Armour Cobbler ......................18
As noted on p21, the City authorities If you do decide to allow the PCs to Cooper ...................... 10
frown upon wearing heavy armour and purchase poison ingredients, you must Dyer .........................8
carrying certain weapons in public decide how much they will cost; the Engraver ......................8
places, and the City Watch tends to take price will be high, since the trader is Fuller ........................8
an interest in characters who walk about taking as much of a risk in selling the Furrier .......................8
heavily armoured and armed to the teeth materials as the PCs are in buying them. Glassblower/maker ..............8
in peacetime.Characters who are not Attempts to Haggle should either be Goldsmith/Silversmith .... ...... 10
prominent citizens or members of the automatically unsuccessful or made at Herbalist .....................20
military may encounter suspicion when a severe penalty, such as -20. Jeweller ................ ......10
attempting to buy such items. Laundry ......................8
Leatherworker ................ 12
Locating Shops Locksmith .................... 8
Spell Components Mason .......................18
Components for Necromantic or and Businesses Music Shop ....................8
Demonic Magic spells are not openly It is up to you to decide where a Outfitter/Tuilor ................22
available in the city under any particular workshop or business is to be Pawnbroker .................. 10
circumstances, since these two forms of found.But there are a number of factors Pharmacist .............. .....20
magic are outlawed. There is one you might like to consider when a player Potter .......................20
exception to this, and that is Clerics asks "Where's the nearest ..." First of all, Printer ...................... 16
whose deity allows them to cast spells there's the question of quality - poor Ropemaker ...................10
of these two types (for example, Clerics quality, low cost goods are most likely Sign Painter ...................8
of Morr - see WFRP, pl97); components to be found in the Old Quarter or Smith ....................... 12
for the permitted spells only are Ostwald.For high quality, luxury items, Stable .......................24
available from the appropriate temples, consider the Brotkopfs or Kaufseit areas. Tonner ...................... 10
at the discretion of the High Priest. Then there are the questions of Weaponsmith ..................8
workshop's requirements - some Weaver/Spinner ................14
Any other character requesting such businesses need more space than others,
components will almost certainly be some need easy access to water, others
reported to the Guild of Wizards and
Alchemists (p44), who will investigate
are particularly smelly and would be
consigned to the downwind and/or the slack maRk€t
the matter. The Guild of Wizards and poorer districts.Finally, bear in mind In a city the size of Middenheim there
Alchemists has its own stock of that similar businesses will tend to be are places where it is possible to obtain
components for all spells (except found in close proximity to one another almost anything provided the price is
Necromantic and Demonic magic), for - if only for the reasons listed above. right. The PCs may decide to try the
sale to members only. black market if they have difficulty in
When you have decided where a obtaining something they particularly
Poison and Poison Ingredients particular shop is to be found, be sure want.The black market is fraught with
It is possible to obtain ingredients for the to make a note of it on the map, and in traps for the unwary, however, and they
more common poisons from various the Gazetteer of the appropriate district. may end up wishing they had never
sources within the City - but not the You should also decide whether the bothered.
poisons themselves. Possession of business is a 'one-off' in this area, or
poison by anyone other than a Physician, whether there are lots of similar First, there is the problem of contacting
Herbalist, Alchemist, or Pharmacist - establishments in the vicinity. a supplier. This involves making
who must be registered members of the enquiries in the less savoury parts of the
appropriate City Guild - is a criminal The following table provides a guide to City with all the accompanying dangers
offence.Suspects will be charged with the total numbers of the more common - see, for example, the notes on Ostwald
murder (the Law in Middenheim makes establishments to be found in (p39) and The Old Quarter (p37).News
little distinction between having the Middenheim - keep a running total here of anyone looking for a black market
opportunity to commit a crime, the of your businesses as you locate them. travels fast, and Charlatans are only too
intention of committing a crime, and This list is not intended to be complete willing to supply 'genuine Demon's
actually committing a crime!). or definitive; feel free to amend it in any blood' or whatever, to anyone who looks
way you see fit . gullible enough to pay for it.Organised
If the PCs go around looking for poison crime may well be suspicious of
ingredients, they will need to use the Business Total outsiders trying to make contact, and,
utmost discretion - most Herbalists, Animal Trainer .................8 fearing that they might be undercover
•
Alchemists and Pharmacists are well Armourer ....................10 investigators of some kind, have them
aware whether or not something can be Baker .......................36 harassed none-too-gently or, in extreme
used to manufacture a poison, and the Barber ....................... 8 circumstances, disposed of.Conversely,
GOODS & SERVICES
stR€€t maRk€tS
the PCs might attract the attention of the and a profile for the bodyguard NPC is
Watch, who might set up a fake deal in also given in this section.
order to trap them. Impromptu markets can be found almost
anywhere - especially during festivals
But assuming the PCs dodge the Watch,
(check the notes of the individual areas).
Consumer Guide
see through the Charlatans, and-manage
to convince a 'real' contact that they A Consumer's Guide to prices of items
to Market Prices
aren't trying to set him up, the second not listed in the rulebook is given below
problem is actually to get hold of the - this is certainly not exhaustive and you Clothing: use WFRP, p293.
goods. Black marketeers can hardly be should feel free to invent the prices of
taken to the Fusspulver Court (p22) if items not listed as you see flt. Many of
they fail to honour a deal for the supply the smaller items can also be bought Material:
of illegal substances. The PCs will have from the City's countless street vendors
Tanned leather bides, enough to make
to be very circumspect in order to avoid and hawkers - use the list to provide
some variation in their wares (lest your 1 jacket: from 7 to 10 GCs
being quietly separated from their Cured wolfpelts: from 4 to 8 GCs
money and left standing. And even if 'the PCs get bored with Halflings selling "'ot
Cured bear bides: from 15 to 25 GCs
goods' are handed over, there is no pies"!)
Araby Cotton (thick), l yard wide, per
guarantee that they will be genuine or · yard of length: from 7 to 8 GCs
of reasonable quality. So if the PCs do Middenheim does, of course, provide all Silk· (1 foot wide), per yard of length:
not inspect the goods very carefully kinds of goods and services at more from 8 to 10 GCs
before paying for them, they may well per manent establishments and Silk ribbons, 24" long, bundle of 10:
live to regret it. workshops - such as you would expect from 5 to 6 GCs
to find in any large city of the Old World.
But the City's street markets are special
The third point to bear in mind is that - and as such merit particular attention. Riding Animals and Livestock: use
dealings with organised crime rarely You should note, however, that the WFRP, p296.
stop once the transaction has taken retailers of the items listed below are not
place. Characters who have bought interested in bulk sales (to would-be Note that livestock auctions and
something -illegal on the black market entrepreneurs or small-time PC horsefairs are only ever held outside the
may find themselves called on from time Merchants) - their profit margins do not City, usually once a week in
to time to perform 'little favours', permit them to offer discounts for large Grevenfeld or Schoninghagen (see Area
invariably of an illegal and risky nature. purchases. Gazetteer, p95).
If the underworld does not have need
of their abilities, it will still not hesitate If any sort of fracas develops, use the Riding gear (saddle, etc.) is usually
to make a little extra money by profile of a middle-class citizen (see thrown in with warhorses and destriers
blackmailing them, and threatening to Encounters, pp51-57). Merchants almost and with all but the cheapest of riding
expose their dealings. Deals will always always have bodyguards in attendance, horses.
be set up in such a way that the purchaser
will have more to lose by this than the
black marketeers.
qm' s 0JSCR€tJOn
The most important thing to remember
when handling attempts to buy restricted
goods is that, in the end, you as GM have
to decide whether or not to let the sale
go through. You must consider carefully
•
whether or not you want the PCs
running around with whatever-it-is,
what they might do with it, and so on.
GOODS & SERVICES
mak1nq money
1n m100enhe1m
In addition to the street traders, you may
wish to add wine merchants, merchants
selling fabrics and also carpets and rugs,
craftsmen selling enamelled
earthenware, high-quality products,
knife-grinders selling metal goods, and
so on - the possibilities are endless. If you
wish, these characters might well be
interested in selling large quantities for
trade (cf the Trading Rules in Death on
the Reik), but beware of presenting the
PCs with a get-rich-quick opportunity!
•
(Tilean): from 50/- to 75I- Wine (half-bottle): from 3/- to 91- group of other entertainers might decide
Pan pipes: from 5 to 8 GCs Mulled and spiced wine (large glass): to club together to drive off a PC who
Telescope: 250 GCs from 1/3 to 2/-. was doing rather too well on their patch.
typical BUllb1nq plans
This section is devoted to detailing a The building is on two stories. The revents brittleness in the finished piece.
variety of common shops and businesses lower storey is built entirely of stone,
of the kind the player characters are to minimise the risk of fire, and is given All armourers have a strongroom in
likely to want to visit. None are given over to the workshop. A pair of double which they keep finished weapons and
specific locations within the City, doors, which can be barred and locked armour prior to sale, collection or
although suggestions are made. Feel free from the inside, allows carts delivering delivery. In Rustung's workshop, this is
to locate these wherever you see fit. metal and coal to be brought inside. a cellar beneath a concealed trap-door
These supplies are stored in the back in the floor.
Note that only one ground plan is c orners of the workshop; space is
shown, but this will serve for all kinps precious in Middenheim, and only the The upper storey is of timber, and
of artisan's workshops. most wealthy artisans can afford the contains accommodation for Rustung
luxury of a yard . Set into one wall is a and his family. His apprentice, Fritz
stone-built forge, with a stone chimney Lehrling , also has a room upstairs;
which runs up the outside of the Rustung is a generous master - many
Armourer/ building, ending several feet above the artisans make their apprentices sleep in
height of the roof. a comer of the workshop.
Weaponsmith
The workshops of metalworkers of all As well as the forge itself, the main Rustung has a small number of common
kinds are essentially similar. The workroom contains several stone items (1D6 of each) - daggers, foils,
example given here is a typical quenching-troughs filled with water or rapiers, and the like - in his strongroom
weaponsmith's residence and workshop, sand, and a small annealing furnace at most times, and will sell them to any
belonging to Hans Rustung; it is one of where finished items can be allowed to character who wishes to buy. Other
the many artisan's workshops in the cool slowly. This process relaxes stresses items must be made to order, which will
Neumarkt area. in the metal's crystalline structure and take a number of man-hours equal to the
*
--
TYPICAL BUIWINGS (Armourer/Weaponsmitb - G/assmaker)
- Potter
....
A potter's workshop is generally two
stories high, with accommodation
-· located on the first floor. The ground
floor is a workroom, with a kiln built
Into one wall and one or two large stone
"'�"'
•
settling-tanks full of water, built into the
floor. Raw clay is refined and settled in
I I
these tanks, before being used on the
- Cl
potter's wheel.
t'8b A workshop will typically have two
.J wheels: one fast, operated by a treadle
or a foot-turned stone flywheel, and one
slow, turned by hand. If the potter has
one or more apprentices, there may be
more than one of each t ype of wheel in
I the workroom. There may also be a
I number of stone and metal ones - and
__.. two-piece moulds for making objects
that cannot be made on the wheel, such
as clay pipes.
As well as the kiln, settling-tanks and
wheels, there will be a number of drying
racks around the walls - these are simple
sets of shelves where the unbaked
pottery is allowed to harden before
firing. There will also be a workbench
where colours and other Ingredients for
!
glazes are mixed; the ingredients
themselves are kept in a cupboard
somewhere near the bench.
Glassmaker
sum of the item's Encumbrance value
(treating values of more than 100 as 100) oth€R am:1sans A glassmaker's workshop will Include a
furnace, where stone crucibles of raw
plus its cost In Gold Crowns (rounding
small change up to the nearest whole Candlemaker glass arc melted before being blown.
There may be more than one furnace if
Crown). The necessary figures can be Klaus Kerzer's candlemaker's shop is the glassmaker has one or more
found on p295 of the WFRP rulebook. typical of the many small workshops apprentices. Beside each furnace is a
Thus, a rapier (cost 20GCs, Enc 40) will which provide the bulk of the City's bench, where the glassblower sits, and
take 60 man-hours, while a t wo-handed illumination. It is two stories In height, a rack - like a weapon rack - where the
sword (cost 35GCs, Enc 250) will take and built of brick and timber. The upper pontils (blowing-rods) are stored. There
135 man-hours. These arc minimum floor is given over to accommodation, will also be a storeroom for raw glass,
times, and 'de luxe' items can take up to and the lower floor is his workshop, coal, and other materials.
twice as long. divided by a curtain into work and
selling areas. A storeroom at the back At least one furnace will have a trench,
Rustung works for 12 hours each day, contains blocks of wax, reels of string about three feet long and eighteen Inches
and his apprentice for 14 - 8 of which and other equipment. deep, cut Into the floor beside it. This
are occupied In making things. There is is used in making window-glass - the
a 40% chance at any time that Rustung The workroom itself is dominated by a glass blower blows a standard globe of
is already making something to order - metal trough of molten wax, over which hot glass, then swings his pontil like a
possibly for one of the City's wealthy hang several poles, which can be raised pendulum over the trench (which
and powerful NPCs - and has another or lowered from pulleys set into the prevents the glass scraping along the
1D20 hours' work to do before he can ceiling. The string is cut into lengths, floor and spoiling) to create a hollow
start work on an item for a PC. hung over the poles, and dipped sausage shape.-The ends are snipped off,
repeatedly until sufficient wax has built and the cylinder cut open and flattened
On goods made to order, Rustung will up and one candle hangs on either end out to make a square pane. The pane is
start by asking lGC per two man-hours' of the string. then put in a closed oven called a Lehr,
labour (i.e. 67 GCs for a 2-handed in which the glass is allowed to cool
sword). However, he may be Haggled Finished candles hang from poles on slowly to prevent stresses and cracking.
down to half that figure or the listed racks which line the walls of the The pieces of glass which are left on the
*
price (whichever is higher), may give a workroom and the shop. As well as the pontil have a ringed 'bullseye' shape, and
10% discount to prominent or regular main dipping-trough, there are several are sold off cheaply to make window
customers. smaller cauldrons which are used in panes In low-class buildings.
TYPICAL BUILDINGS (Glassmaker • Printer
B "'
Alchemist/Herbalist (Elemental, Illusion, Druidic) by one
step, so that ingredients for level I spells
I
Eberhardt Stiefel maintains a small shop become scarce and so on.
in the Freiburg. It consists of two rooms
on the ground floor · a workroom and Prices for spell ingredients are left to
a shop • separated by a curtained your discretion, taking into account the
doorway. The upper floor of the building precise nature of the ingredient, how
is, as usual, given over to badly the players want it, and whether
u 1 1 t t��-.�___.
accommodation. or not you want the PCs to have access
to the spell in question.
The shop consists of a counter backed
by shelves filled with bottles and jars of A well as ingredients, of course, it is
various alchemical and herbal pos.5ible to buy herbal potions and other
The press is of cast-iron, with a stand for
preparations, and the workroom is lined preparations from Stiefel; he has
the plate and a lever-operated roller
with benches and cupboards containing preparations made from all the herbs
which presses the paper down onto the
various ingredients, a small drying oven listed in The Enemy Within (pp36-7),
inked plate. It can take any size of paper
for herbs, and an iron stove on which which cost twice the listed price of the
up to three feet by two. Near the press
mixtures are heated. herb itself and are good for one dose.
is a set of shelves holding several stacks
of paper,_ranging from coarse grade (little
Stiefel keeps an impressive stock of
Printer more than pulp) to high quality
ingredients, and among his regular parchment.
customers are many of the City's Wizards Rudolf Drucker maintains a small
and Pharmacists. All herbs are treated as printshop near the Collegium The front room of the building is
being one step more common than usual Theologica (p44), and one or two similar plastered with pinned-up copies of
when visiting his shop · a very rare herb businesses are to be found in the Freiburg posters and pages which Drucker
becomes rare, a rare herb becomes and Neumarkt districts. believes display his workmanship to best
scarce, and so on • and one can always advantage.
find plentiful herbs here. Refer to The The printshop is a one-storey building,
Enemy Within, (pp34-5), for details of with the actual press in a back room
Drucker's prices for printing are as
herbs and their availability. behind the living quarters. Drucker's
follows:
apprentice, Thomas Buchstab, makes up
It is also possible to find spell ingredients the printing plates from the carved
t Shilling per line per 50 copies,
and other esoteric items at Stiefel's - their wooden and lead letter-blocks which
rounding up (on low grade paper);
suggested availability is given below, stand in racks along each wall, and
t Shilling extra per 50 copies for
�------vi:.-:.-:.:.-:.-::.::.-:.-:.::-:.:.:.:::.:.-:.:.:.:_-===::::=:::::==:;,
although of course you should note the Drucker checks the finished plates and
parchment;
comments on p70 about the purchase of operates the press while Buchstab inks
1 Shilling extra per 100 copies for paper
restricted items. the plates.
larger than 2 feet by 2 feet.
I
is known to be still living in the less
salubrious parts of the city, but who has
not apparently set up his own printshop.
a�liiiilr5' 0.., Drucker has no idea how he is making
··--
.. � a living these days, but if you want an
li I t f 46-,..
opening for a short adventure, he could
have established an underground press
producing seditious political pamphlets,
-------♦
TYPICAL BUIWINGS (Printer - Jeweller/Goldsmltb)
forging official documents or even files and cleaving wedges. He has a - it is concealed with typical Dwarven
reproducing forbidden texts for a group number of plain and jewelled rings, cunning, and there is a -20 modifier to
of cultists. brooches, pins and other items of all Search tests to find it. The door is
jewellery in stock, which he sells for stout (f 6 W 16) and securely locked (CR
110% of the value of the materials, and 50%). Rogni keeps the only key on a
Jeweller/Goldsmith he will make items to order for chain around his neck; the key is double
Middenheim is well supplied with 110%-125% of this value, depending on ended, and only Rogni knows which end
jewellers' and goldsmiths' shops, and a the complexity of the job. He will give opens the lock. If the wrong end of the
typical example is that in the Ulricsmund a 10 % discount to fellow Dwarfs, key is used, if a lockpicking attempt fails,
district owned by a Dwarf known as personal friends and regular customers or if an attempt is made to force the door,
Short Rogni. Many of the City's wealthier - if asked. His work can be identified by a trap will be activated which fires a
citizens prefer to do business with the hallmark of an ear of grain, which spread of darts. The character attempting
Dwarven jewellers, even though many is a pun on his name and the Reikspiel to open the door must make an
of the Human-run businesses are capable word meaning rye. Initiative test (Elves and Humans do so
of producing items of equal quality. at a -20 penalty owing to the cramped
As well as making items of jewellery, conditions under the workbench) or be
Rogni's shop is a small and Rogni will also evaluate gems and hit by D6 darts. Each dart causes damage
unexceptional-looking middle-class jewellery for a customer. He has an as a SO attack, and is coated with one
house, apparently differing from its Estimate test of 65, taking his Evaluate dose of a paralysing poison; the victim
neighbours only in the number of locks skill into account, and charges 1% of the should make a Poison test for each dart
on the door, the barred windows, and item's value, subject to a minimum of that hits, and each failed test will have
the sign of a gold ring which hangs lGC and a maximum of lOGCs. He never the same result as one dose of Oxleaf
outside. Inside, it is small, dark and deliberately over-values an item in order (WFRP, p82). At the same time as the
cramped by Human standards. A small to gain a higher valuation fee, and his trap is activated, a large bell in the attic
front room for receiving customers is reputation is such that no-one would is automatically rung, raising the alarm;
separated by another locked door from even think that he might do such a thing. either Rogni or Matilda will appear on
Rogni's workroom, which is even Rogni will buy jewellery at 80% of his the scene in 2D4 rounds, armed with a
smaller. The remainder of the house evaluation of its worth, and may be blunderbuss.
consists of accommodation for Rogni Haggled up to 90% if he particularly
and for Matilda Haleberry, his Halfling likes a piece. The strongroom itself is excavated from
cook and housekeeper. Matilda is a busy the rock beneath the house, and is a five
little character, who makes sure that the Rogni's hobby is making clocks, and foot cube. The walls are two feet thick,
house is always 'respectable', as she puts there is a clock in practically every room and made of well-mortared blocks of
it, and that Rogni remembers to eat and of the house; although he makes them stone, and there is a space two feet wide
sleep at regular intervals. mainly for his own amusement, he will behind the walls and beneath the floor,
sell a clock if a price can be agreed, and which is filled with water to thwart any
Rogni's workroom is little bigger than his clocks can be found in a number of attempt to tunnel into the strongroom.
a cupboard, with room for his the City's wealthier households. Most Rogni keeps all his precious materials
workbench and a stool, and precious are accurate to within ten minutes a day, here.
little else. The bench is littered with which is a tribute to Rogni's skill.
small scraps of gold and silver and Like many of the City's goldsmiths,
partially-cut semi-precious stones, as Rogni's strongroom is reached through Rogni will keep gold or other items in
well.as an assortment of small hammers, a concealed door under bis workbench his strongroom for a ch�e of lGC per
.,,---...
.�
1,
!
*
TYPICAL BUIWINGS aeweller/Goldsmttb • Leatbenvorker)
I.eatherworker
There are many leatherworkers in
Middenheim, and their workshops are
mainly concentrated in the northern part
of the Neumarkt, near the tanneries.
'. .. ·-.;,
.
•
necessarily a good thing - 'I mean, if you
like your drink to taste tinny, then I'm
not going to argue with you, but there's
TYPICAL BUIWINGS (Leatberworker - Scriptorium)
Cafe
doubledoots The Freiburg, Altmarkt and Neumarkt
districts are liberally sprinkled with
small eating establishments, of which the
Kupferkanne is a typical example. It is
run by Otto Kellner, his wife Hanna and
his two daughters Else and Ursula, and
is open from dawn to dusk, providing
hot and cold meals, wine of moderate
quality and a wide range of herbal teas.
The building is not particularly old, but
the decor has been designed to make it
I
appear so; the ceiling is low (6' 0"), and
all the beams have been treated to make
them appear weathered. The sign of a
1st Flcor large copper kettle hangs outside.
nothing like pitch and leather to bring and is distinguished by its two bay The ground floor of the two-storey
out the flavour of a good ale - and it's windows of multi-coloured stained glass building is occupied by the cafe and the
cheaper, too'. His leather tankards range and by the elegant wrought-iron sign kitchens, and the family lives upstairs.
in price from 5/- to lGC - the cost of a which hangs outside, consisting of a In the summer, Otto puts four tables
fairly plain pewter version. He also letter 'N' set into fancy scrollwork. outside in the street. The cafe is very
makes leather bowls and platters, which Inside, the shop seems small, but this is popular with students from the
are favoured by Halflings for serving due to the quantities of antiques and Collegium Theologica, who often spend
certain dishes; as he points out, they curios which crowd every shelf and all day here drinking tea and talking
won't break like pottery, they won't go counter. Everything imaginable is there, about art or philosophy.
dull like pewter or tarnish like silver, and from ancient pottery to rare books, from
wood's all very well but it needs a lot painted glassware to jewellery from A meal can cost from 3/6 for a pie or a
of looking after if you use it regularly. Cathay, Ind and the South Lands, and salad to IGC for a complete three-course
even strange objets d'art from the New meal. Herbal tea costs from 1/6 to 3/- per
As well as working on his own account, World and Lustria. Neugierde's prices are cup, or 3/- to 7/- per pot; a pot holds
Dunno receives regular orders for high, but reflect the rarity and quality about 2 ½ cups. Wine costs 2/6 per glass
scabbards and harnesses from a number of his wares. The shop does a lively trade, or 7/6 for a carafe which holds about 4
of the City's weaponsmiths, and and together with business from 'special' glasses.
occasionally makes a fancy binding for customers it enables Neugierde to
a book - 'that makes a nice change once maintain a small but well-appointed
in a while - it's the sort of thing you can house at the edge of the Nordgarten Scriptorium
really let yourself go on'. district and the shop with its staff of four. There are three scriptoria in
Middenheim; one is attached to the
Bookshop/Antique Shop The upper floor is reserved for 'special'
customers only; Neugierde keeps back
Collegium Theologica, one is a
department of the Worshipful Guild of
The narrow, winding streets of the certain objects for a number of people, Legalists, and the third - Bleistift's - is
Freiburg are home to a number of small most notably Chancellor Sparsam (see independent. The craft of printing is a
antique and bookshops, and the largest p 88, and Hugo Schmidt of the Scholar's fairly recent invention, and has yet to
and best-known is Ne"Qgierde's. (p· 4 3,, and the cream of his stock is kept become widespread and generally
Hieronymus Neugierde is the third here for other favoured patrons, who accepted. While a few small presses, like
generation of his family to run the include the Grafs family and a number that of Rudolf Drucker (above) have
business, and the extensive contacts that of the City's Wizards. He will also try to sprung up in the City, reproduction of
have been built up over a century of obtain particular objects for a regular the written word is still done largely by
trading, along with Hieronymus' customer, through his extensive contacts scribes. Public letter-writers are to be
practiced eye and lifetime of training, in Marienburg, Luccini and elsewhere. found in and around the Great Park
make it the place to look for anything Although this can take months or even during the day, and many students
rare or out of the ordinary. It is years, he makes no charge for the service, supplement their income by this means,
whispered in some quarters that as he considers that the goodwill of a but the scriptoria produce all the books
Neugierde has a virtual monopoly of regular customer is payment enough. and documents in the City that are not
antiques and curios coming into printed.
Middenheim, and passes on the lesser The prices of Neugierde's wares is up to
•
goods to the other small businesses, you to decide; his stock is so wide and Bleistift's Scriptorium, in the Osttor
keeping only the best for his own shop. varied that it would be futile to give a district, is a large and impressive two
The shop is two stories high plus a cellar, fixed range of prices. If the PCs decide storey building. It was once described
TYPICAL BUILDINGS (Scriptorium)
as a heavily ornate warehouse, which is will yield only two sheets of vellum, the SOGCs depending on the quality of the
a little unkind but gives a good city's scriptoria use almost as many hides binding and the degree of ornamentation
impression of its general shape. as the leatherworkers. Vellum is only required.
used for the most expensive of
The lower floor is a huge hall, with documents and the most lavish of books,
pillars supporting the ceiling. The hall since it costs SGCs per sheet. The scriptoria have gathered
is filled with writing-desks, arranged in considerable influence over the years
rows of five and columns of ten, at which Hand-written parchment costs 2GCs per and centuries of their existence, and are
the scribes sit to copy manuscripts. The sheet, while vellum costs 7GCs per currently exercising all their power to
upper floor is taken up by offices, record sheet. Illumination costs 4GCs per sheet resist the competition arising from the
stores and equipment stores. The extra. Each scribe can produce three development of printing. They have
scriptorium has an arrangement with written sheets or one illuminated sheet managed to block the printers' attempts
Fleischer's Slaughterhouse (p38) for a per day on average. The binding of books to establish a guild in the City so far, and
supply of cowhides, and since one hide is extra, and can cost from SGCs to hope to prevent any further growth.
{)
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City Of abventUR€S
Runn1nq city and then consulting their character whom the bird has just stolen a jewelled
aOv€ntUR€S
sheets, is guaranteed to keep them on hair-pin or a furious stallholder from
their toes. Remember, even when the whom it has stolen some small but
result of a die roll is irrelevant, if you valuable trinket. By the time they have
Before you can start plunging the player don't tell 'em, the players won't know! found out what is going on, the bird will
characters into 'tangled webs of intrigue', be long gone.
you're going to have to do a little bit of Lastly, don't forget your facial
preparation. Concentrate your efforts on expressions, hand gestures, and general Shooting: The adventurers will suffer
only one or two districts at first. Until posture. For example, if you lean from the usual -10 BS modifier for firing
you get to know the City, and can easily forward, with your elbows on the table at a small target. There is time for one
identify the various districts and their and whisper conspiratorially, you will round of missile fire from when the
varying atmospheres, you will find it get a quite different reaction from your adventurers first see the bird to when it
easier to avoid adventures which lead the players than if you say exactly the same disappears behind a tree or rooftop.
characters on City-wide chases and thing, in a normal tone of voice, while
investigations. swinging back on your chair. The bird is flying fast and fairly low, so
that the adventurers' shots may endanger
cameo
A good rule to follow in describing passers-by and could cause a panic - in
situations - whether they be impromptu this event, a Watch patrol will arrive on
'random' encounters, or the lead-in to
a longer adventure - is always to start aoventuRes the scene in 2DIO rounds, and the
adventurers may be charged with
with general descriptions and causing a breach of the peace. If the PCs
In the next few pages you will find a managed to bring the bird down, they
information. "The inn is crowded; the numb er of short outlines for mini will be able to explain the situation and
people look poor; it's raining outside;" adventures. With a little preparation, you may get away with a warning and
and so on. As your players explore the should be able to run them as perhaps a spot fine of a Crown or two.
possibilities, you can reveal more independent, minor 'cameos' - one- or Otherwise, a successful Fcl or Bribe test
specific information (or not, if there's two-hour adventures as side-lines to a will be necessary to avoid a heavier fine
nothing else to add). "The barman has main plot. With a little more work, they of 2DI0GCs and the confiscation of their
a big scar across one cheek; he winks at can be linked to other adventure ideas missile weapons.
the doorman as you approach the bar." given elsewhere (in Tbe Gazetteer or
But you should let the players draw their Underclty sections, for example), and If the bird is brought down and the stolen
own conclusions. Eventually, you will expanded to full-blown adventures in object recovered, the victim of the theft
need to pass on any critical information their own right.The City of Middenbeim will offer to pay any fine the adventurers
as the players make the right choices (or has almost endless possibilities for may have incurred, and will also give
the wrong ones!) or as other NPCs react. adventure - take a quick flick through the them 5GCs as a reward.
"Accepting the Gold Crown you offer, encounter descriptions (pp51-57), and
the barman grins and the doorman you'll probably find yourself having Following: If the adventurers decide to
relaxes..." Or, "obviously offended by the more ideas for expanding encounters follow the bird, they must make a
lack of a 'tip', the barman slams your into short adventures.
mugs of ale down, spilling half of it, successful Initiative test each round in
while the doorman looks menacingly order to keep it in sight. Ranger, Druid
and Druidic Priest characters receive a
on."
1. Watch the Birdie... + 5 bonus to this test, and characters
These three levels of information - This incident could be used almost with Excellent Vision skill receive a + 10
general, specific, and critical - can apply anywhere in the City, but is perhaps most bonus; these are cumulative.
to every situation, and should always be effective either in a market area or in an
p assed on in the s ame order. The area where large numbers of moderately If the adventurers keep the bird in sight
difference between a spontaneous, wealthy people are likely to be walking for 5 successive rounds, they will see it
improvised encounter and an extended about. The incident takes place in fly through a window into the attic of
adventure lies only in the fact that an daylight. a building several streets away. A
improvised encounter will (usually) be successful lnt test, with a + 20 modifier
a lot shorter, there won't be that much About 30 yards away from the for Orientation skill, is required for the
information to give, and the critical adventurers, there is a sudden blur of adventurers to make their way there.
information should be of a minor nature action. There is a scream and some
that won't distract the players from the shouting, and a bird flies away rapidly, The building stands a storey taller than
main plotline. with people throwing stones and other those around it, and there is a single door
improvised missiles at it. A Ranger, Druid at street level. Going through the door,
You should also attempt to integrate the or Druidic Priest character or any the adventurers will find a narrow
game mechanics as you play, using them character with Excellent Vision skill can hallway with doors on either side and
to help build up tension. W hen the identify the bird as a raven. a staircaseleading upwards.Tbebuilding
players are merely out walking, only the is split into apartments, and after two or
occasional Fcl test or Observe test is At this point, the adventurers have a three landings the adventurers will reach
necessary. But when you want to get number of possible courses of action: the door to the attic. The door is locked,
across the idea that their actions are but fairly flimsy (CR 10%, T 1, D 3).
important, critical even, have them make Rushing to Help: If the adventurers
more rolls. You don't need to specify a hurry to the scene of the activity, they Beyond the door is a small attic room
•
test name, or even mention an attribute will find, according to your whim, either furnished with a bed, a table with two
- simply asking players to roll the dice, a distraught middle-aged woman from chairs and a small cupboard. A small,
CITY OF ADVENTURES
wiry, shabbily-dressed man of about feet. She is shouting to the bear to stay on the chain, and subtract the total from
thirty is sitting on the bed, which is still, but without effect. the bear's Strength of 4. If the result is
strewn with brightly-shining baubles of O or less, the adventurers manage to pull
all descriptions. As the adventurers enter The bear has an average profile (see the bear back, and the urchin can escape.
the room, a raven takes off in alarm from WFRP, p232 - the stats immediately to If the result is I or more, the IY!ar will
its perch on the back of a chair and flies the left of the bear illustration) but its be pulled back unless you roll that
out of the window. As soon as he sees M score is reduced to 3 because of number or less on 1D10. Repeat the test
that he is outnumbered, the thief will dragging the piper behind it. every round until the piper is able to
surrender, but will attempt to escape if calm the bear down; the bear is able to
the opportunity arises. The_ bear is a terrify ing sight when attack the urchin once per round until
aroused - causing Fear in living creatures it is pulled back.
lfhe is turned over to the authorities, the under 10 feet tall. Characters with a
adventurers will receive a reward of higher I score than the bear must still Fourthly, a character with Charm
17GCs 10/-, this being 10% of the value make a successful I test in order to act Animal skill may attempt to calm the
of the goods recovered. On the other before it can attack the cornered urchin. bear down themselves. Because the bear
hand, he could be useful if the You should make an I test for the piper is enraged, the character must make a
adventurers wish to make contact with at the beginning of each round, based on successful Fel test in order to calm it. If
the City's underworld. In either case, a a score of 31; on the first successful test, the test is failed, the attempt counts as
reward of 25 experience points would she is able to regain her feet and calm a distraction (see above).
be appropriate for each character who the bear down, provided it is not in
helps the party discover the operation. combat. If any character attacks the bear, Finally, a spellcasting character might try
it cannot be calmed down unless it is first to use magic to save the day. Spells which
Possibiliti es successfully distracted (see below). might help are Sleep and Animal
According to what the adventurers do, Mastery, although if a player suggests
you could have them witness several The adventurers have a number of using a different spell in a way which
aerial robberies over a period of time, all options, apart from simply standing and might work, you should let them try.
in the same general area, until they watching. Firstly, they can attack the bear Note that magic missile spells (Fire Ball,
decide to take action. They could hear and try to kill it. This is probably the least Lig htning Bolt, B last) cannot be
rumours of a bird stealing small items of satisfactory option. Although it will save guaranteed to hit only the bear - no
jewellery on a few occasions, or witness the situation, the piper will not be happy matter how carefully they are targeted.
a dispute between a stallholder and a about losing her livelihood! The bear and the urchin count as a single
shopper who claims that a trinket on the group. Since magic m isstles cause
stall was stolen from them a few days ago. Secondly, they can try to distract the bear multiple hits on groups, a roll of more
The operation can make a good item of long enough for the urchin to escape. If than I on 1D3 means that the urchin is
'background noise', to distract the they try this, make an Int test for the bear hit as well.
players from the main thread of their - if it fails the test, it will be distracted
adventure and to help create the feeling for long enough to allow the urchin to The urchin will run off at the first
that things are happening in escape. However, it is still angry, and will opportunity, and any attempt to prevent
Middenheim even when their characters attack the nearest character unless it this will meet with a kick in the shins
aren't around. makes a successful Cl test. - the urchin escapes automatically, and
the kicked character must make a
Thirdly, the adventurers can take hold successful WP test or spend one round
of the bear's chain and try to pull it away. hopping and cursing.
2. Nice Teddy... All characters must make a successful Cl
This incident takes place during the day test in order to summon the courage to Each character who participates in any
while the adventurers are wandering do this - the test may be attempted once action which leads to the urchin getting
through any area where they are likely per round until successful. Add the away should get 30 experience points.
to encounter an entertainer - refer to the Strength scores of the characters pulling These should be halved if the bear is
encounter tables in the Gazetteer if you
are not sure. An entertainer stands on a
street corner playing on her flute while
a dancing bear shuffles comically to the
music. It wears an iron collar attached
to a chain which is looped through the
piper's belt.
•
do anything, the bear has trapped the
urchin in a corner, and the piper is still
unsuccessfully struggling to regain her
CITY OF ADVENTURES
killed. A character who successfully uses the body will be discovered and the Deception: the 'body' is not in fact dead.
magic or Charm Animal skill to subdue miscreants caught red-handed. The Someone - a cultist trying to escape from
the bear without harming it should adventurers will be rewarded with his or her cult, a character on the run
receive 50 experience points. I0GCs as above - this is the standing from a gang , or anything else you care
reward, and is not negotiable. to think of - has staged his or her own
death with the aid of a coma-inducing
3. Down Among the Instead of calling the Watch, the drug. A few days after burial, the 'body'
Dead Men adventurers might decide to stake the is recovered by grave robbers (who don't
know the full story) and delivered to the
house out, or to break in to find out what
This encounter takes place in or around is going on. If so, you will have to decide house of an alchemist or pharmacist,
Morrspark at night. The adventurers spot precisely what is going on - some where the antidote is administered. The
two figures in the shadows, either possibilities are: fugitive is then smuggied out of the City
coming out of a fa mily crypt or heading to begin a new life somewhere else.
away from the Morrspark. They are When the adventurers break in or the
carrying a body, wrapped up in sacking. Ordo Terribilis: the body is being
Watch raid the house, there is no body,
delivered to the Windhund Haulage Co just a semi-conscious patient receiving
If the adventurers challenge the grave (location 37, p46). The robbers have treatment - leaving the adventurers with
robbers or otherwise make their been hired by members of the Ordo some fast talking to do.
presence known, the grave robbers will Terribilis of the Purple Hand (p58) to
drop the body and run for it, quickly deliver a body for the researches of If the adventurers bring the incident to
losing any pursuit in the streets of the Salladh-bar the Necromancer. The a satisfactory conclusion, they should be
Westor-Sudgarten district and heading premises will be guarded by zombies and awarded 20 experience points each,
back to Ostwald. The adventurers can cultists, and the Necromancer himself with bonuses as usual for good ideas and
call the Watch, and a cleric of Morr will will be alerted by sounds of combat. good roleplaying.
be summoned to the scene. After about
half an hour of making statements and Physician: the body has been delivered
tying up formalities, the adventurers will to a physician or scholar, who wants it 4. A Good Time... ?
be rewarded with I0GCs by the Temple for dissection and research. The house This encounter takes place in a tavern
of Morr - the standing reward for will be quiet; servants will have been anywhere in the City, in the evening.
thwarting Body-snatchers and given the night off, and encouraged to During the evening, one character of
Necromancers. visit relatives in other parts of the City. your choice notices that one of the bar
The grave robbers will take the body to staff - of the opposite sex - is being
If, on the other hand, the adventurers a laboratory in the basement, behind a particularly attentive, coming over every
trail the grave robbers, they will see them locked door (CR 30%, T 4, D 12, the so often to make sure everything is all
load the body into a small cart which householder has the only key). There is right, giving the character generous
stands in a side-street off the West Weg. an operating table in the laboratory, and measures, catching the character's eye
The thieves drive off across the City, shelves around the walls are stacked with across the room and smiling, and so on.
through a maze of side-streets; they cross limbs and organs in pickling jars. If
Ulricsmund, Geldmund and Altmarkt, discovered, the physician or scholar will This is a trap, intended to lure the target
before pulling up at a building in the try to buy the adventurers off, starting character outside -alone. The NPC may
Freiburg. Here a third figure waits in the at I0GCs a head and bargaining upwards be in league with footpads, cultists or a
shadows to receive the body. as you see fit. If the adventurers accept pit fighter owner, or with a powerful
the bribe, you may decide that he will NPC whom the party has recently upset.
The adventurers can call the Watch at this hire a band of footpads to kill them and If the players don't catch on, you should
stage if they wish. A successful Fcl test recover the money. He may even go as allow the target character a chance to
will be necessary to persuade the Watch far as hiring an assassin if the footpads shout for help while the kidnap attempt
to raid the house, but if this is successful fail. is in progress.
•
CITY OF ADVENTURES
-- --
Yea - Chaos' most determined enemies
shall prove its greatest servants. The
Enemy is Within!' :�
MAJORNPCs
•
of the more important services at the the upkeep and of all the City's merchants. It is said in
Temple of Ulric (p35) - even a devout overseeing of some quarters that he maintains both
follower of Ulric will not be able to,gain men and positions (which are technically elected)
MAJORNPCs
only by a mixture of bribery, bootlicking, his eyes are a pale green, the colour of turning the conversation onto other
flattery, and threats. new leaves. He dresses in flamboyant but matters with his characteristic wit and
Gotthard is a master of disguise. As tasteful silks and velvets, some with fur lightness of touch.
Goebbels he appears to be in his early trims, and is fastidious both about his T HE LADIES-AT-COURT*
thirties, but his prematurely grey hair own appearance and that of others.
and trimmed beard make him look older. Rallane is a friendly Elf, by and large, and These four ladies are considered
He is tall (5' 10") and of medium build, treats his job at the palace with obvious together, although they are rather
with brown eyes. As von Wittgenstein, relish. Always quick with an apt line or different in terms of their characters and
he is blonde-haired and blue-eyed, clean a courtly turn of phrase, he has a keen personalities. They attend court
shaven and appears to be in in his mid sense of humour and is almost functions, adding a note of elegance and
twenties. He dresses rather shabbily, in compulsively likeable. He is an incurable beauty to their surroundings; they may
blues and greys, for everyday wear, but romantic, and enjoys nothing more than also escort VIPs who are visiting
is rather better dressed for State a discreet liaison with a beautiful woman Middenheim. They are seen at all court
occasions. - he knows that he is charming and uses functions and State ceremonials, but are
Goebbels lives in a modest house in the it to the full, enjoying every minute of normally impossible to approach at
Brotkopfs district, but is impossible to courtly flirtation. these occasions.
call on. After much banging, the door When he is not out drinking with Dieter JUNG, KIRSTEN
will eventually be opened (on a very Schmiedehammer, the Graf's Champion,
stout chain) by a hunchbacked servant , Kirsten is in her
and Allavandrel Fanmaris, the Master of mid-twenties,
Adolph, who will say that his master is the Hunt (qv), Rallane often spends an
out , even i f he is in. Goebbels is of medium
evening either playing with the house height (5' 7")
constantly on the move, and is musicians at the Red Moon (p43) or the
practically impossible to find at any time and build, with
Harvest Goose (p34), or romantically ash-blonde hair
of the day or night. However, he may be ensconced in a curtained booth at the
encountered by accident in the street and deep blue
Har vest Goose or in one of the eyes. She
(but never in the lower-class areas of the Showboat's (p32) boats on the Black
City) or during the evening at one of the dresses in
Pool. For all his apparent lightness of simple, classically stylish clothes away
better hostelries or clubs. If approached, manner, Rallane all-too-frequently takes
he will nearly al ways claim to be from court functions. She is a wise and
his love-affairs more seriously than he ingenious woman of keen intuition, but
somebody else and suggest that it is a ought to, becoming 111oody and few words. Having recently become
case of mistaken identity. melancholic - even sarcastic - when an engaged to the Graf's Champion, Dieter
VON GENSCHER, affair has ended or is not going well. Schmiedehammer (qv, p88), she may be
MAXIMILLIAN: Rallane is generally well-liked by the found in hi� company at concerts and
City's Human and Halfling populations, operas in the Royal College of Music
Midden Marshall who admire his wit and style. The City's (p43), or having a quiet meal at the
The Midden Marshalls (qv, p87), charged Dwarven population regards him as a Showboat (p32) or the Harvest Goose
with responsibility foe the defence of the useless adornment to the court, and a (p34).
City. sure sign that these Humans are soft in
the head. Middenheimer Elves regard
HELSEHER, ALBRECHT: him and Allavandrel as champions and
High Wizard spokesmen at court, and one or other
This level 3 Wizard is Master of the is occasionally asked to short-circuit the
Wizards' and Alchemists' Guild (p44) - City Council for Non-Human Affairs
see Tbe Wizards, p88. (p36) by bringing some grievance direct
to the Graf's ear; they generally smile
HOFLICH, JOACHIM: politely and promise to do their best, and
Law Lord then forget all about it, for they know
how the court works.
One of the Law Lords (qv, p86). Because of his active social life, the PCs
JUNG, KIRST EN: may well encounter Rallane at one of the
Lady-at-Court night-spots on his regular circuit. While
he will not be happy if they interrupt one
One of the Ladies-at-Court (qv, below). of his quiet, romantic evenings, he will
generally be friendly, if almost
LAFAREL, RALLANE: imperceptibly guarded, towards any
fellow Elf, any attractive woman (he will
Court Minstrel• almost certainly fall in love with any
As Court female Elf on the spot!), and towards any
Minstrel, character demonstrating an unusual
Rallane's main degree of wit or musical ability. He
function is to regards Dwarfs as crude, unimaginative
entertain the and insensitive, and cannot understand
members of the why his friend Dieter Schmiedehammer
court and their has such a respect for them - this is the
guests, singing, subject of much light-hearted banter
playing and between the two of them.
reciting. He is a While happy to spend the evening
96-year-old Elf, and looks about 30 years drinking and bantering with anyone
old in Human terms. Like all Elves, he who makes a favourable impression on
•
is fairly tall (5' 9") with a slender, him, he will guard against allowing
willowy build which makes him look himself to be pumped for information
taller. His hair is a silvery ash-blonde, and or drawn into any kind of intrigue, subtly
M4JORNPCs
•
together - usually incognito - or to a the conditions of the poor or PCs will almost certainly see them if they
concert or opera at the Royal College of disadvantaged. He is prone to severe watch any parade or State ceremonial,
Music (p41). depressions. but it is practically impossible to gain an
M,,VORNPCs
audience with them under normal birth. His family has a long-standing Although he is an accessible and
circumstances.. However, if you wish to tradition of military service, and holds potentially friendly NPC, the fact that
have the PCs hired by the City's military a small castle near Schoninghagen (see Luigi is only newly-arrived in
establishment for any kind of covert Area Map, p94). Middenheim limits his potential as a
activity, it will be von Genscher who is source of information. He can, however,
in command of the operation. He will He is an imposing figure, 6' 4" tall and be a useful contact in high places should
probably deal with the PCs directly, for almost half as broad; his men call him one be needed.
security reasons, and will arrange things 'the Minotaur' (but never while he's
in such a way that he can deny all listening!). His personality is similarly
knowledge and association if things larger-than-life; his courage and 'P RINCESS', THE
should go wrong. magnanimity are legendary, and the' The daughter of Graf Boris Todbringer
fo rce of his personality is almost (see Katarlna Todbrlnger).
tangible. He weighs his words carefully
COMMANDER SCHUTZMANN (but thinks fast) and is a shrewd
Ulrich is an interrogator. He has jet-black hair and PRUNKVOLL, SIEGFRIED:
beard, with dark brown eyes and a long
imposing man
pale scar running up his left cheek and The Knight Eternal
of about fifty,
tall (6' 2") and bisecting the eyebrow. The post of the
well-built, with Knight Eternal
close-cropped At State occasions, von Genscher appears has its origins
iron-grey hair dressed in a suit of black-lacquered plate in legend (see
and dark blue armour with gilded fittings, a black pp7-10). The
eyes. His lacquered full-face helmet bearing his current Knight
ceremonial uniform consists of a deep family's crest of a raised mailed fist, and Eternal is often
blue tunic beneath a breastplate of a ceremonial two-handed sword whose seen but little
chased and engraved silver, knee-length pommel and guard terminals are a known by the
black boots polished to a mirror finish, matched trio of fire opals. bulk of Middenheimers; he goes
an open helmet of silver with elaborate everywhere in his magical suit of full
niello-work, topped by a deep blue plate mail (his 'badge' of office), and
plume, and a ceremonial sword in a outside court circles few people even
gorgeously-bejewelled scabbard. know what he looks like. He is six feet
PAVAROfTI, LUIGI tall, of medium build, with brown hair
He conducts himself with great ('Herr Doktor'): and grey eyes, and wears his armour on
all public occasions. He attends all court
solemnity at parades and ceremonies, The Baronial Physician• and State ceremonies as his post requires,
and is generally regarded as a dedicated,
'spit-and-polish' soldier. He is harsh and Luigi Pavarotti but is rarely if ever seen on other
unbending, a strict disciplinarian, but a was recently occasions.
good strategist and sound tactician. employed to
take care of the He is pompous, affected, and the most
invalid Baron crashing bore imaginable. He is also an
GENERAL SCHWERMUTT Stefan appalling chauvinist and incredibly
To d b r i n g e r, patronising (if gallant) to any female he
Jo h a n n and is only encounters. He has a great love of
Schwermutt is newly arrived heraldry, jousting, and military history,
about the same in Middenheim (see pl6). He lives in the and is actually very knowledgeable
age as Inner Palace close by Stefan's rooms, but about such matters. But woe betide
Schutzmann, is also to be found enjoying the City's anyone foolish enough to draw him into
but is a little night-life. He can be encountered at a a conversation on one of these topics.
lighter of build, market of some kind (especially one
with light selling food and drink), in a red-light
brown hair and area, or singing at some hostelry or other. SCHLAGEN,
hazel eyes. His manner is also lighter than
Schutzmann's, and his troops know him EMMANUELLE *
Luigi is a flamboyant, larger-than-life
as a human and approachable character; tall (6' 2") and heavily built, One of the Ladies-at-Court (qv, p86).
commander. His ceremonial uniform but with a fair amount of muscle beneath
consists of a brightly-polished suit of the flab. His face is framed by a wild
fluted plate armour, with a grey wolfskin mane of curling black hair and an SCHMIEDEHAMMER,
cloak lined in red satin worn over the
top, a dress sword with a gilded pommel,
unkempt beard. He shouts rather than DIETER: The Graf's
and a shield bearing the City's coat of
speaks, gestures wildly, and appears half
crazy. Luigi has enormous energy and Champion*
arms. appetites and does everything to excess, All nobles of
but is basically a good-hearted soul. He any note in The
dresses in outrageous attire (improvise Empire
MARSHAL VON GENSCHER as you wish), and eats and drinks maintain
M a x im i l l i a n prodigiously. He will flirt with any judicial
von Genscher female character he encounters, either champions,
is the youngest subtly or none-too-subtly, according to and the
of the three his estimation of the character Todbringers of
(aged 43), but concerned. He hails from Miragliano in " Middenheim
•
has risen to a the Tilean City States, and bursts into are no exception. Originally this was to
higher position song (snatches of his beloved spare them the indignity of trial by
owing to his Miraglianese opera) at frequent intervals. combat, but now a champion is merely
MAJORNPCs
one of the status symbols which a noble officials. He is a reclusive character who HELSEHER,ALBRECHT
is expected to maintain, and the position is seldom seen in public, preferring to Helseher is a
is largely an honorary one. spend his time with his ledgers and 3rd level
balance sheets. He is introverted and Wizard in his
The current Champion is an open and diffident, and positively dreads the few early sixties. He
friendly man in his early thirties, tall (6' formal court functions he is occasionally is slightly above
3 ") and well-built, with auburn hair and forced to attend. average height
hazel eyes flecked with green. His broken (5' 10") and
nose somehow adds to his appearance Tall (5' 11 ") and slender of build, Sparsam gaunt and
rather than detracting from it. He is walks with a slight limp. His eyes are light a s c e t ic
unusually bright for a warrior-type, and brown, almost amber, and his hair is grey, looking. He has a long mane of black
is friendly and helpful towards all receding from the temples to leave a hair, without a hint of grey despite his
worthy-seeming young warriors. He has pronounced widow's peak. He dresses age, and piercing eyes of a startlingly
a deep respect for all Dwarfs - to the inconspicuously in deep blue or brown vivid blue. His eyes, and his long,
despair of his Elven drinking robes, with no ostentatious badges of delicate-but-strong fingers, are the two
companions (Allavandrel Fanmatjs and office. He is renowned as an enthusiastic things which stick most in a person's
Rallane Lafarel - qv) - and regards them collector of antique art, pottery and memory after meeting him. Helscher
as doughty warriors. He is chivalrous, coinage - his only interest outside his dresses with a lack of vanity which
well-mannered, and softly-spoken work. appears as carelessness; he favours free
(except when slightly drunk - and he flowing garments in black or grey which
never gets more drunk than slightly). allow him maximum freedom of
Dieter is a popular figure, both at the
TODBRINGER, KATARINA: movement.
court and among the people of The "Princess"
He is more concerned with abstractions
Middenheim. If he has any dislikes or The Graf's and his researches than with 'real life',
grudges, he keeps them well hidden, daughter and rarely leaves his apartments and
although it is rumoured that he has little Katarina is offices in the guildhouse (p4 4).
time for the Knight Eternal (qv), who is generally Consequently, he is little seen by the
as far from the ideals of knighthood as referred to as general populace, who regard him as a
Dieter is close to them. 'the Princess', mysterious figure to be feared rather than
although she loved.
Dieter is engaged to Kirsten Jung, one of has no official
the Ladies-at-Court (qv) and the two of � entitlement to
them are occasionally to be seen at some the title. Greatly loved by court and
of the City's more romantic restaurants. people alike, she is delicate, refined and EBERHAUER,JANNA
More often, though, he goes drinking stunningly beautiful, with waist-length Janna is only in
with Rallane Lafarel and Allavandrel strawberry-blonde hair. The dimple on her mid
Fanmaris (qv); the three are semi-regular her chin, it is said, could drive a man to thirties, but is
customers at the Red Moon (p4 3) and the distraction. Many suitors from noble already on the
Harvest Goose (p34). families all over The Empire have verge of
courted her, but none has fitted her eritering the
SCHUTZMANN, romantic ideal - yet. 3rd level of
Wizardry. The
COMMANDER ULRICH: She is very interested in good works, and fact that she
Midden Marshall is a prominent patron - via her Ladies looks much younger than her age has
The Midden Marshall (qv) charged with in-Waiting - of the orphanage run by the fuelled rumours about some blood tie
responsibility for the City Watch. Temple of Shallya (p47). The PCs may with Eva Dietrich - see p41.
catch a glimpse of her at some State
function, but she rarely leaves the palace She is tall (5' 9") and statuesque, with
SCHWERMUTT, and never mixes socially outside the a tumbling mass of auburn hair reaching
GENERAL JOHANN: court. When she does appear in public, to her shoulders, hazel eyes flecked with
she is always attended by a ceremonial amber, and freckles across her cheeks
Midden Marshall guard of 20 Knights Panther. and the bridge of her nose. She is always
The Midden Marshall (qv) charged with well-dressed, favouring practicality and
responsibility for the City Garrison. classic style over fashion, and looks quite
WASMEIER, unlike anyone's expectations of a
SINNLICH, NATASHA Wizard.
KARL-HEINZ
One of the Ladies-at-Court (qv). One of the Law Lords ( qv), and Head of Intelligent and friendly, Janna has the
the Cult of the Purple Hand (see p58). great gift of being able to put people at
SPARSAM, JOSEF: their ease. This is highly useful for
getting information which they might
The Chancellor• not otherwise disclose. She does not air
JosefSparsam is THE WIZARDS her own opinions too readily, however,
one of the The leading Wizards in Middenheim are and often sounds ambivalent in her
Graf' s closest Albrecht Helseher, the High Wizard of views - quite deliberately so.
advisors, and is the Wizards' and Alchemists' Guild
in charge of the (p44), and his deputy Janna Eberhauer. She is much more socially active than
Middenheim They are consulted by Graf Boris and his Helseher, and is particularly fond of an
•
Treasury, the other advisors on any matters in which evening out at the Singing Moon (p41);
'S pear Mint' magical skills may be important, she and Eva Dietrich, the club's
and all tax especially to the security of the City. proprietor, are fast friends.
MAJORNPCs
, -, ... . _:
♦
snotBall & otheu pastimes
Middenheim is a city of many festivals. in soccer. The aim of the game is to get 'recreational' purposes and to make
All the major festivals listed on the a Snotling (which is contorted by very money from the gullible. Their victims
hnperial Calendar (see TEW, p33) are tough \nthcr thong� im.o a rough\-y oitcn end up hopcl��\y addicted and
celebrated in fine style in the Oty; but: spherical shape) into the opposition's completely in the power of the pusher.
there a number of others worth. goal by any means the players can come Drug abuse is not recommended - even
mentioning as well. up with (kicking, throwing, punching, for player characters.
nutting). Just about the only rule is that
At the summer solstice (Sonnstill), the no part of an attacker's anatomy may be
City's founding is commemorated. A in contact with the Snotling as it crosses
special service is held in the Temple of the goal-line. So no rugby-style scrum Types of Drugs
Ulric, and representatives of the Graf's diving is allowed in scoring a goal 1. Hallucinogens - these are mostly
household distribute alms to the poor. (although it can be used to get the used by would-be mystics and some few,
Snotling very close to the goal). highly ascetic priests or monks. Most of
Graf Boris' birthday falls on the 25th day the time they induce pleasant sensations
of the month of Nachgeheim, which is The Snotlings used are fairly young, and - mild euphoria, heightened colour
sufficient cause for three days of must measure between 18 and 21 inches, awareness - but are often accompanied
merrymaking. There are military so they aren't too heavy and can be by a paranoid fear of strangers and
displays in the Square of Martials, parties booted about easily (but 39-yard complete disorientation. There is also a
in the Konigsgarten, and special concerts 'swerving and dipping' volleys are just chance (equal to 100 minus the user's
in the Royal College of Music. not possible). Players wear extremely Int) that the drug will produce highly
thick, brightly coloured leather jerkins, unpleasant, nightmarish effects. In this
The 1st day of Sigmarzeit is set aside to leather trousers with plenty of shin case there is then an equal chance of
remember the Annexation of padding, tough leather boots, and a mail either terrifying hallucinations (make
Middenland by Graf Erich in 1152. The coif over the head. For ease of lnt test or gain 1 Insanity Point), or
Knights Panther and the Templars of the identification, they also wear numbers dangerous hallucinations (belief that one
White Wolf give jousting displays in the on their backs. The Snotling is can fly, imagining a vat of acid to be a
Great Park, and combats are held in the anaesthetized with a curare-like cool pond, etc.).
Bernabau Stadium. paralyzant; not for its benefit but because
otherwise it might be able to bite and 2. Tranquillisers - such compounds
But the biggest festival of all is held in scratch if the leather straps worked produce a feeling of inner peace and
the first week ofBrauzeit, and known loose. Snotball leather-workers are very contentment. Users must make a WP test
simply as 'the Carnival'. Mittherbst (the proud of their craftsmanship, however, to stay awake, and if successful gain a
day preceeding the Festival) is the day and this rarely happens + 20 bonus to all Fear tests, but react
when the besieging Middenlanders with half their normal I score, and suffer
where finally beaten off in 181 2 . Each game is played over two halves of a -1 or -10 penalty to all other abilities.
Everyone i n the City i s meant to eat only 30 minutes each, with a IS-minute The pain-relieving value of these drugs
the kind food that was available at the interval at half-time. Two additional makes them invaluable in surgery.
time (delicacies such as rat pie and periods, of 10 minutes each, are played
cockroach stew), and so is oniy too ready if the scores are level at full time. Two 3. Stimulants induce feelings of good
for a blow-out in the following week. substitutes per team are permitted. healm apd boundless energy. Users gain
The Carnival is renowned throught the the following bonuses to attributes (extra
Old World, let alone The Empire, and There is an unofficial Snotball League, doses do not increase the bonuses, only
forms a dazzling backdrop for the made up of teams from a surprising the duration):
forthcoming Power Behind the cross-section of Middenheim's
Throne. inhabitants.But the game's showpiece M WSBS S T W IDaCI
is a knock-out competition sponsored by + I + 10 + 10 + I + I + I + 10 + 10 + 10
And at all these festivals, the people of the Middenheimer United
Middenheim sieze the chance to indulge Confederation of Snotballers ('the When the effects of the drug wear off
in that strangest of pastimes - MUCoS Cup') and played during the the user suffers the following penalties
Carnival. The most popular and for a number of days equal to the number
successful teams are based in the of doses taken:
snotl1nq �ootsall Southgate and Old Quarter districts (the
'Southgate Slammers' and 'Eastenders' M WSBS S T W IDaCI
Snotball (Middenheim Rules Version) is respectively), but there are also teams of -2 -30 -30 -2 -2 -2 -30 -30 -30
a City craze and some people come to City Watchmen and Dwarven Engineers.
the City just to follow this ancient sport. 4. Anti-toxins exist for most of the
Unfortunately, Snotball matches do poisons listed in the rulebook (see
attract many Football Hooligans and
violent confrontations between fans of
ORuqs1n WFRP, p82). However, each anti-toxin
is effective only against one specific
rival teams are not uncommon. th€ olO WORlO poison. Only one dose of an anti-toxin
is ever required, irrespective of how
In brief, the game is played between two As Herbalists are familiar with Herbs, so many doses of poison taken. The victim
teams of 11 players, on a pitch roughly Alchemists and Pharmacists are familiar may then make another Toughness test
200 feet long by 85 feet wide. There is with chemical compounds - of both to avoid the effects of the poison. Even
a set of goals at each end of the pitch, healing and toxic natures. The dregs of if this is failed (and the chance of success
•
both 11 feet wide and 7 feet high. Middenheim's society also includes is reduced by -10 for each dose of poison
Markings· on the pitch are similar to those some foolish types who use drugs for ingested), the poison's effects will be
SN<Yl'BALL etc.
reduced by one dose. Thus one-dose Side Effects: Rapid hair loss Additionally, dependent characters will
poisonings are always cured, with no Dosage: Inhale vapours of moss, steeped in be unable to stop thinking about the
need for a T test. boiling water drug.
Avaibbility: Scarce If you roll over the modified dependency
5. Disease Treatment drugs are the
most ineffective of all compounds. Like 'Ranald's Delight' or 'Laughing rating, continue to check for each dose
anti-toxins each drug is effective only Powder' taken, as described above.
against one disease. Drugs can be This is an entirely synthetic compound Addictiven e ss only applies to
administered successfully only by manufactured by some warped characters who are already
characters with the Cure Disease -skill. Pharmacist from sulphur, mercury, and psychologically dependent. Check for
In the case of the Black Plague, similar elem:ents. addiction in exactly the same way as for
successful drug treatment will halve the Type: Stimulant Price/dose: 5/· dependency (above).
duration of the disease. It will also Dependency: 15 Addictiveness: 35 If the D100 roll is less than the
reduce any permanent Strength or Overdose: 1 Duration: 2D3 addictiveness rating, the character gains
Toughness losses by one. No. Doses to Side Effects: 20+1010 1D3 + 1 Insanity Points and will suffer
Drugs effective against Tomb Rot allow Side Effects: Melancholia, weight loss, physical withdrawal if supplies are cut
infected characters to make a Toughness insomnia off. Further doses must be ingested
test to throw off the disease. They will Dosage: Inhale white powder within a number of days equal to WP
not restore any attribute already lost. Avaibbility: Average minus the addictiveness rating (treat
negative scores as 24 hours). Other wise,
Some Examples of Drugs Explanation of the user loses -10 from each ofDCJt, WP,
Drug Descriptions Int, and Cl each day after the deadline
Stardust has been reached. Thjs 'cold turkey' lasts
Stardust is imported from Lustria and Type: see above. for a number of days equal to the drug's
smuggled • into The Empire via addictiveness rating. If either WP or Int
Marienburg. It is mainly used by high Dependency: The first time a character
takes a drug, roll DIO0 and compare the reaches 0, the character is reduced to the
ranking Druids in religious ceremonies. level of a vegetable. IfDCJt reaches 0, the
result to the drug's dependency rating.
character becomes incapable of even the
Type: Hallucinogen Price/dose: lOGCs Roll for each dose taken. If a further dose simplest hand-to-eye coordination. If Cl
Dependency: 25 Addictiveness: 5 is taken within a number of days equal
to the dependency rating, then double reaches 0, the character becomes an
Overdose: 15 Duration: 104 +1 incurable paranoid schizophrenic.
No. Doses to Side Effects: 3D10 it before rolling the dice.
Side Effects: Gain 1 Insanity Point/day If you roll less than the modified After this period (or earlier if further
Dosage: Oily resin smoked in pipe dependency rating, the character is doses are taken), lost points are
Avaibbility: Very Rare psychologically dependent on the drug recovered at the rate of one per day.
- the user gains 1D3 Insanity Points, and Overdose is the chance of any one dose
Moonflower ('Elven Hair') continued use may result in addiction
Moonflower is made from a dried moss (see below). Moreover, the character being lethal. Check each dose by rolling
which grows only on the leaves of the must get another dose within a number Dl00 (only applies to addicts).
Laurelorn. It is used by the Elves as a of days equal to WP minus the Duration: is the number of hours for
treatment for the Black Plague (see dependency rating (treat negative scores which the drug's effects (hallucinogenic,
above) and has no other effect on them. as 24 hours) or lose -10 from WP and Int stimulating or tranquillising) last. Roll in
It effects all other races as a 1ranqullltser each day after the deadline has passed secret without reference to the PC.
(scores never fall below 10). This loss No. Doses to Side Effects: roll the dice
Type: Tranquilliser Price/dose: lGC continues for a number of days equal to indicated here and make a note of this
Dependency: 20 Addictiveness: 30 the drug's dependency rating, or until number for each user. When this total is
Overdose: 10 Duration: 103 another dose is taken. Lost points are passed, the user will suffer the side
No. Doses to Side Effects: 10+1010 recovered thereafter at a rate of 1 per day. effects listed.
--
-.
*
common knowteOqe
The information presented here may be
photo-copied and given to characters
The "Rich" encompass lesser nobility,
successful merchants and artisans, and
A Day in the
who you decide are from Middenheim most Guild masters. These groups tend Life of the City
- providing them with a basic t9 live in the northern and central areas As the sun rises, the streets and squares
introduction to their 'home city'. of the City. They are easily identified on gradually fill up. The air is soon full of
the streets, since they always travel with every kind of stench and aroma - from
a large entourage (friends, lackeys, freshly baked bread to uncured leather,
History bodyguards), and are often preceded by from the perfumes of the rich to the
a burly crier who bids all those of lesser body odours of the poor.
Middenheim was founded nearly two status to make way.
and-a-half thousand years ago by the
leader of the Teutognen tribe. The Throughout the day, all but the minor
mighty pinnacle on which it stands is The middle classes are made up of lesser streets and alleys are teeming with
known as the Fauschlag (meaning Fist merchants and craftsmen, high-ranking people. Anyone in a hurry is going to get
Strike) because legend tells that Ulric cut clerics, and the bulk of the City's large very frustrated - unless they have a horse
the top off the ancient rock with one population of Wizards, Alchemists and and a very good excuse for riding people
blow of his fist. And Middenheim is very other Academics. These types are, down! It is impossible to walk the streets
much Ulric's City. Home to the largest broadly speaking, to be found in one of without being subjected to a constant
Temple of the Cult in the entire Old three areas: Westor-Sudgarten near the jostling, so beware the pickpocket!
World, it draws pilgrims from far and West Gate; Ulricsmund around the
wide. lemple of Ulric; and Osttor near the East The crowds thin as the afternoon wears
Gate. on - but different areas come to life in
The City's wealth is based mainly on the evening. Footpads and thieves come
trade and tribute - it is, after all, a City out with the setting of the sun, while the
The poor form the bulk of the wealthier classes like to spend their
State, and both its ruler, Graf Boris, and
population, ranging from unskilled evenings taking advantage of the City's
the High Priest Ar-Ulric are Imperial
labourers and market stall-holders to the numerous, excellent hostelries, clubs,
Electors. It is also said that the Dwarfs
very dregs of society - criminals of all and restaurants.
mined a fair bit of gold from the
sorts, cut-throats, beggars, and other
Fauscblag when they helped build the
vermin. The 'respectable' types live The streets can be very dark indeed at
City, but most of it has found its way into
mainly in the Southgate area and are night. The nobility and the rich surround
the Graf's treasury.
usually the first to rise - being up and their homes with lanterns and torches,
about before dawn. Ostwald and the Old and if they venture out after dark are
Quarter are where the villains rule, but
People and Places these characters rarely venture forth untj.l
invariably surrounded by lantern
carrying flunkies. Others must carry
The second largest city in The Empire after sunset. But even in broad daylight, their own illumination, although for
(after the Imperial Capital of Altdort), the honest man does not venture into many City-dwellers, it's a case of the
Middenheim covers an area of just over these areas without an armed escort! darker the better.
a square mile. It is divided into eleven
districts, but most of these will fall into
one of three categories: the rich, the
The Great Park in the centre of the City A Few Well-Known
middle classes, and the poor. The
is just about the only place where ali Public Figures
three classes can be seen together.
exceptions are the 'special' areas: the Ra/lane Lafarel is the elven Court
Palace, the Great Park, and the Freiburg. Minstrel and is known by sight to most
The Freiburg has an atmosphere all its of the populace, since he "gets around
The Palast district is where the nobility own - home to many students and a bit." There is no love lost between him
live - relatives to Graf Boris Todbringer, academics, it is the hub of the City's and Middenheim's sizeable Dwarven
or favoured local families, or just cultural life and the source of much of community.
ban ers-on. its liberalism.
Dieter Scbmiedebammer is the Graf's
Champion and a very popular figure -
even with the Dwarfs, in spite of his
friendship with Rallane.
•
Komission for Commerce Trade and
Tuxation .
the c1ty watch
For reference purposes, statistics of all City Watchmen (ordinary and elite) are given together here. Permission is granted
to photocopy this page for personal use only.
A typical patrol of Watchmen comprises 1D4 + 3 ordinary Watchmen led by a Watch Serjeant; at night, patrols are increased
to 1D4 + 5 men. An Elite patrol is the same size, but led by a Watch Captain, and there is a 75% chance that such a unit will
also be accompanied by a Level 1 W izard.
The Watch is divided into four contingents, each based at one of the four City gates. All patrols start and end from here
(details of patrol frequency are given under the general description of each City District).
ORDINARY WATCHMAN - Basic Profile - see WFRP, pl87) with: Aura ofProtection, Cause Cowardly
Flight, Zone of Steadfastness
Power Level: 16
Spells
Skills Petty Magic: Glowing Light, Open, Sleep, Zone of Silence
Specialist Weapon - Fencing Weapons; Strike Mighty Blow; Battle Magic: Cure Light Injury, Flight, Steal Mind,
75% chance of Disarm; 50% chance of Dodge Blow; 50% W ind Blast
chance of Strike to Stun; 10% chance of Fleet-Footed
Possessions
Mail Coat (1 AP, body/legs); Helmet (1 AP, head); Shield (1 AP, WATCH SERJEANT - Basic Profile
all locations); Rapier (I + 20, D -1); Dagger (I + 10, D -2, P
-20); 25% chance of Normal Bow and 20 Arrows
Skills
- �,���f�!r�t'!:f=f!:1
LEVEL 1 WIZARD - Basic Profile
4 2 40 1 2 2 4 4 44 4
Skills
Skills Disarm; Dodge Blow; Secret Language - Battle Tongue;
Arcane Language - Magick; Cast Spells (Petty Magic, Battle Specialist Weapon - Fencing Weapons, Two-Handed Weapons;
Magic Level l); Dodge Blow; Identify Plants; Magic Sense; Strike Mighty Blow; Strike to Injure; Strike to Stun
Night V ision; Read/Write; Rune Lore; Secret Language -
Classical; Scroll Lore Possessions
Sleeved Mail Coat (1 AP, body/arms/legs); Breastplate (1 AP,
•
Possessions body); Mail Coif (1 AP, head); Helmet (1 AP, head); 2 Daggers
Dagger (I + 10, D -2, P -20); 50% chance of Boots of Speed (I + 10, D -2, P -20); Two-Handed Sword (1-10, D + 2); 50%
(see WFRP, p184); 10% chance of Spell Ring (12 Magic Points chance of Potion of Strength (see WFRP, pl86)
•
AREA GAZETTEER
Middenheim and Environs
SETTLEMENT
NAME SIZE, RULERz POP. 1VEAI.TH3 SOURCE OF TRADE CONSTANTS GARRISON/ NOI'l!S
WEALTH (BuyiJlg/Sdllng)4 MILITIA,
Sclmigcrholz V Baroness Hildegarde 80 2 Tilllbcr, Coaching 32/0 4b/1Sc Major coach halt
before forest
Inhabitants suffer
from dlvcnc
congcntlnal Insanities
wahnslnnlgen V Baroness Hildegarde 23 Subsistence S/0
Pritzstock V Grand Duke Leopold 48 4 Agriculture, Wmc 38/0 -/4b Smail, high quality
vineyards
SALZENMUND C Baron Werner 5122 4 Thldc, Govt. 4098/2.6 10a/80b Capi121 of Nordland
NOfl!S
1 - Settlements arc classed as City (C); City State (CS); Town (T); Smail Town (ST); Village (V).
2 - Ruler refers to the Provincial Sl.17.Crain. Towns will also have local councils, and villages will have more or less infont121 mcctlng.s of ciders, and so on.
3 - Wealth is rated from 1 (Impoverished) to S (very rich)
4 - Detailed Thldlng Rules arc provided In Death on the Reik.
S - Garrison refers to professional soldiers stationed at the settlement, Militia refers to voluntccrs or conscripted forces who arc generally rcsp<mslblc for law
enforcement. 'Jroop quality is rated as Excellent (a), Average (b), or Poor (c). Note that In villages these will be part-timers who cam their ilvlng In other ways,
♦
but can be readied for necessary action In a shon time.