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A Compleat Guide & Defcription of

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

Publifhed at SWINDON at the house of the Twins


near to the workshoppes at Groundwell, this year 2018
Middenhcim: City of Chaos is a ltupplcmcm to the Warbammer Fantasy Roleplay game, and you will need the Warhammer Fantasy Roleplay
rulebook (I BN l--899749-01-2) to use it. Middcnhcim is a fu$r-paced ciry where circum�tances may change suddenly and unexpectedly, and
Cubicle 7 c-.m not be held responsible for any loss or injury rc�ulting from inaccuraLc infom1ation contained wi.lhin this book.
A SOURCEBOOK FOR
WARHAMMER FANTASY ROLEPLAY

ORIGINAL CITY DESIGN


Carl Sargent

EDITING AND DEVELOPMENT


Phil Gallagher

ADDITIONAL MATERIAL
Jim Bambra, Paul Cockburn, Graeme Davis, Sean Masterson

COVER ART
Ian Miller

COLOUR CITY MAP


Charles Elliott, H, John Blanche

INTERNAL ART AND MAPS


Tony Ackland, Charles Elliott, H, Martin McKenna, Russ Nicholson, Stephen Tappin

Produced by Hogshead Publishing Ltd and Cubicle 7


Entertainment Ltd, under licence from Garnes Workshop Ltd. All
contents of this book are copy­right 1987, 1998, 2018 Games
Workshop Ltd. All rights reserved. 'Warharnmer' and the Garnes
Workshop logo are registered trademarks, and 'Warharnmer
Fantasy Roleplay', 'The En­emy Within', 'Middenheim', 'City of
Chaos', 'Power Behind the Throne' and 'Warharnmer City' are
trademarks of Games Workshop Ltd, used under licence and with
permission.
Publisher: Dominic McDowall No part of this book may be reproduced in any form or by any
Scanning: Jon Hodgson means without prior permission from the pub­lishers. All
characters, settings and events are fictitious.

All artwork in all Warbammer FRP products published by


This edition published by Hogshead Publishing Ltd and the imagery contained therein
have been produced either in-house or as work for hire. The
exclusive copyright on the artwork and the images it depicts is
Cubicle 7 Entertainment Ltd the property of Games Workshop Ltd.
cubicle7.co.uk

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)

POLITICS OF THE CITY STATE_ 15 GOODS AND SERVICES ____70


Who Rules Middenheim? (15), Relations with the The Black Market (70), GM's Discretion (71), Street
Emperor (15), Nordland (15), The Graf's Advisers Markets (71), Making Money in Middenheim (72)
(15), Decline and Fall? (15), The Graf's Advisory
Councils (16), City Guilds (17), So, Who Runs the TYPICAL BUILDING PLANS __73
City? (18) Armourer/Weaponsmith (73), Other Artisans (74),
Alchemist/Herbalist (75), Printer (75), Jeweller/
THE MILITARY 6 MIDDENHEIMS Goldsmith (76), Leatherworker (77), Bookshop/
DEFENCES ________ l9 Antique Shop (78), Cafe (78), Scriptorium (78)

CITY OF ADVENTURES ___ so


The Militia, the Knights and the Templars (19), The
Standing Army (20), The Knights Panther (20), The
Templars of the White Wolf (20), The City Watch (20), Running City Adventures (80), Cameo Adventures (80)
Military Careers (21)
THE POWERS THAT BE ____ 84
THE LONG ARM OF THE LAW_22 High Priest Ar-Ulric (84), Allavandrel Fanmaris -
Civil Law (22), Religious Law (22), Military Law (22), Master of the Hunt (84), Gotthard Goebbels -
Criminal Law (22), The Crimes (23), Putting Komission Convenor (84), Rallane Lafarel - Court
Characters through the Courts (23) Minstrel (85), The Ladies-at-Court (85), The Law Lords
(86), The Midden Marshalls (87), Luigi Pavarotti - the
HOSTELRIES 6 ACCOMMODATION_25 Court Physician (87), Siegfried Prunkvoll - the Knight
Eternal (87), Dieter Schmiedehammer - the Graf's
Excellent Hostelries (25), Good/Average Hostelries
Champion (87), Josef Sparsam - the Chancellor (88),
(25), Cheap Hostelries (26), The Night Life in
Katarina Todbringer - the Graf's Daughter (88), The
Middenheim (26)
High Wizard & his Deputy (88), Hildegarde
Zimperlich - the Chaperone (89)
A GAZETTEER OF MIDDENHEIM _27
How to Use the Gazetteer (27), Handling City
Movement (27), The Districts (27), Entrances to the
SNOTBALL 6 OTHER PASTIMES_ 90
City (27), City Gates (28), Chair Lift Terminus (28), Snotling Football (90), Drugs in the Old World (91)
A. Palace (29), B. The Great Park (31), C. Grafsmund­
Nordgarten (33), D. Ulricsmund (35), E. Altmarkt­ COMMON KNOWLEDGE___ 92
Altquartier (37), F. Southgate-Ostwald (39),
G. Neumarkt-Osttor (41), H. Freiburg (43), I. The
Wynd (45), J. Westor-Sudgarten (47), K. Geldmund THE CITY WATCH _____ 93
Kaufseit-8rotkopfs (49)
AREA MAP ________ 94
ENCOUNTERS IN MIDDENHEJM_51
Using the District Encounter Tables (51), Encounter
Notes (51) GAZETTEER ________
the City
As Humankind increased and spread
of the Whit€ wolf
of my temples, and where my followers to the top. But since you have asked, I
across tbe area that would one day be can look to find me even in the beat of shall make you a gift of it."
known as The Empire, they worshipped summer. Sinceyou are my brother I/eel
two gods above all others. It is the Way that I can ask you this, and I am sure Ulric walked all round the pinnacle,
of Humans to think only oftbeproblems that you will not think it too much." and looked at it from every side. Then
that are immediately to band, both in be struck the rock a mighty blow with
their labours, and in their worship. So Taal consideredfor a moment, and then bis fist, shattering the top and leaving
their devotion went all to Taal, God of turned to bis brother. a flat stump a mile across.
Wild Places, and bis younger brother
Ulric, God of Wolves and Winter. "Since you are my brother," be said, "I "This will make a good place for a
wtll give you such a place. But I will temple," be said, '�nd on this rock shall
Both gods gained many worshippers, make certain conditions. grow a greatfortress city, secure against
and many temples were built to their
glory. Andyet Ulric was troubled. As be all enemies. Thefires in my temple here
"First, the place must be of my choosing. shall burn eternally, and men shall look
roamed the forests in wolf-form, and Since I am your brother, I shall choose
swept the bills in the guise of the icy here to find me, above all places in tbe
a place to please both of us, but once world.
north wind, it seemed to him more and I have chosen, you must accept my
more that bis brother came before him choice.
in all things. So he visited Taal in bis "Thank you, brother, I am more than
mountain palace, and spoke of bis pleased with your gift."
"Secondly, you must agree that the
troubles. winters in this place shall be no longer
nor more severe than the winters in the And so it came to pass. The Humans of
"Brother," said Ulric, "we are both rest of the land; although it shall be the The Empire found the "Fist-strike Rock"
powerful gods; we both have many centre of your worship, it shall still be (or Fauscblag in their tongue), and on
worshippers throughout the world, and in my kingdom, and must suffer no its summit a rockyfortress and a mighty
we are both revered and feared, as we more at your bands than the rest. temple were built. And, in the fullness
should be. And yet I feel that I am less of time, tbefortress grew into a city; and
in stature than you." "Thirdly, you must be content with what the city was named Middenbeim - the
I shall give you, and never again come City of the White Wolf.
Taal leaned forward, bis habitual to me asking/or more. I shall make you
frown growing deeper with concern. this gift out of brotherly love, but to ask
"Wby is this, brother?" be asked, and bis
voice was like the wind in the trees.
for more may make us enemies. If I
accede to any further requests, I may
how to US€ this BOOk
feel that you are acquisitive and you This book is intended as a reference
"You have your own kingdom," replied may begin to despise me and covet my work for GMs only. The large, colour
Ulric, •�very wild place belongs to you. kingdom; and ifI refuse you more, you map of Middenheim can be cut out and
My kingdom vanished long ago, before may feel that I am cold-hearted and not shown to your players, and there are a
I was even strong enough to protect it." a true brother to you. So this must be number of appendices at the back which
the end of it, for both our sakes. you may wish to photocopy to give to
"But surely," countered Taal, 'you have your players during play (permission to
my kingdom for nearly half the yea,; "Ifyou agree to my conditions, I will do this, for your own personal use, is
and neither I nor any other deity can give you a place of your own, to be given herewith!), but the bulk of the
banish your winters from our lands. ls yours for the rest of time regardless of material presented here is for your eyes
this not enough?" the season. only.

"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.

Unlike a 'hack & slash' adventure where


the players' characters use survival and
combat skills to battle against a hostile
environment, city play revolves around
the role-playing and the use of role­
playing skills. Warhammer Fantasy
Rolcplay is ideally suited to such
adventures, providing a plethora of skills
which can only be used to greatest effect
in an urban environment.

Adventures will arise simply from the


PCs wandering the streets - but it's up
to the players whether their characters
decide to get involved or not. As a richly
dressed merchant raises a hue-and-cry
after a wily pickpocket, the characters
have the chance to join in the chase -
earning the gratitude of a wealthy patron
- or they could mislead the pursuers and
make a useful underworld contact, or
they could simply shrug their shoulders
and walk away.

Social interaction is both the vehicle and


object of each game. Prepare your
encounters to test the players with a
variety of pressures - from the coarse
insults of an itinerant drunk, to the
snooty comments of a priv ileged
nobleman. And don't always let them get
away with a violent response. Make the
point that Middenheim is a civilised
place • and those who behave like
barbarians tend to die like them! The
players need to remember that the City
has a complex legal code - and its
authorities have the magical and martial
means to enforce it!

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)

a temple on the site


(completed 113)- starts steady
stream of pilgrims.

cl00 Town's wealth grows as trade


increases between Altdorf
and the North, and between
Talabheim and Marienburg.
Influx of wizards to help with
magical reinforcements of
city walls.

100- The Rise of Cult of Sigmar


550 builds into open conflict with
High Priest of Ulric. Tension
culminates in GrafWulfgaeng
(who narrowly misses being
elected Emperor) putting new
dynasty under pressure to
grant the City provincial
status.

555 To avoid Middenheim's


complete secession from
Empire, charter is granted.
First Knight Eternal created -
symbol of City's impreg­

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)

.Artur's people were not renowned as builders. The Knight Eternal


but the Dwarfs of the Middle Mountains had
According to an ancient tome in the
been forced from their ancient home, and were
Collegium Theologica (location 32,
only too willing to aid the Humans in return p44), the office of the Knight Eternal
for a share of the protection offered by the dates from when Middenheim first
towering pinnacle. received its charter as a City State. The
story does not translate easily • it is full
A hundred years passed before the work was of obscure symbolism and mysterious
complete and a craggy fortress appeared on the references which scholars still argue
Fauschlag' s plateau. And in that time A.rtur about - but the gist of it is presented here
for your edification.
fought and lost to Sigmar in single-hinded
combat, Sigmar became Emperor, and ended
Hearken ye now to the words of the Sybil, the
bis reign with a final journey as a mortal man. wise-woman, bearer of the sight that goes
But by the 60th year of The Empire. the fortress
beyond time and space. 'People of the Middle
was complete. So it was that the Teutognens that any blade left within it will gain
City. revellers in dung! Look to your sons!
- the last nomads of warrior nation. and the tribe temporary magical powers. The powers
conferred vary - sometimes the weapon Unless there be one among you who is great
which once had rivalled that of Sigmar himself in virtue. you arc doomed. Let those that have
- finally came home. gains bonuses to hit and damage,
sometimes it merely enables the wielder wisdom take their own counsel and choose a
to strike beings immune to non-magical champion from what men of honour still remain.
Now although some small veins of gold weapons. In any event, the weapon's For I have seen the warning in the stars • find
were found in the Fauschlag, the Dwarfs magical properties quickly fade, and ye the Knight Eternal, or perish in the abyss!'
were never able to return to the Middle have never been known to last longer
Mountains, and the anticipated mines than a week.
were never established. Many were the So the Graffe did summon his warriors and
prospectors who mounted optimistic knights, and gave them bis blessing before
expeditions in those early days of The sending them out into the forest that one alone
Empire, but few returned. And those that The Growth of might return with some sign or token of his
did stagger back into the burgeoning Middenheim worthiness. He that returned was named
fortress town bore nought but scars, and Siegfried - and from bis spear hung the heild
The sheer size of the temple would have
fearsome tales of Ogres and Trolls...
been enough to ensure a steady flow of of Zakash - the Chaos Warrior whose raids had
pilgrims, but as word of the reason for robbed many a family of child and home. The
its founding spread, the flow became a people rejoiced, and the Graffc gave unto
The Founding of torrent. In those days, the Cult of Sigmar Siegfried half his treasury. Then, most
Ulric's Temple was still in its infancy (and far from wond'rous to tell, a suit of dnz1ins white armour
generally accepted outside the appeared on the altar of Ulric's temple. and tbe
The following story features in many of Reikland), so, for a lit tle while, High Priest at once delivered it to the Knight,
the Temple's friezes, frescoes, Middenheim became the religious focus
engravings, and mosaics. And, of course, confirming bis place as Ulric's chosen warrior.
of the whole Empire.
Brother Bengt tells it exceptionally well,
and at great length: And with the building of the Temple, the From that day on, the suit has been
town's fortunes took a dramatic upturn, passed from Knight to Knight ·
It was about this time that Wulcan• .Artur's son successors being appointed by the Graf
from which it never looked back. As the
and High Priest of the Cult of Ulric. was
and blessed by the High Priest. Some
roads became safer and more reliable,
people believe that there is but one
granted a vision. Ulric himself appeared before trade increased rapidly · and
Knight, whose spirit passes from body
bis servant. cloaked in a silver-grey wolfskin and Middenheim found itself on a great
to body. Others scoff (in private) at such
towering above the Fauschlag rock. The god crossroads bet ween Altdorf and
Salzenmund, and Talabheim and 'superstition', but no one doubts the
smote the rock with the butt of Blitzbeil · bis value of the Knight's office and reality
Marienburg
massive war-axe - and a fountain of fire burst of the magical armour.
forth. 'Here shall stand my templC: he boomed.
'As long as this fire bums in its hearth. your
people shall endurC: The Rock of
Mages Middenheim and
Filled with Ulric's energy, Wulcan wasted It was around this time that Middenheim the Middenlanders
no time in consecrating a temple on the began to acquire its reputation as the
holy site. The massive edifice took nearly Although the City takes its name from
magical capital of The Empire. Graf Erich the large province known as the Grand
50 years to complete, but Wulcan lived - the Cit y's Ruler of the time · was Duchy of Middenheim, the latter was
to see it finished; largest of all the Old desperately keen to enlist the aid of The ;always ruled from Carroburg on the
World temples. Empire's Wizards for the magical River Reik. Always that is, until the Age
reinforcing of the City's defences. He ofWars (see TEW, p l l).
The flame which erupted from the spot allowed them to create a Guild of
where Ulric's blow fell still burns in a Wizards and Alchemists and even In the year 1152. while the Grand Duke of
great hearth before the Temple's high awarded the High W1Z2rd and her deputy
Middcnland lay dying. and bis sons squabbled
altar. It is said that the fire can do no a generous stipend from p�blic funds.
Given this tolerance, not to say support, over who would succeed him. Graf Erich led
harm to a true follower of the god · and
of Wizards from official quarters, every his army through the Dralc Wald forest a nd took


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.

Even so, religious leaders are extremely


powetful. in the City's political hierarchy.
High Priest Ar-Ulric of the Cult of Ulric
is the head of his Cult fur the entire
Empire and is also one of the Provincial
Electors with the power to elect a new
Emperor should the present incumbent
die (or otherwise need replacing - cf
TEW,pl6).

Graf Boris himself is a reverer of Ulric,


not least because the Grand T heogonist
of the Cult ofSigmar was in no small part
responsible for his ancestor Gunthar not
becoming Emperor when Magnus the
Pious died. However, Werner Stolz -
Chief Priest of the Cult of Sigmar in
Middenheim - is known to have very
cordial relations with both the current
Grand Theogonist and the two Arch
Lectors ofSigmar's Cult in Tulabheim and
Nuln (all also Provincial Electors). These
three make a point of making at least one
annual visit to Stolz, and the tension
between the cults is clear enough below
the formal , seemingly placid surface.
Stolz awaits any chance of 'putting one
over, on Ar-Ulric and his Cult, even here,
in its apparently strongest power base.

These two cults are considerably more


important than any other within the
City, although that of Shallya is popular Heinrich responded by banishing all but a dynasty to rival that of the Graf's own.
with many of the commonfolk, while the most junior Clerics of Ulric and
many of the City's Wizards pay at least replaced the Temple Guard with his own Needless to say, although the High Priest
lip service to the worship of Verena - if Knights. 1\vo hundred years later, when of the time accepted the Graf's terms,
only to gain access to the Temple library! a later High Priest wished to end this there were many Clerics for whom such
'exile', and return to his residence in the a lifestyle was anathema. To this day,

the cel1sacy issue


Cult's foremost temple, Graf Siegfried there is a sizeable, if secret, faction which
theSignificant insisted that a number of still pl ots to have this restriction
c onditions be met first. The most removed. And they have their strongest
In 1360 the then High Priest of Ulric had important of these was the adoption of champion in the current High Priest! Ar­


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).

The Todbringer Family 1ree (see p16),


O€cl1n€ ano t=aU?
Although Karl-Franz I is supposed to shows the distinguished lineage of the
maintain absolute control over the current Graf. It is intended primarily as
whole Empire from his throne in Altdorf, an example of how the Imperial nobility
Graf Boris, like the other Electors, is able So much for the theory. In recent
is linked by marriage, but may also prove months, however, the Graf has been
to do exactly what he wants. The only inspirational when you need historical
limits on his power are set by what his losing his usually firm grip on things. His
motives for current political tensions. second wife, the Duchess Anika-Elise
neighbouring Electors will let him get
away with. Todbringer, died just over a year ago (see
p61), and the Graf's grief has slowly
Of course, in time of war, as declared by degenerated through melancholia into
the Emperor (assuming the Electors feel virtual feeblemindedness, so that he now
the cause is just), the Graf is obliged to does whatever a majority of his advisers
furnish an army for the Emperor to tell him.
command. But then again, if Boris didn't
want to go to war, and he had good
reason to believe that the other Electors The Graf's Sons
weren't going to gang up on him (or
couldn't afford to do so), then there What makes the Graf's decline doubly
would be nothing the Emperor could do tragic, is the business of his two sons -
about it. the elder by an illegimate liaison with an
ex-Lady of the Court, and the younger
Currently, relations between the Altdorf by his first wife. The latter is Baron Stefan
and Middenheim courts are somewhat Todbringer (Boris' first wife died giving
strained. Graf Boris didn't think much birth to him), who was named heir to his
to the Emperor's recent declaration that father's title the day after he was born.
'there are no such things as mutants' (cf This has proved to be a most unfortunate
DOTR, p9). He even went so far as to mistake, for Stefan bas grown into a
express the opinion to his Chancellor pitiful invalid. A palsied, feebleminded,
that 'the old fool bas finally cracked!' and drooling idiot, caring for him is
made doubly difficult and exacting
Graf Boris' attitude to the Emperor is because of his extreme agitation and
occasional outbursts of attempted self­
th€ 4Rars a0VIS€RS
coloured, of course, by the fact that he
is a follower of Ulric (albeit not a mutilation and violence against others.
particularly ostentatious one) and he
suspects that Karl-Franz I is little more To help with the day-to-day running of The elder son, Baron Heinrich
than a puppet of the Grand Theogonist the City State, previous Grafs have often Todbringer, is - by contrast - a man
of the Cult of Sigmar. Hardly surprising surrounded themselves with all sorts of characterized by considerable
then that High Capitular Werner Stolz advisers. Graf Boris is no exception. The intellectual gifts and physical prowess.
(High Priest of Sigmar in Middenheim) most important offices at the court are For some years Heinrich has been
is not a welcome visitor to the Graf's those of Chancellor (the man who likes entrusted with diplomatic missions by
court (see p12). to say "no!") and the Law Lords (three, his father, but this gifted man has been
very serious, self-important 'experts') put in a desperately difficult situation by
who advise the Graf on the political the enfeeblement of Graf Boris. Since he
ramifications of his decisions. Other isn't heir to the title he now has two
noROlanO advisers include the High Wizard of the mentally and physically enfeebled


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)

remarkably docile. But although there is


The Teutognens The Unberogens little hope that "Shakin Stefan" will ever
_
I be in a position to assume his father's
(Signur)
I mantle, Graf Boris shows no signs of
wanting to alter his Edict of Succession
(in favour of Heinrich, for example).
The Von Bildhofens

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

The Nikse The Tussen-Hochens


I
and the Komission for Elven, Dwarven,
umily of of Hocht.nd
and Halfling Interests (p36).
Ste!.n t - The Imperial Elector
Nordland b. 2471 V,rious Bnders
All offices are open from 10 a.m. to 4
p.m. Visitors are not exactly encouraged,
but they are not forbidden either. The
one common feature shared by all but
The Court Physician "appetites", and is known universally
(despite his Tilean origins) as "Herr the Komission for Commerce, Trade and
In a desperate attempt to redeem the Taxation is that they are incredibly
Doktor" (see p87).
situation, and attend to Stefan's needs, inefficient and bureaucratic. Visitors are
a famous Miraglianese physician has invariably kept waiting at every
recently been imported into the City. In Remarkably, this Svengali-like character opportunity, and passed from clerk to

*
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

I I l f Finally, the Merchants' Guild (pSO) is


· · 7::n Wfzarws 3 Law Lorws t _ Pe RSOrJ<J AAshaoo se highly protective about its monopoly on
I l (')I lses
� 1 l � the City's tra de. Market stalls can be
:.'I [ J· 3 M f� n Ma � rented fairly easily (assuming a vacancy)
3 � omfssion ConuenOR I
} �. tl � l � and buying bulk goods is straightforwaro
c I I .;a· (the Guild charges 10% of the price). The
PubUc Komissfon s W<rtcb CftjY-


.;.
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

n ::.: c. " � !:!:: I I �


n

�- c nobill' ty, members of Merchants' Guilds


;:=
:i: .;. ;;· � g "' ,, in other cities, relatives or friends of
� 5?.. o, 3 � ;.
c c.. n

o, o � E.
::ii:, � �.. �

o""'� �_.. :--1 ; a- ;;: a· ja..• existing


• • members) .
>
; �

;'�- ;;
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

members; spells). For security reasons, therefore,


the High Wizard and his Deputy have to
applicants recommended by other be extremely careful about whom they
guilds. a d mit to Guild _membership. The
practice of Demonology or Necromancy
Applicants will be required to provide (which is a capital offence) is relatively
some evidenfe of their ability - you can easy to detect, but evil or chaotic
have PC applicants make Construct tests, Wizardry is a different matter.
or perform a diagnosis, for example. Full details of the services and facilities
After this examination (assu ming the available to members is given on p44.
applicant passes), some Guilds have a .,Apprentices may be taken on, spell
short initiation ritual - an oath of ingre dients sol d , artefacts identifie d ,
allegiance may be taken, ceremonial spells taught and so on. But unless you
robes worn, and so on. Feel free to add are sure that you wish to add another
whatever strange details come to mind, spellcaster to your group of adventurers,
such as having the initiate take the oath or have an existing Wizard a dvance a
with one foot in a bucket of water, while level or gain new spells, it is best to have
the other Guild members wave pine the Wizards refuse access to your PCs.
twigs over his head . The Physicians'Guild (p36) is closely
Guild dues range from 20GCs per year linked to both the Temple of Shallya and
(or 2GCs per month) for the Craft Guilds. the Komission for Health, Education,
u p to 200GCs per year for the upper and Welfare. Would-be practitioners
echelons of the Professional Guilds. In cannot be licensed without the approval
addition, all Guild members are required of this Komission, and the Komission


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)

State, but the enforcement of this has


been left largely up to the High Wizard. th€ kn1qhts panth€R the city watch
To this end members of the Guild are Directly under command of the Graf, the Marshall Ulrich Schutzmann is the
occasionally to be seen accompanying Knights are organised around a small overall commander of the Watch, and
Watch Patrols. core of 30 highly trained, elite cavalry, responsible for the appointment of all
The City Watch is responsible for supported by 50 Squires and about 100 Watch Captains.
upholding law and order in the City (see men-at-arms.
p22). The only part of the Watch that has There are two types of Watchmen:
any jurisdiction outside the City The actual Knights are mostly drawn 'Ordinary' and 'Elite'. The former
boundaries are the Roadwardens. These from the ranks of the nobility, although comprises 200 'volunteer guardsmen'
are simply mounted watchmen who one or two Squires are usually knighted (including their Watch Serjeants), while
patrol the roads in the City State (cf each year at a Midsummer Tourney. The the latter numbers 75 professionals
WFRP, p36). men-at-arms are the equivalent of elite (including their Watch Captains). Profiles
watchmen (see below), and tend to be for all these men may be found on pafe
the stan01nq aRmy the ones who do most of the work, and 93.
all the boring jobs - standing at the
Marshall Maximillian von Genscher is palace gates in all sorts of weather,
the man charged with organising the grooming the horses, cleaning their In times of civil unrest (following poor
defence of the City - including ensuring masters' plate armour, and so on. harvests, for example) or when a
the integrity of the City walls. Since the dramatic increase in the numbers of
walls are magically reinforced, von visitors requires it (during Carnival
Genscher also liaises with High Wizard Admission to the Order of the Knights Week, for example), this force will be
Helscher whenever repairs are required. Panther is a signal honour accorded to increased by the recruitment of 100
few. You should not allow player reservists and their addition to the ranks
character knights - not even Squires or of the guardsmen.
Levies men-at-arms - unless they have
In order to be able to meet his performed some exceptional service for
responsibilities to the Emperor, while the Graf. (An opportunity to perform The volunteers are drawn from the
avoiding the cost of maintaining a huge just such a service is provided in Power households of all tax-paying citizens of
standing army, the following edict was Behind the Throne). the City State (including the area outside
issued in 1555 by Graf Siegfried the Middenheim itself) - each of which is
Significant: obliged to provide one male or female
To a man, the Knights are renowned for aged between 16 and 30 and in sound
Be it known to all citizens of their obsession with racial purity, and physical health for one month's service
Middenheim, that all Humans of their fanaticism in hunting down each year. While ensuring that there's no
between the ages of 16 and 50 shall mutants. Their Code of Honour places shortage of Watchmen, it does mean that
be required to own either a longbow, but two obligations on Knights, Squires, nearly everyone in the City has a friend
a crossbow, or a sword. Once each and their men-at-arms alike: or relative currently on active service...
week they shall report to their local
serjeant-at-arms for 2 hours military - to defend and obey the Graf until he
training. The ranks of the professionals are filled
depart the throne or death take by suitable applicants, or by ex­
This edict is over and above any them; volunteers who are promoted.
requirements to serve in the City Watch - never to suffer a mutant or other
and ensures that the Graf has a large body bearer of the mark of Chaos to live.
of relatively skilled troops on which to A typical patrol of Watchmen will be of
draw in times of crisis. 1D4 + 3 men led by a Watch Serjeant; at
However, levies can only be raised th€ templ.aRS or night this patrol will be of 104 + 5 such
men. An Elite patrol is the same size, but
between the months of Sigmarzeit and
Nachgeheim (i.e. after crops have been
th€ Whit€ wotr led by a Watch Captain, and there is a
75 % chance that such a unit will also be
sown and before they need harvesting). W hereas the Knights Panther are accompanied by a Level 1 W izard.
All levies would have to be disbanded for dedicated to the service of the Graf, the Profiles for all these types can be found
the harvest anyway, otherwise there Templars of the W hite Wolf are on page 93.
would be no grain for either the army responsible directly to Ar-Ulric. They are
or the civilian populace. And no one all sworn servants of Ulric and their
would seriously consider trying to fight duties include the provision of the The Watch is divided into four
a campaign during the winter months. Temple Guard, escorting the High-Priest contingents, each based at one of the
on his rare visits to temples outside the four city gates. All patrols start and end
City, and the mounting of honour guards from here (details of patrol frequency are
Permanent Garrison given under the general description of
It would be a foolish City ruler who did for ceremonial occasions.
each City District).
not maintain at least a small corps of
professional troops, to ensure the walls The Templars have a reputation for
are always defended against surprise ruthlessness and are generally feared and
attack. To this end, the Graf employs avoided. Occasionally the Templars join Attitude of the Watch
approximately 200 mercenaries, forces with the Knights Panther to During Festivals (see p90), the Watch are
quartered in various barracks around the mount expeditions into the Drak Wald pretty tolerant and are used to some
City walls. Recent years have also seen forest. They root out the Beastmen and measure of public disorder. Animated
the innovation of using a contingent of mutant encampments, slaughtering quarrels and drunkenness don't bother
Kislevan cavalry during the summer whatever they encounter (one or two of them much; only crimes against


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)

However, the matter of arms and armour


is important. It is acceptable for people
to wander the streets with a knife, dagger
or even a rapier, but any large weapons
(two-handed swords, large flails, or
anything as absurd as a spear or a lance)
will certainly attract the attention of the
Watch. It is not actually illegal to carry
such weapons, but the Watch make it
plain that it is not particularly
acceptable, and they will unfailingly
hassle anyone with such weapons clearly
visible(and it's hard to hide anything this
big). They will ask questions, and if
possible detain the person concerned in
order for him/her to "help with their
enquiries." They might even arrest them
on a charge of public drunkenness
(irrespective of the character's sobriery!).
Much the same is true of armour: a mail
shirt could be worn under a thick jerkin,
while a helmet and leather jerkin is
perfectly acceptable, but anyone clothed
in a sleeved mail coat or plate armour
is going to get on the wrong end of the
Watch. Because combat should hardly be
a frequent event in Middenheim (you
may set some pick-pockets on the PCs
sometime but nothing too serious will
happen), this should not be a major
problem, but the PCs should be clear
about what the Guard will and will not
accept.

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.

Riot (street brawling, etc.) : SM +15 2. Who's the Witness? 'Iable 1


Theft. Characters who misappropriate
Unless the area concerned is either Time for Watch to Arrive
another's property will find themselves Ostwald or the Old Quarter, there is a (in minutes)
charged with one of the following, 10% chance that the offence is noticed (Day/Night)
depending on the value of the stolen by a Watch Patrol (5% chance of Elite Palast: 104/104
goods. Note that, in Middenheim, no Unit), and a 90% chance that the witness
is a citi7.en (refer to the district encounter Great Park, Grafmund, 106/
distinction is made between handling Nordgarten: 106+4
stolen property (by fences, for example) tables to determine who).
and actually stealing it; the charge is the Westor, Sudgarten, 2D4/
same in both cases: Both in Ostwald and the Old Quarter, Ulricsmund, Osttor: 2D4+4
witnesses will always be inhabitants.
Geldmund, Kaufseit, 106+1/
Pilfering (50GCs or less): SM +25 Brotkopfs: 106+6
Robbery (51-500GCs): SM +50 3. Do the Criminals Get Away?
Grand Larceny (500GCs +): SM +80 Freiburg: 106+6/
W hen the crime is spotted by the 106+12
inhabitant of a district, you should
Grave Robbing: SM + 30 determine whether a hue-and-cry results Altmarkt, Neumarkt: 2D10/
(01-25 on D100), or whether the Watch 2D10+10
Assault: SM +40 is sent for (26 -75), or both (76-00). In South Gate, The Wynd: 2D10+10/
the latter two cases, you also need to 2D10+20
Rape: SM +50 consider how long the patrol takes to
arrive (see Table I, below). Note that the Ostwald, Old Quarter: 2D10+20/
Arson (and other forms of propert y witness may well be called upon to give
2D10+40
destruction): S M + 60 evidence at the trial.
4. Anything You Say...
Murder: SM +75 A hue-and-cry has a chance equal to the When the Watch (or pursuing citirens)
crime's Sentence Modifier(see above) of finally catch the criminal, there are a
Prac tising Dem onolo gy or catching the criminal (modified by
Necromancy: SM +100 number of things they might do,
circumstances as you see fit). depending on the crime and the size of
Harbouring a Mutant: SM +150 any bribe offered. Roll D100, add the
Watch Patrols who see a crime have an Sentence Modifier of the crime and
additional +20% chance of catching the deduct 5 for every Gold Crown offered
putt1nq chaRacteRs offender. as a bribe (assuming the character makes
a successful Bribe test first - if not, add
thROUGh the coums 1f the criminals have fled by the time the 1 for every Crown offered). Additionally,
Watch arrives, the chances of a (serious) add +25 if the arresting body is a hue­
When the great moment arrives and one investigation being started are equal to and-cry:
or more of your PCs finally breaks a law the crime's Sentence Modifier (see
(or ten), you can use the Procedure above). You must decide for yourself D100 Actions of arresting
how long it takes for the Watch to track Roll body
outlined below to determine the
outcome. Either improvise - making dice the criminals down; and remember that 30 or Let off with warning
rolls as you go, or prepare some this is always possible if you want it to less
eventualities beforehand by using a be! Bear in mind that witnesses may just 31-60 Short, sharp shock'


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)

Notes Innocence Modifiers Table 2


1 - short, sharp shocks include on-the­ Defendant is
spot beatings, fines, and incarceration in aristocrat: +60 Punishment
the nearest stocks minor noble: + 40 Rating Sentence Passed
wealthy merchant/artisan: +20
middle class: +10 less than 10 Warning 1
2 - arrested criminals are kept in gaol lower class: -10
(beneath one of the Gatehouses) until Lawyer/Defendant has less than 0 104 days in stocks
their trial comes up (see below) Public Speaking: +20 to + 40
Charm: +10 less than 0 Fine (1 x mitigation
Fel score: to +20 modifier2 of convict)
3 - if the arresting body is a Watch Patrol, add defendant's Fel minus 40
the Serjeant may make a Ld test to Defendant's Record +10 to +20 Fine (10 x mitigation
prevent this; otherwise, thieves will be +25 if no previous convictions modifier of convict)
beaten to within an inch of their lives,
murderers and rapists will be lynched, +25 to +50 Fine (25 x mitigation
arsonists and muggers will be severely If a Lawyer is hired, you may tell accused modifier of convict)
maimed. PCs what the approximate chances of 0 to 50 Dismemberment (loss
being found guilty are, so that they can of hand, etc) as
decide whether or not to try bribery. In appropriate to the
5. The Trial a District Court, every 10 Gold Crowns
spent reduces the chances by 5. In the
crime
Characters may well find themselves High Court, the costs are doubled. If the + 40 to +200 Banishment from City3
faced with a lengthy wait before their bribing character fails the Bribe test, the
case comes up. As a rough guide, this will chances of conviction should be +50 or more Death by hanging
be equal to DlO0 + 150 days, minus a increased by twice the amount by which -l0 to +25 1D4 months hard
number of days equal to the Sentence they would otherwise have been labour"
Modifier(see above). This delay can only reduced.
be shortened by greasing the palms of +25 to +60 2D6 months hard
the court officials (lGCs per day is the labour
usual rate).
7. The Sentence +35 to +80 106 years hard labour
In order to determine the punishment +50 to +150 Assigned to slave gang
6. The Verdict you should total the Mitigation and for 2Dl0 yearss
Severity Modifiers listed below, and +80 to +200 Assigned to slave gang
To determine whether a character is subtract the former from the latter. This for life
found guilty or innocent, total the will give you a Punishment Rating
following Guilt and In nocence which you can use on Table 2. This
Modifiers, and subtract the latter from number can be altered by bribery. (see Notes
the former. The result is the percentage below). You should be able to compile
chance of being found guilt y. This 1 - the character is free to go, but the
a list of possible sentences and you can conviction is kept on record
chance may be reduced by bribery (the then either pick one or choose
costs vary, however - see below), and any randomly.
monies used to this end must be spent 2 - the convict's mitigation modifier
before tbe dice are rolled. Note that a roll varies with social level and is the same
of Ol-05 is always guilty, while 96-00 is Mitigation Modifiers as the first 5 scores listed under
always innocent. So you should always Convict is mitigation modifiers. If the convict
roll the dice, even if the chances of aristocrat: +60 cannot pay, add 10 to the Punishment
conviction are greater than 100% or less minor noble: +40 Rating and compile a new list, ignoring
than 0 . wealthy merchant/artisan: +20 'fine' results
middle class: +10
lower class: +5 3 - if the convict is ever again arrested
Guilt Modifiers Lawyer/Convict has within the City the case will be re-tried;
Victim is Public Speaking: +25 this verdict counts as a previous
aristocrat: +75 Acting: +10 conviction and adds an extra 50 to the
minor noble: + 50 Fel score: Severity Modifiers
wealthy merchant/artisan: +30 add convict's Fel minus 40
middle class: +15 Convict's Record 4 - hard labour involves working in a
lower class: -10 +30 if no previous convictions chain gang, either on the Graf's estates,
Court is or the mines of the Middle Mountains
District: +25
High Court: +50 Severity Modifiers 5 - assignment to a slave gang is similar
Arresting body is Sentence Modifier (see above) to hard labour, but the convict forfeits
Hue-and-cry: +20 Victim is all property (to the Graf) and may be
Ordinary Watch: +40 aristocrat: +75 bought and sold at the whim of the
Elite Watch: +60 minor noble: +50 Graf's stewards.
Evidence is wealthy merchant/artisan: +30
Confession: +80 middle class: +15 You should not regard any of the results
Caught. red-handed: +50 Court is described here as hard-and-fast rules.


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

cheap host€lR1€S inside) who will pounce at any sign of


trouble. These are not the sort of places
Fine Mousillon Dry White (bottle): 35/­
(an acquired taste)
The poorer quarters of the City to start a barroom brawl! Brandy (glass): 2/6
(Ostwald, South Gate, the Old Quarter Liqueur (glass): 3/-
Cocktails•: 7/6 and up
and so on) have dozens of these Typical Prices
establishments. Some have been going Ale: You must be kidding! Peasant! • (Yes, Middenheim has discovered
for donkeys years, others open one week Mead (half-pint): 1/9. Rather peasantish cocktails!) These are mixtures of
and close the next. to ask for this. brandies and liqueurs, sometimes with
House wine (bottle): 12/- (usually not fruit juices and even cider or white wine,
In general, they vary from the clean but
fairly spartan (first example), to the not­ very good) and vary from the fairly inocuous to the
Fine L'Anguille Claret (bottle): 3 GCs skull-splitting (which cost I GC or
so-good but tolerable (second), to the
Fine Bordeleaux (bottle): 2 GCs more). Examples are given under the
frankly pretty nasty (third example).
Fine Reikland Hock (bottle): 37/6 description of each establishment, in the
Only a few have single rooms, but many
have double (D), large (L), and common Fine Tilean Policella (bottle): 36/- Gazetteer.
(C) rooms (the table below shows how
many people can sleep in each common 1.Naaae p�� Stllooml,.C:O... • ••••••• I. D
room and the charge shown is per
The Gr:lf's Repose Rolf & Ulrike 7 10S (5GC) 10D (7GC) 15/- 25/- 35/-
person). (location 7, p33 Steinmeyer
The proprietors aren't bothered about The Prospect Rudolf & Sigrid 6 12S (4GC) 8D (6GC) 13/- 22/6 50/-
when their guests come and go (location 6, p33) Buffler
(payment, of course, is always in The Scholar's Hugo & Petra 6 8S (5GC) 8D (130/-) 18/- 221- 37/6
advance). The inns don't get locked at (location 29, p43) Schmidt
night, and there are some unsavoury Sl:lblllla charge• In all casa are !OJ. per mount per day for fodder plus 2/3 stabling charge.
types about in the lower dives. Really for
skinflints or degenerates only. There are
currently about 40 such places in the
City. · Naote ptd_pdetoft SfBooiu aad Coffl B l, D
The Templar's Uli Breitner 4 6S (lGC) 10D (27/6) l0L 7/6 12/6 15/-
n1qht ltJ:€ 1n Arms
(location 43, p49)
(37/6)

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)

a. crcy qates stopped, and neither are Clerics of Ulric,


Knights Panther, or Templars of the
too steep to horses that have just covered
30 miles through a dark and oppressive
There are four gates, each marked A on W hite Wolf. Everyone else pays a forest. Then, as the sun sinks behind the
the maps. They consist of great wooden crown-a-leg! distant Laurelorn forest, the gates are
gates, with a stone keep on either side. The roads into the City are clogged with closed and barred for the night; only
The keeps stand some 40 feet, while the traffic from just before dawn. There are Knights and messengers on the Grafs
City wall is some 25 feet high. There are farmers bringing foodstuffs to market, business will be admitted before the
always at least 20 members of the City herdsmen driving cattle to the morrow...
garrison at each gate. slaughterhouse, merchant caravans with The Guards obviously do not have time
spices from Estalia via Marienburg, to stop and interview everyone - but spot
Inside the walls and adjacent to each gate pilgrims come to worship at the mighty checks are carried out. Caravans are
are the barracks for one of the four temple of Ulric. From near and far, the invariably stopped and their owners
detachments of the City Watch. And weak and the strong, the rich and the asked either to show evidence of their
under the gatehouses themselves are the poor, the noble and the c or rupt, Guild membership, or to pay a levy of
cells where criminals awaiting trial are Middenheim seems like a magnet to 10% of the value of their goods. Fann
held (see Tbe LongArm ofthe La,w, p22). them all - at least in the morning. wagons are rarely stopped, since these
are invariably locals - either personally
It is only possible to use the gates because But as the day wears on, the flow of known to the guards, or assumed to be
of the four mighty viaducts which lift traffic starts to reverse. The coaches go renting a stall in one of the City's street
the roads from the forest floor. These first , their great horses snorting markets. Pilgrims are often waved in
incredible structures represent a unique impatiently. The Castle Rock company without a word, as are members of the
c ollaboration bet ween Dwarven runs the route to Altdorf and the South,
nobility - adventurers, however,
engineering skill and Human magical while Wolfrunner C oaches ply the
(especially adventurers bearing heavy
prowess. They start well away from the Marienburg and Northern roads. Many arms and armour) will almost certainly
Fauschlag rock - so that the gradient is are accompanied, at least initially, by a be stopped. A gruff sergeant at arms will
not too much for even the most heavily roadwarden patrol.
demand "Names! Purpose of visit! Come
laden farm wagon - and are so cunningly In the afternoon, those returning to the on, I 'aven't got all day. You! Where do
designed that they can be destroyed by surrounding villages begin to depart, but you think you're goin'? Yes, you in the
a single word of command, in time of they tend to do so in dribs and drabs, so tin suit! This ain't no mutant-ridden
war. the roads are not so busy. Reikland village, you know, this is
There is a toll gate where each viaduct Finally, just before sunset, the coaches Middenheim - civilisation!" All plate
begins, but local farmers and coaches from Altdorf, Marienburg, and beyond, armour must be carried rather than
bearing the City's coat of arms are not labour up the roads which can seem all worn, and heavy weapons (anything
bigger than a short sword or rapier) have
to be properly sheathed and deposited
either at the gatehouse (a receipt will be
given if the characters insist) or at their
place of residence. Anyone refusing to
comply will not be admitted.

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)

a. patast OtstRlct The buildings within the palace grounds


(the Outer Palace) are spacious and fairly
luxurious, made almost entirely of stone
2. The Konigsgarten
The Konigsgarten lies to the east of the
Situated on the northern edge of the with fine decorative work. The Inner Middenpalaz, and is open to the public
City, the Palast District comprises the Palace is made of the same stone, but from 10 a.m. to 8 p.m. - except when
Middenpalaz (the palace of the City's with marble pillars, and with exquisite, being used for one of the Graf's summer
ruler), the Konigsgarten (his Royal Park) rococo facings which shows that artisans garden parties; then it's a case of
and the Square of Martials. It is generally from outside The Empire (possibly admission by personal invite only.
true to say that the further north or west Bretonnians or Tileans) must have had
you go in Middenheim, the better the a hand in its construction. The gardens are very lovely and well
neighbourhood, and this is just about as cared for, with lawns and rare trees and
far as anyone can go in either direction. It is the Inner Palace which is the official many flowering shrubs and flower beds.
residence of the Todbringer family, the There is even an outdoor theatre where
The few buildings in the district all City's Law Lords, and the Chancellor concerts are sometimes given.
belong to the Middenpalaz; they are all (see Tbe Politics of the City State, pl5).
what one would expect from the palace But the visible part of the building is only The gardens are surrounded by railings
quarter of a large and wealthy city state. half the story -beneath the palace are the and there are always some 10 or so
The Middenpalaz itself is set in what are, Graf's vaults, the family mausoleum, the guardsmen around, plus half-a-dozen
by Middenheimer standards, extravag­ City treasury, and the City Mint. The park-keepers.
antly extensive grounds. Almost the only latter is commonly known as the "Spear
other buildings are the barracks blocks Mint,"for it was originally the site of a
set on the north and west sides of the
Square of Martials.
Dwarven weaponsmith's forge, built
when the fortress was first founded (see
3. TheSquareofMartials
History, p6). The Imperial charter for the This impressive open space is used for
During the day, the Konigsgarten is mint was granted in 1582, and drills and reviews of the City Garrison,
open to the public and the Square of Middenheim coinage is now accepted for military parades at festivals, and
Martials is thronged with people; some without comment all over The Empire. occasionally for heraldic exhibitions and
have business in the Palast district, but the like. The square has a central fountain
many have simply come to gawp through The Outer Palace comprises various and statue of Graf Gunthar Todbringer,
the railings in the hope of catching a buildings: the High Court (or Court and there are many wooden benches
glimpse of someone famous. At the right Martial); barracks for the Knights along the north side, before the palace
times of the year - particularly during Panther (cf TEW, p20); apartments for railings.
Carnival Week when visitors flock to various court members Guard officers,
Middenheim - there are also many and counsellors; and offices for the An unusual feature is the fact that all the
hawkers and traders selling cheap and bureaucrats appointed by the Graf to streets which lead here are separated
tacky souvenirs (such as tin medallions help him in the business of government. from the square by a short flight of stairs.
bearing the City's coat of arms, b adly This is to allow the square to be flooded
carved bone and clay statuettes of Ulric, Security during the great Autumn Carnival (of
and bottles of 'genuine' Middenheimer The grounds are entered from the Square which more in Power Behind the
water from the Begierbaden spa bath­ of Martials through a guarded gate, and Throne). The square is, in fact, frozen
house). are surrounded by fifteen-foot-high, over first. Several Druids (invited from
spiked railings. The gates are manned the outlying regions) cast a number of
At night, practically the only people in day and night by D6 + 6 members of the Hall Storm spells, and then the hail is
the area are the members of the Guard Knights Panther, and absolutely no one raked over and water poured on it to
posted on the palace gates. There might is admitted unless they are either known create a smooth surface. Next, several
be the odd pickpocket or group of to be members of the court (or palace Zone ofCold spells are used to produce
footpa ds lurking in the alleys of the staff) or they have written authority to a smooth, icy surface - the perfect venue
nearby Grafsmund, Ulricsmund, or enter the palace. The latter might be a for an ice dance pageant and
Freiburg districts, but they will not summons from the Graf or one of the competition! Overnight, the ice melts,
generally strike out into the open of the other court dignitaries, or a note from the water is topped up, and a water-polo
Square of Martials. the Hausmeister (steward of the Graf's tourney is held in the resulting pool. Is
household) explaining that the bearer is there no end to the inventiveness of
Watch Patrols on some domestic business. Such these Middenheimers?!
The Palast District is not patrolled by the documents are not easy to come by, and
City watch, but the continuous presence the penalty for forging the Graf's seal is There are always some 20 guardsmen
of the Graf's Household Guard (the death ... and a Sergeant here in addition to the
Knights Panther, see p20) means that guards at the palace gates.
there are always armed men within Inside the palace grounds there are 20-30
ca lling distance if any disturbance Knights standing in units, a further 10
should arise. at the gate to the Inner Palace, and 70
within the Inner Palace. Anyone acting
encounteRs
suspiciously or causing trouble will be No encounter table is presented for the
pounced upon at once. Indeed, it is a Middenpalaz, mainly because it is not
locations matter of routine for outsiders who have
entered the palace regularly to be asked
intended that such matters be left to
chance - if the PCs do get into the palace,
to show their passes or letters of they will be always be escorted, either
authority, unless they are in the company by guards or by the person who has
1. The Middenpalaz of a resident dignitary who is known to invited them in. Power Behind the
The Middenpalaz actually encompasses the guard. Throne provides a number of highly
a number of buildings, the palace itself detailed palace residents who can be
being separated from the rest by fifteen­ In short, characters determined to see persuaded to take the PCs into their


foot-high spiked railings. the Graf have a hard job ahead of them. confidence...
GAZETTEER (Palast)

D100 2. Some suggestions: Emperor in an hnperial Coach with


Roll Encounter an escort of Knights ofthe High Helm
A minor event could be something
which is simply interesting to watch, (cfTEW, p28).
Day Night' Square Konigsprten like the changing of the guard -
01-15 01-60 Citizen'
2
Citizen' accompanied with a great of An advertised event might be the
16-20 61-65 Event Court ceremonial rigmarole, and precision return of a detachment oflemplars or
member marching. Knights Panther from an expedition
16-35 66-70 Hawker Hawker into the forest -their lances 'adorned'
36-50 71-65 Petitioner Park -keeper with the heads of m utants and
51-60 70-80 Pickpocket Pickpocket A trivial incident might be something beastmen, with perhaps a live one or
61-00 81-00 Sightseer' Sightseer' like a PC being elbowed out ofthe way two for the Bernabau Stadium
• it is an offence to be in the by someone wanting a better view. (location 4, p31), or maybe a live
Konigsgarten after dark - ignore rolls snotling for a snotball tournament.
producing Sightseers and Hawkers . A major event would be the arrival of
an ambassador - from Kislev, for 3. All sightseers will be strangers to the
Notes example, accompanied by an honour City. Roll 104. 1 - any Academic; 2 -
1. An NPC of your choice, or roll on guard of fur-clad, steppe horsemen, any Ranger; 3 - any Rogue; 4 - any
Grafsmund encounter table (p34). or perhaps a messenger from the Warrior.


Inner palace ground floor

EJ:· THE PALACE


i·.--�,#(,,
.U'(
Gr,at
tbron� room .,, GrNt dining ball
B

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

!-• - □ ' .:· . .,;,'·•· ·: ·


.- -.
(!'.'> � I Kan-Htinz law lords

INNER PALACE�uards ·.. 5f��


_.;'� r.t_J
Wasmettr's

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)

B. the GR€at paRk the park is a favourite place for romantic


assignations. If you see Rallane, the Elven
Aleksandr can usually be found in the
bar of "The Pit Fighter's Head " - the
Court Minstrel after dark, the chances small tavern located under the stadium's
This is the largest of Middenheim's parks, arc that he will be serenading a female main stand. Admittance is for members
and stands roughly at the centre of the companion or three! only and costs 20GCs per month, or 200
City,encircled by the tree-lined avenue GCs per year. The price guarantees
known as the Garten Ring. The Great Watch Patrols tickets for all main attractions, although
Park is open round the clock, and is the The Watch patrol at, 3-4 hour intervals the definition of 'main' can vary, and
site of a popular nightspot , The during the day, and at 6 hour intervals tickets arc only 'guaranteed' if bought
Showboat, and the renowned Bcmabau at night when things arc a little quieter. well in advance! Still, the place has an
Stadium (sec below). As well as a large There is close co-operation between the exclusive ambiance and there is always
expanse of tree-studded grass with gravel Watch and the Park Keepers, and a long waiting list - even if it docs tend
walkways running across it, there arc between them they ensure that there is to attract some of the more crushing
sheltered gardens of rare and exotic seldom any trouble here. bores among the City's upper classes.
plants, and even one or two ornate hot­ Most notable among the latter is
houses,like giant terraria, with brightly Hermann von Krumpstein, who will
coloured blooms, and fruit-bearing trees regale anyone foolish enough to listen,
(helping oneself to the fruit counts as with his infamous story of how he once
grand larceny - sec Tbe Long Arm ofthe
Law, p22). Locations "bagged three beastmen single­
handedly, back in '87..."
Toe central feature of the park is the lake 4. Bernabau Stadium Entrances
- commonly known as the Black Pool The Bcrnabau Stadium is renowned There are only four entrances to the
because its waters, for some reason, throughout The Empire, and indeed few stadium, and these arc usually heavily
reflect the dull grey rock of the bottom cities in the Old World can boast such policed by units of the City Watch. This
rather than the sky overhead. This pool a facility. is not only to ensure that people don't
is also the site of the spectacular finale try to get in without paying, but to deal
to Middenheim's Carnival when the This fine amphitheatre is the home to with the crowd violence which all too
Wi1.ards of the City put on a stunning many sporting events, and has a capacity often accompanies the various inter-city
light show. This is, of course, known as of 5,000 - 2,000 seated on wooden Snotball matches (the supporters of the
the Black Pool Illuminations. benches, the rest standing. Originally Southgate Slammers are especially
built as a theatre for the performing arts, notorious).
At various points in the park arc wooden there hasn't been a play here since 2412
benches, small fountains, statues and the when Graf Dieter first had the idea of According to the haroened fans, standing
like, and on a sunny day there will be staging a 'Snotball' match (not unlike on the terraces is the only place to be (the
several stalls set up by hawkers selling soccer using a heavily bound Snotling as wooden seats arc rather uncomfortable),
food and drink. a ball - sec p90). The idea proved so although the best view is undoubtedly
popular that the stage was never to be had from the Graf's luxuriously
During the day, the Great Park is replaced, and now the place is used appointed 'box'. Ticket prices range from
invariably thronged by all classes of solely 'for sporting competitions - track 10/- (standing room at a 'league' match)
Middenheim's society, and social and field athletics, chariot racing, the to l0GCs (a box-seat for the Cup Final),
divisions arc more relaxed here than occasional bout of pit fighting, and, of although the sky is the limit for any
elsewhere. Pickpockets, beggars, course, Snotball. tickets for the latter event - demand
hawkers and the like arc as numerous as usually exceeds supply by at least 50%.
in other populous areas. You arc just as The pit fighting is actually fairly lame,
likely to see the Graf's Champion or the since most of the beastmcn have been Facilities
Court Minstrel, as a ragged, alcoholic wounded during their capture and aren't In addition to "The Pit Fighter's
vagrant. Of course the former will up to much. Once a year, however, Hcad,"thc spaces beneath the arena and
probably be with a retinue of friends and (usually during the Carnival) a healthy the stadium's stands are honeycombed
hangers on, while the latter might have minotaur or two will be brought out, and with rooms and corridors. Some of these
a couple of equally seedy associates, or the more reckless of the pit fighters (plus function as quarters for- the half-dozen
be surrounded by three of four Park one or t wo young Knights with a Pit fighters who arc permanently
Keepers,insisting - none-too-gently - that reputation to establish) will do battle employed here; they fight captured and
he "move along." with it. And pretty dangerous it is, too hamstrung Bcastmen rather than each
- the minotaur fights for real, but its other, and act as referees and linesmen
At night, the Great Park is scarcely less opponents must use the flat of the blade for the Snotball matches. Some act as
busy: for, aside from the patrons of the only (wounds inflicted in this manner animal and/or bcastmcn pens, while yet
popular Showboat (location 5, below), heal more quickly and replacement others are used as offices, store-rooms
minotaurs arc hard to come by). and staff quarters. There is even a small
armoury/blacksmith's shop.
The place is managed by Aleksandr
Alcksandrovich Yarblinksy - a Kislevan Halfling vendors sell hot pies and ale
emigr� who now holds the office of during the sporting events, and there arc
Magister Ludi or Games' Master, thanks usually three or four unofficial
to his years of service in supplying the bookmakers touting for bets...
Beastmen used in the gladiatorial
combats. But his days of such big-game W hatever the occasion, enterprising
hunting arc now long past . Still, he's fit characters should find plenty of
enough to take responsibility for seeing opportunities for the exercise of their


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.

Elise handles all the finances and buys


all the food herself, always driving a very
hard bargain (many an Altmarkt stall­
holder groans inwardly on seeing her
approach with a determined glint in her
eye).

W hile the Showboat lacks the


excitement of, say, the Templar's
Downfall (location 25, p42), it is the
perfect place for a quiet liaison. It is a
favourite haunt of two of the better
known Ladies of the Court - Emmanuelle
Schlagen and Petra Liebkosen (p86) -
who are often to be seen in the company
of Officers of the Garrison, or other
eligible batchelors. A special attraction
is the fleet of small boats moored by the
Showboat's landing-stage - lit by dim
lanterns, they set off for slow trips
around the Black Pool at intervals
throughout the evening, and can be
hired (for a mere 10/-) by the restaurant 's


patrons.
GAZE1TEER (Grafsmund-Nordgarten)

C. th€ CjRarsmunO-noROqamen OlstRlct


town, but they generally avoid causing
trouble so close to home. The Bufflers
are well-known to most of the City's
upper classes, and their complaints are
Situated to the south and west of the commissions from the Graf are rarely always taken seriously. Which is ironic,
Middenpalaz district, Grafsmund and turned down. They own many given the little known fact that Rudolf
Nordgarten are the two areas where the workshops in the City, and many are and Sigrid are two of the City's most
homes of the City's upper crust are to the Heads of their respective Guilds daring cat-burglars. They both conceal
be found. (Stonemasons, Armourers, Weapon­ their true natures (highly ambitious,
smiths, Tuilors, Painters, etc.). cunning, and vindictive) behind masks
If there is any difference between the of genteel respectability. They dress well,
two areas, it is perhaps that there are During the day this area is relatively but not flashily, and are always suitably
more minor nobles in Grafsmund (which quiet - the most common encounters will deferential to their titled customers
is nearer the Middenpalaz) and more be with servants running errands, (whom they invariably pump for
merchants (the so-called 'nouveaux­ delivering business messages and information on personal security, and
riches') in Nordgarten (so named invitations to private functions. The then rob at a later date).
because of its proximity to Morrspark). streets occasionally echo to the passage
But in any event, wealthy merchants,
famous artisans and minor nobility form
of some elaborate carriage or other -
carrying someone on a courtesy call,
7. The Graf's Repose
the majority of both areas' population. perhaps. The general atmosphere is (Hostelry)
unwelcoming to those who have no Prices: from 6GCs (Single room, no
The streets are broad - to accommodate particular business here, and 'lowlifes' food) to 12GCs (Double room, full
the horses and carriages of the will almost certainly be moved on by the board)
inhabitants - and often lined with trees. Watch at regular intervals. Staff: 7 plus Proprietors
The buildings are mostly on the grand Rooms: 10 Single, 10 Double
scale, (in appearance if not actual size) It is partly because of this zeal on the part
with elaborate facades and ornate of the City Watch that this area is rarely Run-by Rolf and Ulrike Steinmeyer, the
stonework. Many frontages are enlivened by buskers or other Graf's Repose is a high-class hostelry,
decorated with plaster columns, and impromptu entertainers. Even during the comparable with Prospect in terms of
heraldic figurines of dragons, griffons, City's many festivals one can still find quality of facilit_ies. By virtue of its
and other exotica. The majority of the peace and quiet here, and there are position, in a quieter corner of
houses stand in their own grounds, certainly no street markets or side shows Nordgarten, it is less popular with young
which is a luxury indeed in the crowded allowed. nobles out for a night on the town.
City. None of the buildings actually Which suits the Steinmeyers just fine;
qualifies as a mansion - Middenheim At night, however, the younger set tend they are a mealy-mouthed couple, who
does not have the room - but local to emerge, and the place gets a little love to associate with the nobility and
residents live in far greater comfort than livelier. Young rakes and various take every opportunity to bow and
other Middenheimers. privileged cliques can be seen striding scrape. They concentrate on projecting
arrogantly to or from one or other of the a genteel, homely atmosphere, where, to
The types of people who live in this area fine hostelries found in the area. use their own words "gentlefolk can
all have one thing in common - they are come and have a quiet drink and meet
rich! Many of them have titles (granted Watch Patrols their friends, or gentlefolk staying in the
by either the current or earlier Grafs, or Patrols by the City Watch are fairly city can rest their heads, without
by the Emperor - although the latter are frequent (every 1-2 hours) and there is running into the rowdy element that you
much rarer), and all have a house full of a 20% chance that any patrol see so much of these days."
servants (stewards and housekeepers, encountered will be an Elite unit (see
doormen and footmen, maids and p93). The Graf's Repose is an excellent place
cooks, etc., etc). to come for a quiet drink in a relaxing

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)

0. the UlRICSmuno 1547 . It was ordered and paid for


personally, so the story goes, by the High
highlights of the City's great history(e.g.
Sonnstill - the Summer Solstice,
OlstRlct Priest of Ulric shortly after his return
from 'exile' in Tulabheim (see pp7-11).
reputedly the day when the City was
founded, and when newly dubbed
The Ulricsmund District is a 'middle­ Knights Panther and/or Templars of the
class' residential area, and lies between White Wolf are invested with great pomp
the Great Park(p31) and the Grafsmund­ 10. Temple of Ulric by the High Priest).And on the first day
of the month of Ulriczeit, the City
Nordgarten District (p33). T he great
'lemple ofUlric(location 10, below) lies A blend of castle and cathedral, this vast remembers the ending of the Great Siege,
in the south-west comer. temple is the centre of the worship of when Grand Duke Karl-Heinz of
Ulric in the Old World. According to Middenland was finally beaten off.From
The houses here are mainly semi­ legend, it was built largely thanks to the dawn to dusk, Priests of the Temple
detached and terraced, but all are drive and vision of an ancient High Priest distribute the kind of 'food' that was
spacious and comfortable. T he bulk of of the Cult, who had a vision of the god eaten at the time; such delicacies as fried
the district's population is made up of standing on the spot which is now the rat, moss and dandelion salad, and
moderately well-to-do artisans and site of the Sacred Flame, right in front cockroach stew. But when the sun sets,
merchants, and some of the lesser priests of the HighAltar(see pp7-ll). T heflame everyone indulges in a great orgy of
from the Temple of Ulric also live here. is reputed to have magical properties, feasting and drinking - the City is often
and is occasionally used in the trials of unusually quiet on the following
During the day, the district is busy with heretics. morning ...
citizens going about their business,
lackeys on errands, tradesmen making The Temple's high, vaulted roof(120 feet D espite the fact that Sigmar is the
deliveries, hawkers selling goods door­ at highest point) is a triumph of officially acknowledged patron deity of
to-door, plus the occasional busker or architecture, and gives the building T he Empire, Middenheim is still very
beggar.Thieves and pick-pockets may be superb acoustic qualities - despite the much Ulric's city. If a character asks a
encountered here at busy times. During Temple's great size, a speaker standing Middenheimer about 'the Temple',
festivals, Priests of Ulric and Templars by the high altar can be heard easily without specifying a deity, it will be
of the White Wolf lead great processions throughout the Temple, scarcely having assumed that they are talking about the
through the streets. to raise his voice. Temple of Ulric.

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 .

13. Offices of the


Komission for
Elven, Dwarven and
Halfling Interests
This grey stone-faced building houses
the branch of the City's extensive civil
service which deals with the interests of
non-Humans in Middenheim. There are
separate offices for Elves, Dwarfs and
Halflings within the building, staffed by
members of each race, and the K.EDHI
deals with all complaints and problems
arising from the City's non- Human
population.

Yarnad Magradil is the Head of the


Dwarven section - a bad-tempered,
pompous individual who always gives
the impression of being over-worked and


underpaid, although this is patently not
the case (the Dwarfs in Middenheim have
little to complain about) .
GAZETTEER (Altmarkt)

€. th€ altmaRkt-altQuaRtl€R OIStRlct


altmaRkt During the day the Altmarkt is
generally a peaceable place, thronged
Altmarkt and Neumarkt (p41) are the two with shoppers from early morning, but
mainmarket areas in the City. There are growing quieter in the afternoon. There
several markets in the area - mostly are often numerous bunko artists,
foodstuffs, but no livestock (such charlatans and so on, not to mention the
markets, including the province's biggest occasional agitator haranguing the
horse fair, are invariably held in one of establishment from some busy street
the n earby villages - see the Area corner. During festivals the Altmarkt is
Gazetteer, p95). a riot of sound and colour, with street
theatre and many other events.

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)

owned by one Bruno Fleischer; a tall and


muscular man in his late thirties. It is
rumoured that he and his staff
sometimes work as frighteners for Edam
Gouda's protection racket , but since
pay ments are always collected by
masked men after dark , this is difficult
to prove.

18. The Blazing Hearth


(Restaurant)
This restaurant in the K.leinmoot is one
of several traditional Halfling eating­
places in the area. It is staffed and run
by Halflings, and the Mootland dialect
is used exclusively by the staff and on
the menus. Very few non-Halflings even
know of its existence, but it is one of the
best places outside the Moot for Halfling
cuisine at its finest.
The decor suggests a Mootland cottage
or barn, and the clientele are almost
exclusively Halflings. However, a few
Human Middenheimers do come here
from time to time, having discovered the
place by accident.
The Blazing Hearth is owned by Silas
Greenhill, a rotund and hearty host, and
run by himself and his large family.
Halflings from out-of-town are made
especially ·welcome, particularly if they
bring news from the Moot or from other
Halfling communities. If there is a
Halfling in the party, this is a good place
to pick up news and gossip; the
adventurers could be directed here by
any NPC Halfling they meet in the City.
Occasionally one can catch a glimpse of iniquity, characters with underworld
one of the cobweb-covered, doddery
scribes emerging from goodness only
contacts will learn that it is a good place
to buy illicit goods of all descriptions, encounteRs
knows where to deliver a dusty or as long as you can survive the journey
mildewed tome to one of the bored­ there and back. Altmarkt
looking clerks. There are dozens of these
scribes, apparently, employed fifty years The proprietor is Werner Wutend, a man DI00 Roll
ago to introduce a new, efficient filing in his thirties, easily recognised by the
wicked-looking scar which runs down Day Night Encounter
system. Unfortunately, it was decided to 01-05 Agitator
return to the old system some 10 years the left side of his face from forehead to
throat. He chews tobacco constantly and 06-20 01-10 Beggar
ago, so now no one ever finds anything 21-40 11-15 Entertainer
except by chance. does a little business on the side by
selling drugs for Edam Gouda. 41-60 Buyer
61-65 16-17 Bunko Artist
The Fusspulver Court (see p22), housed The inn is a two-storey building; the 66-80 18-20 Citizen
in an inner chamber of the building, is ground floor is the bar area, a cramped 21-80 Footpad
much more businesslike. It is rare for the and filthy place, low-ceilinged and 81-90 81-90 Hawker
civil cases tried here to last more than smoky. It is best not even to consider the 91-95 Lawyer
an hour - although litigants' complaints state of the floor. The upper floor 96-00 91-00 Pickpocket
about the abitrary nature of the
houses Wer ner's rooms, as well as
magistrates' judgements are fairly accommodating a drug den to which Altquartier
common. only known customers are admitted.
Practically all the furniture has been DI00 Roll
16. The Last Drop broken and crudely repaired, and brawls
are a common occurrence.
Day Night Encounter
01-05 Agitator
(Inn) 06-10 01-20 Bawd
Services: Watery ale, V inegary wine, or 17. Fleischer's 11-40 21-30 Beggar
Rotgut spirits only - no accommodation
Staff: 4 plus Proprietor Slaughterhouse 41-50
51-60
31-50
51-55
Drunk
Entertainer
This is the main abattoir servicing the 61-70 56-80 Footpad


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)

�- th€ southqate-ostwalO OtstRlct 20. Pfandleiher's


(Pawnbrokers)
Tucked away down a side-alley, this tiny,
This part of the City is where the bulk bawds and degenerates of every kind, cramped and dingy shop is distinguished
of Middenheim's lower classes dwell. with plenty of thieves and footpads. by its strong, multiply-locked door, the
stout bars over the windows, and the
Southgate is a moderately respectable, At Night both areas are always lively; pawnbroker's sign hanging outside.
if poor, residential area; almost all the bustling with lower-class citizens of all Through the grime on the windows, the
houses are terraced, with no elaborate types. shop is crammed with miscellaneous
decoration of any sort . Many have fallen objects - clothes, weapons, furniture,
into disrepair and are little more than rat­ Watch Patrols musical instruments, and so on.
infested hovels. Whilst there are some By and large, Ostwald is a law unto itself;
average taverns, there are, many more the City Watch is very reluctant to enter The shop is run by Josef Pfandleiher, a
poor-quality ones. the area, and will only come here for scrawny, unkempt, unwashed man who
some definite purpose. W hen the Watch appears to be in his late fifties. He wears
The majority of the inhabitants are does come to Ostwald, there will be at a filthy, broad-brimmed hat at all times,
unskilled labourers, and runaway least 15-20 of them, with two Watch and a pair of cracked eyeglasses teeter
peasants come to seek their fortune but Sergeants and a 50% chance of an Elite precariously on the bridge of his nose.
finding only squalor. squad accompanied by a Watch Captain. He is able to estimate the value of an
object with uncanny speed and accuracy,
While Ostwald lacks some of the In Southgate Watch patrols are at 4-6 and will generally offer between 25%
menace of the slums of the Old Quarter hour intervals, with no Elite units. and 50% of its value, depending on how
(see p37), it is just as possible to end up desperate the client is.
dead in an alley here, and none of the
taverns are better than poor quality, Josef is also one of the principal fences
while the majority are far, far worse (see in Ostwald and a trustee of 'the Man'. His
p25). locations business is conducted under the guise of
normal pawnbroking; and he has
There is also plenty of criminal activity contacts, either direct or indirect ,
behind the scenes here - it is rumoured
19. The Drowned Rat tqroughout Middenheim, allowing him
that there is great rivalry between the ('Iavern) to dispose of most goods easily. Josef
criminal organisations of Ostwald and The Drowned Rat is run by Johann maintains cordial if guarded relations
the Altquartier. Stallart, a big-built, bearded ruffian who with various other criminal gangs, and
is rumoured to have extensive criminal can call on them for help if necessary.
The head of the largest Ostwald crime connections. Although he is running
ring is known simply as 'the Man'. Not slightly to flab it is an unwise man who
even his most trusted lieutenants know picks a fight with him.
his real name. Rumoured to be a master 21. The Labourers'
of disguise, he has no known permanent The interior of the tavern is dark, dingy Hospice
headquarters, but his organisation of and malodorous, with a low ceiling and
footpads, thieves, and fences can be half-a-dozen small and battered tables This large two-storey building was once
contacted (via someone who knows scattered around the main room. The a warehouse, but a sign now hangs over
someone who knows someone else) in decor is either dirt or totally obscured the door reading 'Labourers' Hospice' in
most of the area's seedier inns. by dirt - no-one can actually remember Reikspiel.
which. The clientele of the Drowned Rat
'The Man' has his fingers in many an is drawn from the very dregs of the City's Free accommodation is provided for
unsavoury pie - anyone making discreet society. labourers working in the City, and there
enquiries about any illegal item or deal is a moderate charge for breakfast .
will be told "you need to contact 'the The inn's cellar connects to the City's Accommodation is in a series of
Man' ". Later on, the character will be sewer network (see p63) and is regularly dormitories, each furnished with a
approached by a respectable looking used by thieves and footpads en route to dozen or so straw matt resses. The
stranger who quickly reveals that he is or from some 'job' elsewhere in the City. hospice is run by the Labourers' Guild
remarkably well-informed about the In addition, the upper floor has a secret for the support of its members, but the
character's business, and may be able to room which is used as a meeting place bulk of the running expenses come from
help - if a price can be agreed. W hether for the area's burglars, or as a hide-away an endowment made by one Wolfgang
it's buying or selling stoleh property, for cut-throats on the run. Bandpater, whose bust stands on a plinth
arranging a 'hit', or even supplying in the lobby of the building. Bandpater
ingredients for spells, there is nothing As soon as any outsider enters the main
that can't be arranged. But woe betide bar, all conversation ceases as if a Zone
anyone who reneges on a deal - those ofSilence had been cast. Many pairs of
who fall from the "Cliff of Sighs" aren't eyes will follow the stranger's every
always dead before they hit the tree-tops! move, and two brutish-looking thugs
will move to block the exit. Characters
During the day Southgate is fairly quiet who appear to be worth robbing will
as the majority of inhabitants will be almost certainly be robbed, either in the
working - either at their own 'cottage' tavern itself or immediately outside
industries, or elsewhere in the City. when they leave. Johann turns a blind


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)

is, in fact, one of the most prominent


racketeers in the City, and the hospice
encounteRs
is used by his followers for various Southgate Ostwald
purposes; as a safe house, contraband DIOO Roll DIOO Roll
store, rendezvous point and recruiting
ground, among others. Day Night Encounter Day Night Encounter
01-05 Agitator 01-05 Agitator
As a prominent member of the 06-10 01-10 Bawd 06-10 01-20 Bawd
Merchants' Guild, Bandpater •is very 11-20 11-15 Beggar 11-20 21-25 Beggar
careful to be linked with the hospice 21-75 16-60 Citizen 21-60 26-50 Citizen
only in his guise of philanthropist. 76-80 61-75 Drunk 61-65 51-65 Drunk
Consequently he leaves the day-to-day 81-85 76-79 Entertainer 66-70 66-68 Entertainer
running of the place to his lieutenant, 86-87 80-90 Footpad 71-80 69-85 Footpad
Helmut Beckenbauer, and limits 88-92 91-92 Hawker 81-85 86-88 Hawker
communications to the coded messages 93-99 93-96 Pickpocket 86-97 89-95 Pickpocket
which accompany his 'donations'. 93 97-00 Racketeer 98-90 96-00 Hooligan

In addition to his criminal activities,


Beckenbauer is also a keen Snotball
player, and although the days when he
was the most-feared centre-forward in
the City are now long past, he still
coaches and manages the notorious
Southgate Slammers. Using the
Grunpark (p47) as their training ground,
this team of labourers has established a
reputation as the most professional
Snotball outfit in the City State. Their
meetings with the 'Eastenders' from the
Old Quarter are well worth a visit
(providing you can take care of yourself
in the inevitable after-match brawl!).

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).

Hilberry Stilburg is the Halfling


proprietor, but most of the brewing is
done by his apprentices. What they don't
know, however, is that Hilberry is also
a skilled Alchemist (but not one
registered at the Wizards' and
Alchemists' Guild). In fact, beneath his
cheerful, rosy-cheeked exterioi; Hilberry
is a thoroughly nasty piece of work. A
well-balanced Halfling (with a chip on
both shoulders), Hilberry specialises in
the manufacture of poisons. He
maintains an extensively equipped
laboratory in a locked 'storehouse' and
is currently working to develop a special
preparation that will counteract the
effects of both Toughness Loss and the
onset of Cadaverous Appearance
disabilities which afflict many
Necromancers (see WFRP, pp138-9).

Hilberry 's biggest customers, not


surprisingly, work for 'the Man', but
Hilberry ensures that any transactions


are always carried out after dark, when
his apprentices have returned to their
Southgate homes.
GAZETTEER (Neumarkt/Osttor)

the neumaRkt-OsttoR OtstRlct


Orchestra. Subordinate to him are the
(j. Hall Manager, Axel Buhnleiter, and
Amadeus Tonkunst, the Musical
Director. Buhnleiter's responsibilities
neumaRkt class reputation, which seems to arise
solely from the fact that it is not in the
include maintenance of the 250 capacity
concert hall and managing the cleaning
While the Altmarkt (p37) deals mainly fashionable north-west part of the City. and front-of-house staff, while Tonkunst
in foodstuffs, the Neumarkt supplies The bulk of the population consists of is in charge of all performers and has the
other goods of all descriptions. There are junior and middle-rank clerks in the responsibility of arranging each year's
actually several markets within the various Komissions and mercantile concert programme. He has frequent and
Neumarkt district, interspersed with concerns, and some moderately well-to­ often violent arguments with Geiger
artisans' workshops and dwellings of do artisans who find the area convenient over the contents of concert
various types. In the south-east comer, for the Neumarkt. programmes, and constantly tries to
opposite the Altmarkt , is the introduce new and avant-garde works to
Gerberbahn, an area occupied by the During the day, these places will be broaden the audience's horizons, while
City's tanners, dyers and fullers. A little busy with citizens, entertainers, a few Geiger prefers to stick safely with the old
further north and west is the beggars, servants, brats and the like. 'standard' works.
Schmiedstrasse, where metalworkers are Thieves and pickpockets may be
in the majority, and the Topferplatz, encountered here at busy times. There is generally a concert or some
which is the potters' quarter. As well as other event during the last week of every
artisans' workshops, the guildhouses of At night, there will be groups of month; additional concerts are staged on
a number of lesser craft guilds can be revellers on their way to the Templar's notable occasions such as the Graf's
found in this area. Downfall (location 25, below), and a few birthday, and there is a three-day festival
beggars, entertainers, pickpockets and of religious music at midwinter,
During the day, the area is bustling the like, as well as the occasional gang celebrating the main festival of the Cult
with shoppers and tradesmen, of footpads. ofUlric. During Carnival Week, the Royal
apprentices out on errands, servants and College of music is host to many events
householders visiting the workshops, Watch Patrols and attractions.
and so on. There are also many beggars, Patrols by the City Watch are at 2-3 hour
entertainers, pickpockets, charlatans, intervals both day and night, with 10% Ticket prices vary according to the event
bunko artists and others who make their of such patrols being by Elite units (see and to the quality of the seats. For the
living from the crowds. p93). normal concert programme, tickets
range from JGC (an aisle seat at the front)
At night, there are few people about
except the occasional apprentice out on locations to 5GCs (a seat in a box), while for special
events they can be twice or three times
an errand, and small but noisy groups as much.
of outrageously-dressed young people 2 3. The Royal College
on their way to the Templar's Downfall
of Music
Qocation 25) for the evening. There will 24. The Singing Moon
also be a number of beggars and This magnificent, vaulted building is
entertainers about, making what they home to the Middcnhcim Orchestra, and (Cabare t/bar)
can from the revellers. Footpads one of the centres of the City's cultural This night-spot is owned and run by
sometimes strike here, and an occasional life. Concerts and other events take place Kirista Kallarial, a female Elf, and is a
group of agents for a local racketeer here throughout the year, especially favourite haunt for the City's elven
might be encountered, on their way for during festivals. The College of Music is population, as well as for dedicated
a quiet word with an artisan about lapsed sponsored by the Graf, and numbers aestheteS of other races. The atmosphere
'insurance' payments. many of the City's dignitaries among its is relaxed and stylish, and like the
patrons. Harvest Goose (p34), the decor has a
Watch Patrols distinct Elven accent.
Small units of the City Watch (2-5) will The Director of the Royal College of
be around the place during the day, but Music is Eberhardt Geiger, a retired Admission is by membership only;
they will often be perusing goods merchant who handles all the financial membership costs 20GCs per year, and
themselves. Elite units are only deployed aspects of running the College and non-members are admitted only if they
here in the event of serious trouble. At
night Watch patrols are only every 4-5
hours.

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)

arc Elves (admission 2GCs) or the guests


of a member (admission free). Dwarfs are
not admitted under any circumstances,
although few Dwarfs would care to enter
in the first place.

The Singing Moon has an extensive


cellar, with wines and spirits from all
over the Old World and even a small
'special' stock of Elven wines and fruit
brandies. Prices are high, but are justified
in the main by the quality of the drinks
on offer; the 'special' stocks are not for
sale, and are only drunk by Kirista and
her particularly favoured Elven guests.

Rallane Lafarel, the court minstrel (see


p85), visits the Singing Moon regularly,
occasionally giving impromptu recitals
and, if the mood takes him, sometimes
sitting in with the house musicians.
Allavandrel Fanmaris, the Master of the
Hunt (p84), is also a regular patron, and
sometimes the two Elves bring Dieter
Schmiedehammer (p87), the Graf's
Champion, to the club - "In the hope,"as
they sometimes say, "of instilling some
culture into him." It is rumoured in some
quarters that Rallane and Allavandrel are
friendly rivals for K.irista's affections; The cocktails in the Templar's Downfall the south while Wolf Runner coaches
however, the light and bantering manner are phenomenal. The "W hat Vow of (location 48, p50) run the routes to
in which the three talk and joke with Chastity?" at 18/- is good value, but the Marienburg and the north.
each other suggests that they simply piece de resistance (all the rage with
enjoy each other's company. young rakes) is the horrendous 'Hush The company's offices and terminus are
Puppy', which comes at 45/- and situated on the Burgenbahn; there is a
The Singing Moon has a reputation for comprises innumerable alcoholic large Coaching Inn - the Castle Rock (see
an unusual cabaret - fire-eaters, ingredients infused into the stomach WFRP, p329) - and a coachyard with
contortionists, escapologists and the like cavity of an eviscerated small dog. Don't stabling and a small smithy. The yard can
are often to be found performing here, even ask about how it is drunk .... While accommodate up to four coaches at a
and are always far superior to those who cocktails are the thing to drink here, and time, and there is sufficient stabling for
are to be found performing on the there is a standing reward of one free a dozen or so horses.
streets. As well as these acts, the Singing drink for anyone coming up with a new
recipe, the lemplar's Downfall does have
encounteRs
Moon boasts the finest musicians and
singers outside the Royal College of a small and badly-kept stock of wine;
Music. anyone asking for beer or mead-here is
instantly ostracised.
Neumarkt
25. T he Templar's 26. Offices of the DlOO Roll
Downfall Komission for Day Night Encounter
(Cocktail bar/restaurant) Health, Education 01-05
06-20 01-10
Agitator
Beggar
Owned and run by 'Gorgeous' Georg and Welfare 21-40 11-15 Entertainer
Mikael, the Templar's Downfall is a The offices of this Komission are in a 41-60 Buyer
favourite night-spot for the young drab grey stone building on the Ost Weg. 61-65 16-17 Bunko Artist
fashionable set, and is the place to be Full details of its functions and facilities 66-80 18-20 Citizen
seen in Middenheim. It is a riotous place, can be found on pl7. 21-80 Footpad
and although there's no admission 81-90 81-90 Hawker
charge, only those dressed in the height 91-95 Lawyer
of outrageous fashion are admitted.
2 7. Offices of Castle 96-00 91-00 Pickpocket

The place is always full of heavily made­ Rock Coaches Osttor


up and outrageously-dressed Pale Young
Things (some bordering on Castle Rock coaches are co-owned by
transvestism), posing like there's no Gunnar Guildenstern and Rudolf DlOO Roll
tomorrow and drinking the latest and Finkelstein. The former is also owner of Day Night Encounter
most extreme cocktails (and making no the Showboat (p32), and occasionally 01-10 01-05 Beggar
secret of the fact that that's not all they uses the Coach company's haulage 11-75 06-60 Citizen
are consuming ... ). The prices are almost division to smuggle in wines for that 76-80 61-65 Entertainer


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.

31. The Wizards' &


Alchemists' Guild
This is a three-storey building, built in
a grand but eccentric style which would
look out of place anywhere in the world
except the Freiburg. The High Wizard
and the head of the Guild is Albrecht
Helscher (see p88). He lives on the top
floor of the building, and the other floors
are occupied by offices, workrooms and
storage space.

Because of Middenheim's reputation as


the magical capital of The Empire, there
is a steady stream of would-be
apprentices calling at the Guild, but few
are admitted (see notes on pl8). Those
that do get in receive a training in
Wiz.ardry that is second to none. All non­
specialist Bat tle Magic spells can be
taught here (only to members), but the
prices are high (GM's discretion).
Members can also be trained in Illusion
magic here (but not Elementalism, and
Demonology and Necromancy are both


illegal).

The Guild has a well stocked library,


GAZETTEER (Tbe Wynd)

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.

bosses from the Middle Mountains, and


33. Chapel of Grungni the occasional high-ranking functionary
The temple is entered via an of the Cult of Grungni may be found here 36. Offices of the
unremarkable doorway between two from time to time, and practically the Dwarven
buildings on the Wendenbahn. A whole of the City's Dwarven population
covered alley slopes sharply downwards comes here to worship every ten days. Engineers' Guild
for several yards, before turning sharply This is a small, unobtrusive building on
to the left and leading down beneath the the Wendenbahn near the Chapel of
buildings. About forty feet below Grungni. Unlike the offices of the Guild
ground, the tunnel opens out into a 34. The Guild of of Stonemasons and Architects, it is not
cavern, which has been excavated by Stonemasons and ornate or elaborate; the Dwarven
Middenheim's Dwarven community and Engineers' Guild trades solely on its
fitted out as a chapel to Grungni. Architects reputation. Most Dwarfs in the City are
This is the most important of the members of the Guild; certainly the


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...

In addition to the teamsters and


muleteers (all cultists) who can be seen
Anyone observing the warehouse over
37. The Windhund a few days might also notice that a
working in the yard during the day, the
Cult makes use of Salladh-bar's zombies
Haulage Co. surprising number of pigeons seem to to do much of the work at night. If
have taken to roosting in the building's anyone were to take it into their head to
(Front for the Purple Hand) eaves. In fact, these are Theodor's carrier peer over the yard's eight-foot-high gates,
Ostensibly the offices of the little known pigeons which he uses to maintain they might just see three or four zombies
Windhund Haulage Company, and contact with other cultists elsewhere in sweeping the yard or loading or
managed by Theodor Gluckstein, this the City. unloading a wagon.
innocuous-looking warehouse is, in fact,

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)

k. th€ 4€lOmun0-1<aurse1t-BRotkoprs OlstRlct


These three areas form the commercial errands, tradesmen making deliveries
hub of Middenheim. Most of the bulk and hawkers selling goods door-to-door.
goods entering and leaving the City
spend some time in the great warehouses At night, most encounters will be with
which flank the Sudetenweg, and there groups of well-to-do citizens - on the way
are many artisans' workshops and out for the evening or on the way back
mercantile concerns of all sizes in both from a night out, depending on the time
the Brotkopfs and Kaufseit districts. - or with Watch patrols. Footpads will
Across the Zellautstrasse from Kaufseit be rare in the Geldmund district itself,
lies the Geldmund district, where many owing to the :zeal of the Watch; some will
of the Cit y's merchants and some of the try to intercept potential victims on the
wealthier artisans and scholars live. fringes of the district, but there may be
the occasional enterprising group in
Geldmund itself.

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.

The chairman of the Guild, Herr


Gotthard Goebbels, beside being
Convenor of the Komission for
Commerce, Trade, and Tuxation, is a
prominent member of the Jade Sceptre
- a chaos cult dedicated to the worship
of Slaanesh (see p60).

46. Offices of the


Komission for
Commerce, Trade
and Taxation
This imposing three-storey building was
originally designed to house the
Komission that was going to "geld those
damn merchants!" (in the words of Graf
Rudolf). Nowadays, however, its
governing body is comprised almost
exclusively of merchants. Not surprising
then that its activities amount to little
more than rubber stamping the
Merchants' requests.

Members of the 'general committee' of


the Komission include representatives of
many of the guilds, however, so the
building's debating chamber does
provide a forum for them to 'discuss
matters of mutual interest'.


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.

The encounter tables are included in the Gazetteer to provide


you with a source of instant encounters when you need them; BAWD
you can either select one from the table or generate one
randomly, as you prefer. You can, of course, ignore them
altogether, and improvise encounters as you like, using the
notes on each district's population as a guide.
Skills
The following notes explain the entries on the encounter Bribery; Secret Language - Thieves' Tongue; Street Fighting;
tlbles, providing ideas as to what people might be doing when 25 % chance of Wit
they are encountered. Remember that NPCs don't walk around
with little badges proclaiming their career. Don't give the Possessions
players too much information about an encountered NPC at Hand Weapon; Leather Jack (0/1 AP, body/arms); 106 GCs
first glance - generally only the NPC's age, sex , and
approximate social class will be apparent. Except , of course, Bawds will be hanging around on
in the case of Watchmen, Guardsmen, Park-keepers and other street comers, accosting anyone who
types whose dress is intended to reflect their career. appears to be wealthy and offering
them a guide through the various
dubious entertainments on offer in
NPC Profiles the area. Some will be in league with
The profiles of the characters on the next few pages should gangs of Footpads or Cut-throats
be treated as 'skeletons' only. Feel free to flesh them out owners, leading their 'customers' into
according to the stage your campaign has reached. Most of traps, while others may be paid a
the time, you will hardly need to glance at them. If your ._.__...__.,.._-'-__.,. commission by various taverns for
players' characters have already gone through three or four bringing customers in. Bawds are normally encountered singly.
careers, however, they will probably have profiles far superior
to those shown here. In this case, treat all NPC profiles as BEGGAR
minimums - the PCs will probably look like hardened, not
to say heroic, adventurer types, and so most of the City's
minnows will be very wary and avoid them. On the other hand,
they will present a challenge to an experienced Pickpocket,
for cx:unple, so increase the Dex of any such NPC who decides Skills
to try his luck. Similarly, if easy successes in early run-ins with Beg; Concealment - Urban; Secret Language -Thieves' Tongue;
Middenheim's ruffians have encouraged the adventurers to go Secret Signs - Thieves' Signs; Silent Move - Urban
for their weapons at every opportunity, have them turned over
by some real thugs; NPCs who have completed as many careers Possessions
as they have. Begging Bowl; Tattered Clothes; Stick; Fleas; Knife; 306
Pennies
encount€R notes Beggars will follow any wealthy­
looking individual for 103 minutes,

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)

,-�, �,�•·r: I"�r� l:JI�Hr:rer�r�l:t!l


r
BODYGUARD Skills
Blather; Palm Object
Possessions
3 wooden cups and 3 balls; Pack of Cards; 106+20 GCs
Skills
Specialist Weapon - Fist Weapon; Street Fighter; Strike Mighty Charlatans can be found hawking
Blow; Strike to Stun their wares in the markets or on the
streets of the City; a few might
Possessions actually have set up small shops
Leather Jack (0/1 AP - body, arms); Knuckledusters; Dagger selling fake medical treatments and
(I + 10, D -2, P -20) or Club; 50% chance of 1-2 GCs, and the like. Some may even have some
1010+ 10 shillings; 50% chance of shield genuinely useful skills and/or items
to sell, acquired in former careers.
Bodyguards are often found at the shoulders of wealthy
citizens (see below).
CITIZEN

r�·1�-r�1,j;·�· ·l·�if:o r�s1�1· :· r�·•1i: l!l��t


BUNKO ARTIST The profiles of three types of Citizen are given here. You may
choose which to use according to the specific district where
they are encountered, or roll 1D6 (1-2: Wealthy; 2-3: Middle­
Class; 5-6: Poor)
Wealthy Citizen
Skills
Blather; Palm Object
Possessions
3 wooden cups and 3 balls; Pack of Cards; 2D10 GCs, 4D6
shillings Skills
--.,,,.--,-=----.. Bunko Artists love the market areas, Evaluate; Haggle; 50% chance of Etiquette; 10% chance of Wit
Possessions
since they are always thronged with
people. Their methods range from Dagger (I +10, D -2, P -20); Fencing Sword; Purse with 2D10
cardsharping and cup-shuffling to GCs and 2D10 Shillings; 25% chance of flunky carrying bag
more elaborate set-ups, such as of shopping
coconut shies with the coconuts
nalled down or hoop-la stalls with the Middle-Class Citizen
hoops slightly narrower than the
prizes. Each Bunko Artist will have at
1--...;;._.a..,__...c;......,_..., least one urchin hired as a lookout,
and the more mobile ones will pack up and move on if the
Watch approach too closely. Bunko Artists invariably operate Skills
alone. Evaluate; Haggle; 33% chance of an Artisan-related skill; 25%
chance of Specialist Weapon - Fencing Sword
BUYER

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)

CIVIL SERVANT ENTERTAINER (Troubadour)

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).

In a City with 2 Electors, where one


is also the head of his entire Cult, Skills
there are bound to be a fair number Silent Move Urban; Strike to Stun
of Clerics. 30% of those encountered
will be visitors to the town - here on Possessions
official Cult business, or come to ask Club; Hooded cloak; Leather Jack (0/1 AP, bodyf.ums); Dagger;
for guidance, or simply to pray for 103 GCs, 2D6 shillings
advancement at the Great Temple.

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.

Drunks are just that - citizens of


various types who have had a little
, too much to drink. How they react
to the adventurers is up to you - you
tnight make a secret Pel test for the
PCs if you wish, to decide whether
the Drunks greet them as long-lost
friends, hurl barely coherent abuse,
attack, throw up over a character, or


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)

FUNERAL PARTY Skills


Consume Alcohol; 25% chance of Frenzied Attack; 25%
Funeral parties are only found in the chance of Marksmanship; 25% chance of Street Fighter; 25%
immediate vicinity of Morrspark chance of Wrestling
(p47). They generally consist of Possessions
206+ 2mourners (Citiz.ens), a Cleric Dagger (I + 10, D -2, P -20); Stick; 106 Empty Bottles; 1D6
of Morr and, of course, the deceased. Large Stones; 103Bottles of Ale; Long Woollen Scarf; Wooden
The level of the Cleric will vary with Rattle; Meat Pie; 2010 shillings
the social status of the deceased, as
explained in the description of the Hooligans appear as if by magic,
Shrine of Morr (location 40, p48). whenever and wherever there is a
GRAVE ROBBER Snotball game. They purport to be
'experts on the finer details of the
game', but it is hard to see how this
can be so, since they are often too
25 35 25 45 30 drunk to be able to focus on the
action, and usually spend most of the
Skills game fighting amongst themselves.
Silent Move - Rural & Urban; Spot Trap L...-...ar&...=...;a:::::....__. They are especially to be avoided
Possessions when their team has lost! Hooligans are never encountered
Black Cloak; Sword; Lantern; Large Sack; Shovel; 103 GCs singly, but always in groups of 104+ 1 or more. After a match

-----,=---�•
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

-----,,.......,--�-, Hawkers are strolling vendors, selling Skills


anything from hot pies to religious Etiquette; Law; Public Speaking; Read/Write; Secret Language
texts as they wander about the - Classical; Secret Signs - Lawyer
markets and other bustling areas. Possessions
Some Haw kers, especially those Hand Weapon; Wig and gown; 1006 GCs
selling herbal remedies and lucky
charms, have a 10% chance of being Lawyers are only rarely encountered
Charlatans, whose goods will be on the streets, since they prefer to
·--,. worthless (an Estimate test will reveal keep the time spent out of their
i...:."-'-"-...,"'----.... this). Hawkers are almost always offices (and thus not making money)
encountered singly. Lists and prices of the kinds of things sold to a minimum. They may be
by Hawkers can be found on p71. encountered singly or in groups of
104, and a lone Lawyer may be
HOOLIGAN (Snotball Fan) accompanied by a bodyguard (profile
above) and/or 103junior scribes (use



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)

PARK-KEEPER Pilgrims are often Initiates or low­


level Clerics - or those with a vocation
to become such. They are invariably
followers of Ulric who have travelled
4 45 30 from all over the Old World to
Skills worship at the great Temple. They arc
Strike to Stun; Others at GM's discretion encountered singly or in groups of
1D10 + 1, and may well be seen
Possessions looking bewildered and confused by
LeatherJack(0/1 AP, bodyfarms); Hand Weapon; Livery; Stout t:Jrai;,_..,__�_.-.11.1the bustle and sophistication of urban
cane (treat as Club); 2D6 shillings life. Prey to all sorts of unscrupulous rogues, they arc often
in need of a helping hand - directions, translations, food or

t ,�rffl�!wr �1T¥·r·•t· t�ffl�·;f�l··�·rrttf:t


Park-Keepers may be found in the money being but a few examples.
City's parks at most times. They are RACKETEER
often retired members of the City
Watch, and it is their job to stamp out
1
littering, vandalism , rowdy
behaviour and other undesirable �,
activities. They wear a distinctive Skills
livery, with the City's coat of arms on Dodge Blow; Silent Move - Urban; Specialist Weapon - Fist
a metal badge, and are encountered Weapons; Specialist Weapon - Incendiaries; Street Fighter;
.___.___________. singly during the day and in groups Strike to Stun
of 103 + 1 at night. If they are approached in the right manner,
they will answer questions about the City and the parks, give Possessions
directions, and so on, but they will not generally indulge in Club; Hand Weapon; Knuckledusters; 2D10 GCs, 2D10
gossip about prominent City dignitaries. They have a short shillings
manner with people from the lower classes, but treat the Racketeers are an established part of
obviously wealthy with great deference. the City's underworld, and a great
rivalry exists between gangs in
PICKPOCKET Ostwald and those in the Altquartier.
This only rarely erupts into violence,
however, since a series of
31 31 31 31 41 'gentlemen's agreements' divides the
City up into territories. There is
Skills widespread protection racketeering
Concealment - Urban; Flee!; Palm Object; Pick Pocket; Secret __________.,. on businesses in Ostwald and the
Language-Thieves' Tongue; Secret Signs -Thieves' Signs; Silent Altquartier, and on those in some of the lower-class areas
Move - Urban nearby, from which the gangs draw the bulk of their income.
Other activities include loansharking, smuggling, and dealing
Possessions in drugs and other prohibited substances (including dead
Sword or Club; Sack; 1D6 purses, each with 1D6 GCs bodies - see Grave Robber above); there is also money to be
made by blackmailing wealthy people - such as scholars,
-------- Pickpockets are found wherever wi7.ards and physicians - who have bought illicit materials from
there are large crowds of people, and them. The profile above is for a middle-rank Racketeer; the
have been mentioned in connection kind who might be used as a frightencr when people have been
with some of the other encounters. slow to pay. If the adventurers meet Racketeers of greater or
You must decide whether the lesser status, you should feel free to adjust the profile and skill
Pickpocket is attempting to rob one list.
of the adventurers or a random NPC
nearby. If the target is one of the PCs,
choose the most well-dressed, or one
....._...;..;....__....,.....,.who has been spending cons-
picuously. You should make a Pick Pocket test for the thief.
If the test is successful, the victim has lost his or her purse
and notices nothing; if the test is failed by 20% or less, the
attempt is unsuccessful but the victim still notices nothing.
If the test is failed by more than 20% , the attempt is
unsuccessful and the victim realises what has taken place.
Pickpockets who are detected will try to lose themselves in
the crowd as quickly as possible.

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)

RAKE (Noble) Possessions


Sword; Writing Kit; 2D10 books; 2D10 GCs, 2D10 shillings
iii Bi )ifs/ '.!$\, tilt }:I"; i\tfii iH .••..• \ t-..sJ
ta; Jeri id .,a!
Scholars are most often found in the
4 35 25 3 3 6 30 25 45 25 40 30 40 Freiburg and surrounding areas. Many
have secured posts at the Collegium
Skills Theologica (location 32, see p44),
Charm; Luck; Specialist Weapon - Fencing Sword while others support themselves
entirely by providing tuition for the
Possessions children of the City's upper classes.
Expensive clothes; Fencing Sword; 10D6 GCs in jewellery, They may be alone when
2D6+ 10 GCs in cash encountered, going about some
business or other, or they may be
Rakes are well-to-do young people accompanied by 1D3 students or children, explaining some
out on the town. They are esoteric point as they walk. They may be happy to stop and
encountered in groups of 2D6, and talk. to characters - particularly if one of them can somehow
may be accompanied by 1D3 demonstrate that they have at least a working knowledge of
bodyguards (25% chance) and/or a one of the scholar's pet subjects - or they may repulse any
- bawd (25% chance in lower-class questions with a sharp retort.
areas only). While they are basically
harmless, they are high-spirited and
STREET GANGS
Are only really encountered in and around Ostwald and the
usually drunk, and delight in playing Altquartier. They consist of 2D6 teenage thugs (use the Tbug
-----------....� pranks on members of the lower profile - below), dressed in a distinctive gang 'uniform' and
classes and generally being loud and armed with knives, clubs and the occasional sword. Their main
obnoxious. interest is acting tough and frightening lone citizens, with the
occasional mugging. They provide a recruiting-ground for the
RAT CATCHER city's racketeers, often acting as lookouts, passing on
information, and carrying out minor errands.

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

r:::---:-:::---:::---�" Rat Catchers are well-established in 4 30 25 3 3 7 40


Middenheim, as they are in most
.settlements of any size. They are a Skills
common sight, especially in the Arcane Language - Magick; Read/Write; Secret Language -
poorer areas, with their ratting-poles Classical; 25% chance of Consume Alcohol; 104 knowledge
and their small but vicious dogs. skills
Middenbeim even has .a Ratters'
Guild, based in a room above one of Possessions
the taverns in Ostwald. This Hand Weapon; Books; Writing kit; 2D10 shillings
�'T'
organisation looks after its members'
interests and deals with (the all-too-rare) contracts from the -----:,�;;;;::--- Students are found in the same areas
Komission for Health, Education and Welfare (p42) to as scholars (see above), but their
exterminate vermin in public buildings. The Guild also has activities are often somewhat
long-standing contracts with the City's mercantile concerns, different. During the day, they may
for dealing with the warehouses which line the Sudetenweg. be travelling between their digs and
Rat Catchers work and are invariably encountered alone. In their tutors' residences, or drinking
Middenheim, they may often be distinguished by their high­ wine and discussing art at one of the
crowned hats of rat-skin, which are a popular fashion in the numerous watering-holes in the
Guild. Freiburg. At night, they are often to
,___..,.....,_.........,..,.... be found in groups of 2D6, out on the
town and behaving little differently from rakes (see above).
SCHOLAR
THUG

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)

Possessions Classical; Scroll Lore


Leather Jerkin; Dagger or Club; 2D6 shillings
Possessions
Thugs wander about the City in Dagger (I + 10, D -2, P -20); 50% chance of minor magical
rowdy groups with the aim of getting item (see WFRP, ppl83-190)
drunk, starting a fight, or generally
being loud and unpleasant. They will Power Level: 16
· hurl crude witticisms at anyone they
meet, non-humans, and take Spells: 104 Petty Magic, and 104 Battle Magic (1st level)
. particular delight in taunting Watch
•.,.,i...,.:.;.:...••iiil
patrols. A typical group of Thugs Wizards are occasionally seen in and
numbers 106+6. around the Freiburg - marching
briskly and determinedly - as though
on some urgent errand. Quite what
WIZARD (level 1)

that errand might be is hard to say,
since their apprentices run all their
mundane errands and carry out all
the menial work. But most
Middenheimers accept the fact that
Skllls ._._;a.____.__, no-one can understand a Wizard
Arcane Language - Magick; Cast Spells (Petty Magic, Battle except another Wizard. They are generally too preoccupied
Magic Level I); Dodge Blow; Identify Plants; Magic Sense; with what they are doing to notice other people, let alone stop
Night Vision; Read/Write; Rune Lore; Secret Language - and talk to them.

*
CHAOS CULTS (Purple Hand)

chaos cults 1n m100enhe1m


1he infbnnation here deals with but two between them are often intermittent and Impedimentae); and research and
groups of followers of the Chaos gods. contradictory. Obsessed with secrecy, development (Ordo Terribilis).
The first is the Cult the of Purple Hand the various leaders and groups are
- followers of1zeentch (see TEW, p24 constantly changing their recognition Each field has its own group of agents
and p40)-whose agents have been dog­ code -it is not altogether uncommon for (organised into cells) and is based in one­
ging the trail of PCs in The Enemy a genuine messenger from one group to third of the City. The Ordo Novitiae
Wrthin Campaign fur some time. The sec­ be murdered by another, because he was operates from Ulricsmund (p35) and
ond, !mown as the Jade Sdeptre, will be taken for a witch-hunter's agent! concentrates on the north-western City
new to all players and GMs; its mem­ districts, the Ordo Impedimentae is
bers are all follo wers of the her­ Nonetheless, all members share the based in Kaufseit (p49) and concentrates
maphroditic Slaanesh - arguably the most common aim of striving to subvert the on the south-western areas, while the
decadent ofall the Chaos gods. current order from within. In some Ordo 'Ierribilis is based in The Wynd area
places, high-ranking members of the (p45), with cells in the eastern districts.
Although no det:lils of their numbers or nobility, or of the Cults of Sigmar and
organisation are provided here, various Ulric are controlled and manipulated by Controlling each Ordo are three high­
other Cults (particularly followers of the Cult; in others, the cultists ranking cultists, known as 'Magistri'.
Nurgle - cf. Tbe Underclty, p63) can be themselves have wormed their way into These are either 'specialists' (Wizards,
found in the City. li'cat the information positions of power and influence. It is Academics, Assassins, and so on), or
on the Purple Hand and the Jade Sceptre probably only because the Cult is so long-standing members who have
as an example of the activities and poorly coordinated that it has not done achieved positions of power and
methods of Chaos cultists when creating more damage than it has - but the Time influence (important members of the
your own. of Changes is coming... City Guilds, Counsellors on one or other

the cult or the


of the Komissions, etc).
For all its bungling inefficiency, the Cult
is a very real threat to the stability of The Overseeing everything, while somehow
PURPl€ hano Empire. Over the years, it has gradually
infiltrated many powerful, political and
remaining far removed from the dirty
business of the Cult's day-to-day
religious institutions and is only waiting operations, are the shadowy figures of
To players and GMs of The Enemy for a sign from Lord Tueentch, the Great the Inner Council. Three is their number,
Within Campaign, the Cult of the Mutator, to rise simultaneously in towns but their names are not written here...
Purple Hand will be a familiar, if and cities all over The Empire. On the rare occasions when the cultists
mysterious, organisation. The dare talk about their masters without
information below is intended both to feeling that they'll be overheard, they
introduce the Cult's aims and methods
to those who are unfamiliar with the the cult 1n refer to them as the Triumvirate. But
Campaign, and to provide some ideas for m100enhe1m most of the time, they try not to think
about them, let alone discuss them - such
mini-adventures. GMs already running is the fear they inspire.
the Campaign might like to skip straight In Middenheim in particular, the Cult has
to The Cult In Mlddenbelm - but then a large and active membership whose
plans for take-over are well advanced. Partly for security reasons, and partly
don't blame us if you miss some because the cultists are obsessed with
previously unrevealed secret... The foremost mover in these events is
the Cult's Magister Magistri, Head of the secrecy, communications between the
Inner Circle, none other than the Law three Ordos and the Inner Circle are kept
the cult's Lord Karl-Heinz Wasmeier. But the
machinations of Herr Wasmeier require,
to a minimum. Carrier pigeons are used
to send short, coded messages between
0Rqan1sat1on nay, deserve a whole book to themselves, the Heads of the Ordos, but they meet
in person only twice a year; the nine
and are thus fully detailed in Power
The cultists in Middenheim like to think Behind the Throne, being the next Magistri don't even know each other's
of themselves as the command group of instalment of The Enemy Within real identities.
Tueentchian followers in The Empire - Campaign.
the centre of a noxious web that reaches The twice-yearly meetings take place
into every main population centre. But But the Cult has more than one fish to deep within the Drak Wald forest on the
this is largely self-delusion . True, fry... If your players' characters want to nights of Hexenstag and Geheimnistag
Middenheim has the highest go cultist hunting, there's more than (the two nights of the year when both
concentration of Purple Hand cultists, enough for them to get their teeth into moons are full). In a magically hidden
but by their very nature, followers of (but don't spoil their appetite for the clearing, the masked Magistri of the
Tzeentch are an independent breed. forthcoming 'feast'!) three Ordos re-dedicate themselves to
There are many other 'organisations' the service of Tueentch, sing hymns to
dedicated to the worship of the Great the Chaos God, and watch in frenzied
Mutator (the Cult of the Red Crown delight as the members of the Inner
described in Death on the Reik is but Organisation Circle conclude the ceremony with a
one example), and there is little love lost In addition to Wasmeier's intrigues human sacrifice.
between any of them. (carried out by the Cult's upper echelons
or Inner Circle), the day-to-day To whet the appetites of you and your
The Purple Hand basically operates on operations of the Cult in Middenheim are players, the following notes provide an


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)

suggestions as to how the PCs might


become entangled in this web of
intrigue. The details are left deliberately
vague to allow you to integrate these
events into your campaign more easily.

th€ OROO t€RRIBlllS


This Ordo - charged with the
responsibilit y for research and
development - currently operates from
behind the seemingly innocent facade
of the Windhund Haulage Company
Qocation 37,p46)in a quieter part ofThe
Wynd district.

The head of the Ordo is a relative


newcomer to the City, a mysterious
Arabian Necromancer known only as
Salladh-bar the Grea t . How he was
recruited, no other members of the Oroo
dare ask . He first appeared at the
Geheimnistag 'celebrations' in the Drak
Wald forest and although they greeted
him warily, the Inner Circle did not seem
very surprised to see him. Not that any
of the cultists suspect his loyalties - the
palm of his left hand bears a purple
birthmark, in the shape of the symbol
of lzeentch.

Within a week after the Geheimnistag


ceremony, Salladh-bar had been installed
in the cellars of the Haulage Company
as Magister Tenebrae, and a new line of
research was begun . For the blackmail operations on the go, and is a week in advance, he did, in foreign
Necromancer has discovered a formula currently making a healthy profit out of gold. He spent three days and nights shut
which, he believes, will allow him to a slave-trading racket (see below ). in his room, wi' nary a woro to anyone,
create Zombies with the power of Corpses for Salladh-bar's experiments not even coming out to eat, and then 'e
regeneration. In his experiments to date, have to be bought from 'freelance' grave­ appears one night in the snug, asks the
however, all the wmbies he has created robbers (Morrspark is too far away to risk way to somewhere-or-other, walks out,
with this power have also been highly using inexperienced cultists), while the an ain't been seen since.'
unstable (GMs: make Instability checks wide variery of drugs and preparations
every round, not tum-cf. WFllP, p215). are either stolen or extorted from local 'Ay, I remember. An' the next night,
alchemists and pharmacists. someone breaks into his room an' gets
The responsibility for masking Salladh­ away wi' all 'is luggage. . .'
bar' s activities falls to Theodor
Gluckstein, a severe-looking, middle­ Involving the If pressed further, neither of the gossips
can recall exactly where the 'A-rab'
aged merchant. He is the ostensible
owner of the company - and does indeed
Player Characters wanted to go.
operate regular runs to all parts of The There are any number of ways in which
Empire. And even beyond. Merchants the PCs can have their attentions drawn The Windhund Haulage Co.: the
with genuine cargoes, however, are to the activities of the Ordo Terribilis. owners of Castle Rock Coaches (location
always informed ever so regretfully that A few examples are provided below, but 27 p42)can't understand what keeps the
all wagons are booked six-months these are only guidelines and by no haulage company so busy. They take
ahead... Thus Theodor ensures that he means exhaustive.
always has a wagon available to run
contraband, or the Cult's own 'produce', If the PCs manage to get firm evidence,
or even simply to carry messages to they may well wish to involve the Watch.
distant agents. If you cannot encourage them to tackle
the Ordo alone, be prepared to increase
the numbers of cultists.
logistics Rumoun about Salladh-bar: 1\vo old
Needless to say, Salladh-bar's regulars, exchanging 'odd stories' in a
experiments require both funds and tavern in the Wynd (p45) are as good a
suitable subjects. The former are way as any of passing on this
provided by a number of sources: in information:
addition to the budget provided by the
fund-raising Ordo Impedimentae (see 'D'ye remember that strange A-rab who
above), Gluckstein has two or three put up at the Horse and Groom? Paid for
50% of the City's business, and Wolf cemetery, and Salladh-bar's activities, From time to time, however, a friend or
Runner Coaches take the rest; or so they local grave robbers can hardly keep up relative of one the Cult's victims does
thought. But not only is there apparently with demand and prices of fresh corpses tum up. Such a character is Anya Luger
enough business to maintain an are going through the roof. The City's - a bounty hunter from Salzenmund -
independent company, there's so much most successful grave-robbers - Waldo who came to Middenheim a few weeks
that Gluckstein can afford to turn the Weasel and Manny the Maggot - have ago to meet her orphaned nephew. She
customers away!. money to burn, it seems. This unlikely­ has learnt that he was offered free
looking couple can now be found in the lodging in a tenement in The Wynd, but
Curiosity is a powerful emotion. And City's most expensive establishments, the place is empty and no one has seen
Gunnar Guildenstem would pay good and anyone sitting near them is likely to young Klaus for weeks. Anya's
money to find out who charters the overhear all sorts of cryptic references investigations have unearthed many a
Windhund wagon trains... to their latest 'commission' (I00GCs per similar story and she has begun to
corpse, to be delivered to the Wmdhund suspect that some evil is at work. She is
The Blackmail Victims: Velma Haulage Company...). alone in a strange City, however, and
Karbunkel is a moderately successful would be extremely grateful for the help
Halfling Alchemist in the Osttor area of The shortage of corpses can have all of a group of experienced adventurers.
the City, but one with a terrible secret kinds of ramifications: the number of But the Ordo's agents have already
- her brother is a mutant. She had kept 'disappearances' in the City's poor marked her down for elimination...
him hidden in her cellar for years, and quarters will increase as less successful
all was well until Gluckstein somehow grave-robbers take to murder; and if the Klaus is currently imprisoned in the
found out about him. Then the followers ofNurgle should fmd out that Haulage Company's cellars until a fee has
blackmail started. At first it was just the 'their' corpses are being sold to followers been agreed between Gluckstein and a
odd, inoffensive chemical compound, of 1zeentch, intercult hostilities will contact in Parravon in Bretonnia. Carrier
but soon the Halfling was being asked escalate into a series of assassinations and pigeon messages are coming and going
for preparations to offset Necromantic arson attacks. with unusual regularity, and anyone
disabilities (see WFRP, p138). intercepting such a message could learn
a great deal.
Velma has so far refused these latest The Slave 'Irade: Middenheim attracts
demands, and even threatened to go to
th€ Ja�€ SC€ptR€
a fair number of young people, drawn
the authorities. Gluckstein has given her by the glamour and wealth of the 'big
one last chance - if she doesn't come up city'. Many of them are quickly
with the goods within the week, he will disillusioned: ignorant of the streetwise The followers of Slaanesh in
send a group of cut-throats to murder her ways of the locals, and with no friends Middenheim have certainly seen more
and bring the body back for Salladh-bar or relatives to help them, they are prey auspicious times than at present - they
to experiment on. to all kinds of unscrupulous characters once had the largest Slaaneshi Cult in
- racketeers, thieves, smugglers, and even The Empire, but now number only
The PCs could well be approached by pimps and drug-pushers. But Gluckstcin around twenty. Although their numbers
Velma to act as bodyguards. has found an even more lucrative use for are small, the members of the Jade
Alternatively, they might just happen to them. Agents of the Ordo arc on the Sceptre are active enough, and the
be passing the Halfling's workshop look-out for young, unattached, new schemes of one member in particular
when the cut-throats strike. It is up to arrivals to the City. The more gullible are should provide your PCs with plenty to
you to determine the numbers and lured by promises of cheap think about.
profiles of these minor cultists, but all accommodation to a disused tenement
bear a tattoo of a purple hand, and might behind the Haulage Company, where
even be recognised by characters who
have played Death on the Reik.
they are overpowered, drugged, and ffi€ffiB€RS 0� th€ cult
shipped out in large barrels. There are


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)

and Decadents'). These represent the


Inner Circle of the Slaaneshi Cult known
of Chaos is unstoppable, the cultists
argue (at least, this is how they might
Gotthard von
as the Cult of the Jade Sceptre (after the argue, if they were given to such Wittgenstein
rod carried by the Chaos God). intellectual pursuits, and few of them As players and GMs of Death on the
arc). And since the rise of Chaos is Reik will know, this character is the last
Unfortunately (for the devotees of the inevitable, since we're all, in the end, remaining member of an ancient but
hermaphrodite, that is), the Cult 's going to be absorbed back into the little-known Reikland family. The von
spiritual leader who actually recruited bubbling, primeval slime from which all Wittgensteins bad risen to prominence
all the current D & D'ers, was "recalled things emerged, the important thing is in the service of the Empress Margaritha
into the swirling void" less than 12 to have a good time while we're waiting. in the 1980's (Imperial Calendar), but by
months ago. Not only did the Cult thus So let 's party! Do everything, try the time of the current campaign have
lose its most energetic adherent, but it everything (at least once, but preferably sunk back into obscurity. (Those of you
also lost its only toe-hold on the ladder to excess). Which is where money comes in ignorance of the reasons for the
of political power. And although only in - it is certainly much easier to indulge decline into infamy of this once noble
the most precarious of toe-holds, it was one's depravities when one is filthy rich. family should rush out and buy, borrow,
on a very high rung indeed, and thus the Fortunately (for them that is), all the or steal - but preferably buy - a copy of
loss was even more to be regretted. For current Cult members are just that. Death on the Reik immediately!)
their leader had been none other than
the vivacious second wife of Graf Boris For one reason and another (but mainly
So, after throwing a few tantrums - "Now due to the fact that each succeeding
himself, Anika-Elise Nikse, daughter of we'll never know what surprise Nikki
the Baron von Nordland. generation was developing more and
bad planned for the next orgy!" - the more mutations), none of the family had
cultists shrugged their shoulders and got left their barony for over 70 years. But
Quite how she met her untimely end on with living as decadent a life-style as
(aged only 23 years), the surviving young Gotthard was bored in the
their pockets could stand. family's crumbling, Reikland castle - he
members are not quite sure. Some believe
that a witch-hunter/spy had infiltrated had tired of the same old faces (and beaks
the group and assassinated her (either And things would probably have and tentacles). His sister spent all her
with or without the Graf's connivance). continued in this vein until they all died time drooling over dismembered
Others - who, it must be said, have better of old-age (or cirrhosis of the liver, or corpses, his brother was obsessed with
contacts with the court - maintain that some othet; unmentionable disease), had taxidermy, his mother was completely
her death was a natural one and must be it not been for the presence in the City deranged, and his father looked more
ascribed to the wishes of the deity; for, of a certain Gotthard von Wittgenstein like a giant cockroach every day. There
"however great a blow it might seem to - protege of Anika-Elise herself. Were it was just nothing for a young, ambitious
shem's 1 mortal servants, the deity not for him, the cultists might have pervert (or 'YAP-py ') to do - especially
knows what shem is doing." continued their debaucheries in the when he didn't even have any physical
privacy of their own homes ( w ith, deformities worth mentioning. So when
perhaps, the occasional excursion to he stumbled across an old journal which
1 Since Sfuneth is Jitjther-.m� nor

___ _______- ....-,,,.-:-� ..-------


Altdorf or Talabheim for the sake of mentioned the existence of an enormous
Cem2k:, buthenma� thememba$ variety), and the player characters would Slaaneshi Cult in Middcnheim, he
of the.J2dt �qr« hfft� • nt:w never have heard of the Jade Sceptre. decided he just had to leave.
pmom,t pronoun; "ill�/' ;thus d,ley
ffllidthetWC-:(JfdlCtmoic�an�� .....;;.. ....
...;
orthc" and "hknor:&a;"�n:couate
to lbelmpenl(maf "lt-" �$.lcm" i& UM:dfQr
both subjedJild �}while "•ban'$"
repbc:et the��� "hit�--.•
htt." With stdlat:id&e$11i�s, theh,
Cll!tisa:iteC2ldlll41-U1!Jde.the nc:tJtdl
word "deity" luteitd'i of "god" of .
"goddess•'; " e'·
••

Whichever version of Anika-Elise's death


is true, the fact is that none of the Cult
experienced any persecution, and were
not even aware of so much as the
occasional side-long glance from their
business associates, relatives, or fellow
nobles.

Truth to tell, the death of their one


noteworthy possessor of power and
influence didnot worry the cultists half
so much as the loss of a highly inventive
and athletic 'prayer leader'.

There is hardly anywhere in the Old


World where a Slaanesh Cult has much
political clout (unless you count one or
two of the more debauched Bretonnian
cities). Power and politics don't matter


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 Dwarfs' first surfaced onto the plateau. Now, the


gaping wound left in the rock has
Fauschlag have not wreaked more havoc
is that co-operation between the vatious
Great Secret become the entrance to a maze of cult groups and creatures is not all that
It is nearly two and a half thousand years underground burial chambers. it might be. Deep in the bowels of the
since the Dwarfs of old emerged from Undercity, power struggles and fights
their tunnel net work onto the Obviously, surface area is a rare continue to cause internal disruption.
Fauschlag's plateau, but their commodity in Middenheim so the
descendants still keep a few secret
entrances open. The two principle
tunnels provided an ideal solution.
Unfortunately, over the centuries, several 0€€P€Rtnto
access points are from the Inner Temple caverns have been blocked off by roof
falls, and the still accessible parts can no
the unOeReam:h
of the Chapel of Grungni (location 33,
p45) and the Council Chamber of the longer accommodate all the dead. But The most important factor to bear in
Dwarven Engineers' Guild (location 36, prices have escalated so far, that only the mind is that the increase in Chaotic
p 451. There is also a direct tunnel link most wealthy can expect to be interred activity has not arisen through pure
between the Chapel and the Guildhouse. here. The middle classes usually bury chance. It has been brought about
The latter is common knowledge to their dead in the forest at the foot of the through the unfathomable machinations
many of the City's Dwarfs, but they'd Fauschlag, while the bodies of the poor of the dreaded Skaven. In the deepest
never even dream of letting a member are often cremated in Morr's Flames parts of the rock, elements of three
of another race in on the secret. The fact Eternal, or simply flung from the Cliff Skaven clans plot the City's downfall: the
that the Dwarfs can (and still do) enter of Sighs. assassins of Clan Eshin control the
the deeper tunnels, really is a well­ normal sewer rats to act as spies and
guarded secret, however. If a Dwarven Unbeknown to the tow nspeople, messengers; members of Clan Moulder
PC were somehow to earn the trust and however, the servants of Chaos are at breed fell beasts from mutant slave-stock;
favour of a senior member of the Guild work in the cemetery. Small groups of and the Plague Monks of Clan Pestilens
(by saving his life, say), then information cultists and mutants dedicated to that are brewing a disease which will make
about this migbtbe passed on. The only foul embodiment of Chaos, Nurgle, work the Black Plague look like a mild dose
other way to discover the Dwarfs' secre� and live in nearby tunnels. They collect of the 'flu.
would be to conduct a systematic new bodies for corruption by their dark
exploration of the entire tunnel masters deeper inside the Fauschlag, and The Skaven's number are few as yet, and
network, and then find the Dwarven when the need arises, they can use the their presence is known to only a few
secret doors! cemetery as an entrance to the City of the cultists. But they are organised and
proper. frighteningly efficient. Slowly, their evil
The Dwarfs use the tunnel network plots are ripening. Something is in the
primarily to provide accommodation for A main sewer runs past the cemetery to air, - a wind of change with the smell of
visiting Dwar ven dignitaries. To the north of the graveyard. The cultists rotting flesh is blowing through the
outsiders it merely appears that the have tunnelled into this channel to give Fauschlag's tunnels. And the Skaven are
person is staying with the Clerics at the them access to the treasure house of the waiting...
Chapel out of respect. But the Dwarfs cemetery. And the tombs provide rich
keep part of the tunnels open for another loot: both for their own experiments, If your adventurers attempt to fathom
purpose - as insurance against the day and for sale to unscrupulous Academics the mysteries of the Undercity, they
when their above ground dwellings and Physicians (not to mention the should have penetrated very far into the
should no longer be safe... occasional closet Necromancer). These rock indeed before encountering the
sales provide funds for essential supplies, Skaven. But what with followers of
Unfortunately, the Dwarfs have not been and a group of powerful servants wbo Nurgle, myriads of mutants, and bevies
as assiduous as they might have been in can be kept loyal through blackmail. of Beastmen, they should have quite
clearing the tunnels of Chaos spawn. enough to keep them occupied before
Indeed, their ancient enemies seem to Aided by the cultists, mutant and then.
be growing in number. However, the Beastmen groups have established bases
Dwarfs occupy so little of what is a vast
area, that they have very few encounters
in the catacombs as well. The Beastmen
rarely stray into the upper levels, th€ un0€RCltY
with mutants or Beastmen and they however, and although many of the
mutants originally entered through the
env1Ronment
aren't aware of the seriousness of the
matter. sewers, they too stay deep beneath the The environment inside the Fauschlag
surface. They dare not risk discovery - is totally different from that above
they have still to build a power base and
Neighbours of the Dead wait for the day when Chaos will control
ground. The most obvious difference is
the almost complete absence of light.
The only remnant of the Dwarven the face of the world. Perhaps near the edges of the pinnacle
network still in everyday use is the you might find a gap in the rock allowing
Middenheim Cemetery in the Morrspark It should be noted that one of the reasons light in, but deeper inside you cannot see
(p47). It was at this point that Dwarfs why the forces of Chaos inside the a hand in front of your face.


THE UNDERCITY

Malnsewer

•· • • ..... • • • Mtnor sewer

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.

If the characters try to enter area d, or


if they are defeating the group of undead, Special rules: shrinks from fire; constriction attack (see WFRP, p233).
Klaus attacks with a Fire Ball after
having cast Camouflag e Illusion. Amphisba ena
Beyond this point, how Klaus acts is up
to you to decide. Remember to check his
profile below and bear in mind that he
is mad, but not stupid. Klaus will attempt
to escape if he believes it is absolutely Special Rules: fears fire; causes fear in creatures under 10 feet; bites are
necessary to do so. If he is lowered to venomous (see WFRP, p231).
2 or fewer W points, he must test against
Will Power. I f he fails then he will
attempt to flee. Otherwise, he will decide 6 Zombi es
that he can beat the party, and fight to
the finish.

d. Herr Gurtelrose's Special rul es: the Zombies will be subject to instability should they leave the
chamber caves without Gurtelrose.

This room is littered with a few strangely


human possessions. A disused lantern
sits in the corner of the room. Next to
KLAUS GURTELROSE, LICHE
it is a pile of books. None of them are Klaus was a promising member of the Wizards' Guild until around 60 years ago.
particularly valuable or important, His approach to his studies was highly acclaimed by his superiors, but also
though there is a diary written in the attracted some jealousy from his peers. He became subject to ever more vicious
Classical secret language. The last entry taunts until he believed his life to be at risk.
was made fifty years ago. Any character
reading it must test against Cool or gain He became more and more anti-social, tending to mix with characters of a
1D4 Insan ity Po ints from reading somewhat dubious nature. Eventually, two members of a secret cult of Nurgle
Gurtelrosc's vivid account of how he approached him, offering private tuition. Klaus had lost much of his interest
slowly turned into a Liebe. in studying by now. His cynical outlook led him to see only triviality in magic,
having dabbled in Illusion for a short while. When he realised that his new tutor
A successful Search reveals a scroll was to teach him the powerful discipline of Necromancy, he regained his
containing a Hand of Dust spell, a book enthusiasm, seeking to take revenge on all those who had ridiculed and taunted
called Creatures of Twilight (a treatise him.
on undead; characters spending 2D10
hours reading the book gain Identify He returned to the Guild as an agent of Chaos, learning as much as he could
Undead skill on a successful Intelligence about the magical nature of Middenheim's defences. Eventually, he was discovered
test) and a small, leather lined box. The and he fled the City. By this time, his flesh was already beginning to show the
box contains a piece of woollen fleece, marks of Necromancy and his cadaverous appearance prevented him from
a small brass bell, three balls of sulphur travelling in daylight . The cultists found him a cave as a temporary hide-out,
and a small piece of cloth (part of a but they were caught and killed soon after, and Klaus was forgotten . He has
corpse's shroud). A low tunnel (two to remained there ever since. Only recently has the corruption that wrought his
three feet high) leading directly twisted body finally built up enough power to animate him. This 'rebirth' leaves
westwards is set in the west wall of the him comparatively weak for a Liebe. The party must take advantage of this if
cave. However, it is partially blocked and they are to defeat him.
the party will have to spend 1D4 hours
clearing away rubble if they should want
to enter it .

�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.

Finally, the black market and its regular


customers go in constant fear of
discovery by the authorities, and may
well see a group of outsiders as an easy
way of attracting attention away from > : -•·
themselves. The City's organised
criminals may well set the PCs up - no
sooner have the characters got their
C lJ.
.4. -

hands on the goods, than a Watch patrol


arrives ('acting on information received')
and arrests them all. These little set-ups
help keep the Watchmen happy, and
encourage them to relax their customary
vigilance so that the black market's
everyday business can carry on in
comparative peace.

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

These price lists cover only a few


possibilities and are meant to make it
easy for you to convey the vast variety
of items being hawked in the streets. If
the PCs are incredibly mean about food
and buy the cheapest they can find at all
times, you can give one or two of them
food poisoning - and have them laid up
in bed for 2 to 3 days.

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!

To rent a stall within the central areas of


the town is only possible if you can both
get a permit from the Merchants' Guild,
and find a spare pitch in which to operate
(no easy matter). Permits cost a shilling
a day, payable a week in advance. On top
Household Goods (cf WFRP, p296): Tent (one-man): 50 GCs
of that, there's the cost of 'insurance'
Barrel (36 gallon): from 7 to 12 GCs Tent (three-man): 130 GCs
local racketeers are likely to demand
Candlesticks (pair, wooden): from 10/- anything up to 50% of the day's takings.
to 22/6 These are typical prices for average Attempting to operate an unauthorised
Candlesticks (pair, silvered metal): from quality goods (although 'average' here is stall in the lower-class areas rather invites
12 to 25 GCs rather better than average elsewhere). being robbed. The ideal solution is to set
Keg (10 gallon): from 5 to 8 GCs For superior goods, you should charge up on a street corner for an hour or so,
Kettle (3 pints): 50/- up to three times the amounts shown.
do as much trade as possible, then move
Ladle, metal with wooden handle: from When a price range shown is large, the
on. If the PCs try this and act sensibly,
25/- to 32/- items vary in terms of size (e.g., pots and not putting all their gold crowns in one
0rnaments (carved, wooden): from 7/6 pans and jugs) or some other relevant basket, then allow them to profit from
to 2 GCs quality (size, ornamentation, work­ this trading - specific details depend on
Pots and Pans: from 15/- to 451- manship, age, for example).
your personal inclinations, and on what
Soup Pans (large): 2 GCs the PCs try buying and selling, but
Food is a special case: there are many
obviously don't let them make scores
Tools: food stalls in the markets and these will and scores of Gold Crowns every day.
Assorted files: from 7 to 12 GCs usually be supervised by a cook. Typical
Chisel: SO/- costs for average fare will be:
The PCs are certainly going to need
Hammer: from 40/- to 70/­ plenty of money to adventure in
Nails (per dozen): 151- Meat Pies (individual): from 6d to 1/2 Middenheim. PCs with thieving skills
Prospecting pan: 3 GCs Meat Pies (large): from 2/- to 31- can obviously try their hand at making
Pestle and Mortar: 2 GCs Game Pies (large): from 2/9 to 4/­ a few extra Gold Crowns. PCs with skills
Pick: 90I- Fruit Pies (individual): from 6d to I/­ such as Dance, Sing, Musicianship, and
Pllers: 70/- Fruit Pies (large): from 1/6 to 2/- so on, can try their luck as street
Tongs: 5 GCs entertainers; you may use a Busk test
Soup (large ladleful): from 3d to 6d (one per hour) to determine the success
Others: Savoury Sausages (per portion, bot or of their efforts. How much they may
Abacus: from I to 4 GCs cold): from 4d to 9d earn will depend in part on the affluence
Child's toy (wooden, carved): from 12/- Buttered Baked Potato: 5d of the area where they play; maximum
to 3 GCs Bread and Cheese (per portion, with earnings would be around 5 Gold
Coloured chalks: 51- pickle): from 9d to 1/2 Crowns per hour in a wealthier part of
Dice (pair, rare Araby ivory): 5 GCs Common Fruits (apples, pears, etc., per the City, but perhaps only 5 to 10/- per
Lucky charm (silver): from 5 to 30 GCs pound): from 3d to 6d hour in the worst parts (or even less). Of
Pack of cards: from 15/- to 25I- Exotic Fruits (orangesfrom Araby, etc., course, the City Guard might decide to
Pack of Taroc Divinatory Cards each): from 1/6 to 3/6 tell the PC to move along and a small


(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)

making coloured and scented candles;


the special Ingredients required for these
are kept in a locked strongbox in the
storeroom.

- 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

If the glassmaker also does fancy Spell Level Availability


glasswork, there will be an area to one Petty Common
side of the workroom where colourings 1 Average
are stored and mixed, before being 2 Scarce
added to the molten glass. Rods of 3 Rare
coloured glass may also be stored here, 4 Very Rare
ready to use in fancy work.
Optionally, you might like to increase the
012uc1<£12s P1210tshop
_/

rarity of ingredients for specialist spells

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.

St1$ls l He can also supply bound books, by


Wt>rkroom
atchemlcal arrangement with a nearby leather­
anpo121um worker; this can cost anywhere from
Drying oven
5GCs to 50GCs, depending on the
quality of the binding and the degree of
JSTFLOOR
ornamentation required.
down Drucker knows all of the other printers
in the City personally, and will talk quite
openly about the resistance they are
facing from the scriptoria (see below)
and the strangling red tape which has so
far prevented the printers from
establishing a formal guild.

There is at least one ex-apprentice who

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)

month; he issues a receipt for every item


stored, and these receipts are often used
as a form of paper money when large �·s
amounts change hands. �s

I.eatherworker
There are many leatherworkers in
Middenheim, and their workshops are
mainly concentrated in the northern part
of the Neumarkt, near the tanneries.
'. .. ·-.;,
.

Dunno Greendale's workshop is a little


out of this area, on the fringes of the
Kleinmoot; he undertakes the bulk of the
lcatherwork for the City 's Halfling
community, and has a growing
reputation among the other races.
Dunno's house is split into working and
living areas by a curtained doorway, and
his workroom doubles as a shop. He
shares the house with his wife and seven
children and any of his relatives and
neighbours who feel like looking in, and
it is a bustling and cheerful place.

Belts, bags, sword-harnesses, backpacks


and so on hang in neat rows from pegs
all around t.;1e wall of the workroom, and
in the middle of the room is a large table
at which Dunno works and beneath
which cured hides are stored ready for
cutting. Most of the goods on display are
plain but well-made, and Dunno will
undertake fancy work to order, generally
at 12 5 % of the normal cost - Halflings,
personal friends and regular customers
are normally given a 10% discount.

Dunno also makes leather clothing and


armour for the normal prices, but will
only do so to order; as he says, 'It's no
use wearing a thing that doesn't fit, and
how can it fit properly if it's not made
for you?' Dunno's bright personality and
high standards make a fitting session
more of a pleasure than a trial, though,
and he always has a supply of herbal tea,
spiced ale and fruit biscuits on hand for
his customers. An item of clothing takes
a number of hours to make equal to ten
times the garment's cost in GCs; both the
cost and Encumbrance value of a leather
item will be t wice that of its cloth
counterpart, and Dunno never produces
items of less than good quality (see
WFRP, p. 293). Thus, a good-quality
leather doublet will cost 36GCs and has
an Encumbrance value of 8. Like most
of the City's artisans, Dunno works a
twelve-hour day, even taking snacks and
meal-breaks into account.

Dunno's speciality is leather tankards,


lined with hard pitch and often
decorated with fancy designs branded
into the leather; like many Halflings, he
sees metal tankards as flashy, and not


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)

to buy an object, a good rule of thumb


is to take the price of the nearest object
A 2ft copper kettlt listed in section 7 of the WFRP
rulebook, multiply it by a suitable
number (10 is a good number to start
with, modified according to how old
and rare the object is), and then add a
little more until you have a price which
you feel reflects the value of the piece.

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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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.

A small crowd has gathered round,


including a number of street urchins
who jeer and play dares to see who will
go closest to the animal. One of them
throws a stone, which hits the bear in the
eye. With a bellow of pain, it lunges
forward, snapping the chain taut and
pulling the piper offher feet. The crowd
scatters as it advances on the stone­
thrower, dragging the struggling piper
behind it.

By the time the adventurers are able to


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

5. A Portent of Doom Possibilities


Whether you use this 'prophecy' as a
be more appropriate), they find a service
in progress. The High Priest is in the
This last ent r y isn't really a mini­ meaningless 'wind-up' or in an event middle of a boring service about the
adventure, but we're sure you'll find it loaded with significance, there arc duties of all true followers of whichever
just as useful... several ways in which you can pass it on deit y is in question. Suddenly, an
to the players. unnatural hush descends (the Flames in
Ulric's Temple flicker and all but die), the
If you have been playing The Enemy sky darkens, and the priest's eyes glaze
Within campaign, your players should The Lunatic: While wandering through for a moment before filling with a manic
be starting to get the feeling that all is one of the busier areas during the day, light.
not as well in The Empire as it might have the adventurers happen upon a ragged
initially appeared. The veneer of unity, figure squatting in the dust by the side In a deep voice that booms round the
order, and civilisation is starting to crack. of the street, repeatedly dropping a Temple, he delivers the prophecy - and
(Think of the Purple Hand, the handful of bones on the ground, staring then faints. The silence breaks, normal
machinations of the Skaven, the hard at them, and scrawling symbols in light returns, and everything is as before
increasing numbers of mutants!). We the dust. As they approach, something (apart from a now horrified
urge you to encourage such makes him look up. His face twists in a congregation). When the priest comes
apprehensions. spasm of horror as he meets the gaze of to his senses, he remembers nothing,
a character of your choice, and he other than feeling immensely cold ...
launches himself at that character,
Even if you have not played the earlier clutching his or her legs and climbing
parts of the campaign, you should bear rapidly until he is holding the character A Letter from the Inner Circle: if you
in mind that there are plenty of people by the shoulders and staring wildly into play the mini-adventure described in The
who believe The Empire. It is over two his or her face. Cult of the Purple Hand (p58), you can
hundred years since the last Incursion of have the prophecy found on a letter in
Chaos, and certainly the numerous Salladh-bar's laboratory. The only
Chaos Cults of The Empire believe He delivers the prophecy, then releases signature is "M.M." (Magister Magistri)
another one is imminent . There are his grip on the character as if burnt, and and the parchment bears the device of
certainly plenty of omens and portents runs off into the crowd. a purple hand in a black circle (symbol
pointing towards a major disturbance - of the Cult 's Inner Circle). In a hasty
you don't have toplay paranoia to enjoy scrawl, the signatory has added 'Tuke
inducing it in your players! A Cleric Possessed?: when the heart, my brothers, I have recently found
adventurers visit one of the Temples (any this prophecy. The Time of Changes is ·
will do, but that of Sigmar or Ulric might coming!'
To this end we present the following
prophecy:

'I see darkness gathering around a walled


town - Shadows Over Bogenhafen! I see
the Lord of Death astride a great river
- Death, on the Reik! I see a hooded evil
behind the seat of a once mighty Lord
- a Power behind the Throne!

'A man bearing a false testimonial shall


travel The Empire. And though he be a
servant of the Great Mutator, yet shall he
die at the hands of His Chosen Ones, the
Outcasts, the Nameless Ones created in
His image. But another shall come, like
unto the first, and yet unlike. He shall
take up the testimony, and many will
mistake him for its original bearer.
Through many perils, he will travel to
the place Where Chaos Waits, the City
of the White Wolf, home of the War God,
Lord of Winter. And in his company
there shall be others and Chaos seethes
in their wake. As strangers they shall
come, but though they stab the spider
in its very heart, yet shall its gushing
blood but pour forth a greater danger.

'I see The Empire in Flames! The Homed


Rat doth sit upon the Imperial throne!
It is all written in the Book of Changes.

-- --
Yea - Chaos' most determined enemies
shall prove its greatest servants. The
Enemy is Within!' :�
MAJORNPCs

the POWERS that B€


The NPCs detailed here are very a private audience with him except mounts Involved in expeditions into the
important and powerful people indeed under the most extraordinary outer reaches of the surrounding forests,
- not the sorts of characters whom the circumstances. He is a kindly, decent even though the Graf has not ridden with
adventurers might expect to meet man with a generous spirit and tolerant the Hunt for some months.
casually in one of Middenheim's inns. attitude to all except followers of Sigmar
They could be used, however, as patrons (and especially Werner Stolz). He is not Allavandrel is 101 years old, and looks
to impel the PCs to other adventures, without ambition, however - at least as about 30 in Human terms. He is tall (5'
while a few might be impressed enough far as the Celibacy Issue goes (see 11") with the characteristically slender
by deserving PCs to act as tutors. But as ppll-14) - but Graf Boris would be wrong Elven frame which belies his
a general rule, the PCs will have to to regard him with any suspicion. considerable physical strength. He has
perform some notable action first, in startling emerald-green eyes and his
order to attract the attentions of such He is a tall (6' 0") well-built man, rangy golden-brown hair falls in soft waves to
public figures. rather than muscular, with reddish­ bis shoulders. A highly skilled huntsman
brown hair and light brown eyes, whose and archer, he generally dresses in
In addition, you should note that those strong nose and high cheekbones give huntsman's garb of green and brown,
NPCs marked "•" have a vital role to play him a particularly striking profile. even at court .
in the forthcoming Power behind the
Throne. If you intend to play this As befits the leader of the Cult of Ulric, Allavandrel has a fine sense of humour
adventure, you would be well advised to Ar-Ulric is physically very fit, and looks and a large appetite for the good things
exercise extreme caution (giving nothing a decade younger than his 48 years. It in life. He occasionally indulges himself
away) if and when the adventurers meet is said that he still trains for two hours in a massive binge, and can be seen
these characters. The most important a day with a variety of weapons, in drinking with Rallane Lafarel, the Graf's
things to be wary of are the relationships addition to coping with the duties Minstrel, and Dieter Schmiedehammer,
between these characters and their attached to his various offices. the Grafs Champion (qv). His favourite
attitudes towards one another. These haunts are the Harvest Goose (p34) and
matters are very complex, and for He dresses In a floor-length robe of silver­ the Singing Moon (p41). He also visits the
reasons of space, have only been hinted grey silk, with the wolf's-head symbol Blazing Hearth (p38) from time to time,
at here. of Ulric embroidered in gold thread on generally for a quiet meal a deux. He has
the left breast, and a cowled cloak of a Halfling housekeeper, and is on
No profiles are provided for these NPCs white wolfskin. According to the dictates friendly terms with Halflings generally.
since you may assume that they will not of the Cult, he killed the wolf with his Allavandrel is a well-known and popular
get involved in any combat; that they bare hands while still an Initiate - an local figure.
have whatever social skills you deem are awesome achievement, since the wolf's
necessary; and, in the case of head forms his cow 1 and· the cloak
spellcasters, that they have access to any reaches to bis knees. A silver wolf's-head
spells you wish them to have. pendant hangs on a chain around his
GOTTHARD GOEBBELS
neck, and he carries a silver-shod staff (alias von Wittgenstein),
topped with another wolf's-head in Komission Convenor
silver. Goebbels' real
AR-ULRIC*
identity is
High Priest of Ulric Gotthard von
Ar-Ulric is the EBERHAUER, JANNA: Wittg enstein,
supreme head Deputy High Wizard the only
of the cult of surviving
Ulric This level 2 Wizard is assistant to the member of a
throughout Master of the Wizards' and Alchemists' corrupt family
The Empire, Guild (p44) - see The Wizards (p88). of the Reikland
and also one of nobility (cf Death on the Reik). He is
the 14 Imperial heavily involved with the Slaaneshi Cult
Electors (see EHRLICH, REINER: of the Jade Sceptre (see p6o for details
TEW, p14). He is also technically the of bis activities_ with the Cult).
Court Cleric to the Graf, although Law Lord
relations between the two men have not One of the Law Lords (qv, p36). Thanks to the patronage of the Graf's late
been as close as you might expect. As wife, he has managed to acquire the
Court Cleric, Ar-Ulric is expected to important public offices of Chairman
represent the communal interests of all FANMARIS, ALLAVANDREL: both of the Komission for Commerce,
cults and temples within the City, using Trade, and Taxation, and of the
his influence with the Graf on their Master of the Hunt Governing Body of the Merchants'
behalf. Not surprisingly, however, be has Allavandrel, an Guild. A remarkable achievement for
done no favours for Werner Stolz and the Elven 'exile' one who is a relati�e newcomer to the
Temple of Sigmar (pl2). from the City. Thus, not only does he chair the
Laurelorn council which advises the Law Lords on
The PCs will probably only see Ar-Ulric Forest , is all mercantile matters, but he also chairs
at State ceremonials or conducting some responsible_ for the Guild which represents the interests


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

LIEBKOSEN, PETRA SINNLICH, NATASHA HOFLICH, JOACHIM


Petra is similar Natasha is very Joachim is in
in age, height different from his early fifties,
and build to the other three; of medium
Kirsten, but her she stands build and
colouring is almost six feet height (5' 10")
darker; she has tail, with short, w ith close­
s h o u l d e r­ bobbed, cropped black
length, curly platinum­ hair and grey­
brown hair and blonde hair and green eyes.
dark brown eyes. Her chin is prettily ice-blue eyes. Natasha is a tall, glacial Quiet and formal, he presents a very
dimpled, and she has a mole on her left beauty, favouring black, deep blue, and dignified appearance, but has a wry
cheek. She prefers more elaborate silver in her clothing. sense of humour which can take the
clothes to Kirsten, and is always unwary by surprise.
flamboyantly but stylishly dressed. She Very formal and correct in her behaviour,
is an active socialite, who knows that Natasha is a power worshipper
love and beauty are a lot less durable than (Alignment: Evil) for whom money is WASMEIER, KARL-HEINZ*
gold and diamonds. She can often be important only as a source of power. She
found in the Har vest Goose (p34), the wishes that she had more influence at Karl-Heinz is
Showboat (p32) or the Red Moon (p43) court than she currently does, and rarely about 40, tall
of an evening, invariably in the company leaves the palace. (5' 11 "), of
of some wealthy gallant. medium build,
with medium­
length wavy
brown hair and
THE LAW WRDS* brown eyes.
Unbeknown to
The three Law Lords are appointed by the other Law Lords (or, indeed, anyone
Graf Boris to advise on all legislation in else at court), he is ·head of the Inner
Middenheim (see The Politics ofthe City Circle of the Cult of the Purple Hand (see
State, p15). They remain carefully aloof p58). His activities in this capacity form
SCHLAGEN,EMMANUELLE* from other major NPCs at a personal the focus of the forthcoming adventure
Emmanuelle is level, to preserve their impartiality and Power Behind the Throne.
in her mid-to­ forestall accusations of influence and
late twenties, of corruption.
above average LIEBKOSEN,PETRA
height (5' 8") They are sometimes seen at State One of the Ladies-at-Court (qv, above)
and has a well­ functions, but are generally
propor tioned unapproachable to the bulk of the
populace. Written petitions concerning
figure, slim but
proposed laws are received at their THE MIDDEN
not willow y.
Her ash-blonde hair has a natural curl, offices, but audiences cannot be MARSHALLS
and cascades half-way down her back. arranged. The three Midden Marshals constitute
Her narrow (but not pointed) chin and the City's military high command, each
high cheekbones lend her face a slightly The current holders of the three posts with their own particular area of
feline appearance, which is enhanced by are Reiner Ehrlich,Joachim Hoflich, and responsibility. While supreme military
her large grey-green eyes. Karl-Heinz Wasmeier. All three men dress power in Middenheim is, of course,
in plain grey robes at all times, wearing vested in the person of the Graf, the
A former actress, Emmanuelle gained her golden badges of office (brooches made Marshals handle all the City's day-to-day
current position through the influence of gold filigree in the shape of a set of military affairs, consulting the Graf only
of a past lover (Ulrich Schutzmann - qv, balances). when an important decision or
p87), whom she selected precisely departure from routine needs to be made
because of his ability to get her the post. (cf The Military and Middenheim's
She is very bright, crafty, and highly Defence, p19).
manipulative.
EHRLICH, REINER The Midden Marshals are Commander of
Emmanuelle occasionally visits the Red Reiner is a man the Watch Ulrich Schutzmann, General
Moon (p43) for an evening's dancing and of about 40, Johann Schwermut t, the Garrison
gaming, and is sometimes to be found slender of Commander, and Marshal Maximillian
at the Singing Moon (p41) and the build, of von Genscher, the senior of the three,
Har vest Goose (p34). She is always average height who co-ordinates the City's defences in
accompanied by a high-ranking officer (5' 9"), with time of war and has supreme command
of the Knights Panther, or by some of the brown hair of any expeditions mounted by the
other Ladies-at-Court, and tends not to (balding at the Middenheimer army.
be found in a place while Rallane Lafarel, crown) and
Allavandrel Fanmaris and Dieter hazel eyes. A very quiet, unassuming The Marshalls are only seen in public at
Schmeidehammer are there in a group. individual, Reiner does his best to ensure State ceremonies, where they sometimes
Very occasionally, however, she and that no laws are drafted which might take the salute on behalf of Graf Boris,
Rallane might go out for a quiet meal produce an unavoidable deterioration in and at similar major public events. The


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

ZIMPERLICH, physical toll taken by the years. She


HILDEGARDE*: dresses in classical (but dated) good taste,
and for State occasions adopts a black
the 'Princess' lace shawl which conceals her grey hair
Hildegarde has and eyes.
served three
Although frail, she is sprightly enough
generations of
and not easily fooled. Hildegarde rarely
To dbringers;
leaves her charge's side, and is
she was wet­
completely and fiercely devoted to her
nurse to Graf
well-being; it is rumoured that the
Boris himself
and was chief sudden departure of a Tilean ambassador
nursemaid to a few years ago was due in no small part
Barons Stefan and Heinrich when they to the lashing he received f rom
were young. She is a slender and Trail Hildegarde's tongue and mahogany
woman of 78, whose st rength of walking-stick when she found him alone
character more than makes up for the with Katarina in a rose-arbour.

, -, ... . _:


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.

The Princess is how everyone refers to


the Graf's daughter Katarina. She has
been attracting suitors from all over The
Empire, but none of them have made
much progress.

Gotthard Goebbels is widely known in


spite of his elusiveness. Hardly anyone
has a good word to say for him and it
is something of a mystery as to how he
so quickly came to be made Chairman
of both the Merchants' Guild and


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

,l�;�t�r:11 :st�r?'f;:!!\,.,��tfi:'J;: 1:�r:{r:r:;1


ELITE WATCHMAN - Basic Profile Concealment Urban; Disarm; Dodge Blow; Drive Cart; Fleet­
Footed; Immune to Poison; Secret Language - Battle Tongue;
Specialist Weapon - Fencing Weapons, Two-Handed Weapons;
Strike Mighty Blow; Strike to Injure; Strike to Stun; 50%
chance of Very Resilient (add + 1 to T score given above); 50%
Skills chance of Interrogate
Disarm; Dodge Blow; Secret Language - Battle; Specialist
Weapon - Fencing Weapons, Two-Handed Weapons; Strike Possessions
Mighty Blow; Strike to Injure; Strike to Stun; 50% chance of Sleeved Mail Coat (1 AP, body/legsr.ums); Mail Coif (1 AP, head);
Very Strong (add + 1 to S score given above); 50% chance of Helmet (1 AP, head); Shield (carried on back: 1 AP, all
Very Resilient (add + 1 to T score above) locations); Rapier (I + 20, D -1); Dagger (I + 10, D -2, P -20);
Bastard Sword (1-10, D + 1)
Possessions
Sleeved Mail Coat (1 AP, body/arms/legs); Breastplate (1 AP,
body); Mail Coif (1 AP, head); Helmet (1 AP, head); 2 Daggers
(I + 10, D -2, P -20); Two-Handed Sword (I -10, D + 2) WATCH CAPTAIN

There are four Watch Captains: Bruno Keisler, Joseph


Dreschler, Walter Stekel, and Hermann Kammerer. These four
all report direct to Watch Commander Ulric Schutzmann.

- �,���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,

BARONY OF HOCHLAND Baroness Hildegarde Tussen-Hochen


BERGSBURG T Baroness Hildegarde 3774 3 Thldc, Govt. 2264/1.2 loa/40b & 3SOc Olpl121 of Hochland

Ahttsdorf V Baroness Hildegarde 97 2 Timber 39/0

Garsscn V Baroness Hildegarde 41 3 Agriculture, Preserves 2S/0 -1&

Hovelhof V Baroness Hildegarde 49 2 Thlpplng, Timber 20/0 -/4b

Krudcnwald V Baroness Hildegarde 144 3 Timber, COllching


town 86/0 2b/8c

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

MIDDENHEIM CIT Y STATE Graf Boris Todbringer


MIDDENHEIM CS Graf Boris Todbringcr 13224 s Thldc, 'Services', Govt 13224/6.6 Soa/lSOb & 700c Stt main tat

Arcnbcrg V Graf Boris 44 1 Subsistence 9/0


Elsterwcld V Graf Boris 118 3 Timber, Foodstuffs 71/0 4b/oc
Grcvcnfcld V Graf Boris 58 2 Timber. GOllts 23/0
Holzbeck V Graf Boris 31 Subsistence 610 Cont,ol disputed with
Hochland
Hunxe V Graf Boris 77 2 Agriculture 31/0
lmmelschcld V Graf Boris 90 2 Timber, Slate 36/0 6b/10c
Jagcrhauscn V Graf Boris 75 3 Agriculture, Herbs 4S/0 -/8c Control disputed with
Middcnland
Llndcnhclm V Graf Boris 93 3 Iron, Lead S6/0 10b/30c Mining community
Nordcringen V Graf Boris 0 0 ------Wiped out by spotted Green Bralnpox ------
Schonlnghagcn V Graf Boris 171 3 Timber, Thldc 103/0 Sb/8c Control disputed by
Mlddcnhclm &
Middcnland
Warrcnburg V Graf Boris 232 Thieving &
Scrounging 0/0 Shanty town at foot
of Fauschlag

DUCHY OF MIDDENLAND Grand Duke Leopold von Bildhofen


Grubentrclch V Grand Duke Leopold 88 3 Agriculture, Sheep,
Goats 53/0 2b/8c

Lclchllnbcrg V Grand Duke Leopold 72 2 Agriculture 29/0 -/5c

Pritzstock V Grand Duke Leopold 48 4 Agriculture, Wmc 38/0 -/4b Smail, high quality
vineyards

BARONY OF NORDLAND Baron Werner Nlkse


Bccckcrhovcn ST Baron Werner Nlksc 408 3 Timber, Thldc 24S/0.2 10b/30c

Grafcnrich V Baron Werner 252 2 Timber, Thldc 100/0 4b/12c


Grimmcnhagcn V lfaron Werner 76 2 Coaching village 30/0
Oldcnlitz V Baron Werner 172 3 Agriculture 103/0 6b/10c Major coach halt

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.

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