By Mathias "M4cR1II3n" Eliasson


INTRODUCTION FROM THE MISTS THEY COME THE SONS OF MEN AND ANGELS RUINOUS INHERITANCE BESTIARY Meargh Dirach Fimir Magic Fimm Nobles Shearl Fimm Warriors Fianna Fimm Boglars Moor Hounds Swamp Daemons Marsh Reavers Fomorians Fenbeasts Nuckelavee Fir Bolg Daemonomanic Eye Oculus of Balor Athach Eye Tyrant Balor, the Eye of Doom Lishaart, the Great Serpent Kroll the Conniving CHOOSING AN ARMY Lords Heroes Core Special Rare GIFTS OF BALOR REFERENCE

Written by: Mathias Eliasson

Cover Art: Games-Workshop

Graphic Design: Mathias Eliasson

Illustrations: Paul Bonner, Olivier Bergerat, Richard Martin, Eric Fessard, David Bezzina, John Keane, Mike Rooth, Brendon Smith, Andrew Law, Tony Ackland, bitter-almonds, lilac lemur, tghermit, infernalvoice, indigartistic, Ionus

Source Material: Games-Workshop, Warpstone Magazine, Paizo Publishing, Celtos, Fimm Mc Cool, Benoît Dumeaux, Alfred Nunez Jr, Rankin, Kevin Coleman, Graeme Davis, Maximillian Heinrich Pernburg, Jan Hartmann, Dennis Erdmann, Daniel Hyman

Special Thanks To: All the players that have contributed with feedback and ideas This book is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.


Welcome to Warhammer Armies: Fimir. This is your definite guide to collecting, painting and playing with a Fimir army in the Warhammer tabletop wargame. The Warhammer Game
The Warhammer rulebook contains the rules you need to fight battles with your Citadel miniatures in the war-torn world on Warhammer. Every army has its own Army Book that works with these rules and allows you to turn your collection of miniatures into an organised force, ready for battle. This particular Army book details everything you need to know about Fimir, and allows you to field their armies in your games of Warhammer. The Fimir Horde This section contains photographs of the miniatures available for your Fimir army. Fimir Army List The army list takes all of the warriors and creatures presented in the Fimir Bestiary and arrange them so that you can choose a force for you games. The army list separates them into Lords, Heroes, Core, Special and Rare units. Each unit type has a points value to help you pit your force against an opponent’s in a fair match. This section includes Gifts of Balor, magic items that you can give to your characters.

Why Collect Fimir?
This book describes in detail the troops that march to battle when the armies of the Fimir go to war. The Fimir is a race of cyclopean monsters that dwell within swampy moorlands throughout the Old World as well as the fetid quagmires of mythical Albion. Large beak-like snouts protrude from their oblong heads filled with pointy teeth and a single, malevolent eye rests in the center of their grotesque faces. They are creatures of foul demeanor, and sinister practitioners of evil. As a whole the Fimir despise all other life, and those that interlope into their swampy realms or settle too close to their borders are viciously attacked by Fimir warbands that will mercilessly raze entire towns and massacre their populace, only returning to their lairs with the captive females to be used in the atrocious procreation of their race.

Find Out More
While Warhammer Armies: Fimir contains everything you need to play the game with your army, there are other books and updates to be found. For the other books in the series and the latest rules updates, visit:


How this Book Works
Every Army Book is split into sections that deal with different aspects of the army. Warhammer Armies: Halfings contains the following: From the Mists They Come This section introduces the Fimir and its part in the Warhammer world. It includes their society and history. You will also find information on the Moot, the Fimir lands. Fimir Bestiary Every character and troop type in the Fimir army is examined in this section. Firstly, you will find a description of the unit, outlining its place in the army. Secondly, you will find complete rules for the unit and details of any unique powers they possess or specialist equipment they carry into battle. Also included are the Fimir special characters – Balor, Lishaart and Kroll.



Throughout the northern Old World and all around the Sea of Claws folk speak of the Fimir. Although the name Fimir is not always used, similar stories of murder, theft, abduction and bloody sacrifice are told around the communal fires of isolated fenland villages and cosmopolitan port taverns alike. Coachmen give nervous, earnest warnings to their colleagues to keep their blunderbusses ready when the mist rises across the track. Merchants bid their guards be extra wary when travelling to Marienburg through the Wasteland. Mothers threaten misbehaving children by reminding them what happened to Old Gregory's daughter when she went late to the river for water. From out over the moors, strange calls are heard when the moon is full, or at least that is what the old folk say. In spite of all the tales, the Fimir remain a mystery. There are people who say the Fimir worship Daemons, but there are others who insist that the Fimir are Daemons; both beliefs are accompanied by fearful hints of suspected blasphemous atrocities. They believe the Fimir can come and go with the mist, which they can apparendy turn into a choking, killing fog. Few are certain what the Fimir look like beyond having a freakish single white eye. Some claim that Fimir have horns, others that they do not, and everyone disagrees in their descriptions of Fimir tails and skin colour. Fimir captives or dead bodies always seem to vanish mysteriously before they can be brought back to civilisation, which adds to the enigma. Nobody knows what the Fimir really want or why they live in filthy stinking bogs. Nobody knows what the Fimir believe in, although word has spread of a terrible god named Balor whose eye slays all it gazes upon. The Fimir appear to prefer kidnapping women, but take men as well; the apparent bias toward the former has given rise to much cruel and lurid speculation as to their motives, but just what happens to the men who are taken? What is known about them is usually exaggerated or distorted; what is unknown is madeup, based on the cruellest and most sinister interpretations. All that is certain is that the Fimir are a mystery to be feared and hated, but mostly by those who live closest to the bleak and lonely lands that the Fimir are believed to frequent. Of those who have lost friends and loved ones to the Fimir in the distant or recent past, only the luckiest of them have had the certainty of a battered, bloody corpse. The reputation of the Fimir is an abominably poor one: a race of thieves, of murderers, of rapists, and probably in league with Daemons. Most people know litde more than that and care even less, but after all, just what is there to know about murderous Bog-Daemons that live in the mire except that they should be wiped out to protect civilisation? And that is if people even believe in the existence of the Fimir in the first place; not everybody does, especially in the more cosmopolitan parts of the Old World. The Fimir have become all-purpose bogeymen in popular imagination, every kind of villain rolled into one deformed and ugly package. This is not wholly unjust - by almost any Human standard the Fimir are evil - but it isn't the whole truth. The only true goal of the Fimir is survival, but they can only achieve this by theft, kidnapping and murder. Their lands are often infertile, so they must raid Human settlements for food; their few females are infertile, so they must kidnap Human women as unwilling brood-mares; and, not surprisingly, Humans loathe them, so they must lurk secretly in the mist or fight and kill to stay alive. The Fimir have had to follow this terrible road for millennia now; none can foresee its end and not many more are looking for it. Terrible though they are, the Fimir are not creatures created by the transforming touch of Chaos. They believe themselves to be the descendents of a union between a Human woman and a Daemon who had nothing in common with the truly dark Daemons of Chaos. The tales of this union, the murder of the Daemon father and the expulsion of the Fimir children from their mother's homelands form the foundation for Fimir nature, belief and behaviour, and are vital to understanding the Fimir. “Aye, I’ve fought them. The damned Fog Dwellers. The Fimir. They come with the mist. Always with the mist. They have but one eye, but they miss little with those burning orbs. You’ve got to watch out for their tails, too. One of my lads, name of Karlfried, poor soul got himself disemboweled by a bladed tail swipe. It’s certainly true they steal women. In fact, they’re desperate for ‘em. One time, I was guarding a caravan and we were jumped by a pack of Fimir. They ignored us and the goods to grab a couple of women and make a run for it. I could hear the girls’ screams as they disappeared into the swamp… I still hear them, some nights.” – ERNST WOLFENBURG, MERCENARY


The last attempt to form a true Fimir nation occurred before the founding of the Empire when the Fimir engaged with the tribe of the Jutones in a brutal war for control of the Wasteland. though not always. geographically isolated from one another. which are usually. The damage that brutal war did to the Fimir has not been forgotten and no Meargh is keen to repeat that experiment in nationhood (especially as some 7 . storytelling and feasting.Fimir breeding practices and the sparse resources of the areas in which they live impose limits. but also ensures that if one clan collapses (for whatever reason) other clans are not dragged down with it. In this sense at least. Clans have a rigid tribal structure. though they never reach the size of Human towns and cities .or after some significant event in the clan's history.such as One Armed clan mentioned in Scenario Seeds . Some clans are named after some unusual characteristic of the Meargh . However.Life amongst the Fimir The Fimir are divided into clans. This is predominantly down to the innate wariness of each Meargh towards every other Meargh. There is relatively little contact between different clans. each clan is vigorously independent. each ruled by a Meargh after whom the clan is usually named. Clans that are close together or meet in passing trade with one another and engage in sporting competitions. essentially separate settlements or nomadic groups. the Fimir have no concept of a Fimir nation that binds all the clans together and no clan is considered more important than any other. and are bound together by a strong sense of family. They vary considerably in size.

swamps and moors or 8 . the Horned Rat’s curse lingers yet. dreaming of true and ongoing war. but are beneath the Dirach and the Meargh. or iron for weapons and other tools. In other words. Aye. Magister. based on divisions between those with a definite craft and those less skilled. Dirach are very few in number compared to the lower castes.Meargh now speculate that the Chaos god Tzeentch had a hand in the rise of the Hell-mother). It is actually a relatively complex caste. They live to fight and have little motivation in their lives beyond that. which they train and lead. Now there is a damned race if ever there was one. fighting alongside the Fimm and carrying or dragging the spoils home afterwards. with the Fimir. They act as a buffer between the Meargh and her clan. their stronghold and their clan. after a fashion. However. all Fimir clans consider themselves spiritually united by virtue of the race's origin and circumstances. hunting and. Shearl are a pretty dour lot. they won. doing most of the labouring needed to keep Fimir society running. the stolen women don’t give birth to Fimir. commanding both Daemons and the elements and able to scry what the future holds. the baby may be passed on to a clan whose Meargh is in need. They steal women because men seldom survive the transformation process and even if they do. They rank more highly than the Shearl. stone and bone into weapons for the Fimm. which they were granted. ATHREN ABOLAS. Few of them are born and they are immediately taken by the Meargh as an apprentice. This role stretches to far more than simply gathering food or fetching and carrying. Some foes should not be fought unless you are willing to sacrifice all and victory can sometimes come at a very high cost. indeed. battling through the swamps and marshes that both races laid claim to. “Ahhhhh. are the undisputed leaders of their clans. The Fimm are the true warriors of the Fimir race. They fought a great war with the Skaven. the Shearl are the craftsmen and labourers of the Fimir. As well as the endless chores that consume their day. once again they turned to their patron daemons for an answer. making raids on Human settlements. an unofficial pecking order within the caste can arise. as anyone who has been struck with a Fimir weapon can attest. preserve and store food for the whole clan. They harvest reeds and weave them into baskets for carrying and storage and weave fibrous grasses into rope and nets. Where such resources are available. often called Daemonfriends for the close relationships they form with individual Daemons. if the Meargh already has an apprentice. They are thralls. when the world was young. Knowing that their race was doomed if they did not act. Wielders of great magic. the Fimir. large and small. The Shearl also do most of the building and maintenance work around the strongholds. when the need arises. but are most numerous of the Fimir. also called witch-queens. although Fimm Nobles offer their respect rather more grudgingly. FACILITATOR OF CHANGE Fimir Settlements Fimir build their strongholds in lonely. But the Horned Rat does not like to lose and in vengeance for his people. he cursed them to die. allowing her to pursue her own magical activities and concerns. They also participate in raiding parties. Meargh are terrifying beings capable of great cruelty (and occasionally generosity) when the need arises. almost but not quite as high up in the caste hierarchy as the Dirach. they lived on though they had been rendered sterile. The Caste System The Shearl represent the lowest caste in the Fimir hierarchy. The Dirach. and remains. but they come to life in battle and during clan social events. Though the Fimir had to turn to daemons for aid in the end. In larger clans. Above them are the Fianna Fimm who often act as leaders for small parties of Fimm and Shearl when no Noble or Dirach is present.the heartlands of marshes. The females of the Fimir race have always been the stronger and as the males sickened and died. They cook. are wizards controlling powerful instinctive magic.” – DR. with three divisions within it based on physical appearance. relaying messages between the two. individual Fimm Nobles often have their own retinues of Fimm. sometimes hag queens. The Fimm Nobles are the highest ranking of the Fimm. Shearl are expected to fetch and carry for the other castes on demand and are responsible for keeping captives alive and secure. The Fimm spend their days training. patrolling. save the desire Jb mate And honour Maris and Firnul. guarding. they are the Fimir. The commonest and lowliest are the Fimm Warriors. but they still form a large percentage of a typical clan. Their efforts in most things are frequently crude though undeniably functional. but command great respect and power and can inspire considerable fear in the lower castes. So it was. They fashion wood. they mine for tin and copper and use it to create bronze for the warriors' armour. Their duty is to fight to ensure the safety of their Meargh. Meargh. and are discussed in more detail below. desolate regions where few others care to visit . The Fimm are not quite as numerous as the Shearl.

Whilst their home is important to them. failed farmsteads. the Fimir have to strike a balance between their desire for isolation and their need for Human beings. or quarrying rock to construct stronger structures. This may mean they build from wood. The Fimir are capable builders.shelters woven from living plants. This can be an impressive sight. but they are prepared to make use of caves or restore abandoned buildings and settlements as best they can. typically in the construction of a dark tower for the Meargh to dwell in. Sometimes buildings are made using great blocks of peat cut from the marsh. Some temporary settlements are tucked amongst dense tangles of large bushes and brambles . as Daemons or elementals from deep within the earth force a ragged pillar of black rock up through the ground and into the sky. the Fimir have found over the centuries that it doesn't pay to become too attached. At least one Human settlement or highway (road or river) is likely to be located within a month's travel.ragged cliffs with treacherous reefs beyond. even strong and substantial ones built of stone. sometimes even digging into the chambers of the Old Faith burial mounds. When they do build they use the construction materials to hand. by foot or by boat. estuaries. even around long forgotten megaliths and barrows of the Old Faith. as circumstances so often force them to move on. rivers. coastal Fimir settlements are often situated where rivers enter the sea so the Fimir can make raids inland in their black longboats. keeping the worst of the wind and rain away and the Fimir hidden from casual observation. Their strongholds are usually shrouded in mist or obscured by rain and dark clouds. or large ponds and lakes. Fimir summon Daemons or earth elementals to assist them. then plunge 9 . travellers are often on the outskirts of a Fimir stronghold before they are aware of it. thatching the roofs with reeds or covering them with wooden tiles. (Fimir love slate as it is easy to work with and the colour suits their outlook. Perhaps this is why Fimir strongholds appear so ramshackle. Occasionally. Sometimes they find and take over the decaying remains of settlements long abandoned by other races: old mining outposts where the ore has almost played out. providing cool shadowy hideaways during the summer months. However. Wherever a settlement is found water will not be far away.) For special buildings such as the Meargh's tower they occasionally use the same black wood they use to construct their ships. often using dry-stone techniques. Fimir buildings are often very thick-walled. streams. whether in the form of the sea. fishing villages wiped out by storm or rock-fall from the cliffs.

dominating the heart of the stronghold or perhaps looming above it on a hill or rocky headland. As mentioned above. especially the Dirach who like privacy and space to work their magic and commune with Daemons. However. save being more secure and guarded by Fimm or Shearl. They grow the plants from seed or dig them up whilst immature and replant them. As already noted. The creation of a mist covering an entire Fimir settlement requires a group effort from the Meargh and the Dirach. and the Fimm post sentries and patrol their territory. Shearl buildings often double as workshops. The fewer Dirach and Fimm Nobles usually have caste buildings of their own. but their terrible need for ‘breeding stock’ sometimes brings them to our very doorsteps. and so doors have to be barred from the inside (or in the case of prison structures. unadorned buildings the other castes use. Sacrificial rites always take place by water or marshy. Fimir lack the means to produce Human-standard locks and keys. the Fimir also use more subtle deterrents. It is possible to wander into the thinner edges of the mist and believe it has arisen entirely naturally. When such a time comes. there are no sacrificial slabs or altars to be found in or even near Fimir settlements. the Meargh's tower. but abandoned watchtowers and lighthouses or disused windmills are attractive alternatives. as well as the tools of the caste's trade. The only Fimir who use altars for sacrifice are those few who turn to Chaos. This could be the result of confused accounts of the mist-bound towers of the Meargh and the blocky. of course. In practice. but with private rooms within. In addition to embankments. Degenerate beasts that steal our women folk off to their marshy lairs to bear their horrid spawn. Many clans grow carnivorous plants such as Bloodsedge outside the stronghold boundaries. Fimir structures made of stone or the black Fimir wood are robust and it would be very difficult to break through a wall to gain access quickly or quietly. it is reasonable to believe that some remote. (However. “They are Chaos spawned blasphemies. with separate buildings for different castes. Fimir settlements are typically shrouded by mist. However. but this is for convenience only. For some strongholds. It is fortunate. but this probably won't be much different from other storage buildings.) The result.themselves into the column to hollow out rooms and stairs and passages. usually in pairs. and a central fire with a cauldron for cooking. The contents of these caste quarters are usually limited to blankets and maybe mattresses and pillows stuffed with grass and leaves. communal tables and benches. that they mostly keep to their stinking swamps. hold to your courage and remember that a single large blazing eye makes for an excellent target. Despite what many might expect. There will also be a building for storage. There may be one large barrack-like communal building each to house the Fimm and the Shearl. However.” – RUPRECHT TORE. this is not a rapid process and the Fimir cannot simply produce defences overnight. Fimir sometimes build such features into the land with the aid of elementals and the raw muscle of the Shearl (moving the path of rivers. Another building of note is a prison for captives. the Fimir do not rely entirely on such passive defences. building banks and ditches). The single most striking building is. like so much about the Fimir. perhaps in the centre of ponds and lakes or even short piers into the sea. Coastal Fimir make cunning use of sand clams. is crude and functional. indeed. The majority of the structures within the stronghold are living quarters. ancient and well-hidden Fimir strongholds have grown and expanded over the centuries into truly forbidding edifices. the outside. but they are sufficient to conceal a settlement until one is almost upon it and to protect the Fimir from the sun on a bright day. but can equally be magical in nature. They traffic with daemons and revel in their damnation. the word 'building' might be replaced by 'cave'. such large mists are not at thick as smaller ones. thistles and thorny bushes also hamper those trying to get close to Fimir settlements. Humbler plants like nettles and briars. It is commonly said Fimir live in grim and sinister castles of black stone. Fimir settlements are highly variable in layout and always take advantage of natural defensive features in the landscape. planting smaller juveniles like bear-traps around their stronghold the shocked screams of those who inadvertently stand on them serve as an excellent early warning system. Some settlements may construct platforms on the edge of rivers. WITCH HUNTER 10 . Of course. or smaller ones if the Fimir are using preexisting structures. especially coastal ones. ditches and moats. the Meargh's tower is usually built by the Shearl or sometimes magically constructed. This may be natural. but frighteningly intimidating at the same time. boggy ground. and secured/with stout rope and good knots). the Fimir also defend their strongholds with palisades of sharpened posts or dry-stone walls as many other races do (an inner wooden wall supporting an outer dry-stone wall directly against it is not uncommon).

their fishhooks and spearheads are made of the same. Bronze is a relatively soft metal. However. Coastal Fimir are expert beachcombers and some clans indulge in the unsavoury practice of wrecking. In suitable areas Shearl mine for metal to make weapons. although the food may not be to their taste! When food is very scarce. Female Human prisoners. Coastal Fimir eat a lot of fish. known as bog iron. (There have been rumours of Human wreckers. worshippers of Stromfels. They even crunch up snails or boil them in big pots. rope and nets.) Fimir barter and trade goods. food and prisoners with other clans (they are loathe to part with Human females). they make flint tools. theft and scavenging. allied with Fimir. On stormy nights and foggy days. stone. bags Fimir Economics and Technology The Fimir are essentially omnivorous huntergatherers with only a basic economy based on barter. especially pregnant ones.that are not already dominated by Humans. When food is limited there is usually a caste pecking order for who gets the best bits. In terms of skills and technology. the Fimir simultaneously occupy the stone. and they hunt Dragon Turtles and steal their eggs coastal Fimir rarely have to resort to raiding and stealing merely for food. are always well fed. and even fewer live in areas suited to growing crops 11 . bone and wood for weapons and building materials. which is often the case in inland bogs. crabs and seaweed. If all they have is bone and antler. which is primarily used to make armour. If all they have access to is flint. armour and tools. food and whatever else they can find and carry. many Fimir clans are periodically faced with food shortages. but also weapons. collects in the saltpan of some marsh bottoms. Fimir sometimes go after bigger prey such as Bog Octopus. bronze and ironages according to the resources available at the time. and Fimm belly-shields have to be thick and heavy to be effective. the Fimir light fires to lure unwary ships onto the rocks around the Sea of Claws and then attack and plunder the stricken vessels for all they're worth. and Fimir settlements are sometimes built near or on the sites of abandoned mines. The Fimir eat edible roots and any fruit they can lay their claws on. but the Fimir do not use it unless they have to because it rusts easily. but also shellfish. A poor-quality iron. Fimir raid Human settlements. Fimir make use of natural materials whenever possible. Animal hides are cured for making clothing. especially long grasses for making rough clothing. specifically the bellyshield. They catch fish in nets and marsh rodents and lizards in simple traps. Marshland birds are snared in nets and their eggs stolen from their nests. They prefer to mine for copper and tin to make bronze. although it is quite common for all the food to be boiled up in a massive cauldron and ladled out. They rustle cattle and sheep from time to time and raid (or sneak at night) villages and farmsteads to steal weapons. so it is not good for blade weapons. Only a handful of clans tend goats. sheep or cattle for meat and milk. but also deal with Goblinoids and sometimes Dark Elves when at sea.

but Fimir can acquire such things after attacks on coaches and merchants. but abundant with rare beauty and fecund with life. This also applies to Shearl craftsmen . and so the knowledge or the items themselves become tradable resources between clans. Bog oak is stained dark and made hard but brittle by years in the peat and is used mainly to make ornaments. Not all Fimir clans necessarily have the know-how to construct these things. NULN One of the most useful items Fimir can find or build from stolen rubbish is a pump. A curious race dwelt there. This kit includes spades (to dig holes to skulk in). sacks. nets (to fish or trap with) and tarpaulin. rather than weapon hafts. from oysters and fresh-water mussels and gather amber. metal ore and just about anything else that the Fimir could have conceivably stolen from others. it is usual for a male of another race to be used and this means most Fimir clans have at least one male captive at 12 . wear gold torques around their upper arms. and set aside a room. have an excellent Shearl craftsman within their midst or else indulge in trade with a clan that does. Big Equipment and Travelling Kit As scavengers and hoarders. especially not in great quantities . Store rooms may be filled (if the Fimir are fortunate) with rope.most Fimir have just enough to survive and not much more. bits and pieces randomly looted from villages or ships during raids or found washed-up on lonely seashores. pots and barrels. Dirach and occasionally Meargh.wood from trees long since dead and sunken in the marsh. Fimir who are going on expeditions away from their settlement for a significant period of time often take with them a small selection of kit (carried by Shearl) that is likely to come in handy. (Nomadic Fimir may have stashes hidden at points along their traditional routes. true. ‘The One-Eyed Ones’. cave or patch of ground where this can all be heaped and rummaged through later. Most Fimir are unimpressed by luxury goods. For an age they dwelt in peace. and some harvest pearls •. the Fimir are not normally overburdened with resources. an ancient people who had some limited contact with the Elves. Fimir cannot build pumps from scratch. Other large equipment used by the Fimir includes A-frame cranes. Though they were eventually victorious a terrible cataclysm struck them down and they fell into darkness. nets. especially those in Albion. Peat is dug for fuel. Some precious stones and metals are used or made into spell components used by the Meargh. rope (to secure prisoners or drag heavy objects). do not assume the Fimir have any of these things. a paradise. like to wear gold cloak-clasps set with a blood-coloured jewel such as a garnet or ruby. Much of this stuff is useless. thousands of years go. metal pipes and a Shearl blacksmith's limited ingenuity. ‘Fayros Thron Kai’ the Elves called them. important things such as food. Some of it is worth having and other individually useless items can be cobbled together into something the Fimir can make use of. animal hides. especially nomadic Fimir who are limited to what they can carry. only bodge together from leather tubes sealed with pitch. weapons. Although Fimir themselves may be used during their monthly religious sacrifices. Fimir who possess such jewellery are either lucky thieves. Luxury materials such as gold and jewels are generally uncommon in Fimir culture. and the Shearl also dig in search of bog oak . building. Little is recorded of their fate other than that they fought ‘a terrible war’ against some mysterious foe. weapons. HIGH PRIEST OF VERENA. Shipboard Fimir also have ropes with hooks or grapples for grabbing enemy ships or dragging things from the water. peat and coal. Fimir are tidy up to a point. especially clans living in permanent settlements. “The records of the Elves and Dwarfs hold that the area now known as the Wastelands was.) However. However. keeping to themselves and neither race has much to say of them until the coming of Chaos. Fimir clans accumulate all sorts of junk. this is apart from the usual items such as food and weaponry. although the Fimm Nobles. hand operated pumps are enormously valuable items. Fimir who mine for copper and tin sometimes strike more precious metals (although copper and tin are precious enough to the Fimir). animal guts and sinew for cord and bindings. heavy skins or even tents (to shield themselves from the sun).not every clan is blessed with the presence of such skills.and other coverings. winches and pulleys. As bog-dwellers and seafarers. stone and flints.” – HEINRICH MALZ. General Stores. toys and jewellery. Marshy in places. bones. raw materials of wood. Similarly. preserved food stored in leather buckets. tools and immediately useful raw materials are usually organised and stored separately for ease of access. It is worth emphasising that despite the range of tools and materials listed above. Prisoners The presence of prisoners is a normal part of Fimir existence. often desperate for resources.

They also carve soft stones. as the Shearl regularly clean up and feed their prisoners . although the board games and their pieces fascinate the Shearl who like to watch. are sometimes washed up on beaches and found by beachcombers or fished out of the water by sailors and fishermen. including the Meargh. Social Activities and Hobbies Fimir are highly social and appreciate one another's company. forcibly if necessary (pushing them into the water for swimming races. There are formal swimming and wrestling competitions for the Shearl and the Fimm (within. although the castes are more likely to mix in smaller clans (although not as equals). which the whole clan. usually Dirach or Shearl. especially if they are nomadic. rivers and streams. if they can get it. 13 . and three-dimensional versions of the complex and attractive knot-work tattoos Fimir decorate their bodies with. wrestling (a bit like Sumo) and hunting. wild cranberry and bog myrde. even those of different castes. they are likely to take any opportunity to escape. but they may stockpile a half dozen or possibly more. A commonly carved figure is the frog. who are both ignorant of their significance and fascinated by them. The Fimir like to drink it whilst telling stories and singing their weird songs. Given that men soon figure out they are destined for sacrifice and Human women that they are doomed to become mothers to monsters. especially the latter. and the Fimir know this. However. Captives are rarely used as slaves. good knots and Fimm to ensure that their captives do not escape during the course of their wanderings. especially wooden ones. made from wheat or barley. are able to play a crude bagpipelike instrument made by the Shearl from an animal bladder and carved wooden or stone pipes . castes). though heavily guarded. rarely between. The Shearl brew an alcoholic drink that is somewhere between a beer and a fruit wine. but the more haunting and discordant notes have been used to inspire nightly fear in lonely Human villages. and make up stories of mermaids and craftsmen who live in caves at the bottom of the sea. Dirach have a variety of word games and board games they play with one another. Perhaps surprisingly. comes to watch. Whether this is intended as humiliation. Clans avoid overburdening themselves with captives. but keep them secured in one place (although men and women are separated). at least outside the specific contexts of sacrifice and procreation. they do not use prisoners as a labour force. Some Fimir. heavily pregnant women are allowed outside. gaming pieces for the Dirach. Social activities are mostly confined to caste brethren. a symbol of fertility and of the foetus for the Fimir. and show little consistency in appearance between clan. Social activities include swimming. Other figurines consist of depictions of revered Daemons such as Balor.females in particular are well looked after. Also. Despite the caste differences and restrictions. It is actually quite pleasant and the precise recipe would be of genuine interest to Human brewers and wine-makers alike. Nomadic Fimir rely on stout rope. the Shearl carve them for Fimir given the right to mate. Additionally. chaperoned by vigilant Shearl. Carved items are found lying around in Fimir settlements and are cast as offerings to Maris and Fimúl into lakes and pools. guarded by enough Shearl or Fimm to prevent escape. it is not unknown for Fimir to involve prisoners in their social activities. Items thrown into the sea.any time. some peculiar attempt at bonding with the Human side of their souls or has a ritualistic or religious purpose is not made clear to captives. increases the alcohol content. a clan may have a number of Human females. the games are largely meaningless to the lower castes. and larger hunting and raiding parties are usually mixed anyway. these musical story-telling sessions are whole-clan events and serve to strengthen clan bonds. Fimir settlements typically have a very secure building to keep prisoners. Lisaart and Kroll. such as chalk and slate. The conditions of captivity are tolerable. Many Shearl are accomplished whittlers. carving bits of bog oak into the shapes of animals. forcing male captives to join in wrestling contests with the Shearl or Fimm). depending on how easily and frequently they can acquire new ones. carvings of Maris and Fimúl are rare. the Fimir are not viciously cruel. As a result. honey.their music can be quite tuneful.

the ordeal usually takes place within a month and when the moon is waxing full. quickly learning to crawl and perfectly able to swim underwater. although the process of gaining the required materials and making it can take time. Lifecycle of a Typical Fimir A newborn Fimir is Shearl-like. The simplest ordeals involve resisting some sort of incredible pain inflicted by the aspirant's fellows or Daemons. The baby Fimir becomes quite active within a matter of months. Mutants live in the marshes. and to a lesser extent scarification. although the Fimir still treat it with care and a certain reverence. but it is suggested they refer to an interesting event. Flaithmor and Mistmor. At a distance they could easily be mistaken for a Human baby and even their cries are eerily similar to those of Human babies. rather than merely reflecting higher ability scores). worse beings. but remains essentially a small pink-skinned Shearl until it enters a stage the Fimir call Svabhaavajam. and these often involve sending the Fimm out into the wider world to successfully achieve some goal and return safely home. Particularly cruel Meargh set puzzles or other mental challenges. experience or encounter. keeping the whole clan awake and on edge for the whole time. The best examples are those of the three Fimm sub-castes. Fimir indulge in tattooing. Ordeals vary greatly. Defeating an especially strong or unusual opponent in battle is another favourite. including the Meargh. you can almost gag from the decay if you aren’t prepared for it. she may simply award it. otherwise a hopeful Fimm has to petition her via the Dirach. Think on that. The Cursed Marshes stretch out about their city like a vast wound.” – KASTAR HANDLIN. and are decided upon by the Meargh. The Human mother is expected to look after the baby. an ancient word that translates as 'born of his own nature'. Fianna or Fimm Noble undergoing it. If permission is granted.the baby's true father (if he is known) is not involved and is expected to keep his distance. a few clans practice branding. about the size of a large Human baby and pink-skinned (they have their mother's skin colour. Flaith. the ordeals of the Fimm are considered clan social events.the prowess a belly-shield signifies is more valuable to them than the physical protection it provides. watched and assisted by a Shearl acting as a temporary father-figure . its Shearl 'father' and a Dirach keep a vigil over the baby. These titles include Fian. All Fimm aspire to undergo ordeals. The success or failure of the Fimm is usually clear. At this stage. upon whether it is a Warrior. but if there is any doubt or judgement to be made. but before the full moon when the Fimir conduct their monthly sacrifice. but some have greater significance than mere decoration. (GMs are left to determine the specific significance of these terms. or demonstrating extraordinary stamina (such as running around the perimeter of the settlement so many times or swimming underwater without coming up for air). come to watch. Whatever the truth of “Marienburgers travel north only by sea and with good reason. but it does mean the Fimir have to acquire a suitable challenge. The Dwellers in the Mist they call them and always they make the Sign of the Hammer if they must speak of them. scars or brands that do bizarre things such as move or change shape are created with the aid of certain Daemons. The right to bear such tattoos requires permission from the Meargh. the Meargh joins this vigil. and are taken as indication of an individual's prowess. although these are often designed as subtle punishments for previous transgressions. Most tattoos are simply abstract decoration rather than the pictures preferred by Old World sailors and mercenaries. When she is not preoccupied with other matters. Some Fimir believe the Human side of their souls temporarily suppresses the soul-castes. Special tattoos. the baby Fimir is considered to be without caste. as do other. During this period the baby cries pitifully and almost constantly. Its Human mother (unwilling or not). Finmor. Various titles are awarded to Fimm who experience significant events or who successfully face and overcome certain challenges in battle. Most often. I don’t know anything about them other than this: herbs from the Cursed Marches are worth a fortune. Over the course of a year the baby grows larger. The Fimir believe that within a baby Fimir all other male castes lie dormant: soul-castes. The difficulty of an ordeal depends 14 . as success grants them the right to wear a belly-shield . yet a fistful of Guilders can’t convince a Marienburger to visit the swamp a mere hour from his door. the Meargh makes the decision. so non-Old World motherd give birth to appropriately coloured baby Fimir).Tattooing During their free time. Permission to attempt an ordeal come from the Meargh and the Dirach must be petitioned first. TRAVELLING MERCHANT Ordeals Although they do not sound like a pleasant pastime. Svabhaavajam always takes place between one full moon and the next. with Fimir of the same caste tattooing one another. All the clan. When the wind blows southerly. A successful Fimm may now wear a belly-shield. Unusual ordeals can be set. these activities are social acts.

The obvious exception to the above is in the case of baby Meargh. It takes ten to fifteen years for a Shearl to reach its full size and be considered an adult. The majority of baby Fimir become Shearl. Initially. or even manifest the features of two or more castes at once. After Svabhaavajam the young Fimir is no longer considered a baby and is taken away from its mother and inducted into its own caste. usually handed to one particular Noble to become part of his band of Fimm. Young Shearl are bright enough to be able to help with simple fetching and carrying. Young Shearl also learn the simple skills of survival. these end their days as sacrifices or exiles. such as wood or metalworking. Wilful. the Shearl learns a wide range of domestic and craft skills. when Svabhaavajam begins the soulcastes awaken and begin to fight for control of the physical form. On those extremely rare occasions when a Meargh is born. a Dirach or any of the Fimm sub-castes. When he is strong and tough enough (a year or two). No special significance is attached to this coming of age. Rarely. Some Shearl show talent for certain skills. it is immediately obvious the child is a Meargh. one caste always emerges triumphant at the full moon. such as hiding and sneaking about. initially learning and developing their caste-role through imitation of their older peers. then lose them in favour of another. and so on. Experienced Shearl craftsmen oversee other Shearl and train the youngsters . but does not get to join raiding parties until fully grown . The birth is almost always fatal to the mother because the small horns of the baby Meargh are usually enough to cause terrible bleeding.Fimm reach full size more quickly than the Shearl. disobedient young Shearl are not tolerated.a Dirach can father a baby that will become a Shearl. As soon as he is considered competent and responsible. closely followed by Fimm (most of which are Fimm Warriors). The young Fimir is able to walk upright within a matter of days. The baby Fimir grows incredibly quickly during Svabhaavajam and is about the size of a Human toddler by the end of it. The father's caste has no bearing on the child's caste . but only a handful become Dirach. 15 . However. Young Fianna Fimm and Fimm Nobles get more attention from their respective sub-castes than the ordinary Fimm warriors. although the Shearl is now permitted to join raiding parties. which now cares for him and begins his training. later being properly trained in particular skills. the young Fimm gets sentry duty and goes on hunting expeditions. A young Fimm on the other hand is trained by his older brethren within days of undergoing Svabhaavajam. Shearl are not trained to fight and rely on instinct and practical experience. It is perhaps ironic that the soulcaste that most often dominates the fight during Svabhaavajam goes on to become the lowest in Fimir hierarchy. punishment coming in the form of spankings appropriate to the child's age (harsh. most accept their lot and get on with it. he is taught to fight with wooden weapons and when he has mastered a level of control he is allowed to train with metal weapons and armour. During the month of Svabhaavajam one soul-caste fights more vigorously than the others and the increasing power of this soul-caste is shown as the physical body begins to exhibit caste characteristics. Sometimes there is such a raging battle that the feverish baby starts to show features of one caste. but not gratuitously brutal) and. As the years pass. his stamina and strength are developed through exercise and he is taught to wrestle with other young Fimm in imitation of the older warriors. boat-building or net-making. but their training is much the same. their key combat skills being brute strength. unbreakable Shearl rebels appear. no multiple castes occur.the situation.these Shearl with an actual profession form the top of an unofficial and rather loose hierarchy within the Shearl caste. about five to ten years after Svabhaavajam. as it exhibits all the characteristics of that caste from birth. being sent to bed without any supper. However. A Shearl's life is one of constant toil and being told what to do by others. imitation and the ability to react quickly to the orders given by the senior castes. literally.

his legends demand that he do. But what of the child's mother? Well. whilst treated with reverence. this event is extremely uncommon. it doesn't bother him. are destined for sacrifice or fulfilment of Daemonic bargains. but also of the entire clan. which reinforce the importance and value of their contribution to the clan as a whole and their position within it. This Human baby may be male or it may be female. but as a true Fimir. When she achieves maturity. surrounded by other Fimir. These rare babies have a mixed destiny: male babies.she is not regarded as just another Human female captive. the mother of a baby Fimir that transforms into a Human male during Svabhaavajam remains a captive brood-mare. However. and is brought up as a Fimir by the Shearl and treated as a Fimir. its single white eye splits into two normal Human eyes and ears sprout from the sides of its head. meaning that a Fimir baby who appears male can transform into a Human female baby! Such babies are regarded with discomfort and bewilderment by the lower castes until they are advised how to behave by the Dirach and Meargh. These Fimir are expected to offer themselves up for ritual sacrifice. all Fimir genuinely and instinctively enjoy what they do and take great pride in fulfilling their roles well. A number of factors offsets the seemingly endless tedium and sameness of the adult lives of Shearl and Fimm. this rare woman is less inclined to the same feelings of horror and revulsion as a normal woman. they have things to aspire to. not those stolen from Human settlements). so significant actions of creations may become immortalised. Regardless of the caste of the dead individual. it is traditional for the Fimir to release mothers of female Human 'Fimir'. The Fimir take the mother out into the mists and leave her near a road or a settlement where she can find or be found by other Humans. whether that be cooking a memorable meal for the clan or helping construct a fine longboat. Although not quite as rare as the birth of a Meargh. what he lives for and what his clan. Death is a major event in the life of not only the Fimir in question. From this time until his death. then even better! The drudgery of the routine is also offset by the clan's social activities of play and religious observance. this is because the baby represents a more valuable replacement (the mother has 'bought' herself out of captivity) and partly because it symbolically severs the baby's ties to its direct Human heritage. but having grown up as a Fimir. but others who are lucky enough to become old reach a point when they are of no value to their clan anymore. but she may possess a degree of curiosity with regards to others of her kind. The child grows and develops as any normal Human baby does. his culture. The Strange Case of Human Fimir Svabhaavajam sometimes results in the Human part of the Fimir soul winning out over the other soul-castes: the baby's tail shrinks and shortens until it vanishes. She is taught to speak Fimar and behave like a Fimir. the whole clan participates in the death rite. the Fimm's life is concerned with fighting or preparing to fight. Her reaction to other Humans is likely to be identical to those of any other Fimir. or slaying the enemies of the clan and bringing home healthy captives stories are important to the Fimir. but female babies become adopted as part of the clan (note that this adoption applies only to female Human babies that result from Svabhaavajam. taking more than they contribute. with a role and level of freedom in the clan akin to that of any Shearl . To begin with. Fimir die fighting. and most do so quite willingly. In this respect. Partly. 16 . she will be used as a breeding machine as any Human female captive would be.However. although young Fimm Nobles spend more time with their elders learning leadership skills and tactics. The Fimm Nobles also find time to take pleasure in annoying the Dirach (and vice versa). If their talents bring them the blessing of the Meargh herself. as fighting is what he was born for. The whole body transforms into an entirely normal Human baby.

Crime and Punishment There is relatively little crime within Fimir society. but not quite. The only law is an unwritten one that instructs every Fimir to obey those who are senior to him. but sometimes the Meargh. the degree to which heresies are tolerated or punished depends entirely on the particular heresy and the attitude of the Meargh. Heresy . betraying their clan or their race or deliberately trafficking with the powers of Chaos. is liable to end up as a sacrifice . Fimm Nobles The Fimm Nobles occupy a difficult position within Fimir society. what this means is that disobedient. such as attacking the Meargh. They are the most physically powerful of the Fimir. Failure to obey this rule leads to punishment. equal standing with the Dirach. although it often comes down to the judgement of the clan's Dirach. Each Noble is direcdv in charge of a particular group of Fianna and Fimm Warriors and 17 . This is very rarely a problem. however. However. Punishments range from verbal. and have almost. he is exiled. In practice. arguably the immediate leaders of the Fimm Warriors and Fianna Fimm. Punishment sacrifice is discussed in more detail in Sacrificial Rites. Execution by fire after being tied to a tree is a punishment reserved for Fimir who commit the severest of crimes. physical or social chastisement to sacrifice or exile to execution by fire. especially if the behaviour threatens the safety of his clan.disputing the basic Fimir beliefs regarding the race's origin and the nature of Maris and Fimúl can also be seen as disobedience. Most Meargh tolerate a degree of bickering between castes. the degree of punishment depending on the maturity of the Fimir (older Fimir are expected to know better) and how much danger (to individuals. this is all rather vague compared to Human law and there is ample room for interpretation of what constitutes disobedience. except sometimes when the Dirach and the Fimm Nobility are involved. but if it reaches the point where it distracts her then she will deal with the matter vigorously. An adult Fimir for whom this sort of chastisement fails to work after repeated attempts. spanked or denied food or the privilege of being involved in clan events. lazy or surly young Fimir are shouted at. Clearly. advocating certain (but not all) heresies. A severe talking to from the Meargh is often more than enough to straighten out a grown Fimm Noble. the clan or Fimir society) is created by the act of disobedience. although a temporary ban on attending clan events such as the monthly sacrifice is the typical punishment for grown Fimir who should know better. such punishments are usually administered by a Dirach. which is considered a greater punishment and a death sentence anyway.if deemed unworthy of sacrifice. who also administer most punishments.

the Fimir tradition of obedience to those above you is so ingrained that it is second nature for most Nobles to accept the situation. However. These are constantly wreathed in mist. Also. things are not that simple. Fimm Nobles do vie with the Dirach for the favour of the Meargh and become adept at finding ways to put down or humiliate the Dirach without it looking like deliberately stirring up trouble (following orders too literally. and also what the Meargh might do to them if they started causing trouble. mostly due to the tight bonds imposed by the caste system. rude and disobedient towards the Dirach (although not usually towards the Meargh who is simply far too scary and dangerous). Fimm Nobles also have long-standing tradition of wearing horned helmets. Middenland. threats which will be ruthlessly implemented if the Noble doesn't back down. as well as in time of peace. however. Without the Dirach. They may become increasingly surly. Skin-colour ranges from light green to a drab yellow-brown and the Fimir are said to clothe themselves with robes of sorts and ornate armour. Some of this training takes the form of competitions between each Noble's troops. These contests. such Fimir usually find life outside a clan unbearably. because it so often annoys the Dirach who look upon it as direct mockery of their caste's horns. though those of the warrior castes end in the shape of a club or blade. and every Noble wants his warriors to be at the top of that hierarchy. Also. Fianna and possibly a few younger Nobles. They all have powerful tails. These misshapened monstrosities are reported to have only one eye in the centre of their beaked head. however. Significant conflict. In practice. the size of which really depends on the size of the clan and the number of other Fimm Nobles. in practice it doesn't. for example). For a few Nobles. In conjunction with his fellow Nobles. the Nobles rely heavily on the Dirach in time of battle. Nevertheless. Fimm Nobles often resent reliance upon the Dirach and this can lead to a degree of friction between the castes. However. Whilst most Meargh tolerate this. The Noble is responsible for conducting or overseeing their regular exercise and training. The superstitious folk tell of losing their women to raids of Fimir. and the northern Bretonnian coastal region alleging the existence of an ancient race of foul creatures called Fimir. 18 . either alone or. Fimir are said to be fearful of bright sunlight. A few of these Nobles go into self-imposed exile before they can bring the wrath of the Meargh down upon themselves. As noted above. Although the Nobles are not stupid. whether irk the form of wrestling matches. swimming contests to demonstrate stamina or combat with training weapons. Nordland. keep an eye on this too.I have seen some scattered. secretly leaving their clan. if there is a risk of destabilising the clan structure (say by the Noble encouraging acts of defiance) then the threat of sacrifice or exile may become necessary. and tradition demands the Nobles follow the wisdom of the senior castes. Swirling mists seem to accompany large bands of Fimir. their magic and their Daemonic friends. they are not as clever. each Noble leads his own band of Warriors. historical accounts from sources in Marienburg. Although this competition might be expected to lead to infighting within the caste. he organises patrols and sentry duty around the clan settlement. Many of the backward peasants in the areas mentioned above believe in the existence of these daemon-worshipping creatures. Fimir are rumoured to build abodes of stone in the midst of desolated moorlands in the fashion of crude strongholds. this is simply not enough and they find the control imposed upon them by non-warriors almost unbearable. the Fimir do not react well to direct sunlight and the Dirach are often required to provide a mystical mist to shield the Nobles and their warriors from the hated sun. They are large-bodied with long arms and relatively short legs and stand between 6 and 7 feet in height. in conjunction with more serious fights. irritatingly. result in a hierarchy within the Fimm caste. is fairly rare and on a day-to-day level the Fimm Nobles have enough to occupy themselves. In theory it is they who should select targets and organise attacks. There are even reports of Fimir residing in abandoned watchtowers and keeps. although the Dirach. thoughtful or as wisely cautious as the Dirach and the Meargh. the Nobles possess a very healthy fear of the Dirach. is ultimately responsible for training and drilling them in the art of violence. rarely. the Nobles and their warriors can be seriously impaired when fighting during daylight hours. they sometimes end up accompanying or leading Goblinoid warbands far from their original home. or as personal bodyguards when outside the settlement. as this increases the likelihood that they will be chosen by the Meargh or Dirach for exciting and dangerous raids or other missions. As noted elsewhere. constantly suggesting alternative plans. having persuaded their most trusted Fianna and Warriors to accompany them. which tend to catch the unwary by surprise. especially as they represent the pinnacle of the Fimm caste. wretchedly depressing. who are said to sacrifice them in some unholy ritual. however.

much more rarely. which often means that they have a powerful edge over Daemonologists of other races. Dirach are magicians not craftsmen and rarely interfere with the technical aspects of what the Shearl do. leads both scouting and raiding operations. watching carefully for transgressions. wasteful battles . and usually do as they're told as fast as they can. principally in the form of their mystic mist. none follow her more dutifully than the Dirach. as well as Human females for breeding. more than many Fimm. Whilst it is not a daily activity. Dirach are cunning individuals who have often seen a lot of battles (after all. They are far from the greatest of magicians. but it is worth remembering that the Dirach are not ignorant armchair generals usurping the role of experienced warriors. unfettered by the restraints imposed by disciplined learning. The rules are not often broken. The few problems that do occur only rarely include surly young Shearl failing to do as they're told. They also watch and listen for signs of heresy and general wrong thinking. One of the key roles of every Dirach is providing magical cover.Dirach: the Daemonfriends While it remains the duty of every Fimir to serve and obey his clan's Meargh. With the exception of the Meargh. (However. albeit marginally. What's more. In practice this often means directing the activities of the Shearl and making sure that they are always working hard . there would undoubtedly be even fewer Fimir than there already are. not to mention fearful of their anger. it is often the caution and common sense exercised by Dirach that prevent Fimm rushing headlong to their own deaths in pointless. is a special responsibility of the Dirach.without the steadying claw of the Dirach. in conjunction with other Fimir appropriate to the task. they just have naturally threatening demeanours and carry large sacrificial knives). however. The tension this can create between the Dirach and the Fimm Nobility is mentioned above. are kept at adequate levels and that the physical structures of the settlement are kept in good repair. whilst the Fimm Nobles are largely responsible for organising the rest of the Fimm and maintaining the security of the settlement (posting guards. largely due to the strength of their cultural ideology and the painful and sometimes terminal outcome of misbehaviour. they are the only caste to possess magical powers. support and leadership during raids and expeditions outside Fimir territory. Crimes may involve other Dirach as well as Shearl and Fimm. The Dirach also police caste rules. especially food stocks. it is the Dirach who organise raiding parties in anticipation of future requirements. Acquisition of victims for the monthly sacrifices and for some magical activities of the Dirach and Meargh alike. as most Shearl are in awe of the Dirach' magical power. They are her disciples and act as her representatives when the Fimir venture beyond the confines of their settlement. although crimes of theft and violence are not unknown within and. between clans. Most Dirach help keep control by maintaining a casual aura of Daemonic menace (not a spell. probably with preliminary scouting expeditions. organising patrols. More often than not. One or more Dirach.) Similarly. they can live to be 400 years old). This requires planning. Fimm Nobles casually 'forgetting' the instructions of the Dirach and unauthorised mating with captives. having the Shearl add and repair defences).this is not an arduous task. and they outrank these powerful warriors. trouble comes in the form of young Fimm warriors disobeying orders (often through honest over-enthusiasm). but their powers are innate and instinctive. Each Dirach forms a close relationship with a particular Daemon ally (hence the term 'Daemonfriend7). ensuring that supplies. Dirach are responsible for day-to-day stewardship of the settlement. and are responsible only to her. They are the brains to the Fimm Nobles' brawn. 19 . the Dirach keep watch over the Nobles and interfere whenever they feel it is necessary. usually to the annoyance of the Nobles.

Petitions are taken to the Meargh in private (usually at a monthly meeting) and the Dirach brings back her answer to the petitioner. especially the Fimm Nobles. However. A Fimir who wishes the Meargh to grant him such a boon must make a petition. The Dirach find this a good way to keep more difficult Fimir in line. where special attendants or ambassadors from outside the Waterland would bring formal requests from outsiders to Maris. the right to wear a belly-shield or to have another Fimir brought before her for judgement. That said. Dirach never summon Daemons on a whim. exchange stories. Another Dirach may become the clan's principal healer or herbalist. all petitions. and dangerous ones at that. especially if the Dirach are few in number. sometimes whisper. Although the Meargh remain very much in charge. Fimm or Dirach. Dirach extend this tradition of petitioning to races other than Fimir. A few devotees of the Daemon Prince Lisaart practice thievery and assassination (directed at non-Fimir). are brought to her attention by one or more of her Dirach.one Meargh who is on good terms with another Meargh may loan her one of these specialist Dirach in return for some special favour. This gives the Dirach considerable power within the clan: if you want to Erikson the Norse Reaver says the Mist is Tainted and Unnatural. she has better things to do with her precious time than constantly explain theology to dim-witted Shearl. all the Dirach share these various roles and responsibilities.Dirach do not do favours for outsiders for nothing and expect something in return. a blessing to bring success in some endeavour. Dirach also simply enjoy the companionship of Daemons. quietly and jealously. Some seek to learn the true nature and fate of Fimúl the Mud God. In most Fimir clans. then the Dirach can bring the petition to the Meargh if they feel so inclined and return with her answer. For example. one Dirach may be a finer storyteller or singer than/any of the others and become the dominant theologian amongst them (Fimir religion is most commonly taught and understood through songs and stories) or a Dirach with an especially sinister aspect may have particular responsibility for watching for transgressions and administering punishment. Fimir. In this way. they seek to discover and understand more of their Daemonic heritage. they foretell of bloody Murder and Abduction. Also. Fimúl the Mud God. In order that the Meargh is not swamped with requests.Dirach are also spiritual leaders amongst the Fimir. and it is rare that one has a Daemon of Law for a Daemonfriend. Most Daemonologists of other races view Daemons as tools. even they do not disregard or undervalue this fact. The Dirach are certainly not above such petty' behaviour. In doing so. individual Dirach sometimes acquire distinct reputations that can spread to other clans . a Dirach's relationship with Daemons goes beyond that of purely summoner and summoned. For example. Petitioning It is within the Meargh's power to grant members of her clan many things: the chance to mate. see Daemons as allies. but at the same time they do not always summon them only with the intention of sending them into batde or off on some errand. they're not particularly close to Daemons aligned to good gods. During their free time. So long as such a request is made appropriately (this may be as simple as. The lower castes. Whilst the Meargh is without a shadow of a doubt the high priestess of her clan. relatives and even friends. a Fimm Noble who has continued to wear a horned helmet despite the Dirach' objection may find that when he wants to petition the Meargh for permission to wear a belly-shield all the Dirach are very busy or that the Meargh is far too deep in meditation to hear any petitions this month. a job she leaves to her Dirach. "Please will you bring this request/ matter to the attention of your Meargh"). certain individuals may have an aptitude for a particular role. and the Dirach especially. Interestingly. This is believed to be based on traditions of the Waterland. Dirach and Daemons As the honorific Daemonfriend might suggest. of course. Dirach commonly and privately summon Daemons merely to converse. the exact truth of which remains a mystery. ensure that your petition reaches the Meargh then you do not upset the Dirach. the Dirach are not fools and they are well aware of the contrary and unpredictable natures of many of the Daemons that they deal with. Furthermore. Daemons are regularly summoned to attend clan rituals and gatherings. whether from Shearl. the whole thing is a bit more complicated . or may have acquired some other specialist skill or knowledge after torturing a captive. the Dirach are the representatives of the Father. and learn more about what it means to be a Daemon. In reality. whilst the Meargh is a direct representative of Maris the Mother. He speaks of Beasts with Blazing with Red Fiery Eyes… if only the Mist would lift and the Bog cease sucking at my feet I would Welcome a clear Battle with such a Monster! 20 . that some Dirach are interested in far more than purely intellectual intercourse with many of the Daemons that they summon. He says he has heard of such Mists on the Norscan Coasts and Fjords. so they occupy a position earning considerable spiritual significance to the Fimir.

the rare Chaotic Dirach are usually just mad. older Dirach or the Meargh herself often suggest the name of suitable Daemons. His son Arrod had already chosen to leave his clan. having come to believe in the Good Father Heresy and desiring to escape his father. Dirach (in fact. The Dirach and Daemon become great friends. specific Daemon. Dirach who leave voluntarily with some measure of purpose tend more towards melancholy than depression and despair. Sometimes. but it does happen and in some cases can provide a link between Dirach in different clans. Broadly speaking. while Affed cheerfully spreads disease and corruption wherever he goes. These Dirach tend to fall victim to the desperate depression that affects most Fimir who are separated from a complete clan. when his father went rogue. Due to the sheer number of Daemons it is rare for two or more Dirach to share the same Daemonic friend. his clan tracked Arrod down and the Meargh charged him with seeking out and killing Affed. However. and hence between those clans. which shun them entirely. with the grudging understanding of the Meargh. Two examples of wandering Dirach are Affed and his son Arrod. The strength of the bond between the Dirach and Daemon cannot be underestimated. carrying messages or warnings. Other exiles are Dirach who have left voluntarily because they feel they can no longer be part of a clan (having turned to Chaos or become a believer in the Good Father heresy for example).it is unusual. Wandering Dirach Across the northern Old World and beyond there are wandering Dirach who are no longer fully attached to any Fimir clan. The Daemon may be a Lesser Daemon or Daemon Imp. Some exiles have been formally thrown out of their clan as punishment for some crime (repeatedly publicly disagreeing with the Meargh. Arrod seeks to do good wherever he can and tries to repair the harm done by his father. delighting in the fact that his son's life revolves around his once more. They are treated courteously by the clans they encounter and are shown hospitality. and ambassadors who fulfil a role in wider Fimir society. travelling between clans. Affed became corrupted by Nurgle and was forced to flee his clan before he was found and out and killed. preaching and telling stories and aiding other Fimir wherever possible. bringing news. there are two categories of such Dirach: exiles. and the death of a partner causes immense anguish. almost like two very close siblings (so there is some bickering and sulking as well as camaraderie).Eventually almost all Dirach form a special relationship with a single. one Dirach usually volunteers to become a messenger or roving ambassador who roams the land. any Fimir) who vanish without word or who are suspected of turning to Chaos are usually tracked to down to find out why. Dirach who have survived the death of their clan often take this role upon themselves. Such Dirach are a minor but important link between clans. the number of Dirach in a clan grows too high . but sometimes the name of a Daemon mysteriously forms in the mind of a young Dirach. but it can lead to conflict when there is not enough for each Dirach to do. although they never stay with a clan longer than a month before moving on. for example) and are commonly branded or tattooed in some way to identify them to other Fimir clans. When it happens. Arrod accepted this task and has been chasing the cunning Affed through the fringes of Human lands for decades. These Dirach are often quite lonely and although wary of non-Fimir are often willing to talk to those of other races if the risk seems acceptable. 21 . This Daemon is often the first one a Dirach ever summons.

this is left to the Dirach. relatively little of a Meargh's time need be spent worrying about her clan. often hiding away in her tower. she is often as physically strong and tough as the Fimm. the key one being clan security. Instead. The issue of supplies (food. as the symbolic mother of her clan she is a direct representative of Maris. the Fimir are so few that most Meargh also look out for the safety of individual Fimir. no Meargh wishes to appear soft. asking questions and demanding answers rather than entertaining suggestions and advice from the Dirach. She is as loved by the lower castes as she is feared. The great power and influence every Meargh possesses comes with equal responsibility. only opening the door or Meargh: the Witch-Queens The Meargh is at the heart of every Fimir clan. a less wakeful Fimúl also means a more dominant Maris. If the clan is facing serious problems of one sort or another. Each Meargh is bound to her clan. the Meargh holds formal meetings with her Dirach more frequently. she concentrates her attention on magic. and she cannot simply abandon it to pursue her own interests. but this is an essential matter for a Meargh to keep her eye on. The affection Meargh feel for their charges is well hidden. Only rarely do Meargh stray far from their setdements (or the safety of the majority of the clan if it is nomadic). and she tells them so if she believes they are failing. raw materials.a Fimm rescued from Human captors is as likely to receive a thrashing (verbal or physical) for his foolishness in getting caught. A Meargh delegates leadership of raids and other minor conflicts to her Dirach. usually on nights of the new moon. She sometimes summons the Fimm Noble to meetings in order to give them orders directly. also. as he is a welcome home. captives) bores most Meargh. Discussion ranges from dealing with any annoying Daemons who have been summoned for whatever reason but have declined to leave afterwards. some matters and decisions she expects the Dirach to manage for themselves. Most Meargh hold regular monthly meetings with their Dirach. but auspicious for making plans in secret. Any of her clan would willingly give his life to save hers. a Meargh's care is not a soft-hearted one - 22 . The Dirach always raise disciplinary matters with the Meargh if they feel she should be the one to pass judgement. Although Meargh are undisputed leaders. meetings usually conclude with some discussion of Daemons. Whilst the well-being of the clan is more important than the fate of an individual Fimir.) The Meargh is very much in charge of these meetings. However. and they only lead their clans in battle when settlements themselves are attacked or when their whole clans go off to war. Not only is she the most powerful wielder of magic within the clan. As Maris advised and aided the men of the Waterland (at least until they turned upon her). as her ferocious temper occasionally proves. and she either makes a decision there and then or thinks about the matter and gives her response at the next meeting. Most importantly. Meargh like to be informed of any emerging threat and make sure her Dirach are making effective use of the Fimm in watching for and countering enemies. queen and sorceress. communing with Daemons and scrying. Finally. and if she thinks there are problems she instructs her Dirach to seek ways to resolve them and report back. A range of issues are discussed at these monthly meetings. every Meargh must care for and protect her clan from the storms it must undoubtedly face. Nights when Fimúl's eye is closed are considered inauspicious for Fimir to be out and about. as long as doing so will not compromise the rest of her clan or other Fimir. and all know they might just have to one day. The Dirach also (if they feel well-disposed) tell her about any petitions they have been asked to bring before her (Meargh rarely ask). all rely upon their Dirach to varying degrees. or if they want the transgressor to fall into the Meargh's bad books. strengthening the Meargh's own dominance over the males. which is greatly. Provided it is not in a constant state of peril. emphasising the importance of those orders. However. to who should be invited to the next monthly sacrifice to the memory of Fimúl.

being keen to humiliate her foes and laugh in their still-living faces! Few Meargh waste time thinking up grand or subtle schemes to take over the land (as an occasionally I do not believe the Old Faith is the source of this mystery. rude and aggressive and this undoubtedly stems from their raw power. if they see her coming (those not paying attention usually receive a whack round the head from her staff and a few choice words). All Fimir move out of her path. Meargh are aware of the dangers of letting anger guide their actions and so Meargh vengeance is slow and subtle. Meargh are notoriously badtempered. However. bad-tempered side. One minute an apprentice can be stood stirring a potion and reciting hundreds of Daemon names in an effort to learn them all. This is another legacy of Maris. nomadic people. Meargh hate having their time wasted (few of them see their life-expectancy of 2000 years as really being long enough) and can see through fools and most flatterers in an instant (characters attempting to deal with them using Blather should face penalties to their rolls). develop and put into practice subtle schemes to entice the unwary into Fimir territory. keeping within sight of the settlement unless she has taken some guards along with her (though more to keep her clan happy than out of fear for herself). though most are wise enough to keep their feelings to themselves. uniqueness within each clan and position as representative of Maris. 23 . and during that time an apprentice is almost constantly by the Meargh's side.yelling out of a window if she wants food or requires some item or assistance in her activities. but may also stem from personal interests. She also endeavours to keep a surreptitious eye on her underlings. some are curious about the nature and potential uses of the mysterious ethereal entities known as marsh lights. to an individual who is very concerned about her appearance and grows her hair long to roll it into dreadlocks. are inclined to feel a sense of superiority where apprentice Meargh are concerned. but icily vicious. Others consider. Men do not have this patience… and twice now the horses have become stuck… attacking when we were mired in filth trying to free the animals would havm been logical. their age. but most of them have their own peculiar projects. For example. whose brains are often leaping from one idea or curiosity to another unless they have something of great importance or interest to focus on. who was very much her own person. Older Meargh have been alive a very. they are intensely curious about the world at large. Chances are some of the Dirach alive when the apprentice is born will be dead of old age by the time she takes over. however. Apprentice Meargh If a Meargh has an apprentice. much of her time is focused on training the young one to take over her role when she finally dies after centuries of rule. she is certainly not the true Meargh of her clan. Apprenticeship takes decades. it is hard to see where apprentice Meargh fit into the Fimir caste system. which despite their intelligence they can never quite throw off. hurriedly or casually. and others attempt to learn of and uncover any secrets hidden in their lands. these are concerned with the long term security and viability of the clan. they can descend to brief and sudden savagery if seriously provoked. who has something genuinely interesting to offer her should be able to evade a Meargh's natural aggression and deal directly with her rude. Old and quite probably ancient grudges may inspire the desire for revenge. Anyone. One reason for this lengthy apprenticeship is the haphazard and disorganized approach to training adopted by most Meargh. To an outsider. It is important to recognise that in spite of all they have in common. to becoming obsessed with observing the comings and goings at a certain town or village. especially older ones. there is a much knowledge the apprentice needs to learn and practice. but nothing did. most find the idea ludicrous). to the dismay of her Dirach. Whilst an apprentice is clearly not a member of any male caste. very long time. Although they do not get out much. Some Dirach. a curiosity that might be hostile or (relatively) benign. Typically. perhaps because of their semi-confinement. either through scrying or simple watchfulness. However. suspicions and eccentricities. the next she is whisked off for an impromptu herbalism lesson as the Meargh heads into the marsh to look for some birds' eggs. scrying talents and conversations with Daemons mean they know a lot of history and may have had firsthand experience of historical events that can only be deviously obtained through the use of Daemons and scrying. In addition. One Meargh has an abnormal interest in the activities of the Fimm caste and practices her own martial skills. She is mostly interested in non-lethal tactics. Fimir or otherwise. occasionally insanely so. Groups or individuals who have thwarted her in the past often become the focus of her attention. and if she needs something from the marsh she goes herself. so older Dirach with attitude problems are unlikely to matter much. every Meargh is an individual with her own interests and obsessions. Differences range from the level of hostility each Meargh displays towards Humans. The hags also possess the animalistic streak found in all Fimir castes. She won't be lazy. if not a century or more.

Many Shearl are capable craftsmen. possess a tremendous cunning.although anger is part and parcel of Meargh' nature. whether they are cutting the throat of the victim during the monthly sacrifice. Typically. the Fimir cannot afford Meargh who vent their fury without consideration of consequences. rule the clan. there is no warning of the death of most Meargh. animal streak. do not be fooled into thinking Fimir are stupid. and about the castes and their natures. The Meargh. summoning a Daemon or deciding on an ordeal for a Fimm hoping to wear a belly-shield. An apprentice shares the Meargh's duties during clan rituals. actually volunteer to be sacrificed in the name of Maris. The Meargh never attempt to diminish the strength of her apprentice's personality. sinister and spiteful as well as sweet. though tempered with a cruel. extreme old age being the cause. although not always mistresses of analytical thinking. who have a disturbing tendency to suddenly drop down dead. an apprentice Meargh becomes Meargh of her clan the instant her mentor dies. casual fraternisation is not encouraged. Of course. whereas the Fimm Nobles and Dirach are of more or less average Human intelligence. as Meargh feel it is important for an apprentice to understand the way her clan works. the less able ones may not have many worthwhile craft skills.An apprentice Meargh is not hidden away from the rest of the clan. offering final thanks and acknowledgement to the goddess. but are bright enough to understand and follow the orders of the senior castes and the instructions of their cleverer brethren. childishness can be cruel. 24 . The Meargh deals with her rebellious apprentice in private. However. though the death rites conducted for the passing of the former Meargh are a formal inauguration of sorts. Traditionally. There is no elaborate ceremony involved in her taking power. The personalities of apprentices are as variable as mature Meargh. The Shearl and Fimm tend to be brutish and instinctive. most importantly. but elements of childishness are there. A very tiny few who feel their apprentice is more than ready to take over. Ostentatious displays of magic by the apprentice from atop the Meargh's tower also enhance her image within the clan. just not ones with much artistic flare or originality. endearing or amusing. Through Fimir Eyes Fimir intelligence varies across the castes. The apprentice's innate sense of seniority and power is encouraged and developed by active involvement. and that they have done all they can. but will channel it so it can effectively care for. as the apprentice's standing in the clan must not be undermined. usually still in the middle of a rant. protect and. Meargh always rein in any tendencies towards rash and impulsive behaviour very early on . However. A minority die in battle or from disease.

developing battle strategy and maintaining the integrity of their settlement between them. reacting swiftly to crises. Having been forced so often to run from the lands they have previously settled. rape and sacrifice.The Fimm Warriors are capable of understanding detailed orders and accurately assessing a threat. and their physical appearance and kinship with Daemons is more than enough to provoke hostility even without their need for theft. though there is occasional rivalry between them. They are resigned to their situation and rarely waste time trying to develop dramatic schemes to improve their lot. If a particular course of action is likely to have dangerous repercussions for the clan. kidnap. The primary motive of every Fimir is the simple survival of its clan. Like pack animals. most Meargh exhibit the arrogance and confidence of those who rule through divine right. If a scheme can bring the clan some benefit without seriously endangering it. and they resent their reliance upon Humanity for their survival. the male Fimir know their places. The Fimir have become adept at making swift cost/benefit analyses: even the Shearl and Fimm in the absence of a senior caste member know that keeping their heads down or running away makes more sense than getting embroiled in a futile fight. Meanwhile. whilst ignoring the rest of the world. but only a fool would try to outsmart a Meargh on her own territory. they resent the fact these lands are those that Humans 25 . this is not to say their decision-making is flawless: poor intelligence or reconnaissance. In the short term and the long term. then even if that course of action may also provide some advantage to the clan it is unlikely to be undertaken. confusion after sudden exposure to bright sunlight or conflict between two or more Dirach or between a Dirach and a Fimm Noble can all lead to errors of judgement. close to earth and water). they are partly Human. normal life: their race's continued existence depends upon preying on Humans. It has been a long. The Fimir are also an angry and bitter people: the murder of their race's father and the exile of their ancient ancestors from the Waterland by the Humans have never been forgotten. all the Fimir have wanted is to survive with as little interference from or interaction with other races as possible. the main aim of all Fimir is to draw no more attention to themselves and their settlements than is necessary for survival. For more than two millennia. The Fimir are an incredibly practical race. then it may be worth putting into action. However. Unfortunately. They take what they can find or steal and try to make something useful from it. Even the Meargh can make mistakes when enraged or misinformed. Whilst the lands they inhabit are to their liking (misty and remote. Now they seek only to get on with their lives and honour their race's parents. though with varying degrees of petty squabbling. The Fimm Nobles and Dirach capable of forward planning. the Fimir cannot have a quiet. long time since the Fimir have had any long-terms plans or goals. they have learnt to make do and adapt accordingly. They have no imperial ambitions or secret agenda and their previous attempt at unification only brought disaster upon them. and most actions are decided upon with this goal in mind. after all. but do not expect to get much conversation out of them.

or lurking in a mountain cave far from her old lands: all are places a solitary Meargh might make her lonely home. a conspiracy within her Dirach resulted in the defection of her entire clan to the Hell-mother's side. love charms and cursing dolls to young women who dare seek her out. such as the goblinoids. to the clan and to the Fimir race. However. They are quite happy to bargain and deal with anyone who wants information or aid (they are sometimes sought out by Daemonologists seeking to learn flew spells. highly symbolic blood. heading westwards. As far as they are concerned they have no choice in any of this. the Fimir are evil. who lives in a moss covered. Aughra has a hatred of Chaos which. Secondly. hidden in the depths of ancient forests. Daemons' names and greater wisdom) and may even be willing to assist in fighting Chaos. She remembers her ancestry and acknowledges Maris and Fimúl in her prayers. clubs them and cuts their throats as tradition requires. Meargh are made of stern stuff and a clanless Meargh is perfectly capable of carving out an existence for herself. With the exception of the local giants (who have come to ail-but-worship her down the centuries). and sacrifices billy-goats in memory of Fimúl. However. sadness in their failures and losses. the vast majority of Fimir are still brutal. is truly terrible to behold. they are not perfect machines. protecting her from the sun and reminding her of her race's ties to earth and water. as well as bitter experience born of long life. They steal. she found herself a perfect home: a deep. Before her enemy could catch her. they murder. The Meargh Slall (known to locals as Mother Sally). During the war with the Jutones she was one of the few Meargh who actively opposed the Hell-mother's plans for unification. she won't normally seek out the company of other Fimir (although she might encounter a Death-Quest and found a new clan) or that of other races who might accept her. spiteful and at least halfmad. ultimately to the peaks of the Middle Mountains. survives happily by hiding herself in hood and rags. peaceful and contented existence with no responsibility to anyone but herself.have dismissed and rejected as unworthy. In time. instinctive creatures. This is not to say most Fimir are aware of and understand how their own behaviour is regulated. They worship Daemons. able to feel their emotions as passionately as they like. Some secretly live close to villages and towns. One of the most ancient Meargh (over 2. she has lived a long.500 years old!) in the Old World is a mad and ludicrously wrinkled creature named Aughra. mountain goats and the occasional travellers. but away from well-travelled roads or worked fields. fungus-ridden woodland hovel an hour's walk from town. they neither agonise nor gloat over their actions or situation. thousands of years ago the Fimir developed a ritualised outlet for these feelings in the form of regular. much as they always did. Such Meargh spend their days talking to themselves. whap expressed. communing with Daemons and spying on the outside world with their scrying skills. Aughra decided long ago that Chaos assisted the rise of the Hell-mother. but at the same time they feel no remorse for their actions and consider much of what they do to be fair payment for what Humanity has done to them. There has never been a place for these Meargh in Fimir society and they are all but exiled from it. they rape. Fimm and Shearl doesn't mean they can be pushed about and casually threatened. Unfortunately for her. although they can find pleasure and satisfaction in their successes. the Fimir are not subject to the hatreds and animosities that afflict so many of the other races. just because they aren't surrounded by Dirach. and only the Meargh are really intelligent enough to understand why the race behaves as it does. The forested slopes provided her with food and firewood and there were no local Dwarfs to harass her. Aughra fled the Wasteland. their practicality. 26 . However. Like many other Meargh. Although they are verbally aggressive. they usually have at least a couple of Daemons or elementals that can be called upon at short notice. so it is often a solitary and lonely life. rude. The decaying village of her dead clan. Firstly. has taught them that succumbing to their aggressive emotions is dangerous to the individual. For this reason. but without allowing them to control their actions (though as described above. She binds their limbs and neck. starvation. with only Daemons for company. and individuals or even whole clans sometimes succumb to their anger). lack of breeding stock and conflict all take their toll. However. practicing magic. but she saves and eats their meat before casting the remains into the water (there are a lot of old goats' bones in the river running down that particular mountain). dispensing contraceptive advice. because there can be only ever be one Meargh and one apprentice in any clan. By most standards. Together with their structured society these things make the Fimir a race of disciplined individuals. dark cave well-hidden behind a waterfall. They are willing to torture living sentient beings if they feel that it is necessary. they abduct. However. form friendships with some and are themselves partly Daemonic in nature. their ancestors and their race's parents. Solitary Meargh A number of Meargh lost their entire clan during the war with the Juton tribe and others have lost their clan in the centuries since: disease. they are often willing to talk to anyone who happens upon them.

some slavers and smugglers of Human captives deal with the Fimir. a fact constantly restated and emphasised in their origin myths. even bargaining and trading if the Humans have something the Fimir really need. Humans are the ball and chain on the collective ankle of the Fimir and their dislike of Humans is born from resentment of this fact as much as it is from what the men of the Waterland did to Maris and Fimúl. the Fimir direct their active hostility towards Humans alone. Some would argue this was the Fimir protecting their resources. the Meargh and Dirach try not to allow bitterness. perhaps in the hope of acquiring information or resolving some conflict without bloodshed.The Sunlight Folk Much as they would like to be. as well as every one of their individual mothers. In particular. the villagers themselves now have an ambiguous attitude to local Fimir. However. The 27 . and could find a party of Fimir. but other races can sometimes serve equally well when the Fimir are looking for sacrifices. usually from a position of ambush. However. fear and hatred to force them into situations that would jeopardise their race's survival. For the most part. but the Meargh and the Dirach with their greater intelligence and knowledge are aware of the bitter irony. The Dirach names a place and time making it virtually impossible for the Fimir to be subject of an ambush. the Fimir can't deny the fact their race's Mother. Millennia of other races trying to kill them have resulted in the Fimir becoming xenophobic in the extreme (their warriors' tendency to wear cloaks the colour of Human blood being one of the more polite examples). as their magic is innate. perhaps in return for a Daemon to attack a rival or for the chance to spend a night of dark passion with a succubus. many Humans are equally evil if not worse. then Fimir (with the appropriate language skills) are prepared to converse with Humans. even though their origin myth constantly reminds them how badly Humans treated their race's parents and ancestors. but the Fimir cannot. Meargh may trade spells (Dirach can't do this. if a small group of Humans wished to converse with a Meargh. While the Fimir are evil. Likewise. a thick blinding fog came down. instinctive and not teachable) and the names of Daemons (the Dirach can do this) in return for spell ingredients. the villagers found the mangled bodies of Beastmen laying strewn around the ground beyond the stockade. the Goblinoids in their fecund hordes can afford the luxury of giving vent to their hate and rage. Daemonologists go looking for Fimir in the hope of increasing their knowledge. then they might be able to persuade the Fimir to arrange a meeting with the Meargh herself or through one or more Dirach acting as liaison. It is perhaps because of this there is a certain ambiguity about their relationship and attitude to Humans. both for their appearance and their kinship with Daemons. the Fimir would have as little to do with Humans as possible if it was not for the fact they are vital to the continued existence of the Fimir. If they are not directly threatened and can ensure the safety of their clan and settlement won't be compromised. the Fimir are not alone in the world and they have dealt with many other races. It is conceivable Humans could be brought to a settlement. Despite their feelings. but they are certain to be blindfolded or led through thick. The significance of this is largely lost on the Shearl and the Fimm (even the Nobles). or slaughtered according to necessity rather than desire. and when the fog rose a short time later. Some clans like to involve Human captives in various parts of the clan's social activity. They tend to regard other races as dangerous rivals that are best avoided. At the most desperate point of the fight when the stockade was about to collapse. confusing fog. kidnapped. There is also a strange story about a Reikland village that came under attack by Beastmen. The Fimir know they are feared and hated. The Fimir consent to work with these evil men and women if what is offered in return is valuable enough to them. but to date the Fimir have never bothered the village. the names of other Daemons or magical items. was a Human. There followed a terrible shrieking and screaming.

They are reluctant to kill their own captives in this manner and some another arrangement must be reached. mostly for geographical reasons. but the stories tell of his dark jealously of Maris' new love. However. such as ritual sacrifice. and they respect these things in as much as they pose a threat to the Fimir. The Norse Dwarfs have some measure of respect for the Fimir and beyond a few specific Grudges feel no imperative to fight them. the former lover becomes a very dark and intimidating figure. magical effects and information) might take place between the Fimir and the Dark Elves. However. but they do say he was not a man of the Waterland and suggest he had a close affinity for nature. and they make perfectly acceptable sacrifices. Fimir clans that still remember and tell these stories are not only far more way of Elves than most clans. forests and the ocean. since Dark Elves have no presence in the Old World (as far as anyone knows). The mysterious lover is not named and barely described in the stories. but every Fimir will watch his tail. They understand the rage. What's more. In these stories. Goblinoids are amongst the few races Fimir are prepared to interact with in a reasonably friendly manner. The Fimir show hospitality to Goblinoids. and consequently their hostility towards them seems less than to most. The Fimir sense the evil cruelty of the Dark Elves and they remain cautious. fearful of direct confrontation with Maris and Fimúl. and no Meargh could tolerate that. but threatening nonetheless. preceding her relationship with Fimúl the Mud God. The Meargh realise the Dark Elves are just the sort of race that would use and manipulate the Fimir if they could. and the Fimir are content with that. as it produces such lovely undamaged corpses. Elves provoke a healthy wariness in Fimir. as long as they do not abuse it. Such dealings are likely to take place at sea. Dark Elves are another matter. but the Fimm usually accept any offered challenge unless ordered otherwise by a senior caste member. as long as the Dwarfs do not immediately try to chop their heads off. some Fimir have noted that the smallness of these beings makes them easier to bundle up and carry off for sacrifice or as gifts for Daemons. They have no great fear of Elves. The stories go on to suggest this former lover stalked Maris and Fimúl during their flight through the wilderness when they were pursued by the men of the Waterland. mountainous coastlines around the Sea of Claws. who steer clear of them whenever possible. the Fimir have met Dark Elves at sea and have discovered they have some things in common. They know Elves have powerful magic at their disposal and are able warriors. There was a case of two Fimir travellers being strung up by their ankles from a tree branch and swung backwards and forwards for several hours before the Fimir became bored and wandered off into the mist. the Fimir are still wary of the Dark Elves. Nevertheless. and a general dislike of other races. This unease stems from an uncommon sequence of Fimir stories hinting at a relationship between Maris the Witch Princess and another lover. He may have fallen from favour with Maris long before her relationship with Fimúl began. although they crop up in several comical Fimir stories. the Fimir know these are the only intelligent races not repelled by their physical appearance.The mists cleared a little today… first contact with the enemy! They allowed themselves to be seen. Those Dwarfs the Fimir have encountered in any significant number are the Norse Dwarfs or others living along rocky. It seems the Fimir have some difficulty in taking these diminutive races seriously. Trade (prisoners. but pools and bog separated us… a figure in a cowl with armoured Beastmen bearing maces and axes… but as we all watched them some foul thing slid from the marsh and attacked our un-guarded flank… two men were ripped… other men called it a water lizard… I am certain this was a coordinated assault… morale is low… poisonous form of the Fimir magical fog fascinates necromancers. Meargh and Dirach on the other hand tend to play this to their advantage and are willing to speak to and deal with the Norse Dwarfs. On rare occasions. However. Elves inspire considerable unease in some Fimir clans. Fimir figure little in the concerns of the Fimir. there is usually little if any overlap in their respective territories anyway. and will support them in 28 . but are also far more reluctant to enter the dark and enclosed spaces of the Old World's forests. but since Elven women are of no use for breeding. Fimir see little point in provoking them. Whilst the Dirach and the Meargh cannot teach this innate magical ability. The Shearl are never sure how to deal with being treated respectfully and either fight or back off according to the circumstances. strong roles for females in their societies. The Dwarfs of the mountains and the Fimir have had little to do with one another. he also seems to have been fearful of Fimúl and was unwilling to confront him directly. they are able to provide the bodies. any Elf who actively opposes Fimir activity becomes a legitimate target as far as the Fimir are concerned. hate and need to survive that consume these various tribes and races. Nevertheless.

they attempt to lead their pursuers as far away from the home settlement as possible and then lose them. typically consisting of a Dirach. As far as the Fimir are concerned. stealing and consuming its unwanted refuse. perhaps on their endless quest for Warpstone. the opportunities for real hunting are limited out in the marsh: Coastal Fimir go fishing. or so it is said. though Fimúl has never apparently indicated as much. Scouting parties can crop up in unusual areas. Goblin shamans and Meargh and Dirach happily discuss magic together. unpredictable and untrustworthy. those who fear and hate them. but also the forces of Chaos. it is not just hostile Humans. Foraging and Hunting Parties Groups of Fimir out looking for food usually consist of maybe half a dozen Shearl. these two races are said by some to have fought a long. Small scouting parties. the lower castes worry that the burrowing of the ratmen through the earth might disturb Fimúl in some way. Elves and Dwarfs the Fimir have to contend with. The Shearl check and set traps and gather edible roots. The Fimir object to the Skaven being parasitic on Human society. as well as all the other monsters infesting the desolate places of the Old World. They tend not to travel more than a day's journey (there and back) from their settlement or campsite. so such relationships are often temporary. Bog octopi and Dragon Turtles offer a challenge (as well as a tasty meal). rampaging Goblinoids and Skaven rooting through the marsh for Warpstone. are vigorously challenged and captured for sacrifice. they have exclusive rights to use and take from Humans. powerful warriors and even the average Shearl is more than a match for Humans in terms of muscle. During times of major conflict. making them dangerous. with their tactics. The Skaven and the Fimir have history. Mutant Fimir are pitied by their brothers. As discussed in Out of the Waterland above.battle if the rewards and risks are reasonable. the Fimir struggle to perpetuate their race and the ratmen breed like the vermin they are. but if circumstances dictate Into Battle The Fimm are a caste of dedicated. Dirach do not usually go on these hunts. Human females are carefully scrutinised (physically and magically through scrying) for signs of mutation before they are used as breeding stock. are described below. What is certain though is the Fimir do not like the Skaven. This does not mean they rush into every fight they can or that they go looking for trouble without reason. Much of this is also applicable to Ogres and Trolls. the Fimir are a martial race. It is far from clear whether or not this war actually took place. exploiting their mists in particular. raiding or war parties head out. Remember. watched over by a Fimm Warrior or Fianna Fimm. resilience and weapon-craft. but their bleak and depressed attitude is at odds with the rowdy passions of the greenskins. If forced. which might account for unlikely tales of Fimir sailing down the Reik. check lobster pots and scour rock pools. but unless the fight goes easily in their favour they take any opportunity to escape. and the warriors enjoy showing off their physical and combative skills to one another. a Fianna Fimm or Fimm Noble and a couple of Fimm Warriors. secretive observation is the aim and contact with non-Fimir is actively avoided. threat or a simple offer of you-go-your-way-we'11-goours to avoid a fight. If they are spotted and hunted. Whilst the Fimir have some understanding of these creatures as fellow outcasts (especially mutants driven out by Humans because of their appearance). If the Fimir have other business when they have an unavoidable encounter with outsiders. vicious war that was ultimately disastrous for both. The most commonly encountered groups of Fimir. but killed and burnt to ash as soon as possible. They simply have to be in order to take what they need to survive and defend themselves from all 29 . plants and berries. simple food gathering being beneath them. they are willing to resort to limited discussion involving intimidation. the same as in Human societies. If it comes to a fight they defend themselves. Part of this dislike stems from simple jealousy of Skaven fertility. Fimir Death. but also calling forth Daemons and elementals. They also trade weapons. Despite their avoidance of unnecessary and futile fights. Mutant Fimir can and do arise from time to time. the link to Chaos is enough for the Fimir to avoid them or deal with them by force. Whilst these groups are ready to fight. captives and food. but regardless of the truth the idea that some old hatred exists between these two enemies of man is worth developing. Scouting Parties The Fimir do not rush blindly into battle and unknown situations. Fimir take full advantage of their magical heritage. so Fianna Fimm and Nobles accompany hunts if one of these has been sighted. They expect and give no quarter. Hunting parties rarely venture close to Human settlements and roads.Quests sometimes join with Goblinoid groups. Furthermore. according to what they are facing. The Skaven also worship a god of Chaos. but it is hard for them to go unnoticed in Fimir communities. Skaven venturing into Fimir territory. they either run or fight. Beastmen and mutants often drift into the isolated lands of the Fimir. explore new lands and observe villages and roads before hunting. unless they want captives.

Dirach will accompany the group to provide magical mist. pools. Like scouting parties. Foraging and hunting parties avoid any non-Fimir they become aware of.that they must. 30 . The size of raiding party depends on the target. more for a village assault. Raiding Parties A raiding party's purpose is kidnapping Humans and/or stealing whatever it can. a similar number of Shearl and several Fimm Nobles. As this inevitably brings Fimir into Human lands this is the group most likely to be encountered. sometimes lying on the ground. At least one Dirach is always involved. (treacherous marshes or the territory of hostile beasts). An assault on a fortified village might need a score or so of Fimm. or bushes to keep out of sight. hiding in ditches. whereas an attack on a stagecoach may only involve half a dozen Fimm led by a Noble. if they are spotted and hunted they try to lead their pursuers in a direction away from their settlement and into danger if possible.

This can cause coaches to tip over if the horses rear up violently. allowing the Fimir to sneak up on any guards. dazed and shaken. War Parties This is the most dangerous group of Fimir anyone could encounter. Dirach might also summon Daemonic hounds to seduce the dogs away from the village. hamlets and villages from the face of the land. allowing the Fimir to rush in and attack the passengers as they emerge from the coach. Allies It is not unusual to find Daemons and even water and earth elementals among Fimir war and raiding parties. but a bloodbath is the most likely outcome. Their attacks are of unimaginable ferocity. In these situations. a war party does not mess about with hit-and-run tactics. thankfully. If the village is on a river then they take advantage of it. over a major religious schism or because a young Meargh has been kidnapped. Water elementals are summoned to hasten the speed of Fimir ships at sea or on rivers. usually brought down by a hurled axe or club. Frequently in such raids the Fimir are in and out before any effective resistance is forthcoming. as far as the rest of the world is concerned the Fimir are a homogenous group of monsters united in their evils However. No living outsider has ever witnessed or even heard about these clashes. whilst the Shearl rush round stealing what they can and bundling-up women and children in nets and sacks before running away with their prizes. The Dirach are on hand to deal with any magical threat. but with the eldest of the Meargh acting as overall head of the combined army. Any horses are the Fimir's first targets. recant the heresy or return what was stolen. the oldest tellers of tales in the most remote villages of the Old World speak of nights when tremors ran through the earth and the far horizon glowed with coloured lightening. However. Once inside the village boundaries the Fimm burst into buildings and attack anyone who stands in their way. the war only ends if one clan surrenders and agrees to move on. A war party involves an entire clan led by the Meargh and backed-up by Daemons. arguably even worse than stumbling into a Fimir stronghold. magical mist is used to slow coaches and disorientate travellers on foot or horseback. Daemons can act as troops or leaders depending on which sort has been summoned. The Dirach summon their mist. determined and utterly brutal. but the Fimir try using the poisonous form of their magic mist to kill the dogs before they start barking . but only when the Fimir genuinely need additional support. Such entities are not summoned casually. very rare. A common tactic for dealing with groups of travellers on foot is to bring down the mist and charge clean through the group.Raiding parties travel quite widely. War parties are. either because the enemy is too numerous or powerful or the Fimir too few. The mist vanishes as quickly as it came. Clan-versusclan conflicts are very private affairs and battles take place well-inside Fimir lands. and men stumble bloody and bruised through their village to find their wives and daughters gone. war parties are not formed unless there is absolutely no other option in the face of extinction. but they do not get embroiled in the hand-to-hand fighting unless circumstances force them. with the losers being burnt to ashes afterwards (cremation being an abominable act to the Fimir). making it easier for the Fimir to pick them off one by one. but usually only after substantial negotiation has failed to resolve the matter. Formed in response to sustained and damaging attacks by hostile forces. Village dogs are always a problem. A common tactic is for two Shearl to stand either side of a doorway with a net between them to catch those who rush out to see what the commotion is. shoving them aside and knocking them to the ground. each Meargh leads her clan. The only other time a war party is formed is to make an assault on another Fimir clan. or to crash against the hulls of enemy ships. On the incredibly rare 31 . but ruthlessly single-minded. most often in the form of the village priest. Given the risk of such actions to long term Fimir survival prospects. though never on a new moon. Attacks on villages normally take place at night. This disorientates the victims even further and often separates them from one another. swimming in or coming in and escaping with captives by boat. with dogs and other animals lying uninjured. brutality and thoroughness. Attacks on travellers and stagecoaches can occur at any time of day or night. A corrupt clan may accept surrender in the unlikely event their opponents agree to turn to Chaos. by destroying and driving away their primary resources and drawing attention to themselves. but Daemonic hounds are the most commonly summoned Daemon for normal raiding purposes. they have a clear message for their enemies: Leave us alone or die! Unlike raiding parties. Clans sometimes go to war over the simple issue of selfpreservation when resources are desperately limited. but mysteriously dead. when Fimúl's eye is symbolically closed. the Fimir making full use of their night vision. but rarely more than three to four weeks travel from their settlement.there are stories of villages being found deserted of people. if the war began because a clan has turned to Chaos then it is a fight to the death. occasions when two or more clans temporarily combine into one force. If there is no natural mist. wiping farmsteads. the harvest stolen.

but she died from her wounds shortly after they washed ashore. When they were finally in a position of safety. Most of Jassen's nomadic clan was lost at sea during a vicious storm sweeping down from Norsca over the Sea of Claws. depressed and dispirited. their preserved bodies are horribly twisted and stained dark orange-brown from the peat. the Sound in the Night. These groups are called DeathQuests. If this happens and there are no other local clans to join then a spirit of utter desolation descends upon the clan: they have lost their link to Maris the Mother.fewer arguments. an indication of their slim chances of success. these Fimir are also said to be on Death-Quests. as well as his Daemonfriend Deeeef. the party has kidnapped storytellers and travellers. and involved learning as much about the island as possible. until they either die of starvation or in battle. Jassen and Tinol have even bravely ventured into towns to steal a few books and artefacts that Deeeef thinks might offer some insight into finding the island. Jassen convinced the others that trying to locate the island of Maris herself was possible. which go their separate ways in search of a new Meargh. hunting parties of local Humans whittled down the remaining Fimir. Jassen took stock of the situation. fishy corpses of sacrificial victims stumble dripping from the depths to fight for the Fimir. Jassen has dared speaking to Human wizards and scholars in their own homes. The idea of a Great Quest appealed to the two Fimm. After countless years. He had a quite bright Fianna Fimm (Brent). The dark power of necromancy is also within the abilities of some Meargh. The summoned dead are typically bog bodies. the clan fragments into different groups. One notable Death-Quest is that led by the Dirach Jassen. Jassen's strategy for locating the Wandering Island was challenging. Inter-clan warfare almost always involves Daemons and elementals. His passion for the quest has buoyed the group. Other Death-Quests meet and fall in with a band of Orcs or Goblins. Intelligent and persuasive. often giving some Daemonic insight as payment for their hospitality. In the few days after her death. and demanded tales and rumours from them in return for freedom. An exiled individual may survive and fall in with (or even recruit) others on his journey. On the coast. the clan's Meargh was amongst this few. and after fleeing into marshland the Fimm Noble was taken down by a bog-dwelling Ogre who ambushed them. If they are lucky then the wanderers find and are accepted by a new Fimir clan . leading to spectacular battles as these magical powers collide. many simply wander. Only the strength of an oversized Shearl named Gungol and the remaining Fimm Warriors and Fianna Fimm stopped the Death-Quest ending right there. Death-Quests The rarity of female offspring amongst the Fimir means it is not unknown for a Meargh to die with no successor. They are also hideously dangerous to Humans. Quinno the craftsman and the lean and dextrous Tinol). backed up with a loyal. They may become bandits or even return home for revenge. However. He had lost the Fimm Noble. Rather than look to the Dirach to fill the role of the Meargh. More importantly. Fimir sometimes form alliances with the Goblinoid races. cautious and able group of Fimir. as well as Ogres and Trolls. which he felt was to his advantage .Earth elementals assist in ripping apart the earthworks and stockades surrounding villages. as they lose their self-control and do not turn back from fights. Jassen had an idea: instead of trying to locate a new Meargh. whether due to age. and geysers of mud erupt as earth and water elementals try to annihilate one another. Some try to kidnap women in the violently desperate hope of fathering a new Meargh upon them. Daemons and Fimir fight shoulder to shoulder. and the Shearl were carried along with the enthusiasm of the senior castes. the bloated. Under cover of a long and hooded cloak. the corpses of Humans and Fimir sacrificed and put into the marsh centuries ago. The party has avoided committing acts of excessive violence to minimise any attention they might draw to their actions. and the party fled before the Ogre's furious wife could catch them. Sometimes one or more Fimir who severely displease the Meargh are exiled from the clan and forced out of Fimir territory. the Death-Quest would seek out the legendary Wandering Island of the Fimir race. staving off the terrible depression that might otherwise destroy them. an able Fimm Warrior (Fantor) and three Shearl (the huge Gungol. illness or conflict. Such travellers are welcome targets for the corrupting hand of Chaos. Only a dozen or so Fimir survived.most clans are accommodating and new members are accepted with little difficulty. 32 . Daemons and elementals are often summoned if the Fimir anticipate their enemies having magical abilities which the Dirach or Meargh cannot match. each one following a Dirach and/or a Fimm Noble. It required the knowledge of outsiders. Jassen is intelligent and cunning. whilst above them winged Daemons clash and beneath them the ground shakes and splits apart. and over the years.

Since they are normally shrouded in thick sea fog. such as the Daemon Prince Lisaart. whereas the coastal and estuary Fimir often have much larger boats as well as smaller ones. and as far afield as Norsca and Kislev.black low hulled longboats . but made of a hard black wood. the Wasteland. When the Fimir are on the offensive. There is rarely any advance warning of such an attack. but all large ships and many smaller ones have collapsible masts with square black sails. living near smaller rivers tend to travel in smaller craft. admiral to her Dirach captains. This fact. Decoration is rare and usually limited to the forward prow carved in the image of a Daemon. sensitive hearing like Elves might hear faint splashing as the oars skim the water. Shearl rowers often propel longboats. assume the Fimir stole the design and even the ships from the Norse. although those with keen. The wood they use is extraordinarily strong and larger Fimir ships can do serious damage on impact. but with storage space under removable deck planks for fish. At sea. they are too busy fighting for their lives. Fimir Longboats The Fimir ships have a near-mythical status amongst the sailors and rivermen of the OldWorld. Fishing trips and short journeys on foggy days do not usually merit the presence of a Dirach. They are able swimmers and live among the marshes in the mist. they are fast and strong and used exclusively at sea. the Meargh takes her usual role as leader. so it is hardly surprising then that they build vessels .in which they take to the sea and remote rivers in the north of the Empire. the largest ships used in coastal raiding and piracy can take maybe two dozen or more armed Fimm in addition to a. but are exceedingly rare. with no shelter or cover on deck (sometimes a tent is erected for the Meargh). Dirach or Fimm Nobles may also go along as navigators or river pilots.Mist on the Water A notable number of Fimir colonies are found on the coastlines of the northern Empire. Fimm warriors swarm over the side of the stricken ship and begin the assault. The image of a black longboat is an accurate one. In the subsequent confusion. The small boats for travelling inland or for fishing at sea range from one or two-Fimir rowing boats to those carrying six to a dozen Fimir. added to sailors' natural talent for telling great tales of the sea (and their liking for the odd jug of rum). gives rise to some wild and bizarre stories of Daemon ships devouring all in their paths. stolen goods or captives. few Old Worlders have ever had a clear look at one. Clearly. with the usual arrogance of men. even onto the Reik itself if you believe the stories of some old rivermen. Men. their ship will seemingly burst from the fog to ram the side of the target ship . Ships containing bound Daemons such as Morga do exist. If the Fimir are quietly going about their business then glimpses of their ship may be seen through the fog before it disappears completely and at night even creatures with night vision probably wouldn't even notice it. Serious scholars examining more sober reports believe Fimir boats are similar to the longships of the Norsemen. Fimir. in addition to estuaries and rivers further inland. natural or magical. but the direction the sound is coming from is hard to determine. 33 . the Fimir have a strong affinity for water. sailors are rarely aware of a Fimir ship until it glides suddenly and silently out of the mist and sometimes not even until the longboat crashes violendy into the side of its victim. similar number of Shearl oarsmen. but the size varies considerably. The size and number of ships available to a clan usually depends on the number of Fimir in the clan and the size of the local waterways. Fearful sailors who jump into the water are caught and dragged from it by Shearl with nets. A Dirach usually accompanies voyages to provide fog cover. Encounters with Fimir longboats invariably occur in fog. especially on scouting expeditions and voyages of some distance. In larger battles. the sailors rarely get a good look at the longboat. Ship design is very simple.this is their standard tactic.

Firest succumbs to instability. a living. tend to summon Firest more than other clans do. Depending on the construction project in mind and the size of the clan. 34 .Fimir Wood The hard black wood the Fimir use to build their longboats. They also provide victims for Firest's entertainment. For many thousands of people in the Old World. In return for the wood they harvest from it. are drawn to it. taking from one to several hours depending on the quantity of black wood the Fimir need . it may take them a week of constant work to fell enough trees and drag them into the light. although this is not its true name. dark and very overgrown. intelligent self-aware and thoroughly Daemonic place. is not natural. periodically fading and flickering until it suddenly blinks out of the real world. Beastmen and other monsters like Manticores . On foot it is possible to walk around Firest's edge within a day. Firestis summoned close to an existing. Dense forests can be terrible. is not subject to instability. forests are forbidding and secretive. but because internally Firest borders on the infinite. filled with trees and birds and animals. The Fimir have a long-standing arrangement with Firest. the Fimir do not share that with outsiders. coastal Fimir. All those who enter it. Any number of small children are kidnapped and left in its depths to fend for themselves. For the Fimir. it is literally a forest. frightening places. interaction with Firest carries some risk. Eventually. Evil types. The harvested wood that has been dragged out. wood for a large warship or a Meargh's tower may need a ritual lasting up to seven or more. However. are subject to Firest's terror games. as well as adults. natural forest so its arrival is less obvious. dells and hollows. Firest also creates more elaborate scenarios involving the various creatures and intelligent races it has trapped within its boundaries. where it appears initially as a very ancient piece of forest or woodland: dense. as well as more horrible things. not merely because of the dense tangle. however. city dwellers and country folk alike.wood for a small longboat may need a hour-long ritual. something to play with when it is away from the world. such as bandits and witches. Sunlight all but vanishes after one ventures more than a few yards into it. there are all sorts of sailors' legends and tales about strange forests mysteriously growing overnight or flickering into existence on lonely shores where no tree grew before. hiding monsters in their shadows and even greater terrors in their tight tangle of black branches and leaves. but less than for most creatures and the advantages of the black wood more than makes up for it. but attempting to pass direcdy through it is virtually impossible. Consequently. but deeper within is where the Fimir go to cut down the black trees for the wood to construct their hardy longboats. there are ancient parts of some forests that inspire fear in Wood Elves. These can range from unsettling whispering or rustling in the undergrowth and glimpses of figures lurking behind trees to simple attacks by forest beasts. It is cut from the body of a highly unusual Daemon Prince. Usually. Summoning Firest requires a lengthy ritual. part of which the Meargh and her Dirach can summon with a lengthy ritual. Those still present within its boundaries when it goes vanish with it. There is nothing remotely anthropoid about this Daemon Prince. and often disappear within. The effect of the Fimir summoning ritual is to draw a part of Firest into the real world. The Daemon's primary motivation is to continue to inspire fear and terror in those who encounter it. Common gifts are things like Giant Spiders (difficult to catch.traditional terrors of the forest. for obvious reasons. even the Fimir. the Fimir give Firest some object that adds to the fear and terror it can inspire. often using the promise of freedom or the temptation of hidden secrets as motivating factors. and sometimes the towers of the Meargh. From this cumulative fear of unknown woodland depths Firest is born. but it can be done). Zoats and Treemen. The Fimir call this Daemon Prince Firest.

was eventually imprisoned whilst her Daemon lover. I am certain… Erikson was almost our saviour… he fought like one of the Dwarven Troll Slayers… the Norseman slew a Daemon and a mighty armoured Beastman… even a warlock fell to his Axe… history as they tell it sounds more like myth. but here we are more concerned with Fimir history where it connects with relatively recent Human histories. This is a story . especially the ragged towers of the Meargh. Today. For this crime the princess. despite 1 relying on humanity for their continued survival. taught by the Meargh and the Dirach to juveniles and adults alike. even the oldest and wisest of the Meargh. Fimir claim the damp. the Fimir have always been tied to the fate of the Humans. specifically in scholars interested in the city-port of Marienburg and the region known as the Wasteland. legend and allegory. They believe their race was born when a Human witch-princess of the Waterland fell in love with and bore the sons of a Daemon she had summoned.). Consequently.THE SONS OF MEN AND ANGELS Out of the Waterland The Fimir trace their origin to an ancient. What other races would make of the legend of the Waterland is of no interest to the Fimir . The first of these wars is thought to have occurred during the period following the departure of the Elves and the Dwarfs from the Wasteland (around 1500 Imperial Calendar). desolate places of the Old World. particularly those of the Wasteland and the northern Old World. there are believed to have been two ancient historical wars involving the Fimir that sometimes inspire academic curiosity. These ancient origin myths and tales of the Fimir (their personal racial history) are discussed in much more detail in Memories of the Waterland and are relevant throughout. It is constantly retold and sung of by the Fimir. myths and goals resonate with the memories of that parentage. The Fimir suffered the most during this long fight and were losing. nearmythical river delta they call the Waterland. Unsurprisingly. told in song and story. exile and the cruelty of men. skulking in the mists and in the poorest lands on the edges of Human territory. Their strongholds. As Human tribes explored the world. named Maris. Fimúl the Mud God. Regardless of where their race originated. Most of what is said of them is born of nightmares and folktales from the remote regions of the land. The Fimir do have a written form of language. due to their requirement for Human women to reproduce. lost island stronghold of the Fimir race. these stories remain a mystery to almost all non-Fimir and so nobody has had the opportunity to reinterpret Fimir legend based on the histories of the other races. are parodies of the great castles of the Waterland. walking amongst Humans. but before the coming of men (around -201. the closest they will ever come to the paradise of the Waterland. or perhaps ruling as King and Queen in the great. the so-called Wandering Island. There was no warning… Beastmen. Both sides were trying to magically alter the landscape to suit their natures. this tale tells them exactly where they came from and exactly why they must live the way they do. There has been little academic speculation regarding the Fimir because the Fimir have played no significant part at all in the history and political shaping of the Old World. but both sides were decimated in some sudden and rather mysterious cataclysm. the sons of Maris and Fimúl fled in search of a new home for themselves and their mother. aware of their race's longevity. leathery lizard things tore from the mist on all sides… what little unit formation was left on the unstable earth was deliberately broken… they sought not to kill. believe their parents still live. That said.that the Fimir cling to body and soul. but their history and record-keeping is predominantly oral in nature. As far as the Fimir are concerned. was cruelly murdered and his body cast into the marshes by the men of the Waterland.it is their history and it will not be taken from them. However. They have figured little in the affairs of others beyond being an occasional terror in the night. It is claimed that during this interval the Fimir fought a very lengthy war with the Skaven who were pushing northwards into Fimir territory. Some Fimir.C. so did the Fimir who located lonely marsh i and secluded coastlines where they could live quietly and periodically venture out to raid the Humans. and their poison fog is a tainted echo of the sea-mists of the great delta. the Fimir have remained a secretive and largely hidden people. This disaster may have resulted from the Fimir making one last desperate push for victory or the land itself reacting against the magic being wielded by both 35 . a place of gentle beauty where earth and water merged. but to subdue… we were wanted alive. Fimir society.to them a literal truth . claiming territory and building strongholds for themselves. Driven from the Waterland for their foul appearance and their half-Daemonic souls.

This tribe had journeyed west into the Wasteland. and reducing the region to the bleak and dreary landscape seen today. Fragments of an epic by Dobbe Arend. Secondly. The first is that nobody can say for sure precisely where this tale originated. there were Humans living in the area.) It is possible that at this time. written records are relatively recent and seem to be based on stories told by Wasteland farmers. Some scholars have pointed to a couple of problems with this story. the oldest dating from the Sixth Century I. describe how after a decade of constant war Marius met and defeated the Fimir Witch-Queen. the Fimir are said to have been losing the fight. raising all that was bad. there is only one other incident involving the Fimir recorded in serious Human histories.C. and spent the next 10 years fighting with the Fimir for control of the region. However. this one has a stronger foundation and greater significance. in single combat by impaling her with a spear. it seems that the Jutones were in the Wasteland by -20 I. Apart from this. Only the eldest of the Meargh are likely to know the truth of the matter and even they would only have heard the story from the Meargh who trained them. This duel allegedly took place at the site where the Staadtholder's palace in Marienburg now stands. maybe even Humans who had been subjugated by the Fimir as slaves. This was how the Wasteland gained its name. called Slagveldsrots or 'Battlefield Rock' in Arend's epic. With the Hellmother's death the war came to a resounding end 36 . fleeing the prospect of slavery or annihilation at the hands of the large and powerful Teutognen tribe.C. how were the Fimir breeding and replacing their losses during this apparently lengthy and brutal war? Yes. even with their Daemon allies. a simple folk myth to explain why the Wasteland is the bleak and desolate place that it is. swallowing all that was good. During the time of Sigmar it is said that the Juton tribe fought a war of genocide against the Fimir. there are academics who claim that the stories of Fimir breeding with Human women are offensive nonsense and so disregard this criticism. but without Humans it seems unlikely that the Fimir could have prevailed for any significant length against the ratmen hordes. convulsed and cracked. (However.sides. this war is supposed to have taken place at a time before Humans are known to have been present in the Wasteland. led by its leader Marius. If that was the case. the socalled Hell-mother. but either way terrible magical forces washed over the region. The land shifted. Although the details are unclear. possibly a lost and unrecorded tribe. what is far more likely is that this whole story is pure Human fabrication. and placing the blame firmly in the claws of inhuman beasts.

named Aughra. Save only for their race's expulsion from the blessed Waterland. However. They have lived and continue to live in places largely shunned by others. the Humans left much of the Wasteland alone. One thing the surviving Meargh vowed was that the Fimir would never ever again unite as one since it would surely lead to their race's annihilation. but not to the extent that anyone else really notices or cares much. in some ways. Fimir clans had always remained separate.that it actually happened. Although the exact details of this conflict have been largely forgotten.at least in Marienburg . What's more the Fimir could confirm it if they were . They have survived and grown in number. their craggy black castles toppled. Previously. Coming together.the Human term for her. which is just how the Fimir want it. The true name of the Fimir Witch-Queen is all but forgotten . Over the last two and a half thousand years the Fimir have remained true to this vow.and the Fimir mostly disappeared into the mists of folktale. the Hell-mother. began to establish themselves there. At first the war consisted of individual Fimir clans using their traditional stealthy hit-and-run tactics and their poison mists to fight off small bands of Jutones spreading through the Wasteland. other Fimir followed. but they've taught their apprentices well. Later. This unheard of unification resulted from the rise of an immensely powerful and charismatic Meargh. would form an army that could reduce the Humans to a subject race. Only a few Meargh dissented: these either left the region swiftly with their clans or were killed by the WitchQueen through evil sorcery. Although there have been instances when two or more clans have briefly come together to fight a mutual enemy. they may not have felt the need to eradicate them. who readily united to aid one another and who were. Instead. but at the same time it was certainly their undoing. The Meargh reminded their Shearl and Fimm and Dirach of the Tak of the Sons of Maris and the Mother's Exile and how it showed that every clan must find its own way if it was to endure. Although Marius' war and slaying of the Fimir Witch-Queen did terrible things to the Fimir race. whole clans were slaughtered. dismal hideaways of the Old World. Many Meargh now suspect the rise of the Hellmother may ultimately have been part of the manipulative schemes of the Chaos god Tzeentch. when the Juton tribe was forced to flee to the west. Being a rather desolate and infertile place. As the Human tribes 1 expanded into the north-eastern Old World and established a various petty states (around -500 I. she argued. shrouding themselves in mist and fog whenever they have to raid the hated Humans. those were their darkest days. mightier in those days. They had a particularly strong presence in the fens and islands of what would later become Marienburg. It was certainly this unification that allowed the Fimir to prolong this horrible and bitter war. this has only happened when the alternative would have been the death of all Fimir concerned. which is just another reason for the Fimir to distrust and shun Chaos in all its forms. small groups led by Meargh survived and disappeared into the secret places of the Wasteland and other dank. is adopted if reference to her is made. though it is not something they care to discuss amongst themselves. Many Fimir on the other hand. were prepared to fight for it. individual Fimir clans were too small to stand for long against the Humans. partly to help remain unnoticed by the rest of the world and partly due to the extreme reluctance of Meargh to share power with one another. At first the settled Fimir simply took advantage of the incoming Jutones. The Fimir. Only the most ancient of Meargh actually remember the war with Marius and the Jutones. What happened then was apparently unique in Fimir history and certainly contrary to their traditions: slowly. the nearness of the sea and the bleak landscape to their liking. Others set sail in black-hulled longships in search of safer lands or even the legendary lands of their Mother and Father. At least one of these Meargh. never mind with outsiders.) the Fimir clans followed. raiding and kidnapping along the way. was deserted by her clan in an almost unprecedented Dirach-led coup. asked. clans began to unite to fight the Humans. partiy through tradition. She had such uncanny powers of persuasion that other Meargh were swayed by her arguments to abandon secrecy and separation. but it wasn't long before the Fimir realised these Humans would take the region wholly for themselves. huge numbers of Fimir died. its men slaves more lowly than the Shearl. 37 . finding the climate. but she managed to escape (see Solitary Meargh in Meargh: The Witch-Queens). having so little to call their own. it is accepted . its women simple breeding stock. Had the Fimir continued with their usual tactics of keeping out of sight and making raids only when required then some balance might have developed although the Humans would never have accepted the Fimir and their deplorable activities. even with Daemons and elementals at their disposal.C.

let's begin with the generalities. The castes also differ in terms of their intelligence. adventurers. Dobbe Arend's saga describes how Marius impaled the Hellmother and how she tumbled into the sea. There are four castes: Shearl (thralls). but are not Daemons. about five feet tall in their normally hunched posture. but could have survived and been buried with Marius. used by the eponymous hero of the Jutones to slay the Fimir Witch-Queen. Which caste a Fimir belongs to is based entirely on physical appearance. Their mouths are large and contain. All Fimir have a powerful tail. Some Marienburgers seek the spear as a symbol of the independence and defiance of Marienburgers and Wastelanders alike. Dirach (Daemonfriends) and Meargh (witch-queens). gathering food. collectors and. They have three claws on each foot and three fingers and a thumb on each large hand. who has so far been able to remain anonymous. Fimm (fighting Fimir. but strong muscles lurk beneath. the blood of both runs in their veins. each caste exhibits its own physical peculiarities as described below. as the word used by Dobbe Arend in his saga is archaic and scholars of the text dispute its precise meaning. in addition to the curled boar-like tusks. their faces drawn-out into somewhat pointed. The relationship between the castes and their roles are largely well-defined. a feature Fimir take special pride in. treasure-hunting thieves. The Meargh and Dirach are the keepers of the race's secrets. although they can fight and are involved in hunting and raiding activities as required. However. buff or olive green coloured depending on the caste. Fimir have large and nearly hairless heads. possibly not. Their shoulders are very broad even when they are hunched. and they have similarly massive chests. In the unusual event that a Fimir is dissected. However. A Fimir's skin is like soft thick leather. Waterland: they are the guardians of the Fimir's filial obligation to their supernatural father and of the magical knowledge handed down from their mother he witch-princess. performing various crafts. behaviour and magical abilities. up to six feet in length. Dress and Trappings The Fimir are man-like. or even a miraculous intervention on the part of some god or goddess. However. their internal organs appear surprisingly Human. A thick layer of fatty tissue sometimes gives them a soft. nearer six feet or taller if they stand erect. mending clothes and looking after captives. They have long sinewy arms that nearly reach the ground when they hunch low. tusked snouts. possibly with the spear still buried in her body. The Shearl exist only to serve and work. the so called Hellmother. There are significant differences and they are enormously important as they form the basis for much of Fimir society. but are not men. These generalities are accurate and are the most obvious features likely to be remembered by those who encounter the Fimir. The Fimm exist only to hunt. abstract tattoos. And then there are always greedy. They appear Daemonic. Older Fimir acquire wrinkles and blotches and are more heavily tattooed. The largest Fimir (usually the Fimm) are powerfully built humanoids. divided into Warriors. podgy appearance. recently published a short monograph suggesting the tale of the Spear of Marius and the impaling of the Fimir Witch-Queen is a crude innuendo describing an act of retribution against the Fimir for their crimes against Human women. Fimir who have limited food resources can be leaner. handed down from the days of the 38 . The Fimir have no apparent ears. though the Dirach and the Fimm Nobles sometimes clash. To all but the most knowledgeable all Fimir look much the same. Appearance. firm folds or wrinkles. the backbone of the caste system. Their bellies are large and rounded. fetching and carrying. this has been a staple of bawdy Marienburg tavern-songs for centuries. It is unclear whether or not the Spear of Marius is a spear. Fianna and Nobles). with any differences regarded as mutations. On the other hand. One individual. fight and defend. The fate of the spear is not known. yes. their leathery skin bunching in thick. pupilless eye. They have one milky. This relic is the simply named Spear of Marius. often decorated with swirling. there are some devout Sigmarites who claim that Sigmar once blessed the Spear of Marius and who seek the spear as a symbol to reunite the city-port with The Empire.The Spear of Marius Ever since the city-port of Marienburg declared itself independent from The Empire there have been men seeking the location of a relic of the Juton tribe. cooking. sharp peg-like teeth with a large gap between each. here we are concerned with the more general background and physiology of the Fimir. The roles the different castes play in Fimir society are discussed in more detail in The People of the Mists below. but this is not the case. Other scholars have suggested the spear may represent some sort of spell or magical item. The Sons and Daughters Fimir society is built around a caste system. The spear may not have been lost beneath the waves. a javelin or a harpoon. However. which goes on to dictate everything from that Fimir's role in society to what clothes and weapons he is allowed to wear and use. as described in Dobbe Arend's saga. wherever he was laid to rest.

Their skin is buff coloured. Shearl: Members of this lowest caste of Fimir are typically shorter and less heavy than the Fimm and have completely smooth heads and tails. 39 . The weapons a Fimir is allowed to carry are also limited by his caste. Fimm Warriors: Members of this sub-caste have a smooth head. but certain designs have to be earned. and usually those within a caste tattoo one another (Meargh tattoo their apprentices). lobed organs spread throughout the chest and belly. The Fimir have little need for clothes as the fatty layer beneath their skin keeps them warm in all but the coldest weather. but are actually very. but their skin is a light olive green colour. signifying bravery in battle or that the Fimir was part of a Death-quest that succeeded in finding a new clan. Their skin is buff coloured. regardless of the caste of the one being tattooed. or a dark olive green. Fimm: There are three sub-castes in this group. as iron and steel tend to rust in the damp environment of the marsh (belly-shields are always made of bronze). Fianna Fimm: As the Fimm Warriors. Armour is usually made of bronze. regardless of sub-caste.most obvious difference is the presence of a number of globular. which will undoubtedly cause confusion to those unfamiliar with the Fimir. These appear black in colour. the chances of a proper dissection taking place are slim. A Dirach always performs the tattooing of these earned or awarded designs. However. for example. They seem to be separate from any other organ. either themselves or using Pantoes Daemons. Shearl usually wear little more than coarse loincloths or kilts woven from fibrous marsh plants or cloth and clothes stolen from other races. Many tattoos are just ornate patterns. All Fimir are tattooed to some degree. often symbolic and determined by caste. although not all will have undertaken a rite of passage and earned a belly-shield. All Fimm. as Fimir always attempt to retrieve their dead from outsiders' hands. very dark iridescent green. but they cover themselves with ragged cloaks or blankets in the depths of winter. and at the very end there is a bony mace-like structure. What clothing they do wear is practical. Shearl are not allowed to wear armour and may only carry clubs or staves. Fimm Nobles: The Nobles have tails with rows of bony spikes and a sharp cleaver-like blade at the end. Shearl blacksmiths construct all armour. may wear armour. Their skin is either a dark buff or brown colour. although some may be allowed maces if they have distinguished themselves in some way. but the last foot of their tail is lined with rows of bony knobs. attached only by connective tissue that stops them moving around the body cavity.

do not find them unattractive). Only the Meargh are female. They traditionally carry a staff and a large sacrificial dagger. The lower front halves of their dresses are stained with dried blood. sometimes with horns . Dirach: The magicians have somewhat narrower heads than the other castes and have two or more horns growing from the sides or top of the head. (The Nobles usually get away with this since the horns are often deliberately shaped to look different to Dirach horns. mental or social attributes. New Fimir are born only to Human women who are ruthlessly abducted. They have smooth. Unlike male Fimir. but they do not place much value on it. Shearl blacksmiths construct all armour. the other castes are entirely male. or take the form of a serpent-like crest representing the Daemon Prince Lisaart. The Meargh decides which of her Fimir should mate with which captive. Witchhags wear long. sleeveless cloaks. However. Meargh: Meargh are usually shorter and skinnier than the other castes. All Meargh are completely sterile. bits of bog iron. Fimm use heavy axes or maces when fighting and Fimm Nobles often go into combat with one in each hand. as iron and steel tend to rust in the damp environment of the marsh (belly-shields are always made of bronze). imprisoned and raped by Fimir selected by the Meargh. Armour. especially the belly-shield. A baby Fimir is regarded as a child of the clan and its caste rather than of any individual . Small ornaments and trinkets such as snail or sea shells. but it cannot be avoided. even young apprentices. It is an unpleasant irony that the Fimir ideal of feminine beauty is the same as that of Human males. sleeveless dresses ornamented in the same fashion as the Dirach.) The Fimm Nobles.although if a Fimir fathers a child that goes on to become a member of his own caste (see Lifecycle of a 40 . unadorned tails. though these are smaller than those of the Dirach. carved bog oak pieces. Dirach never wear armour. Some Dirach wear cowls through which their horns project. The nature of the small rural communities they usually raid and the random occupancy of waylaid coaches limit such choice anyway. so the father of any child is not normally known. These are often garnets since they are the colour of Human blood (cloaks are often dyed to match) . with even the screams lost in the fog… Dirach. They have smooth. Dirach wear loincloths or kilt-like affairs and sleeveless shirts. a result of their monthly sacrificial rituals (see Sacrificial Rites in Memories of the Waterland). usually lank and greasy dark green or blueblack in colour. The Fimm often wear helmets. small animal skulls and feathers are tied or sewn to their clothes. The Fimir males do find Human women physically attractive (or at the very least. Captive women are treated roughly. he usually plays no further role. Even when the father of a baby Fimir is known. Reproduction This is a deeply unpleasant subject. apparently uninterested in physical.this infuriates many Dirach who see it as an infringement of the caste differences or even outright mockery of their own horns. but often her decisions are made with the intention of rewarding individual Fimir. The Fimir show no preference for any particular type of female. but they are not so shallow as to over-value it. Their skin is the same dark olive of the Fimm Nobles and due to great age is often wrinkled and blotchy (young Meargh may be blotch and wrinkle-free). It is a bleak existence for these women and there is no guarantee of a swift death.acquisition of the materials for such broaches is considered major good fortune. They usually have horns. unadorned tails and their skin is a dark yellow. Like the The hooded woman-creature cackled like a horror from a witch hunter’s nightmare as she raised her staff. These are sometimes carved into ornate shapes. The belly-shield of the Fimm Warrior or Fianna Fimm is just a rounded shield.Armour is usually made of bronze. a Meargh carries a staff and a large sacrificial dagger. but some wear decorative torques around their arms or necks. often decorated with patterns similar to the Fimir tattoos. it is common for more than one Fimir to be allowed to mate with any given female. At her command one her Beastmen grew and twisted into something else… or was it something else all along? …a giant with blades for limbs… we all saw Erikson ripped into three… we all broke and ran… Beasts Rained Blows upon us from all sides… men who fell into the bog drowned screaming and ignored as we ran… I think an unlucky few were saved from the mud by pale skinned creatures… I kept running… soon I ran alone. especially those of Albion. fastened at the shoulder with gold broaches. They also dress in long. set with gems. but not violently until the rape. sometimes performing scrying rituals or consulting Daemons to determine the best unions. also wear long cloaks. is covered with elaborate designs. they have hair. old bones. but that of a Fimm Noble is part of a larger piece of armour that wraps around and protects his sides.

The exception is the Meargh caste. mist and smoke. the whole Fimir clan is enormously protective of the newborn as it represents a potentially important asset to the clan. A female born when the current Meargh is still young and fit is often passed on to another clan where the Meargh is getting old and in need of an apprentice to follow her. Fimir have no external ears. they can taste the air with their tongues. the baby Meargh is trained with the intention of splitting the clan in two. 41 . with at least two Shearl following nearby. the expectant mother is well fed and cared for by the Shearl until she is ready to give birth. especially when her belly is heavy and swollen. hammers and rocks as missiles). When she is pregnant. the same is true of the Meargh. meaning the most ancient of them were present during the birth of the Empire! Their Daemonic heritage undoubtedly contributes to their long lives. but the Dirach and Meargh can also make bargains with Daemons for a few more years. Such Shearl are often used to identify coaches containing Human females. Dirach twice that. Dirach grow old and become wrinkled. offer themselves for sacrifice. When a Senses Having a single eye means that the Fimir have no depth perception and for this reason rarely use missile weapons (although they do occasionally use throwing axes. Instead. Typical Fimir for details of Fimir development) he may take a special interest in him. but don't smell through them. she orders more raids on Human settlements to kidnap women. members of which are obvious from birth. Fimir do not have the same problem. The Fimm and Shearl are expected to fulfil their duties to their caste and clan well into their old age. Some members of the Shearl also possess to smell human women from a distance. with maybe only one born in a clan each century. during which his future caste is determined. a tiny number may go on for longer. when they feel that they are no longer of use. However. Barring violent death or starvation most Shearl and Fimm can potentially see out their two hundredth birthday. pink Shearl. usually with a Shearl to act as 'father'. Many old Fimir.baby Meargh is born it is immediately taken and cared for by the Meargh. Combining tasting the air with tasting wet ground. the Fimir have a rudimentary tracking ability similar to a dog. rather than deteriorate and die of old age. a woman is treated almost kindly and is occasionally allowed to walk around the stronghold. The pregnancy lasts nine months.trying to trick Fimir into attacking a coach full of soldiers dressed in women's clothing is not easy. Although it is often hard for Humans to determine where a sound is coming from when in heavy fog. If the current Meargh is old then the child is kept and Meargh is still young but rules a clan that is getting too large. they offset this disadvantage with their magical mists. but under the skin on either side of the skull are honeycombed regions that register sound. At this point the Meargh usually takes on the role of midwife to ensure a safe deliver. When a Meargh knows she has but a short time (in Meargh terms this could mean 200 or more years) and still has no heir. but she is always very closely watched. as per a normal Human birth. in the hope of producing a female Fimir to be her successor. sometimes in mid-speech. After the woman has given birth she is expected to look after and breastfeed the baby Fimir. This is encouraged or even enforced as Fimir clans cannot afford to carry dead weight. but tend not to lose much of their vitality and keep going until they simply drop down dead. Fimir have nostrils. During this time. although she may delegate this task to one of her Dirach with some special knowledge of healing. but later undergoes a physical transformation that is called Svabhaavajam (ancient Fimar meaning 'born to his own nature"). Dirach grow old and become carry dead weight. which allows the Fimir to target their highway attacks more effectively . Ageing The Fimir live much longer than Humans do. most likely in return for sacrifices. The baby Fimir looks like a podgy. The Meargh can live to be 2000 years old. Both Dirach and Meargh often know when their time is due (some Daemons delight in giving them advance warning). and have Night Vision to a similar distance. Female Fimir are exceptionally rare. Fimir can see about fifteen yards though fog.

and both Meargh and Dirach prize them very highly indeed. Fimir also use a system of secret signs. less-well-used paths in poor repair can be treacherous for the unwary' who attempt to use them. a gigantic snail whose shell is large enough to house a small tribe or clan. still searches the waters for the dagger. and local Humans have incorporated the Fimir into certain aspects of their lives. Meargh. so that they do not always have to rely on boats. He is equally dangerous to men and Fimir when he wakes. There is strength in numbers. strangled him with her bare hands and threw him overboard. The Fimir believe that the Dirach's ghost. either learnt from prisoners or taught by Daemons. together with a ghostly Daemon eel. or slate. his hair long and tangled with waterweed. Very few Meargh or Dirach still record information on bark.The Fens of Albion A significant Fimir presence can be found in the broad swathes of bog and fenland in the east of the island of Albion. A few of the eldest greybeards of the Humans remember their long-dead leaders in parley with the Fimir leaders. It should be noted that Daemonic and Fimar are not related to the Dark Tongue spoken by the followers of Chaos and Chaotic Daemons. The Shearl and most rank-and-file Fimm are usually capable of understanding very 42 . greenskinned. which can be understood by all the castes. in part because they never suffered the losses of those in the Wasteland during the war with the Juton tribe. Wizards who hear it spoken might recognise parts of it as a form of Daemonic speech. Older. erupts from the waters and goes looking for food. linking the numerous fenland islets they inhabit. Written records from times long ago are becoming increasingly rare and decaying rapidly (information recorded in more durable form such as carved slate tablets or ancient cave walls is very rare). These symbols. furious beyond words. conflict still goes on between Fimir and local Humans . The Fimir here have legends about their lands too. One of the common local claims made about the Fimir is that they can walk on water . Language Fimir have their own language. However. Despite his own efforts and that of his Daemonfriend (an eel-like beast). but there is nothing supernatural at work. some Human communities punish their criminals (of both genders) by transporting them into the fens and leaving them tied to stakes for the Fimir to find. no matter what anyone says. However. and they entry themselves with a greater self-certainty and dignity. and their confident demeanours and raised postures vaguely annoy the morose Wastelanders. the dagger was never found. Dirach and some Fimir Nobility can often speak one or more Old Worlder dialects. although they have rarely made any attempt to push the boundaries beyond the fens. clan and race memory. literally holding their heads higher than their brothers in the Wasteland. The truth is that the Fimir construct simple wooden walkways just below the surface of the water. Finally.the needs of the Fimir here are no different to those elsewhere. In particular. The story tells that the dagger was lost over the side of a boat by a clumsy Dirach who was fetching it for his Meargh. and the landscape of scattered boggy islands separated by narrow stretches of water is unpopular with Humans. Their dominance here has given the Fimir of Albion a certain confidence. This serves the needs of both communities. The Meargh. although Fimir corrupted by Chaos may well be familiar with the Dark Tongue. Clearly. the Fimir have a stronger hold on their territory than elsewhere in the Old World. preferring to rely on personal. although it does not always provide the Fimir with a sufficient supply of sacrifices. both Human and Fimir know the legend of the Hodmadod. but only the Meargh and Dirach can read and write it and its use is beginning to die out even amongst those castes. The submerged paths have the added bonus that they cause problems for other boat-users who are unaware of the obstacles. depending on their location. There is truth in these tales. Here. There is a written form of Fimar. tall noble monsters who dressed in blood-red cloaks and carried gleaming blades. they are no stronger physically or magically than Wasteland Fimir. papyrus. Words and phrases from local dialects sometimes find their way into Fimar. The grey skies and endless drizzle suit the Fimir well. and historically the Fimir here have defended their land more forcefully and with greater success. frequently in archaic forms (remember. Another story concerns the loss of a magical sacrificial knife belonging to a Meargh dead long before the birth of any Meargh now alive. Some Meargh can speak other languages. related to the written form of Fimar. One concerns a giant who sleeps beneath the waters. which they call Fimar. they have the advantage of numbers. so their threat never entirely recedes. are simple and designed to be easily scratched on stone or wood or drawn in mud or wet sand with the claw of one finger or toe. Meargh are often very old).many say that on moonlit nights they have seen Fimir splashing across the water. dancing and running through reeds and bulrushes.

which are quite common in northern parts of the Old World. where they are subject to bizarre and strange visions resulting in seemingly meaningless schemes and plans that they attempt to put into operation. but also haunting fenland bogs. Fimir not only swim for recreation. Fimir enjoy swimming in the sea and in lakes and rivers. Healers of a more mystical bent might suggest Fimir blood could offer a cure for such marsh fevers. The availability of edible fungi is an added bonus. they are not significantly affected by the soft daylight of grey. marshland and desolate moors in lands where misty and inclement weather suits them. This gives them an advantage when out hunting and during raids in that it allows them to split into smaller groups and maintain contact with each other. However. They may be visionaries or prophets. 43 . not just because of the cooling air and thickening mists. the Fimir prefer to live close to water: the coming together of earth and water figures strongly in their origin myths and religion. Further inland Favourite Environments The Fimir are a largely nocturnal race. However. All Fimir can instinctively understand and communicate with any Daemon. shielded from the sun by the magical mist that can be created by the Dirach and the Meargh (though they are reluctant to enter Human lands under such circumstances . Their tails and powerful arms overcome the drag of their large bellies. autumn is their preferred season. Fimir lower the tone of their voice and add a sinister hissing to their pronunciation . Fimir Around the World The Fimir are predominantly found in the northern and western parts of the Old World. A Fimir's voice is very high-pitched by Human standards. Disease Perhaps unsurprisingly Fimir are susceptible to many of the same diseases that affect Humans. Although primarily people of the land. Dusk is a common time for an encounter. although they show a degree of resistance to those transmitted by the biting summer flies of the marshes. mostly in coastal regions. With their fatty layer to insulate them. but saner Fimir always attempt to put them out of their misery. they are prepared to leave their strongholds during daylight. but also when spearfishing and to avoid detection by others. The shrieking hunting calls of the Fimir cutting through the mists is a truly terrifying sound. such diseases can spread and cause severe damage within a clan. preferring the mist and darkness to the light of day. but also because the browning of leaves and the increasingly skeletal appearance of trees appeal to their nature. Perhaps unsurprisingly. and Fimir are naturally buoyant despite their size.simple words and phrases in their local Old Worlder dialects. When talking directly to Humans.the Fimir have found that this is more intimidating to Humans. Nevertheless. from cold weather and icy water bother the Fimir little. tattooing and blood-sacrifice are part and parcel of Fimir life. so they do not always need to rely on magical fogs when going about their everyday activities. which they find extremely uncomfortable. Fimir that are driven mad by venereal diseases sometimes (rarely successfully) flee into Human lands. even into towns and cities if they can hide themselves. madness and sooner or later death to a Fimir. but for the most part their mists and shadowy stone strongholds keep them comfortable during the summer months.a mist suddenly appearing from nowhere in the height of summer is something of a giveaway). high frequencies penetrate dense mists and fog more effectively. When the weather is very hot Fimir become somewhat sluggish. Given that varying degrees of violence. and are able to hold their breath for up to fifteen minutes. which can bring severe illness. The Fimir are particularly susceptible to Human venereal diseases. overcast days. they can submerge and swim underwater. but are not bright enough to learn and speak other languages sufficiently to hold a proper conversation. they can also breathe and remain submerged by putting their nostrils just above the water.

There are marshes closer to the heart of The Empire. The writers of pennydreadfuls. four defining characteristics consistently come through in the stories: the mist. lies. west and south-east of Marienburg respectively. What the Others Know The people of the Old World know little of the Fimir and understand them even less.adequate. Anyone attempting to learn more about the Fimir will have to deal with countless half truths. controversial playwrights and scandalous artists in particular have used the latter time and time again with unsavoury relish. the hysterical ravings of the lucky few who escape their clutches and centuries of ghostly folklore espoused by ignorant peasants. However. making it impossible for them to walk properly and escape the bog. since their construction skills. misunderstandings. very quiet. One very important point to remember is that relatively few people refer to the Fimir by the word 'Fimir'. they can be found in isolated regions of dank and dismal aspect. although the only major marsh within the Empire proper is The Schadensumpf. or even bloodthirsty ghosts that haunt the moors when the fog comes down. Fimir communities are remote even from one another and Fimir strongholds are made as hidden and secure as they can be. grimlooking towers for the Meargh to rule from. Significant Fimir communities are found on the fenland islands of eastern Albion. but the Bitter Moors and the Mirror Moors. and secluded settlements are hidden along the coast all the way to the icy shores and cliffs of Kislev. 110 miles west of Middenheim on the Middenland/Nordland border. echoing Fimir legends of a capital with a vast obsidian castle at the heart of the mysterious Wandering Island. However. around Altdorf and Castle Reikguard. contradictions. Only scholars and the rural folk that have lived with the threat of the Fimir for years tend to call the Fimir by their true name. In the marshes and on the coast Fimir seek out abandoned buildings and villages. The GrootscherMarshes around the city-port are free of any significant or permanent Fimir settlements (a little too close to the city-port for the Fimir to feel secure on a permanent basis). and the Furdienst lies just east of Carroburg. a single large white eye.Daemons. and even they more often use a local nickname rather than risk speaking the word Fimir aloud. inaccuracies. the Wasteland and the Empire where the waves of the Sea of Claws crash against the rocks. evil and largely characterised by the imagination of the storyteller. fairy tales and the suppositions of citybased scholars. they often build tall. are not inspiring. Seagoing Fimir have been observed along the northern coasts of Bretonnia. some Bretonnians refer to Fimir as Bone. They prefer occupying existing ruins to building their own. Fimir are found living (in relatively large numbers) in the Wasteland and the unnamed marshes south-west of the city-port of Marienburg near Halsdorph. In the imaginations of most people who have heard of them. one-eyed trolls or giants or Orcs. even of those who've actually encountered them. the Fimir are little more than folktale Daemons: malicious. a Daemonic nature and the kidnapping of women. There is even a Bretonnian folk tale concerning a terrible old witch living in a marsh who magically steals travellers' thigh bones (for her three sons to suck the marrow from) by striking their legs with her stick. some of whom even question the very existence of Fimir. but if any Fimir live in these places they keep very. whilst 44 . they are often within a month's travel (by boat or foot) from Human villages or transport routes from which the Fimir can obtain material resources and living captives. What information there is has been gleaned from tales of misty encounters. Their rural isolationism. due to the similarity between the word Fimir and the Bretonnian word for thighbone (femur). To add to the confusion. Most speak of Bog Daemons or marsh spirits. However. are possible havens. or rocky outcrops where they can establish settlements. as well as parts of the Badlands (where may be found the enormous Marshes of Madness) and on the coast of Norsca. socially or culturally. dislike of daylight and use of magical mist to hide themselves all mean that scholars have limited accurate information regarding the Fimir physically.

resulting in vague and confused reports to their superiors. On one they found the remains of an abandoned Human setdement. the Fimir barely register. a swarm of black winged fish burst from the sea around the ship and flew over it. On a political level. as well as Jezza Fairwind. However. but he kept his increasing concern to himself. although the captain complained of several unsettled nights' sleep. although some village priests have local concerns they pass to their superiors in the towns and cities (who pay little or no heed). The reluctant captain was eventually persuaded to leave. Foolishly. There were unknown symbols carved into the rock above the remains. captain and crew were bruisingly rolled and tumbled out of the weird village and down the rocky outcrop. even higher in Ulthuan. The crew became increasingly downhearted by their finds and the cold misty weather. and the captain followed it as the mist-form left him. The reason for this is that whilst Fairwind once had sight keen as any Elf archer. The captain's thinking was these artworks could be bought cheap and sold high back in Marienburg. but even so. The wind dropped a little. but at one time it was traditional for all large Elf sea-vessels to carry a ship's poet. and even those who do engage the enemy are hampered by the mists. Two or more decades ago. The captain stood up. The journey to the northern islands was dull and uneventful. slashing as they passed with razor-edged wingtips. but found no indication that it was still inhabited. Jezza Fairwind. accounts. the captain and several of the crew explored it for an hour. smells and physical sensations of being on a sea-voyage. Jezza continued recording the captain's dreams of mist and bone knives. It was a prospecting mission . if limited. a beautiful bone blade with an elaborately carved hilt. it was cold. During their second week among the islands. Most of these reports are sober. but as they turned to go a howling wind erupted from nowhere and knocked them all to the ground. several sailors. The mist swirled and Jezza was certain that he could see shapes forming in it. reports of repeated attacks on villages and farmsteads by mysterious monsters provoke a small military expedition to investigate (especially if the local noble or merchants with influence are losing money as a result). he is now blind. As they desperately set sail. all the captain had to go on was an example of the craftsmanship. the terrors it can hold and the stories of those who sail it. which ventured to the small islands scattered around the extreme north of Albion. The merchant who sold it had bought it from another merchant. allowing them to stand up and run to their boat which they rowed hurriedly back to their ship. lightly charred and blackened. lost their eyes before the black fish flickered out of existence. whilst a few are wildly imaginative and speculative. The crew spent a week exploring a number of the desolate moorland isles. What has made his work most notable in recent years is that it concentrates wholly on the sounds. When the ship finally reached the first of the islands. Jezza Fairwind travelled aboard the Trallarnarinda ("carved shell"). she seemed keen to sell it and charged less than what it was clearly worth. The cult feels it has an 45 . In particular. The various religious cults of the Old World also have little interest in the Fimir. It seemed deserted. The politicians and military of the Empire do not regard the Fimir as a significant threat. in hindsight. with signs of rope around its wrists. given that those in power in the towns and the cities have relatively little concern for the plight of distant peasants there is little impetus for serious investigation. but even the latter typically fail to provoke any long-term interest. However. The commanders of such investigative forces often only see the after-effects of the Fimir rather than the Fimir themselves. Jezza Fairwind (Human tongue) is one of the few Sea Elves who still practice this art. they found one with something very strange. The wind howled harder and Jezza. A good portion of High and Sea Elf poetry tells of the sea. One of these forms suddenly struck down at the prone body of the captain. One exception is the cult of Shallya. its beauty. which Fairwind copied down. It was dropped to the ground. like a puppet. skull crushed.Travellers' Tales . but the captain insisted on pursuing his goal.Jezza Fairwind It is a tradition that has fallen from practice in recent centuries.the captain had information that the islands' inhabitants were producing exceptionally fine whalebone carvings. They rowed into a sea-carved cave in the high cliffs of another island. Occasionally. misty and the wind was slight. On a high rocky outcrop at the heart of the island there was a settlement with bizarre houses built of whalebone. which has a particular interest in women's welfare and has hospices and nunneries throughout the Empire staffed predominantly or entirely by women. describing vague misty nightmares that Jezza Fairwind duly recorded in his poetry-log. Even now their torment was not over. convinced that they would find the carvers. It was an assault designed to harry rather than kill. apparently unaffected by the wind that pinned the other Elves to the heather-covered rock. The captain's hands scrabbled through the folds and pockets of his clothes until they pulled out the carved bone dagger. only the ragged remains of fleeces and old bones indicating its former purpose. the House of Beguine at Jutonsryk in the Wasteland has obvious concerns with regard to the Fimir. who had in turn bought it from another. this time findinathe bony remains of a Human.

discover its military capabilities… the villagers warn me the marsh is treacherous. convinced a conspiracy of the socalled Old Faith lies in the depths of its Blighted Marsh. very old song concerning an Elf who is taken by a Human sorceress as her lover. The Fimir did not seem scared of the Elves. then a very. Whilst there is little concerted effort at an official level to deal with the Fimir on a permanent basis. plotting against him. almost edgy. followed by fear and anger towards the new lover who takes his place but fear and anger tempered with the respect held for a leader. but the very eldest of the Elves vaguely remember being told as children by their eldest forebears that those with one eye were the forgotten children of gods and should be honoured by avoidance. of course. and the rural Wastelanders have a slightly clearer picture of what the Fimir look like. but my Lord commands and I obey… I must identify any threat. 46 . Marienburg sailors traditionally sing songs about black-hulled longboats emerging from thick sea-mists. the saga by Dobbe Arend is the oldest and most complete. it might be possible to coax out a very. though not necessarily wholly reliable. privately. The Sea Elves of Marienburg hear the same rumours and gossip as the Humans of that city. just keen to get back to the concealment of their mists. their vessels are rarely victims of Fimir piracy. some measure of sympathy for them. which pushed its way into the Wasteland in the decades preceding the Goblin Wars. In contrast to the Empire. something that is almost forgotten these days. but I follow my orders. I have my doubts. and I believe them. although their libraries no doubt contain some commentary on them if one had sufficient time to find and examine certain ancient and long forgotten manuscripts. in the event that the cult becomes aware of the true circumstances of the Fimir and begins to understand their needs and motives. it is in Marienburg that one is most likely to find historical information on the Fimir. swiftly turning to one of rejection and desolation. and only those with considerable knowledge of Fimir culture are likely to make any sense of it. It is a song of joy. concentrating on the heroism of the Jutones. in their presence. if only in terms of making some effort to protect the major roads and shipping lanes into and out of the city-port with irregular and limited patrols (a requirement against Human pirates and bandits in any case). and that they are in some small way alive. discern its troops. accounts of the war between the Fimir and the Human tribe. Their cousins the Wood Elves have little knowledge of the Fimir and the High Elves of Ulthuan have only heard of the creatures from the Sea Elves. There are a few. It is fair to say no other races have the same degree of experience of the Fimir as Humans. This is. There are more sightings in the Wasteland than in other parts of the Old World. the inhabitants of the city-port and surrounding countryside fully believe in malevolent Daemonic creatures hidden in the marshes and secluded caves along the coastline. However. Finally. but believe less of it. the Jutones. a few magicians of the race who have seen Fimir longboats are firmly convinced there is something unnatural about the black-hulled craft. If one spends enough time with a well read Elf bard or minstrel. Although some Sea Elf clippers have been attacked when mired by magically calmed winds and thick seafog. Of these. Captain Stevan Ravenson’s campaign log obligation to protect people and especially women from the horrid activities of the Fimir and encourages the Merciful Knights of the Hospitals of Shallya to offer protection and aid to those at risk. It is a complex song. but it is hazy on specific details about the Fimir.So. my Lord orders me and my men to return to Pennymead. The few Elves who have had any close contact with Fimir say the Fimir were cautious. but the cultural and social aspects of the Fimir are as obscure to the locals as anyone else in the Old World. the Marienburg authorities acknowledge the existence of the Fimir and take the threat they represent mole seriously. However. However. very tiny number of exceptionally compassionate Shallyans are likely to feel. dismissed as Elvish whimsy.

knowing just how far they can push the local peasants without forcing the Humans to go to war or to flee.) 47 . He has a reputation for making sure the details of his work match the tales that they are based on. which offends his sense of accuracy. the Norse Dwarfs view the Fimir as an ancient and mysterious warrior race. Sometimes calling them sea trolls. if they were constantly attacking. he has travelled widely. The tales and legends of the Norse Dwarfs speak of Fimir prowess in battle with high regard and even tell stories of Dwarfs who were outwitted by cunning seawives (Meargh). and an amber miniature of the statuette is intended to be the centrepiece of the final panel. The first panel is to depict Thori Threnson's famous meeting with the Meargh Heggrant on the shore of the Sea of Claws and their argument over the amber scattered through the shingle.Travellers' Tales . The third panel is to be a depiction of the sea battle between the longboats of the Dwarfs and those of the Fimir. a myth cycle of Norse legend. it has been whispered that during times of bad blood between the Norse Dwarfs and the Norsemen that the Dwarfs have stood by when the Fimir have raided the Humans. sometimes Cunal-Trows. Tarni Axland is one of the most renowned Dwarven artists (at least within Dwarven circles). exemplified by his woodcarvings of the monstrous creatures from the Cry of Catholled. Instead. so that he knows what he should be carving. but the Norse Dwarfs do grant the Fimir a certain respect and nobility. However. the Norse Dwarfs award them a more mythic quality. spending many years in numerous Dwarven strongholds creating and repairing relief imagery telling stories of ancient battles and glories. This doesn't mean that they won't fight with the Fimir (old Norse Dwarf sagas tell of week-long wrestling matches between Dwarf heroes and Fimir warriors). Axland's reputation as a warrior matches his artistic renown. there is no record of the nature of the statuette given to Heggrant. the largest and wealthiest of the Norse Dwarf strongholds. Chaos or mighty sea beasts). as they've never known anything else and have nowhere else to move to anyway. then they would either provoke a determined attack upon themselves ordrive the Humans they rely upon too far away from Fimir territory to be useful. paint and canvas. The Dwarfen experience of Fimir is an interesting one. Whilst the Norse Dwarfs would never actively side with the Fimir against Humans (they might against Dark Elf pirates. Faced with such vexing uncertainty. the Fimir strike a balance. but work with hammer. there is no evidence at all to support such whispered allegations. A big Dwarf. chisel and rock instead. the Norse Dwarfs are unusual in that they are aware of the Fimir caste system. where Heggrant surrenders her rights to the amber and Thori gives Heggrant a magnificent carved amber statuette. The fourth represents the truce between Thori and Heggrant. wizards and women leaders. If he can find the clan of Heggrant all the better. acknowledging the prowess of her clan in battle. disasters and grudges. For their own part. Axland is putting together an expedition to find some Fimir for himself. illuminated by a blaze of white hair and beard. Axland's problem is that he has never seen a Fimir and the stories he hears from those few Dwarfs who have are vague and contradictory. The second is to show the duel between Thori and Heggrant's bodyguard. his hammer and runic chisel can create and destroy with equal finesse. Currendy. After all. where he has been commissioned to produce a wood and amber-studded relief depicting the ancient clash between an ancestor of Queen Sifna Throrindottir and the Fimir. as then he might discover the nature of the amber statuette given by Thori. the Fimir act in such a way as to maintain the mystery that surrounds them.Tarni Axland Dwarven artists tend not to use brush. Born in Norsca. stealing and kidnapping from the farmsteads and villages surrounding their lands. that there are workers. Axland is at work in Kraka Drak. some Humans simply accept the threat of the Fimir as part of life. While the Dwarfs of the mountains tend to regard the Fimir as just another type of Ore or Troll ("kill them and be done with it"). (Of course. In fact. warriors. Also. although they do not necessarily appreciate the details.

it is not a belief that the Fimir can ever expect to overturn in a world obsessed with the grim perils of Chaos. Her initial response was to have the Daemons destroy it. Greehamdeevuss experienced a vision of the Warpstone goblet. Most died on that second night. not that she emphasised this point. other Meargh became aware that Melliss was harbouring a Skaven. unaware the time for breeding is fast approaching. The Meargh Melliss was surprised and annoyed when presented with a ratman. survived to see a third night. Her sense of responsibility suggested a small penance was in order. Instead of a Warpstone drinking vessel. she sensed something strange. His need and craving for Warpstone disappeared. drawn towards the reedy marshes of Bretonnia. which descended and annihilated them . Melliss let him live. born of simple Human fear and ignorance. and the Dirach leading them welcomed the Skaven as brothers. and Melliss gained considerable understanding of Skaven society (Greehamdeevuss being a simple warrior. the Skaven had been tortured and mutilated by corrupted members of her own clan. They no longer recognise him as one of their own. strange creatures that they are. his ears and tail ragged from the abuse of the Chaos Fimir. However. the technology of the Skaven did not make the exchange).their own cruelties had given her time to scry them out and send her vengeance. something useful might come of him. waited for them to regain consciousness the following night and began the torture. Fearing conflict Melliss agreed. Greehamdeevuss was changed dramatically by his experience and the mysterious vision in particular.at least in their eyes. at least for a while. but instead an obsession with the Warpstone goblet. But he is happy. On the fourth night after meeting the Fimir. who agreed the rat was not Chaostainted. Also. but still living body of Greehamdeevuss back to the Meargh. the Meargh. or rather the Fimir found them. almost mystical in this rat. spending the better part of a year with Melliss' clan. The Daemons. after talking through the night. After all. some clans only kidnap women every 100 years. and those Skaven he has encountered since his first meeting with the Fimir have rejected him. The vision sustained the Skaven through the third night. whilst that was exacdy what she would have done had she met Greehamdeevuss normally. Although he felt nothing himself. and he became convinced he was being sustained by an intangible link to the goblet of his vision. Greehamdeevuss was able to observe and come to understand Fimir culture and society. and his mind is open. For his part. The Fimir are long lived. her Dirach and their Daemons all insisted he was no longer tainted by Chaos . to study him more. stronger than his fellows. And he's a Skaven. she decided it might be worth allowing the ratman to remain with her clan. and her curiosity was aroused. 48 . In the delirium of torture. meaning that the younger peasants listen to their elders' stories and warnings about the monsters in the marsh with amusement.he understood the Fimir (even though he was secretly never convinced by their legends) and had decided that it was time to set out on his quest for the Warpstone goblet. Even victims for their regular monthly sacrifices can be obtained by quietly kidnapping travellers on lonely paths. He suddenly felt little connection to his pack and skavenhold. Today. the twisted Fimir showed their Chaos credentials and turned on the Skaven. as there are plenty of other horrors out there. Eventually. although she wondered if the burning Daemons that had carried him to her had scorched the Chaos taint from him. operating in cycles. Greehamdeevuss left with no ill-feeling . Luckily.Travellers' Talcs . the other Meargh still insisted that Greehamdeevuss be expelled. so whilst they do raid and kidnap. Only pardy convinced by their own Daemon ambassadors. Many may believe that the Fimir are allied with Chaos or that they were created direcdy by its corrupting touch. to take the blame. As a result. but that is simply lazy thinking. telling him that he was destined to find the goblet. A clan that avoids getting into fights might only need to raid villages for women once every few Human generations. he is heading west. He would have died then if not for a storm of burning Daemons sent by the Meargh of the Chaos Fimir's former clan. However. Greehamdeevuss was the only Skaven left alive. they staked them out.Creehamdeevuss Greehamdeevuss probably knows more about the Fimir than any non-Fimir alive today. But he didn't understand what it meant. Greehamdeevuss was part of a warpstone-hunting party that ventured into the marshes in search of a legendary lost goblet supposedly made of the stuff. but he must first undertake a long and arduous quest to find it. So. His body is badly scarred. A silky-furred Skaven doe whispered in his ear and stroked his whiskers. Finally. However. Greehamdeevuss is a strange figure who haunts the lands of the Fimir and beyond in search of a legend. decided to bring the ragged. Besides. He has rejected his kin.. The flow of knowledge worked two ways. cleaned him and healed him herself. as well as mundane risks. for the Skaven this small group of Fimir was Chaos-tainted. at least initially. Melliss was equally baffled.. Subduing the ratmen with subdy drugged food. However. they do not necessarily have to do it on a frequent basis. the rat did eat an awful lot. Greehamdeevuss' hunters found the Fimir. but Greehamdeevuss. the greatest misconception that exists about the Fimir is that they are creatures of Chaos. Presendy.

49 .

others were sure and constant in their natures and devotions. the Fimir stories say Maris was also lonely and isolated by her position. describing a summoning. Because of this Maris turned elsewhere for love. to fall neatly into place or to be free of apparent contradictions. My diagnosis of his malady and examination of this diary (written during his time in the marsh and afterwards whilst in my care) suggest he succumbed to marsh fever. could be contrary and constant according to their needs and desires. Whatever the case. one who could fulfil her in mind. body and spirit. It was a role commanding both respect and fear. and in their eyes the latter is as regal as the former. GMs should feel free to expand and modify them depending on their needs and whatever point a particular Fimir storyteller is trying to make. and on that score the Fimir are as much like Humans as they are not like Humans. They represent their primary belief system. a mighty river delta leading to misty seas. and resided in a magnificent gleaming white tower that stood amongst many others. I certainly would not put too much faith in the Captain’s dubious and outlandish descriptions of marshland Beastmen and abnormal magics. leading to paranoia and outlandish assumptions and beliefs. Maris was an adviser. a birth. Physician to his Lordship’s Men Although interaction between men and Daemons was not unusual in the Waterland. She lived in a place called the Waterland. These phases are described below. The many stories and different versions thereof have also become training tools. but we are dealing with the generalities and not the specifics. a courtship. I remain distrustful of the villagers of Pennymead. though being a practical woman she frequently put them to work to aid her people. but an oral one told and retold over thousands of years. but the stories telling the origin of the Fimir race can be broadly divided into six phases. however. Maris may have discovered his true name via scrying or in written texts. Maris sought a lover from the world of Daemons. although some insist the summoning took place in the lonely marshes of the Waterland Memories of the Waterland The Fimir do not rely on a written theology. knowledgeable and imaginative than most of her own race. With this thought in her mind. or perhaps they were assaulted by Goblins or even the suspected followers of the Old Faith. scrying the future and working with Daemons and elementals to ensure the safety and prosperity of her people. had long seen them as far more that. In time. This is religion. but mostly respect. one whom she could rely upon to be unchanging. The fever likely affected his men also. a chase. teller and circumstance. distorted by time. Maris prepared and secluded herself in the highest room of her tower to summon him into her presence. far more interesting. Do not expect everything here to make perfect sense. leader and protector of her people. As witch and princess. and wonder what part they might have played in this tragedy. she may have been a follower of or had respect for the god whom Fimúl ultimately served and discovered Fimúl to be a Daemon held high in that god's regard. either directly or through Daemons under his command. but in more detail. Daemons were her best friends and companions. on the other hand. Anton Junger. Men. Maris. casting her spells. and those few who were worthy looked upon her only physically or as a tool they might use to serve their own purposes. Few Human men could match her power and knowledge. showing their place and practical uses within Fimir culture. Whilst many Daemons were naturally contrary and unpredictable. He may have made himself known to her. as befitted their particular natures. a murder and an exile. The stories are unclear how Fimúl came to Maris' attention and precisely why she deemed him suited to her needs. It is complex and variable. Daemons were seen as little more than powerful servants to be summoned and commanded and then dispelled. Perhaps he and his men turned upon one another in fevered madness. from both her peers and those beneath her. on discovering Fimúl's true name. The Fimir understand and explain their physical and magical natures through these same stories. which almost entirely controls their way of life. 50 .RUINOUS INHERITANCE Much of Fimir social behaviour and other activity is based on the stories describing the origin of their race. The following sections describe Fimir origin beliefs that have previously been mentioned. Few Meargh or Dirach tell the same story in precisely the same way. Stevanson is now clearly mad. far too much like Chaos and its reviled Daemons for Maris' liking. further and more subtle investigation may be required. The Summoning The mother of the Fimir race was a Human woman named Maris. Or. a common enough disease caught from the malodorous air of the marshes. However. The Fimir call her a princess and a witch. However.

However. Nevertheless. which Maris consented to hear whilst Fimúl was out of sight. Apprentice Meargh and Dirach learn most of the true names and natures of Daemons that are known to the Fimir through stories in which Maris considers their suitability as lovers. Curiosity. Sailors and miners may also find useful knowledge within them if they are prepared to listen experienced Shearl use versions of these stories to teach younger ones the skills of mining. That said. or had no purpose. Self-imposed isolation was not unusual for witch-princesses. 51 . which the couple. and she accused them of laziness. this sequence of stories is as close as the Fimir get to being poetic. encoded within these stories is a staggering amount of elemental lore pertaining to earth and water as well as spellrelated information. their apprentices and Dirach during more metaphysical discussions of elementalism. during which time Fimúl opened his eye and awoke to Maris' calling. The arrogant men of the Waterland would not accept that Maris would wish to shut herself away from them. fishing. Maris and Fimúl remained in her tower's upper chambers for many days. but because the time was not right to perform such magic. Her rejection of men in favour of Daemons is important. Perhaps most interestingly. but her ongoing sense of responsibility and duty to her position is made clear. especially Maris. not because she was lazy or disrespectful of her responsibility. the Shearl and Fimm are frequently bored by these stories. Stories of Maris' role in her society and her summoning of Fimúl are used by Meargh to teach apprentices. demanding to know who had the right to summon her like a Daemon or elemental. even though she continued to perform the important duties expected of her position. The ritual took a full lunar phase. Then they sent messengers bringing requests and petitions. Versions told to the whole clan focus on the nature and beauty of the Waterland and of Maris herself. but she never neglected her role as magical protector of her people. When the moon was hidden (by cloud or new moon rather than high above them. Others were requests for aid in tasks that could be fulfilled easily by the men themselves. which Maris ignored because she had more important things to do. The importance of Maris to her people's well-being is always emphasised by Meargh.especially regarding the beauty of the Waterland and the elements of earth and water. or because the requests were foolish. or desire. at least to scholars and magicians. or the mystic connectedness of earth and water drew him to accept that call. as they remind all castes that Maris does not want her children to become lazy and use Daemons needlessly just because they can. rockfalls or mudslides. These tales are told in different ways for different audiences. but declined to fulfil. from new moon to full. sending out Daemons to aid. repair and protect. and are referred to when Fimir are sacrificed into the marsh or sea. The Courtship The Fimir are more prudish than one might imagine and they do not dwell too long on Maris and Fimúl's courtship. represented . but there came a time when the men of the Waterland began to wonder why she remained hidden from them for so long. which Maris angrily and defiantly rejected. the elemental kinship between Maris and Fimúl and their respective elements are used to reassure the lower castes when faced with terrible storms at sea. about their own role in Fimir society and to train them in the practical aspects of magic and Daemon summoning. sailing and metalwork. The Chase As described in the courtship stories. Then they sent messengers issuing summons to meet her peers. as is their deep respect for and obedience to her. which are most often referred to by Meargh. At first they sent messengers asking trivial questions about her well-being. It would seem from the tales that an awful lot of talking and discussion went on. of course. This part of the tale is heavily emphasised.

and Fimúl is by far the most knowledgeable and powerful of the two. Maris' heavy pregnancy slowed the couple's pace allowing their pursuers to close the distance. but when the men pressed the matter. a man-shaped being composed almost entirely of shining silver daggers of all shapes and sizes arranged like the scales of afish. were fearful of Maris. "That one. and so insisted her children be sent away. The pregnant witch-princess was imprisoned in relative comfort this she demanded as befitting her noble status and condition and it was given to her. one was very strong and one was very loyal and helpful. that she and Fimúl were discovered together. there comes a point in the tale when the men of the Waterland become too many and Maris and Fimúl are forced to flee her tower out to the Waterland and beyond. no matter how excitingly or bravely Maris fights. either becoming characters in stories themselves or being seen as embodiments of those characters. However. When the sun was at its highest. Fimúl was hidden in the deepest. where they were imprisoned separately while the men of the Waterland wondered what to do with them. It was then. he stalks and hinders them as they flee through deep forest. Despite Maris' great strength of will and Fimúl's support. joy and hope. she could see that Solkan's symbolwas carved upon each and every razor-edged blade. Fimúl appears to take little direct part in the fighting. In it. as the men were still fearful of her anger. For the Fimir this story brings both great joy and terrible despair. but there is relatively little continuity between clans in this aspect .his limited role here is just another part of the mystery of Fimúl. Not all Fimir have this character in their stories. and named Maris the Mother of Monsters. Certain men of the Waterland become stronger individual characters within the chase stories. Their outrage was countered by a furious Maris. but those who do are often fearful of deep forests and those who inhabit them such as the Wood Elves. as they are either known or linked to one another in some way. but the men of the Waterland were horrified and disgusted. you may not have" said the Daemon. Jealous of Maris' love for Fimúl. Maris is depicted as much a warrior as a witch. deriding the sons' single eyes and stepping on their tails. providing specific hate-figures for the audience. damn it?" "Because it called me. either slowing them or secretly guiding the pursuing men of the Waterland. they take comfort from the fact the jealous figure is wary of approaching Fimúl too closely. There are stories to inspire fear. and numerous other survival skills the couple may have demonstrated during their flight. but at the same time he remains there to support Maris with magic and so is not seen in a negative light . One was very clever. increasing her importance in the eyes of the Fimm castes." The Birth Although the chase sequence suggests Maris and Fimúl were on the run for many years. Stumbling to its Fimir nodded to the Daemon before it ran off into the swiftly gathering fog. the men of the Waterland eventually caught up with them because Maris became pregnant. The ensuing battle between Maris and the men of the Waterland is one of the most important and rousing tales of the Fimir origin and has been told and retold many times to much whooping and cheering. Maris gave birth to three healthy sons. "But why. high in the spire of Maris tower. Her children delighted Maris.individual Humans with whom modern Fimir become entangled are sometimes compared directly with these characters. the men of the Waterland came with clubs and chains. exiled from their 52 . Too late the witch-hunter noticed the circle her captive had drawn in the mud with its clawed toe. Now the hunter cowered before the Daemon. Horrified. Maris struck one down and spread his blood across the floor. as ever. They covered their fear with cruel sneering. Both Maris and Fimúl were taken prisoner and brought back to the Waterland. The Daemon stepped forward and with a pass of its hand the chains that bound the Fimir devil fell aside. as well as to teach Shearl and Fimm the practical skills of stealth. hiding and trapmaking.depending on the story) the men of the waterland broke into Maris' tower as a mob to discover what she was doing. but they lied. and affronted because she had rejected them. and because it has a grievance far older and nobler than yours. vilest dungeon they could find. arrogant men of the Waterland were disgusted and horrified that Maris had taken a Daemon lover. who justified her right to find a worthy lover of her own choice. but. They desperately wanted to kill the sons. Maris demanded Fimúl be given the same treatment and the men of the Waterland promised it would be done. and it serves to prepare the Fimir for battle. there came a point when neither of them was able to run any longer and they were forced to rest. The ignorant. In time. the ends of the cut links shining brightly. The chase sequence contains more stories and parables than any other. However. Foolishly she had ignored the muttered ramblings of her captive and misinterpreted its gestures as pleas for mercy. It is also in these tales that hints of a non-Human former lover of Maris can be found.

The children of Maris and Fimúl fled the Waterland. Maris gave each one a gift. mother of the People. the Wandering Island has roamed the coasts and rivers of the world. children of the Yiarth and Water. shall be King above all others except me and my daughters and daughter's daughters. We are hunters and hunted. The eldest son travelled inland. And remained there for seven years. and they were forced further and further from the lands of the Sunlight Folk. She went next to the lands of her middle son. oddly detailed descriptions of the birth are actually training guides to midwifery. After the sons of Maris had been driven from the Waterland. But at the end of that time she tired of the poison mists. bearing him three sons and a daughter. sons of Maris the Riper Princess and Fimúl the Mud God: the tale of the Wandering Island and our Mother's exile. appearing where it may carry the word of the King and of our Mother the River Princess to all the Fimir. But at the end of that time. will be the capital of my children's lands. a hidden estuary. until Maris. crowned with a castle of shining black rock. Maris very reluctantly consented. an inaccessible harbour at the mouth of a slow river. Additionally. searching for remote watery lands amidst the earth of the world. Maris travelled first to the lands of her eldest son. 53 . looking for islands of earth amidst the water. it shall pass without trace through sea and land. each to seek a home in a different place. At the end of that time they agreed to go their separate ways. she gave a hammer so that he could protect and build wherever he went. to bring us tidings of our long journey home. The middle son travelled to the coast. where the Sunlight Folk would never dream of coming. It was thus that our Mother's exile began. until at last the ship reaches the misty harbours of the Waterland. they wandered the world for seven years. bearing him three sons and a daughter. and she went to her son and said. The three sons of Maris highlight the three male castes of the Fimir. But at the end of that time she tired of the terrible loneliness of the place. In time each of them found the place he sought: a great and misty marshland. of living on fish and flotsam and of the salt-tasting air. To another she gave a bowllike shield with which he could protect his belly when he fought his enemies. where the Fimir could be far from the Sunlight folk. a dark and rocky fortress jutting from the sea." And since that time. Before they were taken from her. where the Sunlight Folk would never discover them. where the Wanderers can rest and the Fimir live in peace. "The years I have spent in your proud and terrible kingdom have been the happiest since I left my home. she tired of the estuary mud. my favoured child. inviting her to come share his home. and remained there for seven years. reminding them of their expected duties. and an island far from the coast. which shall be everywhere. And she remained there for seven years. To the last son. The youngest set sail into the great empty sea. To this. But wherever they went they were met by hatred.mother and the sacred Waterland. To one she gave a great staff-wand so that he could learn how to contact his Daemon cousins. This is how it will ever be for the children of Fimúl. This island shall become my ship when I visit them. She rode the waters to the island kingdom of her youngest son. and. and you. claims her throne in the Waterland and makes for us a harbour. their birth and the gifts Maris gives them strengthen their ties to her. the barren landscape and the endless grey rain. These are predominantly tales of woe. exiled like our Mother from the nations which gave us birth. but I cannot abandon my other children. and by Earth and Water and Fimúl my lover who intercedes with them. The Tale of the Sons of Maris and the Mother's Exile Hear me. but as usual they provide knowledge and social education. hoping to find a secret harbour where earth and water met. and she decided to travel onwards. and she decided to travel onwards. feeling the jeers and sticks of the men as they went. And each sent a message to Maris as she languished in the prisons of the Waterland. knowing that eventually the men's anger and hate would overcome their fear and her sons would be murdered. when the time comes. And this castle. bearing him three sons and a daughter. seeking a home where they and their mother could live in peace.

Shearl give the victim his final meal earlier in the evening. my Lord. throwing his body into the earthy waters. involving much singing and chanting. the ghost of the Fimir who was (supposedly) burnt to a crisp when caught out in the sun and who comes back looking for somewhere dark to hide is a classic. but this would be a dangerous pursuit given the treachery of the marsh lost one man to the bog in the course of my investigation. choking him. Despite persistent. Fimir legend describes how Fimúl was bound with his hands behind his back and taken out into the Waterland. they teach the Fimir practical skills. but not before her sons had been safely exiled from the Waterland. were found leading to and then past a large tree on the edge the bog. as the quality of the ale is far higher than one would normally expect of such a backwater. they also have a number of other stories to tell. This sequence of events is recreated with a captive. Ghost stories are also popular. probably a Shearl. Fimm (Warriors or Fianna) 54 . If a suitable captive is unavailable an old Fimir. The Murder of Fimúl is probably the most consistent of all the stories told by the Fimir. but it may be a male of another humanoid of any other race if there is no other choice. trials and challenges.The Murder As Maris predicted. Sacrificial Rites Blood sacrifice of living Humans is a major part of Fimir life and sacrificial ceremonies are performed once every month when Mannslieb is full. The frustrated men turned their anger and hatred towards Fimúl and decided he should be punished. every clan faithfully recreates the sequence of events in Fimúl's murder. under any circumstances. and as you suspected. Like those stories. led by the Meargh and her Dirach. although a heaven not necessarily connected with an afterlife. but much more importantly they teach the Fimir about their place in the world and why they must live as they do. as well as ghostly Death-Quests that lure away apprentice Meargh to ghostly netherworlds to become their new leader. They also have several stories involving Gnomes and Fimir. The reason for this is probably that the Fimir re-enact the story every full moon. Second Son Became Three. Transcript of a verbal report given by Captain Stevan Ravenson. it seems to me and my men that the villagers of Penny mead have an almost unnatural fear and respect of the marsh. a story explaining the origins of the three Fimm subcastes. invariably volunteers to play the role of Fimúl . If your Lordship wishes. as ordered I led ten men to the remote hamlet of Penny mead to investigate reports of Human sacrifice. Fimúl was stunned by a blow struck across the back of his head with a club and had the rope around his neck tightened. especially with the Shearl. These are whole-clan events. After this. and these deal with the natural fears of the Fimir. More Tales of the River Bank Whilst the numerous stories telling the origin of the Fimir comprise the bulk of the Fimir oral tradition. showing little variation between clans. it is here the legendary Wandering Island of the Fimir first appears. The ceremony is full of symbolism for the Fimir and is a re-enactment of the murder of Fimúl the Mud God by the jealous men of the Waterland. and murdered him. Your Lordship's brewers may be interested in acquiring the recipe. Fimúl's throat was cut with a knife and his body thrown into the waters of the marsh where it sank forever.stories of Balor's adventures as a mortal Fimir . It seems that their pursuit of privacy led to their drowning. led by a rope around his neck. Various Daemons are summoned to watch.forms a significant group in itself. Oh. sometimes including a Daemon of Solkan. even ones spread as far apart as the fens of Albion and the icy coasts of Kislev. At the water's edge. However. The Deeds of Balor . preferably a Human male. along with those of a young local woman. Representatives of each caste play a role in the ceremony. but again there was no physical evidence to confirm this. although he had clearly committed no crime except daring to love a Human woman. the activities of which seem to amuse the Fimir no end. The tale of How the My Lord. They bound him. thorough and intense physical investigation of the villagers. Tales of Fimir loss and suffering are common. With the exception of this important detail. who in turn loved him. Perhaps most importantly. is also part of this group. and frequently full of adventures.this is considered a great honour. For example. Females. The man's footprints. the men of the Waterland soon overcame their fear of her anger. I suspect the villagers may pay more respect to the so-called Old Faith than Our Lord GodSigmar. a more detailed investigation of the marsh could be made. the village's name does indeed refer to the price of the local beverage. are never acceptable for this particular ritual sacrifice. took him out into the marshy depths of the Waterland. no evidence of murder or other proscribed activities was forthcoming. The Exile The stories of the exile of Maris' three sons and of her subsequent self-imposed exile are similar to the chase sequence of tales in that they are many and varied. Human or otherwise. The island represents a sort of heaven for them.

the Meargh lies down in the water and her apprentice holds her under until she drowns. now Meargh of her clan. dignified manner. This sacrifice is very different from the one described above. murmured chant. and anoints the front of her skirt below her waist with fresh blood. by her apprentice. it is conducted in a solemn. Finally. only the victim raves or screams. The apprentice. Then. A Fimm Noble strikes the captive a blow across the back of the head. The whole ceremony is conducted with a calm. A Dirach then tightens the noose around the captive's neck. The memory of Fimúl's ancient murder is a bitterly sad one for them. it represents an act of revenge against Humanity for what the men of the Waterland did to Fimúl. place a nooseleash around his neck and escort him to the edge of the water where the rest of the clan has gathered. Although the Fimir consider this monthly sacrifice hugely important. his cries are limited by the rope choking him and then suddenly cut short when he is hit across the head. the Fimm who have been holding the captive push or throw the corpse into the water. Finally. are likely to be confused or perhaps more greatly horrified by the apparent lack of passion and enthusiasm shown by the Fimir. river or sea. This monthly sacrifice under the full moon serves two purposes. when Maris and Fimúl are considered equally watchful. prefer to drop dead of old age first). controlled dignity in silence or with low rhythmic chanting. probably Daemons and elementals (especially water elementals) and possibly Meargh or their representatives from other clans all assemble on the night of a half moon. a Fimm holds the victim upright.bind the captive's hands. orders a short period of silent reflection. One rare exception is when an old Meargh decides it is time for her apprentice to take over from her (all but a tiny few Meargh however. The rite is a very simple one. The Meargh turns to her clan and those others assembled (who cease their chant) and says her farewell and tells a story of Maris and Fimúl that seems relevant to her at that point. The Meargh to die is led out into the marsh. it honours the memory of Fimúl at the time when he is believed to be most watchful of his children (the full moon representing his open eye). or the waters of a lake. they cannot find much joy in it. sacrifices are rarely ever made to Maris. and they know the deaths of a few Humans can never bring him back to them. they retain hold of the captive until the end. especially those who've had the misfortune to witness sacrificial rites by the followers of Chaos. carried out in silence or with a low. The whole clan. Secondly. Perhaps surprisingly. Firstly. 55 . the Meargh herself draws a sharp blade. before initiating celebratory death rites for the drowned Meargh. with no sense of excitement. slices the captive's throat. Outsiders. Despite the brutality and symbolic vengeance of the ritual.

But even as he sought to remember these things. and the same is true for the sacrificial blades of the Dirach and Meargh. preferably on a rocky outcrop. but it is not yet a fashionable idea for most Older Worlders still influenced by the imagers of Morr and his priests). the longer the rites can go on . The men came together as one and bound our Father and tied a rope around his neck. Be glad. Not satisfied with this cruelty. they took his body and heaved it into the mud of the Waterland. Finally. Such sacrifices are rare and lack the formality of the monthly Fimir sacrifices remembering Fimúl the Father. Where the earth was mossy and sodden they brought him. mines or abandoned underground strongholds to be burnt were even rainwater cannot touch their ashes. Whilst spell ingredients are not essential. led by the new Meargh and even attended by other Meargh. become victims of another ancient sacrificial rite: burning alive at the stake. such as attacking the Meargh. tough trees that can survive the flames have been used several times down the centuries. too. but only a few believe strongly in the idea of the Wandering Island as a Fimir heaven. and with it any connection to the Waterland and Maris. and at the edge of the water they beat his head with sticks and stones until he almost forgot who he was and almost forgot whom he loved and almost forgot his dear children. specifically that they are whole-clan events. Magical Sacrifices In addition to religious sacrificial rites. especially ones who had dealings with the departed in life. Even if the clan is short of resources.The Tale of Fimúl's Murder Hear me now as I remind you. Bodies are wrapped in the best available materials and put into the water swifdy but with reverence. is viewed as an offering of sorts to Maris and Fimúl. the men of the Waterland tightened the rope around his neck so he could not shout the names of those he most cared for. and in time he will return to us. Burning. Fimm with armour and weapons take them with them. Most Fimir believe the dead go to be with Maris and Fimúl. If a convenient tree is available. ruling with her in her castle on the Wandering Island where one day we shall all live together. Even the bodies of such criminals already dead are burnt in this fashion. Our remembrance of him will heal him and strengthen him. advocating certain heresies. involve putting the body into the marsh or water and Daemons are likely to be invited to attend. The deceased's body. Firewood and dried grasses are piled up around the criminal and set on fire. Despite their often morose or dour natures. turns away from the criminal. Punishment Sacrifices Fimir who commit the severest of crimes. distance from water and moonless nights are key ritual elements. We are the children of Fimúl. and hated him for it. Fimir death rites share some similarities with the monthly sacrifice. A bound victim is swiftly killed with a large sacrificial dagger. too foolish and too unthinking to know how fitting a place it was for Fimúl's body to lie. and of Maris. and the more significant the individual within the clan. for he may already have returned to Maris the Mother. sacrifices are sometimes performed as part of magical workings.death rites for a Meargh can last for days. With the absence of a moon. giving rise to local legends). the criminal is tied to it (some large. The criminal is brought. mourn its passing (this might seem normal for us. Even a Shearl's passage into the marsh can last the night if he had acquired a reputation. especially despised criminals (such as those who have turned to Chaos) are taken into deep caves. There the Father sank into the earthy waters and rested. the men of the Waterland drew a blade and slashed Fimúl's throat from side to side so that his blood poured onto the earth and into the water. 'gone to Maris' or 'gone . It is an opportunity for storytelling. and we shall not forget our Father or the cruelty done unto him by the men of the Waterland. Fimir prefer to celebrate the deceased's life rather than 56 .to Fimúl' are common Fimir euphemism for death. The purpose of punishment sacrifices is to symbolically sever any link between the Fimir being punished and the element of water. to the place of execution and tied to a stake. with minimal ritual. however it died. sacrifice of intelligent living creatures can boost the chances of a spell succeeding and may be essential components for specific rituals. The men of the Waterland were jealous of the love Maris had shown to Fimúl. Shearl craftsmen are sent with the tools of their trade. usually bound at the wrists. Sometimes. but if it is a Dirach who is being punished then all the clan's Dirach and possibly the Meargh Death Rites Although not sacrifices in the usual sense. Burnings are typically conducted as far away from water as the Fimir can reasonably travel. throat cut or stabbed up under the sternum into the heart. betraying their clan or worshipping Chaos. of the terrible tale of the Father's death at the cruel hands of the men of the Waterland. as are 'gone into the marsh' or 'gone to sea'. Fimúl the father. and led him out into the desolate places of the Waterland. Usually the burning is conducted and observed by a small party of Fimm and a Dirach. children of the soil and rain. Sacrifices during spell casting are quick and simple.

who will be lucky if they are 57 . Given these executions usually take place away from Fimir lands (which are usually too close to water) they may be witnessed by non-Fimir. beliefs that may be held personally and privately by individual Meargh and Dirach. there are heresies that are tolerated to a greater or lesser extent by different clans. little suspecting those Fimir with the flaming torches were probably about to do the world a favour. or adopted by whole clans. For this reason. seeking to hide his shame. Some Fimir clans believe he was a servant of a good god. One unusual heresy concerns the nature of the race's father. who cast him out. or discussed during theological discussion. just in case the victim's magical abilities or Daemonic friends cause trouble. a race of monsters consumed with a self-loathing that soon twisted into a hatred for all others. Fimúl fell from favour with his god.attend. Of course. Very. Fimúl the Mud God is easily presented as a Daemon prince of Nurgle. but they rarely lead to anything more than a war of words. there are those who interpret those beliefs differently or tell variations and additional stories shedding a different light on events and individuals in them. The result of this doomed relationship was the Fimir. their terrible reputation and appalling need to abduct and rape women to ensure their race's survival. Some Fimir who believe this to be a truer account of their race's origin believe it is possible for them to redeem their father in the eyes of his god by rejecting evil and performing acts of good. For example. those particular ideas are abominable enough to drive other Fimir to war with the heretics. or Maris as a servant of Slaanesh who summoned Fimúl to satisfy her dark lusts. A strange fire might be seen one night atop a distant hill and prompt an investigation. simply slaughtered and burnt. Fimúl. For this crime. they are severely hampered by their physical ugliness in the eyes of other races. Or some adventurers might even encounter a burning just about to take place and decide to rescue the apparent victim. Most Fimir may frown on these ideas and reject them. However. blackened remains of several strange skeletons. On the other hand. Slaying the Father: Fimir Heresies As with any belief system. very few Fimir reject their myths altogether: even the few that turn to Chaos are able to reinterpret the myths to incorporate the Chaos powers. the Fimir have always sought to hide themselves from the sight of others in places where they can be close to their father. Fimúl fell into the marsh and sank without trace. Or a party of travellers could come across the burnt. an angel who dared to fall in love with a Human.

and are comfortable with the rigid social order they have controlled and maintained for centuries. mutilating their female captives in a similar manner. almost all Meargh have ruthlessly suppressed it. she sacrificed her beauty either as part of the ritual to summon Fimúl or to prove her love for him. The Daughters. Martyrdom is their likely destiny. There. as they are called. Individual Dirach who truly believe they can bring their father redemption have been known to leave their clans and travel into Human lands seeking to do good wherever they can. The latter version is sometimes linked to the portrayal of Fimúl as a good Daemon. but ones capable of giving birth to fertile female Fimir. Another heresy has evolved around Maris the witch-princess.putting out one of her eyes and slicing her ears from her head. When they turned to evil. and its extraordinary importance if it is true. the spirit of Maris has touched the soul of a Human woman and imparted something of herself. These clans usually have to be content with treating their captives as best they can under the circumstances. Fimir clans believing that Maris' sacrifice was demanded by Fimúl tend to be cruel and bloodthirsty. The Fimir were cast out of the Waterland for their appearance. These Dirach heretics regard the attitude of the Meargh as a heresy in itself. A variation on this heresy also says that the father was a good being. Unlike the first version of 'The Good Father' heresy. whilst others insist Maris mutilated herself before Fimúl could stop her and he was instandy overcome with love for this woman who sacrificed her beauty for him. Her daughters will be perfecdy normal Human females. Her sacrifice was one of self-mutilation. arguing that it was the rejection of the Fimir by their sibling race that forced them to descend to rape. young. This is not an opinion any Fimir is likely to express too loudly. The heresy suggests that while Maris was indeed young and beautiful once. such as guiding lost travellers out of the marsh by scaring them away from danger. In orthodox Fimir mythology Maris is depicted as a romanticised Human princess. not for any inherent evil (people could not bear to live alongside anything so repulsive). and are waiting for the Fimir to find them and bring them home. it is rare for a clan to choose this path. but her future daughters will be the answer to the curse hanging over the Fimir. This has not stopped a few Dirach privately considering the possible ways of locating the Daughters. and it typically results in bitter disappointment if not disaster. may already have been born and grown into young women somewhere deep within the lands of men. their father was cast out too for bringing this scourge into the world. The possibility that the status of future Meargh could be reduced to that of breeding machines appals them almost beyond comprehension. 58 . and performing the odd good deed in secret. This woman is herself of little import. The Meargh like being special and in control. murder and theft to survive and not the twisted self-loathing of the Fimir themselves. Unsurprisingly. The idea that the social order and their position within it could be so dramatically upset is enough for them to stamp down hard and violendy if they become aware of their underlings even hinting at this heresy. A new heresy that has been slowly emerging over the last hundred years or so also involves Maris. this version places the blame for Fimir behaviour firmly in the hands of Humans. It was only because they could not grow their own food in the lands left to them or bear children of their own that they turned to theft and kidnapping. but tremendously ugly. as Meargh are supposed to be an embodiment of the Mother of the Fimir and should surely wish to take their caste's role to its logical conclusion. Despite the attractiveness of this idea. It announces the spirit of Maris has travelled beyond the castle towers at the heart of the Wandering Island and into the world of men. beautiful and noble. Some versions of the heresy suggest that Fimúl cruelly demanded she do this in return for his love. however.

she and her tribe may have been river nomads. Fimúl Fimúl is a mysterious figure even to the Fimir. It is also unclear whether the 'Mud God' aspect and elemental connection to earth stems from Fimúl's original nature or was something that arose after he was murdered and cast into the marsh. and the elementals of earth and water for the benefit of her people. are no wiser either. loving presence in their lives. although what sort of Daemon he was and what sort of god he served is unknown. sailing the waters of a river system. Who can say for sure? The Fimir stories depict Maris as a strong and determined woman. The Dirach. Alternatively. Some bitter Fimir who like to castigate themselves have called her Mother of Monsters. Meargh offer little speculation on these matters. What discussion there is on the subject is frowned upon. but at the same time it could equally be that she was a simple tribal shaman. The gleaming white towers of the Waterland casdes may really have been simple wood and mud shacks roofed with reeds. it is hard to say just who or what Fimúl was and is. and violendy aggressive when provoked. This vision of Maris may well be true. so it is easy to see how the Fimir may have confused or elaborated their origins. A storyteller from Araby could easily reinterpret the romance of a tribal shaman and an otherworldly entity as the tale of a desert sorceress guarding an oasis and a lustful djinn born of the fiery desert sands.LORD AND LADY Maris The Fimir give Maris various names. though they will not lose their status as breeding stock. ancient memories of which have become the great delta of the Waterland. although she has the wisdom to flee and the cunning to hide when she sees that there is no other option. She was a great and powerful sorceress who communed with Daemons. the Witch Princess or the River Princess are the most commonly used. their respect and love for her are even stronger than the same feelings they have for the Father. the Mud God or simply Fimúl. Surprisingly. and 59 . many of whom believe she still lives in Human form in the obsidian casde of the legendary Wandering Island. The Fimir hold strongly and unequivocally to this fairy-tale vision of Maris and her Waterland casdes. Most Meargh and Dirach do lean towards the view that he was connected to the element of earth. She seems to have been a leader or a major figure in her Human society. Fimir stories suggest he was a powerful Daemon serving some higher being such as a god. quite capable of defending herself socially. She is adored by the Fimir. They regard her as a true goddess. and she is seen as a continual. Usually only referred to as the Father. but Maris Daemonwife. the Queen in the High Casde and the Tear of the Water are occasionally used. whilst more curious and thoughtful about the masculine element of Fimir nature. and have done so for at least three thousand years (before the birth of the oldest living Meargh). wisdom and cunning are traits inherited by the Meargh. Maris the Mother. interceding with the spirit world of Daemons and elementals to bring the rains and make the soil fertile for her tribe. Human women who share these traits can gain some measure of respect from the Fimir. Still. In the stories. which is perhaps at odds with the traditional image of a beautiful fairy-tale princess. These qualities of leadership and aggression. Fimir belief may represent the absolute truth. when her relationship with Fimúl is discovered by the men of the Waterland she defends her right to choose her lovers and she kills those who attempt to attack Fimúl. Fimúl the Mud God. Most Fimir visualise Maris as a romanticised and utterly beautiful Human princess who once lived amongst the countless gleaming white towers of the fabled Waterland.

months or even years. those who step onto the island and explore it find they stay there for weeks. Whilst most Fimir believe they know. he is a resting. a vague possibility at best. Regardless of these mysteries and uncertainties. the stories have changed. a murder and an exile). However. in the course of all those tellings. Fimúlneid in Fimar) is an important symbol. In amongst them all. The closest explanation they have is that it was discovered by one of the original three sons of Maris and it subsequently became a royal vessel to carry Maris. Or there may be separate origins for different parts of the story. a chase. and that it was these ties that. few have any definite opinion on the appearance of Fimúl and this remains another of the' mysteries surrounding him. what Maris looks like. The location of this legendary isle is a mystery even to the Fimir. but a few believe Fimúl resides with her. but many details have changed or acquired new meanings. As a mud god. even in stories told by Humans and Wood Elves. Similarly. In these Human and Elven island myths. all Fimir see Fimúl as a powerful Daemon. in part.to marshland in particular. Their tales say it vanishes into the mists or sinks beneath the waves. despite the fact that darkness should benefit them. It is possible it adds its own interpretations and differences. alternatively. The broader aspects have largely remained intact (a summoning. It is sometimes said only the blood of the Heart of Man can truly heal him. more or less. a birth. In that castle dwells Maris the river princess. an elemental force and a god. they find that just the opposite happens. the Fimir have little or no real understanding of just what the Wandering Island really is or what it represents for their race and none at all for what it represents for Humans or other races. almost literally. reappearing elsewhere along the northern and western coasts of the Old World. although it is rare for Fimir to feature in these stories.his symbolic link to her watery land was important. there may be one that is the true source of all the others. The Wandering Island The tales of the Exile speak of a great Fimir capital. Nights of the new moon are considered especially inauspicious for Fimir activity. How it came into existence is completely and utterly unknown even to the Fimir. a vast obsidian castle rising through the mists of a craggy island surrounded by treacherous rocks and reefs (see The Tale of the Sons of Maris and the Mother's Exile). Most Fimir believe she rules there alone. It is also said to appear inland. Even comparisons with the Fimir themselves seems to be considered unlikely. though some claim to have seen it. before Maris summoned him. The whole of Fimir society and culture is based upon stories. The Wandering Island is a real but profoundly mystical and mysterious place. Fimúl is obviously connected with water as well as earth. In Fimir belief Fimúl has never completely recovered from the wounds inflicted on him and he spends more time resting and dozing fitfully in the marsh than he does watching the affairs of his children. the older the stories get. In that time. Some Fimir believe it represents a lost third group of Fimir who chose to dwell on islands rather than on coasts or in marshes. but when they leave hardly any time at all has passed outside the island's boundaries. wounded god. No Fimir is thought to have visited the Wandering Island within living memory (and remember that Meargh can live for 2000 years or more). and for this reason the moon (Mannslieb in Reikspiel. and even 60 . as have some Humans who have linked it to the Fimir. He has become. The deeper one travels. However. a dark and shadowy figure. encouraged Maris to summon him in the first place . Fimúl retains his wounds. although Maris is more strongly connected to water. perhaps at the heart of the island. Fimúl is most wakeful when his eye is fully open and so it is on nights of the full moon that the Fimir make sacrifices to him. ones that have been retold by different Fimir over thousands of years. What makes the Wandering Island such a special place is that it remembers all these variations and interpretations. a relationship. it is believed the single eye of the Fimir is a trait inherited directly from Fimúl. Even in stories proclaiming he now resides on the Wandering Island as Maris' consort.

the Wandering Island remembers and replays these real or imagined events. only in reverse (so for the Fimir. as their current beliefs may not match what the Island has to show them. as does the climate. Fimir reliance on magic becomes a self-perpetuating cycle of suffering and evil for all concerned. and usually by a Fimm Noble or Dirach leaning towards Chaos. Thus. Initially. So. and only the Dirach and Meargh have sufficient intelligence to even begin to truly comprehend it anyway. as revealed to them through their stories). Slaying the Mother The single most ruthlessly suppressed heresy is the suggestion that the infertility of the female Fimir is an unconscious sacrifice paid in return for their magical powers. such a journey can be seen as a journey home). forcing the Fimir into a position that limits their race's expansion and forces them to abduct and rape Human women. Also. but may eventually choose or be forced to land upon the island and become involved in some way. especially to Khorne. The argument is that their use of magic renders the Meargh sterile. This heresy has never taken hold because it borders on the rejection of Maris herself. The physical shape of the land changes. and it is possible for someone to come close to or even land upon the island. as a result of Fimir interaction with other races. and witness them or become involved. a traveller can experience the journey of exile made by the Fimir race from the Waterland. As one travels deeper into the island. sometimes in the same form. the landscape changes as well as the history. at least if he can find someone to identify it. those who approach or who land upon the Wandering Island are passing into Fimir history (or at least history seen through the eyes of successive generations of Fimir. Even Fimir who explore the island may not fully understand what they experience here. characters might witness the same events from different perspectives. one can pass into certain parts of the history of other races (or at least Fimir interpretations of those histories). Whatever the case. Events (or stories) are replayed or re-enacted.these may simply be ancient echoes of an even older story or event. In addition to experiencing the mythic history of the Fimir. 61 .anyone who picks an unusual plant before the island vanishes in the mist holds a link to a land that some long dead Fimir once knew. those who pass close to the island are likely to be only observers (or the observed). what does this mean? In practical terms. flora and fauna . Only rarely has this suggestion ever been made. something even the most ruthlessly ambitious Dirach and Fimm Nobles would have difficulty accepting.

Given that Fimir see Daemons as entirely natural. albeit a far stronger older brother. although it undoubtedly annoys and frustrates some. At the highest level. and have more time for Daemons of a martial nature. Add to this the fact that almost all Fimir utterly reject Chaos and its Daemons. with no room for contradiction. but maintain respect for some Daemons of Law. to be feared and hated. represents a blood and spiritual kinship between Fimir and Daemons. the Fimir attitude to most Daemons combines respect and reverence with some arrogance. equally. but Fimúl. Daemon-worship The worship of Daemons is a major aspect of Fimir society. Fimir clans have infrequent contact with the Sunlight Folk. although ones deserving good treatment. ambassadors. Dirach have a far stronger sense of brotherhood with Daemons than any other caste. this important relationship stems directly from the race's parental origins. However. the Fimir also worship several Daemon Princes. Maris represents power and control over Daemons. but individual clans may additionally have special ties to other greater Daemons and Daemon Princes. rather than following some strict set of rules. but they do not abuse their power and involve Daemons in the social aspects of Fimir life as well as the militaristic.In the Hands of the Father Reclusive and isolated. the different castes have differing attitudes. In fact. with a Daemonologist for a mother and Daemon for a father. Even something as powerful as a Daemon Prince is a brother in a Dirach's eye. The most important are Balor (who is thought by some outsiders to be the one true god of the Fimir). Daemons can be beloved siblings. are much more arrogant in their attitude and have little fear of anything less than Daemon Princes. minor Daemons are sometimes seen as mere tools. controlled only by evil men. and all clans maintain close and regular contact with one special group of outsiders: Daemons. where all Daemons are horrific Chaotic monsters serving dark gods. Morr or Taal (and other gods besides) than most priests of those cults. the Meargh know more about the Daemons who serve the likes of Ulric. The Shearl tend more towards deep reverence. together with a level of fear varying according to the might and nature of the Daemon. Meargh. as a Daemon himself. they have a contemptuous pity for others who cannot distinguish between Daemons of Chaos and Daemons serving other gods. and even interaction with other Fimir clans or wanderers can be uncommon. The differing levels of power exhibited by the near infinite diversity of Daemons add to the complexity of the relationship. remembered and mourned at every monthly sacrifice. recognising and respecting that this is simply part of Meargh nature. honoured friends. The traditional lovehate relationship of siblings can often be seen between Dirach and less powerful Daemons. but are somewhat less fearful of lesser Daemons. They feel a certain filial loyalty. some can be monsters to be feared and enemies to be repelled. one to be greatly respected and not annoyed. with greater magical might to exert over Daemonkind. part and parcel of normal existence. Lisaart and Kroll. Lisaart and others tends to be as-and-when. it is more common for Fimir to summon Daemons to bear witness to their monthly sacrifices than it is to summon them to assist in kidnapping the victims in the first place. Worship of Balor. The bond between the Fimir and the Daemonic is complex. For the Fimir. Worship of these Daemons is common to most Fimir clans. However. In fact. or worshipped gods. Dirach and Meargh find it far easier than magicians of other races to summon and control Daemons (most are far more tolerant of summoning by Fimir). As a Daemonologist. Humans have lost a vital spiritual link between themselves and their own gods. However. fraternisation with Daemons is hardly unexpected. this means worship of the Daemon Fimúl who is honoured. It is because of this fusion of dominance and brotherhood that the Fimir have a relationship with Daemons unrecognisable in any other culture. The Fimm share this reverence. Kroll. In Fimir eyes. but expect their rather extended Daemonic 'family' to assist them when required. Sacrifices are made when the blessing of a particular Daemon is needed for a particular endeavour. Daemons. however. Compare this with the prevailing Human attitude. who are described below. Like almost everything else in Fimir society. Broadly speaking. the Fimir are not entirely introverted. are quite accepting of this. Sacrifices may be at a clan level (where a living victim is killed in the name of the Daemon) or the individual (a Dirach healer might throw his meal ration into the marsh and ask for Lisaart's guidance when trying to cure a particularly nasty bout of marsh flu afflicting 62 .

for their sake as well as the sake of her memory. is corrupted (this usually requires the Meargh herself to be the initial source of the corruption. Maris made it clear that Chaos was an unstable and destructive force and its Daemons were amongst the most dangerous and deceitful of all. sparing none and burning the bodies. Some Fimir. The Fimir and Chaos The Fimir hate and fear Chaos. and who rely on the Meargh and Dirach to enable direct contact with what is. the gods and Daemons of Chaos would very much like to turn the Fimir to their cause. never to involve themselves with Chaos. This. however. Maris also made the subtle but important distinction between Daemons of Chaos and other Daemons. or face being hunted and killed. in their eyes. it reinforces the absolute power of the Meargh. Renegades aim to get as far away from the other Fimir as quickly as they can. perhaps because of their Daemonic heritage. For their part. Over the last two and half thousand years suspicions that the Hell-mother was secretly aligned with Chaotic powers have only served to reinforce the wisdom of Maris' instructions in the eyes of the Fimir. this is extremely unusual. which seek to wipe them out utterly. without doubt. Fortunately. Fimir hostility to Chaos stems from ancient instructions given by Maris to her children. the Fimir are just as vulnerable to the temptations of Chaos as Humans are. They should not even attempt to root it out or attack it unless Fimir interests were directly threatened. its Daemons or its followers. impresses the Shearl and the Fimm. She commanded her children. The Dirach use it to reinforce their own status . to call and commune directly with the objects of worship. although Dirach and Meargh are more aware and suspicious of the wiles of Chaos and its Daemons. who have no abilities in this area whatsoever. Maris. is not considered a Daemon. While neither Meargh nor Dirach can call Fimúl from the marsh. Most Humans also hate and fear Chaos too. Either the whole clan 63 . like Humans. Daemon-worship is also a subtle mechanism of social control. both can do the next best thing.his clan). literally. Perhaps because of their Human heritage. Fimir clans that turn to Chaos usually face the combined might of other local clans. but that does not stop a disturbing number of them becoming corrupted or turning willingly to dark gods. a distinction not always made by other races. but a Human become a goddess.they are priests who are seen. due to the close-knit nature of Fimir society it is almost impossible for hidden cults to flourish within a clan. so as to minimise their contact with the deadly powers and to avoid drawing Chaos' attention to their race. especially to make use of their ability to summon Daemons. but not unknown) or a small band of renegades deserts the clan. part of the Divine. might be corrupted so subtly that they are completely oblivious to it. Similarly. as well as their sheer physical might.

they should be the ones leading. more powerful now. Jann told Hans that she finally figured out whose side we should have been on that day. and we outvoted Jann. But we were still tied together and never stood a chance of catching up. but then Hans said something about tasting salt in the air. talked worriedly about it. and before we knew it we were suddenly engulfed in fog again. She was older.We'd loosely linked ourselves together with rope so we wouldn't lose one another. Khorne himself dies. So we walked in the opposite direction. but there it was anyway. which was fine until we were splashing in rockpools and slipping around on seaweed! Seaweed1. and saltwater at that. but when Jacob tried to retrace our steps he came back saying that instead of moorland he just found water at the edge of the rocks. Either they didn't see us or just didn't care. We stopped to catch our breath. Khorne also tempts the Shearl: since the other castes often get first choice of the food. the moorland was at least firm and there hadn't been much rain. no rocks. Soon afterwards. The fog thinned quickly. and so they sicken and die. Then it got strange. beyond the shore. 64 . because they paused. The Fimir do not visualise the gods of Chaos in the same way as most of the other races. our young wizardly apprentice. we could hear the yelling and screaming again ahead of us. She'd ended up begging Hans to help her find it again. having eaten every living thing in the world. reacting without much thought. Soon we were all on sharply ragged rocks sticking up out of the moor. We were weary and fed up. the other possibly a man. We stopped. and he was right too. Two figures were running in the distance. He'd waded in up to his thighs. not witches and magicians. she'd sensed weird things before and been right. because they simply ploughed into the forest in pursuit of the couple. so we were all worried even if we didn't let it show to each other. burnt off by the sun. but started after them again. She screamed at us. pointing. Still. He was working as a caravan guard. we could just about see the edge of a wood or forest. Thing was. The Fimir have no one to steal from and no one to bear the next generation of Fimir. there are no Humans left. but Hans couldn't persuade her to say whose. he said. I couldn't blame them. but I met Hans in a tavern a while back. after all they are commanders of warriors. They must have seen us. Although the fog was dense. no forest. We'd paused. Jann. a thoughtless Human giant with a single blood red eye and a mouth that can swallow a dozen Fimir in a single gulp. he said that he'd met with Jann whilst passing through the Wasteland. but we found the same when we all went back. It was probably because she was so scared and watchful that Jann saw them first. some Shearl have a secret admiration and understanding of Khorne's colossal appetite. but then it was no more crazy than what we d all experienced out on the moor. Afterwards. Might have been lying. He strides over the land fighting for no good reason and gorging himself on anything that moves. one probably a woman. The heather we'd been walking across was pretty springy underfoot. having their own cultural interpretations of what they represent. When we were inside the forest too. It's been years now. Their yells were silenced the instant they passed between the trees. not believing him. but she was obsessed with getting back to the beach. though Jann said she could still taste it. but Hans and Jacob wanted to go hunt for some food and build afire. Khorne: The Blood God is an idiot. As their cries faded. but then we saw why the couple had been running: charging up the beach and yelling was a gang of lightly armoured men carrying spears. but then we heard Jacob s hobnails sparking on rocks. Jann wanted to stay on the beach. no beach. Khorne's violence holds an undeniable attraction for the Fimm who are an obvious target for the temptations of the Blood God and his Daemons. I remember little black snails and little yellow snails and limpets all over them. We moved to follow. none of us really knew whose side we'd planned to be on. It didn't make much sense since we were miles inland. sometimes even catching sight of the spearmen. reckoned that if we were all together again we could do it. We argued. but said he 'd killed some undead in a disused mine and had some other adventures. No sea. we blundered through the bushes and trees following the noise. then dashed for the forest. Soon. and we found ourselves back on the moor again. It was humid and we could feel the heat from the sun fighting through cloud and the remaining mist. Not even the taste of salt in the air. the island as she called it. so did the forest. was convinced there was magic afoot -1 think she'd been listening to too many stories about the bloody bog ghosts or Daemons or whatever they're meant to be. The Fimm Nobles are the targets of dreams of power and glory. The fog thinned and we found ourselves on a coarse sandy beach.

these are unceasing and focused emotions. new ways of doing things. The idea of a hermaphrodite being is a near impossible one for them to understand. pain. Solkan and his Daemons respect these emotions and the ordered way in which the Fimir express them. The Fimir are denied the sort of normal relationships other races have. spreading sickness wherever it goes. The Fimir and Law It will no doubt shock and surprise many people to learn the Fimir have a closer relationship with the forces of Law than they do with Chaos. Nurgle whispers. A Daemon of Solkan is often summoned to observe and acknowledge the importance of the monthly sacrifice. especially to the witch-hunters. The monthly ritual sacrifice in memory of the murder of Fimúl is a symbolic act of revenge against the men of the Waterland. It causes tail rot and marshfoot. It spoils good food. Slaanesh: Gender and the associated differences are major parts of Fimir culture. such as those who have lost wives or daughters or sisters. Fimir very. permanently coupled. However. well. The continuance of the race is dependent on a violent and abhorrent act. Tzeentch brings change and disruption to Fimir culture. customs and traditions are followed.but they certainly strive to be. a safety valve to stop them being overwhelmed by hate and animosity. Of course. For the Fimir. and eventually causes its collapse. Ever subtle.Dreams of bloody revolution and cannibalism sometimes drift across their sleeping minds. When a Dirach suggests one-too-many new ideas. Such corrupted Fimir miraculously gain a new lease of life. some of those who challenge the Fimir do so with a legitimate desire for vengeance themselves. when thought about it makes sense: the Fimir live in a rigidly structured society in which every individual knows his (or her) place and where rules and boundaries are strictly drawn. people: they have to be in order to control their anger towards Humans and the world at large. orderly society the Fimir have created to ensure their survival. very rarely turn to Nurgle. but ones largely controlled and balanced against what is required for the survival of the Fimir. Surely. It is wrong to think of Solkan as a purely Human god: ultimately Solkan is a being formed from anger and desire for revenge. Perhaps even more shocking. Dirach. The Fimir are a disciplined 65 . Thus Slaanesh is seen as two Fimir. The fact that Fimir do not mate with Fimir emphasises the perverse nature of this god. The ritual sacrifice is a controlled expression of Fimir feeling. Tzeentch: Tzeentch is the destroyer. The origins of the Fimir lie in the seduction and mating of a Human and a Daemon. And nobody ever said that the Lawful are also good. Solkan and his minions acknowledge the righteous anger of those on both sides of this fight and aid both or neither if called upon. when all is hopelessness and despair it is better to embrace loss and decay as friends.far from it . god of vengeance and retribution. It is responsible for the filthy diseases the Fimir sometimes contract from the depraved Human women. a male and a female. The Changer of the Ways also represents a direct challenge to the word of the Meargh. The exceptions are Death-Quests for whom the rot has already set in. Using its powerful magic to twist her divinations and its shape shifting Daemons to impersonate her trusted Daemon advisors. all Fimir harbour a grudge against Humanity in general for this murder and for their race's subsequent treatment at the hands of men. and orders are obeyed on pain of. carefully implanting new ideas. Fimm and Shearl are all equally vulnerable to Tzeentch's whispers of change and power. is the god of Law whom the Fimir have most respect for. the usurper of the neat. feelings almost every sentient creature has at some point. preventing themselves committing rash actions that would bring ruin upon their whole race. a wise Meargh is likely to wonder what Daemons he has been communing with. Tzeentch worms its way into the dreams of Meargh. This is not to say they are perfect in their behaviour . Solkan. Slaanesh makes use of these facts in its attempts to woo the Fimir. Nobles. Nurgle: Nurgle is seen as a gigantic bloated worm slithering through the ground. Tzeentch tries to further its unfathomable aims.

In the eyes of outsiders this possibility is over-shadowed by the Daemonic nature of much of Fimir magic. by the need to sacrifice the living to perform certain rituals successfully and by the traditional way in which Meargh teach their apprentices. However. a reminder of their race's origins in the Waterland and a source of comfort and protection. This places a responsibility on the Meargh and Dirach to live up to the expectations of Maris and Fimúl and be worthy of their gifts. Solkan and his Daemons invariably acknowledge the older and deeper grievance of the Fimir themselves over any other. Meargh and Dirach consider their abilities to be gifts from their race's parents. giving the Meargh the flexibility and understanding of the other races' magicians. the Daemonic heritage of the Fimir allows them summon many Daemons without the usual attendant risks. few cast spells casually. Fimúl. but innate and instinctive natural abilities. The Dirach believe that without the blessing of Fimúl they would not possess their innate. Most of the time this means that magic should be used wisely to protect the Fimir. although neither Maris nor Fimúl displays any sign of Wrath. but it also permits socialising with Daemons. it is believed the spells and wisdom taught by every Meargh to her apprentice were once taught to the first Meargh by Maris herself. On the one hand. In the final analysis. By Human and Elven standards. both show considerable restraint in their use of magic. Mother's Magic The magical tradition of the Fimir is simultaneously divided and united. but the Fimir believe what they believe and they remain powerful wielders of magic. At the same time. In this sense at least. the true source of Fimir magic is uncertain. Furthermore. An 66 . Rightly or wrongly. earth and water. privately or during clan events. the magical abilities of the Dirach are not spells in the traditional sense. These twisted creatures point to the fact that when they turn to Chaos they retain their abilities. they insist their magical power flows from their race's parents. unless someone has a genuinely personal reason for desiring retribution against the Fimir. Both are protected from Tzeentch's Curse by the constant love of Maris and Fimúl. instinctive spellcasting abilities. a tradition Maris expected to be continued. On the other hand. originating from the Daemonic nature of their race's father. the spells and rituals used by the Meargh have come down a traditional route of magical tuition. Fimir magic perhaps has more in common with the Divine Magic of other races whose clerics are granted their magic by the grace of their gods. Although members of both castes summon Daemons at least monthly for social and religious purposes. Since the Fimir believe that Maris and Fimúl are free of the taint of Chaos. Similarly. as a way of maintaining links with Fimir heritage and developing greater understanding of Fimir nature. The spells and wisdom of Maris have been handed down from Meargh to apprentice for thousands of years. However. Dirach and Meargh accept this and understand the concepts of Dark and Colour magic and the socalled Winds of Magic. but they do not believe the magic they perform stems from this source. it is possible for Meargh to learn new tricks. they still believe it is a gift from their parents. Although this received knowledge has left little room for new discoveries and truly original thought. believed to be an ancient gift from Maris.However. The only Fimir to dispute this assessment are those few Dirach and even fewer Meargh who turn to Chaos. the Dirach are limited in their ability. a divine source goes some way to explaining why the magical abilities of the Dirach and Meargh are different from those of other races (and from each other) and so symbolically tied to aspects of Fimir nature and heritage such as Daemons. arguing that if the parents were displeased with them then surely they would be stripped of their power. but whilst they believe that their magic is Dark and Chaotic. Human and Elven Wizards speak of magic as a force that flows into the world from some foreign realm of Chaos and which is inherently dangerous. Dirach and Meargh share the natural ability to produce a magical mist. they also believe their magic is similarly untainted. this makes Fimir magic look like Dark Magic and not like Divine Magic. Despite the magical power of the Meargh and Dirach.

:' stammered the Prince. I'LL EAT YOUR LIVER IF HHHE ISSSN'T FFFOUND!!" "Mmmothhher. He was no more than a spectator as his body scrambled out of the mine.I did hh hear thhhere wasss a tiny IllittileHhhuman villlage about thhhree daysss away.and perhaps a fire.. and a tapering head with a single eye. A rocky hummock appeared through the fog. three-toed feet.. "I'LL JAM HHHISSS TAIL DOWN HHHISSS THHHROAT TILL IT COMESSS OUT AT THHHE OTHHHER END AND THHHEN I'LL GRAB IT AND PULL HHHIM INSSSIDE OUT!!" "We'll asset out afffter hhhim immediateIlly. Something moved close beside him as he entered the chamber. In the light of his fallen and guttering torch. but at least the mine would give him shelter . what a fog!" Johann Sumpfer peered through the gloom. The bronze-shod staff hit the floor with a harsh crack where his head had been. He wouldn't get home tonight. the lower castes have a superstitious awe of magic (with the exception of some Fimir Nobles) in spite of it being a normal part of their everyday lives. It hit the wall with a moist crunch. He turned too late -pain flared as ribs snapped. and slithered down to the floor.." Mother Skattach turned to continue her furious pacing. pushed his boat out into the lake. "Taal's beard." Bryz continued nervously. I don't have to be here when it happens. The rest was a blur. Only if a threat or problem can really only be overcome with magic do Meargh or Dirach resort to their powers. Reminded of his presence. EFFOOLLLI" Bryz narrowed his eye in thought.. a thick tail. and very afraid. Unconsciousness beckoned as the massive stooping figure loped towards him.. he had never seen fog like this. Sumpfer glimpsed strong. Mother Skattach turned on him... if he could salvage a couple of pit-props without bringing the place down on his head. but they know the Dirach and Meargh have the power to command certain forces that protect the Fimir race and allow it to commune with its Daemonic cousins. ". "Thhhere's nothhhing thhhat way for daysss.Hhhe went off sssouth-eassst.. Groping hands found the torch.. bleat and grizzle. to frighten him into obedience. He had never seen Mother Skattach in such a rage before . A blend of hiss.more than ten miles away from the village. he had never seen anyone plot to kill her before. and he knew that the passage opened into a broad.. His body screamed with pain as he rolled. and there was a hissing scream as he thrust it upwards towards the Fimir's face. VERMIN? WHHHY AREN'T YOU OUT SSSEARCHHHING FOR THHHAT TRAITOR? BY BALOR'SSS KILLING EYE. and Sumpfer groaned as he realised that he was at the old mine . just close my eyes and fall into darkness. Lighting a torch." Bryz faltered.Fimir in the old mine. The light was fading fast. the marshy shoreline gave way to crags. ". He was about half-way down the passage when he heard the cries. In a lifetime on the marshes. he had to admit. Somewhere in the mine was something very young. Sumpfer picked his way down the minehead. As he rowed. but the bulk of the building work is undertaken by the Shearl... For their part. Daemons are not summoned just to see off a handful of wanderers lost in the marsh. "WHHHATTT ARE YOU DOING SSSTILLL HHHERE. Whhhat wasss it canted now.they would all have been headless by now. he had to warn them! "WHERE ISS HHHE?!! I WANT THHAT BACKSSSTABBER EFFOUNDI! I'LL CUT HHHISSS LIVER OUT AND HAVE IT IN A SSSTEW WITH HHHISS EYE FOR A GARNISHHH!!" Bryz of the Fianna Firmn swallowed hard and tried to look briskly efficient and suitably respectful at the same time. but their meaning was clear. He and his friends had played dares in here as children.. discreetly sidestepping a marsh rat that the Meargh had hurled in her rage.. OR HHHE WOULDN'T GO THHHAT WAY. what it is or where it comes from. he kept telling himself ." "THHHERE MUSSST BE SSSOMETHING. and his back grazed the low ceiling as he was hurled across the chamber.earth elemental may be called to create a Meargh's tower in a new settlement. The lower castes do not pretend to understand how magic works. a whispering voice said in his brain. and Bryz hopped to avoid her lashing tail. Kammendun?" 67 . and clambered aboard.. He had to warn the village. they weren't Human. Bator be thanked it wasn't bladed like his own .on the other hand. The fact that the lower castes appear to have been less blessed by the Mother and the Father in this regard only adds to the respect and fear they have for the Dirach and the Meargh and reinforces the caste boundaries. "We know whhhich way hhhe went. It reminded him of the Fimir stories his mother used to tell him as a child. low working chamber after a few dozen paces.

There they lived for a long time and soon became the places where the fimir felt the most at home in. There might be a few small fimir holds in a few places in the Old World but there have been no reports of those. The lands were mostly unpopulated and there were small tribes of humans here and there which allowed the fimir to attack and destroy a whole tribe without the fear of retaliation. There they lived for a long time. probably it was the doings of a demonologist. sending out one Meargh with her troops at a time. A Fima daemon escaped into the world. What exactly happened is unclear but it seems to have been a disease or perhaps some work of chaos that totally decimated the fimir ranks and caused their growing civilization to completely fall. The fimir are being encountered more often than ever and they seem to be spreading further and further inland after having mostly kept themselves to the coastal areas. The fimir were spawned many millennia ago when a daemon known as Balor walked the earth and procreated with a human woman. Today they have taken a firm hold of many locations in the Old World and seem to have considerable forces and seemingly impenetrable fortresses. The centuries passed and the fimir population grew but at the same time the humans were also growing and these two soon started to fight over land and resources. they also started to cover themselves up in fog. By chance or perhaps by some devious plan set in motion by the Balor. But before that one Meargh had gained a vision from the Balor. Many went with her but many also stayed behind. Then it proceeded by teaching them various things about the ways of magic. 68 . The fimir that left their homes took up residence on an island off the western or northern coast of the Old World. The Marshes of the Old World were infested with fimir and even though the human campaign against them was doing well they still were at the pinnacle of their power when disaster struck. In the last millennia or so they have been slowly returning to the Old World. the fimir survived into adulthood and managed to spawn other fimir. Some myths tell of creatures that could possibly be passed for a fimir but they are vague to say the least. After killing its summoner it managed to seek out the fimir which still were all together as one group. the marshlands. This resulted in them slowly adapting to the foggy environment and at the same time becoming sensitive to bright light. there are many holes and speculations in it. How they managed to survive there without human women is a mystery. At that time the fimir did not have their magical abilities or their affinity and dependence to fog but at some point that all changed. The spell casting powers helped the fimir to survive and they started to slowly spread through the lands. After the daemon returned to the Warp the fimir continued to learn more about magic and as the humans were now hunting them. Being outnumbered by far the fimir withdrew to the more unsavoury places of the earth. telling her to lead her kindred out of the Old World.FIMIR HISTORY Here follows the rough history of the fimir but as there is very little known of this species. the first fimir. waiting the time when they would return. One of the first of those was a female. spreading to the marshlands of the mainland. the first Meargh. The Balor was banished back to the Warp but his offspring was born. If not all then at least most of those staying behind were struck dead.

Fimir fog appears. Most dates are approximations made from various vague texts. First expedition sent by Graf Boris Todbringer into the Schadensumpf to try to root out fimir. Middle Mountains settled. if not all. Fimir sightings start to become quite frequent. begins ten-year campaign to rid Reik marshes of Fimir. Marius. First Meargh queen born. -850 -830 2143 2200 2281 -100 2432 -20 2492 -6 69 . Fimir sighted for the first time near the Bretonnian city of Mousillon. -1250 -1228 -1000 Birth of the fimir firstborn. Start to migrate to the Old World -5 Most. But there are numbers which I am pretty sure are correct and those are written in bold. Josef Zellerman is lone survivor. 2490 -10 The fimir are led away from the Old World by a Meargh after she receives a vision from Balor. 1500 again. Lone fimir slain along an orc war band he was part of. The fimir migrate to a new area and split up for the first time. Fimir have spread out to many diffeerent places in the Old World. Fimir war party spotted not very far from Talabheim. Second Meargh queen born. Village of Blaudorf attacked and destroyed by fimir. first king of Jutonsryk. All dates are in the IC timescale. Fima daemon escapes into the world and teaches the fimir their magic. fimir that were left in the Old World have perished Mirror Moors settled.Fimir migrate to Albion. 1550 -900 1950 .FIMIR TIMELINE Following is a timeline of various major events in fimir history. A Meargh queen slain by Sigmar. probably located somewhere in nowadays Talabecland. 1300 The fimir race withdraws into a maarsh. Meargh births numerous.

Nurgle was disappointed in his performance. The Horned Rat. The Horned Rat shaved his Skaven with finesse. the two gods had nothing in particular to do. Nurgle bunged up all but two openings with dirty old rags. had less success with his rusty blade. And that. and the real Skaven forced them out of the Skavenhold.s mucky palm remained hairless for the rest of their days. the gods set their hourglass and began shaving. Nurgle. In time. Nurgle. its single razor edge made of thousands of incisors pulled from the jaws of the greatest Skaven heroes and warriors to have passed beyond. my little ratlings. He immediately had another suggestion for a different game to play. up into the world of men. they spent years together sorting and sifting through the flotsam and jetsam of the world. learning from every failure. the Skaven who had been shaved by Nurgle were in a sorry state. The Horned Rat thought this an excellent idea. As the gods wandered off.s sickly touch infected them through their wounds and changed them in many ways: their skins changed colour. worms and any Elves they could find. and he was soon in the lead.Skaven’s A Skaven s Tale The Horned Rat and the Great Lord of Chaos Nurgle have always been the best of friends. They worked together on creating wonderful new diseases and afflictions for the Skaven to carry through their tunnels to every known land. despite his immense enthusiasm. The Skaven shaved by the Horned Rat shivered a little.s sword slid neatly along tail and under armpit. He lopped off ears. this time involving rotten old vegetables. but the Lord of Decay has always been a good sport and was not bitter about it. the shaved Skaven picked themselves up and dusted off the furry shavings. the Horned Rat won. more of a contest really: to see which of them could shave the most Skaven in an hour. barely leaving hint of a nick or shaving rash. However. Nurgle wielded a short. During the Time of Chaos. but the sun was bright and they were not too cold as they hurried off to unblock the openings to their Skavenhold. With the dazed Skaven in a huge heap between them. blunt and rusty knife. as he always does in the end. and were on the point of becoming bored when Nurgle suggested a game. earless and with only one eye left each.s shaven stopped being Skaven altogether. laughing and smiling at each success. is how the Fimir came into being. Of course. Whilst the hair grew back on the Skaven shaved by the Horned Rat. Nurgle with gusto. and the Horned Rat put his mouth to one opening and blew hard until all the Skaven rolled and tumbled down the passages and popped out the remaining hole. its handle bound round and round with greasy string. Bleeding. One day. mutilated tail-ends and made such a mess of turning each Skaven head that he always gouged out one eyeball. piling up Skaven nude as they the day they popped from the womb. Nurgle. 70 . those held in Nurgle. trying to outdo one another with the interesting titbits they found lurking in its cracks. they fled from the sun. very stupid. The Horned Rat was armed with his mighty sword. scared and confused. and the pair went straightaway to the nearest Skavenhold. their bellies became swollen and they all became very.

71 .

which they loath. heroes. don't they?Maybe those women they capture lay them unnatural like. the Fimir player may place one extra swamp terrain feature (no larger than 6" in diameter) anywhere on his half of the table. This extra attack is resolved after all other attacks in the combat have been made. so in turn 3 a 3+ is needed. maybe to a wizard or one of them scholars or even to a pit fighter trainer. This is normally in combination with the army list on pages ??-?? to create a force that can be used in a one-off game in Warhammer. This weird mist is generated by the Fimir themselves in order to screen them from the sunlight. Rumoured to be part Human and part Daemon. only the name of the rule is given in this section. Cold Blooded: Fimir roll 3D6 for all Leadership tests and discard the highest dice. protect themselves from the sun’s blinding rays and the sight of the Dark Gods. Anyways. Any Fimir warband ranging far from its lair will be shrouded in such an enchanted mist. If the mist disappears. craggy piles of rock.BESTIARY In this section you will find information and rules for all of the different warriors. fens and desolate moorlands. creatures and war machines in the Fimir army. but before any units are deployed. Each entry includes the models profile and special rules. and these are explained in the individual Bestiary entries that follow. The fearful Fimm raiders are the scourge of human settlements along the coasts or the fenland margins. To save space and repetition. At the end of the section are some special characters – famous Fimir that you can field in your army. the following rule applies to most units in this Bestiary. the Fimir haunt bogs. Their strongholds are forbidding. Refer to the special rules section of Warhammer for the full details of how the rule works. turn 4 a 4+ is needed and so forth. On a 2+. 72 . They come forth seeking human captives for whom a foul and hideous fate awaits and disappear back into the marshes. At the start of the Fimir player’s turn 2. An'you know what I reckon? I reckon they 're Fimir eggs! No. all Fimir units will be subject to Stupidity for the rest of the game. the roll needed to sustain the mist is increased by 1. Swamp Dwellers: After the roll for choosing table sides. right. the mist still lies thick over the battlefield. Special Rules Many troop types have special rules to reflect their unique nature and abilities. an' lizards lay eggs. crudely built in the semblance of a Human castle and constantly wreathed in mist. Trapper From the Mist: Fimir travel within a dense mist to conceal their bestial nature. Similarly. As long as the mist is present. both of which may well use the information in this section without recourse to the Fimir army list. where a model has a special rule that is explained in the Warhammer rulebook. or run a series of games in a campaign. Tail Attack: A Fimir with the Tail Attack rule with have an extra Attack at its given Strength. or maybe they 'vegot some Fimir women hidden up somewhere. 1 took 'em from this huge nest an I’ve kept 'em warm an' when they hatch I reckon I can sell the hatchlings. enemy ranged attacks targeting a Fimir unit suffer a -1 to Hit modifier and the Fimir units can force any unit declaring a charge against them to re-roll its charge distance. This mist is being generated from the Meargh and Dirachs of the army before the battle starts. However. see. At the start of each subsequent Fimir turn. really! They re lizards. Josef Unalheim. On the following pages are the complete rules for the models in the Fimir army. I did. roll a D6. players can also design scenarios with specific forces involved. Found them in the marsh. and as such is detailed here: I've got these eggs.

with Flaithmor taking their own retinues to join other clans or go alone. as each Meargh seeks to found a new clan. The lower front halves of their dresses are stained with dried blood. when provoked or forced abroad by great need. dark green or blue-black in colour. the Meargh can generate poisonous mist clouds to protect herself and summon mighty daemons to do the strongholds bidding. Yet. If a Meargh is growing elderly she may tolerate a single female child to be raised as a successor. They have smooth. They usually have horns. M WS BS S T W I A Ld 4 3 1 4 4 3 3 1 9 Meargh Special Rules: Cold-Blooded. perhaps because of a shortage of Elf settlements in the north of the Old World. 73 . A powerful. Known as "Witch-Hags". Witch-hags wear long. Fimir without a Meargh. Should another Meargh be born into a clan (an event that occurs once every 100 years or so). taking a proportion of the old clan with her. The Meargh live for millennia. Meargh are revered female Fimir who rule the Fimir clans. a result of their monthly sacrificial rituals. do not survive long. Since they are so rare. and preoccupied with the running of the clan. When a Meargh’s successor comes of age she may choose to pledge allegiance to her ‘mother’. ancient wizard. they have hair. This is the only time one will ever witness the concept of sacrifice from a Fimm. Their skin is the same dark olive of the Fimm Nobles and due to great age is often wrinkled and blotchy (young Meargh may be blotch and wrinkle-free). and would gladly sacrifice their lives to protect her. a Meargh carries a staff and a large sacrificial dagger. usually lank and greasy. even Dirach. In fact. unless slain or consumed by their own spellcasting. Fimir clans never have more than a single Meargh. Meargh are usually shorter and skinnier than the other castes. weaving spells among the winds of magic as though they themselves directed the flow. or she may take a detachment from the settlement to form an offshoot clan elsewhere. they are the only female Fimir. in which case she remains in an advisory role until the death of the Meargh. the old Meargh must either die or kill the newborn female. though these are smaller than those of the Dirach. Female Fimir children are extremely rare. Swamp Strider Protect our Leader!: Any unit joined by a Meargh is Stubborn for as long as she is alive and with the unit. and those that are born are usually killed to prevent a rival to the Meargh’s supremacy from rising. They are powerful wizards. Unlike male Fimir. and even the mighty bellows of Fimm Nobles are softened to mere whispers when directed to the Meargh of even a rival clan. If a Meargh dies without a successor the clan will split. No true-blood Fimir would willingly allow physical harm to ever come to any Meargh. sleeveless dresses ornamented in the same fashion as the Dirach. Like the Dirach. perhaps because the Meargh are jealous of power and do not wish to have to contend for supremacy. It is rumoured that elven women are more likely to conceive and carry Meargh but. and it is rare for human women to give birth to these creatures. the unit will be subject to Hatred for the rest of the game. this remains a Fimir myth. the clan is split asunder. they are a terrible foe. who are always present if the Fimir are defending their stronghold. and maybe they do. In some cases.MEARGH Fimm Meargh are the unchallenged leaders of Fimir clans. unadorned tails. saturated with the raw magic of chaos and passing on the knowledge first received from the Old Ones to each subsequent generation. Meargh do not often venture out of their stony settlements. Scaly Skin (6+). If the Meargh is killed.

these Daemon friends are a useful ally. He can ask for one of the following things: • He can ask the Daemon to carry him through the skies. The Dirach are most frequently the individuals directing Fimir raids to acquire captives for breeding or sacrifice. These are sometimes carved into ornate shapes. When large raiding parties go into the outside world it is usual for them to be accompanied by a Dirach. they tower above their smaller cousins and regard the human tribesmen with disdain. bits of bog iron. the Dirach are most frequently seen among Fimir raiding parties. the Daemon can also fight for his friend Dirach. They traditionally carry a staff and a large sacrificial dagger. same as the mutant scum. then. They have smooth. Wastelander Trapper Each settlement may have a few Dirach. we'll damn well sort them ourselves! Don't credit them with any special powers. Once per battle. They also dress in long. Dirach never wear armour. Not all Dirach belong to such a coven. by the Gods. The magicians have somewhat narrower heads than the other castes and have two or more horns growing from the sides or top of the head. they tend to keep themselves apart from the politics of the Fimir. without their firm grip on the clan the Fimm would probably doom themselves to extinction. • When the need is most dire. 74 . This turn. Small ornaments and trinkets such as snail or sea shells. old bones. Even among the Fimir they are regarded with fear. Marius and his tribe sorted them once. sleeveless cloaks. often in prolonged trances. water. giving him a Movement value of 20” for one turn. would they really live out in sodden. unadorned tails and their skin is dark yellow. same as the Orcs. This task is usually carried out with the assistance of a coven of Druí. the Dirach can ask his Daemon friend for aid. Not only does this assure the raiders of strong magical support. that's all just peasant superstition. many are occupied in the day-to-day running of the clan. Dirach occupy high positions in the clan. moon. preferring to focus on the more important issue of the survival of the Fimir race. One or more Dirach may be assigned the responsibility of watching over the spiritual wellbeing of the clan. that's all. carved oak pieces. They're just monsters. Their spellcasting second only to the Meargh’s among Fimir they shape the very weather of the marshes to aid their foul cause. but some wear decorative torques around their arms or necks. As strong as they are powerful in magic. to who they go if they are in need of council or just to amuse themselves with riddles or other word games. Some Dirach wear cowls through which their horns project.DIRACH Known to the human tribes as ‘Demon-Fiends’. same as the ratmen. and if they ever cause trouble again. Ugly bastard monsters. but the presence of these beings is usually enough to keep the devious Fimm in line. blood and rock. Dirach wear loincloths or kilt-like affairs and sleeveless shirts. Come on. stinking mudholes? Ruud Hiservook. M WS BS S T W I A Ld 4 3 2 4 4 2 3 2 8 Dirach Special Rules: Cold-Blooded. The Dirach gains D6 S5 attacks for this turn. advising and assisting the Meargh. • The Daemon can give the Dirach amazing magical powers for a short moment. Swamp Strider Daemon Friend: All Dirach have a special bond with an individual Daemon with who they hold long conversations about the origin of the Fimir race. spending much of their lives in close consultation with the Meargh. If the Dirach goes to war. by offering appropriate sacrifices and divining by the five traditional lores of stars. think about it: if they really did have any power worth having. Scaly Skin (6+). small animal skulls and feathers are tied or sewn to their clothes. often decorated with patterns similar to the Fimir tattoos. any double rolled for casting one spell will counts as an Irrestiable Force.

Swamp Daemons or Nuckelavee. the casting value is increased to 18+. Summon Daemons Cast on 7+ The wizard draws upon the power of their Daemonic bonds. Daemonic Possession is an augment spell with a range of 18”. The target may add +D6 models to their unit in the Case of Swamp Daemons or Moor Hounds. The result is the range of all units affected by the fog. Place a marker within 24” of the caster and roll the Artillery dice. the casting value is increased to 14+. twisting snakes of burst forth from the ground to attack the Fimir's enemies. If a misfire is rolled. The target causes Fear. the casting value is increased to 16+. The target unit moves at half speed and cannot march. The ground beneath the enemies’ feet becomes wet and boggy. the casting value is increased to 11+. they all enemy attacks targeted at them will suffer a -2 penalty to their to Hit rolls. covering them from the vision of the foe. If he does so. summoning more Daemon allies to do their bidding. The caster can choose to increase the range of this spell to 36”. The caster can choose to target all friendly units within 12”. Daemonic Possession Cast on 12+ The sorcerer invokes the daemon that lies within every Fimir. infused with magic and supernaturally resilient. 75 . contaminating nearby water sources and turn them into quagmires disgusting fungus. If he does so. Fog of Death is a direct damage spell. The caster can choose to increase the range of this spell to 48”. or D3 in the case of Nuckelavee. the casting value is increased to 10+. If he does so. If he does so. The target is immediately subject to the From the Mist rule. Fog of Death Cast on 9+ A mysterious mist of writhing. they counts as charging and have the Always Strikes First rule the first round of combat. It may be cast on either units of Moor Hounds. and enemies attacking the Fimir in close combat suffer -1 to Hit as well. Unseen Lurker Cast on 11+ The Fimir take advantage of the fog that surrounds them to approach their enemies in silence. If you roll the same spell twice. Remains in play. If this move takes them into contact with an enemy. The caster can choose to increase the range of the spell to multiply the result of the Artillery dice by 4. the caster’s unit takes 2D6 Strength 2 hits instead. The Eye of Balor Cast on 15+ Red beams of burning light emits from the caster’s eye. The target may immediately move 8” forward. and they begin to sink. If the target is already subject to this rule. destroying everything is in his field of vision. you may choose which spell you want instead. The Fimirs under the influence of this spell become fearsome. The caster can choose to increase the power of the spell to cause 2D6 hits. suddenly striking from nowhere. Quagmire Cast on 8+ Swamps near extend with the help of the sorcerer. Swirling Mists is an augment spell with a range of 12”. the casting value is increased to 25+. roll a D6 and consult the table below.FIMIR MAGIC To randomly generate a spell from Fimir Magic. Summon Daemons is an augment spell with a range of 24”. If he does so. If he does so. the casting value is increased to 15+. If he does so. multiplying the result by 2. The caster can choose to summon twice the normal number of Daemon . Unseen Lurker is an augment spell with a range of 18”. One spell may be swapped for Swirling Mist. gains Magical Attacks and a 5+ Ward save until the start of the caster’s next Magic Phase. D6 1 2 3 4 5 6 Spell Summon Daemons Quagmire Fog of Death Unseen Lurker Daemonic Possession The Eye of Balor Difficulty 5+ 6+ 7+ 8+ 9+ 11+ Swirling Mists (Signature spell) Cast on 5+ The wizard creates a dense fog around his allies. Quagmire is a hex spell with a range of 24”. The caster can choose to increase the range of this spell to 36”. All units within 18” of the caster and in his front arc takes D6 Strength 5 hits. All enemy units within the Fog take 2D6 Strength 2 hits. The Eye of Balor is a direct damage spell.

Armour. but movement and in-fighting between Septs is common and the retinue of a Warlord may grow or shrink in number as fickle allegiances are made and crumble. The Fimm Nobles often wear helmets. also wear long cloaks. Armour is usually made of bronze. regardless of sub-caste. the Fimm Fianna. M WS BS S T W I A Ld 4 6 2 5 5 3 5 4 9 4 5 2 4 5 2 4 3 8 The highest ranking (strongest) member of the Noble caste usually leads the Fimir army in the field. fastened at the shoulders with gold broaches. Tail Attack (S5) What are the Fimir? Don't ask me. Scaly Skin (5+). Shearl blacksmiths construct all armour. The Fimm Nobles. whether it iss a battle to hold back the enemy from approaching the Fimir stronghold or in a raid seeking victims for the Meargh's foul sorceries. like a seemingly asleep dog in the corner who'll take a good bite out of your ankle if you get too close. especially those of Albion. I don't know. set with gems. but that of a Fimm Noble is part of a larger piece of armour that wraps around and protects the sides. although not all will have undertaken a rite of passage and earned a belly-shield. or a dark olive green. or subdivision of the clan. On the outskirts and on the fringes.FIMM NOBLES All Fimm. That old fellow who is always by the fire in the tavern 76 . sometimes with horns – this infuriates many Dirach who see it as an infringement of the caste differences or even outright mockery of their own horns. Sometimes this Sept is marked out at birth by parentage. Their skin is either a dark buff or brown colour. Powerful and utterly evil they often lead the strongholds armies against their foes. The bellyshield fo the Fimm Warrior or Fianna Fimm is just a rounded shield. There is no formal election process. they are accompanied by their retainers. In smaller skirmishes they will often lead the fimm warbands against the enemy. These powerful Fimir often have bladed tails and are skilled warriors. The nobles of the Fimm caste are usually selected on the basis of might in combat but the most cunning Fimm are able to work their way up to Warlord by devious cunning and backstabbing. Fimm use heavy axes or maces when fighting and Fimm nobles often go into combat with one in each hand. is covered with elaborate designs. Fimir of the Noble caste usually lead small raiding parties or units of Fimm Warriors. either they are all children on the Warlord or they are children of other members of the Sept. Swamp Strider. In most cases. the individuals the Fimm are willing to obey merely subdue opposition or are usurped. as iron and steel tend to rust in a the damp environment of the marsh (bellyshields are always made of bronze). may wear armour. Fimm Warlords are almost unstoppable in combat and seek to utterly crush their opponents. The Nobles have tails with rows of bony spikes and a sharp cleaver-like blade at the end. Finmors are lesser Fimir lords who aspire to be given the honour of leading their own raiding parties. The Fimm Warlord is the overall battlefield commander of the whole Fimir force though in reality he probably answers to the Meargh. Fimm Warlord Fimm Finmor Special Rules: Cold-Blooded. The largest and strongest Fimir nobles are the Fimm Warlords. Warlord denotes ‘Fist of the clan’ and each is in charge of a Sept. Huge. The lesser Fimm leaders each control an aspect of the stronghold and act as captains in its armies. especially the bellyshield. What I do know is they've always been there. These are often garnets since they are the colour of Human blood.

Their skin is buff coloured. This is about the only way a Shearl can ever find himself of value to those of higher caste so apprenticeships are much sought after and only the most naturally talented are permitted to become craftsmen. One-eyed Peter. and only count on weight of numbers to absorb casualties before being crushed underfoot by the monsters in front or behind. allowing the Fimm to draw close to the enemy undetected. Typical employment for the Shearl is in the form of household staff and retainers. Shearl usually wear little more than coarse loincloths or kilts woven from fibrour marsh plants or cloth and clothes stolen from other races. Long-tailed Jack Caught us all up and put us in a sack Tied us by our ankles. unpleasant. bit off our toes Drowned us in the marsh where nobody goes Children's skipping rhyme. M WS BS S T W I A Ld 4 3 2 3 4 1 2 1 6 4 3 2 3 4 1 2 1 6 Shearl Shearl Finn Special Rules: Cold-Blooded. clothing and utensils possessed by the Fimir are skilfully forged in their workshops. blunt-ended tails. These are the smallest of the Fimir. When the Fimir go to battle they are usually accompanied by a Shearl baggage train and some may be drafted in to fight. armour. but they cover themselves with ragged cloaks or blankets in the depths of winter. but some are skilled craftsmen and almost all weaponry. they do so to forage and hunt small prey for food. Shearl are naturally cowardly. cooks. They are the weakest and most numerous of the Fimir. cleaners. performing the menial. the product of centuries of oppression at the hands of greater Fimir. if any. with variations throughout the Old World 77 . Shearl are not allowed to wear armour and may only carry clubs or spears. they are primarily servants and laborers rather than skilled warriors. Their purpose is to soak enemy ammunition and take the charges of enemy cavalry. everyday tasks such as cooking. Swamp Strider Dregs: Shearls never cause Panic to friendly units other than other units of Shearl. porters for example.SHEARL Shearl are the lowest caste in Fimir society. Cowardly and weak they are looked down on by their brethren. The Shearl are the servant caste of Fimir society. Scaly Skin (6+). making clothing and armour and fetching and carrying for their masters. They have little. Members of this lowest caste of Fimir are typically shorter and less heavy than the Fimm and have completely smooth heads and tails. and unrewarding as they get. not that they do not venture out. Physically smaller and weaker than their cousins they are born into a life of servitude. Shearl have short. although some may be allowed maces if they have distinguished themselves in some way. and typically have shorter maws and longer foreheads than their cousins. little more than human sized. These artisans are also the only Shearl permitted to reproduce. Shearl are rarely seen outside the fortresses of the Fimir. They are smaller in stature than the Warrior castes and generally perish with the sundering of the clan. The life of an Albion slave is as short. jewellery. carrying out menial tasks for those of nobler birth. Their lives are not highly prized but large units are a useful distraction. Even though the Shearl are true-blood Fimir. and so the positions are highly coveted. but they are careful never to be seen. The bulk of every Fimir army and raiding party is made up of lesser caste mutant half-breeds and slaves pressed into service. chance of survival. ensuring only the highest quality.

deception and backstabbing. These are the majority of warrior Fimir. Fimm Warrior castes are at the forefront of Fimir raids and the defence of their strongholds. perhaps! I forced myself to my feet in hope. often drawn along lines of common parentage. The Fimm are regarded the ‘normal’ pattern for Fimir. I called again. M WS BS S T W I A Ld 4 4 2 4 4 1 2 1 7 4 4 2 4 4 1 2 1 7 I had been struggling across the moors for many hours. trying to catch the sound again. but the last foot of their tail is lined with rows of bony knobs. I knelt there for I know not how long. Finally. cunning. having long since lost the path in the wet and dismal fog. Within the Fimm there is a hierarchy. It is possible. almost choking on the thickening. The fog. the Fimm are powerful warriors with tails ending in large bone clubs. the mist soaked through to my skin and I shivered. if unlikely. Swamp Strider. Someone answered. Their form is said to be unchanged from the earliest days of the race and the majority born are of this caste.FIMM WARRIORS Less numerous than the Shearl. It is the Fimm who make the most frequent raids. Members of this sub-caste have a smooth head. or they may have elected to join him after he beat a rival in combat or by subterfuge. I thought I heard something: a sound. a high-pitched voice. Possibly all a noble’s retinue may have been fathered by him. Fimm warriors are led by Finn Fian and are organised into the service of a specific noble. Gradually. But then. not having the strength to move. my teeth chattering with the cold. dim shapes began to form. and usually form the bulk of a Fimir force. without the feudal core of Fimm society the race would be long extinct. Scaly Skin (6+). tainted mist. Fimm Warriors Finn Fian Special Rules: Cold-Blooded. Tail Attack (S4) 78 . a splash of feet coming through the gloom. the Fimm who oversee their Shearl and human slaves and the Fimm who propagate the species. Their skin is buff coloured. Septs are governed by a Flaithmor and are grouped together in clans ruled by a Meargh. with ascension through the ranks usually gained by brute strength. Some are magically possessed by daemons summoned by the Dirachs to increase their strength and skill.They are the lowest level of the warrior caste. sinking into the icy sodden moss. They live to fight and can tear a man apart. shapes like men. Then. I knew that these were not men and I began to scream. but I could not tell from what direction it came or what was said. I could go no further and I dropped heavily to my knees. Men. The sound of voices became slowly louder. accompanied by the sounds of feet splashing in the boggy earth. the warrior class. weakening with the cold. at which point the warrior’s clubbed tail begins to sprout horns as part of a hormonal process similar to the colour change on a silverback gorilla. one-eyed monsters that Men recon as true Fimir. The Fimm forms the backbone of all Fimir broods and are the hulking. for a Fimm warrior to rise to a position of Noble. and at the very end there is a bony mace-like structure. as they emerged from the mist. looking wildly around me. I thought. band together into groups known as Septs. but still incomprehensible to me. The sodden ground sucked at my feet. Those at the bottom. I cried out.

They lead bands of Fianna into battle and seek out the largest opponents to destroy and consume. and they take enormous pride in their handiwork. or Sept. curved blades have a ferocious reputation for being able to cleave stone. defending the structures at all costs should they come under threat. Fianna Fimm have tails which end in maces or clubs. except they are the size of an Ogre. or that of a Flaithmor with wealth or power to offer. Tall as a troll and easily as strong they are prized as defenders of Fimir settlements. hand-picked. Like Fimm Warriors. The Fianna are normally marked out by their ceremonial armour. a Fianna lord is a match for any opponent. Places in the ranks of the Fianna Fimm are often awarded on the outcome of a duel or contest and many of the Fianna continue to bear the ‘Haakskarl’ or ‘Trial Sword’. in reality they are subservient to the Nobles. The Mistmor are most frequently used to build the Fimir settlements. to govern. it is unlikely anyone would notice. Awarded the same status in Fimir society as a Noble. They hold their warriors in an iron grip and can be relied on by the Stronghold to smash the enemy line. Mistmor are rare and highly prized. and their skin is light olive green colour. sometimes as a result of some great deed but most frequently by displaying prowess at the Haakskikaah. They smash into the enemy and cleave them apart with their axes. as their main weapon in combat. hewing and stacking rock to form the stony fortresses. These long. The largest of the Fimir are the Mistmor. an annual contest held to commemorate the breaking of the crystal at Khulaine. bone and the thickest of armour. raised from birth not to question authority lest they should decide to use their physical prowess to gain power. The mightiest of the Fianna. they are regarded as having no retinue. Normally Fianna will only leave the fortress if their clan is threatened but they are sometimes sent abroad to accompany a Dirach on a mission of importance or as support for Fimm on a particularly difficult raid.FIANA FIMM The Fianna are a breed of Fimm warriors. the Flaithmor and Mistmor live to fight. while lashing out with tails that can crush a fully armored knight. Their size and strength are equalled by their mindless obedience. sometimes at birth. with which they won their station. these commands are meant to come direct from a Dirach or the Meargh herself and so in theory the Flaiths are to pass on orders only. Mistmor denotes ‘Life of the clan’. The Fianna are the elite of the Fimm warriors. Fianna Fimm Warriors are the more powerful of the Warrior castes and elevated to the ranks of retainers for the Noble caste. Scaly Skin (5+). Although the Fimir caste system’s emphasis on prowess places the Mistmor as a higher caste than the Fimm. more for ornamentation than protection since the Fimir shun such signs of weakness. Larger than an ogre. The reality is that Fimir clans are such a hotbed of intrigue and deceit that should a Flaith command his troops to carry out orders on his own behalf. almost identical to their brothers. Fianna nobles often sport large cleaver tail blades and wiled giant cleavers in their muscular arms. It is this possessive attitude which makes them such fearless guardians. M WS BS S T W I A Ld 6 4 2 4 5 3 2 3 7 6 4 2 4 5 3 2 4 7 6 5 2 5 6 4 3 4 7 6 6 2 5 6 5 4 5 8 Fiana Fimm Fimm Fiarach Fimm Flaithmor Fimm Mistmor Special Rules: Cold-Blooded. Tail Attack (S5) 79 . Fianna are removed from their ancestral Sept and form a separate group which serves as bodyguard to the clan’s Dirach and Meargh. Swamp Strider. Fear. Although in practice the ranks of the Fianna are theirs to command.

Fimir wouldn't be seen dead leading them. Cruel. Boglar Sludgesucker Fellow Verenans and Noble scholars. with lower jaw and teeth attached. Derwinists who think that Humans and Goblins are next of kin. a large tribe of Boglars in the Marshes in Madness have been rumoured to be in alliance with strange. never been proven. I beg your pardon.the Temple of Verena has kindly allowed me to bring this exceptionally rare specimen to assist in my demonstration. fish and other amphibious or reptilian critters. Any Boglar unit that has been upgraded to Toad-Gnoblars and spends at least part of its turn in a water feature may add +D6 models to its unit at the end of that turn. Years ago there was much debate among scholars about the mythical Toad-Gnoblars. Now. Although Boglars normally seem to affiliate only with other Boglars. I supposeyou're one of those. Boglars look like any other Gnoblar though their skin is a greenish-grey and they have beady yellow eyes. They live in the sea don't they? Yes. And here. Gnoblars and Goblins. of course. However. Boglars are a breed of Gnoblars that live in marshes.. we have a skull of a Fimir . Such bizarre theories have. break or flee through a friendly unit. confirms previous suggestions that the Fimir are a race of marsh-dwelling reptiles. Swamp Strider Beneath Contempt: Units of Boglars do not cause Panic tests when they are destroyed. especially as Orca are fish. I believe. M WS BS S T W I A Ld 4 2 3 2 3 1 3 1 5 4 2 3 2 3 1 3 2 5 Special Rules: Skirmishers. Now. Yet several breeds of Gnoblars have been described with similar wondrous and mythical abilities to that of the Toad-Gnoblar. This. My detailed studies of both live and dead specimens of the reptilian crocodilians of the Lustrian rivers have led me to an astounding conclusion. Ha! Preposterous nonsense. I return from Lustria with an extraordinary insight into matters far closer to home. so kindly shut up. cyclopean creatures. dissecting them with broken sticks and eating them alive.' And I still don't see the relevance of Orca to my crocodilian skull.. Waterbirth: Toad-Gnoblars have a peculiar ability to multiply when immersed in water. intimidating them into battle with threats. I bring before you a skull of one such crocodilian. compare the crocodilian teeth with the Fimir teeth and what do we see? Both skulls have sharp peg-like teeth with gaps between them. bogs and swamps. Sir? Orca? I'm sorry I don't see the relevance. The Fimir use Boglars as cannon fodder. They spend much of their time catching frogs. Boglars are extremely sensitive to sunlight and bright light in general. whilst the Fimir skull is lacking its lower jaw. evil and cowardly they trap small fish and animals for food and torture.BOGLARS Also known as Marsh-Gnoblars or Swamp Goblins. creatures said to multiply in number at the mere touch of water. only emerging from their swampy lairs at dusk. nor has a Toad-Gnoblar ever been actually seen (or at least correctly identified). I am familiar with the laughable monographs of Claus Derwin. Don't you wave your crutch at me! No! My crocodilian skull! How fights start in the meeting rooms of the Great Library in Marienburg 80 . and so Fimir characters may not join units of Boglars. we can still see the teeth in the upper jaw.

which form a significant part of that region's folklore. Smiling at that terrible pun. Ward Save (5+) 81 . Suddenly. Then. the air was split with a sudden scornful laugh from the Meargh.MOOR HOUNDS There are countless tales of massive black-haired hounds stalking the moors in search of prey. the Chaotics halted.the Moor Hounds enter the village and attempts to subdue the dogs so they do not bark and alert people when the Fimir enter the From high in the dense foliage of the tree where I'd hidden myself I watched the iron-clad knights of Khorne advance heavily towards the Meargh and her assembled clan. Their drumming was silenced. He raised his sword high. Instead. These hounds are sometimes called Moor Hounds. silence. not with the frenzied madness I had come to expect from these bastards. Magical Attacks. Her laugh was joined by the laughter of her clan. a torrent of humiliating abuse. terrorising livestock and lonely travellers alike. From the midst of the horde strode forth their leader. the air stilled. In contrast. Moor Hounds are one of the most common Daemons summoned by the Fimir. I swear she looked up at me in my hidingplace and in near perfect Reikspiel cried. Unstable. The Moor Hounds may lead the dogs away from the village or even turn them against the villagers when the Fimir attack. M WS BS S T W I A Ld 7 4 0 3 3 1 3 1 6 7 4 0 3 3 1 3 2 6 Moor Hound Fenhowler Special Rules: Fear. At least some stories are based on the Daemonic hounds summoned by Fimir as trackers or as allies in battle. village. Unbreakable. 'Mud for the Mud God!" Then her clan hurled itself at its enemy. and screamed in the language of the Empire. The Fimir of the eastern fenland of Albion are especially fond of these devil dogs. they beat their weapons slowly and menacingly against their shields as they went. almost sullen. Fast Cavalry. they advanced slowly. 'Blood for the Blood God!" Before he could bring down his sword to signal the attack. Our enemy. I decided to join my cousins and began my descent. a surprisingly Human figure even when encased in a shell of black armour whose joints glowed the red of the furnace. Surprisingly. They are commonly used when raiding villages that have dogs . Moor Hounds are about the size of large War Dogs and with coats of coarse and spiky hair or sometimes smooth black velvety fur. Resembling huge black dogs with fungus and swamp plants growing in their fur. the Fimir and their Daemons watched in total. Swamp Strider. they strike fear into the hearts of travellers foolish enough to cross them.

barely seen till they strike. Such entities are not summoned casually. The faces of Swamp Daemons are dragon-like with wide mouths full of razor-sharp teeth. with a skin that constantly seems to be dripping with mud and slime. Unstable. You never know when you'll have to bluff some stupid Humans. Ward Save (5+) Swamp Lurkers: Swamp Deamons may deploy hidden in any swampy terrain feature as Scouts. stepdaughter: what are the principle powers of the five Sea Lords? Rank them in order of might and tell me which of their ichors is most beneficial to the healing arts and which smell the most fragrant. then summon and ask the Daemons that you do know of. Meargh: Tell me. Swamp Daemons are roughly human-sized. a strange three-eyed head with a large mouth set with razor sharp teeth. They are longtime servants and allies of the Fimir. Magical Attacks. Scaly Skin (5+). about the same size as a Dwarf. you know you haven't taught me of the Sea Lards yet. but also do not hinder enemies from marching. but only when the Fimir genuinely need attitional support. Swamp Daemons stalk through the waters. More importantly: learn to lie! Make it up! Creativity and improvisation are your two most powerful allies. they cannot be targeted by any attack. even if they are within 10” of an enemy unit. 82 . Swamp Daemons are often used to guard the borders of the swamps where Fimir reside. Swamp Daemons have very broad and muscular bodies. Their torso is covered in scales with hands that end in sharp claws. the Fimir seem to resemble them alot. They are vaguely humanoid-shaped. A sudden churning of the waters marks their attack and the sight of this drives men to madness and fear. Apprentice Meargh: *sigh* Mother. either because the enemy is too numerous or powerful or the Fimir too few. They'll never know the difference if you're imaginative and interesting enough. In fact. Their nature uncertain. with heavily muscled legs. olive or dark brown and thick skin that is spiked all over and a long tail. M WS BS S T W I A Ld 4 4 0 3 4 1 3 2 7 4 4 0 3 4 1 3 3 7 Swamp Daemon Rotfiend Special Rules: Fear.SWAMP DAEMONS It is not unusual to find Daemons among Fimir war and raiding parties. Daemons come in many forms. Meargh: Ach! You foolish child! Haven't I taught you plenty about other Daemons? If you want to learn about the Sea Lords. Swamp Strider. You've been promising to for the last three blinks of Fimúl's eye. Until they choose to emerge (which they can do at the start of their Movement phase or if an enemy unit passes through them. in which case they counts as charging). long arms and short legs both set with a row of sharp claws. Summoned by the dirachs from the marshy wastes where the fimir live. Unbreakable. Mudlings are smaller.

'Phoenix Feathers andFirey Goblets: The Theoretical Principles and Practical Uses of Spell Ingredients 83 . but the little we do know is of use to us. let us start from the proposition that the Fimir do exist and that it is possible to obtain body parts.MARSH REAVERS Marsh Reaver is the name the Fimir give to their cavalry. as I have outlined in earlier lectures. The reasons for this are obvious since the beasts give the Fimir some much needed speed to their troops. The ferocity of the creature. we should apply the Taws of Sympathy and Contagion and the Doctrine of Signatures. From here. Tail Attack (S5) Breeding with Human women? Stuff and nonsense! Nothing more than the tawdry gossip of the filthy minded! Fimir kidnap Human women because their flesh tastes better than that of other races' womenfolk Nothing more. one must consider the practicalities. Some Fimm Warriors go to war on the backs of Bog Beasts. Scaly Skin (5+). and many of the disappearances blamed on them could be attributed to treacherous marshland paths. as Fimir remains have a remarkable tendency to vanish before any reliable scholar can examine them. no I haven't personally seen them. but I have excellent contacts who have. Their dreadful reputation for the abduction of women might be subverted to support spells of protection that only defend women against harm. What do we know of the Fimir? Sadly. daemonic servant creatures from the deep places of Albion that carry their Fimir masters into battle on their backs. The Marsh Reaver acts like shock troops. remarkably little. Swamp Strider. Slippery Ground and even Stand Still if the caster envisions a victim of the latter as being mired in muddy ground. Indeed. I have heard recently of charlatans selling Fimir finger' necklace charms to female travellers to ward off attacks from Fimir. and who have described them to me fully. That said. Several of you have asked about possible uses of the Fimir. which should be obvious to all who 've seen them! Well. Fear. bandits and goblins. Poisoned Attacks (Bog Beast only). so parts of the Fimir anatomy might be useful in casting standard Battle Magic spells such as Mystic Mist. running down anyone who stands in their way and letting their mounts feasts of the flesh of the fallen. The Fimir are associated with marshes and with mist. with its great talons and massive shark-like teeth. M WS BS S T W I A Ld 4 4 2 4 4 3 2 1 7 4 4 2 4 4 3 2 2 7 7 4 2 5 5 3 2 3 7 Marsh Reaver Blood Reaver Bog Beast Special Rules: Cold-Blooded. as spell ingredients and alchemical recipes. makes the Bog Beast a formidable cavalry mount. bandits or even aggressively amorous men! From a series of lectures by Harald Topfer at the Wizards' and Alchemists' Guild in Middenheim. Much of the evidence for the existence of the Fimir is anecdotal. so there is a question mark over their very existence. nothing less. or parts thereof. you have nothing that might be used to support a spell. This is supported by the apparent lack of physical evidence. This latter point is of key importance: if you have no physical piece of Fimir. Fimir are bog-dwellers who spawn in the manner of frogs and toads. As for their breeding. The impressive single white eye attributed to the Fimir could be of use in spells involving vision. based on his work. The only Fimir artefact I am aware of that holds any provenance is the incomplete skull that may be seen in the Temple of Verena in Marienburg. Firstly.

The Fomorians are immensely strong and stupid. M WS BS S T W I A Ld 6 3 0 5 5 4 2 3 6 6 3 0 5 5 4 2 4 6 Too late the witch-hunter noticed the circle her captive had drawn in the mud with its clawed toe. Beneath the island is a honeycomb of semi-submerged tunnels and caverns spread out beneath Albion. and because it has a grievance far older and nobler than yours. These Fomorian mutants have survived the rigors of Fimir clan living. The weak are tyrannised and enslaved by the strong in the various petty chiefdoms of the Fomorians. Horrified. The Formorians live in a brutal and unenlightened society built on unadulterated principles of survival of the fittest. marshes. Fomorians occupy the centre of Albion’s continental landmass. Stupidity 84 . Some Fomorians can be convinced to fight with the Fimir. the ends of the cut links shining brightly. and their relative intelligence (as compared only to the largest and thickest of their kind) and great strength means they will be pressed into service whenever possible." Fomorian Formor Special Rules: Ambushers. "That one. Now the hunter cowered before the Daemon. Stumbling to its Fimir nodded to the Daemon before it ran off into the swiftly gathering fog. you may not have. When they are not on the warpath raiding the settlements of other races. The Daemon stepped forward and with a pass of its hand the chains that bound the Fimir devil fell aside. others have no smell. and those that are not any use as slaves are eaten by the warriors. or caves that lead to underground rivers. Large warts and other growths are scattered across their bodies. but otherwise cannot defend themselves or interact with intelligent races in any way. particularly around lakes. Formorians are usually slaughtering one another. such that they can barely throw rocks or amble about when prodded. a man-shaped being composed almost entirely of shining silver daggers of all shapes and si^es arranged like the scales of afish. Fomorians are usually found in caves. but this relationship usually ends as soon as the Fomorians got what they needed – which is mostly a fresh meal. she could see that Solkan's symbolwas carved upon each and every ra^or-edged blade. Most common deformations include misplaced limbs. damn it?" "Because it called me. misshapen limbs. where they act as highways for the Fomorians Using this network the Fomorians can attack anywhere that there is a substantial inland watercourse. body parts too big or too small." said the Daemon. which are covered with the remains of their last meal. "But why. hunchbacked. Foolishly she had ignored the muttered ramblings of her captive and misinterpreted its gestures as pleas for mercy. misplaced facial features. There is no single odor associated with fomorians. some smell strongly due to overactive sweat glands. drooping flesh. bulging body parts. because they do not generally talk to anyone. huge snout.FOMORIANS Fomorians are hideously ugly and deformed ogrelike creatures that dwell in caves beanth the ground. It is not certain what misformed these monsters. Fear. large feet on short legs. flapping ears.

Unbreakable.FENBEASTS Fenbeasts are magical constructs. and stilt they know we're coming. How?" A small weaselly shape leapt out from behind a rock. Fenbeasts are not living creatures in any true sense and. Rise now. Stupidity." "Well. should the need arise. Such is the durability of the Fenbeast that the only thing preventing its widespread use by wizards and sorcerers is the immense magical energy needed to create one out of the living earth and keep it functioning. Swamp Strider. It was over quickly. "Dinner's ready. Get the troops assembled. "What in the wastes are you doing here? You're supposed to be keeping an eye on the Ogres. do not feel pain and have no concept of fear." The Ogre grinned.dinner's here earlier than expected. Fast! The damn Fimir will be here any time now. employing mystic mists. The sands turned red and the surf grew bloody. Leechloam: During any turn in which the Lore of Life is used. so try to behave like one and stop leaping around like a demented Gnome jester. "Utric's fangs!" Otto Frankfurter smashed his fist onto the rock beside him. are your boys ready? Your . And get it they did. They is. Otto's eyes glanced heavenwards." For a moment. all Fenbeasts in this unit gain +1 Strength. And you're supposed to be a Wizard. Shapes could be seen within it large shapes." "Ah. The mist swirled as the Fimm warriors tore into them. the Ogres are alright. Away from a site of magical power. Regeneration. There's work to be done. as such. but not in the sense they expected. hiding our advance. Fear. which didn't look like Ogres.erni . go and fetch Gruklak. a Fenbeast will last scant minutes before consuming all the eldritch energy and crumbling to mud and rotten ruin once again. The mercenaries drew their weapons and rushed forward. formed from the mud and detritus of the marches and animated by the mystic arts. They are incredibly strong. Lifebloom Silt: The Fenbeast's Regeneration ability is increased to 3+. reforming its sodden flesh around the wound and even regrowing limbs. "How did they know? We travel only at night. So hardy is a Fenbeast that is can withstand the strike from a cannonball. Fly-Infested Rotweed: All attacks targeted against the Fenbeast are at -1 to Hit. 85 ." The mist continued its advance. "Bowl of soup. They were having a drink when I left. Slim. lads. I command thee. for Fenbeasts draw their power from the ground beneath their shambling feet. "Ahee Demons. mist demons! They is coming. From the living marsh I bind thee. Otto gave the signal to attack. diplaying teeth like weathered tombstones. "Gruklak. M WS BS S T W I A Ld 5 3 0 5 5 4 1 3 8 "From the black quagmire I summon thee. They had come this far for the fabled loot of the Fimir and now they would get it." Otto turned to address the leader of the Ogre mercenaries. Unstable Born of Bloodmarsh: The Fenbeast has the Frenzy rule. over them and through them." he rumbled." Part of Spell of Summoning Fenbeast Special Rules Always Strikes Last.

with those that aren’t left slaughtered in gory tableaus being infected with mortasheen and inevitably passing it on to their owners. fleshless amalgams of man and horse. these bloody fey know when harm has befallen their home or its denizens. especially those tamed and kept by the objects of their anger. and ways one might banish a Nuckelavee should they come face to face. Such tales often include proscriptions for avoiding the bloody riders’ wrath. Thus it is supposed that most Nuckelavees form and develop among the enigmatic mists of that alien realm. but repay the pain. Unbreakable. Unstable. Nuckelavees have no interest in or apparent love for terrestrial beasts. Despite the monsters’ obsession with defending natural waterways and the life therein. The appearance of most proves a complete mystery and grim surprise. M WS BS S T W I A Ld 8 4 0 4 4 1 4 2 8 8 4 0 4 4 1 4 3 8 Nuckelavee Bog Knight Special Rules: Fear. Regardless of what sparks a Nuckelavee’s wrath. their interest seems to end at the shoreline. Once they emerge from their refuges beneath cool waves or rivers. Ward Save (5+) 86 . Possessing a supernatural relationship with the waterways in which they reside. blaming them for all manner of hardships. Swamp Strider. Druids and priests of nature deities also supposedly possess the power to calm a Nuckelavee’s fury and convince it to return to the sea—though typically only after it has dealt with those guiltiest of whatever offense roused it. When a Nuckelavee first furiously emerges from the water. overfishing or kelp harvesting. Only once blood and tears have quenched the fires of a Nuckelavee’s rage does it willingly return to the water. local remedies for afflictions bestowed by the avengers. or vials of sanctified seawater. folktales tell of talismans to carry or prayers to recite to convince a Nuckelavee that one is a friend—or. Horses. and the majority of their kind dwell in areas of pristine nature where rifts to the First World are known or likely. these monstrous avengers embody every wound and wickedness suffered by the wilds. and other livestock often prove the first casualties of a Nuckelavee’s rampage. Such talismans typically take the form of seaweed garlands. passing on to Golarion for their own inscrutable reasons. typically emerging from seas and lakes to smite those who abuse nature or harm innocents— depending on the storyteller’s point of view. it gallops forth not just to correct the offense. All Nuckelavees are infected with mortasheen. a highly infectious wasting disease capable of wiping out the populations of whole islands. In most cases. once one of these avengers’ ire is garnered.NUCKELAVEE Among the cruellest and most monstrous of the Daemons summoned by the Fimir. cattle. though. though the residents of many lake towns and those who live in lush river countries often warn of these deadly water monsters. nothing short of the creature’s destruction can compel a Nuckelavee to return to its rest without taking a life. The tales of many lands tell of Nuckelavees. or even less egregious offenses. their bodies loosing trails of gore and the pounds of their webbed hooves beating an inescapable threnody for all who earn their ire. Fast Cavalry. innocent of wrongdoing. only destruction satisfies their merciless crusades. Nuckelavees ride forth from black waters to wreak bloody vengeance upon those who despoil nature despoilers. either that of their victims or their own. at least. Horrifying. Magical Attacks. horsehair soaked in brine. like the construction of dams or waterwheels. Nuckelavees have no capacity to reproduce. Often the damage proves obvious—the dumping of wastes or toxic runoff. The majority of such tales arise from coastal and island communities. often carrying with it some grisly trophy of its vengeance.

The stone of the tower appears black in colour. There is cloud in the night sky. Mag Slecht. who because of the ambition of their leader and the malice of Crom were cursed by Anu. There is a tower. then one Fir Bolg is created in its place. They are relentless in battle. Namely that by providing him with blood sacrifices he will lead them to victory over the humans and dominion over the Land of the Ever Living. Swamp Strider. others must bind themselves to skeletons from the graves and battlefields of Albion. enduring the horror of exile on the Isle of Wights until their chance comes to join a raid on Albion. Some have preserved their ancient flesh by feeding on the living. but this blackness seems to be the black of old encrusted blood. reminiscent of a half-closed eye. Details of the painting The Lady of the Marsh' by an unknown Bretonnian artist When the Fir Bolg march to war they are a terrible and awesome sight. Rotting trees sway in the wind. where they can finally be at peace. but stars and a half moon. Unstable Join us…: If a Fir Bolg slays a model with only 1 wound on its starting profile. At the centre of their campaign against Albion though is Crom’s great lie. but those accursed perfected the black art of necromancy and have spread the horror of living death to any other creatures or folk they deem useful to their war effort. This terrible punishment has warped and maddened the Fir Bolg. Fir Bolg can raise the dead from the battlefield. The Fir Bolg cannot help who and what they are – the firstborn race of the Goddess’s children. and know neither fear nor panic. set on wild.FIR BOLG The Fir Bolg are the dead hosts of Albion. M WS BS S T W I A Ld 4 3 2 4 4 1 2 1 6 4 3 2 4 4 1 2 2 6 Fir Bolg Crypt Keeper Special Rules Fear. Models created in this way are added to the Fir Bolg unit. The Victory points value of the unit is unaffected. tall and built of rough-hewn stone. This rule counts only for models that are killed in close combat. and the Fir Bolg can emerge. Perhaps even more terrifyingly. and their perceptions have been totally altered by interminable centuries in the darkness and pain of the Isle of Wights. The majority of the Fir Bolg resides in that dark. Saiber Frith. otherworld realm where they have been banished to by the Elves and other races of the living. are visible. They have no fear of destruction – skeletons are only temporary carriages. wet and unkempt ground. frighteningly close to the edge. Stood on top of the tower is an indistinct feminine figure in a loose grey-green dress flowing in the wind. The majority of the Fir Bolg people are these discorporated spirits. in order to once more walk the ground above. and they can pass through the gates of hell to assume temporary command of the skeleton of some long dead warrior. Magical Attacks. Variations appear in several Tarot decks that are popular with the more superstitious Bretonnian nobility. running down fleeing troops). the Isle of Wights. the Fir Bolg can bring more forces to bear in this way. to which sundry spiritual fragments have temporarily been bound. Even when the victory looks assured for the living. and the Bleakmoor are but some of the places where the dead haunt the land. that the living have never managed to rid of the Fir Bolg threat. 87 . They burn with the desire for revenge and they hate the living. there remain parts of Albion. In the past this was Anu’s curse on her firstborn race. doomed to eternally wander the land. However. and not for models killed in any other way (for example. Unbreakable. and are armed in the same manner as the unit. often featuring inhuman skeletal figures or Daemons.

Atop the great sanctum rests the diamond-chamber of the Great Eye of Balor.rock. Marius and his tribe sorted them once. Unstable. Magical Attacks. made from a combination of rotting wood and craggy. mobile alter. we'll damn well sort them ourselves! Don't credit them with any special powers. Ugly bastard monsters. They have been demonically changed by the Mearghs to destroy any foes and strike terror into the hearts of those who oppose them. that's all. it must pass a Leadership test on 3D6 (discarding the lowest dice roll) or suffer D6+1 hits with a Strength equal to the number rolled on the artillery dire. Wastelander Trapper Eye Ocolus Special Rules: Stubborn. Come on. On a number result. Daemonomaniacs have huge cleaver blades grafted to their hands and their giant tails lash about. This counts as a magical attack and no armour saves are allowed from wounds cause by the Gaze of the Great Eye attack. same as the mutant scum. The Great Eye is Always Watching: All friendly Fimir units within 12” of the Eye Ocolus may reroll failed Panic tests. Unbreakable. think about it: if they really did have any power worth having. Terror Gaze of the Great Eye: In each Fimir shooting phase. that's all just peasant superstition. Ward Save (5+) EYE OCULUS OF BALOR The Eye Oculus is a massive. then. the Eye has not opened and there is no effect this turn. Balor’s Gaze shines forth upon the enemies of the Fimir. the Great Eye may be opened and its evil gaze is directed upon a single enemy unit within 24”. If the target unit is within range. become immensely powerful. When opened. In the long ritual the Meargh performs. the Great Eye has opened and unleashed its terrible gaze upon 88 . But those that live. Choose an enemy unit within Line of Sight to the Eye Oculus and roll the artillery dice. pulled forth by two Fiana Warriors. same as the Orcs. The possessed Fimir grows to over 30 feet tall and may mutate to have one or both of its hands end in a long blade. Terror. stinking mudholes? Ruud Hiservook. burning them to a crisp in an instant. same as the ratmen.DAEMONOMANIAC Fimir Daemonomaniacs are the product of a powerful daemon being successfully bound within the body of a Fimir of the warrior caste. Swamp Strider. crushing whole files of troops. by the Gods. mud. If a misfire is rolled. it sometimes happens that the Fimir body cannot take so much magical energy and the warrior dies an excruciating death instead. M WS BS S T W I A Ld Daemonomanic 6 7 0 6 6 6 4 6 8 Special Rules: Large Target. and if they ever cause trouble again. They're just monsters. Tail Attack (S6). would they really live out in sodden. M WS BS S T W I A Ld 4 4 2 4 6 6 2 6 8 its foes.

. Ey's not fish neiver? Who said 'at? Oh. 'eysfish. and pair of tusks. liked it and stopped 'ere. some sort o' bloody professor? Oh. run from 'em. Eat seals. Sharp pegs wi' gaps 'tween 'em. Further tales tell of how athachs desecrate graveyards by exhuming graves and scattering the bones of the dead about. extending from its mouth like those of a ferocious beast. Eh? Whadyuh mean Orcas ent fish? Live in sea don't 'ey? Orcas. with gangs typically consisting of a group of siblings and full tribes consisting of parents and young. and terror to weaker creatures. legs an' all. and are likely only regarded as aberrations due to the distinctly unusual features of a gangly third arm. Terror Hurl Rocks: An Athach may hurl a rock in the Shooting phase provided it did not march or charge.. cruel and thuggish. Hurling rocks follows all the rules for Stone Throwers with the following exceptions: the maximum range a rock can be hurled is 18” and there is no minimum range. Mutant Orcas. Seen 'em. and Fimir are like Orcas. they prefer to attack by charging. 89 . Reckon 'ey just walked out one day. dripping with poison. displaying ingenuity beyond their normal capacity. I 'ave.. They are immensely strong. Its upper fangs are long. they will throw rocks. deafo! Not bloody greenskins! Tim big black an' white fish. Live young and milk. I seen Fimir. preferring to play with their prey for some time before indulging their vile and murderous natures. as if an athach in the throes of desecration and cruelty were prone to some form of divine inspiration. Not overly intelligent. An individual may be nearly any human color. When it comes to habits. The motivation behind these games seems to be sheer entertainment— some athachs are unusually creative in their antics. and it constantly drools a weakness-inducing poison. Reckon Fimir are fish like Orca. then we 're like Fimir? You sayin' I 'm a Fimir? Wha'yuh mean I 'av an amazing capacity for pseudo-logical extrapolation? Get this in the bollocks! How fights start in Marienburg taverns. If they cannot reach the enemy. an'seen 'em great Orcas.. A group of athachs is usually a family unit. Been at sea too. athachs are not a great deal different from the brutality and dumbness of other giants. It lives to bring misery. right. If a Misfire is rolled. into enemies and flailing at them indiscriminately. An'you know what? Tims got same teeth. warruhyou on about? Ang on. Tales tell of how athachs cut down orchards and ruin crops by night. ruin. and can easily bash any foe into a gory paste. but ent natural. Witches freely give themselves to the fen-dwellers in return for evil secrets and Daemonic companionship and it is said that women of the decaying noble houses of Bretonnia do the same. M WS BS S T W I A Ld 6 3 0 6 6 5 3 5 7 Athach Special Rules: Devastating Charge. They wear the hides of dead farm animals. though its arms are often a darker color or even grayish. Poisoned Attacks. depending on whether the odds are in their favour. leaving the ruins to be discovered by innocent villagers at the dawning of the following day. an' what are you. Impact Hits (D3). jewelry and webs of rope. At Great Library. Athachs thrive upon the fear of their victims. Athachs dislike other giants (and other monsters of their size) and either attack or flee from them. and sometimes tribal decorations of bones. If Orcas are like us. with a morning star in each of their three hands. Large Target.ATHACH An athach is a twisted kind of giant. What's 'Orcas' eh? Mammals? Wha'r'ey 'en? Like us? Orcas ent like us. the Athach takes 1 Wound.

Vaporize. Eye Tyrants are highly avaricious. All of the Eye Tyrant’s eyes are reddish in color. They've even been known to launch raids on frog farms and release all the frogs. The monsters hate them and attack frog hunters whenever they spot them. No. All right. Unbreakable.that's just my little joke . Draw a 12” line out From the Eye Tyrant in any direction. On top of the Eye Tyrant’s body is a ring of 10 smaller eyes. M WS BS S T W I A Ld 1 3 3 4 5 6 3 3 8 Eye Tyrant Special Rules: Hover.but there's something strange going on there. 90 . An Eye Tyrant has a great globular body covered in thick plates. ruins. and will often attack a small group of individuals in order to obtain whatever valuables they may have. or large cave complexes. Each different eye has its own distinct beam. Eye Tyrants believe they deserve to rule. The primary driving force behind a beholder's actions is one of greed. The flesh seen between the plates that armor the body is usually a light red or pinkish color. A gaping maw set with many small teeth splits this sphere. Magical Attacks. The Bog-Daemons are in league with frogs. Eye Tyrants can sometimes be found working with the Fimir. Each eye can create a beam of magical energy. while the body itself is a dark purple-black. the Eye Tyrant is not a stupid creature. above which is a single glaring eye. and each of these energy beams has a different effect. Terror. and will avoid any group that is obviously beyond its ability to handle. Eye Tyrants are rarely willing to serve other creatures or even be in the company of their own kind. A man could make good money supplying fresh frogs. so any creatures willing to risk being thralls to them can find a place at their side-albeit not a safe one. either believing themselves to be the one in charge. Death Gaze. especially wild frogs' legs. Eye Tyrants are able to generate a number of magical powers via their eyes. Fire Ray has a range of 24” and causes D6 Flaming Attacks Strength 4 hits. Some will enslave tribes of goblins and their ilk. because of the risk. or being bound to a Dirach or Meargh who might have summoned them. Ward Save (5+) Death Gaze: An Eye Tyrant may use of the following attacks in each Fimir shooting phase: Fire Ray. and are not adverse to supplementing their diet with larger prey (such as humans or orcs). Any unit that suffers 1 or more unsaved Wounds fro m this attack must take an immediate Panic test. You go to Bretonnia and ask the frog hunters what their greatest fear is and every one of them will tell you it's the bogmen. it's true. Any model that lies under this line suffers a single S5 hit. usually found in desolate regions. using the threat of their impressive magical powers to dominate a tribe and force its members to do the Eye Tyrant's bidding. absurd as it may sound. they may not be in league together . The affected unit must pass a Toughness test (using the lowest Toughness value in the unit if there are different values) or suffer D6 wounds with no armour saves allowed (distributed in the same way as hits from shooting attacks). They feed on small animals of all sorts. That's why frogs' legs are such an expensive delicacy in Bretonnia. Unstable. Choose a unit within 18” of the Eye Tyrant.EYE TYRANT Eye Tyrants are Daemonic solitary creatures. Of course.

causing D6 hits. believed by the Fimir to be in the service of Fimúl the Mud God. THE EYE OF DOOM It said by some that the Fimir worship a powerful god known as Balor. Treat this attack like the Gaze of Balor spell. Of course. Swinging them in wide arcs. he chops off the heads of his enemies without pausing. Unstable. Could ask the Fimir. Balor's eye is a terrible thing.so can speak to him directly. but there may be safer ways to waste one's time! Mist at noon. Balor can turn this ability on and off at will by blinking . Long before he lost his vigour. the old legends of the Bretonni tribe tell of a time when the western seas reached further inland giving rise to vast salt marshes. Magical Attacks. Balor is not a god.some Fimir believe Balor is most vulnerable at this point . Magic Items Axes of Balor Balor typically goes to war wielding two massive axes. Fimir legends claim Balor was once a Fimm Noble in a time long. Balor is believed to be a gigantic Fimir or humanoid Cyclops with an eye so large that six Fimir are needed to lift his enormous eyelid. theoretically a member of any caste could legitimately do so. 91 . heartbreak soon. Mindjou. mosdy involving the slaughter of coundess warriors of other races and his siring of many Fimir children. it does sound a bit similar to old Dobbe Arend's epic of thejutones. or BoneDaemons as they insist on calling them. especially the Fimm Nobles. all whom Balor gazes upon die. Meargh do not summon Balor just for the fun of it. Indeed. Terror. M WS BS S T W I A Ld 6 9 0 6 6 6 5 6 9 Balor Special Rules: Large Target. Hard to say which might be true. Balor volunteered for sacrifice and in doing so became a Daemon Prince at the will of Fimúl the Mud God. but it would be hard to prove as only Balor himself could say for sure. Balor's greatest power lies in his gleaming white eye. but he is a powerful Daemon Prince. Ward Save (5+) Eye of Doom: In the Shooting Phase. The Axes of Balor gives the wielder the Killing Blow ability. Whilst it does not really require six Fimir to open his eyelid and his eye doesn't automatically kill all it gazes upon. Some Fimir claim direct descent from Balor. Unbreakable. Balor may open his eye and gaze upon his Foes. but the beasts gradually vanish as the sea recedes and the land dries. or the Eye of Doom. His prowess in battle was extraordinary and the Fimm tell many confusing stories about his achievements. long before the birth of even the oldest living Meargh. When that eye is open.BALOR. This is only partly true. Only the most powerful Meargh can hope to summon Balor and six Fimir must be sacrificed at the climax. Paired hand weapon. it must be said that the Bretonnians have their share of encounters with the Fimir. only in cases of dire need (usually if her clan is facing an over-whelming enemy force) and only if there is enough time. and he's not very talkative. The legends have these marshes full of hideous monsters that are always attacking the Bretonni. Wastelander saying The alleged need for six Fimir to open Balor's eye probably stems from the requirements of the ritual that can summon him into the world. Apart from his immense size and physical strength. Either that or the land is cleansed by some noble knight or another. Marius and the Hell-mother. but one tells of his milking of Lisaart's poisonous fangs. I suppose. Understandably.

M WS BS S T W I A Ld 7 7 0 6 5 5 7 5 9 Lishaart Special Rules: Large Target. dragon-like head. Poisoned Attacks. precise and lethal attacks. Impressed by Balor's cunning. Ward Save (5+) Spit Acid: Lishaart can spit toxic acid from his poison glands once per battle. secrecy and battle. Depicted as a giant scaled serpent with a long. these Nobles and their Warriors can be more deadly than those who admire the unsubde and brutish qualities of Balor. Lisaart is a silent and deadly killer. though no Fimir knows where it presently resides. purifying the ground the disease god has contaminated. Balor milked Lisaart's poison fangs. Unbreakable. Lisaart is worshipped by those Fimm who value cunning and speed over brute force when it comes to battle. Terror. With the Daemon Prince subdued. Treat this as a Strength 5 Breath Attack with no armour saves allowed. if there ever was then it was lost long ago. Balor caught and bound a hundred giant water beetles (insects being the reptilian Daemon's bound them with to tempt and snare Lisaart. Fimm Nobles who seek to decorate their helmets and avoid the wrath of the Dirach often have Lisaart as a decorative crest instead of horns. However. capable of swift. and Fimir who have particular respect for this Daemon Prince often seek to learn Lisaart's skills of camouflage and hiding. The venom is said to have been gathered in a brass vessel and sealed with bees' wax. There is no ritual to summon Lisaart. Lisaart constandy worms through the marsh after Nurgle. the Fimir stories suggest that Lisaart can enter the real world at will in order to counteract activities of Nurgle and its minions when they directly threaten the Fimir. this powerful duality makes the brass vessel and its contents a legendary Fimir artefact. although the stories are unclear as to how it can both hurt and heal.LISAART. However. Fimir believe Lisaart's poison to be the most painful and fatal in the entire world. 92 . THE GREAT SERPENT Lisaart is another Daemon Prince who the Fimir revere as a god. Lisaart is also the Fimir god of healing and is often prayed to by Dirach and Meargh when creating herbal curatives or binding wounds. although not one in same league as Maris and Fimúl. if it ever truly existed in the first place. Tail Attack (S6). For this reason. Lisaart's role as healer and purifier means the venom is also believed to possess incredible curative powers. The most famous Fimir tale concerning Lisaart features Balor during his mortal days. The Fimir offer prayers and offerings (usually giant insects killed and thrown into marshy ground or estuaries) to Lisaart in order to secure good luck in matters of healing. The origin of Lisaart's ties to the Fimir is unknown even to the Meargh. Lisaart chose not to take revenge when finally released. Lisaart is said to be an opponent of Chaos in general and Nurgle in particular. especially Dirach who have become assassins and thieves in the service of their Meargh. Nevertheless. Magical Attacks. Unstable. but it is presumed the bond was originally formed through Fimúl. Cunning and secrecy are also elements of Lisaart's nature.

93 . hold back or threaten those different fronts no matter where they are. occasional semiworship. the Fimir have more experience of the terrible beasts known as bog octopuses than most other races. deadly flailing arms and armourpiercing beak . massive tentacles into the world to assault. However. rather than the normal D6. Many clans have competed for territory with one of them at some time or other and bog octopuses have become respected and occasionally dreaded adversaries. Sacrifices are also made to her when the Fimir are under pressure on multiple fronts. making all sorts of tempting offers. or the whole of Kroll with her terrible beak. The Shearl admire her nest building abilities. Kroll is a Daemon Prince worshipped at all levels of Fimir society. crushing troops by the dozens. Magical Attacks. bubbling rumble. When making her Stomp attacks. but only when partially submerged in water . Kroll is as comfortable in salt water as she is in fresh water and so is respected by coastal and inland Fimir alike. Kroll can thrust up to eight single. the Fimir have settled for acceptance of a tentaclewaving neighbour who is kept from moving too far by sacrifices of food (live animals or people). Ward Save (5+) Flailing Tentacles: Kroll’s tentacles sweep across and through enemy formations with ease. If the Fimir summon Kroll under such circumstances. Daemonic creature in their image. Unstable. she could also push her eggs inside an unfortunate victim. Some Fimir believe Kroll has always existed and that natural bog octopuses are her earthly children. rather than appearing in the material world as a single gigantic bog octopus. Unbreakable. M WS BS S T W I A Ld 5 6 0 5 6 6 5 8 9 As marsh and estuary dwellers. This lengthy experience of contact. have resulted in the formation of a gigantic. Kroll's tentacles can be subtle as well as violent. together with the respect and fear the octopuses inspire. Summoning Kroll involves a ritual requiring the sacrifice of one to nine living. especially the largest of their kind. Terror. The victims of these attacks are unlikely to realise just what it is they are really facing! Kroll is also called upon if the Fimir want to affect something or someone beyond their normal reach (a city. Kroll is rarely summoned. suggestions or instructions. able to coil around a sleeping victim's mouth before he wakes and screams. If she desired. she causes 2D6 hits. Kroll can speak. her watery whispers insinuating themselves into her target's dreams. Kroll Special Rules: Large Target. The Fimm are impressed by her raw strength.KROLL THE CONNIVING The Meargh and Dirach are equally impressed by the quiet intelligence and cunning of Kroll. intelligent creatures depending whether the Fimir want one or more tentacles. or even put objects into his pockets. In cases of especially powerful bog octopuses. or pilfer objects from his pockets. Poisoned Attacks.her voice is a terrible. for example). but always appealed to when the Fimm go to battle one of her earthly kin.the tradition of carrying two weapons by the Fimm Nobles stems from Kroll. she can also speak psychically.

94 .

and the system presented here.998 or 1. Unit Sizes: Each entry specifies the minimum size for each unit. Special Units and Rare Units. Although you won't generate the spells that your Wizards know until you start to play your game you do need to make a note in your army roster of which spell lore each of your Wizards will use. there are a few other rules that govern which units you can include in your army. together with their points cost. An army just isn't an army unless it has plenty of warriors in its ranks. not as intrinsically deadly as Lords. look up the relevant army list entry for the first troop type. you must select which spells they are at the time you pick your army.999 points. The General represents you — he issues the orders that lead to the moves. For example. LORDS You can spend up to 25% of your points on Lords. WIZARDS AND SPELL LORES Some Lords and Heroes are Wizards. Options: Each entry lists any available upgrades to the unit. shots. MINIMUM THREE UNITS An army must always include at least three units in addition to any Lords and Heroes. these are also given even if. as detailed under Characters and Troops. Special Rules: Many troops have special rules which are described in this section. Every army must have a General to lead it into battle. spells and attacks that your troops make.CHOOSING AN ARMY This army list enables you to turn your miniatures collection into an army ready for tabletop battle. Profiles: The characteristic profiles for the troops in each unit are given in the unit entry. for example. a Shearl costs just 3 points. 95 . individuals possessed of fearsome martial or magical might. units may also have a maximum size. The unit’s name is given and any limitations that apply are explained. With the points total agreed. Then select your next unit. In addition to the points. In some cases. they are optional. Heroes are lesser characters. players are limited as to how many of their points can be spent from any particular category. Core Units. This tells you the points cost to add to each unit of models to your army and any options or upgrades the unit may have. calculate its point and so on until you reach the agreed points total. Equipment: Each entry lists the standard weapons and armour for that unit type. will be something like 1. players need to pick their forces using the army list in the relevant Warhammer Armies hook. You can spend less and will probably find it impossible to use up every last point. As described in the Warhammer rulebook. THE GENERAL An army must always include at least one Lord or Hero to be its General. while a mighty Meargh costs 175 points! Both players choose armies to the same agreed points total. and have access to one or more spell lores. In a standard game. but still worth a score of ordinary warriors. CHOOSING AN ARMY Every miniature in the Warhammer range has a points cost that reflects how valuable it is on the battlefield. If you have a Wizard that is allowed to choose specific spells. UNIT CATEGORIES Each army list divides the forces available into several categories. The value of these items is included in the points value. Most ‘2000 point’ armies. To form your miniatures into an army. Lords are the most powerful characters in your army. HEROES You can spend up to 25% of your points on Heroes. as in many cases. Where several profiles are required. the army list is divided into four sections: Characters (including Lords and Heroes). ARMY LIST ENTRIES Each unit is represented by an entry in the army list.

you can include up to 6 duplicate Special choices and 4 duplicate Rare choices.000 points or more. Special units are invariably elite troops. If choosing an army of 3. mighty monsters. but often require a canny general to get the most from them. the iconic troops who make up the bulk of every warband and warhost. Some Core units do not count towards the minimum points you must spend on Core units (sometimes written as 'do not count towards the minimum number of Core units you must include' or variations thereof) or indeed the minimum number of units you must include in your army. with enough patronage. Note that this limit applies to the basic troop type and isn't dependent on the size of the unit or optional war gear. such units don't count towards any category. capable of anchoring a battleline of lesser warriors. This limit applies only to duplicate Special or Rare unit choices of the same type. Rare units are the most unusual warriors in your army. it is considered to be a 'grand' army. weird war machines and elite soldiers of unsurpassed skill. RARE UNITS You can spend up to 25% of your points on Rare units. ARMY SELECTION SUMMARY TABLE You must always include at least three noncharacter units. plus one Lord or Hero to be your General. SPECIAL UNITS You can spend up to 50% of your points on Special units.CORE UNITS You must spend a minimum of 25% of your points on Core units. Points Limit Up to 25% Up to 25% 25% or more Up to 50% Up to 25% Duplicate Choices No limit No limit No limit Up to 3 Up to 2 Lords Heroes Core Special Rare 96 . Two Units For One Choice Some units are listed as taking up a single choice. and up to 4 duplicate Rare choices. DUPLICATE CHOICES An army cannot contain more than 3 Special choices of the same type and 2 Rare choices of the same type. there is no maximum to the proportion of your points that you can spend on Core units. Core units are the heart of your army. In fact. not to the total number of Special and Rare units overall. Unlike other types of unit. just the points value of the army. As implied. this means that these two units count only as one choice. Rare units are often fantastically powerful. cash or muscle to get a larger supply of scarce units: up to 6 duplicate Special choices. To further represent the scarce nature of Special and Rare choices there is a limit on how many duplicates of each troop type you can include in your army. GRAND ARMY In a grand army. or performing great deeds in their own right.

THE GREAT SERPENT Profile Lishaart Equipment: • Poison fangs M WS BS S T W I A Ld 7 7 0 6 5 5 7 5 9 Special Rules: • Large Target • Magical Attacks • Poisoned Attacks • Spit Acid • Tail Attack (S6) • Terror • Unbreakable • Unstable • Ward Save (5+) 400 points Troop Type Monster (Special Character) KROLL THE CONNIVING Profile Kroll Equipment: • Tentacles and beak M WS BS S T W I A Ld 5 6 0 5 6 6 5 8 9 Special Rules: • Flailing Tentacles • Large Target • Magical Attacks • Poisoned Attacks • Terror • Unbreakable • Unstable • Ward Save (5+) 425 points Troop Type Monster (Special Character) 97 . THE EYE OF DOOM Profile Balor Equipment: • Axes of Balor • Heavy armour M WS BS S T W I A Ld 6 9 0 6 6 6 5 6 9 Special Rules: • Eye of Doom • Large Target • Magical Attacks • Terror • Unbreakable • Unstable • Ward Save (5+) 625 points Troop Type Monster (Special Character) LISHAART.LORDS BALOR.

..Additional hand weapon…………………….100 points 98 ..100 points FIMM MISTMOR Profile Fimm Mistmor Equipment: • Hand weapon • Light armour M WS BS S T W I A Ld 6 6 2 5 6 5 4 5 8 Special Rules: • Cold-Blooded • Fear • Scaly Skin (5+) • Swamp Strider • Tail Attack (S5) 220 points Troop Type Monstrous Infantry (Character) Options: • May be armed with one of the following: .Morning star………………………………….35 points • May take magic items worth up to a total of…..6 points . or the Lore of Death...Great weapon……………………………….100 points FIMM WARLORD Profile Fimm Warlord Equipment: • Hand weapon • Light armour M WS BS S T W I A Ld 4 6 2 5 5 3 5 4 9 Special Rules: • Cold-Blooded • Scaly Skin (5+) • Swamp Strider • Tail Attack (S5) 150 points Troop Type Infantry (Character) Options: • May be armed with one of the following: .LORDS MEARGH Profile Meargh Magic: A Meargh is a Level 3 Wizard. the Lore of Shadow...6 points • May take a shield…………………………………3 points • May upgrade light armour to heavy armour……. She can use Fimir Magic. M WS BS S T W I A Ld 4 3 1 4 4 3 3 1 9 Equipment: • Hand weapon Special Rules: • Cold-Blooded • Protect our Leader! • Scaly Skin (6+) • Swamp Strider 235 points Troop Type Infantry (Character) Options: • May be upgraded to a Level 4 Wizard………….6 points • May take magic items worth up to a total of….. the Lore of Beasts.12 points • May upgrade light armour to heavy armour……...3 points • May take magic items worth up to a total of….3 points .Additional hand weapon……………………..3 points .Great weapon……………………………….

2 points .Morning star………………………………….4 points • May take magic items worth up to a total of……50 points 99 . or the Lore of Death.HEROES DIRACH Profile Dirach Magic: A Dirach is a Level 1 Wizard.. but if he carries a Magic Standard.. M WS BS S T W I A Ld 4 3 2 4 4 2 3 2 8 Equipment: • Hand weapon Special Rules: • Cold-Blooded • Daemon Friend • Scaly Skin (6+) • Swamp Strider 120 points Troop Type Infantry (Character) Options: • May be upgraded to a Level 2 Wizard………….Additional hand weapon……………………..4 points .. He can use Fimir Magic.Great weapon………………………………. the Lore of Beasts... the Lore of Shadow.Great weapon………………………………. He may carry a Magic Standard (with no points limit).. he may not choose any other magic items.2 points • May take magic items worth up to a total of……50 points BATTLE STANDARD BEARER One Fimm Finmor may carry the battle standard for 25 points.4 points • May take a shield…………………………………2 points • May upgrade light armour to heavy armour……..8 points • May upgrade light armour to heavy armour…….2 points . FIMM FLAITHMOR Profile Fimm Flaithmor Equipment: • Hand weapon • Light armour M WS BS S T W I A Ld 6 5 2 5 6 4 3 4 7 Special Rules: • Cold-Blooded • Fear • Scaly Skin (5+) • Swamp Strider • Tail Attack (S5) 160 points Troop Type Monstrous Infantry (Character) Options: • May be armed with one of the following: ...Additional hand weapon…………………….35 points • May take magic items worth up to a total of……50 points FIMM FINMOR Profile Fimm Finmor Equipment: • Hand weapon • Light armour M WS BS S T W I A Ld 4 5 2 4 5 2 4 3 8 Special Rules: • Cold-Blooded • Scaly Skin (5+) • Swamp Strider • Tail Attack (S5) Troop Type Infantry (Character) 90 points Options: • May be armed with one of the following: ..

Additional hand weapons………………2 points per model • The entire unit may take shields……………... they're just more honest about it. The worst thing about them is that they're barely any different from us. an unknown woman believed to have escaped from the Fimir. I don't feel much better for being back amongst men.. It's not that they 're hideously ugly.. It's not that they worship Daemons...10 points • One Shearl may be upgraded to a musician….1 point per model . Everything bad they do has been done by one Human or another at some time.10 points • One Fimm Warrior may be upgraded to a standard bearer…………………………10 points .Additional hand weapons………………2 points per model • The entire unit may take shields……………..25 points • The entire unit may be armed with one of the following: . do what they have to do to survive and every one of them is at the mercy of those more powerful. A rare lucid outburst from 'Alice'. play and worship..10 points • One Shearl may be upgraded to a standard bearer……10 points • The entire unit may be armed with one of the following: .……..CORE UNITS FIMM WARRIORS Profile Fimm Warrior Fimm Fian Unit Size: 10+ Equipment: • Hand weapon • Light armour M WS BS S T W I A Ld 4 4 2 4 4 1 2 1 7 4 4 2 4 4 1 2 2 7 Special Rules: • Cold-Blooded • Scaly Skin (6+) • Swamp Strider • Tail Attack (S4) 12 points per model Troop Type Infantry Infantry Options: • One Fimm Warrior may be upgraded to a Fimm Fian.. They're no crueller than we are..1 point per model SHEARL Profile Shearl Shearl Finn Unit Size: 10+ Equipment: • Hand weapon M WS BS S T W I A Ld 4 3 2 3 4 1 2 1 6 4 3 2 3 4 1 2 2 6 Special Rules: • Cold-Blooded • Dregs • Scaly Skin (6+) • Swamp Strider 7 points per model Troop Type Infantry Infantry Options: • One Shearl may be upgraded to a Fimm Fian………...Spears…………………………….A standard bearer may carry a magic standard worth up to…………………….Morning stars……………………………1 point per model ... now cared for by the Clerics of Shallya 100 . purer form of our own evil..Morning stars……………………………1 point per model .. despise them and they haunt me every single bloody night! But believe me..10 points • One Fimm Warrior may be upgraded to a musician…. I loathe them.. They work..1 point per model Do you know what the worst thing about them is? It's not that they kill and steal and abuse. They're just a more concentrated.

. sometimes dropping onto all fours to taste the ground.. They loped along the marsh.. There were no ears on the sides of their heads and their three-fingered paws were clawed... Unit Size: 5+ Equipment: • Fangs and claws Special Rules: • Fear • Fast Cavalry • Magical Attacks • Swamp Strider • Unbreakable • Unstable • Ward Save (5+) Options: • One Moor Hound may be upgraded to a Fenhowler.. their high squealing voices.P... They were mostly smooth and leathery. Lieberwerk 101 .... their tails high and swaying...... with a single prodigious white eye. though they had bronzed bellies.10 points • The entire unit may be upgraded • to Toad-Gnoblars………………………….... while their heads were oval and drawn into a snout. Unit Size: 10+ Equipment: • Hand weapon • Throwing weapon Special Rules: • Beneath Contempt • Skirmishers • Swamp Striders • Water-Birth Options: • One Boglar may be upgraded to a Sludgesucker. by H. held all the dark shades of cruelty which their staring faces already suggested..2 points per model MOOR HOUNDS Profile Moor Hound Fenhowler M WS BS S T W I A Ld 7 4 0 3 3 1 3 1 6 7 4 0 3 3 1 3 1 6 12 points per model Troop Type Warbeast Warbeast Note: Moor Hounds do not count towards the minimum number of Core Units you need to include in your army. Their forms vaguely suggested the anthropoid.10 points “I think their predominant colour was a dark green. but their tails were ridged and spiny at the ends.” From The Shadow over Gasthaustmund'.CORE UNITS BOGLARS Profile Boglar Sludgesucker M WS BS S T W I A Ld 4 2 3 2 3 1 3 1 5 4 2 3 2 3 1 3 2 5 3 points per model Troop Type Infantry Infantry Note: Boglars do not count towards the minimum number of Core Units you need to include in your army.. gleaming malevolently.

.....10 points • One Fiana Fimm may be upgraded to a musician…....50 points • The entire unit may upgrade to wear heavy armour………………………….......5 pts per model 102 ............10 points per model ..............Great weapons………………………....SPECIAL UNITS FIANA FIMM Profile Fiana Fimm Fimm Fiarach Unit Size: 3+ Equipment: • Hand weapon • Heavy armour M WS BS S T W I A Ld 6 4 2 4 5 3 2 3 7 6 4 2 4 5 3 2 4 7 Special Rules: • Cold-Blooded • Fear • Scaly Skin (5+) • Swamp Strider • Tail Attack (S5) 60 points per model Troop Type Monstrous Infantry Monstrous Infantry Options: • One Fiana Fimm may be • upgraded to a Fimm Fiarach…………………………....Additional hand weapons………………5 points per model SWAMP DAEMONS Profile Swamp Daemon Rotfiend Unit Size: 10+ Equipment: • Claws and teeth M WS BS S T W I A Ld 4 4 0 3 4 1 3 2 7 4 4 0 3 4 1 3 2 7 Special Rules: • Fear • Magical Attacks • Scaly Skin (5+) • Swamp Lurker • Swamp Strider • Unbreakable • Unstable • Ward Save (5+) 15 points per model Troop Type Infantry Infantry Options: • One Swamp Daemon may be upgraded to a Rotfiend.10 points • One Marsh Reaver may be upgraded to a musician…....10 points • One Fiana Fimm may be upgraded to a standard bearer…………………………10 points .A standard bearer may carry a magic standard worth up to…………………….A standard bearer may carry a magic standard worth up to……………………..10 points MARSH REAVERS Profile Marsh Reaver Blood Reaver Bog Beast Unit Size: 3+ Equipment: • Hand weapon • Spear • Light armour • Shield M WS BS S T W I A 4 4 2 4 4 3 2 1 4 4 2 4 4 3 2 2 7 4 2 5 5 3 2 3 Special Rules: • Cold-Blooded • Fear • Poisoned Attacks • Scaly Skin (6+) • Swamp Strider • Tail Attack (S5) Ld 7 7 7 55 points per model Troop Type Monstrous Cavalry Monstrous Cavalry - Options: • One Marsh Reaver may be • upgraded to a Blood Reaver …………………………......50 points • The entire unit may be armed with one of the following: ...10 points • One Marsh Reaver may be upgraded to a standard bearer…………………………10 points ....

Profile Fomorian Formor Unit Size: 3+ Equipment: • Hand weapon M WS BS S T W I A Ld 6 3 0 5 5 4 2 3 6 6 3 0 5 5 4 2 3 6 Special Rules: • Ambushers • Fear • Stupidity

60 points per model
Troop Type Monstrous Infantry Monstrous Infantry

Options: • One Fomorian may be upgraded to a Formor...………10 points • The entire unit may be armed with one of the following: - Great weapons………………………...10 points per model - Additional hand weapons………………5 points per model

Profile Fenbeast Unit Size: 1-5 Equipment: • Fists M WS BS S T W I A Ld 5 3 0 5 5 4 1 3 8 Special Rules: • Always Strikes Last • Fear • Regeneration • Stupidity • Swamp Strider • Unbreakable • Unstable

65 points per model
Troop Type Monstrous Infantry

Options: • The entire unit may take one of the following: - Born of the Bloodmarsh………...10 points per model - Leeachloam……………………...10 points per model - Lifebloom Silt…………………...15 points per model - Fly-Infested Rotweed…………...15 points per model

Profile Nuckelavee Bog Knight Unit Size: 5+ Equipment: • Hand weapon M WS BS S T W I A Ld 8 4 0 4 4 1 4 2 8 8 4 0 4 4 1 4 3 8 Special Rules: • Fear • Fast Cavalry • Magical Attacks • Swamp Strider • Unbreakable • Unstable • Ward Save (5+)

26 points per model
Troop Type Warbeast Warbeast

Options: • One Nuckelavee may be upgraded to a Bog Knight.....................................10 points • The entire unit may be armed with one of the following: - Great weapons……………………3 points per model - Additional hand weapons………...2 points per model

Profile Fir Bolg Crypt Keeper Unit Size: 10-25 Equipment: • Hand weapon M WS BS S T W I A Ld 4 3 2 4 4 1 2 1 6 4 3 2 4 4 1 2 1 6 Special Rules: • Fear • Join us… • Magical Attacks • Swamp Strider • Unbreakable • Unstable

10 points per model
Troop Type Warbeast Warbeast

Options: • One Fir Bolg may be upgraded to a Crypt Keeper..................................10 points • The entire unit may be armed with great weapons.. …………….2 points per model • The entire unit may take shields………..1 point per model • The entire unit may wear light armour…1 point per model


Profile Daemonomanic Unit Size: 1 Equipment: • Hand weapon • Light armour M WS BS S T W I A Ld 6 7 0 6 6 6 4 6 8 Special Rules: • Large Target • Magical Attacks • Swamp Strider • Tail Attack (S6)

250 points per model
Troop Type Monster

• • • •

Terror Unbreakable Unstable Ward Save (5+)

Profile Eye Oculus Unit Size: 1 Equipment: • Hand weapon • Heavy armour M WS BS S T W I A Ld 4 4 2 4 6 6 2 6 8 Special Rules: • Gaze of the Great Eye • Stubborn

175 points per model
Troop Type Unique

• •

Terror The Great Eye is Always Watching

Profile Athach Unit Size: 1 Equipment: • Hand weapon • Morning star M WS BS S T W I A Ld 6 3 0 6 6 5 3 5 7 Special Rules: • Devastating Charge • Impact Hits (D3) • Large Target

225 points per model
Troop Type Monster

• • •

Poisoned Attacks Terror Hurl Rocks

Profile Eye Tyrant Unit Size: 1 Equipment: • Huge maw with rows of razorsharp fangs M WS BS S T W I A Ld 1 3 3 4 5 6 3 3 8 Special Rules: • Death Gaze • Hover • Magical Attacks • Terror

175 points per model
Troop Type Monster

• • •

Unbreakable Unstable Ward Save (5+)


In this section is a list of the 'Fimir only' magic items. These items can only be used by models from this book. Magic items must be selected within the points limitations set by the army list section. Note that the rules for magic items presented in the Warhammer rulebook also apply to the 'Fimir only' magic items.

Vile Branch Crusher 55 pts This huge mace is made from a big root found in the deepest glades of the Forests of Firest. The end of the weapon is made up of strong, sharp wooden side roots, sprouting in all direction. These cause horrific damage when slammed against an enemy, piercing the body at multiple places. Great weapon. Each hit is multiplied into D3 hits. The Flagellator 50 pts A devastating weapon, the Flagellator embues its wielder with the speed and power to crush a whole regiment in mere minutes. However, should the wielder overexhausts its power, he might suddenly find that his weapon has no more might than a common flail. Flail. The wielder of the Flagellator receives +D6 attacks, rolled in each round of Close combat. If a 6 is rolled when determining the number of Attacks received, the item loses its power and will counts as a mundane flail from then on, starting next turn. Fimúl’s Arms 45 pts The Axe and the Mace known as Fimúl’s Arms are two of the most priced relics kept by the Fimir. They are the very same weapons Fimúl the Mud God used to protect his beloved Maris. When Fimúl was killed, the weapons where sold by the human merchants. One Fimir clann was lucky enough to raid a certain caravan transporting the weapons centuries later. They were probably on their way to a rich noble who bought them as collector items. Since that time, the axe and the mace are passed on from clan to clan each year. Paired hand weapons. The Axe gives the wielder +1 Weapon Skill and Armour Piercing Attacks. The Mace reduces the Weapon Skill, Strength and Attack value of enemies hit by it by 1 until the end of the next close combat phase. Muckraker 40 pts This great mace has been the bane of many a foe, smashing them into paste with ease. Great weapon. Attacks from Muckraker have the Armour Piercing rule. In addition, each wound is multiplied into D3 Wounds.

Fetid Axe 40 pts Many of the numerous water pools around the Fimir clann hold contain unpure water, made fetid due to the centuries-long lack of streaming water. It is rumoured that when the still hot metal of a newly crafted weapon is cooled with this water, some of the unpureness stays upon the weapon. Such weapons are so poisonous that few are left untouched by it. The wielder of the Fetid Axe always wounds on a roll of 2+. Lishaart’s Tail 40 pts Lishaart, another daemon prince serving Fimúl, is depicted as a huge scaled serpent. He’s a deady and silent stalker. Crawling through the misty swamp, he sneaks up to his prew and unleashes his fury. Some Fimm Nobles strap on a powerful magical blade it their tails to represent this flailing tail of Lissaart. Lissaart’s Tail is a weapon fitted on the tail of the wielder. It increases the Strength of the wielder’s Tail Attack by 1 and allows him to do D3 Attacks with it instead of 1. Kriss of Endless Sacrifice 25 pts This curved dagger has been used for so many ritual sacrifices that even the oldest Meargh cannot really remember. It has been passed down by the Mearghs from generation to generation. The blade is red with the gore and blood of its coutless victims. According to Fimir legends, the weapon can sense when it needs to send another soul to Fimúl the Mud God and that it does his best to please his god as much as possible. The Kriss gives the wielder Poisoned Attacks. Every 6 to hit grants the wielder an additional attack. Froidrach’s War Hatchets 20 pts Lusting for blood just like its former master, these axes are the most dangerous the minute they get to taste a new battle. Paired hand weapons. The wielder of the War Hatchets receives +1 Strength and Attacks in the first round of combat.


In addition. Runic Bellyshield 25 pts This beautifully crafted piece of armour is inscribed with the most powerful runes the Fimir could whip out of their dwarven slaves. he causes Fear. This piece of jewelry is wanted amongst the Fimir Nobility because it gives them the opportunity to go further from a Dirach then they normally could. The first wound suffered by the wearer can be transferred to a friendly model within 3”. but takes its toll on his strength. its power only grows stronger the closer to death its bearer gets. Around his main body. Horrors of Firest 60 pts Firest. this spirit still seeks to go to war and still generates a mist cloud. mostly used as a jewel to fasten the cloaks many Fimm Nobles or Dirach wear. A spell cast on the bearer of this item or the unit he is with is automatically dispelled on a 5+. these armour pieces are hard to get by in the murky swamps. striking fear into all who gaze upon it. However. The bearer and his unit cannot pursue and must stay stationary. Empowered with the mystical forces of the swamp and the ancient spirit that dwell there. Light armour. Helm of the Great Eye 30 pts This helm is an ancient artefact of the Fimir. he gains the Always Strikes First rule. Heavy Armour. Bloodstone Garnet 45 pts This trinket. In addition. a daemon prince in the form of a dark forest with unspeakable horrors within. sees only his deepest hidden fears and goes almost mad instantly. It is said that any eye seeing through this helm can look into the future and strike before the enemy can even react. he ignores any Attack on the roll of a natural 6. The bearer can reveal the Horrors of Firest to an enemy unit in at the start of the close combat phase. enjoys teasing his victims with getting them lost and fear games. The wearer and any unit he is with always counts as being under the effect of the Swirlling Mists spell. the daemon prince has a dull looking bellyshield. This unit automatically breaks and has to flee directly away from him. because it gives the holder the ability to heal wounds almost instantly. Mostly favoured by Fimm Nobles living close to human villages where a wizard resides. radiates a powerful red glow. Runic Bellyshield gives the wearer a 5+ armour save which may be combined with other armour as normal. One day. Even though he died centuries ago. stolen from caravans or dwarven slaves. Fimm Nobles wearing such bellyshields are considered to be near invincible and are rightly feared on the battlefield.MAGIC ARMOUR Obsidian Shield 45 pts Made from the blackest and hardest stone. The wearer is immune to Flaming Attacks and gains the Regeneration (4+) rule. Shield. showing all kinds of shifting images. regenerating limbs and becomming almost immortal. TALISMANS Talon of Mother Gorne 60 pts An extremely potent talisman. protecting the wearer while taking the life of someone nearby instead. Kroll’s Bellyshield gives the wearer a 6+ armour save which may be combined with other armour as normal. The Helm of the Great Eye gives the wearer a 6+ armour save which may be combined with other armour as normal. It makes its wearer incredibly resilient to harm. Miasma of Malodorous Mist 45 pts This pendant contains the soul of a long since dead but powerful Dirach. The bearer has a Ward save equal to his number of Wounds left. the stone is prized my all. In addition. One use only. He who gazes into the orb. Armour of Sacrifice 20 pts This leather armour made from the skin of those sacrificed to Fimúl is filled with malign power. he also suffers a -1 penalty to his Strength. Kroll’s Bellyshield 15 pts Kroll is usually depicted as a huge bogoctopus with tentacles flailing around him. Muck Armour 25 pts This armour has the embodied spirit of the swamps in which the Fimit reside. a crazed Dirach captured some of these visions into a small glass orb. said to have been worn by Balor himself. The Bloodstone Garnet gives the bearer the Regeneration (3+) rule. This item has no effect on units that are Immune to Pshychology. this shield is crafted to protect the wearer from harmful magical effects. 106 .

It contains all manner of incantations. The Blood Drum of Bryzz 25 pts The drum may be sounded as the start of the game and its effects last for as long as the bearer is alive. Of course. the orb may feel its due. In addition. The Fimir suffered greatly during that war though. The wearer of the Eye is seen as pure evil to all enemies who look upon him and they want to be as far from him as possible. When used. One use only. this necklace is made to respemble his great and terrible eye. Steam Tanks and buildings within 18" of the bearer. ENCHANTED ITEMS Pipes of Catastrophe 65 pts When played. the bearer may consort with the Orb of the All Seeing Eye. At the beginning of each Fimir magic phase. The liquid within is said to be tears from Maris. When the liquid is smeered upon the naked skin. Roll a D6. Hellmother’s Crown 45 pts This barbed metal crown once belonged to the fabled Hellmother. One use only. Whoever wears this cloak is rumoured to be able to resist a blow from even a Giant. spells and glyphs used by the dark art of necromancy. filled with very clear and almost glowing liquid. and successful Terror test caused by him must be re-rolled. Moss-Hide Cloak 30 pts This ragged cloak is made of all sorts of hard swamp grass and moss foeraged by the Shearls and knitted together with powerful runes by the Dirach. the bearer loses 1 dice instead. When read. the ground begins to boil and black water erupts from cracks. Fir Bolg arise from their watery graves to fight once more. these pipes give off the most horrible sound ever to be heard by man or creature. the parchement crumbles and the magical power is lost. the mother of all Fimir. Hellmother’s Crown gives the wearer a 5+ ward save. When casting a spell. At the same time however. if the dice roll was a natural 1. In addition. the Meargh who unites most of the Fimir race in the war against the humans. there is gas that can drive even an Ogre crazy. and the Hellmother was slain by Marius who impaled her with his spear. Eye of Balor 45 pts Said to be infused with a part of the evil from Balor. The effect is temporary though and the moss is frail. the bearer regains all wounds previously lost in the battle. Eye of Balor makes the bearer cause Terror. The Moss-Hide Cloak gives the wearer a +1 Armour save and +1 Toughness until he suffers his first unsaved wound. Maris’ Tears 35 pts This item is a small vial. However. in any Fimir Shooting Phase. Scroll of Necromancy 60 pts This piece of parchment is made of human skin. The bearer of the drum and the unit he is with gains the Frenzy rule. They were collected by Fimúl when Maris was sad about all the selfeshness the humans showed to her. Its eardrum shattering tones can even cause entire structures to collapse in piles of rubble. but the Fimir long since discovered this secret. When used. it heals any wounds almost instantly. etc). One use only. Swamp Glass Globe 20 pts There are different types of swamp gas out there. One certain gas increases the magical capabilities of all who sniff it. One use only. chariots. 107 .ARCANE ITEMS Staff of Finfaust 75 pts This powerful staff was the property of the great Dirach Finfaust. and take the same power for itself. she knows one extra spell. Skaven Screaming Bells. Warmachines in range suffer D6 S6 hits. which effects all warmachines (and all warmachine like constructs such as Steam Tanks. She was a very powerful wizard but also very dangeous with words. binding them to the bearer. When read. not everyone knows this. while chariots suffer D3 S5 hits and buildings collapse on the roll of a 6. until his sudden and untimely demise when he got sucked into the Warp after a spell cast with his staff had done its job a little too well. the bearer gains D3 dice. But. Orb of the All-Seeing Eye 45 pts This great orb can be used to scry the winds of magic. There is gas that can kill a grown man after only one sniff. the bearer can summon a unit of 5+D6 Fir Bolg up to 12” away. a roll of 6 on any of the Power dice will result in an Irresistable Force. The bearer of the Pipes of Catastrophe may play the pipes. The Globe can be used at the start of the Magic phase. the bearer of this orb can add +1 extra Power Dice to each of her spells cast this turn. Meargh Only.

this banner is truely a horrific sight to behold. picking at the rotting remains. his soul was banished back into the Warp. Blood-Drenched Mantle 15 pts Red with the blood and gore in which it was soaked. the banner burns and sears the eyes of the hated foe. an enemy unit attempting to charge them must take a Leadership test. so that they could start his revenge on the mortal world. When used. Royal Cowl 20 pts Given by its Meargh because of some important deed or performance. Banner of the Burning Eye 25 pts Depicting the burning eye of Balor. One use only. Units within 8” of the Dirach may use his Leadership just as if he was the army’s General. Dirach only. The unit may declare a charge against a unit outside their line of sight. Bog Banner 25 pts Made from the skins of all their slain victims. The unit carrying this banner causes Fear. calming them into a false sense of security before striking. often surrounded by a small flock of crows. But. as long as they can roll high enough to reach the unit with their closest model. In battle they will not stop until their hunger is statisfied or they themselves are killed. If failed. the wearer of the Crown gets to make one additional Attack with the Killing Blow ability before all other Attacks are made in each close combat phase. In addition. 108 . Banner of All-Seeing 40 pts Its gaze reaching all around the battlefield. The unit carrying this banner Hates all units except but for Daemons and Undead. which infuriates the Fimm Nobles even more. When fighting in a challenge. this mantle is a sign to all humans who face the wearer that they are going to be next. the lucky Dirach now stands out from even the other Dirach. MAGIC STANDARDS The Banner of the Mists 75 pts Enchanted by many Dirach and shrouded in the thickest mist. this banner makes those around it all but invisible in the distance. Skulls and bones are put on top of it. he crafted a banner to represent his hatred and gave it to his most trusted Fimir. It is dripping with goo and covered in slimy mud. making them all but blind. they may not charge and may not move voluntarily this turn. One use only. The Blood-Drenched Mantle gives the wearer Hatred towards all Human units. Fimúl’s Hatred 20 pts When Fimúl was cowardly murdered in the dungeons of the Marshland. it was the Meargh’s will that he got the cowl so he must be important and all the Nobles respect that thought.Crown of Lies 25 pts This deceptive crown fills the head of the wearer’s foe with lies and deceit. He swore to take revenge on those lowely mortals who killed him and his beloved Maris. Units within 8” of the banner may not be targeted by spells or missiles that requires line of sight. the warriors marching this banner will instinctively know the locaction of the enemy. The smell of fresh human blood almost drives the Fimir mad with hatred and hunger towards them. all units in base contact with the unit carrying this banner must re-roll all successful rolls to Hit. As he couldn’t enter the material realm for a long time.

REFERENCE LORDS Balor Lishaart Kroll Meargh Fimm Warlord Fimm Mistmor HEROES Dirach Fimm Finmor Fimm Flaithmor CORE Shearl Shearl Finn Fimm Warriors Finn Fian Boglar Sludgesucker Moor Hound Fenhowler SPECIAL Fiana Fimm Fimm Fiarach Swamp Daemon Rotfiend Marsh Reaver Blood Reaver Fomorian Formor Fenbeast Nuckelavee Bog Knight Fir Bolg Crypt Keeper RARE Daemonomanic Eye Ocolus Athach Eye Tyrant MOUNTS Bog Beast M 6 7 5 4 4 6 M 4 4 6 M 4 4 4 4 4 4 7 7 M 6 6 4 4 4 4 6 6 5 8 8 4 4 M 6 4 6 1 M 7 WS 9 7 6 3 6 6 WS 3 5 5 WS 3 3 4 4 2 2 4 4 WS 4 4 4 4 4 4 3 3 3 4 4 3 3 WS 7 4 3 3 WS 4 BS 0 0 0 1 2 2 BS 2 2 2 BS 2 2 2 2 3 3 0 0 BS 2 2 0 0 2 2 0 0 0 0 0 2 2 BS 0 2 0 3 BS 2 S 6 6 5 4 5 5 S 4 4 5 S 3 3 4 4 2 2 3 3 S 4 4 3 3 4 4 5 5 5 4 4 4 4 S 6 4 6 4 S 5 T 6 5 6 4 5 6 T 4 5 6 T 4 4 4 4 3 3 3 3 T 5 5 4 4 4 4 5 5 5 4 4 4 4 T 6 6 6 5 T 5 W 6 5 6 3 3 5 W 2 2 4 W 1 1 1 1 1 1 1 1 W 3 3 1 1 3 3 4 4 4 1 1 1 1 W 6 6 5 6 W 3 I 5 7 5 3 5 4 I 3 4 3 I 2 2 2 2 3 3 3 3 I 2 2 3 3 2 2 2 2 1 4 4 2 2 I 4 2 3 3 I 2 A 6 5 8 1 4 5 A 2 3 4 A 1 1 1 1 1 2 1 2 A 3 4 2 3 1 2 3 4 3 2 3 1 2 A 6 6 5 3 A 3 Ld 9 9 9 9 9 8 Ld 8 8 7 Ld 6 6 7 7 5 5 6 6 Ld 7 7 7 7 7 7 6 6 8 8 8 6 6 Ld 8 8 7 8 Ld 7 Type Base Size Page Mo 50x50mm Mo 50x100mm Mo 75x100mm I 25x25mm I 25x25mm MI 40x40mm Type Base Size Page I 25x25mm I 25x25mm MI 40x40mm Type Base Size Page I 25x25mm I 25x25mm I 25x25mm I 25x25mm I 20x20mm I 20x20mm WB 25x50mm WB 25x50mm Type Base Size Page MI 40x40mm MI 40x40mm I 25x25mm I 25x25mm MC 40x40mm MC 40x40mm MI 40x40mm MI 40x40mm MI 40x40mm Ca 25x50mm Ca 25x50mm I 20x20mm I 20x20mm Type Base Size Page Mo 50x50mm Un 50x100mm Mo 50x50mm Mo 50x50mm Type Base Size Page MB 40x40mm 109 .

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