Showing posts with label Background. Show all posts
Showing posts with label Background. Show all posts

Thursday, June 16, 2022

Crook and Flail

 


The primary regalia of the Tomb Kings are various crowns and scepters. There are two scepters that are far more common than any other: crook and the flail. The crook symbolized the sickle, the primary means of cutting grain in the ancient world. The fail is also grain-related, a tool for threshing. In the hands of one of the sorcerous tomb kings, however, the twin scepters are invariably artifacts of immense power.

The crook that Wigmar was given by his "guardian angel" lets whoever holds it understand and speak any language. It could have other powers as well. Who knows. The only real downside here is lugging around a piece of hardwood covered with gold, gems and lapis lazuli. Can't really hide it or explain it away.

There should be a matching flail somewhere. Probably buried in a distant desert tomb, guarded by undead...


Thursday, February 17, 2022

Elixir of Life


The Elixir of Life is a magical concoction that features prominently in a thousand legends in the Empire and elsewhere. In some legends it gives the drinker a long, good life, free of sickness and pain. In others, it grants immortality. In the former case, a popular twist to the story is the drinker watching his wife and children die of disease or old age, then killing himself in despair. In the latter case, the immortality comes at a cost: madness, mutation, and vampirism are all on the table.

According to Ankh, Ankh-Akh gave the Elixir as a gift to the kings of Nehekhara, so that they and their families could lead long, good lives without fear of illness and injury. It was a gift he immediately regretted giving, because the kings were not satisfied. They wanted to rule forever. Thus the seeds of necromancy and undeath had been sown.

The Elixir of Life created by the Adlerverein is clearly of the "lesser" type.

Witch Hunters

The Empire is overflowing with hidden enemies. Mutants, cultists, and witches are everywhere. Bloodthirsty undead stalk the night. And the deep forests are home to greenskins, beastmen - and far worse things. It's not enough to watch the borders - a close eye must be kept on all citizens, all the time.

Enter the Witch Hunters. These men (and a few women) are a sad necessity of life. It's their job to hunt the hidden predators, to uncover the cults, and root out evil. Their gaze pierces lies and illusions. Their wit unravel the plots of their enemies. They do what lesser men dare not, can not do. They... wait just a minute... that's what the minstrels would have you believe. 

In truth, Witch Hunters are a mixed bag. While there are certainly some brave, skilled warrior-investigators out there, they are a shockingly small minority. Some witch hunters are little more than thugs, strutting through the towns and villages of the Empire, demanding adulation and obedience in equal measure. Others care little about guilt or innocence as long as they get to torture peasant girls and hang a few petty criminals. A few are outright frauds, pretending to do the work of witch hunters only to live off the locals.

Witch hunters are not above the law. They can't go around stealing or killing random strangers. What they can do is name someone a heretic, a mutant, a witch, or in league with the Dark Powers. Such individuals do not have the protection of the law and indeed anyone aiding and abetting them are subject to harsh punishments also.

Witch hunters have been around for as long as anyone can remember. They had a great upswing in authority and prestige under Magnus the Pious who demanded the temples aid his hand-picked men with rooting out hidden threats. There is currently no one source of witch hunters, no Imperial Inquisition so to speak. Instead, anyone can (in theory) be a witch hunter. That said, pretending to be a witch hunter isn't all that common. It could quickly become fatal if you confront real cults - or if the locals see through your bluff...

Here are some of the common sources of witch hunters:

Imperial Witch Hunters: These guys are sponsored by the Emperor. Their number has dwindled throughout the reign of Lutipold. It's a time of peace and stability, so the need for witch hunters is not that great, right? Their main advantage is that they "wield the authority of the Emperor," meaning they can expect help from local authorities throughout the Empire.

Sigmarite Witch Hunters: These guys are sponsored by the church of Sigmar. In the latter years of the 25th century they are becoming more common - and the temple has taken to cracking down on "false witch hunters." Like Imperial witch hunters they have a big advantage: the backing of a major temple that has a presence in almost every village throughout the Empire.

Verenean Witch Hunters: Few in number, these witch hunters are nevertheless quite effective. They use novel investigation techniques to uncover heresy and cut out the rot without damaging the host needlessly. They are also highly organized and share information with each other. Bova von Dunkelberg is an example. Peter Baden-Würt (the hanged witch hunter outside Unfer). Unfortunately they lack the innate authority of the Imperial and Sigmarite hunters.

Sponsored Witch Hunters: These are sponsored by local authorities. "Local" being anything from a local town council to one of the major provinces of the Empire. They can be just as effective (or ineffective) as other witch hunters, but lack any authority outside the immediate area.

Wednesday, February 16, 2022

Runefangs

 


The Runefangs are twelve ancient (presumably magical) swords forged by the legendary Dwarf Runesmith Alaric the Mad. The Runefangs are, after Sigmar's hammer, easily the most well-known weapons of the Empire.

The swords were intended for the twelve tribal leaders who had followed Sigmar. Today they are the badges of office of the Elector Counts of The Empire. Rarely wielded in combat, they have become regalia rather than weapons of war.

While there are twelve Runefangs, there are now only ten Elector Counts and provinces that remain. The realm of Drakwald (located in the Drakwald Forest) was destroyed and absorbed by Nordland and Middenland. Solland, the southernmost province, was sacked and destroyed in the early 1700s by Gorbad Ironclaw. The Elector was killed, and his Runefang was taken as a trophy by the ork warlord. Its current whereabouts are unknown.

The Runefangs

Unless otherwise noted the Runefangs are all heavy longswords (bastard swords) better suited to barbarian warfare than modern combat.

Averland - Mutters Verderben: Mother's Ruin is one of few Runefangs to be carried daily by an Elector-Count. It's also one of few to be regularly wielded in combat.

Drakwald - Bestienschlächter: Beast Slayer, the Runefang of Drakwald is kept in Altdorf under the protection of the Emperor and Sigmar. 

Hochland - Goblinfluch: The Bane of Goblins is said to be badly corroded after slaying a terrible Chaos beast during the Great War Against Chaos. 

Middenland - Beinbeißer: The legendary Leg Biter is the blade of the Todbringers, rulers of Middenland and Middenheim. It's likely that the Todbringer carries a replica in public.

Nordland - Krähenfresser: Crow Feeder is, like Stone Breaker, not a sword at all, but a bearded axe in the Norscan style. The lords of Nordland don't really talk about this much. Indeed, they always carry sword and axe together, so it's a moot point really.

Ostland - Kopfzerstörer: Head Chopper (or maybe Destroyer is a better word) is a mighty zweihänder that rests peacefully in the Great Hall in Wolfenburg. None of the Tassenincks have the might to wield it.

Ostermark - Trollspalter: The blade Troll Splitter is forged in the manner of a Kislevite cavalry sword, a heavy curved blade well suited for mounted murder. The weapon earned its name in Troll Country.

Reikland - Drachenzahn: Dragon's Tooth is the blade of Riekland and thus the blade of the current Emperor, Lutipold I, long may he reign. The number of heroic paintings and statues depicting the Emperor and his blade is quite large. As far as is known, the Emperor has never wielded the sword in anger - or been in a battle.

Solland  - Groll Siedler: Grudge Settler was lost to the orcs many years ago and never recovered, despite many claims to the contrary (every few years, someone claims to have found the blade). 

Stirland - Ork-Messer: Orc-Chopper is the twin of Mother's Ruin; the blades are so similar they are hard to tell apart. Unlike the Averland blade, its role is mostly ceremonial.

Talabecland - Steinbrecher: Stone Breaker isn't a sword at all, but a mighty warhammer, not entirely unlike Sigmar's. It sits silently in a vault somewhere; it's been generations since any lord of Talabecland had the strength to wield it.

Wissenland - Blutbringer: Blood Bringer is the sword of Emmanuelle von Liebwitz. She does not carry it in public (nor is she strong enough to wield it).

Knightly Orders

 

The Empire is home to many knightly orders, some of them new, some very old. There are literally hundreds of orders on record but the majority of them have long ceased to exist, or exist only as purely honorary institutions (being a knight has certain social benefits, so people with money sometimes purchase knightly ranks).

At the end of the 25th century there about two dozen orders that are still militant and sizeable enough to field knights on the battlefield. The heavy cavalry charge is doubtlessly still a powerful battlefield stratagem, but many orders have adapted to the changing times. They dismount to fight, act more like officers and NCO than rank-and-file, and even employ artillery.

Five orders are hands down the largest and most famous. They are listed here:

Notable Templar Orders

The Orders Templar are sworn to a specific deity. Even gods like Morr (why does the god of the dead need knights?) and Taal (a wilderness/rural god) have templar orders dedicated to them. Shallya is about the only major god NOT to have a templar order.

Knights Griffon: Sigmarites. Protects the Grand Theogonist, other high-ranking clergymen, and key temples. Still fields heavy horse. HQ: Nuln (in practice Altdorf)

Knights of the Blazing Sun: Powerful champions of Myrmidia. Still fields heavy horse but typically fight using modern tactics and weapons. HQ: Talabheim.

Knights of the White Wolf: Ferocious warriors of Ulric. Still fields heavy horse. Its heavy foot is among the Empire's finest. HQ: Middenheim.

Notable Secular Orders

Secular does NOT mean godless. The members of Secular Orders will honour most gods in an equal measure. It's just that they don't have a particular patron god.

Knights Panther: Ancient roots. Rose to prominence during the Arabyan Crusades. Dedicated to human purity and the eradication of mutants. In practice this often means crusading in distant lands, seeking glory and treasure. Still fields heavy horse. HQ: Near Carroburg, Middenland. Major chapter houses in Talabheim and Middenheim (the Knights Panther traditionally guard the Elector-Count of Middenland).

The Reiksguard: Bodyguards of the Emperor. Still fields heavy horse. HQ: Altdorf.

Knights Griffon

 


The Knights Griffon are among the Empire's most famous and easily recognizable knightly orders. The order was founded by none other than Magnus the Pious. It's job was to guard Magnus and follow him into the thick of battle against the Chaos hordes.

After the war, the Knights Griffon became the premiere guards of the Grand Theogonist and other high-ranking clergymen. This continues to this day. All members of the Knights Griffon are sworn to protect the priests and temples of Sigmar to their dying breath. That said, the Knights Griffon are not completely immune to political and honorific appointments. But even such appointees have to swear the same oaths and could (in theory) be called to battle in times of need.

When the Emperor moved his seat to Altdorf, the Grand Theogonist followed suit, and so did the bulk of the Knights Griffon. Still technically headquartered in Nuln, the Großmeister (Grand Master) resides in Altdorf and the "chapter house" there is bigger and more richly appointed that the one in Nuln.

Monday, February 14, 2022

Wigmar's relatives

 


Original parents

Eldwin Heck (d. 2480): Wigmar's (adoptive) father. Died of the plague.

Dagna Heck (d. 2480): Wigmar's (adoptive) mother. Killed herself by jumping into the river.

Siblings

Adler: Fate unknown.

Josef Quartjin: Took the name Quartjin after the boatman who adopted him. Told Wigmar they were all adopted.

Henrietta (d. 2480): Died of the plague.

Berit (d. 2480): Died of the plague.

Ernst (d. 2496): Convicted of rape and murder. Hanged in Dunkelberg.

Kurt Heck: Two years Wigmar's senior. A mercenary with the Dark Griffons.

Kleine Emil (d. 2480): Sickly child. Died of the plague.

Wigmar: PC.

Adoptive (second) family

Heller Heck: Uncle. Eldwin's brother. Adopted Wigmar and Kurt, the youngest living children. A mercenary sergeant with the Dark Griffons.

Maud Heck (d. 2497): Became sick in spring, died in summer.

Olina Drauer: Heller's daughter. Married to a watchman in Dunkelberg.

Wanda Metternick: Heller's daughter. Married to a freeholder outside Dunkelberg.

Breda Dreck: Heller's daughter. Married to a cavalryman.

Also see this post.

Thursday, April 8, 2021

Noble ranks of the Glorious Empire of Sigmar Heldenhammer

The list is not exhaustive. There exist, especially at the lower levels, many variant, and composite titles, often with local variations. 

IMPERATOR

Kaiser/Kaiserin (Emperor/Empress): The sovereign of the Empire. The first was Sigmar. The current one is Lutipold. In between, there have been many. Sometimes more than one at the same time.

SOVEREIGNS

Kurfürst/Kurfürstin (Elector Prince/Princess): The all-powerful Elector-Counts of the Empire. It is they who decide who the next Emperor will be. Many are also the rulers of one of the great states (the Moot included) that make up the Empire.

König/Königin (King/Queen): There have certainly been both kinds and queens ruling domains within the borders of the Empire. In this day and age, the title is used only to refer to foreign sovereigns.

HIGH NOBILITY

Erzherzog/Erzherzogin (Archduke/Archduchess): A high noble title below Elector-Count.

Großherzog/Großherzogin (Grand Duke/Duchess): Another high title about equal to Archduke.

Großfürst/Großfürstin (Grand Prince/Princess): High title that's about equal to the other high ducal titles. Sometimes give to peers without actual domains to rule.

Herzog/Herzogin (Duke/Duchess): This title is held by many regional overlords throughout the Empire. Typically a step down from Arch/Grand Duke.

Fürst/Fürstin (Prince/Princess): About equal to Duke. Lesser version of Grand Prince.

Markgraf/Markgräfin (Marquess/Marchioness): Originally denoting a fief (march) on the borders of the Empire. Today used more or less interchangeably with Duke/Prince.

Prinz/Prinzessin (Prince/Princess): Title given to the children of the high nobility (those of the lesser nobility must make do with Lord/Lady). The prefix Crown is added to denote an heir. 

LESSER NOBILITY

Graf/Gräfin (Count/Countess): Technically a lesser title, there are several Grafs with the power and prestige to rival the grandest of dukes.

Vizegraf/Vizegräfin (Viscount/Viscountess): Literally a lesser Count.

Burggraf/Burggräfin: Variant of Viscount that holds a castle or other property directly from the Emperor.

Baron/Baronin: The lowest hereditary noble title that's also on the list of peers. Some baronies are of a size comparable to small duchies and their rulers among the most powerful nobles of the Empire.

---

Baronet/Baronetin (Baronet/Baronetess): The lowest hereditary title (will automatically pass from father to oldest lawful son) in the Empire. Baronets are not considered true peers of the realm but are allowed a coat of arms and are counted as part of the aristocracy.

---

Freiherr: Non-hereditary title of the lower nobility. One step above knight.

Ritter/Ritterin (Knight/Dame): Non-hereditary title, either granted for exemplary service or through membership of one of the knightly orders. Knights are not peers but they are part of the aristocracy.

Edler/Edle (Esquire/Lady): Ambiguous, non-hereditary title claimed by members of the landed gentry and the spouses and children of lesser the lesser nobility. In Ostland and some other places, the equivalent title is Junker/Junkerin. 

Sunday, April 4, 2021

The Berebeli

The Berebeli on the water

The Berebeli is a medium-sized Reikland river barge. It's 23 feet wide and some 75 feet long which makes for a spacious cargo vessel that can also fit into the narrow Weissbruck canal and other Reikland waterways. Larger barges do exist and can carry many times more cargo but these vessels cannot use the lesser canals nor travel as far upriver as smaller craft.

The bulk of the Berebeli is taken up by the hold. Robust cargo can - and often is - placed on the foredeck as well. There is a small forecastle that's used for observation when passing along difficult stretches of water. The cabin runs from the mainmast and aft. It's divided into three compartments: one for the captain, one for the first mate, and one for the rest of the crew. These rooms are often rented out to wealthier passengers - the crew will then sleep in hammocks or deck or in the hold depending on season and weather. Poorer passengers must stay on deck. The aft of the barge holds a small aftcastle (so the barge master can have a view over the cabin and cargo) where can be found the wheel.

The Berebeli normally has a crew of only six: the captain (missing), Josef (first mate/acting captain), two craftsmen (Gerd the carpenter and Waldo in charge of the sail, rig, and ropes), and two able rivermen (Norbert and Johan). A crew of eight or more would be better but as an independent trader, the Berebeli can't afford a bigger crew.

The Berebeli primarily runs the Bögenhafen-Weissbruck-Altdorf route but will sometimes go down to Carroburg or follow the Vorbergland canals all the way to Nuln. Only rarely does it venture out on the River Reik or along any of the other major waterways of the Empire.

Since the Berebeli isn't part of any trade guild it's very much dependent on staying on good terms with local merchants and town councils. It also needs to take whatever cargo and passengers it can get and for a lower price than guild vessels.

Thursday, April 1, 2021

Liberung

"Liber" is a Classical word meaning "free" or "open" that is the origin of many very old Reikspiel words. 

One such word is "Liberung" which basically means "freedom."

Liber is not to be confused with the common Reikspiel word for "free" which is "frei" and from which the term "Freiherr" is derived (meaning free lord, the lowest noble rank, just above knight/ritter).

Liberung is a relatively common surname that came into being as a way for freemen to distinguish themselves from peasant serfs. It's in no way related to Freiherr or noble rank.

The name for a fief granted to a "Liberung" should be "Liberungen," not just "Liberung". Liberungen would mean "the place of the Liberung(s)" and be grammatically correct. Calling a place Liberung doesn't make linguistical sense.

This is what you get for sleeping with a scholar...

Wednesday, March 31, 2021

Who is Wigmar Heck?

 

Wigmar heck was born in the trade town of Stimmingen in 2475 to Dagna and Eldwin Heck. He had 5 brothers and two sisters. His father, both sisters, and his younger brother died of the plague. His mother jumped into the River Ober shortly after.

Wigmar was adopted by his uncle, Heller Heck, at the age of 5. His brother Kurt, age 7, was also taken into the same household. The older brothers, Josef (10) and Adler (12) went elsewhere. Wigmar and Kurt moved to nearby Dunkelberg and never really saw their siblings again.

That's the story Wigmar knew. But then he met Josef again many years after and the brother had a different tale to tell: Dagna and Eldwin were not Wigmar's birth parents. He had been adopted as an infant. Indeed, several of Wigmar's siblings were actually adoptees. A rather common practice truth be told, but not one Wigmar had contemplated.

So who is Wigmar Heck? Who are his real parents? Why was he given up? Is he actually related to Kastor Liberung?

Uncle Heller could possibly know something. But he's up in Ostland. Heller had three daughters Wigmar grew up alongside. Maybe they have some info? Sounds like a long shot.

Maybe Adler, the oldest of the brothers could have some information. But Josef has no idea where he might be now. 

What about the people of Stimmigen? Could they know something? Maybe, but it's been nearly twenty years and a lot of people passed away from the plague back then.

Also see this post.

Thursday, February 25, 2021

Size of the Empire and the Old World


The Warhammer World is a big place, far larger than Earth. No one knows exactly how much bigger but as a rule of thumb, multiply perceived distances by 1.5 and land area by 2.25 (1x5x1x5) or so. There are some maps showing the scale in miles. These are Imperial miles, longer by far than Earth miles 😅

This means that the old World - and the Empire - is bigger than you'd think. The Empire isn't just the size of a slightly overgrown Germany, it's the size of the Holy Roman Empire and all the East European countries put together. Each of the Empire's great provinces is the size of a kingdom. Lots of room for exciting adventures and horrible things lurking in the dark corners of the world 💀

Wednesday, February 17, 2021

Overland transportation

The most common means of overland transportation is walking 😅 It takes a while to get where you need to be but it's cheap and you get a lot of fresh air. Coaching inns are so common along major thoroughfares that even walkers will find a place to stay the night. If not, there should be a village or farmstead nearby where a few shillings will buy a hot meal and a bed (or a place in the hayloft).


If you can afford to buy and keep a riding horse that's of course way faster and more convenient. A rider with a good steed can cover more ground than even the most determined foot-slogger. For most people, however, that's not an option. 

If you can't ride and don't want to walk, coaches are an option. Coach services run between all major cities and numerous smaller towns (the smaller the settlement, the less often they run). Coaches come in various sizes (most can carry 6 inside and a couple on the roof), levels of comfort, and speed (4 horses is the most common version). The very best lets you ride in relative comfort in less than a quarter of the time you'd use on foot.


Goods are typically transported in 4-wheel wagons like the one shown in the picture. Oxen are sometimes used but in the Empire, draft horses are much more common. If the load is heavy two horses can be hitched up. Some very heavy wagons might require 4 but that's an exception - many country roads can't handle such heavy loads anyway.

But the best way to transport passengers and goods is along the many waterways of the Empire. Major rivers reach all parts of the Empire save the north-central portions of Hochland, Middenland, Nordland, and Osterland. In Reikland there is an extensive network of canals as well.

Saturday, February 13, 2021

Wigmar Heck

Wigmar Heck was born in the market town of Stimmigen, Duchy of Falkenhayn, Reikland, on 12 Sigmarzeit, 2475. He was the youngest of six sons (and two daughters) Dagna Heck gave her husband, Eldwin Heck.

Eldwin passed of the plague in the summer of 2480, as did Wigmar's brother, the sickly Kleine Emil, and both his sisters. Unable to support her remaining children, Dagna was forced to turn them away. She then killed herself by jumping into the River Ober - she did not know how to swim.

Heller Heck, Eldwin's brother, a soldier of nearby Dunkelberg, took in 5-year-old Wigmar and Kurt, aged 7, and raised them alongside his own three daughters. He was a stern man and short-tempered when drunk but was not an altogether bad guardian.

When they became old enough, both Kurt and Wigmar followed their adoptive father's footsteps, joining the army of the Duke of Dunkelberg. Kurt to serve as a common footsoldier, wielding pike, halberd, and sword. But Wigmar had steady hands and sharp eyes and warranted special training as a hand-gunner.

Heller buried his wife in 2495 and married off the last of his daughters the year after. In the summer of 2497, Heller, Kurt, and Wigmar joined the Dunkle Greifen - the Dark Griffons - a mercenary company recruiting in the Reikland. Together they made their way north, bypassing fair Altdorf (they are not so keen on mercenaries inside the walls) to follow the road up to Middenheim - and beyond, for their employer was an Ostland nobleman.

Wigmar never made it past the town of Neue Etzel, Middenland. The Council was hiring outriders, men who could ride and shoot and take care of themselves. The promise of a horse and gold to go along with a genuine Hochland rifle offered (not that the townspeople knew what a treasure it was) as a sing-on bonus was too much. The warm fires of the inn, the buxom barmaids, the thick stew, the sweet pies, and the ale helped seal the deal.

Still very much the Neuer Mann - the new guy - Wigmar is, ever so slowly, becoming accepted by his comrades in arms and the town in general. If only something could happen, something a little exciting, he could show these country yokels his true measure...

Campaign notes: Wigmar has free food and lodging in Neue Etzel. He has access to the town's small armory if he needs simple arms or armor. He's paid 10 gc per year on top of this. Not a whole lot but after 5 years he's entitled to a bonus: his horse, saddle, and harness (worth at least 100 gc).

Friday, February 12, 2021

Drakwald im Frühjahr (intro)


Wellentag, 17th Jahrdrung, 2498.

On the road to Unfer, Drakwald

Winter is reluctantly making way for spring. The snows are mostly melted this far south - the coachmen say winter is in full swing up by Middenheim - but the nights are bitterly cold still. The days are worse: it's either raining or snowing, big fat drops or large sticky flakes that will make a man wet, cold, and miserable in less time than it takes to saddle a horse.

The village, if it can be called that, of Unfer lies a long dozen miles from the town of Neue Etzel - the closest thing to a home for me - and the Altdorf-Middenheim road, in the foothills of the Five Sisters, deep within the Drakwald. The nearest village is Herenhost, right at the edge of the great forest. They don't like each other much, the Herens and the Unters. Strange how neighbors - and siblings - are so quick to quarrel. 

Unfer is an uninteresting place in every way, an insular village of two hundred or so souls hidden away inside the green realm of the Drakwald. The people of Unfer pay their taxes to the bailiff on time - furs and hides of wild beasts for the most part - and expect to be left alone in return. Günter von Etzel, Duke of Etzel-Drakzen and Baron of Etzel, thinks this a grand arrangement - so few of his subjects are so willing and able to pay what is owed to their liege.

This winter was different. Several trappers and hunters from Unfer went missing in the Five Sisters. All experienced men who knew every rock and tree like the back of their hand. Foul play was a given. But who or what was responsible for the disappearances? Several times the villagers petitioned the Duke for aid. The third time they came knocking, the Duke did receive them - only to tell them they had better handle a few goblins or brigands or whatever. Taxes would be due in spring, just like every year, and they better be ready to pay up.

Only they didn't. Or maybe they did. No one knows for sure. The bailiff passed through Neue Etzel with three wagons, drivers, and guards. They're days overdue now. Sergeant Tomas has sent an outrider to the Etzelhaus to tell the Duke. A thankless assignment. The only task worse: to go to Unfer and figure out what's happened. That's MY job. 

I rode through Herenhorst an hour ago, in heavy rain. Then my horse went lame from stumbling in a rut in the waterlogged road, and we're now walking together, man and beast. At this rate, it'll be nearly dark before I reach Unfer. And it just started snowing. Can't wait to get out of this weather, grab an ale, and dry up before a fireplace... 

Wednesday, February 10, 2021

Welcome!


Welcome to Storm of Shadows, a Warhammer Fantasy Roleplay campaign.

A short intro can be found here.

Setting: Primarily set in the Empire. 

This is the original WFRP version of the Empire, not the one that evolved alongside multiple editions of Fantasy battle.

Time period: Just prior to 2500, during their reign of Lutipold I.

Type: Mystery, intrigue, and investigation. Combined with a healthy dose of cosmic horror adventure and gruesome death heroic combat 😅

Scope: Start small, go epic. Same as always. No reason to deny one's nature...

Characters should have at least some combat skills. More is probably better than less. It's advisable to have some experience in wilderness survival but it's not absolutely necessary. No nobles, magic-users, or halflings need apply.