Filed under: Games, thoughts | Tags: Games, Lost Works, Rogue Games, thoughts, Warhammer FRP, writing
This was going to be a larger article, but I never had time to finished. I did run it in A&E when I contributed my own ‘zine, but that was the only time it appeared in public. This also marks the first, and only time, I ever wrote fiction. Anyway, I like the ideas here, I wish I finished it.
Bounty Hunters of the Old World
Night had fallen along the Altdorf-Middenheim Road. It was Ulriczeit, and it was called. The patrons of the Ox Yoke Inn huddled in the common room nursing mugs of mulled wine trying to stay warm. Though the inn was warm, the icy fingers of the winter night had found their way in.
It was late, and most of the room was empty. In an hour Otto Tasker would close his bar and those who bought a night’s rest in the common room could finally get some sleep. Already a few patrons had found a quiet corner of the common room and were sleeping off a night of drinking, or long day of travel.
Suddenly, the front door of the inn opened, and a gust of wind filled the room. Following the wind’s wake a figure dressed in a long black hooded cloak entered. Shutting the door behind him, the man pulled the hood off, and threw it over his shoulders.
The man was trouble. His legs were covered with black leather pants, and a chain mail shirt rested easily over a thick black wool shirt.
Not very big, he was lean, toned and had the look of danger. A sword hung loosely on his left hip, and a loaded crossbow rested comfortably in his right hand. The man’s weather beaten face had a scar racing up from his chin to an eye patch covering his right eye. His black hair, streaked gray, hung like a mane to the middle of his back.
With his one good eye, he scanned the room searching for someone. No one spoke or moved, in fear that the man’s stare would stop on them.
There in the corner, near the fireplace, the man saw who he was looking for. Purposely, he walked the length of the room, never taking his eye off the man. The tread of his boots, and rattle of manacles, was the only sound heard in the room.
“Wendel Castel, you are wanted for the murder of Valentine Eschenheim, Liliane Ladengast, Isabella Pabst, and Adelheid Raab. You are wanted for the murder of two Altdorf City Watchmen, wanted for the crimes of escaping arrest, and wanted for the theft of a Road Warden’s horse. I have a signed warrant for your apprehension,” the man spoke calmly, never taking his eye off the man.
Wendel cursed himself for being complacent. After fleeing Altdorf, he thought he was safe on the outskirts of Middenheim. He would soon get past this one-eyed hunter and go into hiding again. Looking desperately for a way to make a run for it; Wendel sized up the bounty hunter and thought that he could rush past him and escape into the night.
Suddenly a sharp pain spread from Wendel’s chest to his arms. A blanket of cold covered him, he began to gulp for air, and blackness loomed on the edge of his vision. Looking down, Wendel saw a black-shafted crossbow bolt protruding from his chest, and he saw his own blood quickly darkening his chest.
“The warrant did not state you had to be alive. Dead or breathing, it makes no difference to me,” stated the bounty hunter matter-of-factly.
The last thing Wendel saw before departing for Morr’s Realms was a smile of satisfaction break across the bounty hunter’s face. With a thump, Wendel slumped to the table, his blood methodically dripping to the floor.
The hunter went to the body and produced a roll of cloth. Quickly he wrapped it around the body and tied it securely in place. With a grunt, he hoisted the body over his shoulder and walked out the door. No one in the common room spoke, or moved to stop the man from leaving.
Into the cold night the hunter left, and with him his next pay day.
Bounty hunters are not a common site among law-abiding citizens of the Empire. Among criminals, however, bounty hunters are one of the dangers that come with the territory. Bounty hunters are a necessary evil, and if it was not for the conflicting politics of the Empire they might not be needed.
Many choose to become a bounty hunter because they see a profit tracking down bounties. Though a hunter may be well paid, the life of the bounty hunter is a hard one. It is filled with many nights sleeping on the ground and many fights in smoke-filled bars. Tracking down a bounty can cost a hunter a small fortune, and often the cost does not justify the return from the posted bounty. The life leaves its mark on a hunter, and many have scars of poorly bound wounds, or poorly set bones, to prove it. No one gets rich from bounty hunting, and those who do, are usually ones who have gone from being bounty hunters to paid assassins.
Typically people enter the profession tend to be ex-watchman or wardens who grow tired of the low pay and risks of their jobs. After a few years of risking their lives trying to enforce the law, they come to the conclusion that by tracking down bounties, which is equally dangerous, but with higher rewards . Hunters and woodsman find this profession is easy to break into, as hunting people is not much of a change from hunting animals. After all, though humans tend to be smarter then deer, it is not that different from hunting game. In short anyone with a modicum of fighting ability, and the ability to follow a trial or intimidate an informant, can make a living from hunting down bounties.
Saying you are a bounty hunter, and actually being a bounty hunter are two different things. In order to collect a bounty one must be licensed. Licenses are easy to obtain and cost 20 Crowns a year to maintain. All licenses are issued by the local government and bear the signature of a issuing judge and a representative of the local government. With the license a person is able to apprehend, and in the case of Imperial warrants, kill a bounty. If a bounty hunter is not licensed, or if they are working with an expired one, the hunter cannot collect a fee.
There are two types of bounties in the Empire: civil and Imperial. A civil bounty is one that is posted by a private individual or group. Generally if a person wants to keep something private and has the financial means to pay a bounty they will contact a bounty hunter. Civil bounties generally involve such crimes as outstanding debt, theft, and in a few cases having carnal relationships with a wealthy merchant’s daughter. These types of warrants pay very well, but the hunter has to bring the person in alive to collect the bounty. Also, because of their nature, no civil bounty can call for the bounty to be killed. Unfortunately, there is nothing to stop a person from making a civil bounty dead or alive, but the judicial system has shown a tendency to frown on this.
Imperial bounties are a different matter, however, and they are usually the last resort of the judicial system. Not only the Emperor but also by Electors, and lesser rulers issues imperial warrants. These warrants cover any criminal posing a threat to the Empire’s stability. If the authorities are unable to bring a criminal to justice, or find a wanted suspect, a bounty is issued. All that is needed is the signature of a judge, or of a representative of a local government official. Once the bounty is posted, any bounty hunter can take it and attempt to collect on it. Imperial bounties are issued for outlaws, highwaymen, and others who pose a serious threat to the safety of the Empire and her citizens. These bounties are typically paid if the suspect is brought in alive, but in the case of wanted thieves, murderers and rebels, it will be paid if the body is brought in dead.
Both Imperial and civil bounty’s will have a monetary award attached to them, and the maximum amount is usually no more than 200 Crowns. In the case of civil warrants the award has no limits and there are cases where a hunter has collected 500 Crowns. In this case the bounty is paid by a jilted lover who discovering she was being played a fool by an ex-lover having a relationship with her daughter. As mentioned only Imperial warrants can have the “Dead or Alive” stipulation attached to them, and only licensed hunters can collect on them. It has come as surprise to many unlicensed bounty hunters to find themselves arrested for murder after bring in a dead bounty.
Bounty hunters are loners, and it is rare for them to work together. The reason is that most bounty hunters are greedy, and if two hunters bring in their bounty they then have to split the award. Many do not want to do this, being reluctant to share the wealth. There are a few cases of bounty hunters working together, but this is a rare occurrence. Recently, however, is a group of bounty hunters have formed the Pallenberg Agency in Middenheim.
Six years ago, four bounty hunters who saw a market for their service founded the Pallenberg Agency. Realizing that they would never get rich from collecting Imperial bounties, the four decided to create a service for wealthy citizens in the area of security and investigating. The group specializes in hiring out agents as bodyguards for individuals who can afford to pay. Clients are guaranteed the utmost satisfaction and are given the promise that, as long as their guard is one duty, no harm will befall them. In addition agents are hired as security for private functions, and many wealthy merchants in both Middenheim and Altdorf employ Pallenberg as their security firm. The big area of business for the firm is investigations. Those with the means hire the Agency to track down conmen, and those who have wronged them. Pallenberg is expensive, but the results speak for themselves. By relying on contacts and intimidation, Pallenberg Agents have a 90% success rate.
Filed under: Games, thoughts | Tags: Games, Gaming, Lost Works, Warhammer FRP
I think this is one of my favorite pieces I wrote for Warhammer FRP. Some of these appeared back in my old A&E ‘zine. I alter collected everything, and wrote an article that appeared in Warpstone. Rereading this, and some of the other books, I am amazed by how much this influenced what I have done with books in Colonial Gothic. Especially on giving each book a meaning and a history
Books and their use in WFRP
Introduction
How many times have you include a library in an adventure? And how many times have you had a player say they are looking at a book and want to know what it is about? The general response to give a player is too give the player a quick title and move along. Yet books can and should, be important. Books can offer the players a chance to learn a new skill, or offer a way to make a quick profit.
There are three types of books: common, uncommon and rare. Common books, are recent books that have been mass produced and widely available in bookshops throughout the Old World. Uncommon books are books that are 10 or more years old, or are printed in small numbers. Rare books are books that are one of a kind and generally are handwritten journals and such. Rare books also tend to be books that have been banned, destroyed, or generally publicly available.
Prices depend on the age and type of the book. A common book sells for 1d100 Crowns and can be bought in most books shops in major Old World cities. A uncommon book sells for 1d12 x100 Crowns, and are hard to come buy. These books are found in large libraries, and only the oldest bookstores have this type of book. Rare books can not be bought, and generally are only available in libraries or private collections. To get a rare book the PC will have to find one. Prices for a rare books are 1d12 x500 and generally only wealthy collectors will be interested in buy them. Generally most universities and temples will accept them as donations, and will not buy them.
Books should be used to give color and texture to the game world. Controversial books can be published and adventures can find themselves whether looking to arrest the author, or protecting him from a hoard of Witch Hunters. Books can also be used to start an new adventure. For example the PC’s discover the personal journal of Bregor Ironhead. In the journal Bregor writes about a ruined tower that contains a cache of hidden gems. By reading and studying the journal the PC’s could use it to find this treasure.
Yet beside a source of adventure seeds, books can be used to learn new skills. Generally by studying the books for 1d4 months, and spending 100 EPs a PC should be able to learn one skill. Typically most skills will be History, Art or a mundane one such as Cooking. Also most books will only be able to teach one skill.
When creating your own books, there are a few things to keep in mind. First all books need a title and a background. Use the rich history of the Warhammer world when creating books. As for background include a name of the author and a brief description of what the book deals with. Also describe the book. Most books are hardcover, and with the invention of movable type, most are printed. Finally include notes on what effect the book has on the game. Does it offer the player a chance to learn a new skill? Or does it give a bonus to a specific skill? You need to define this before you unleash the work into your game.
What follows are examples of some books you can introduce into your ongoing campaigns. You can also use these as examples when creating your own.
Ars Musica
Published in Tilea in 2483, Ars Musica was written by the singer, composer and conductor Maris Cirina (2443-2509). This is the first, and some argue the best, critical examination of musical theory. The work covers music in all forms and even includes well-researched chapters on elf and dwarf styles. Also included are numerous arrangements and scores ranging from operas to solo instrumentation. Yet the best section is the one that deals with Tilean musical styles.
Ars Musica is a 5-volume set and each volume numbers 1500 typeset pages. Scores and arrangements are included, and the entire 5th volume have nothing but them. The work is written in Tilean, and no known translation exists. The work was first published in 2473, and was revised one time before Marisa’s death. Currently her son, Leonardo is preparing a 2nd edition, and this will be published both in Tilean and Reikspiel. However when the work will be finished is unknown. It took Marisa 20 years to finish the 1st edition, and many speculate it will take Leonardo as long to compile the 2nd. Ars Musica is required reading for all students of musical theory and composition. Many others have tried to write a more comprehensive work, but Marisa’s theories and techniques are still valid.
Each volume measures 10″ x 8″ and numbers 1500 typeset pages. The binding is done in a simple brown leather and the title is tooled in the cover. The pages are sewn into the spine, and are known to fall out. The work has been reprinted a number of times, but no corrections have been made to the text. The work which, is published in Luccini by the publishing house of Bonetti & Seratto, has not been updated since 2496 when the revised version was printed.
Game Note: A number of skills can be gained from studying this work. A PC can learn: Art—Conducting, Art—Musical Composition, and Art—Tilean Music. In addition to the skills, a PC can learn a number of solo musical compositions (the work contains 500 of them). To learn a skill it will take 1d4 moths and 100 EPs. Only one skill can be learned at a time. To learn a musical piece it will take 1d4 weeks and a successful Intelligence test (+10 for the Musicianship skill). If successful the PC has memorized it, if the test is failed the PC will have to practice for another 1d4 weeks before it is memorized. This work is uncommon, due to it being published in Tilea. Generally this 5-volume set sells for 1000 Crowns in the Empire, but can be purchased in Tilea for a meager 400 Crowns. When the 2nd Edition is eventually published, it will be published in both Tilea and the Empire, and the price should be smaller.
The Battle of Praag
This is one of the many folios that exist of the Talabheim playwright, Whilhelm Spears (2429-2499). Whilhelm wrote a total of 40 plays during his lifetime, and this is his most famous.
The play is in five acts and deals with the events of fall of Praag to the forces of Chaos in 2302. With over 25 characters, this play gives a surprisingly accurate portrayal of the fall of Praag. At the time this play appeared (2476 in Talabheim) the audience was moved to tears over the tragedy and the bravery of the Kislev warriors plight. Many scholars consider “The Battle of Praag” to be Spears best work and the highlight of his career.
What sets this work off from many of Spears’ folios, is that this is the original script written by Spears. The folio is 120 pages and stage directions are included in the margins. The pages are kept between two wooden sheets and a simple red ribbon secures everything in place. Through the years numerous copies of Spears plays have been printed. In fact, he holds the distinction of being the most reprinted author of the day. Currently all 40 of his plays are available as well as two books of poetry that was published after his death.
Game Note: Like all of Spears’ works this play is written in Reikspiel. No skills can be gained from reading this work. Yet a PC can use this script to put on a production of the play. However here is the list of all Spears works, also included is the date of its publication. These can be used to provide background color. This play is considered rare, yet many reproductions with out the stage directions are available and these are considered to be common.
| Plays | |
| Vsevold’s Folly (2429) | Merchant of Marienburg (2464) |
| Magnus the Pious (2450) | Thomas the Wander (2466) |
| Margritta (2450) | Midnight in the Garden (2466) |
| By this hammer I rule (2451) | The Blizzard (2467) |
| The Drunken Elf’s Folly (2452) | The Glutinous Halfling (2468) |
| Monet Castello (2452) | Beatrice the Bloody (2469) |
| Luis and Genevieve (2453) | Holding of Karaz-a-Karak (2470) |
| Ulrich’s Caress (2454) | Time and Time Again (2471) |
| Fall of the House of DeBray (2455) | Manfred Skavenslayer (2472) |
| Tall tales of the Moot (2456) | Oscar (2473) |
| The Drunken Sailor (2456) | On Wyven Wings I Fly (2475) |
| Ludwig (2456) | The Battle of Praag (2476) |
| Otillia IV (2457) | Sailing the Seas of Life (2477) |
| Otillia V (2458) | Rise of the Merchant Prince (2477) |
| Ludwig VI (2460) | Battle of Grovod Forest (2478) |
| Rudolf (2461) | Vlad von Carstein (2478) |
| Dreamer, Dancer (2462) | The Foolish Priest (2479) |
| Feast of Saints (2462) | The Last Days (2479) |
| Siegfried the Significant (2463) | The Four Wizards (2480) |
| The Taming of Petra (2463) | Life of the Poet (2480) |
| Books |
| The Poetry of Spears, edited by Holger Rack, 2500 |
| Glimmers from the Mind: The Rediscovered Prose of Whilhelm Spears, edited by Ricardo E’oreo |
There may be more poems written by Spears, and a GM may want to have the players find a collection of them in their adventures. If a PC finds these lost works they can sell them to a scholar for 1d600 Crowns. However if the PCs decided to publish them themselves they could see profits of 1d1000 Crowns a year for 1d4 years.
Berger’s Law Dictionary
First published in 2402 by the lawyer and scholar Konard Berger (2362-2452), this work is the foremost authority on legal terms and definitions. Now in its 6th edition, Berger’s is the one source that lawyers and students can turn to for legal definitions.
Berger was a lawyer of great renown in Altdorf, and his clients could be found not only in the Empire, but Tilea as well. His dealings with the various laws lead him to define the terms and practices commonly found in the courtrooms at the time. Yet he went farther when he researched old laws and terms, and included their definitions as well. Through the years it has become the most authoritative source for lawyers to turn to when seeking a definition of a legal term.
With the 6th edition the publishers, The Witzenberg Group, have included Estalian, Bretonnian, and even Sea Elf terms. The work is found on every lawyers desk, and in every law school.
Measuring 10″ x 8 “, the work is cloth bound and the 500 type set pages are sewn into the spine. The binding is loose, and many copies are missing pages. Lawyers complain that every year or so a new copy must be bought due to the number of missing pages. A solid work, but really only useful for lawyers or students of the law.
Game Note: Like all the Witzenberg Group publication, this is written in Classical and is invaluable for lawyers. Any lawyer who uses this work gains a +10 to Law tests. This is a common work, but like all of the Witzenberg Groups books is very expensive. Generally this book sells for 1000 Crowns, but lately a black-market has been discovered. Many of the Witzenberg Groups warehouses have been robbed, and the books for sale at half the price. The publishers are angry, yet lawyers are looking the other way. After all, it is highway robbery what the publisher is doing.
Diaries of the Plague
This small tome is a work of the most vile. It is an handwritten diary by a unnamed priest of Nurgle. The book measures 5″ x 3″ and is bound in a sickly green leather. The 500 pages, which are made form human skin, are sewn into the binding. The work itself is written in Classical, and the writer though debased, writes elegantly. These are not the rantings of a made man, but of a well-educated, though evil, genius.
The work describes the rites and rituals for the faithful of Nurgle. Though the author is unknown, it appears that this diary was written between the years of 2300 and 2304. This is due to first person accounts of the Incursion of Chaos in Kislev. These passages possess too much detail, and describe events that only the foremost scholars know.
There are no spells included in this work, however there are many descriptions of the rituals and practices of this cult. The passages are horrific to read, but offer a clear view of the beliefs of this group. Yet still the most fascinating reading are the accounts of the war in Kislev, and the siege and sacking of Praag. Also included are sections dealing with the demons that serve Nurgle. These section are filled with so much first hand knowledge, that many feel the author was a high-ranking priest in the cult.
A few of the librarians that have handled this work have contracted Nurgle Rot. Great care must be used, and currently the work is rests in a lead box in the deepest vault of the Unseen Library.
Game Note: The work is written in the Dark Tongue. If a PC reads this work they will gain 1d4 Insanity Points. However after 1d4 months of study and 100 EPs, they will gain the skill Theology—Nurgle. This is a rare work.
Reading the work will give the PC Nurgle Rot (WFRP, pg. 318) . Every month of study the GM should secretly make a Willpower test. Failure indicates that the PC contracts it.
Giovanni’s Notebook
Composed over the years of 2420 to 2425, this is the personal notebook of Giovanni Vitti a Tilean inventor. Gio, as his friends called him, was a man of science, art, music, botany, engineering, alchemy, and magick.
The pages revile the ideas of man whose interests were everything. There is no order to the entries. Giovanni apparently wrote in the book at random, but fortunately dated all entrees. A reader will find designs for “water walking shoes,” sketches of flowers, half finished musical compositions, thoughts on the forces of magick, numerous inventions, and a recipe for pizza(?). What is remarkable about this work is the sheer brilliance of the man. His ideas and theories were before his times. The few spells that are contained in the work (only four can be deciphered) are amazing in their power and simplicity.
There is also a rather lengthy essay on the effects of magick on the human body. Giovanni gives medical evidence that prolonged use of magick cause, damage to the body. He also hypothesizes that the seduction of Chaos can be attributed to weak-minded people working with the forces of magick. Interesting reading, but how accurate this is, is unknown.
The work measures 15″ x 10″ and has 500 hand written pages. Two thin wood covers protect these pages. This is a fragile book due to the fact the covers and pages are drilled, and three wooden rings are all that keeps the pages together. The cover is simple, and Giovanni’s name is carved in the wood. Also carved is: “2420-24. #14.” It is thought that this note book part of a larger set, but the exact number is unknown.
Game Note: The work is written in Tilean and the PC will have to be able to read that language to use the book. There is enough information contained in this journal that a PC could learn the Herb Lore skill. This requires 1d4 weeks of study, and 100 EPs. This is a rare book.
There are a total of twelve inventions in this notebook and players may choose to have their character build one. To do so a PC will have to have the following skills: Carpentry, Engineer, Numismatics, and Read/Write—Tilean. It will take 1d4 months to build on invention and a skill test will have to be made in the following order: Read/Write, Numismatics, Engineer, and Carpentry. A failure on any of the rolls means that the invention does not work.
As for what inventions are included use your imagination, but keep it practical. All inventions are designed to help a person with day to day life. Water walking shoes, and a self-propelled coach is just two examples.
Greta’s Cookbook
This large book was the personal cookbook of the halfling chef, Greta Potstuffer (2430-2510). Like the chef this is a large work which shows the culinary arts of one of the greatest chef to have come from Mootland.
Greta is best known for opening a chain of restaurants called “The Halflings Pantry.” These restaurants were known for their inventive menus and for one of the few places to serve an authentic halfling dinner (13 courses and took 4 hours to finish). The success of her restaurants lead Greta to publish the first publicly available cookbook for people to buy (published by Reitz & Reitz, Talabheim, 2489). This was a controversy among her fellow halfling chefs, because they felt that the recipes should have been kept a secret.
Greta’s answer to this was: “I am not including the kitchen sink. If someone wants my recipe for my quail egg soup they can have. I am not giving away all my secrets.”
Unlike the mass produced cookbook of the same name, this is the chef’s original handwritten book. The volume measures 20″ x 15″ and numbers over 400 pages. Besides recipes this volume contains Greta notes on spices and herbs. What is also surprising is a section dealing with poisons and how to mask their use in cooking. All of this is written in Greta’s own hand, and raises serious questions about Greta’s past.
Game Note: Both versions of this work is written in Reikspiel. PC’s who use this work or one of the widely published ones will gain a +10 to all Cooking tests. If the original work is studied the PC will gain after 1d3 weeks and 100 EPs the Prepare Poisons skill as well. The original work is considered rare, yet the widely available work without the notes on poison, are considered common.
The Journey of Lommel & Cloos
Published in 2479 in the city of Marienburg by the noted biographer Alfons van der Steen this two volume work details the overland journey of the explores Marius Lommel and Wilhelm Cloos. Unlike the other works of van der Steen, this work is very accurate and primary sources were used in its writing.
Marius Lommel(2325-2401) and Wilhelm Cloos (2331-2392) were explorers and adventures who lived in Nuln. In 2364 Lommel and Cloos left Nuln with a crew of fifteen and embarked on a ten-year journey to the Far East. The group arrived in Cathy and Nippon and took part in the war between the two countries. The group was captured in Cathy in 2366 and managed to escape after six months of imprisonment. With only seven of the crew still alive the group managed to make their way to Nippon. In Nippon the crew were treated well, but viewed as oddities. They helped the armies of the shogun defeat a Cathian invasion. This act of bravery propelled the group to fame, and they were viewed as heroes. Lommel, because of his rescue of the Shoguns daughter, became close friends with Shogun Hito.
The group arrived in Nuln in 2374 ill, malnourished and close to death. Once recovered both Lommel and Cloos began to describe what they saw. They also displayed many of the trinkets they brought with them. Alfons meet the two explores when they arrived in Marienburg in 2377 and began working on an account of their expedition. He was provided access to maps, journals and any information that he needed to compose the work.
The original printing is a two volume set that numbers 2000 typeset pages. Each book measures 14″ x 10″ and is covered in a green tooled leather. The pages are sewn to the spine; and are secure. Also included in the work are a number of colored plates, which are tipped in. The plates depict drawings and scenes of Cathy and Nippon. Also included are numerous maps that the group drew of their expedition. Only 1000 copies of this work was published, and a few copies can still be found in antique bookshops and in University libraries.
Game Note: A PC reading this work and studying it for 1d3 months will be very familiar of the voyage. Upon spending 100 EPs they will gain the skill, History–Journey of Lommel & Cloos. This will be important if the PC decided to retrace the voyage on their own. The book is written in Reikspiel and is easy to read.
The Journals of Otto Nightbane
These 20 volumes are the personal journals of the Witch Hunter known as Otto Nightbane(2353-2402). Otto was once a cleric to Morr, but left the clergy to carry on his personal war against the undead and Chaos. These journals kept from his first day in the clergy to the day before he died, paint a picture of a dedicated, if not obsessed man.
The reader is in for a surprise when reading this work. Because not only do you read Nightbane’s personal thoughts, but are treated to a wealth of information on topics better left unknown. Detailed information on all manner of undead are presented here, as well as accounts of a number of necromancers and cultist who Nightbane brought to justice. More shocking is the journal dealing with the years of 2398 and 2399.
Nightbane writes about his crusade against a cult of Kháine worshipers who had infiltrated a number of the temples of Ranald. His first hand accounts are chilling and surprising. Otto wonders in these passages how the Kháinites managed to infiltrate the Ranald cult. What is shocking is that Otto speculates that the two faiths are more linked then they know.
Otto was killed in 2402 in a dark alley of Marienburg. How he died no one knows. The journals arrived to the Unseen Library last year (2512), and they were accompanied by a note that read: “Add to your knowledge.”
The books are all 9″ x 6″ and are bound with a soft leather cover and the pages glued to the binding. Each book numbers 150 pages, and they each have a small leather strap that keeps the work securely closed. The entire collection is handwritten and dated. The journal is also written in both Classical and in Reikspiel, but the majority of the entries are done in the Classical.
Game Notes: This work has enough information that if the work is studied for 1d6 months and 100 EPs are spent, the PC would gain the skill Undead Lore (new skill, see below). The book is written in Reikspiel, but due to the handwriting, a PC will have to make a Read/Write—Reikspiel test with a -10 penalty to read this work. This work is considered rare.
New Skill: Undead Lore —Characters who have this skill can recognize a form of Undead and are aware of their weaknesses and disposition. A character is also sensitive to the small and can tell when they are within 30 yards of them. When confronted by the Undead, a GM secretly tests against the PC’s Intelligence and if successful the PC will know about the undead. Anytime the PC comes into contact with that Undead type again they will automatically know the details.
Langenburg’s Cyclopediea
Published in 2489 in Nuln, the Cyclopediea is a bestiary written and conceived by Lou Langenburg. Though he possessed no University ties, Lou was an explorer and hunter who tracked all manner of animals and beast in the southern part of the Empire.
The work lists over 400 types of animals, plants and monsters. Each entry is accompanied by sketches and factual information dealing with the subject. The information on the numerous animals and plants is accurate, but the monster entries are quiet comical. The fact that halflings, gnomes and dwarves are listed as monsters, caused an outcry by the respective communities.
A minor work, and can be found among many private collections. University libraries have pulled this work from their shelves on account of the many errors that have been discovered. The book measures 15″ x 12″, and the binding is a simple thick paper one. The front and back covers are made from paperboard, and the pages are glued to the spine. It is a cheap binding, and many argue the binding suits the work.
Game Notes: This work is not significant in any way. There is so much wrong in this book, that any PC who tries to use it will suffer a -10 to all Intelligent rolls. This work is common, and inexpensive to buy at 10 Crowns.
The Log of the Sea Sprit (2466-2499)
This large tome is the three-year log of the Estalian ship The Sea Spirit.The log was written by the ship’s captain, Jose Jimenez, and is a good example of the life of a merchant ship and the voyages it takes. Normally a ship’s log would be of interest for the weather and astronomical data it contains, however this one is different due to the voyage the ship took. The entire log deals with the ships voyage to and back from Lustria.
This lively account is fascinating reading. In it you learn he was hired by the merchant house Dominguez & Vergara to voyage to Lustria and attempt to obtain anything that could be sold abroad in the Old World. The log contains notes on the preparations and a complete roll call of the crew. Also included are star charts and navigational aids used to arrive at Lustria. The cartographer’s skills are quiet good. The map of the northeastern coast of Lustria that is included is detailed and fairly accurate.
Also found in the log are a number of accounts of clashes with the natives. Description of frog like creatures are included, and a city that teamed with these creatures. Also is an account of a run in with a group of pirates who attempted to seize The Sea Spirit’scargo. In all it took Jose and his crew three years to complete this journey.
The journal is a large tome measuring 20″ x 14″, and the log is covered with a deep rich red leather. The binding is good, and the 1000 pages are glued and sewed to the spine. The work is written in a flowing script and is written in Estalian. There is an intricate sliver clasp on the front cover, which locks.
Historical Note: Jose voyaged to Lustria a second time, and he was last seen in 2472 sailing out of the harbor of Los Cabos. Jose and the Sea Spirit was never seen again.
Game Notes: This log will offer the PC’s enough information to voyage to Lustria. The charts and maps are accurate, and a navigator will gain a +10 to all navigation tests. As for accuracy, Jose and his crew only saw a little of Lustria and there will be many surprises for the PC’s. The work is written in Tilean, and in order to read the passages the PC will need to be able to read Tilean. The work is still usable with out knowing the language, and this is due to the accuracy of the navigational aids. Yet the PC’s will have no idea what they are about to face, or read Jose’s advice. This work is considered rare.
Malal —The Lost and Misunderstood God
A rare work published in Tilea during the year of 2488. The work was written by Nunzeo de Beppo, and is a scholarly look at the Chaos God Malal. Through exhaustive research, and archaeological evidence, de Beppo presents a picture of the God that conflicts with all that is known.
In the work de Beppo presents the doctrines and beliefs of the Cult of Malal. He traces this beliefs to the first appearance of the cult, and claims that its origins can be found in the Wasteland. According to de Beppo the first known temple to the God was erected 2283. When the worshipers prayed to their savior to protect them from the forces of Chaos! Also troubling is claims that many who were fighting the forces of Chaos during the Incursion prayed to Malal to protect them from their enemy.
However, de Beppo’s troubles began when he translated into Tilean many cult writings and teachings. These translations do not present the God in his usual light, instead they depict him as an enemy to Chaos. Yet what damned the scholar was his calling Malal the savior of mankind, and not a force of evil but a force for good. He argues that Malal could protect the masses from Chaos’ touch He writes:
“Malal is not Chaos. This is propaganda that has been spread by the established cults and by the very forces of Chaos. Malal is a threat to all, because he is a force of nature that can deliver the masses from the dangers of Chaos!”
Once this work was published de Beepo was publicly executed by a group of Witch Hunters known as “The Brothers of the Light.” After the scholar was killed, all known copies were burned, and the publishing house was torched. The group even killed all workers and everyone associated with the publishers in order to cleanse the land of their chaotic taint. Only 10 copies are known to exist, and two of these are held by the Unseen Library.
The work is 8 1/2″ x 11″ and bound in a blue leather. The 400 type set pages are both glued and sewn into the spin and is perhaps one of the best printing jobs seen. It is a shame that the printing house Rittaze & Sons was destroyed, because they could have offered much to the world in printing techniques.
On a side not, the Marienburg printing house of Nieawkop and Assoc. publishes books in a similar manner. Even their paper stock watermarks and end papers designs bear a strange resemblance to Rittaze & Sons.
Game Note: Written in Classical, this work is accurate and contains numerous cult documents. A PC who studies this work for 1d4 months, and spends 100 EPs will gain the skill Theology-Malal. They will also gain 1d4 insanity points as well. Due to the subject matter this work is rare, and very hard to find.
Ramblings from the Edge
Written in 2013 this book is one that is surrounded in controversy. It was written by the seer and wizard Pascal Varennes, of Bretonnia who stated that these are predictions and his visions of the future. Many has taken this to mean that Varennes knew what would happen and have tried to link these predictions to current events.
Each passage is a small four to five line statement. The statements are so vague that any meaning can be given to them. For example here is passage #93:
The city on the hill will dwindle.
Rot will rise and destroy life.
The raven rises in the East.
Its’ flight will take it to the corpse.
A feast will be had on the dead.
In all there are over 200 passages similar to this. Many have said that Varennes predicated the exact date of the end of the world. Yet 500 years after the alleged date, the world is still here, and no end has arrived.
The book measure 7″ x 3″ and the cover is a brown leather. The 100 hand written pages are sewn to the spine. The work is written in an older version of Breton, and translations to modern Reikspiel or Breton is possible, but time consuming. There is no markings on the cover and the spine simply states Varennes. The title given to the book was given by the publisher Albrecht Mack, who recently published a version last year (2512) in Nuln. The new version was based on the copy of the original work, which resides in Vault 24, Floor 2, Isle 24, Case 123, shelf 6 in the Unseen Library. Surprisingly the new version is accurate to the original hand written one. How Mack got a copy is unknown.
Historical note: Pascal Varennes, was rumored to be mad. He rambled that he could hear voices, and that “spirits” haunted him. There are royal accounts of Varennes petitioning the King to look into this. Many considered him mad, but no threat. Varennes was found dead in his study in 2017, hanging from the rafters. It was thought to be a suicide, but there is one report that written claims a written message was found. The message was written in blood and stated: “He knew the truth.”
Game Note: This book can be used by a GM to give players cryptic descriptions of things to come. The accuracy is up to the GM, but one way to use these is let the players draw their own conclusions. To read the work the PC will have to be able to Read/Write—Breton, but due to the age of the language all tests will be at a -10. This is a rare book, however PC’s can purchase the new translated edition. The book is of the same title, yet written in Reikspiel, and is commonly available.
Theories on Pre-Sigmar Tribal Religion Practices
A recent work published in 2513 in Marienburg, Theories was written by the reputed theologian and scholar Henrick von Bresburk. Though recently banded in the Empire the work is available in Marienburg, Estalia and Tilea. The work is a critical examination of many of the myths and fables surrounding the deity of Sigmar. Yet Sigmar is only part of a larger work that deals with deification of other tribal leaders.
With archaeological evidence including cave paintings and sculpture, von Bresburk describes three chieftains that predate Sigmar by 500 years. These chieftains were worshipped as Gods, and if the evidence is to be believed shamans were able to perform feats in their name. What has caused the book to be banded and von Bresburk to live in hiding is the following statement:
“Thus it was through political connections, and strong arm
tactics that Sigmar slowly was placed to the position it
enjoys today. Unlike with other cults, where members and
the faithful are converted, the Sigmar faithful used fear
and intimidation to prop up a collection of fables and legends.”
Needless to say this work made the Sigmar faithful unhappy. However the Ulrich leaders, though publicly have denounced the work, are secretly pleased and are looking for ways to use the work in their continued battle with the Sigmar faithful. Sigmar faithful have loudly denounced the work, and some have gone as far as to suggest that von Bresburk has been tainted by Chaos.
The work measures 8″ x 6″ and is bound by a simple black leather cover. The pages are glued to the spine, and the 300 pages are typeset and easy to read. Though it has recently been published, no copies are known to exists in the Empire. A few copies have been found in bookshops in Tilea and Estalia. However many of the bookshops in Marienburg have the book for sale.
Game Notes: This work adds nothing but background color to a campaign. However PC’s could be contacted by von Bresburk to protect him from a pack of Witch Hunters. This work is considered uncommon outside of the Empire, and rare inside the boarder of the Empire.
Filed under: Games, thoughts | Tags: Fourth Millennium, Gaming, Lost Works, thoughts, thousand suns, Warhammer FRP
I never realized how much Warhammer FRP things I wrote. I think this is one of my favorite pieces I did, and it appeared in Warpstone.
Roads and Road Wardens of the Empire
The roads in the Empire are few in number, but very well traveled. Contrary to popular belief the maintenance and patrolling of roads is not a function of the Empire. Instead, this falls on the shoulders of the individual provincial governments. Each province maintains the roads within their boarders, as well as protecting all travelers. To ensure the safety of all travelers, provinces have created road wardens. Road wardens patrol the roads and are often the only form of law seen in remote regions of a province. This article deals with not only road wardens but also the roads of the Empire.
Development of Roads
You can trace the development Empire roads to the first Emperor Sigmar Heldenhammer. When Sigmar began the forging of the Empire, he saw the need for roads. Roads, he opinioned, would not only make it easier to move troops and goods, but as a way to unify all regions of the Empire. The first roads were nothing more then simple footpaths or forest trails. Sigmar saw a need to take these established trails and make them permanent.
The first major road built was the Old Dwarf Road. Seeing the growing Empire, the dwarfs saw the need to have an easy to travel land route into the Empire. The dwarfs offered to build the road, and in return, all dwarfs would be free to use the road, and furthermore charged no type of tariff while using it. Sigmar in turn wanted the construction process to be a way for both the humans and dwarfs to work together. He stated that as long as his countrymen were involved in the process they could proceed. Humans and dwarfs worked together in the building of the road, and the humans learned many new construction techniques. The dwarfs, because of the project, solidified their relationship with the humans.
Construction began in 11 IC and it took five years to complete the project. Starting from the Black Fire Pass, the road reached the city now known as Wurtbad. Typical of Dwarf construction, the road was built to last, and at the time was an engineering marvel. The human/dwarf crews first excavated parallel trenches some 40-feet apart, and these trenches provided drainage for the road. Then using the material taken from the trenches, a foundation twenty feet wide was raised three feet above ground level. Embedded into this foundation the crews placed 6-inch thick slabs of granite. The road was built as straight as possible, and instead of going around hills, the road cut through them.
Sigmar then commissioned the building of the Altdorf-Middenheim Road in 30 IC. The project provided a much-needed link between the northern and southern regions of the Empire. Unlike the Old Dwarf Road project, the Altdorf-Middenheim road was not paved. Instead, a fifty-foot wide swath of forest was cleared, and the existing footpath expanded to allow wagon traffic.
Other Emperors followed Sigmar’s lead and commissioned road-building projects as well. It was Sigismund the Conqueror who the saw the need of roads to aid in his military campaigns. The first road he commissioned was the Old Forest Road in 500 IC. Sigismund needed a way to easily move troops from the northern regions to the southern boarders. Seeking the aid of the dwarfs, the Old Forest road was built similar to the Old Dwarf Road. It took four years to build the road since the construction process suffered many setbacks. The majority of these set backs were due to the raids conducted by tribes of goblins. The humans and dwarfs suffered large causalities, but they succeeded in finishing the road.
Sigismund also commissioned the construction of the Great North Road in 503 IC. The road plan called for it too not only link Talabheim to Middenheim, but Middenheim to Marienburg. With campaigns in the Wasteland, Sigismund needed an easy route to move troops to the north. The Altdorf-Middenheim Road was good, but was quickly becoming congested with increased traffic. To remedy this, a second route to Middenheim was needed, as well as a land route into the Wasteland. Construction took place in two phases. The first phase took three years and linked Talabheim to Middenheim. To speed up the process, a hard packed dirt road some 40 feet in width was created. When the road was completed in 508 IC, the second phase of the project started. Built following an existing forest trial, it was widen by 40 feet. The road was finished in 513 IC, and would have been finished sooner if it were not for a few problems. The first problem was the constant attacks from the wood Elfs of the Laurelorn Forest.
The Elfs were opposed to roads being built near their lands. The road would provide easy military access for the new human empire. In addition, it offered the promise of immigration into what was at the time elf lands. The humans were also clear-cutting much of the forest to provide for the construction of the road. The Elfs employed many acts of sabotage and tried to halt construction, but they had little success. The Elfs finally withdrew deeper into the Laurelorn Forest, and strengthened their boarders. The second major problem the construction crews faced was the fact that Sigismund wanted the road built through the middle of the Schadensumpf. This vast marsh hampered the construction and caused many deaths among the const4rcution crews.
In 530 IC Siegfried the Lawgiver commissioned the rebuilding of the Altdorf-Middenheim Road. The road that dated back to the time of Sigmar had become the major link between Altdorf and the north. It was a heavily traveled road, and though maintained could not handle the large amount of traffic. Siegfried wanted the road built similar to the Old Dwarf Road. It was to be widened to fifty feet, and raised five feet above ground level. In place of granite slabs, granite bricks were laid into the roadbed, and kept in place using a fast drying mortar. An agreement was reached with the dwarfs and two teams of construction crews arrived in the Empire to begin building the road in 531 IC.
To speed up construction two crews were assembled, one in Altdorf and one in Middenheim. A bet was placed on which crew would reach the midway point first. The mixed human and dwarf crews worked hard and fast, both wanting to be the first to finish. Three years to the day of the start of construction, the Middenheim crew reached the half waypoint, and exactly two minutes behind was the Altdorf crew. In the spirit of comradeship, the two crews laid the last brick, which was made out of gold, together. A regular brick painted gold quickly replaced this brick. The original gold brick was taken away, and its current location is unknown. With the placing of the golden brick, the last major Empirial roadwork project ended.
A period of much road decay took place between 1111 IC and 1124 IC and this were due to the Skaven invasion. While the Black Plague had a death grip on the Empire, the Skaven leaped at the opportunity to invade. The Skaven used Warpstone mines to destroy many roads and bridges. With a lack of funds, and the Skaven demolition work, the road network suffered. It would not be until 1124 IC when Count Manfred Skavenslayer would drive the Skaven out, which led to his being elected Emperor. With the Skaven threat over, the long, slow process of rebuilding the roads began.
When civil war rocked the Empire in 1359 IC much would changed. Roads became important for not only the movement of supplies and troops, but also a means to deprive the enemy of their supplies and reinforcements. In 1547 IC the Empire found itself with three Emperors and three times the amount of confusion. The roads were still maintained, but the days of massive road building projects were at an end. Whatever road building did take place was small and typically involved making forest trails easier to navigate for carts and wagons.
In 1980 IC, the Dark Ages as the scholar’s refer to them, settled across the Empire. The granite slabs that paved certain roads were pulled up and used to build more useful structures, and all of the roads began to deteriorate. More importantly, bandits and other groups plagued the roads, and the areas outside of the cities became a no man’s land. There were communities that existed outside of the city limits, but the majority of the people stayed within close proximity to the major cities. Roads, for the most part, became deserted and only the brave, desperate, or foolish traveled them.
The rivers of the Empire have always been important, and with the deterioration of the roads, not to mention the danger road travel posed, many turned to the river for the transportation of goods and people. Rivers proved to be safer so many provincial rulers moved to utilizing the rivers. Some rulers still saw a need to maintain their roads, but lacking the necessary funds, the efforts were mainly superficial. Remote regions close to the river saw little need to maintain their roads and shifted their focus to the rivers. It would not be until Magnus the Pious that the roads once again would became important.
Magnus realized the importance of the roads. He saw the need to link towns located away from rivers to towns located by the rivers. It was easier for a merchant to ship goods by land between Talabheim and Averheim then it was to transport them by water. As a result, Magnus attempted to take control of the roads back. All regions that benefited by having roads opposed this. With the growth of the forces of Chaos, Magnus also needed a way to move troops quickly and efficiently throughout the Empire.
In the years before Magnus being declared Emperor in 2304 IC, provincial rulers were free to levy what tariffs, or tolls they wanted. Many provinces got wealthy off the road tariffs they employed. To make matters worse, there was no uniform toll, and merchants faced different tolls depending on province or location within the province. The more important the road was, the higher the toll was. In addition, the closer you came to a major city, the higher the toll would be. With the apparent end of the easy money provincial leaders fought vigorously against Magnus’ gambit. Teamsters and coaching companies lobbied loudly for a standardized road toll, and were in favor of Magnus’ plan. To drive home their point many teamsters and coaching companies went on strike. They refused to deliver goods or people until there was a standard road toll. Faced with two angry factions, Magnus acted and acted quickly.
In 2330 IC Magnus declared that control of the roads in the Empire would stay with the provinces. In addition, provinces would be allowed to keep all road tariffs under the stipulation that provinces levy a standardized toll set by the Emperor himself. Magnus went further and decreed that provinces must provide for the safety of all travelers. This meant that they were required to maintain the roads and provide for road wardens to protect all travelers. The money for road maintenance and for the road wardens would come exclusively from the collected tolls. The agreement was ratified in 2337 IC and the current system has been in place ever since.
Today the roadways are well maintained and well patrolled. Many of these roads have also begun to be repaving, and currently there are a number of dwarf construction projects underway. There are many small roads cutting across the Empire, but these roads are often nothing more then two travel worn ruts, or footpaths that through the years of use have become recognized as roads. Currently in discussion is a proposal for construction of a road from Karak Kadrin to Wurtbad. This has caused a debate over who will pay for it. Ostermark is a poor province and the cost could break the treasury. Stirland, though wealthier then Ostermark would be hard pressed to come up with the needed capital to finance such an undertaking. The Empire has suggested that they finance the project together, and that they would control all tolls levied along it. This suggestion has not been warmly welcomed.
Road Wardens
The group charged with the task of maintaining the peace along the Empire’s roads is collectively known as road wardens. From protecting tollbooths, to enforcing imperial laws in remote roadside villages, wardens serve a very important function. Wardens are not found in every province, and are mainly located near the interior of the Empire. Middenland, Hochland, Reikland, Stirland, Nordland, and Ostland are the only provinces that fund and maintain road wardens. Even for these provinces the commitment to their wardens varies.
Warden jurisdictions begin where the city limits end, and this is generally recognized as ten miles. Within city limits, wardens take a subordinate role to the city’s watch or local militia. If wardens arrest a criminal outside of their jurisdiction, law requires them to turn the prisoner over to the local authorities. In addition, wardens are not allowed to enforce laws or arrest criminals within the city limits without the approval of the local magistrate. When investigating a crime within the city limits, wardens are required to contact local authorities and turn the investigation over to them. The above only applies to the major cities or towns in the Empire. For towns or villages without an organized watch, road wardens take the lead in maintaining the peace.
Wardens are typically organized in patrols of five, with four wardens being led by a sergeant. The size of patrols can vary and are subject to local conditions, such as bandit activity, greenskins, or Chaos. These groups patrol the roads, staff the tollbooths, and maintain the peace in small villages along the road. Patrols are on duty for four weeks and then enjoy a one-week rest period. While on patrol, wardens can stay at any coaching inn and receive free meals. Furthermore all inns must keep at least two rooms available for wardens at all times. Though many inn owners complain about this requirement, they see the benefit of having a constant warden presence in their common rooms.
Along major roadways, warden patrols are constant and travelers and villagers can typically expect to see a warden patrol everyday. Along minor roads, travelers and villagers can expect to see a warden patrol every d3 days. While spending a night at a coaching inn, the traveler will find a warden patrol resting for the night. Major roads are those found on the Empire’s map. These roads are paved and link the major population centers together. Minor roads are smaller, and tend to be small footpaths or cart trails.
The daily life of a warden is filled with constant travel on horseback. Wardens are under paid for the dangers they face. From finding bandits and outlaws, to fighting the forces of Chaos, a warden is in constant danger. All wardens travel with, and report to, a sergeant. Sergeants are either chosen by age or merit, but often times a healthy donation to the Retired Warden Fund aids in advancement. Sergeants have seen much in their time with the wardens, and tend to be grizzled veterans. To survive long enough to become a sergeant is a testament not only to their ability, but also to their luck.
The next rung of leadership is captain. Based in rural villages and cities, captains administer the day-to-day operations of the patrols. A typical captain supervises between six to ten warden patrols. Captains ensure the tollbooths are staffed, the wardens are paid, and arrested criminals are dealt with. Promotion to the rank of captain is earned, and only the most skilled achieve this rank. Typically warden captains have seen six to eight years of service, and have seen things that would have broken a lesser man. Captains are rotated to a new posting every two to three years, and the theory behind this is that it minimizes corruption. This is normally not an issue, but there have been cases of captains working with criminal rings, or worse with slavers.
At the upper level in the warden chain-of-command is the Warden Commander. Based in the province’s capital, they are responsible for the running of the entire operation. The provincial ruler appoints the Commander to the post, and generally the term of service is six years. In theory this position is based on merit, and only the best are appointed to the post. This is not always the case, and the position in some provinces has become political. It is often not what you know, but whom you know, and some Commanders have attained this position through money and not merit.
Each province maintains their own wardens, who patrol only the roads within their province. This proves a problem when a suspect crosses provincial boarders. There are many rivalries between regions and nowhere is this more apparent then in the ranks of road wardens. There is no cooperation among the different groups, and to make matters worse they compete when it comes to the apprehending criminals. The worst case of this rivalry is the one that exists between the Middenland and the Reikland wardens.
The origin of this feud goes back to the notorious coaching inn murders of 2498 IC. Over a three-year period a serial killer was stalking the coaching inns along the Altdorf-Middenheim Road. The killer targeted women, and murdered a total of twenty by the time he was apprehended. The killer was discovered and fled on horseback toward the south, with a Middenland warden patrol in pursuit. The killer’s horse threw a shoe, fell, and broke its leg. While the killer was pinned under the horse, the Middenlanders went to arrest him but were stopped by a group of Reiklander wardens who had arrived at the scene. As it turned out, the killer had crossed the border into Reikland, leaving the Middenlanders with no jurisdiction in the case. The killer was taken into custody, and credit for the capture went to the Reiklanders. This event started the feud and to this day both groups are bitter rivals.
The provincial rulers provide for the funding of wardens. By law, all tolls must go to both road improvements and to the wardens. For some provinces, the value of their roads and wardens is high, and extra money is spent on them. For most provinces, however, wardens are poorly equipped and funded. Because of the low pay it is difficult to find qualified candidates to join. Once a candidate joins the wardens they face either no training, or a lot of training. Reikland and Middenland place a high value on their wardens and all candidates face a six-month training period before they are assigned to their first patrol. For Hochland, who is desperate for wardens, new wardens receive one week of training before they are sent out.
Daily Life of the Warden
The warden’s day begins at sunrise, when after a quick breakfast, they saddle up and begin their patrol. From looking for criminals, to checking the integrity of the road, a warden spends most of their day on horseback and protecting travelers. Wardens look for signs of outlaws, and signs of other threats, namely Chaos. Wardens investigate crimes that take place along the roads as well. Typically they patrol twenty-miles a day, and this is usually the distance between coaching inns.
The general rule told to all new wardens is that there is no normal day. Patrolling is not an easy life, and the months spent on the road changes a person. A warden is worn from the weather and from the sights he has seen. It is a hard life, and only those who are strong survive it.
Wardens wanting a more predictable day seek a tollbooth assignment. Wardens stationed at tollbooths find their days relatively stress free. Two shifts keep twelve-hour watches, and they stay at the booth to ensure that the collected tariffs are safe. Wardens also work to stop the transportation of illegal contraband. All merchant wagons and coaches are inspected, and in the event illegal goods are found the items are seized and the person arrested. It is not unheard of for the guilty party to bribe their way out of a jam. When not checking wagons and coaches for illegal contraband, or protecting the toll collector, and tolls, there is little for a warden to do. It is a common site at many tollbooths to see wardens sitting around and it is hard to distinguish who is on duty and who is off.
Perhaps the best assignment for a warden is the village assignment. Compared to a road assignment, this is relatively safe and easy. This is a common assignment for the provinces of Reikland and Middenland. There are many small villages along the major and minor roads of a province, and the wardens take on the role as village watchman. They train and organize the militia, and work to enforce the law. As their counterparts stationed at tollbooths, village wardens work twelve-hour shifts. Unlike their tollbooth counterparts these shifts are busy. From tracking down roaming monsters, to mediating disputes between villagers, most wardens find their days anything but dull. In addition these wardens are called to fight roaming bands of greenskins, or end the threat of Chaos to their assigned village.
A warden’s uniform is simple in design and consists mainly of a tabard emblazoned with the province’s crest. These tabards are worn at all times when the warden is on patrol or on assignment. In addition to the tabard provinces provide their wardens with a chain mail shirt. This shirt is the property of the province and must be returned when the warden leaves service. Provinces also provide the warden with two pairs of pants and a pair of boots each year.
All wardens are issued a hand weapon as well as a bow or crossbow. Most wardens use swords, but there are some who prefer a mace or a hand axe. Bows and crossbows are issued depending on the province. Typically the wardens of Reikland, Middenland, Nordham and Averland use crossbows, and this is due to the stopping power of the crossbow is the major reason that this is used. Stirland wardens are split in the use of bows and crossbows. For wardens patrolling the roads the crossbow is the weapon on choice. The bow is preferred for wardens stationed at tollbooths, or assigned to a village posting.
The most important item to a road warden is a horse. Horses are vital for the work that wardens do. One reason for wardens to be based in villages and in tollbooths is so the wardens have a place to raise and train horses. All horses are owned by the wardens and are signed out to the individual warden before going on patrol. Horses are very well cared for, and it is joked among the Hochland wardens that the horses are better cared for then the wardens. There have been reports of some warden captains selling horses for a profit. In all these cases the captain was caught and punished. The typical punishment for a horse thief is the stripping of title and then twelve years of hard labor. In Nordland the punishment that a captain faced for selling warden horses was death.
Views on the Road Wardens
There are many different views when it comes to wardens. For most, wardens exist in the background and the general populace has little to do with them. Villagers outside of the cities, and those who live and work along the roads are the ones who come in direct contact with wardens. The opinions differ among the provinces.
Reiklanders and Middenlanders have a love-hate relationship with wardens. The roads are relatively safe in these provinces, and this is due to well-trained and well-funded wardens. The wardens work hard to ensure the safety of not only travelers, but also residents along the province’s roads. Unlike other regions, wardens of these regions actively seek out outlaws and other threats that plague the countryside. For the common man wardens, though they can be a bit over zealous, are a blessing. The wardens help keep them safe, and ensure that all threats are dealt with. Merchants, and other unsavory types, despise wardens due to their enforcement of laws and tariffs. Innkeepers personify this love-hate attitude as well.
Due to provincial law, all inns must provide rooms and meals to all patrolling wardens. As a result all inns set aside two rooms for the wardens, which the innkeeper never sees a profit. In addition, wardens like to eat and drink and thus the innkeeper incurs another expense. Typically innkeepers provide the worst food and worst rooms to wardens. After all, the law does not require for the freebies to be good, or of a high quality. Despite their complaints, the mere presence of a warden in the common room is often enough to keep everyone well behaved. If trouble does happen, the wardens are there to quickly step in and deal with.
Wardens are a common sight along the roads of Reikland and Middenland. Citizens of both provinces and are accustomed to dealing with them. Their provincial governments value the wardens and they ensure that they are well funded and supplied. Also surprising is the desire of many to join the ranks of the road wardens. Both groups have little trouble when it comes to getting new members, and they have the luxury of turning people away. The same cannot be said for other regions.
Nordland does not have many wardens, and cannot support as many. Their wardens tend to be poorly trained and ineffective in preventing crimes along the roadways. Many wardens in Nordland tend to ignore lawbreakers if donations to warden charities are paid. Innkeepers despise wardens and resent the amount of free drink that they receive. To make matters worse, wardens do a poor job of stopping trouble in the inns, and are often the cause of many bar fights. Because of the lack of funding, many wardens have no problem with receiving bribes. The organization is corrupt from the top down, and good wardens are quick to leave, or mysteriously disappear. For most, wardens are nothing more then legalized outlaws.
Ostland does not see the need to provide for a more skilled force. It is expensive to maintain a group of wardens similar to Reikland, and Ostland is not wealthy enough to fund and support such a large group. Instead they rely on paramilitary groups, and mercenary to maintain the peace in the boarders.
The wardens that Ostland does have mainly stay to the main roads. They are over worked, underpaid, but despite this do a good job. Innkeepers in Ostland also treat wardens better then most areas. The food is very good, and they make sure to send wardens off with enough to eat while they are on the road. Another interesting trend is that inns now are keeping three rooms free so that wardens have more room when they are resting at night.
Averland, Hochland, and Stirland views on wardens are similar to what is found in Reikland and Middenland. Both provinces have many roads and there is a need to patrol them. Unfortunately both provinces do not have enough money to fund as many wardens as they want. For those who have dealings with wardens the general opinion is that they do a good job with their limited resources. The complaint for most coaching companies is that wardens in these areas are not that responsive and there is never one around when you need one. As a result coaching companies are beginning to fund their own groups who are responsible for ensuring the safety of coaches. This has caused many problems, namely the lack of jurisdiction these groups have. Innkeepers complain that they are not a regular presence in their common rooms, and when they are there, want to do nothing but sleep. Villages, who are lucky enough to have wardens stationed there, really have no complaints and view them as a welcome addition to their communities.
Wardens of Nordland
Based out of the provincial capital of Salzenmund, the Nordland Wardens are a corrupt group. Due to the lack of funding that Baron Weiner Nikse provides many seek other avenues to earn a living wage. Generally this translates into taking bribes and ignoring lawbreakers. This has changed with the appointment of Franz Leber to the rank of Warden Commander.
Franz Leber has been with the wardens for close to fifteen years. From his first days as a warden, Franz realized that there was no profit in his job. Instead, real money could be made from smuggling, slaving, and even highway robbery. The early years as a warden, Franz made many contacts with petty bandits and smugglers. He agreed to ignore their lawbreaking, and warn them of possible arrest if they cut him in to the profits. As Franz rose through the ranks of the Wardens, he became privy to knowledge that he passed on to his associates. This information dealt with schedules when the collected tariffs would be picked up from the tollbooths.
As Franz grew older he became a known figure of organized crime in Nordland. As he was promoted to more important positions, Franz used this to good effect with his connections. It was when he was appointed captain and assigned to Grimmenhagen that Franz consolidated his power. He organized the various smugglers and outlaws into a collation. To ensure that his group was provided for, some were appointed to positions in Franz’s staff. Some outlaws were even made wardens and assigned to duty in tollbooths or on road patrols. This ensured that the group could hide behind the law, and aided in their criminal efforts. Franz was careful not to attract too much attention to his actions. He did work to locate criminals and bandits, but these were rivals to his crime empire. Franz gained a reputation of being tough on criminals and he was relentless in tracking down bandits and arresting smugglers. Though the funding for wardens is minor, Franz managed great results with little funds.
Five years ago Warden Commander Chedwic Malkowsky was found murdered in his bed. Franz was called to investigate the murder and bring the killers to justice. Sensing his chance to rid himself of a rival, Franz took to the investigation. He and his investigators discovered that Commander Malkowsky was linked to a cult dedicated of Slaanesh, and was accidentally killed during a ritual. His men uncovered the secret temple, and in a daring midnight raid killed them all. Herald a hero; Franz was appointed to the position of Warden Commander. No one knew the truth behind the murder and investigation.
Commander Malkowsky was suspicious of Franz, and secretly investigated him. He was close to discovering his crime ring, and was about to level charges against him. Franz got word of this and had Malkowsky not only killed, but made sure he was discredited as well. He framed the murder on a rival smuggler who had left Franz’s organization so that he could run his own smuggling ring. To ensure that there would be no reprisals he informed Commander Malkowsky of Franz’s dealings. Before he could act Commander Malkowsky was murdered, and all the evidence pointed to the smuggler. Provincial law allowed for the killing of all Chaos cultists if they threatened the safety of the province. Therefore, Franz labeled the smuggler and his group as worshipers of Slaanesh, and pinned the murder on them. Franz and his men killed the rivals, and suffered no effects from their actions.
The Nordland Wardens are a corrupt group. They ignore everything but the threat of Chaos and the only way to see justice or escape it is by donating funds to various Warden Charities. Due to the lack of funding the province provides their wardens; they soon learn the value of bribes and graft. Not everyone in the Nordland Wardens is bad, there are some who believe in their job and the work they do. Sadly, the corrupt wardens overshadow the good ones. Wardens who are tired of the dirty dealings and attempt to shine the light on the corruption often find themselves permanently removed from duty.
Though some within the provincial government have their suspicions that Franz is corrupt, no one has been able to find any evidence. The reason is that Franz is very careful. Through his running of the crime ring, Franz has grown very wealthy. Yet Franz goes to great lengths not to display his wealth openly. He is very modest in public life, and argues for more funding to help the wardens. Franz is a cold calculating man, and he is quick to use his wardens to end threats to his position. There are rumors that Franz and the wardens are corrupt, and there is a running joke that the Nordland Wardens only investigate a crime if it affects their purse. Still no one as of yet has been able to discover if Franz and his wardens are bad.
The uniform of Nordland wardens consists of a mail shirt and blue pants. Instead of the tabard, Nordland wardens wear a yellow sash draped across their chest. The sash rests on the left shoulder and ends at the right hip. The sash is emblazoned with a black horse with a setting sun behind it, which is the crest of the Nordland Wardens. This crest dates back to 2353 IC when the wardens were founded. The sash also displays the rank of the warden. For Wardens the sash is worn with only the crest. Sergeant’s rank is displayed with a single horizontal bronze bar. A single silver bar above the bronze bar displays Warden Captain’s ranks. Warden Commander’s ranks is displayed by adding a gold star above the silver and bronze bar. Years of service are designated by the addition of a blue stripe to the base of the sash. For every five years of service another blue stripe is added to the sash.
When wardens are attending important ceremonies or events they wear their dress uniform dubbed stiff necks. The uniforms derive their name from the high-necked color of the shirt that keeps the wardens’ neck held high. The pants and long jacket are dyed blue color and the shirt is white. A yellow ceremonial sash is worn draped from the left shoulder to the right hip. Beside the Warden crest, rank designation, and years of service designation, any medals that the warden has earned is pinned to it. Only Wardens and Sergeants wear the jacket while dressed in the Stiff Necks. Warden Captains wear a ceremonial breastplate from which draped across the chest is the ceremonial sash. Warden Commanders also wear a ceremonial breastplate as well, in addition to a helmet topped with blue plume.
The headquarters of the Nordland Wardens is located a mile west of the provincial capital of Salzenmund. Based out of Fort Prahlen, this is where the majority of all active duty wardens are sent out on patrol, as well as new wardens receives their training. Captain Albrect Krugen runs the fort and is responsible for the training of new recruits as well as supervising the ten warden patrols that begin all road patrols from here. Located in the city of Salzenmund is the Warden Headquarters. This is where the management of the entire warden organizations takes place. This is also where Warden Commander Leber secretly runs his criminal empire. The headquarters is in a modest two-story brick building and two warden patrols are based here at all times. The office is where payroll is kept and sent out every month.
Franz’s day is filled with various administrative duties as well as insuring his crime ring continues to make a profit and remain hidden. Aiding him in this is Georg Marx. Georg is Franz’s right hand man and has been with him from the start. Georg’s job is simple, to ensure the empire stays hidden, and that any hint of its existence is covered up.
The town of Beeckerhoven is the major timber producing area in Nordland. Because of this, four patrols are stationed here and help protect the baron’s interest. The warden’s are lead by Captain Mikhail Blum, and he is a good man. Blum has been assigned to the town for three consecutive tours, and is well respected by the town. For the past two years Blum has been investigating increased bandit activity in the region. He is also suspicious that there may be some corruption within the Wardens’ but has no idea of Leber and his crime ring.
Smaller, but equally important, is the town of Grafenrich. This timber producing area also has four patrols stationed here, and Captain Klaus Dor commands them. Klaus is a high-ranking member of Franz’s crime ring and before joining the wardens was known as the Red Mask. The Red Mask was a highwayman who plagued the Middenheim-Erengrad Road, and during a two year span killed many. When the Red Mask began to target smugglers loyal to Franz, the Warden Commander was quick to deal with the troublemakers. Found and brought to Salzenmund, the Red Mask was given the choice of joining Franz’s ring, or stand trail for his crimes. It did not take long to reach a decision. The Red Mask stood trail, and was executed for his crime. Around the same time Klaus joined the wardens and set the record for the quickest promotion in Warden history.
The town of Oldenlitz has two patrols stationed here, and Captain Dagmar Noll leads them. Dagmar is corrupt and he helps with the smuggling operation of Franz. Dagmar I ineffective and lazy, and does not do a good job of keeping his men in control. Two months ago a Warden Road Patrol discovered smuggled Brettonia brandy in the warden’s barn. Franz is angry with this, and is slowly starting the process of bringing Dagmar and his corrupt group to justice.
The village of Seucheshof has one warden patrol stationed here. The patrol is led by Sergeant Rudolf Zauberlich, who once a leader of a small group of bandits. The bandits joined with Franz after they were caught stealing from Nordland tollbooths. For a year the group caused much trouble, but they impressed Franz with their daring. The bandits were caught and were hanged for their crimes, and Rudolf was assigned to the remote village. Besides protecting the village Rudolf organizes all coach robberies and petty coaching inn thefts.
The village of Grimmenhugen has no warden presence at all. This small coaching village relies on a volunteer militia to protect the area. The reason behind the lack of warden presence is the case of Axel Lungenburg. He and his men were deviants and abused their power while protecting the village. To make matters worse the group ran a slavery ring out of the warden station. When word reached Franz he was quick to arrest the five. Franz is looking for the suitable patrol to watch over the village.
Currently there are thirty warden patrols stationed throughout Nordland. A majority of them is corrupt and has ties to Franz’s criminal ring. The ones who are not on the take are over worked with the task of protecting the province. The general feeling among the populace is that the only way to have a warden appear is by dropping a few Crowns.
Warden Campaigns
GMs wishing to run a warden campaign can easily do so. The career of Road Warden is already described and can be found on page 36 in the WFRP rulebook. For road warden sergeant, the GM can use the Mercenary Sergeant profile on page 101. GMs can use the Mercenary Captain profile for PCs who are promoted to the rank of Warden Captain. Warden Commander is a position that should not be granted to PCs. If a GM wishes to promote a PC to this position, the PC automatically becomes a NPC.
PC patrols do not necessarily have to be limited to the warden profile. Any PC, regardless of career, can seek admission into the ranks of Road Wardens. Thief careers might seek to join to escape the authorities, while wizard apprentices, or even 1st Level Wizards, might seek to join to cure their desire for adventure. Coachman who either have quit, or have been fired, can easily adapt to the life of a warden. Warden PCs, regardless if they are using the profile, are refereed to as Wardens. They also enjoy the following benefits: free meals and room while on duty, monthly income, and accommodations while off duty, and training.
It is required by law for all inns to provide for all patrolling wardens. In addition, inns must provide both food and drink as well. Warden PCs also earn a salary of 5 Crowns a month. Wardens also are provided a horse, weapons, armor, and basic clothing while in service. These are issued when they join and must be returned once they leave the service of the Wardens.
While off duty, wardens are given a place to stay in the barracks, while sergeants are given their own private quarters. Captains, majors and commanders are given their own house. All of this is located at the warden’s base in each major city. These compounds are located in the outskirts of the city, and serve as staging grounds for all patrols. Commanders and their staff are located in the provincial capital within the city limits.
By far the most adventuresome warden campaign would be one based on the road assignment. Road assignments offer PCs a chance to do much, and the GM is free in creating numerous adventures for his players. Typical adventures can deal with mutant attack on coaches, or tracking down slavers plaguing the small villages in a region. More involved adventures can deal with investigating mysteries along the road. There are also many opportunities for role-playing event with travelers along the roads, and guests in the coaching inns. For ideas on the type of encounters refer to “Low Life on the Highway” from Warpstone 8.
The most rewarding type of campaign is the village assignment. Here the PCs are stationed in a small remote village and all the action deals with protecting the inhabitants. This type of campaign offers the players a chance to interact with a recurring cast of NPC villagers, and offers the GMs many triggers for adventures. From missing children to roaming packs of Beastmen, the village assignment is rich with potential.
Filed under: Games, thoughts | Tags: Games, Lost Works, thoughts, Warhammer FRP, writing
So for this entry I thought I’d go into the archive and dig up some old Warhammer FRP articles. Some appeared in Warpstone, others appeared in Shadis, and a few appeared on the old Warhammer FRP Listserve, as this piece did. Warhammer FRP 1E is one of my favorite games, and even today, for me, it is still a favorite. Looking over these old pieces I cannot help feel a itch to play this game again. Sadly, I do not have time.
As for the origins of this article, it is a simple one, I wrote it library school. As a former librarian, I am amazed how much this profession influenced me. This was first written back in the late 90s, and was revised a couple of times. It only appeared on the Warhammer FRP Listserve, so for many this is a new piece.
Library’s and Librarians of the Old World
Attached to any large university, temple or guild hall you will find a library. A library is a place where much of the knowledge of a organization is kept. You will not only find books, but rare maps, archived ledgers, copies of contracts, and other forms of written information. To keep a library running you need two very important people: clerks and librarians.
Shelving books, and the daily running of the library falls on to the shoulders of clerks. They are the people that library visitors come into regular contact with. Next to the librarian they are also the only ones who understands the classification system. Librarians are the most important people when it comes to libraries, because they are the ones who developed the classification system. As a result of this they are usually the ones who know where everything is. More importantly librarians know how to use the collection to research a topic. This article will introduce libraries to the Warhammer Fantasy Role Play world, and introduce two new careers as well.
Libraries
Eventually a player will want to have his character visit a library to track down information. Be it a location of a lost tower, or a 50 year-old contract, most answers can be found in a library. Unlike libraries today, Old World Libraries are run completely different. First of all libraries are not open to the public. A person must be either a member of a guild, a student, or professor of a university to gain access. Once you get past the doors a visitor does not have easy access to the library’s collection. Books, scrolls and other items of value are guarded carefully, and the cost of replacement is so high that most of the collection is chained. If the collection is not chained the stacks will certainly be closed.
A Chained Book is what the name implies: the book is physically chained and locked to the shelf, and the only way for the book to be moved is if the chain is unlocked. What the librarian does is drill a small hole near the spine of the book. Then a fine chain is threaded through the hole and is locked in place. The other end of the chain is then secured to the shelf. You will find chained books in most university libraries, because it deters students and scholars from walking away with books. By chaining the books to the shelf the librarians knows that the collection is safe. If books are not chained then the library usually employs closed stacks. A closed stack collection is one where only clerks and librarians can walk among the shelves. If the person needs a book, they request it and it is brought to them.
Regardless if the book is chained or the collection is closed, no library allows the patron to check-out materials. There are some groups like The Order of the Illuminated Reader, that loan books to their members, but the penalty for not returning the book is very high (for more information please see Dying of the Light). Since most libraries prohibit their collection from being checked-out there are many attempts to steal or even remove pages from books. To discourage this, most libraries hire guards to watch the doors and wander up and down the isles. If a patron is caught stealing a book the penalty is usually a stiff fine or jail. If a patron is caught cutting pages from books, the penalty depends on the type of library. For a university or geographical library the punishment is prison and the offender being striped of all university privileges. Guild libraries tend to lean toward imprisonment, and the stripping of guild membership. However, there has been some reported cases of the guilty party being sold into indentured service. Religious libraries have a modified form of punishment, which usually involves the offender working off the damage for a number of years. If a book thief or vandal is caught in a magical library, justice is swift, lethal, and permanent.
Navigating a library is difficult even for the literate. All libraries have a cataloging system that is unique to their library. A cataloging system employs letters, numbers or the combination of the two. The purpose of the cataloging system is to make the retrieval of a book very easy. However, this often proves not to be the case because all libraries use their own system of cataloging and their is no agreed upon system in place. With no agreed upon cataloging standards, and the cramped nature of shelves a person would become quickly lost in a maze of books and paper. That is why all libraries employ clerks and librarians.
Clerks are the people that most library visitors come into contact with on a daily visit. It is the clerk’s job to reshelve the books and manage the daily operation of the library. Most common research questions and book requests can filled by a clerk. They may not have the necessary training of a librarian, but they know enough to point a person in the right direction. Unlike librarians, the work a clerk does is free, and it does not cost the patron anything extra to have a book brought to them. Though a clerk may not have developed the libraries cataloging system, they are familiar with it. Clerks also serve another important function: they act as the flood gate between the patron and the librarian. Librarians are too busy to answer simple questions like: “When was Emperor Franz born?” It is the clerk’s job to handle such trivial matters, and steer the general public away from bothering a librarian.
Clerks may know how to find the books, but it is the librarian who knows who to make them sing. Librarians are experts in research, and can quickly locate what the PC is looking for. However research is long and expensive, and only the most wealthy can afford to hire the services of a trained librarian. The average price is 5 GC’s per hour of research. If the librarian is a specialized one, the price will be even higher.
Table 1 — Cost of Research
| Type | Price in Gold Crowns | Hours to Find Answer |
| Librarian | 5 | d4 |
| Geographical | 5 | d4+1 |
| Law | 6 | d6 |
| Religious | 7 | d6+2 |
| Magical | 10 | d12 |
There are five types of libraries that are common to the Old World, and these are the ones that PC’s will come into contact with during their careers. The five types are: university libraries, geographical libraries, guild libraries, religious libraries, and magical libraries.
University libraries are attached to all major universities. These libraries are staffed by regular librarians, and there are no specialized librarians on staff. The collections contain books and scrolls that deal with broad topics of: history, literature, anthropology, philosophy, archaeology, chemistry, physics, legends, myths, and sometimes music. University libraries are open to registered university students and faculty members. Non students are typical charged 1 GC just to get into the door.
Geographical libraries are a special library that deals with only maps, atlas, and charts. Currently there are only two such libraries in the Old World, and they are attached to the libraries of Altdof and Marienburg. These libraries operate independently from the typical university libraries, and have their own policies in place. They are staffed by geographical librarians and the research they conduct deals with navigation and mapping.
Guild libraries are an important part of all guilds, and they often have their own section within the Guild Hall. These libraries are the archives of guild history, and you will find papers dating back to the founding of the guild. Guild Libraries are staffed by Law Librarians, and they look over the sensitive nature of the collection. Only guild members have access to these libraries, however bribes have been known to be paid by non-guild members to gain access.
Religious libraries are special libraries located in the main temple of each of the main faiths. Though the Verena libraries are renowned for their subject coverage, other faiths have libraries as well. The purpose of a religious library is simple: store and preserve the important writings of the faith. All religious libraries contain religious texts, and other important writings devoted not just to the patron god, but the other gods as well. Religious libraries also tend to be archives of the former head priests and priestess writings. All religious libraries are staffed by religious librarians, and many of these librarians are also former priests as well. Unlike other libraries, religious libraries are open and admittance is usually in the way of a donation to the church.
Magic libraries are the rarest of all libraries in the Empire and the Old World. Though the high elves realm of Ulthuan are known to have the largest library devoted to magic, this is inaccessible to non-elf wizards. The only publicly known Magic Library is located at the School of Wizardry in Altdorf. Wizards who want access to this library pay a yearly fee of 50 GC’s, which allows them access to the collection. This fee does not include research and all research done by magic librarians is still paid for. The Altdorf magical library is a heavily guarded building, and probably is the most secure building in the whole Empire, if not the Old World.
Using Librarians
Librarians offer many possibilities as both NPC’s and as PC’s. NPC librarians can be a source of employment for adventures who need to earn money. Librarians are always looking for new books to acquire, or tracking down book thieves. Add to this that most librarians have access to rare information, a librarian will often higher a group of adventures to track down a object that was discovered in a book. Adventures who come into contact with books during their adventuring, will often find librarians anxious to buy what they have. NPC librarians tend to be quiet and aloof. They rather conduct their own research, and find the interruptions from a patron to be an annoyance.
Sometimes a librarian will grow tired of being among books, and only reading about adventures. These librarians seek to experience life, and see if what they have read is true. A librarian who takes to the open road will often find that what he reads was not entirely true. Player character librarians are adventures. They seek to uncover lost knowledge and experience the events they have only read about. Though they are not the best of fighters, they use their knowledge to solve problems.
New Careers
The two major careers that are present in libraries are clerks and librarians. Clerks perform most of the daily duties of keeping a library working, and as mentioned most PC’s will come into contact with clerks when they visit the library. Librarians run the library and they are the ones who keep the collection in repair, developed the classification system, and perform research.
Clerk (Academic Basic)
| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
| — | — | — | — | — | — | +10 | — | +10 | +10 | +10 | +10 | — | — |
Entries: Initiate, Scribe, Student, Wizard Apprentice
Exits: Charlatan, Cleric, Counterfeiter, Initiate, Lawyer, Scribe, Student, Wizard, Wizard Apprentice
Skills: Blather, Languages, Read/Write, Super Numerate; 25% Secret Language Classical; 25% Law, 25% Linguistics
Trappings: Eye Glasses, Writing Kit, 1d20 Forms and Petitions, Dagger, 2 Gold Crowns
To run a government the size of the Empire it requires a lot of lower level bureaucrats to keep the wheels of government moving. Universities also need people to keep track of admissions and manage the daily running of the university. Libraries need clerks to shelve books, deal with patrons, and manage the daily running of the library. Merchants, coaching companies and guilds use clerks to manage the books and keep track of the expenses. Though many think that clerks have no real power this is not the case. After all it is a clerk who process your guild membership form, court petition or University admission. If you anger a clerk you will soon discover that your paperwork has conveniently become lost.
Librarian (Advanced Career)
| M | WS | BS | S | T | W | I | A | Dex | Ld | Int | Cl | WP | Fel |
| — | +10 | — | +1 | — | — | — | — | +20 | +10 | +40 | +20 | +20 | +20 |
Entries: Cleric, Clerk, Lawyer, Scholar, Scribe, Student, Wizard
Exits: Charlatan, Cleric, Lawyer, Scholar, Wizard.
Librarians can also choose to become a specialized Librarians. To do so a librarian has to purchase all the skills for a general Librarian and pay an additional 100 EP. If a specialized librarian wants to move into another specialty, they must first acquire all the skills in their current specialty and pay an additional 100 EP.
Skills: *Book Repair, Evaluate, History, Linguistics, Lip reading, Read/Write, *Research, Scholarship (Apocrypha Now, page 64), Secret Language–Classical. (*new skill see below).
The following skills are available to specialist librarians:
Geographical Librarian: Astronomy, Cartography, Navigation
Law Librarian: Law, Super Numerate
Magic Librarian: Magical Awareness, Rune Lore, Secret Language-Magick, Scroll Lore
Religious Librarian: Scroll Lore, Theology
Trappings: Reading Glasses, Writing Kit, 1d4 Books on Various Topics, Book Knife (treat as improvised weapon), Spool of Bundling Twine
A librarian is responsible for the running of a library, and will supervise a number of workers who shelve, repair and manage the collection. It is the librarian who developed the library’s cataloging system, and generally they are the only one who knows where anything is.
Scholars see librarians as nothing more than failed teachers. Students and patrons on the other hand see them as enforces of silence and the guardians of books. Librarians disagree with these views, and they see themselves as the caretakers to the past. A book or scroll, they argue, is a window to the past and this window must be preserved. Librarians will always seek out new materials for their library’s collection, and will protect the collection as if it was theirs.
It is rumored that recently the secret order known as the Ancient Order of the Illuminated Readers has started hiring librarians to work in the Unseen Library. The reason for this is due to members of the order finding it next to impossible to find anything on the stacks. Since librarians have started working in the Unseen Library, the collection has started to become easier to navigate. For more information on The Order of Illuminated Readers please see page 188 of Dying of the Light.
New Skills
Book Repair
A character with this skill can repair and preserve scrolls, maps, charts, books, and anything else made of paper. Dex tests are made with a +10% modifier when a librarian is trying to repair or persevered something of paper. If the roll is failed the object is badly damaged and may in fact be ripped.
Research
A character with this skill knows how to use books and other written materials to conduct research. Int tests are made with a +10% modifier, failure indicates that it takes the character one extra hour to conduct research, while success indicates that it takes the character a hour less to conduct the research.
Filed under: Games, thoughts | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
Wow, this went way longer than I thought. At least I post other things.
Seriously, the next peaks from the Lost Works are going to be shorter. Still, we are now at the end of this tour of Lustria. I still love the setting, and would love to do more with it. I have a ton of notes, but alas, other things are more pressing. Like? Well Rogue Games.
Why Travel to Lustria
“Why go to Lustria? Why not! Yet if you want to know the reasons here they are: money, trade, money, adventure, and did I mention money.”
- conversation overheard between two merchants in Marienburg
The man reason to travel to Lustria is for adventure. For some, especially those who live in coastal towns or the educated, Lustria is a land that is dying to be explored. The call to brave uncharted waters and uncharted land is an opportunity to good to pass up. There are different ways to get there. They can be a hired hands on a ship bound for the colonies, as guards for a research expedition, or by joining the Skeggi colony. Sailing to Lustria should be filled with perils from storms, to pirates and the Elven Navy, the players should be kept challenged.
Once arriving in Lustria players will find many challenges awaiting them. The first challenge is the elves. The elves view all Old Worlders as pirates and thieves who want to strip the land of everything valuable. PCs who are working for merchants will find themselves quickly under attack. This is not because they are on Lustria, but because they are stealing goods that belong to the elves. Even though scholars interests are somewhat innocent, they still steal items from the land. Many explorers have found themselves in trouble for stealing items from ruins or bringing sample of plants and animals back to the Old World for study.
Another challenge the players will face are the slann. The slann and lizardmen are a race totally foreign to Old Worlders. They do not speak the same language, and they view all races, even the elves, as lesser beings. Slann rarely, if ever, speak to anyone, and if they do it is generally the slann of the fifth spawning. Players who attempt to seek an audience with the slann will be ignored and ridiculed. Language is a major barrier between the lizardmen and other races. Very few skinks know how to speak the languages of the warm bloods, and generally this is either Elven or Norse. If the PCs do not know either of these languages, they will find negotiations next to impossible. Though explorers to the ruins are generally left alone, they are constantly watched. Any sign of stealing from the ruins will lead to a war party being assembled and the stolen items retrieved. Many explorers have lost their lives at the end of a skink arrow for removing even a simple statue from the ruins.
The major challenge for a GM when basing adventures in Lustria is where do the PCs fit in. The simple answer is: they don’t. Unlike the Old World, in Lustria the PCs are outsiders. The elves do not want them there, and the same would hold true for the slann if they noticed them. Even the land itself is against the PCs. Lustria is a hot and humid land and PCs who wear armor find it extremely hard to move and act in the jungle. The climate quickly tires you out and even if you are not wearing armor.
The one place PCs can find acceptance is in the Norse colonies. Skeggi, though small in comparison to many of the major Old World cities, is a busy place. Merchants who manage to get past Elven ships arrive here to trade and buy Lustrian goods. Skeggi is a sore spot for the elves and claim that the Norse are in violation of their territory. Skeggi maintains that they are not in violation, because the colony is built on the isthmus and not on the landmass known as Lustria. The slann of Hexoutl tolerate Skeggi, and an uneasy truce exists between the two. This is one reason why the elves have not pressed their point on the isthmus. The Norse are not a major threat, but the military might of Hexoutl is.
The Norse trade regularly for gold and other items with Hexoutl, and in return Hexoutl receives iron and steel. This has proven very profitable for both parities, however it has caused some problems. The other slann are jealous of Hexoutl’s wealth in iron and steel. Iron is not found in Lustria, and as a result bronze is the major metal used. Hexoutl refuses to share the wealth with the other cities, and this has caused tensions to arise. Lately slann from other cities have sent raiding parties to the isthmus to attack Skeggi and claim the iron and steel for themselves. All these raids have been unsuccessful, and now it is rumored that Lord Tepec is aiding the humans in defending the outpost. This is flatly denied , but the fact that skinks and humans can be found regularly in both areas can not be denied. It also can not be denied that Lord Tepec keeps certain parts of his mind closed off from the other slann. What will happen next is anyone’s guess, but according to scribes in Hexoutl, The Great World Plan hints at a major conflict between the slann. What no one knows is that with the aid of the elves on Tlencan island, Lord Brupt of Xlanhuapec is in the early stages of dealing with the problem. He feels that Lord Tepec needs to be taught a lesson, and that lesson is that the heart of the Empire is Xlanhuapec. Hexoutl is a threat to the order of things, and will need to be dealt with.
Iquitos is another center of Norse activity, and with its prime location has turn into a major center for trade. Though younger then Skeggi, Iquitos has become the focal point in Norse trade. Merchants come here to buy and sell goods, and with the constant stream of laden barges from Vastervik, Iquitos is very wealthy. This wealth has attracted the attention of not only the elves but pirates as well. Besides this Tlaxtlan has been a constant thorn in the side of the colonist since their arrival. Lord Brutz, views the humans as a threat to not only the land but to The Great World Plan as well. Lizardmen raids are a constant threat to Iquitos and despite all attempts of negotiating with the slann, the raids continue.
Vastervik as a result of its location, is considered the frontier of the Norse colonies in Lustria. Located on the slow moving Ljunger River, the colony is isolated from the activities in Iquitos and Skeggi. This isolation is due to the colony being seven days north of the shore. Barge traffic is regular on the river, and at least once a week one arrives seeking new goods for shipment. Vastervik is a fortified farming village, and great areas of the jungle has been cleared to make room for fields. Yet due to the village being located deep within the jungle, it is a wild unsettled area. The region is plagued by the native cats of Lustria in addition to wild cold ones and stegadon’s.
Add to all this is the threat of the skaven and the dark elves. The skaven though driven from the land by Sotek have sent small bands into the jungles. Based in the Mosquito Swamp, the skaven are starting the long process of avenging their losses many years ago. Currently only a small outpost is in the swamp, but there are plans underway to expand the outpost and prepare for war. The dark elves also pose a threat to Skeggi and the Hexoutl. Raiding parties continually harass ships sailing to the port, and raiding parties have ambushed the occasional wagon train returning from Hexoutl. Also the dark elves have started to locate within the jungle as well. A outpost has been built in the Gwakamol Crater, and this outpost serves not only as an observation post, but as a future base for future military action in the jungles.
The Gwakamol Crater is also the home of tribes of lizardmen that can trace their origins to a time before the arrival of the Old Ones. These lizardmen view the Slann and the above ground lizardmen as enemies, and the warm bloods as a source for slaves and food. The lizardmen have started a campaign to harasses and raid the above ground slann. These raids are designed to raise tensions between the slanns and warm bloods. Recently the lizardmen have come into contact with the dark elves and the two groups have started to war with one another.
Still more change is about to come to Lustria and it will be a change that no one expects. Deep within the ruins of Axlotl lies numerous breeding pools that are about to usher in a race of skinks that many thought were long gone from the jungles. These skinks are the mythical chameleon ones, and they will bring the toughest challenge to the slann. The slann are corrupt and have squandered the gifts of the Old Ones. Worse is that the slann have done nothing but debate the warm bloods while they dig into the jungle and corrupt the land. All are an enemy to this tribe and when they emerge from the ruins they will inherit the gifts of the Old Ones.
The Colony of Skeggi
The best place to set adventures in Lustria is the colony of Skeggi. Founded in 2410 this colony has become a well built and prosper trading city. Skeggi and the isthmus of Lustria is the perfect place for a GM to set adventures in Lustria. It offers role-playing opportunities with the slann and lizardmen of Hexoutl, as well as the challenges of dark elf raids, pirate fighting, and the hostilities from the slann located in the jungles of Lustria to the south. This section describes the colony and the dynamics of the isthmus.
Skeggi is a melting pot of customs and people. Old World merchant ships can be seen docked here at all time. It is also not uncommon to see merchants from Arby, Inda, Cathy and Marienburg walking the streets. Yet a visitor to Skeggi quickly notices that the predominate residence of the town are the Norse.
The town has a population of just under 1000 and the majority live within the walls of the town. It is a sea side community, and was built on the site of where the original settlers first built their homes. A large stone wall surrounds all but the east end of the town. Starting at the docks and running directly west is Losteriksson’s Way. This is the major road on the isthmus and leads directly to Hexoutl, which is a three day journey by foot.
There are very few buildings made of stone and brick in Skeggi. Due to the warm temperatures buidings tend to be made of wood, have large windows and flat roofs. Unlike in the Olw World where buildings are tightly packed next to each other, the buildings in Skeggi have open speaces between them. This is doen to help circulate the ari and helps in keeping the buildings cool during the height of the noon sun.
The east side of the town is dominated by the docks and warehouse. Known as the Warehouse District this spot is the busiest area in the town. Ships can be seen docked here loading and unloading goods at all hours. The warehouses are owned by the colony and are rented to merchants in the Old World to store trade goods. Many trading companies have their headquarters here as well. The North end of the town is the Residential Area and the small houses are tightly packed together. The residential area is made up of predominately the Norse but sailors and their families live here as well. Directly south of the Residential Area and next to the Warehouse District is the Market Place.
The Market Place is the center of the town’s life. Numerous restaurants are here as well as numerous stores selling both Old World and Lustrian goods. The Market Place is also the section where foreigners typically call home. There are numerous boarding houses and inns that serve as home to non-Norse residence. One interesting business is Bitz Itz Basket’s. Bitz is a skink who settled in the area a few years ago. Bitz was tired of life in Hexoutl and wanted something different. He came to the village and began to make and sell excellent quality baskets. He is tolerated by the town, but a few consider him an example of the promise that this colony has.
To the south of the Market Place is the residence of Jarl Kutenson Mayor of Skeggi. Jarl was born and raised in the colony and he has seen much in his forty years of life. Jarl has been the mayor of Skeggi for twenty years and inherited the position when his father died. Jarl’s twenty-year reign has seen much advancement in the town. It was Jarl who opened negations with Hexoutl and forged the new age of cooperation between the two races. It was Jarl who welcomed Bitz to the town and assisted him in opening his business. Jarl is a fair ruler but also heavy handed. He ensures the peace and safety of his town by funding the Watch
The Watch enforces Jarl’s laws and ensures the peace of the colony. They are a constant presence in the warehouse district, and in the Market Places inns and taverns. Rowdy sailors are quickly dealt with and lawbreakers are jailed and tried with in days. The Watch also patrol the walls of Skeggi and watch the jungles for signs of troubles. The Watch is also responsible for patrolling the waters in and around Skeggi searching for pirates. The Watch is respected, though some consider them over zealous in their enforcement of the laws. Mayor Kutenson has taken steps to keep the Watch in line, but also admits that the Watch protects Skeggi from numerous threats. Currently the Watch numbers 200 members and they are always looking for new recruits to join their ranks.
Outside the town walls is a large plan that runs up to the jungle. There are a few buildings built on this plan and they are devoted to smelting and tanning. Also located here are a few skinks that have located in the area. These skinks arrived and try to make a living by selling pots and other hand made goods for sale. What no one knows is that these skinks are spies and were sent her from Xlanhuapec to keep an eye on the Norse and on Hexoutl.
Skeggi is home to a few Old World Trading Companies and this is the easiest way for a PC to get hired. All trading companies seek new workers and once a month there is a ship bound for Skeggi with new workers. Trading companies are always looking for skilled adventures to serve as guards and protect their interests in Lustria. This is the best way for a GM to bring his players over to Lustria. By signing up with a Trading Company the players are given a place to stay and an opportunity to see the region. They also agree to work for the company for a total of two years, and once the term is over they are free to return back to the Old World. For most, after the term of service is complete, they choose to stay in Skeggi. The colony welcomes all productive people with open arms, all they have to do is get there. The colony always seeks farmers, craftsman, and other skilled people. Adventures are welcomed and can quickly find work in the Watch.
Filed under: Games, thoughts | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
New Monsters
The jungles of Lustria are a lush tropical paradise. It is a land that time has forgotten and many strange and unique creatures can only be found here. Table 3 lists the monsters from the Warhammer Fantasy Roleplay Book that can be found living in Lustria. The following are new monsters that are native to the land.
Table 3: Existing Monsters
| Giant Leech | WFRP, page 240 |
| Giant Spider | WFRP, page 245 |
| Griffon | WFRP, page 238 |
| Hippogriff | WFRP, page 239 |
| Lizardmen | WFRP, page 222 |
| Swarms | WFRP, page 228 |
| Troglodyte | WFRP, page 228 |
Coatl
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
2 |
57 |
0 |
4 |
5 |
3 |
60 |
3 |
0 |
43 |
43 |
43 |
43 |
29 |
Physique: The Coatl, or Flying Serpent, is a strange, Lustrian creature that figures in the legends of the Slann. The Slann associate the creature with the God Sotek, and treat it as a sacred animal. Coatl are intelligent creatures, and may be magical. They speak their own sibilant language. Adults can reach 20′ in length, and may be magical in nature. Coatl’s resemble as large snakes, with the head of a dragon and feathered wings. Sometimes their whole body can be covered in feathers. The Coatl can shed and regrow plumage in any color it chooses. Coatl’s live in the tropical rain forests of Lustria, and avoid contact with other races.
Alignment: Neutral
Special Rules: Bite attacks are venomous. They fly as swoopers, the movement allowance given is for ground movement only. Coatl’s cause fear in living creatures under 10′.
Cold Ones
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
8 |
33 |
0 |
4 |
6 |
17 |
10 |
2 |
0 |
10 |
5 |
15 |
10 |
0 |
Physique: Probably the direct descendant of a prehistoric creature the cold ones have remained basically unchanged. They are found all over the continent of Lustria and as far North as Naggaroth. Cold ones are large monsters with long sharp claws and a mouth filled with sharp teeth. Colds ones get their names from the fact their bodies are cold to the touch. Their bodies are covered in thick scales, and a foul smelling slime oozes from their pores. Cold ones are also known for one thing: their lack of intelligence. These are creatures that need to be goaded into action. Among the great crest skinks (the only group who is known to handle the cold ones effectively), it is joked that kroxigors are smarter than these beasts.
Alignment: Neutral
Psychological Traits: Due to their size cold ones cause fear in all living creatures under 10′. Cold ones are also immune to fear and terror, mainly because they are too stupid to know the difference.
Special Rules: Cold ones are subject to stupidity, and each time the rider wants the cold one to do anything the rider must make a Ld test. Failure indicates that the cold one does nothing for 1d6 rounds.
Culchan
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
6 |
33 |
0 |
4 |
4 |
11 |
30 |
2 |
0 |
14 |
10 |
24 |
24 |
0 |
Physique: The Culchan is a huge, flightless, carnivorous bird that lives on the Culchan Plains. It is prized by the slann for its multi-colored plumes and flesh, which is considered a delicacy by humans and slann alike. The creatures are extremely fierce, but can be used as riding beasts if hand-reared. Consequently, eggs or hatchlings are very valuable. These unusual birds have strong legs and necks, and their head is similar to that of a parrot. Their beaks are exceptionally strong and can easily crack a man’s skull. Plumage is usually brown, but males in good condition grow a completely new set of colorful red and blue plumage, as well as long tails and crests. They can reach 8′ to 9′ in height.
Alignment: Neutral
Psychological Traits: Subject to stupidity.
Special Rules: 1 bite from beak and 1 stomp attack from the legs.
Giant Frog
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
3 |
33 |
0 |
3 |
3 |
11 |
30 |
1 |
0 |
24 |
6 |
43 |
43 |
0 |
Physique: The giant carnivorous frog lives in the Mosquito Swamps and along the Amaxon River where it preys on all forms of life. They are solitary hunters, and very territorial. Skinks very fond of the flesh of this creature, which is said to taste like chicken, as much as giant frogs are very fond of skinks. Giant frogs resemble normal frogs, except that they can grow up to 5′ in length. They have long, razor sharp teeth (also prized by skinks), and are usually green with yellow and black eyes.
Alignment: Neutral
Special Rules: Giant frogs can use their long sticky tongues to deliver a combat attack at up to [10'] distance. They cannot use their tongue and bite during the same round.
Giant Tick
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
2 |
33 |
0 |
3 |
3 |
6 |
30 |
1 |
0 |
24 |
2 |
24 |
24 |
0 |
Physique: The giant tick is a tropical parasite and is native to the jungles of Lustria. They are large but rarely grow larger then 10′ in length. Ticks are blob shaped, bloated, and white in color.
Alignment: Neutral
Special Rules: Bite attack, fears fire but immune to psychology.
Jaguar
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
9 |
41 |
0 |
4 |
3 |
6 |
30 |
3(5) |
0 |
10 |
14 |
43 |
43 |
0 |
Physique: The Jaguar is one of the Lustrian big-cats; others include animals such as the cougar. They are very similar and the same profile can be used for both. The Lustrian jaguar is a large animal, larger than any living cat found in the Old World. They cannot be ridden, but if captured young and carefully hand-reared they can be kept as pets, guards, or animals of war. The Norse are particularly skilled at this, and the jaguar has become companion animal to the leader of the Skeggi Colony. Jaguars are large feline creatures, a orange/brown or sand colored fur marked in black or dark brown spots or broken spots. They are under 10′ – usually 6′ long.
Alignment: Neutral
Special Rules: 1 bite and 2 claw attacks. If attack from ambush and with surprise all four claws and bite attack simultaneously. Tame animals must have a handler within 20′, and will test reaction on handler’s characteristics.
Saber-Toothed Tiger
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
6 |
41 |
0 |
5(7) |
4 |
11 |
40 |
3 |
0 |
14 |
14 |
43 |
43 |
0 |
Physique: A remnant of the prehistoric inhabitants of Lustria, the saber-toothed tiger is still found deep in the jungles of that lush continent. Saber-toothed tigers are the largest cats in the world, often standing more than six feet at the shoulder. They are powerfully muscled creatures, capable of moving quickly and delivering mighty blows with their front paws. The most distinctive features of these tigers are their overgrown canine teeth. Up to nine inches long, these teeth hang over the tiger’s bottom lip in a fearsome ivory curve. These teeth can inflict the most horrendous damage as they rip through the flesh of the tiger’s prey. Saber-toothed tigers have also been known to be able to stalk and successfully kill the thick-skinned stegadon. Skinks fear these great cats, and even the slow-witted kroxigors realize the danger in facing this cat.
Alignment: Neutral
Special Rules: 2 claw (S5) and 1 bite (S7) attack.
Salamander
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
6 |
33 |
43 |
4 |
4 |
10 |
20 |
3 |
0 |
24 |
15 |
10 |
15 |
0 |
Physique: Salamanders live in the jungles and swamps of Lustria, and they are viscous lizards who spit corrosive venom. This venom is so strong that it can bring down prey and be used against enemies. The skinks have trained the salamander to act as weapons of destruction, but this is still dangerous due to salamanders enjoying skink snacks. Salamanders are large and measure 15′ in length. Along their back is a large dorsal fin, and their long snouts are filled with sharp teeth.
Alignment: Neutral
Special Rules: 1 claw, 1 bite, and can spit corrosive venom 15 yards. The venom is so powerful that it does 1d6 points of damage. Salamanders are also cold blooded and thus they are immune to fear and terror.
Stegadon
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
6 |
35 |
0 |
8 |
6 |
35 |
20 |
5 |
0 |
24 |
15 |
20 |
15 |
0 |
Physique: Stegadons are large, ferocious and aggressive reptiles with long beaks filled with rows of blunt teeth. Protruding from their nose is a single horn, and two more horns protrude from their head. Racing down their back are bony spines, and their tails ends in a set of spikes, and their bodies are also covered with thick bone plates. Despite their appearances stegadon’s are herbivores, and the lizardmen use these creature as earth moving machines and beast of burdens. In times of war these large lizards are used as war mounts. Skinks fit them with a large basket called a howdah, and a crew of four skinks control these large beasts.
Alignment: Neutral
Physical Traits: Due to their great size stegadons cause fear in living creatures under 10′ tall. Since they are cold blooded, stegadons are immune to terror and fear. The skin and bone plates that cover the stegadon are very thick, and give them 1 AP to all body areas. In combat stegadon’s bite, gore, stomp, tail lash and gore in that order.
Terradon
|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
2 |
33 |
0 |
4 |
4 |
5 |
20 |
1 |
0 |
10 |
35 |
15 |
15 |
0 |
Physique: Terradons are found only in the jungles of Lustria. Terradons are flyers and live in the high trees of the jungles. Unlike the cold ones, terradons are very intelligent and are easy to train. Terradons have a wingspan of 10′, and a large beak filled with razor sharp teeth.
Alignment: Neutral
Psychology: Terradons are cold blooded and as a result are immune to fear and terror.
Special Rules: Terradons fly as swoopers.
Filed under: Games, thoughts | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
Lizardmen Religion
I sit and ponder much about the ramifications of my research. Ever since these gold plates came into my possession I have striven to translate their cryptic symbols.
Now I have succeeded.
These plates mention the gods of the lizardmen! This is truly a great find.
Seven ‘Old Ones’, as they called them, came to this world and gave birth to them. These ‘Old Ones’ were named and it was they who created all, even the races of human, elf, dwarf, halfling and gnome.
Could it be that the gods we worship today are in fact these same ‘Old Ones’? If this is the case was Sigmar an ‘Old One’ who lived among us?”
- from the Journal of Sharon Widener, priestess of Verena
Before the collapse of the warp gates and the Old Ones disappeared they walked among the lizardmen. It was the Old Ones who created the world and if it was not for them The Great World Plan would not have been created. It is these gods that made it possible for the slann and the lizardmen to live. When the Warp Gates collapsed the Old Ones disappeared. Yet now many have stopped worshipping them, and have flocked to a new god-Sotek. Sotek is seen as a rival by some, but for many he is the race’s salvation.
When the Warp Gates collapsed the Old Ones disappeared. Though gone, the slann and skink priests still feel that the Old Ones watch over them. After all Sotek was seen by many and it is hard to disprove his power. The priest and slann hold the Old Ones in a place of honor, and view The Great World Plan as scared. The slann see themselves as the caretakers of the Old Ones world. The Great World Plan is more than just a list of things to do-it is a way of life. The plaques that the plan is inscribed on gives the teachings of the Old Ones and lays down the order of the world. The plan is to be obeyed at all times, but each slann interprets the plan differently. This has lead to many conflicts, and for some it is a reason why the slann have lost much of their power.
Sotek God of Battle and Protection
Description: The Cult of Sotek is slowly becoming the major religion of the lizardmen. The rise of the Cult of Sotek is due to the history of the lizardmen. This is a culture that fought a war with the skaven that nearly led to the total destruction of the entire race. Sotek saved the lizardmen from the skaven threat and he is seen as the one true protector of the lizardmen. There is no account of Tepoc being seen aiding the lizardmen during the war with the skaven, but there are numerous accounts of Sotek being seen driving the skaven off Lustria.
Alignment: Neutral
Symbol: A comet with two tails shaped like the tongue of a serpent. Sotek’s clerics wear the color red on all their clothing, and the symbol of Sotek is sewn or embroidered on all clothing.
Area of Worship: Lustria. There are no known cases of any other races worshipping this god.
Temples: Every city regardless of size has a temple to Sotek. Each of these temples has a sacred pit located in the center of the temple. This pit is 25′ deep, and at the bottom are numerous snakes which sacrifices are thrown to.
Friends & Enemies: Sotek is on good terms with the Original Seven, though they are jealous of his rise of prominence with the lizardmen. Sotek is the enemy to the Great Horned Rat, and the two are in constant battle. No mercy is shown to any rodent or skaven.
Holy Days: No fixed days.
Cult Requirements: none
Strictures: Initiates and clerics must adhere to the following:
- Destroy any skaven or their agents.
- Protect your fellow lizardmen.
- Protect and defend the temple cities from outside threats.
- Serve live sacrifices to Sotek’s children.
Spell Use: Clerics to Sotek can use all Petty Magic and Battle Magic spells. In addition clerics can cast Elementalist spells dealing with earth and water
Trials: The trials set to a follower deal with attacking the enemy of the slann or recovering a object sacred to the slann.
Blessings: A blessing is most likely to take the form of a enhanced effect to a skill that the worshiper already has. Another trial would be to retrieve live sacrifices for Sotek.
Bonus Skills: All Initiates get Cure Disease as a bonus.
Filed under: Games, thoughts | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
The Races of Lizardmen
As already mentioned, the Old Slann created the races of Lizardmen to aid the Slann in fulfilling The Great World Plan. A total of three races were created, and as the years advanced there has been very little change in their genetic make-up. The spawning of the Lizardmen happens naturally even in the temple cities that lay in ruin.
All spawned Lizardmen have the same markings and coloring, but on occasion one is spawned with a different color or pattern. These Lizardmen are thought to be marked by the Old Ones, and are given a position of importance in the hierarchy of the Lizardmen. There is a 10% chance that a Lizardman is marked; refer to Table Two to see the marks available.
| Table 2: Marked by the Gods | ||
| Mark | God | Favor |
| Vermilion | Chotec | Vision lighted by the sun
- Receives the skill Night Vision |
| Blood Red | Sotek | Furious in battle
- Receives the skill Frenzied Attack |
| Yellow | Tlaxcotl | Determined in life
- Receives the skill Orientation |
| Purple | Tepec | Deep Understanding
- Receives the skill Palmistry |
| Black | Hunanchi | Unworldly stealth
- Receives the skill Lighting Reflex |
| White | Xapati | Destined fro greatness
- Receives a +10% to Leadership |
| Mottled | Tzanki | Very agile
- Receives a +10% o Dexterity |
| Great Crest | Quatl | Very strong
- Receives the skills Very Strong and Very Resilient |
Lizardmen society, much like Slann society, is caste-based. At the highest rung are the Skinks. Though smaller and weaker then the others, Skinks are the smartest and perform all tasks requiring intelligence and skill. Skinks fill the ranks of scribes, craftsmen, and gatherers; and the work they do supports not only the Slann but also the empire. The second rung of the society is filled by the Saurus. Though stronger and more skilled in combat, Saurus are less intelligent then the Skinks. The Saurus make up the bulk of the Slann’s armies and it is through their strength that the empire is protected and defended. The final rung of Lizardmen society is filled by the Kroxigors. These tall, very strong Lizardmen are also the dumbest, and perform all the manual labor required to keep the cities running.
The Lizardmen and the Slann have their own forms of written and verbal communication. The Slann have an eloquent spoken language, though they rarely use it. Most of the Slann depend on their telepathic methods of communication since it conveys not only the message but also the speaker’s emotions. Typically the Slann of the Fifth Spawning, and some of the Fourth, verbally communicate with the Skinks and Saurus. This is done in short, direct and simple word phrases.
Skinks are able to understand and talk in Slann, but use their own language the Norse has dubbed Skinkian. This is a long, slow, croaking language, which also employs physical gestures. Intruders in the jungles often mistake this language as the croaking of frogs. This has often proved fatal when a group of Skink archers emerge from cover. The Skinks written language is glyph-based. These glyphs can be seen decorating the sides of the pyramid temples. Saurus speak Saurian, a crude roaring language.
Lizardmen dress simply avoiding wearing armor of all types. Scribes and clerics wear simple robes decorated with intricate geometric patterns. These patterns show the Skinks position and Slann they are associated with. Saurus wear simple loincloths and when fighting rely on their scaly skin for protection. Saurus temple guards are the only group to wear armor. This armor consists of a bone breastplate and a helmet made from the skull of a cold one. Kroxigors wear simple loincloths as do Skink who are not clerics or scribes.
Diet among the Lizardmen is similar to Slann: insects, reptiles and mammals. In addition Skinks also roam the jungles gathering numerous roots, fruit, vegetables and plants that grow there. Skinks know the art of brewing and a variety of drinks are brewed and consumed. Lizardman cuisine tends to be spicy, and those explorers who have had the honor of eating with a Skink testify to the food being so spicy that it brought tears to their eyes. Flame peppers are a common ingredient in most meals. This pepper has a mild taste, but the real heat comes from eating the seeds. Many strong men have been known to be brought to tears when biting into one of these peppers.
Not all Lizardmen have unwavering loyalty to the Slann. There are some Skinks that have fled the shackles of temple city life and sought a life away from the Slann. These Skinks come to a realization that the Slann are wrong and their policies are causing destruction to their way of life. These Skinks generally flee to the jungle and live out the rest of their lives in isolation. Yet there are a few Skink colonies among the ruined temple cities. Rather then destroy the current system these Skinks ban together and create a new way of life.
Skinks
The Old Slann used newts when creating them, so they are the most agile of the Lizardmen. Skinks breed in the many ponds that surround the pyramid cities, and thus are the most aquatic of Lizardmen. Of all the Lizardmen, Skinks are the most numerous and reproduce the quickest. They are not known for their strength and are the weakest of all Lizardmen.
Skinks are not very good in combat, preferring to use missile weapons. However, they are the most vocal and serve as leaders, scribes and craftsmen in Lustria. Like their fellow Lizardmen, Skinks have a tail and their scaly skin provides some protection from damage. In combat Skinks use spears and short bows, and rarely use any form of melee weapon. They have an average height of 4′.
Skinks
|
M |
WS |
BS |
S |
T |
W |
I |
|
6 |
25 |
25 |
2 |
2 |
5 |
40 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
1 |
40 |
24 |
34 |
43 |
43 |
12 |
Alignment: Neutral
Psychology: Because they are cold blooded Skinks are immune to fear and terror. They are subject to animosity toward Skaven.
Special Rules: Skinks scales act as armor and offer 0/1 AP to all body areas. Skinks also receive the skill swimming as a bonus.
Saurus
Slow moving and slow-witted the Old Slann adapted the Saurus from the prehistoric Lizardmen who lived underground. The Saurus were bred to serve as soldiers, a job they perform very well. Though they are stronger than Skinks, they are not smarter. Like all Lizardmen Saurus have tails and their scaly skin offers very good protection from damage. Saurus spawn in the tunnels beneath the pyramid temples, and unlike the Skinks the Saurus reproduce very slowly. Saurus do not possess the dexterity to use bows or missile weapons. Instead they use clubs, bronze swords, or bronze bladed hand axes. Saurus reach an average height of 6′.
Saurus
|
M |
WS |
BS |
S |
T |
W |
I |
|
4 |
43 |
0 |
3 |
3 |
8 |
20 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
2 |
20 |
43 |
20 |
43 |
43 |
12 |
Alignment: Neutral
Psychology: Because they are cold blooded Saurus are immune to fear and terror. They are subject to animosity toward Skaven.
Special Rules: Saurus thick skin acts like armor and offers 1 AP to all body areas.
Kroxigors
The largest of all Lizardmen; Kroxigors are strong and powerful. Yet Kroxigors are the least intelligent of all Lizardmen, and often need to be goaded into action. Kroxigors love to lift and smash things, and they amuse themselves by finding new ways to smash things. They are the rarest of all Lizardmen and it takes many years for them to spawn. Like the others, Kroxigors have tails and their scaly skin acts as a form of armor.
Like the Skinks, Kroxigors are spawned in the marshes and ponds on the outskirts of the pyramid cities, and like the Skinks are aquatic and able to swim. Kroxigors are too slow-witted to use any form of missile weapons, and generally use large heavy clubs in combat. Kroxigors can reach an average height of 10′.
Kroxigors
|
M |
WS |
BS |
S |
T |
W |
I |
|
6 |
33 |
0 |
6 |
5 |
17 |
10 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
3 |
15 |
66 |
10 |
53 |
53 |
12 |
Psychology: Because they are cold blooded Kroxigors are immune to fear and terror. Due to their low intelligence Kroxigors are subject to stupidity. They are subject to animosity toward Skaven.
Special Rules: The Kroxigors scales act as armor and offer 2 AP to all body areas. Kroxigors receive the swimming skill as a bonus.
Filed under: Games, thoughts | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
Slann and their role
Lizardmen society is strictly caste based, and the most powerful are the Slann. It is the Slann who know The Great World Plan, and lived during the time of the Old Ones. They are the most intelligent of all Lizardmen and are the guiding force in Lizardmen life. From atop their pyramid temples they guide the race and ensure that The Great World Plan is followed. Slann, even those of the Fifth Spawning, are older then the Elfs. Slann resemble large bloated toads, and all but the Fifth Spawning are unable to move on their own. When they need to move, their Saurian temple guards carry them on large ornate palanquins.
When the Old Ones arrived they initiated four separate spawnings of Slann. The current spawning, the Fifth, is the last to emerge from the breeding pools. No new spawning has taken place since the warp gates collapsed and none ever will. This is because the Old Ones never shared the creation process with the Slann, and when the Old Ones died, so did the Slann breeding process. The First Spawning of Slanns came when the Old Ones traveled to Lustria. Known as the Old Slann, it was they who created the other races of Lizardmen. The Old Slann were also the ones who taught the younger Slann The Great World Plan. When the Slann of the First Spawning died out, the Second Spawning took the role of leadership among the Lizardmen.
Slann of the Second Spawning are still alive, and they rule from the largest pyramid cities. Slann of the Third Spawning are a thousand years younger then the Second, and rule the smaller cities of the Lizardmen empire. The Slann of the Fourth Spawning serve as generals of the armies and as administrators in the pyramid cities. Slann of the Fifth Spawning are the youngest of all Slann, but still lived before the rise of the Elfs and Dwarfs.
Though the Slann do not have a cast system there are rivalries based on a Slann’s regional location. Slann from the four main cities (Tlaxtlan, Xlanhuapec, Itza and Hexoutl) consider themselves the most important in Lustria, and they are always obeyed. Among the four cities another layer of status exists which is based on the age of the city. Xlanhuapec was the first city that the Old Ones and the Old Slann built, thus the Slann of this city see themselves as the most important. Followed next in the social order is Hexoutl, Tlaxtlan and Itza.
Only the Slann of the Fifth and Fourth Spawning speak, so they act as the go-betweens for the older Slann and the Lizardmen. The older Slann rarely speak and they spend much of their time either in mediation or telepathically communicating with their fellow Slann in other cities.
Slann are also able to tap the ley lines that encompass the globe. By doing this they can create a gate and send troops to anywhere a nexus point exists. There are limits to this. Only Slann of the Second Spawning can create gates, and it takes weeks for the Slann to mentally prepare themselves. Once ready, the Slann can send up to ten Lizardmen through the gate before it closes.
I sit and you ask what I think. I am Lord Frup. It was I who helped build this city, and it was I who emerged from the pools first. You want my thoughts on the Old Ones creations? Listen young one and learn.
Elfs were the first creation and though long-lived, their power is but a ripple in the Great World Pond when compared to the Slann. They have an ancient history, but when compared to ours, it is brief. They are children, but with guidance they can live up to their potential. They are the first line of defense against Chaos and their magic, though trivial compared to ours, will be needed in times of troubles.
Dwarfs are the warriors and the Old Ones created them to be the backbone in the fight against Chaos. They are strong, they are unwavering, and their single-minded pursuit of their goals is unrivaled. Still this single-mindness leads to their undoing, as well as down the road to their doom.
Humans, like the green monkey of the Lambaba River Valley, are curious. It is this curiosity that leads them to their doom. Malleable, weak and less imaginative, Humans are the race of Young Ones most tainted by Chaos. This corruption makes them more volatile and less predictable. Although, the Old Ones’ design for their stock never came to fruition, they do serve a purpose: it is the fate of their race to be the impediment in the path of Chaos while serving as allies to the Elfs and dwarfs. The success or failure of the short-lived Humans in fulfilling this role will determine the fate of the world.
Slann dress in simple robes and decorate themselves with objects created from gold and gems. These objects are simple and show the Slann’s spawning and prominence in the society. Slann, when not meditating also enjoy eating. It takes a lot of energy to maintain telepathic contact, and to maintain this energy Slann eat a lot. Slann are carnivorous and eat large quantities of insects, birds and small mammals. It does not matter if the food is cooked, or even dead as many Slann eat their food while it is still living.
Table 1: Slann Magic Points
4d4+4 Magic Points/level
The Slann and the Lizardmen are a society in decline. The years of war with the Skaven and raids by the Dark Elfs have taken a toll. Added to this is the fact that no new Slann have been spawned since the time of the Old Ones putting the race in jeopardy. The number of temple cities has decreased due not only to war, but also with the older Slann passing away. This leaves less Slann to take leadership roles so power has been consolidated into four temple cities. The ruins that dot the jungles of Lustria exemplify this decline.
It is this decline that has led some of the Slann to tolerate the younger races on their shores. Lord Tepec-Inzi of Hexoutl has embraced the younger races and has worked closely with them. Trade has renewed Hexoutl as well as the influx of new ideas from the Norse. Lord Tepec still views the Norse as children, but he recognizes the good they have brought to the city and to the isthmus.
No matter how open Hexoutl is with the Humans, there are still Slann who steadfastly refuse to allow the intruders on their shores. They see the younger races as a threat to the downfall of the Slann. In fact, in Tlaztlan there is a passage in The Great World Plan that reads: “The young races will wash up on the shores and where they walk they will leave destruction in their wake.” This has led some of the Slann to argue that the young ones are a threat and must be removed from the land. Hexoutl argues that since the passage is not contained on any other plaque, the statement might be a mistake. The debate rages on and the have gained Humans gain a deeper foothold on the land.
Slann of the Fifth Spawning
|
M |
WS |
BS |
S |
T |
W |
I |
|
4 |
57 |
17 |
4 |
4 |
17 |
20 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
3 |
10 |
43 |
65 |
60 |
60 |
12 |
Alignment: Neutral
Psychology: Slann are cold blooded and as a result are immune to fear and terror.
Special Rules: Know all Petty and 1st level spells of any type; see Table 1 for magic points.
Slann of the Fourth Spawning
|
M |
WS |
BS |
S |
T |
W |
I |
|
3 |
49 |
33 |
6 |
4 |
23 |
30 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
4 |
10 |
43 |
75 |
70 |
70 |
12 |
Alignment: Neutral
Psychology: Slann are cold blooded and as a result are immune to fear and terror.
Special Rules: Know all Petty, 1st and 2nd level spells of any type; see Table 1 for magic points.
Slann of the Third Spawning
|
M |
WS |
BS |
S |
T |
W |
I |
|
2 |
41 |
34 |
6 |
5 |
50 |
6 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
6 |
10 |
66 |
85 |
80 |
80 |
10 |
Alignment: Neutral
Psychology: Slann are cold blooded and as a result are immune to fear and terror.
Special Rules: Know all Petty, 1st and 2nd level spells of any type; see Table 1 for magic points.
Slann of the Second Spawning
|
M |
WS |
BS |
S |
T |
W |
I |
|
1 |
33 |
49 |
6 |
5 |
47 |
60 |
|
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
10 |
89 |
89 |
95 |
90 |
90 |
10 |
Alignment: Neutral
Psychology: Slann are cold blooded and as a result are immune to fear and terror.
Special Rules: Know all Petty, 1st, 2nd, 3rd and 4th level spells of any type; see Table 1 for magic points.
Filed under: Games | Tags: Games, Lost Works, Lustria, thoughts, Warhammer FRP
Cities of the Lizardmen
It has been six days since the storm washed me ashore of this land. My hubris has proven to be my undoing, because this accursed land will serve as my tomb. This jungle is a parody of the forests of my native land. It saddens me that I will no longer see my beloved Altdorf, and no longer will I spend endless nights in Helga’s bed.
Yesterday I came to the ruins of a strange city. It was abandoned and the surrounding jungle looked as if it was slowly chocking it. Following a weed-choked paved stone road, I came to a large mountain-like structure. Steps were carved in the side and I scaled them to the summit. From my lofty vantage point I saw the city laid out in a geometrical pattern.
As the sun sank behind the westward mountains I knew I had come to my final resting place.
- The Journal of Fredrick Cruz, 2425
The Lizardmen live and work within large temple cities, which are the focal point of the Lizardmen civilization. Each city is built and constructed so they conform to astrological alignments. The pyramid temples are built at nexus points of the ley lines that cover the globe.
Some speculate that the cities were built to enable the Old Ones to easily travel from one city to another. This may be true because the Slann are known for sending Lizardmen through gates that mark where nexus points are. Another theory holds that the layout does not conform to ley lines, but to the Winds of Magick that circle the globe. The pyramid temples act as a focal point to the Winds allowing the Slann to work their magicks. Sadly with the Slann refusing to answer questions about their architectural theories, no one will ever know the real reasons behind their urban planning.
Currently there are four major temple cities in Lustria: Hexoatl, Tlaxtlan, Xlanhuapec, and Itza. These four date their construction to the time of the Old Ones and are the oldest temple cities in Lustria. There are many smaller lesser-known temple cities, but the heart and strength of the Slann’s empire lies with the four. Regardless of size, all temple cities are built according to the same plan.
Leading into the city are four main roads running in conjunction with the compass. These roads are wide; stone paved and measure some 100’ in width. Flanking the main roads are statues and sculptures depicting key moments in the city’s history. At specific points large ornate bridges span spawning pools, and canals that bring fresh water into the city.
Running off the main roads are smaller streets leading to the Skink barrios. In the morning these streets are crowded with Skinks running errands, or to their duties elsewhere in the city. Saurus warriors can be seen marching into the surrounding jungles, while the large and mighty Kroxigors can be seen building or repairing numerous buildings. Plodding their way through the crowds are massive stegadons hauling slabs of stone to construction sites, or large quantities of goods to other cities for trade. By night the streets are mostly deserted while the Lizardmen rest from their day of work. Ensuring that order is maintained the streets are patrolled by armed Saurus.
The four main roads lead to the direct center of the city, and to the great plaza. The plaza is where the armies gather before war, and the faithful come to worship. This stone paved area is the heart of the city and all streets lead to it. In the exact center is the city’s temple pyramid dedicated to the patron god of the city. It is in this pyramid temple that the eldest Slann lives. Other pyramid temples can be found in the city, but it is the center one where the eldest Slann controls the destiny of the city.
The pyramid temple is the center of Lizardmen life and all doorways in the city face the central pyramid so all can view their leader. The Slann pyramid temples dominate the skyline, and serve as monuments to their power. Built as a series of platforms these pyramids tower above the surrounding jungle. Each platform is covered in carvings and statues depicting the history of the Slann and Lizardmen. On each side of the temple, steps are cut that lead up to the top most layer, which is the palanquin chamber.
This chamber is where the Slann communicates with other Slann telepathically, and it is from here that the Slann tap the ley lines. From this chamber the Slann can see his fellow Slann and communicate with them telepathically regardless of distance. The older the Slann, the higher his chamber is until you reach the center of the city to the highest chamber of the oldest Slann.
At the heart of each pyramid temple are the vaults. These vaults contain the mummified remains of dead Slann, and the golden plaques of The Great World Plan. The vaults are guarded at all times by the Saurus and only the Slann are allowed inside.
Below the temple is a vast network of tunnels. Most are filled with water and it is here where the Saurus are spawned. Each pyramid temple is dedicated to a god, and the Slann who make it their residence is considered to be the physical embodiment and messenger of that god. Pyramids that are dedicated to Sotek all have a deep sacrificial pit whose bottom is filled with snakes and serpents. Into this pit are thrown the sacrifices that feed Sotek in his never-ending battle with the Great Horned Rat. Though the number of sacrifices has reduced since the war with the Skaven, the Skaven still are sacrificed whenever they are encountered.
Surrounding the temples is the area known as the Skink Barrios. Though the temples may be the political center of the Slann’s empire, the barrios are the center of commerce. It is here in the barrios where the Skinks live, work and supply the empire with the goods and services needed for survival. The barrios are made up of clusters of houses, workshops, warehouses and open courtyards.
These densely populated areas buzz with activity, and Skinks can be seen running errands at all times of the day. There are numerous craftsmen working here as well. From scroll makers to basket weavers the barrio is the center of the Slann economy. Much of the goods produced here support the temple city, and its’ citizens. However, trading between temple cities also takes place.
Hexoatl is known for its copper and gold work and many of their items can be found in areas south of the Isthmus. These items are traded to Xlanhuapec for their fine clay pots and reed baskets. Itza is known for brewing potent alcoholic drinks that are sought after by many. It is here in the barrios that skink traders come and barter for the goods they need.
Beside workshops, the barrios have many open spaces serving as pens for stegadons. Though most are kept outside the city, the stegadons who are corralled within the city are used as beast of burden and for ongoing construction products.
Dotting the landscape on the outskirts of the temple city are large ponds and pools serving as the spawning pools of the Skinks and Kroxigors. Every year new servants to the Slann emerge ready to take their place in society. Skinks scribes keep careful records of each pools production. This is due to each pool producing only one spawning every ten years. To keep the Slann’s empire healthy and active many pools are needed to spawn the required Lizardmen. When a temple city is lost it is a major blow to the empire due to the spawning pools. The more temple cities lost, the smaller the population becomes, and thus the less powerful the empire becomes.
Beyond the spawning pools are numerous open fields and holding pens. It is here where cold ones, salamanders and terradons are kept. These creatures are too unpredictable to be kept in the city, and here the Skinks train and raise them to serve in the Slann’s armies. Also on the outskirts are bronze smelting plants are built and here Skink craftsmen smelt and shape bronze for the use in weapons and other items. Warehouses are also located on the outskirts, and food and other goods are stored and preserved in times of need.
Lately the Slann have decided to reclaim the ruined city of Quetza. It was decided that it would be easier to repair a temple city then build one from scratch. The process still has a way to go, and a recent debate has erupted on which Slann will be chosen to lead the new city. The debate continues and no agreement seems to be in sight. The Slann do agree that recovering the ruined city is practical, but there is not enough Lizardmen to make it possible. The centuries of war and death have taken their toll on the Lizardmen population.
Travel
Travel between Lizardmen cities is not uncommon. Roads are built and maintained, and it is possible to travel by foot from Itza to Hexoatl. Like the temple cities, the roads are laid out according to astrological elements. Cities built along the rivers rely on canoes and rafts to move Lizardmen and goods to neighboring temple cities. Travel to temple cities in the interior of Lustria is done by foot or stegadon caravan.
Though the Slann of the Second Spawning are able to create gates, this is rarely done. The reason is that it takes too much time for a gate to be created and only a few Lizardmen can be sent through at one time. Gates are created when the Slann need to send a Lizardmen war party somewhere fast.
Using gates to transport goods and raw materials is a waste of the Slann’s time and energy, and is not done. Lizardmen do not build ocean-going ships and their boat craft skills lie in canoe and raft construction. Lizardmen do not sail the Great World Pond. They prefer to keep to the coastline and sail to the small islands off the coast.
Slann rarely have a need to travel. After all, they are in a constant telepathic link with their fellow Slann, and can communicate to anyone they want telepathically. When a Slann does need to travel they sit a top their palanquin and are carried by a contingent of Saurus temple guards.
Skinks, unlike the Slann do not have the ability to communicate with their fellow Skinks telepathically, rely on foot messengers. Skinks also use terradons to deliver dispatches, and this system has proven to be both fast and reliable. Air born messengers can be seen flying from temple city to temple city carrying numerous dispatches.
The Norse stick mostly to the rivers and ocean when traveling between the three colonies. Ships sail regularly between Skeggi and Iquitos, carrying goods for trade and sale. Both colonies are major ports and Old World ships can be seen docked there at all times. Traveling to Vastervik is done by barge and ship. The Amoco River and its tributaries are wide and deep and it is not uncommon to see a Norse longship sailing up stream into the jungle’s heart.
Trade
The Slann trade regularly among themselves, and the economy is based on the barter system. Regular trade does not exist between the High Elfs at Tlencan, and the Norse at Skeggi, Iquitos and Vastervik. The reason for this is due to the Elfs continued viewing of the Norse as invaders in their lands.
The Skinks trade their goods for the goods unavailable in the empire. Steel and iron are highly sought after, and traded for gold and raw gems. Skink agents handle all trade and the Slann have no role in the process. The Slann see this as a mundane task and thus beneath the involvement of even the Fifth Spawning. It is this lack of attention to that has encouraged some Skinks to embezzle wealth.
Skinks who have regular dealings with the Humans have seen the vale of money and the importance it plays. Seeing that power can be derived from wealth some Skinks have begun selling goods to profit themselves and not their temple cities. What the future holds for this growing group of Skink merchants is unknown, but some speculate that it might bring an end to the Slann dominance over the Lizardmen.
There is no agricultural system in place among the Lizardmen. Skinks are gathers and they roam the jungles gathering the numerous fruits and plants that grow naturally in the wild. In addition to the gathering parties, Skinks also form hunting parties and track and hunt wild game. Any surplus is traded with the other cities for needed items.
