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A GRIM WORLD OF PERILOUS ADVENTURE


Warhammer Fantasy Roleplay

contents Changing Career 48 Smuggler 98
Status 49 Stevedore 99
IIntroduction Tiers and Standing 49 Wrecker
Determining Status 50 Rogues
A welcome to this mighty tome, an explanation Changing Status 50 Bawd
of important principles, an introduction to the The Effects of Status 50 Charlatan
Most Glorious Empire of His Majesty Emperor Maintaining Status 51 Fence
Karl-Franz I, and an intercepted communication of Earning Money with Status 51 Grave Robber
curious origin. Academics 53 Outlaw
Apothecary 53 Racketeer
Roleplaying Games 6 Engineer 54 Thief
Using This Book 6 Lawyer 55 Witch
A Letter Concerning the Empire 20 Nun 56 Warriors
Physician 57 Cavalryman
IICharacter Priest 58 Guard
Scholar 59 Knight
A comprehensive primer on how to create your Wizard 60 Pit Fighter
Character and adventuring party for fun and Burghers 61 Protagonist
profit! Agitator 61 Slayer
Artisan 62 Soldier
Creating a Character 24 Beggar 63 Warrior Priest
Species 24 Investigator 64
Class and Career 30 Merchant 65 IVSkills and Talents
Attributes 33 Rat Catcher 66
Skills and Talents 35 Townsman 67 All the abilities you might choose to become
Trappings 37 Watchman 68 adept with, complete with explanations and ways in
Adding Detail 37 Courtiers 69 which you can put them to good use!
Party 41 Advisor 69
Bringing Your Character to Life 42 Artist 70 Skills
Advancement 43 Duellist 71 Determining your Skill Level
Finished! 43 Envoy 72 Basic and Advanced Skills
Character Sheet Summary 44 Noble 73 Grouped Skills and Specialisation
Servant 74 Master Skill List
IIIClass and Careers Spy 75 Talents
Warden 76 Gaining Talents
The exhilarating opportunities for employment Peasants 77 Master Talent List
in the Old World. This marvellous chapter also Bailiff 77
informs you how to apply the experience you earn Hedge Witch 78 VRules
through your efforts, how your status in society Herbalist 79
affects you, and how you can attempt to improve Hunter 80 The accurate naming of this chapter defies
your position. Miner 81 florid exposition! The mechanisms of the game,
Mystic 82 incorporating Tests – the main method of
Classes 46 Scout 83 adjudicating the action – and sections covering
Careers 46 Villager 84 many different situations that may arise!
Career Levels 47 Rangers 85
Advancing Through Your Career 47 Bounty Hunter 85 Tests
Coachman 86 Simple Tests
Entertainer 87 Automatic Failure and Success
Flagellant 88 Dramatic Tests
Messenger 89 Difficulty
Pedlar 90 Assistance
Road Warden 91
Witch Hunter 92
Riverfolk 93
Boatman 93
Huffer 94
Riverwarden 95
Riverwoman 96
Seaman 97

2


Warhammer Fantasy Roleplay

Combat General Endeavours VIIIMagic
Timing Class Endeavours
Combat Summary Only sinister and deluded fools will dare explore the
Initiative Order VIIReligion and Belief pages of this catalogue of the arcane and profane.
Surprise Unless you’re a Wizard from the Colleges of
Taking Your Turn Descriptions of the gods of the Old World Magic, in which case it’s required reading.
Attacking and their cults and worshippers. Also contains
Criticals and Fumbles the blessings and miracles undertaken by those The Aethyr
Ranged Combat following the divine. Be warned this chapter also The Winds of Magic
Combat Difficulty touches on blasphemous knowledge best avoided! The Language of Magick
Two-Weapon Fighting The Eight Lores
Unarmed Combat The Gods Elven Magic
Mounted Combat Gods of the Empire Dark Magic
Advantage Other Pantheons Other Lores
Moving The Chaos Gods Magic Rules
Moving During Combat The Cults Second Sight
Leaping, and Falling Primary Cults of the Empire Spells
Pursuit The Grand Conclave Casting Test
Conditions The Cult of Manann, God of the Sea Channelling Test
Multiple Conditions The Cult of Morr, God of Death Repelling the Winds
Master Condition List The Cult of Myrmidia, Dispelling
Fate & Resilience Goddess of Strategy Using Warpstone
Fate and Fortune The Cult of Ranald, God of Trickery Spell Lists
Resilience and Resolve The Cult of Rhya, Goddess of Fertility Overcasting
Injury The Cult of Shallya, Goddess of Mercy Petty Spells
Wounds, Critical Wounds, and Death The Cult of Sigmar, God of the Empire Arcane Spells
Broken Bones The Cult of Taal, God of the Wild Colour Magic
Torn Muscles The Cult of Ulric, God of War The Lore of Beasts
Amputated Parts The Cult of Verena, The Lore of Death
Healing Goddess of Wisdom The Lore of Fire
Medical Attention Dwarven Ancestor Gods The Lore of Heavens
Other Damage Elven Gods The Lore of Metal
Corruption Halfling Gods The Lore of Life
Gaining Corruption Points Chaos Gods The Lore of Light
Corrupting Prayers The Lore of Shadows
Losing Corruption Points The Blessed Witch Magic
Disease and Infection Blessings and Miracles The Lore of Hedgecraft
The Litany of Pestilence Sin Points The Lore of Witchcraft
Symptoms Wrath of the Gods Dark Magic
Psychology Blessings Lore of Daemonology
Psychology Test Success Levels Lore of Necromancy
Psychological Traits Miracles Chaos Magic
Custom Psychology Success Levels Lore of Nurgle
Miracles of Manann Lore of Slaanesh
VIBetween Adventures Miracles of Morr Lore of Tzeentch
Miracles of Myrmidia
Those events that take place between your escapades, Miracles of Ranald
with a menu of options for you to pursue. Miracles of Rhya
Miracles of Shallya
Events Miracles of Sigmar
Endeavours Miracles of Taal
Money to Burn Miracles of Ulric
Duties & Responsibilities Miracles of Verena

3


Warhammer Fantasy Roleplay

IXThe GameMaster Availability Pigeons
Bargaining and Trading Snakes
Advice for those who find themselves in charge Selling Wolves
of an unruly mob. This section also gives advice Bartering The Monstrous Beasts of the Reikland
on travel in the Empire and rewarding those who Craftsmanship Basilisks
perform well in the face of inevitable misfortune. Item Qualities Bog Octopuses
Item Flaws Cave Squigs
General Advice Encumbrance Demigryphs
Character Creation Small items Dragons
At the Table Over-sized Items Fenbeasts
Travel Beasts of Burden Fimir
After the Game Armour and Clothes Giants
Overburdened Griffons
XGlorious Reikland Weapons Hippogryphs
Weapon Damage Hydra
All hail the heartland of the Empire – the Glorious Melee Weapon Groups Jabberslythes
Reikland. Sprawling cities, deep dark forests, and Weapon Length Manticores
awe-inspiring mountains, the Reikland is yours to Ranged Weapon Groups Pegasi
explore. Weapon Range Trolls
Weapon Qualities Wyverns
The Lie of the Land Weapon Flaws The Greenskin Hordes
The Mountains, Foothills, Armour Orcs
and Vorbergland Armour Damage Goblins
The Grim, Dark Forests Armour Qualities Snotlings
The Rivers, Canals, and Lakes Packs and Containers The Restless Dead
The Cursed and Fetid Marshlands Clothing and Accessories Skeletons
Timeline of the Reikland Food, Drink, and Lodging Zombies
Politics Tools and Kits Dire Wolves
Reikland Council Books and Documents Crypt Ghouls
The Reikland Diet Trade Tools and Workshops Varghulfs
The Reikland Estates Animals and Vehicles Cairn Wraiths
Settlements Drugs and Poisons Tomb Banshees
Altdorf and the Manifold Towns Herbs and Draughts Vampires
The Bastions and Fortresses Prosthetics Ghosts
The Villages, Hamlets, and Holy Places. Miscellaneous Trappings Slaves to Darkness
The Ancient Sites and Terrible Ruins Hirelings Beastmen, The Children of Chaos
Henchmen Gors
XIThe Consumers’ Guide Ungors
XIIBestiary Minotaurs
Money, weapons, armour, goods, and services, Bray-Shaman
all presented for your consideration and purchase, All manner of vile creatures you might encounter on Cultists, The Lost and the Damned
should you be able to afford such luxuries! your adventures, and details of their capabilities. Mutants
Cultists
Money Creature Hit Locations Chaos Warriors
The Cost of Living The Peoples of the Reikland Daemons, The Gibbering Hosts
Criminal Coinage Ogres Bloodletters of Khorne
Going to Market Black Bella — Human Brigand Daemonettes of Slaanesh
Pol Dankels — Human Witch Daemon Princes
The Beasts of the Reikland The Loathsome Ratmen
Bears Clanrats
Boars Stormvermin
Dogs Rat Ogres
Giant Rats Creature Traits
Giant Spiders
Horses Character Sheet
Index

4


Warhammer Fantasy Roleplay

cRedits

Design and Development: Dominic McDowall and Andy Law
Writing: Dave Allen, Gary Astleford, Graeme Davis, Jude Hornborg,
Andy Law, Lindsay Law, Andrew Leask, TS Luikart, Dominic McDowall, Clive Oldfield

Editing: Andy Law, Lindsay Law, Andrew Leask
Art Direction: Jon Hodgson
Cover: Ralph Horsley

Illustration: Dave Allsop, Michael Franchina, Andrew Hepworth, Jon Hodgson,
Ralph Horsley, Pat Loboyko, Sam Manley, Scott Purdy
Graphic Design and Layout: Paul Bourne
Maps: Andy Law
Proofreading: Jacob Rodgers

Special thanks to Jon Gillard, Christian Dunn, Michael Knight, Tom O’Neill and the rest of the GW team.
Further thanks to all the fans who took time to contact us by email, by Facebook,

and on Discord during the preview period. Without all of you, this book would not be the same.
Published by Cubicle 7 Entertainment Ltd,

Suite D3, Unit 4, Gemini House, Hargreaves Road, Groundwell Industrial Estate,
Swindon, SN25 5AZ, UK

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any
form by any means, electronic, mechanical, photocopying, recording or otherwise without the
prior permission of the publishers.

Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited Warhammer Fantasy Roleplay 4th
Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles,

the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around
the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7

Entertainment Limited. All rights reserved.

5


I Warhammer Fantasy Roleplay

• Introduction •

‘So, what are you here for? Adventure?
Maybe. Gold? Probably. Justice?

Ha, that’s a flexible term! What’s that I see in your eye, that pious gleam? Oh, you want
to do the right thing. So long as it’s well enough paid, entertaining, and fits with your
political views. Eh, close enough, you’ll do, come inside and I’ll tell you about the job.’

Welcome to Warhammer Fantasy Roleplay. Marvellous things Prepare yourself for the struggle of the gutter, to fight for your
await you. One of your group will control an entire world, while survival, and to face corruption on all sides. Prepare yourself for
the rest of you will live in and explore it, uncovering glittering danger, as it is everywhere, and you can’t face it alone. And, most
wonders, vile darkness, and everything in between. of all, prepare yourself for the grim and perilous adventure of
Warhammer Fantasy Roleplay!
You’ll meet glorious heroes who grimace disdainfully as they
step over the suffering poor, and corrupt villains who set down Roleplaying Games
the wrong path in the service of a more laudable cause. Feared
but respected wizards master their arts in the high towers of the Warhammer Fantasy Roleplay (WFRP) is a tabletop roleplaying
Colleges of Magic, while outside those safe halls magic users are game (RPG). You might be more familiar with computer
feared and reviled — and often with good cause, as many dark or console RPGs, in which case you’ll be right at home. One
sorcerers would gladly sell their souls for power. Virtuous priests of your group will take the role of Gamemaster (GM) — who
strive endlessly to improve the lives of the downtrodden, whilst describes the world and what is happening — and everyone else
agents of Chaos Gods work to undermine this good work and will be a Player — one of the game’s protagonists, interacting
bring ruination. with the world the GM presents. Players tell the GM what their

Throwing Bones

Games of WFRP use ten-sided dice whenever a random result is Sometimes, a die roll will be modified by adding or subtracting a
required. Ten-sided dice are typically marked from 0–9, where a number. So, a roll of 1d10+4 means roll one ten-sided die and add
roll of 0 counts as a result of These dice are called d10s in four to the result, and a roll of 2d10−3 indicates you should roll 2
the rules, and the number you need to roll will always be marked ten-sided dice and subtract 3 from the totalled result.
as follows: 1d10 for 1 die, 2d10 for two dice, 3d10 for three dice, The rules also use a roll of two ten-sided dice to score a number
and so on. from 1 to (marked as 1d). To do this, one ten-sided die is
If you are requested to roll multiple dice like this, the results are designated as a ‘tens’ die, and the other as the ‘units’ die. Now roll
always added together. So, if the rules ask you to roll 2d10, you roll the two dice, and read the result as a two-digit number. So a roll of
two ten-sided dice and add the result of each together; for example: 1 on the tens die and 4 on the units die provides a result of 14, or a
a roll of 0 and 3 would be a result of 13 (10+3=13). roll of 4 and 2 results with If both dice roll 0, the result is

6


Introduction I

Characters are doing, and the GM interprets the outcomes of individual spells a wizard can cast. Each individual item will be
those actions, using the game’s rules where necessary. The game italicised. Example: a Banking Endeavour; a Bleeding Condition;
proceeds in that fashion, with the Players pursuing the plot the the Curse Spell.
GM has prepared for the game, or perhaps going off at wild
tangents as the poor GM improvises like crazy. It’s all good. Tests: When you are asked to make a Test (see page ), it will
be bolded so you can find it easily during play. Example: make an
This book is the rulebook and includes all the information and Average (+20) Perception Test.
options for running your games of WFRP. If you’ve never played
an RPG before, we’d recommend you try the Warhammer Acronyms: The rulebook avoids them as much as possible, but
Fantasy Roleplay Starter Set — which is designed to teach you it’s important in roleplaying games (RPGs) like Warhammer
how to play — or take a look at the ‘What is an RPG?’ section of Fantasy Roleplay (WFRP — we pronounce it WuffRupp)
our website: www.cronistalascolonias.com.ar to explain your acronyms the first time the word is used. The
Gamemaster (GM) who runs the game can usually clear up any
Using This Book confusion.

Roughly speaking, the Player-focused parts of this book are to Advice: Our Characters are on hand in box-outs throughout
the front. New players should start by browsing the double-page the book to offer advice and options. Each discusses different
spreads and letter that introduce the Empire as this is where the elements of the game. If you want to know more about the
initial adventures that Cubicle 7 publishes will be set. Characters, refer to the WFRP Starter Set.

Players should then use the next few chapters to learn about their Your Warhammer
Characters and abilities. Chapter 5, the Rules, are for everyone.
Players whose characters have a religious or magical background Warhammer Fantasy Roleplay and the Old World is a
will want to be familiar with the respective sections later in the phenomenon over 30 years in the making, and we all have our
www.cronistalascolonias.com.ar GM can communicate to the Players as much or as little own take on this rich and vibrant setting. That’s something we
of the Reikland and Bestiary chapters as they should appropriately really want to celebrate, and we want your adventures to take
know, but remember not to give away too many spoilers. place in your version of Warhammer.

Game Text Throughout the book we present as many options as we can so
that you can tailor the game to your vision, many of which are
To help keep the rules clear, this book adopts some standard ways marked clearly with ‘Options:’. If anything contradicts how you
of presenting information: want to play your game, please feel free to change it.

Game Terms: All game terms are capitalised, so you can tell What’s Next?
events from Events, and know when a test should be simple and
when you should make a Simple Test. In addition to this rulebook and the WFRP Starter Set, there
will be regularly published supplements, sourcebooks, and
Individual Items: Some game terms encompass many individual adventures to support the game and expand its scope. Visit www.
items. For example: the game term Spells includes many www.cronistalascolonias.com.ar for more information, free resources for the game
(including a free adventure), and to sign up to our newsletter.


The borders of the Glorious Empire of His Imperial Majesty Emperor Karl-Franz I are the impenetrable plate armour
He has erected to protect His people. The Empire extends to the seas, or until the land ceases to be of worth, such
as the wasteland stubbornly clung to by those fools in Marienburg. The Bountiful Empire of His Imperial Majesty Emperor
Karl-Franz I is of course the envy of all those who survey it, turning all eyes to covetousness. But fear not, for His Imperial
Majesty Emperor Karl-Franz I is resolute in our defence, with unbreachable fortresses full of indefatigable soldiers at every
mountain pass, river bridge, and other such strategic locations.


The Empire is beset by enemies to all sides, and the defence of its borders is often compromised by the
politicking nobles, from lowly barons to the Elector Counts who rule them. Fortunately, mountain ranges and
coastlines form a natural barrier along much of the Empire’s borders, all of which provide natural lines of
defence. Guard duty overlooking a potential invasion route is often a lonely, mind-numbingly dull affair; and,
when it’s not, chances are the garrison will be overrun long before the alarm is raised.


Many claim the Court of His Imperial Majesty Emperor Karl-Franz I is the heart of the Empire. The Emperor
Himself would strike such lickspittles and point out with wisdom and deep humility that it is instead the countless
villages of His mighty Empire that supply His limitless strength. For it is there His people nobly toil to provide food for
all, to produce goods and raw materials for trade, and raise doughty warriors for the glorious State Armies that protect us.
It is a simple life, satisfyingly full of blessed toil, which is its own reward. In many ways, we desk-bound scholars, while
unswerving in our duty to His Imperial Majesty Emperor Karl-Franz I, are truly envious of life in this rural paradise.


Far from the courts, peasants tirelessly work the land, much as they have for longer than any can
remember. The village boundary is, for most, the end of their world. Some might travel to neighbouring
settlements, but such journeys are viewed with trepidation. This can lead to xenophobia, which is often
acutely felt towards nearby settlements, probably due to historic conflict over local resources; so, while a
visitor from Altdorf may be treated with suspicion, villagers reserve their real hatred for that wretch
from the hamlet a few miles yonder who stole their grandfather’s chicken.
By the light of day, villagers may scoff at old tales of monsters, beasts, and daemons, believing in the
power of their lords and gods to protect them. But as the sun sets over the forest and fields, all lock
their doors securely and, in flickering candlelight, exchange nervous glances at any unexpected sound.


It is said the mighty rivers bear the lifeblood of the Resplendent Empire of His Imperial Majesty Emperor Karl-Franz I,
flowing from the mineral-laden mountains to bring wealth and prosperity for all. The masters of robust riverboats and
barges keep a lucrative flow of goods moving from the furthest reaches of the Empire of His Imperial Majesty Emperor
Karl-Franz I to the bustling cities and ports, bringing riches beyond compare. This is all made possible by the eternal
vigilance and unstinting protection offered by His Imperial Majesty Emperor Karl-Franz I’s Imperial Navy and Imperial
River Patrol, who efficiently guard all of His river-borne citizens allowing them to concentrate on their admirable hard work
without pause for fear or doubt.


If the rivers bear the Empire’s lifeblood, the arteries and veins they flow through are in dangerously
poor condition. The Imperial Navy patrols the wide flows of the primary rivers, and Riverwardens
theoretically keep watch everywhere else, but minor waterways can go months without seeing a hint of the
Emperor’s protection. As a result, wreckers and pirates can be found anywhere outside the immediate
scrutiny of the authorities, and as the rivers wind through the forest depths, who knows what cruel or
unnatural creatures wait to ambush passing vessels. When travelling lesser trafficked stretches, wise
folk should be obviously armed and clearly ready for a fight in the hope of persuading those with ill
intent to allow them to pass in favour of easier pickings.


The docks of His Imperial Majesty Emperor Karl-Franz I’s ports are engineering marvels established to profit from
His shrewd trade policies and diplomatic brilliance. Dealing firmly and authoritatively with lesser realms, yet always
with magnanimity, His Imperial Majesty Emperor Karl-Franz I has ensured our extraordinary prosperity through lucrative
treaties with a range of diverse peoples including the fading power of the Elves from across the sea, the barbaric Kislevites
to the east, and the short-sighted Wastelanders who cannot survive without the food we generously provide. But these fade
into inconsequentiality when compared to the profound alliance His Imperial Majesty Emperor Karl-Franz I unstintingly
maintains with the redoubtable Dwarfs of the mountains, a wise accord that has stood since it was initiated by Holy Sigmar
Himself, First Emperor and God-King of us all!


The docks are indeed a major centre of the Empire’s power and prosperity, although the reliance on the
trade they bring is often downplayed in courtly circles. While this is certainly due in part to the nobility’s
disdain for commerce, it also goes against an instinct for stubborn self-reliance and a belief in their
ongoing ascendency. In reality, other realms extend their power into the Empire’s ports, and none more so
than the Wasteland. Marienburg merchant houses have significantly more influence over trade than any
Reiklander will admit, and heavily armed Wastelander vessels often accompany their goods barges into
the Empire. This is ostensibly to protect against piracy, but in practice it guards against an ‘accidental’
attack by the Imperial Navy, and also openly demonstrates the growing confidence and military might of
the Wasteland.


The powerful and awe-inspiring towns and cities of the prosperous Empire are the crown jewels of His Imperial Majesty
Emperor Karl-Franz I’s realm. Rich, cultured, pious, educated, and thriving, their extraordinary planning and awe-
inspiring architecture are the envy of all, and bring wide-eyed travellers from across the world to witness their magnificence.
Under the nurturing rule of His Imperial Majesty Emperor Karl-Franz I, each of His multitudinous subjects have
opportunities to better themselves and rise to lofty new stations. Even the simple folk of the Empire, despite their lowly and
often distasteful appearance, are industrious and optimistic, always seeking new opportunities for the betterment of all.


The major settlements of the Empire may feature some of the most impressive architecture, glorious
palaces, and inspirational temples, but these are all surrounded by disgusting filth and squalor,
staggering inequality, and incredible levels of crime and disorder. The upper classes are frequently drunk
on the power they wield, or corrupted by something much worse, and so the possibility of positive change
and improvement in conditions is negligible. This leads to social disorder, agitators brewing discontent,
and all-too-many desperate people with little to lose.


The simple, yet glorious inns of His Imperial Majesty Emperor Karl-Franz I’s Empire are part of what binds His loyal
people together. His Imperial Majesty Emperor Karl-Franz I Himself is said to frequent them in cunning disguises in
order to share in the jolly camaraderie and simple pleasures of the thankful common folk, whilst graciously not over-awing
these good, honest people with His astonishing Imperial Magnificence. The Empire’s finest fare can be found in these
palaces of the people, and your humble scribe heartily recommends pickled trotter as a digestive aid.


Inns and taverns are a distraction from the misery of existence for many citizens of the Empire, and
an entertaining diversion for many more. They can often be places where political agitators do their work
to whip up sentiment against the authorities, or where witch hunters prowl for rumours of the unnatural.
Con artists and robbers also ply their trade amongst the inebriated unwary, although there is also some
honest respite to be had, and the scribe is right about the pickled trotter.


c/o Colonel Reikhardt Mathis Sievers of the Imperial Ostlanders
Wolfenburg’s 2nd Re~giment of Foot
Stationed in Khypris
The Border Princes

32nd Sigmarzeit, I C

My Lord Konrad von Siert, Baron of Siert and Castellan of Ostergrootsch,
Greetings and salutations~, ~

Herein find a summons and general information concerning the Empire, your homeland.

I am instructed to inform you that your lord and father, Duke Ottokar von Siert, officially recognises your claim to inherit his land
and titles~within the Reikland, and orders you to his side. Your exile in the Border Princes is at an end, and you must make immediate
preparations for departure. ~

In his wisdom, your father has employed an armed escort to assist. I am in command, and, Sigmar willing, will arrive sometime near
Sonnestill. You will leave with us for the Imperial capital the following morning. Surely, such news will fill your young heart with joy, for
you will finally witness the splendour of the greatest city in the Old World: Altdorf the magnificent, seat of Emperor Karl-Franz I
and the Grand Theogonist of Sigmar, and cur~rent residence of House Siert, where your father holds court not far from the Imperial Zoo
on Goellner Hill.

I shall also take your education in hand. Those advising your father believe the present tuition you receive from Colonel Sievers, whilst
certainly admirable, is too focussed on southern matters as epitomised by Holy Myrmidia - a goddess without reproach when it comes to
the milita~ry, I’m sure, but hardly an expert concerning Reiklander rulership. It was decided by your father’s advisors that a true devotee
of Sigmar - the Empire’s patron deity should promptly take charge of your education. Your father, of course, agreed, for the Cult of
Sigmar should always be heeded. - ~ ~

Sadly, I must report poor Sister Bartalin, the nun assigned to this important duty, passed through Morr’s Portal when our party was
but five days from Altdorf. She was the victim of a most unfortunate accident involving a bedpan~, a wilted stick of celery, and a nasty
fall. Thus, I humbly take her stead. For, no matter my feelings on the subject, your schooling is~imperative; you have yet to set foot in the
Empire, and you will be lost without proper instruction.

Before we begin, let us turn to introductions: I am Guardian Alanna Graumann of the Grey Order - and let me pre-empt your
assumptions: yes, I am a witch; and, yes, my name is a pseudonym. I have been~ in the service of your father for over fifteen years, acting as
an aide, military advisor, and bodyguard, amongst other things, and am now charged to ensure yo~u, his newly declared heir, reach Altdorf
alive. To guarantee this I will, as mentioned, a~ttend to your education, which will start immediately.

~

Forget What You Know
There are several matters I would have you consider before I arrive in Khypris. You likely think life in the
Empire will be much the same as the sunny lifestyle you currently enjoy in the Border Princes - after all, there
are the same eight days in the week, the same sun and moons, and the same gods. I regret to inform you such
presumptions are incorrect: the Empire is no~t like the Border Princes, and you are ill-prepared for the threats it
hides. Put plainly: you are not safe, and most of what you think you know will lead you to danger.
~


The Gods
As you know, throughout the Old World folk freely worship many different gods, most commonly those directly impacting their daily
lives. So, if someone is hurt, one prays to Shallya, Goddess of Healing and Mercy; when a hunt fails, one prays to Taal, God of Animals
and Wild Places; and if crops should wither, one turns to Rhya, Goddess of Life and Fertility.

But in your homeland, one god rises head and shoulders above the others: Sigmar, who founded the Empire when mortal, and now stands
as its patron deity. In the grand prov~ince where your lands lie, the Reikland, the Cult of Sigmar dominates: every village has a temple,
every town has several, and the capital, Altdorf, has more holy sites dedicated to Sigmar than any bother to count. Each Festag (what the
locals call the last day of the week - the one you call ‘Holiday’), all are expected to attend ‘throng’ at a local temple, where Sigmar’s priests
preach lessons concerning the founder of the Empire, he who wielded the Warhammer. Further, many temples require all able-bodied folk
to train at arms weekly with the local priests or their representatives, forming the core of local militias to support the State Armies. In
larger towns and cities, it is only the faithful and the ~lost that attend these weekly duties, but in rural areas, any not attending are viewed
with deep suspicion. Trust me, my lord, this is a cult you will need to understand~, for most folk of the Reikland are ingrained with its
customs, and you must appear to be, also. You may think you understand Sigmar because there is a shrine in Khypris. You do not.

~

Witches
One cannot talk of Sigmar without also discussing witches - those able to use magic. Obviously, it’s a subject close to my heart, although
I prefer to be called a Magister, as I am trained by the Colleges of Magic. The folk of the Empire, like all peoples of the Old World, are
solid and practical, and quick to remove dangerous elements from their commu~nities. Given the Cult of Sigmar preaches that Sigmar was
tempted and betrayed by evil witches, it will come as no surprise that in areas of strong Sigmar worship, witches are not just viewed with
suspicion, they are vilified. Fortunately, the talent for witchery is very rare, but for~ those born with it any unexpected manifestation of their
arcane powers may see them burned at the stake, even if Imperial Law states they should be taken to the Colleges of Magic. ~

The Colleges of Magic
There is no formal centre of magical learning in the Border Princes. Those able to do magic either work it out independently, accidentally
kill t~hemselves, are hunted down, or find a master to~teach them. Most such masters practice ancient forms of magic that are certainly
dangerous, ranging from supposedly benign hedge witches and seers to those who risk their very souls, including power-blinded fools li~ke
necromancers and daemonologists. In the Empire, it’s very different. To practice any magic you must have a licence, and the only way to
secure one is to be a graduated Wizard of the Colleges of Magic in Altdorf, or be an Elf - they receive special dispensation for their part in
founding the Colleges - assuming they register with the Colleges, of course. If you have no licence and cast magic, you a~re breaking the law and
should be either taken to the Colleges for proper training or tried as a criminal. Most commonly, illegal witches are tried by mob and lynched.
Which, to be clear, is also illegal, although few are punished for this crime as most would prefer to see a witch dead, regardless of the legality.
While murd~ering suspected witches may sound extreme to your ears, there are good reasons for caution: all witches channel the Winds of
Magic, invisible flows of power that course across the world, and many claim these Winds originate from the Ruinous Powers.

The Ruinous Powers
The less I speak of this the better, and might I suggest you never speak of it. There is always something listening. At its simplest, whatever
your current tu~tors pretend, the dark gods do exist. They whisper of the ruination of all things, and too many fools listen. But do the
Winds of Magic blow from the Ruinous Powers, turning good folk into witches, and twisting minds and flesh in their wake ? That’s
not a questio~n I think I can answer. What I can say is that the dark gods’ influence is felt at all levels of society, and those drawing too
close are always changed by what they encounter. This is why folk are terrified of mutation: they believe it is a mark of damnation, a sign
the dark gods now hold your s~oul. Even talking in the most general terms about such subjects may well bring you to the attention of the
witch hunters, so remain wary for signs of this dark corruption but do not betray that you are even aware of its existence.


The Powers That Be
‘In the Borderlands, all may come to power, and all may come to rule! In the Empire, we willingly wrap ourselves in chains!’

~

Those were the ardent words of a young, idealistic agitator I met in Wissenburg. Consider what she says, for you will soon encounter those
who believe it true. In the Empire, you are born to a station, and no amount of cleverness or capability will change what the gods plan, or
so those in power repeatedly claim. If you are born noble, you are forever noble; born farming, forever farming. And so it remains. But as
you personally know, my lord, the chance offerings of birth can be changed and manipulated by forces far from divine. And even in the
Empire, new freedoms are being bought every day. ~

The Cities and Towns
For all the stratified layers of society are supposedly immutable, the flourishing towns and cities of the Empire, safely wrapped with high
walls of stone and patrolled by liveried State So~ldiers, have allowed a new class of rich merchants and burghers to rise. The Reikland, as
the richest of all the Empire’s grand provinces, has a growing ‘middle’ class of such enormity it frequently rises to prominence, with rich
individuals buying their way to freedom a~nd power. An example of this are towns called ‘Freiburgs’ or ‘free towns’, meaning they self-
govern without significant interference from the nobility in return for services, military support, or, most commonly, large quantities of coin.
Although the concept of a Freiburg is old, never have so many been seen in such a small area as i~ncreasingly more towns are buying their
freedom; although all this seemingly changes nothing for those toiling in the fields.

Rural Life
W~here the towns and cities are becoming freer, it could be argued the opposite is the case for many rural communities. Over two hundred
years ago, Emperor Magnus the Pious famously enshrined the rights of all to be paid for their labour, but many noble houses did not agree
with this attack on their rights and continue to resist to this day.

~

Enlightened provinces such as the lands ruled by your father, where farmers work land they lease, selling any produce they harvest at local
markets for personal profit, paying taxes as determined by the local authorities, are widespread. Bu~t in some isolated regions the peasantry
are forced to slave on farms they do not own, turning over almost all produce to their lieges, living in total ign~orance of the freedoms the
Imperial Law grants them. Many folk will put up with a lot so long as horns echo across the land each campaign season as~noble lords
send the State Army to rid the encroaching forest of whatever foulness has gathered. ~

And it is there one of the greatest differences between your current home in Khypris and Sigmar’s Holy Empire lies: the endless forests.
The Empire is blanketed in dense woodlands, and few dare venture into their depths, for their twisted~branches hide far worse than simple
bandits, beastmen, and forest goblins.

Travel
Bisecting the Border Princes, the Khyprian Road is famous for its relative safety. Its entire six-hundred mile length is cleared on both
sides for many miles, ensuring would-be bandits have few places to hide. The opposite circu~mstances ap~ply in the Empire. Alm~ost all the
major roads cut through thick forests with uncounted ambush points, leaving travel by foot extraordinarily dangerous. Thus, wealthy
folk tra~vel by river as most major towns are connected by river or canal, and the major waterways of the Empire are often so wide you can
barely see the opposite banks - let alone any potential wreckers hiding in the rushes making them significantly safer than tree-lined
highways where bandits lurk around every corner. -
~

Of course, sometimes a road journey is the only option, especially when one is travelling to one of the many highland fortifications or mining
towns. In such circumstances, I recommend you travel by coach. These not only provide comfortable travelling condit~ions between all major
destinations, but their routes are patrolled by road wardens, makin~g them relatively safe. The Empire is also significantly more civilised
than the Border Princes, so boasts many reliable coaching houses. ~


Patrols
Recognising the threat posed by highway pillagers, all the major roads of the Reikland are patrolled by mounted squads of road wardens.
Most are peacetime State Army cavalrymen put to use by local nobles, but some are privately hired, often b~y merchant or coaching houses,
to better maintain the peace and protect expensive assets. When travelling away from the primary trade routes, the roads are not so well
maintained, and some are lucky to ever see a road warden, so I suggest avoiding these dark corners of the Empire, for the local folk are often
all-too-quick to take offense, all your tra~ppings, and perhaps even your life.

~

The rivers are similarly patrolled, but by strong-backed riverwardens in a variety of different vessels ranging from small patrol boats to
small warships called Shipswords. These wardens are supported b~y the Imperial Navy, which is, against all the expectations of outsiders,
based in the Reiksport at Altdorf, hundreds of miles upriver from the sea. The navy’s large warships patrol the waters to Marienburg,
where the river Reik is often many miles wide, and very deep.
The Law
The powers granted to wardens patrolling the rivers and roads, and to the watch patrolling the streets of the Empire’s towns and cities,
vary significantly from province to province. Small infractions of the law normally result in stern words and spot fines, most of which
never leave the pocket of the lawman concerned. In larger towns and cities, it is also common to find petty courts r~un by watch captains
who judge cases brought before them, handing out fines of a shilling or two for most misdeeds, with serious crimes referred to a higher
authority. For such crimes, the accused is taken before a local court, most commonly officiated by a judge, noble, magistrate, or a cleric of the
Goddess of Justice, Verena. These trials are rarely fair, so it is wise to never let matters proceed so far.
As a lord of the Reikland, you cannot be tried by a normal court, so should you ever find yourself accused, do not be afraid to make
your birthright known. Should I not be with you, send word to the Grey College and ask for me by name. I will come. To be sure you
understand, only your father, as your lord, has the right to judge you. However, another noble may appeal against your father’s judgement;
should this occur, only the High Lord Steward of the Reikland has the right to overrule y~our father in matters of criminal law.
But such almost never happens. The High Lord Steward has not held court for over fifty years, for most nobles are too powerful to bring
to task. Instead, deals are made, charges are dropped, and the problems disappear.
Be Careful
So, given the many risks, I hope you can understand why your father sends an escort to ensure your safety. Your inexperience with the
folk of the Empire could easily lead to disaster. For all you may think a local watchman is there to help you, or a riverwarden seems a
helpful fellow, they may be as corrupt as the folk they are tasked to detain. This is why I come. Let my experience be your teacher, so you need
not learn from your own errors, which could prove fatal. There is a reason~ I use a pseudonym, and why I feel it is important not to say
aught openly.
There is, after all, hidden motivations behind all matters. Even this letter.

~

I look forward to seeing you when you understand. Be careful.

With faith,

A Grau man n

Grey Guardian Alanna Graumann
Your servant and guardian.


II Wa r h a m m e r Fa n ta sy Ro l e p l ay

• Character •

Players explore the Old World through the eyes of their Character. outcomes, as if the Dark Gods of Chaos themselves applaud
This chapter shows you how to make your own Character from your acceptance of random chance. XP represent learning
scratch. Most begin the game as unremarkable inhabitants of the from experience and are the principal way to improve your
Empire — possibly destined for greatness, but no-one would guess abilities — you will be able to spend these points to enhance
it. That’s not to say you can’t rise from humble origins, just that your character’s abilities. XP are covered in more detail in
you’ve got a long journey ahead, and that you’ll probably need a Advancement on page
better pair of boots.

All the information describing your Character’s abilities is Character Creation
recorded on a Character Sheet (see page ). We provide Summary
ready-made Characters and sheets in the WFRP Starter Set,
and online at www.cronistalascolonias.com.ar Using ready-made Characters is 1) Species: Page 24
a great way to start playing and find out how the game works, 2) Class and Career: Page 30
but sooner or later you’ll want to create your own from the 3) Attributes: Page 33
ground up. If you are choosing a ready-made Character, it’s 4) Skills and Talents: Page 35
still worth looking through this chapter, as it will explain what 5) Trappings: Page 37
the different parts of the Character Sheet mean (especially the 6) Adding Detail: Page 37
summary on page 44). 7) Party : Page 41
8) Bringing Your Character To Life: Page 42
When deciding what your Character will be like, discuss the 9) Advancement: Page 43
kind of group you want to create with the other players. This
makes sure that the group’s Characters complement each other 1) Species
and that together you will have a broad and versatile range of
abilities. Your GM may also have a particular kind of game Summary: Choose one of the five Species.
in mind, and you’ll need to make sure you have the right mix
of Characters. Perhaps the GM plans for you to join a group Your Character will be a Human, Dwarf, Halfling, High Elf, or
of apprentice wizards who know one another at the Colleges Wood Elf. They are described below to help you choose, where
of Magic? Maybe you are part of a unit of soldiers who have you will also find some typical opinions each species has of the
all deserted? Or maybe you are one of a disparate band of others. Alternatively, you can roll 1d, consult the Random
Reiklanders press-ganged into service by a powerful noble? Species Table, and gain +20 XP if you accept the result.
Knowing this is important to help you build a suitable character
which will be more fun to play. Random SPECIES Table

Creating a Character 1d Species
01–90 Human
The first thing you’ll need is a blank Character Sheet (see page 91–94 Halfling
or the downloads section of www.cronistalascolonias.com.ar), or a scrap sheet 95–98 Dwarf
of paper. Once you have that, you’ll follow nine steps to create 99 High Elf
your character. As you move through the nine steps, you’ll record 00 Wood Elf
the information about your character as you go.

In some sections, you can either choose an option or accept the
result of a dice roll to make the choice for you. You may receive
bonus Experience Points (XP) for choosing to accept random

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Character II

Humans (Reiklander) species. Perhaps it’s no surprise the declining elder species grow
increasingly concerned the meteoric rise of Humanity could
Humans are the most numerous and widespread of the civilised result in cataclysm.
species of the Old World. From the plains of the Estalian
Kingdoms to the frozen oblasts of Imperial Kislev, Humans Opinions
occupy every corner of the continent, and they thrive. The
largest, most powerful Human realm is the Empire, a patchwork On Dwarfs…
of powerful provinces blanketed in seemingly endless forests. ‘They’ve been our allies since Sigmar walked this very city;
Standing proud at the heart of this Empire, the Reikland is its fought with them meself back in ’ Sure, they’re a bit stubborn,
richest, most cosmopolitan region. seriously vindictive and pretty blunt, but I won’t hear a word said
against them.’

– Reikäger Jungling, State Soldier from Altdorf

On Halflings…
‘If I gets meself the sort wot eats and smokes all day, then I’m
happy as Ranald in catnip. It’s when I get them without proper
manners nicking me crockery or knives and forks: that I just can’t
abide! They’re all smiles and shrugs when the watch come to pick
’em up, like they don’t understand what they done wrong.’

– Stefan Krause, Innkeeper from Stirgau

On High Elves…
‘Yes, I do trade with them. And, no, don’t be ridiculous, I’ve never
been turned to a pillar of salt just by looking at them. Truly, I find
them graceful and urbane. Proper civilised, I’d say. But,’tween you
and me, if Verena were to ask, I might also say I find them just…
odd. So very intense. Like every deal we make really matters.’

– Dorothea Taalenstein, Merchant from Kemperbad

On Wood Elves…
‘Elves of the forest you say? Ain’t none of ’em around here, mate.
You want to be goin’ south to Bretonnia. I hear they gots loads of
them, and that they’re completely horrible!’

– Siggina Gerster, Bawd from Ubersreik

Many Reiklanders see it as their divine right to rule, for the Dwarfs
patron god of the Empire, Sigmar, was himself a Reiklander
before he ascended to godhood many centuries ago. Temples Dwarfs — or ‘Dawi’as they call themselves — are legendarily gruff
and shrines to the god are found everywhere, and the majority of and stubborn. While the majority reside in vast mountainside
Reiklanders are devout believers in Sigmar’s message of Empire fortresses known as Holds, most larger towns and the capital of
and unity. Because of this, they are significantly more friendly, the Reikland also have Dwarf populations. Given their clannish
open, and optimistic than other folk, since what could possibly nature, they tend to band together, forming enclaves or districts
go wrong for a land that birthed a god? By comparison, outsiders wherever they settle. Many of the Dwarfs living in Reikland
often see them as arrogant, over-bearing meddlers who stick their are the descendants of those driven from Fallen Holds many
unwanted noses into any affair. centuries ago, but most still consider themselves as Dwarfs of the
Grey Mountains, although some have never seen a hill, let alone
Beyond their affluent lifestyles and pushy personalities, a mountain.
Reiklanders are largely the same as other Humans. They may
be shorter-lived than other species, but Humans possess more Dwarf culture respects skill in crafting — chiefly stonework,
vigour, versatility, and ambition. They also have a seemingly smithing and engineering — and Dwarf Holds are resplendent
inextricable relationship with the insidious horrors of the Ruinous with impressive feats of artifice. They also covet gold and jewels,
Powers, with more Humans falling to corruption than any other mining deep beneath the mountains in the pursuit of precious
metals and gemstones. However, more than these material
possessions, Dwarfs venerate their elders and ancestors, and have
entire religions focussing upon important progenitors. Dwarfs
cannot cast spells, although their runesmiths carve artefacts with
intricate runes to harness magical power.

25


II Wa r h a m m e r Fa n ta sy Ro l e p l ay

However, their prowess as engineers is so impressive that some On Halflings…
of their more ingenious clockwork or steam-powered devices are ‘They’re just not my kind of folk. Always smiling. Always
mistaken for magic by simpler folk. fidgeting. Always talking. Always moving in big groups that
just won’t shut up! When they come in my store, I like to shoo
Dwarfs are squat with thick, muscular limbs and stout, broad them off with a broom. Really, what have they got to be so happy
torsos. Their features are heavy and their hair is thick. Length of about? I just don’t trust them.’
hair is a mark of pride and status amongst Dwarfs, with elaborate
braids and adornments demonstrating rank: to shave a Dwarf – Helgi Galannasniz, Burgher from Schrabwald
causes terrible shame. Indeed, honour is a fundamental aspect of
their www.cronistalascolonias.com.ar their long memories and proud natures,they On High Elves…
bear grudges against those who have slighted or dishonoured them, ‘Don’t talk to me about those bloody bastards! Alrug Skycaster,
gripping tight to their grievances for many years, even taking on my ultimate granduncle, was bloody betrayed in the bloody
the grudges borne by their ancestors, knowing their forebears will War of bloody Vengeance by those… those… ARGH! It’s our
be watching over them, nursing their bitterness long after death. clan’s oldest grudge! Stood for thousands of bloody years! When
Whilst it might be hard for others to win a Dwarf ’s friendship, I find the descendants of bloody Galanthiel Whisperthorn, by
once given it is absolute. While not as ageless as the near-immortal Grungni! I’m going to teach them all — every single last one of
Elves, Dwarfs can live for many centuries. Indeed, some say that as them — a lesson in manners with my axe!’
long as a Dwarf has a purpose, they will not die unless struck down
in battle, such is the strength of their conviction. – Snorrt Leivvusson, Diplomat from Karak Ziflin

On Wood Elves…
‘My great grandfather thought logging forests on t’other side of
the Grey Mountains would be lucrative. Ignored all the warnings,
he was sure he was onto a winner. What could a bunch of skinny
Elves do to him and his lads, after all? A lot, as it turned out. Only
my grandfather survived, left alive to spread the message: “Keep
away.” So, me and my lads are preparing a party to take revenge.’

– Merig Ranvigsdottir, Villager from Azorn-Kalaki

Options: Animosity (Elves)

Given the long memories of Dwarfs and their tendency to
bear grudges, many harbour a deep resentment towards Elves
for their part in the War of Vengeance. As such, many Dwarfs
have the Animosity (Elves) Psychology trait (see page ).
Given some WFRP parties contain both Elves and Dwarfs,
this may lead to unhelpful tensions. So, you may prefer to
ignore this Talent between party members..

Opinions Halflings

On Reiklander Humans… Halflings are ubiquitous across the Reikland, found working
‘Like my father and my father afore me, I’ve been living in in service industries in all towns, with an entire district of
Reikland all me life. As folk go, they know not to mess with Reikland’s capital of Altdorf, known as Haffenstadt, packed
my business, and show the respect I deserve, as is right. Yes, tight with hundreds of extended Halfling families supporting
they’re unreliable, and as changeable as the wind, but they’re also restaurants, taverns, pipeweed stores, and an enormous number
resourceful and shrewd, so I’d recommend them as risky business of street-food hawkers. Halflings are also a common sight
partners, as they see solutions I’d not even consider.’ in many of Reikland’s villages, where it is not uncommon to
find them employed to staff an inn or run a farm. They are
– Garral Herraksson, Jeweller from Eilhart communal creatures, preferring to live in close-knit family
groups, sharing houses, rooms,and even beds with dozens of

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Character II

friends and relatives; everyone contributes and everyone shares. Opinions
This interdependent lifestyle leaves many Halflings struggling with
the concept of private ownership and space. On Reiklander Humans…
‘Stiff-necked and pious, warlike and jealous… I could go on, but
Halflings are notoriously interested in recording their lineage, good manners halts me, and, besides, I like them, and they like
and many Halfling clans can trace their ancestry back many me pies. As long as you keep away from their temples and the
centuries to the very founding of the Mootland (their self- hard-liners, they’re an open and pretty welcoming bunch. Good
governed Grand Province in the Empire). The Elder of the folk, and good for business.’
Moot — currently Hisme Stoutheart — is the custodian of the
Haffenlyver, an ancient embroidered scroll detailing the chief – ‘Tubs’ Samworth Rumster XVI, Pie-seller from Kalegan
bloodlines of their primary clans, said to be the greatest treasure
of the Halflings. On Dwarfs…
‘My aunt Bessi was the greediest, as were six of her sons. But Bessi
has nothing on them Dwarfs. Eyes grow as big as Mannslieb at
even a scratch of gold. But, if you tell them that, they’ll growl
at you like you’ve taken the last honeycake, and start scribbling
notes in one of their damned books about insulting their family
honour or whatnot.’

– ‘Lilly’ Joseppinalina Hayfoot, Pedlar in the Reikland

On High Elves…
‘I’ve seen them on the rivers in their white ships. How do they
keep them so clean? And their hair… oh, their hair… it’s like
sunshine, it is. Snuck on a boat once to see what they do. Same as
the rest of us, it seems, just more earnestly.’

– ‘Dainty’ Cordelineth Brandysnap IV, Thief from Altdorf

On Wood Elves…
‘Elves living in the woods? Don’t be bloody ridiculous. Elves live
in white towers and pretty boats over in Altdorf-town, you idiot.’

– ‘Jammy’ Mercimaus Alderflower II, Scholar from Fielbach

High Elves

High Elves are a relatively common sight on the rivers of Reikland.
Both Altdorf and Nuln boast sizeable districts populated by High
Elf merchants who ship goods down the Reik through Marienburg
to the sea. These merchants are by far the most numerous of the
High Elves found in Reikland, alongside diplomatic entourages
and support staff. Aloof, alien, and long-lived, they are a passionate,
emotional folk widely perceived in the Reikland to be the most
beautiful of the species, and also the most arrogant.

Another peculiar detail is the Halflings’ strange affinity for Tall and slender with delicately pointed ears, most Elves have
Ogres. Despite their ravenous appetites, and penchant for eating long, fine hair and melodious voices. Although they might look
whatever is at hand, Ogres tend to respect Halflings. Indeed, frail, their physiology is not only surprisingly strong, but also
gangs of Ogre labourers are often overseen by Halfling gaffers, extraordinarily agile and dextrous. There are very few noticeable
and most Ogre mercenary bands have a Halfling cook on staff. gender differences between Elves, which often causes confusion
among Humans who interact with them.
Halflings are short, apple-cheeked and beardless, resembling
big-eyed, round-faced (and round bodied) Human children, The High Elves, who call themselves ‘Asur’, are native to
and their sunny dispositions and curly locks only reinforce this Ulthuan, a magical island lying to the west of the Old World.
impression. They are known for their enormous appetites in A proud species, they boast of being amongst the oldest of the
all things and their lack of concern for personal space (they’re world’s civilisations. High Elves show considerable disdain for
huggers), social boundaries (‘Well me’ great aunt’s just shacked Dwarfs, with whom they have a long history of conflict. Since
up with me best mate, and you should hear what they’ve been their abandonment of the Old World in the aftermath of the
up to!’), and property rights (‘It’s not like he’s using it!’); this last War of the Beard, the Asur have been torn apart by civil war, the
has landed more than one Halfling in jail for thievery. ‘kinstrife’, although this isn’t something they discuss openly with

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II Wa r h a m m e r Fa n ta sy Ro l e p l ay

outsiders. As a result of this millennia-long struggle, Elves from On Halflings…
the war-torn north of Ulthuan tend to be hard-bitten, practical, ‘I find these cheerful creatures genuinely interesting. I lived
and ruthless. amongst an extended family group for a while, and found them
so open, welcoming, and nurturing it was authentically touching.
High Elven society is tightly-bound by ritual and discipline, But, eventually, I had to move on, the smell was simply over-
intended to keep soaring emotions in check and provide focus powering, and they have no understanding of personal space,
for their complicated intellects. Seeming contrary to this, some which soon loses its charm.’
Asur revel in wild adventure. The term ‘Sea Elf ’ is often used by
other species to describe the dauntless High Elves who venture – Hoelistor Arceye, Wizard from Saphery
beyond Ulthuan’s safe shores as mariners, traders, and diplomats,
and who stand in stark contrast to any grim Asur accompanying On Wood Elves…
them who follow warrior lifestyles. ‘If the Asrai would bother to look beyond their dirty noses, they
would see what we are all up against. Isolationist idiots that
deserve everything that’s coming to them. I doubt the Eonir are
any better.’

– Anaw-Alina Darkstep, Scout from Nagarythe

Wood Elves

Wood Elves are a rare sight in the Reikland, and for good reason.
During the closing stages of the War of the Beard, most Elves
retreated from the Old World, but a few remained and withdrew
to the depths of the magical forests they now called home. Over
three thousand years of isolation, hardship, and warfare then
ensued, leaving ‘Wood Elves’ culturally very different to their
High Elf cousins.

Wood Elf life is entwined with nature, with a society intermixed
with spirits of the forest. They are separatists who work hard to
hide themselves away, with arboreal outposts cunningly concealed
with powerful illusions and misleading magics. On the rare
occasions they travel beyond their borders, it is usually for war, as
often with their neighbours as with darker forces, leaving other
peoples of the Old World deeply unsure of the fae, capricious
Elves.

There are two kiths of Wood Elves most commonly seen
in Reikland. The ‘Asrai’ from Athel Loren across the Grey
Mountains, and ‘Eonir’ of the Laurelorn Forest far to the north
in Nordland.

Opinions The ruthless Asrai of Athel Loren are xenophobic and secretive,
and rarely venture beyond their borders. However, a decade ago,
On Reiklander Humans… Naith the Prophetess foresaw the possible death of Athel Loren.
‘They are corrupt, jealous, and rapacious in their short-lived In response, the King and Queen of the Wood, recognising
hungers. But, when mindful of their petty needs and their fear of the fate of their forests may lay in the hands of outsiders, sent
what we represent, they are easily shaped.’ tattooed kinbands out from Athel Loren to take action, hunting
the enemies of the forest at the source.
– Imryth Emberfell, Ambassador from Caledor
These ferocious bands are sometimes led by a spellsinger who
On Dwarfs… calls upon the old, magical paths of the Worldroot to transport
‘I suggest avoiding them. They are lost in the past, which blinds them between Athel Loren and the depths of other forests long
them to what’s coming. Nod politely, accept the abuse, and move lost to the Elves, but not yet consumed by civilisation or Chaos.
www.cronistalascolonias.com.ar is no point arguing, they will never change their minds.’ Occasionally, these wild hunters perceive some common cause
with other Old Worlders and an individual may step from the
– Alathan Crestrider, Seaman from Cothique shadows to join with those fighting a greater evil.

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Character II

By comparison, the Queen of the Laurelorn takes a very On Halflings…
different path to the foretellings given to her and has recently ‘I met one when travelling Middenland during the ninth year of
sent a sizeable delegation to make camp in the deep forest of the Queen Marrisith. It talked a lot. And I do mean a lot. When we
Amber Hills just south of Altdorf. These Elves observe Human parted ways by a town it told me was named “Delberz”, I found it
politics concerning the Laurelorn and beyond, and occasionally had somehow managed to steal several pouches of herbs from my
intervene on matters deemed important. The camp is viewed as a belt. I was impressed. So, I suggest not trusting the things, but the
‘temporary’ solution by the Elves, but the meaning of that word companionship and local lore they share may be worth the cost!’
is very different to the long-lived species. Because of this camp,
these Wood Elves are a growing presence in Reikland as they – Alafael Harrowlay, Entertainer from the Laurelorn
venture from the trees and wander according to their inscrutable
purposes, often as hunters or entertainers. On High Elves…
‘Conceited beyond any sensible measure, don’t approach the Asur.
They are jaded, arrogant, and likely lost to Atharti. And if they
try to look down on you in that superior manner they so prefer,
just remind them their Queen in Avelorn lives a life no different
to ours.’

– Cynwrawn Fartrack, Hunter from the Laurelorn

Opinions Sylvan Cousins

On Reiklander Humans… The Wood Elves of Athel Loren and the Laurelorn may share
‘I see hateful creatures with darkness in their hearts and a a common history and origin in the Old World, but they
complete disrespect for order. But they are widespread, warlike, are culturally different. Unlike the High Elves, neither of the
and, most importantly, easy to manipulate. Given winter draws Wood Elven kiths care much for any form of conventional
near, it is time to use them.’ civilisation, seeing it as a threat to their beloved forests and
way of life. However, they differ in how they choose to express
– Algwyllmyr Twiceseen, Seer from Athel Loren this.

On Dwarfs… The Laurelorn Wood Elves proactively engage in politics to
‘More stubborn than the Oak of Ages, they understand one protect themselves, mixing with others, and are not above
argument only: force. So, use it swiftly and decisively, and be stoking the fires of hatred between other groups to shift focus
aware they will return for petty vengeance at a later date.’ to their preferred targets. Thus, in character, they are more
like the High Elves, whilst still having the Skills and Talents
– Meridrynda Aspengate, Glade Rider from Athel Loren of the Wood Elves.

By comparison, the Athel Loren kinbands prefer to hide in
the shadows, shunning contact with all others, instead striking
deadly blows designed to cause fear and terror in the hearts of
any who would look to the forest with greed.

29


II Wa r h a m m e r Fa n ta sy Ro l e p l ay

2) Class and Career

Your Class determines your general place in society. Your Career
describes your current job and determines your Status, which also
influences how much money you earn.

You can simply choose your Class and Career from the options
below, write them down on your Character Sheet and move on
to step 3. Alternatively, if you are unsure which to choose, or just
want to randomly select for bonus XP:

1. Roll 1d on the Random Class and Career Table. If you
don’t like the result, move to step 2. If you keep the result,
gain +50 XP.

2. Roll twice more on the table, bringing your total to 3 choices.
If one of the three now suits you, select one and gain +25 XP.
If not, move to Step 3.

3. Choose your Class and Career, or keep rerolling on the table
until you get something you like. There is no XP bonus for
this.

Random Class and Career Table

Class Career/Species Human Dwarf Halfling High Elf Wood Elf
ACADEMICS
Apothecary 01 01 01 01–02 –
BURGHERS Engineer 02 02–04 02 – –
Lawyer 03 05–06 03–04 –
COURTIERS Nun – 03–06 –
Physician 06 – 05–06 – –
PEASANTS Priest 07–11 07 – –
Scholar 12–13 – 07–08 07–08 01
Wizard 14 08–09 – – 02–05
Agitator 15 – 09–10 –
Artisan 16–17 10–11 11–15 09–12 06–10
Beggar 18–19 12–17 16–19 13–16 –
Investigator 20 18 20–21 –
Merchant 21 19–20 22–25 – –
Rat Catcher 22–23 21–24 26–28 17–19 –
Townsman 24–26 25 29–31 –
Watchman 27 26–31 32–33 – –
Advisor 28 32–34 34 20–21 11–14
Artist 29 35–36 35–36 22–26 15–18
Duellist 30 37 – –
Envoy 31 38 37 – 19–25
39–40 27–28
Noble 32 – 26–31
Servant 33–35 41 38–43 29 –
Spy 42 30–31
Warden 36 43 44 32–35
Bailiff 37 44–45 45–46 32 –
Hedge Witch 38 46–47 33–34 –
Herbalist 39 – 47 35–37 –
Hunter 40 – –
Miner 41–42 48–49 48–50 38–40 36–42
Mystic 43 50–54 51–52 – 43–52
Scout 44 – 53
Villager 45 55 – 41–43 –
46–50 56 54 44–45 53–57
55–57 58–68

– –
46–47
48–50


51–56


30


Character II

Class Courtiers: Those who rule or who provide specialist services to
those who rule. Even lowly born Courtiers have higher Status
Summary: Choose one of the eight Classes. than most, and all have an opportunity to secure positions of
significant influence. Career options: Advisor, Artist, Duellist,
Your choice of Class determines from which Careers you can Envoy, Noble, Servant, Spy, Warden.
choose. The Careers under each Class are of a broadly equivalent
social level that offer similar types of opportunities between Peasants: People who live and work in the farms, villages, and
adventures. countryside. Peasants are all lower class, though it’s possible
to secure significant influence locally. Career options: Bailiff,
Academics: Learned people who use their education to make a Hedge Witch, Herbalist, Hunter, Miner, Mystic, Scout, Villager.
living. Often, Academics are the only characters who can read
and write. They start with low Status but can secure important Rangers: Roving folk who make a living on the open roads,
positions if they advance through the ranks. Career options: travelling far beyond their home towns and villages. Most Rangers
Apothecary, Engineer, Lawyer, Nun, Physician, Priest, Scholar, are lower class, but some can secure positions of high Status if
Wizard. they persevere. Career options: Bounty Hunter, Coachman,
Entertainer, Flagellant, Messenger, Pedlar, Road Warden, Witch
Burghers: Generally law-abiding townsfolk who live and work Hunter.
in the many towns and cities of the Empire. Many Burghers are
middle class and earn a decent living. Career options: Agitator, Riverfolk: People who live and work on the rivers and waterways
Artisan, Beggar, Investigator, Merchant, Rat Catcher,Townsman, that wind through the Reikland and beyond. Riverfolk all begin
Watchman.

Class Career/Species Human Dwarf Halfling High Elf Wood Elf
RANGERS
Bounty Hunter 51 57–60 58 57–59 69–70
RIVERFOLK Coachman 52 61 – –
Entertainer 53–54 61–63
ROGUES Flagellant 55–56 62–63 60–62 71–75
Messenger 57 – – – –
WARRIORS Pedlar 58 64–65 63
Road Warden 59 64–65 66–67 – 76–78
Witch Hunter 60 66–67 – –
Boatman 61–62 68 – –
Huffer 63 – – 64 –
Riverwarden 64–65 – 69 – –
Riverwoman 66–68 68–69 70 – –
Seaman 69–70 70 71 – –
Smuggler 71 – 72–74 –
Stevedore 72–73 71–72 75 65–79 –
Wrecker 74 73 76–79 80 –
Bawd 75–76 74–75 80–82 – –
Charlatan 77 76–77 – – 79
Fence 78 78 83–85 –
– 86 81–82 –
Grave Robber 79 – 87 83–85 –
Outlaw 80–83 79
Racketeer 88 – –
Thief 84 – 89 80–85
Witch 85–87 80–82 90 –
Cavalryman 91–94 86–88 –
Guard 88 83 – –
Knight 89–90 84 – – –
Pit Fighter 91–92 – 95–96 – 86–90
Protagonist – – – 91–92
Soldier 93 85–87 97 89–92 93–94
Slayer 94 – – 93–94 95–96
Warrior Priest 95 88–90 98– 95 –
96–99 91–93 – 96–97 97–
– 94–96 – 98 –
97– 99– –
– –


31


II Wa r h a m m e r Fa n ta sy Ro l e p l ay

with low Status,but some have opportunities that can lead to a very are restricted by Species. Full descriptions of each Career and
comfortable life. Career options: Boatman, Huffer, Riverwarden, their restrictions are given in Chapter 3: Class and Careers,
Riverwoman, Seaman, Smuggler, Stevedore, Wrecker. but for a quick reference, refer to the Random Class and Career
Table to see a complete list of every Career and any Species
Rogues: Mostly town and city folk, these people make a living by restrictions.
acts considered illegal, or at least unsavoury, by most law-abiding
citizens. Rogues are usually lower class, but some can make a lot
of money, though they may not secure a high Status when doing
so. Career options: Bawd, Charlatan, Fence, Grave Robber,
Outlaw, Thief, Racketeer, Witch.

Warriors: Relying on their physical prowess, these people are Options:
all trained fighters, although they are not necessarily from the But I want to play a
military. Warriors come from many backgrounds, both high and Wood Elf Flagellant!
low Status, and all can carve out a position of influence if they live
long enough. Career options: Cavalryman, Guard, Knight, Pit You may have a great idea for a character excluded by the
Fighter, Protagonist, Soldier, Troll Slayer, Warrior Priest. rules because normally the species in question doesn’t pursue
such a career for cultural, religious, or philosophical reasons.
Career That’s totally fine! Just take your character concept to your
GM and, if you both agree to the unique combination, you’re
Summary: Choose one of your Class’s Careers, restricted by your good to go.
Species.

Once your Class is established, choose one of the Careers
associated with it. There are 8 Careers in each Class, but some


Character II

3) Attributes other Species have their own strengths and weaknesses, so their
averages are different, sometimes significantly so.
Summary: Determine each of your Attributes by referring to the
Attributes Table. Determining Characteristics

Attributes describe your character’s innate capabilities – how fast When determining your Characteristics:
or strong you are, how much damage you can sustain, or how well
you cope with stressful situations. Attributes include Movement, Step 1) Roll 2d10 for each of the ten Characteristics and
ten Characteristics, Wounds, Fate, and Resilience. make a note of the results. If you feel your Character would be
improved if you swapped round some of the dice roll results
between Characteristics, move to the next step. If you stick with
your random results, add the die rolls to the modifier for each
Characteristic from the Attribute Table, write them on your
Character Sheet and gain +50 XP.

Wait! That’s not fair! Step 2) Rearrange the ten numbers rolled under step 1, assigning
each to a different Characteristic (and adding its modifier). If
You may notice that not all characters are created equal. you’re happy with this new mix, record them on your Character
An Elf has significant Characteristic advantages, for example. Sheet and gain +25 XP. If not, move to the next step.
Don’t be deceived by numbers alone, there are many aspects
to character generation and all the Species have advantages and Step 3) If you’re still not happy with your results, either roll again
disadvantages at each stage, some of them not always obvious. and swap the rolls around with no XP bonus, or you could ignore
the dice completely! Instead, allocate points across the 10
Characteristics Characteristics as you prefer, with a minimum of 4 and a maximum
of 18 allocated to any single Characteristic. Add the modifiers from
Your ten Characteristics are used in Tests (see Chapter 5: the Attribute Table and record them on your Character Sheet. Like
Rules), to determine if you perform an action successfully. The rolling again, there is no XP bonus for this option.
Human average for these Attributes is Those who are gifted,
or well-practiced, may achieve scores of over 40; only the most Weapon Skill (WS)
dedicated and experienced will achieve scores over Of course,
Your skill at fighting hand-to-hand, your ability to land a
measured blow, and effectiveness in the free-for-all of a massed
melee. It is also used for unarmed combat, where your body is
the weapon!

Weapon Skill Human Attributes Table Halfling Elf
Ballistic Skill
2d10+20 Dwarf 2d10+10 2d10+30
Strength 2d10+20 2d10+30 2d10+30
Toughness 2d10+30

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