haz un resumen explicativo y esquematico de la 1era parte de las reglas de warhammer fantasy rpg: ""TM A GRIM WORLD OF PERILOUS ADVENTURE Warhammer Fantasy ro leplay contents Introduct Ion a welcome to this mighty tome , an explanation of im portant principles , an introduction to the m ost Glorious e mpire of h is m ajesty e mperor Karl-Franz I , and an intercepted communication of curious origin . Roleplaying Games ......................................... 6 Using This Book ............................................. 6 A L etter Concerning the Empire ................. 20 chara cter a comprehensive primer on how to create your ch aracter and adventuring party for fun and profit ! Creating a Character .................................... 24 S pecies .......................................................... 24 Class and Car eer ........................................... 30 A ttributes ..................................................... 33 S kills and Talents .......................................... 35 T rappings ...................................................... 37 A dding Detail ............................................... 37 P arty ............................................................. 41 Br inging Your Character to Life ................... 42 A dvancement ................................................ 43 F inished ! ....................................................... 43 Char acter Sheet Summary ............................ 44 class and careers the exhilarating opportunities for employment in t he o ld World . t his marvellous chapter also informs you how to apply the experience you earn through your efforts , how your status in society affects you , and how you can attempt to improve your position . Classes .......................................................... 46 Car eers .......................................................... 46 Car eer Levels ........................................... 47 A dvancing Through Your Career .............. 47 Changing Car eer ...................................... 48 S tatus ............................................................ 49 T iers and Standing ................................... 49 Deter mining Status .................................. 50 Changing S tatus ....................................... 50 The Eff ects of Status ................................ 50 Maintaining S tatus .................................. 51 Ear ning Money with Status ..................... 51 A cademics .................................................... 53 A pothecary ............................................... 53 Engineer ................................................... 54 L awyer ..................................................... 55 N un .......................................................... 56 P hysician .................................................. 57 P riest ........................................................ 58 S cholar ..................................................... 59 W izard ..................................................... 60 Burghers ....................................................... 61 Agitator .................................................... 61 Ar tisan ..................................................... 62 Beggar ...................................................... 63 In vestigator .............................................. 64 Mer chant ................................................. 65 R at Catcher .............................................. 66 T ownsman ................................................ 67 W atchman ................................................ 68 Cour tiers ....................................................... 69 A dvisor ..................................................... 69 Ar tist ........................................................ 70 D uellist .................................................... 71 En voy ....................................................... 72 N oble ....................................................... 73 S ervant ..................................................... 74 S py ........................................................... 75 W arden ..................................................... 76 Peasants ........................................................ 77 Bailiff ....................................................... 77 Hedg e Witch ........................................... 78 Her balist .................................................. 79 Hunter ..................................................... 80 Miner ....................................................... 81 My stic ...................................................... 82 S cout ........................................................ 83 V illager ..................................................... 84 Rangers ......................................................... 85 Bount y Hunter ......................................... 85 Coa chman ................................................ 86 Enter tainer ............................................... 87 F lagellant ................................................. 88 Messeng er ................................................ 89 P edlar ....................................................... 90 Roa d Warden ........................................... 91 W itch Hunter .......................................... 92 Riv erfolk ....................................................... 93 Boatman ................................................... 93 Huff er ...................................................... 94 Riv erwarden ............................................. 95 Riv erwoman ............................................. 96 S eaman ..................................................... 97 S muggler .................................................. 98 S tevedore .................................................. 99 W recker .................................................. 100 Rogues ........................................................ 101 Baw d ...................................................... 101 Char latan ............................................... 102 F ence ...................................................... 103 Gr ave Robber ......................................... 104 O utlaw ................................................... 105 R acketeer ............................................... 106 Thief ....................................................... 107 W itch ..................................................... 108 W arriors ...................................................... 109 Cavalr yman ............................................ 109 G uard ..................................................... 110 Knight .................................................... 111 P it Fighter .............................................. 112 P rotagonist ............................................. 113 S layer ...................................................... 114 S oldier .................................................... 115 W arrior Priest ......................................... 116 sKIlls and talent s all the abilities you might choose to become adep t with , complete with explanations and ways in which you can put them to good use ! Skills ........................................................... 117 Deter mining your Skill Level ................. 117 Basic and A dvanced Skills ...................... 117 Gr ouped Skills and Specialisation .......... 118 Master S kill List .................................... 118 T alents ........................................................ 132 Gaining Talents ...................................... 132 Master Talent List .................................. 132 rules The accurate naming of this chapter defies florid exposition ! The mechanisms of the game , incorporating tes ts – the main method of adjudicating the action – and sections covering many different situations that may arise ! Tests ........................................................... 149 S imple Tests ........................................... 149 A utomatic Failure and Success ............... 150 D ramatic Tests ....................................... 152 Difficult y ................................................ 153 Assistance ............................................... 155 I II III IV V 2 Combat ....................................................... 156 T iming ................................................... 156 Co mbat Summary .................................. 156 Initiativ e Order ...................................... 156 S urprise .................................................. 156 T aking Your Turn ................................... 157 A ttacking ............................................... 158 Cr iticals and Fumbles ............................ 159 R anged Combat ..................................... 160 Co mbat Difficulty .................................. 160 T wo-Weapon Fighting ........................... 163 Unar med Combat .................................. 163 Mounted Co mbat .................................. 163 A dvantage .............................................. 164 Mo ving ....................................................... 164 Mo ving During Combat ........................ 165 L eaping , and Falling .............................. 166 P ursuit .................................................... 166 Co nditions .................................................. 167 Multiple Co nditions .............................. 167 Master Co ndition List ........................... 167 F ate & Resilience ....................................... 170 F ate and Fortune .................................... 170 Resilience and Resol ve ........................... 171 Injur y .......................................................... 172 W ounds , Critical Wounds , and Death ... 172 Br oken Bones ......................................... 179 T orn Muscles ......................................... 179 A mputated Parts .................................... 180 Healing .................................................. 181 Medic al Attention .................................. 181 O ther Damage ....................................... 181 Corr uption .................................................. 182 Gaining Corr uption Points .................... 182 Corr upting ............................................. 183 L osing Corruption Points ...................... 183 Disease and Inf ection ................................. 186 The Litan y of Pestilence ......................... 186 S ymptoms .............................................. 188 P sychology .................................................. 190 P sychology Test ...................................... 190 P sychological Traits ................................ 190 Custo m Psychology ................................ 191 BetWeen a dventures th ose events that take place between your escapades , with a menu of options for you to pursue . Events ......................................................... 192 Endeav ours ................................................. 195 Mo ney to Burn ....................................... 195 D uties & Responsibilities ...................... 195 Gener al Endeavours ............................... 196 Class Endeav ours ................................... 200 relIGIon and Bel IeF descriptions of the gods of the old World and t heir cults and worshippers . a lso contains the blessings and miracles undertaken by those following the divine . Be warned this chapter also touches on blasphemous knowledge best avoided ! The Gods .................................................... 202 Gods of the Empir e ............................... 202 O ther Pantheons .................................... 202 The Cha os Gods .................................... 203 The Cults .................................................... 203 P rimary Cults of the Empire .................. 204 The Gr and Conclave .............................. 204 The Cult of Manann , God of the Sea ......... 205 The Cult of Morr , God of Death ................ 206 The Cult of My rmidia , Goddess of Strategy ................................... 207 The Cult of R anald , God of Trickery .......... 208 The Cult of Rh ya , Goddess of Fertility ....... 209 The Cult of S hallya , Goddess of Mercy ...... 210 The Cult of S igmar , God of the Empire ..... 211 The Cult of Taal , God of the Wild ............. 212 The Cult of U lric , God of War ................... 213 The Cult of Verena , Goddess of Wisdom ................................... 214 D warven Ancestor Gods ............................ 215 El ven Gods ................................................. 215 Halfling Gods ............................................. 215 Cha os Gods ................................................ 217 P rayers ........................................................ 217 The Blessed ............................................ 217 Blessings and Mir acles ........................... 217 S in Points ............................................... 217 W rath of the Gods ................................. 218 Blessings ..................................................... 220 S uccess Levels ........................................ 220 Mir acles ...................................................... 222 S uccess Levels ........................................ 222 Mir acles of Manann ............................... 222 Mir acles of Morr .................................... 223 Mir acles of Myrmidia ............................ 223 Mir acles of Ranald ................................. 224 Mir acles of Rhya .................................... 225 Mir acles of Shallya ................................. 225 Mir acles of Sigmar ................................. 226 Mir acles of Taal ...................................... 227 Mir acles of Ulric .................................... 227 Mir acles of Verena ................................. 228maGIc on ly sinister and deluded fools will dare explore the pages of this catalogue of the arcane and profane . un less you ’ re a ma gister of the co lleges of ma gic , in which case it ’ s required reading . The Aethyr .................................................. 229 The Winds of Magic .............................. 229 The L anguage of Magick ....................... 230 The Eight L ores ..................................... 230 El ven Magic ........................................... 233 Dar k Magic ............................................ 233 O ther Lores ........................................... 233 Magic R ules ................................................ 233 S econd Sight .......................................... 233 S pells ...................................................... 234 Casting Test ........................................... 234 Channel ling Test .................................... 237 Repel ling the Winds .............................. 237 Dispel ling ............................................... 237 U sing Warpstone .................................... 237 S pell Lists ................................................... 238 O vercasting ............................................ 238 P etty Spells ............................................. 240 Ar cane Spells ......................................... 242 Colour Magic ............................................. 245 The L ore of Beasts ................................. 245 The L ore of Death ................................. 246 The L ore of Fire ..................................... 247 The L ore of Heavens .............................. 248 The L ore of Metal .................................. 248 The L ore of Life ..................................... 251 The L ore of Light .................................. 252 The L ore of Shadows ............................. 253 W itch Magic .............................................. 254 The L ore of Hedgecraft ......................... 254 The L ore of Witchcraft .......................... 255 Dar k Magic ................................................ 256 L ore of Daemonology ............................ 256 L ore of Necromancy .............................. 256 Cha os Magic .............................................. 257 L ore of Nurgle ....................................... 257 L ore of Slaanesh .................................... 257 L ore of Tzeentch .................................... 257 VI VII VIIIWarhammer Fantasy ro leplay 3 Warhammer Fantasy ro leplay the Game master Advice for those who find themselves in charge of an unruly mob . th is section also gives advice on travel in the em pire and rewarding those who perform well in the face of inevitable misfortune . General Advice ........................................... 259 Char acter Creation ..................................... 259 A t the Table ................................................ 260 T ravel .......................................................... 261 Af ter the Game .......................................... 264 GlorIous reIKland al l hail the heartland of the em pire – the Glorious re ikland . sp rawling cities , deep dark forests , and awe-inspiring mountains , the re ikland is yours to explore . The Lie of the Land .................................... 267 The Mountains , Foothills , and Vorbergland ..................................... 267 The Gr im , Dark Forests ......................... 268 The Riv ers , Canals , and Lakes ................ 269 The Cursed and F etid Marshlands ......... 271 T imeline of the Reikland ........................... 272 P olitics ........................................................ 276 Reikland Council ................................... 276 The Reikland Diet .................................. 277 The Reikland Estates .............................. 277 S ettlements ................................................. 278 Altdor f and the Manifold Towns ........... 278 The Bastio ns and Fortresses ................... 283 The Villages , Hamlets , and Holy Places . 285 The A ncient Sites and Terrible Ruins ......... 286 the consumers ’ Gu I de mo ney , weapons , armour , goods , and services , all presented for your consideration and purchase , should you be able to afford such luxuries ! Money ........................................................ 288 The Cost of Living ................................. 289 Cr iminal Coinage .................................. 289 Going to Mar ket ........................................ 290 A vailability ............................................. 290 Bargaining and Trading .......................... 291 S elling .................................................... 291 Bar tering ................................................ 291 Cr aftsmanship ............................................ 291 Item Q ualities ........................................ 292 Item F laws ............................................. 292 Encumbr ance .............................................. 293 S mall items ............................................ 293 O ver-sized Items .................................... 293 Beasts of Bur den .................................... 293 Ar mour and Clothes .............................. 293 O verburdened ........................................ 293 W eapons ..................................................... 293 W eapon Damage .................................... 296 Melee Weapon Groups .......................... 296 W eapon Length ..................................... 297 R anged Weapon Groups ........................ 297 W eapon Range ....................................... 297 W eapon Qualities .................................. 297 W eapon Flaws ........................................ 299 Ar mour ....................................................... 299 Ar mour Damage .................................... 299 Ar mour Qualities ................................... 300 P acks and Containers ................................. 301 Clothing and A ccessories ........................... 302 F ood , Drink , and Lodging .......................... 302 T ools and Kits ............................................ 303 Boo ks and Documents ............................... 304 T rade Tools and Workshops ....................... 305 A nimals and Vehicles ................................. 306 D rugs and Poisons ...................................... 306 Her bs and Draughts ................................... 307 P rosthetics .................................................. 308 Miscel laneous Trappings ............................ 308 Hir elings ..................................................... 309 Henc hmen ............................................. 309 BestIary al l manner of vile creatures you might encounter on your adventures , and details of their capabilities . Creature Hit Locations .............................. 310 The P eoples of the Reikland ....................... 311 Ogr es ...................................................... 312 Bla ck Bella — Human Brigand ............. 313 P ol Dankels — Human Witch .............. 313 The Beasts of the Reikland ......................... 314 Bears ...................................................... 314 Boars ...................................................... 314 Dogs ....................................................... 315 Giant R ats .............................................. 315 Giant S piders ......................................... 315 Horses .................................................... 316 P igeons ................................................... 316 S nakes .................................................... 316 W olves .................................................... 317 The Monstrous Beasts of the Reikland ....... 317 Basilisks .................................................. 317 Bog Octopuses ....................................... 318 Cav e Squigs ............................................ 318 Demigr yphs ........................................... 318 D ragons .................................................. 319 F enbeasts ................................................ 319 F imir ...................................................... 320 Giants .................................................... 320 Gr iffons .................................................. 321 Hippogr yphs .......................................... 321 Hy dra ..................................................... 322 Jabbersl ythes .......................................... 322 Manticor es ............................................. 323 P egasi ..................................................... 323 T rolls ...................................................... 324 W yverns ................................................. 325 The Gr eenskin Hordes ............................... 325 O rcs ........................................................ 325 Goblins .................................................. 326 S notlings ................................................ 326 The Restless Dea d ...................................... 327 S keletons ................................................ 327 Z ombies ................................................. 328 Dir e Wolves ........................................... 328 Cr ypt Ghouls ......................................... 329 V arghulfs ................................................ 329 Cair n Wraiths ........................................ 329 T omb Banshees ...................................... 330 V ampires ................................................ 330 Ghosts .................................................... 331 S laves to Darkness ...................................... 331 Beastmen , The Children of Chaos .......... 331 Gors ....................................................... 331 Ung ors ................................................... 332 Minotaurs .............................................. 332 Br ay-Shaman ......................................... 332 Cultists , The Lost and the Damned ....... 333 Mutants .................................................. 333 Cultists ................................................... 333 Cha os Warriors ...................................... 334 Da emons , The Gibbering Hosts ............. 335 Blood letters of Khorne ........................... 335 Da emonettes of Slaanesh ....................... 335 Da emon Princes ..................................... 336 The L oathsome Ratmen ......................... 336 Clanr ats .................................................. 337 S tormvermin .......................................... 337 R at Ogres ............................................... 337 Cr eature Traits ............................................ 338 Char acter Sheet .......................................... 344 Index ........................................................... 346 4 XI XII IX X 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 <PRESIDIO_ANONYMIZED_PERSON> , 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 2018 . 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.cre dIt s 5 Warhammer Fantasy ro leplay Warhammer Fantasy ro leplay Introduct Io n • Welcome to Warhammer Fantasy Roleplay . Marvellous things await you . One of your group will control an entire world , while the rest of you will live in and explore it , uncovering glittering wonders , vile darkness , and everything in between . You ’ ll meet glorious heroes who grimace disdainfully as they step over the suffering poor , and corrupt villains who set down the wrong path in the service of a more laudable cause . Feared but respected wizards master their arts in the high towers of the Colleges of Magic , while outside those safe halls magic users are feared and reviled — and often with good cause , as many dark sorcerers would gladly sell their souls for power . Virtuous priests strive endlessly to improve the lives of the downtrodden , whilst agents of Chaos Gods work to undermine this good work and bring ruination.Prepare yourself for the struggle of the gutter , to fight for your survival , and to face corruption on all sides . Prepare yourself for danger , as it is everywhere , and you can ’ t face it alone . And , most of all , prepare yourself for the grim and perilous adventure of Warhammer Fantasy Roleplay ! Roleplaying games Warhammer Fantasy Roleplay ( WFRP ) is a tabletop roleplaying game ( RPG ) . You might be more familiar with computer or console RPGs , in which case you ’ ll be right at home . One of your group will take the role of Gamemaster ( GM ) — who describes the world and what is happening — and everyone else will be a Player — one of the game ’ s protagonists , interacting with the world the GM presents . Players tell the GM what their I • ‘ so , what are you here for ? Adventure ? ma ybe . Gold ? pr obably . 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 . e h , close enough , you ’ ll do , come inside and I ’ ll tell you about the job. ’ 6Games of WFRP use ten-sided dice whenever a random result is required . ten-sided dice are typically marked from 0–9 , where a roll of 0 counts as a result of 10. t hese dice are called d10s in the rules , and the number you need to roll will always be marked as follows : 1d10 for 1 die , 2d10 for two dice , 3d10 for three dice , and so on . If you are requested to roll multiple dice like this , the results are always added together . s o , if the rules ask you to roll 2d10 , you roll two ten-sided dice and add the result of each together ; for example : a roll of 0 and 3 would be a result of 13 ( 10+3=13 ) .Sometimes , a die roll will be modified by adding or subtracting a number . s o , a roll of 1d10+4 means roll one ten-sided die and add four to the result , and a roll of 2d10−3 indicates you should roll 2 ten-sided dice and subtract 3 from the totalled result . t he rules also use a roll of two ten-sided dice to score a number from 1 to 100 ( marked as 1d100 ) . to do this , one ten-sided die is designated as a ‘ tens ’ die , and the other as the ‘ units ’ die . no w roll the two dice , and read the result as a two-digit number . s o a roll of 1 on the tens die and 4 on the units die provides a result of 14 , or a roll of 4 and 2 results with 42 . If both dice roll 0 , the result is 100.throWI nG Bones Characters are doing , and the GM interprets the outcomes of those actions , using the game ’ s rules where necessary . The game proceeds in that fashion , with the Players pursuing the plot the GM has prepared for the game , or perhaps going off at wild tangents as the poor GM improvises like crazy . It ’ s all good . This book is the rulebook and includes all the information and options for running your games of WFRP . If you ’ ve never played an RPG before , we ’ d recommend you try the Warhammer Fantasy Roleplay Starter Set — which is designed to teach you how to play — or take a look at the ‘ What is an RPG ? ’ section of our website : www.cubicle7.co.uk . Using This Book Roughly speaking , the Player-focused parts of this book are to the front . New players should start by browsing the double-page spreads and letter that introduce the Empire as this is where the initial adventures that Cubicle 7 publishes will be set . Players should then use the next few chapters to learn about their Characters and abilities . Chapter 5 , the Rules , are for everyone . Players whose characters have a religious or magical background will want to be familiar with the respective sections later in the book . The GM can communicate to the Players as much or as little of the Reikland and Bestiary chapters as they should appropriately know , but remember not to give away too many spoilers . Game Text To help keep the rules clear , this book adopts some standard ways of presenting information : Game Terms : All game terms are capitalised , so you can tell events from Events , and know when a test should be simple and when you should make a Simple Test . Individual Items : Some game terms encompass many individual items . For example : the game term Spells includes many individual spells a wizard can cast . Each individual item will be italicised . Example : a Banking Endeavour ; a Bleeding Condition ; the Curse Spell . Tests : When you are asked to make a Test ( see page 149 ) , it will be bolded so you can find it easily during play . Example : make an Average ( +20 ) Perception Test . Acronyms : The rulebook avoids them as much as possible , but it ’ s important in roleplaying games ( RPGs ) like Warhammer Fantasy Roleplay ( WFRP — we pronounce it WuffRupp ) to explain your acronyms the first time the word is used . The Gamemaster ( GM ) who runs the game can usually clear up any confusion . Advice : Our Characters are on hand in box-outs throughout the book to offer advice and options . Each discusses different elements of the game . If you want to know more about the Characters , refer to the WFRP Starter Set . Your Warhammer Warhammer Fantasy Roleplay and the Old World is a phenomenon over 30 years in the making , and we all have our own take on this rich and vibrant setting . That ’ s something we really want to celebrate , and we want your adventures to take place in your version of Warhammer . 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 marked clearly with ‘ Options : ’ . If anything contradicts how you want to play your game , please feel free to change it . What ’ s Next ? In addition to this rulebook and the WFRP Starter Set , there will be regularly published supplements , sourcebooks , and adventures to support the game and expand its scope . Visit www.cubicle7.co.uk for more information , free resources for the game ( including a free adventure ) , and to sign up to our newsletter . I Introduct Io n the borders of the Glorious em pire of hi s Imperial ma jesty em peror Karl-Franz I are the impenetrable plate armour he h as erected to protect hi s people . th e em pire extends to the seas , or until the land ceases to be of worth , such as the wasteland stubbornly clung to by those fools in ma rienburg . th e Bountiful em pire of hi s Imperial ma jesty em peror Karl-Franz I is of course the envy of all those who survey it , turning all eyes to covetousness . But fear not , for hi s Imperial ma jesty em peror 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 co urt of hi s Imperial ma jesty em peror Karl-Franz I is the heart of the em pire . th e em peror hi mself would strike such lickspittles and point out with wisdom and deep humility that it is instead the countless villages of hi s mighty em pire that supply hi s limitless strength . For it is there hi s people nobly toil to provide food for all , to produce goods and raw materials for trade , and raise doughty warriors for the glorious st ate ar mies 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 hi s Imperial ma jesty em peror 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 re splendent em pire of hi s Imperial ma jesty em peror 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 . th is is all made possible by the eternal vigilance and unstinting protection offered by hi s Imperial ma jesty em peror Karl-Franz I ’ s Imperial na vy 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 , hi s Imperial ma jesty em peror Karl-Franz I has ensured our extraordinary prosperity through lucrative treaties with a range of diverse peoples including the fading power of the el ves from across the sea , the barbaric Kislevites to the east , and the short-sighted Wastelanders who can not survive without the food we generously provide . But these fade into inconsequentiality when compared to the profound alliance hi s Imperial ma jesty em peror Karl-Franz I unstintingly maintains with the redoubtable dw arfs of the mountains , a wise accord that has stood since it was initiated by ho ly si gmar 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 em pire are the crown jewels of hi s Imperial ma jesty em peror Karl-Franz I ’ s realm . ri ch , 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 . un der the nurturing rule of hi s Imperial ma jesty em peror Karl-Franz I , each of hi s multitudinous subjects have opportunities to better themselves and rise to lofty new stations . ev en the simple folk of the em pire , 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 hi s Imperial ma jesty em peror Karl-Franz I ’ s em pire are part of what binds hi s loyal people together . hi s Imperial ma jesty em peror Karl-Franz I hi mself 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 Regiment of Foot Stationed in Khypris The Border Princes 32nd Sigmarz eit , 2511 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 current 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 military , 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 Magister 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 you , his newly declared heir , reach Altdorf alive . To guarantee this I will , as mentioned , attend 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 not 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 province 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 can not 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 communities . 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 themselves , 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 like 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 Magister 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 are 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 murdering 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 tutors 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 question 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 soul . 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 Soldiers , 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 and 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 increasingly more towns are buying their freedom ; although all this seemingly changes nothing for those toiling in the fields . Rural Life Where 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 . But 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 ignorance 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 circumstances apply in the Empire . Almost all the major roads cut through thick forests with uncounted ambush points , leaving travel by foot extraordinarily dangerous . Thus , wealthy folk travel 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 conditions between all major destinations , but their routes are patrolled by road wardens , making 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 by 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 trappings , 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 by 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 run 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 can not 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 your 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 Graumann Magister Alanna Graumann Your servant and guardian.~ ~ ~ ~ ~ ~ ~ ~ Warhammer Fantasy ro leplay ch aracter• • Players explore the Old World through the eyes of their Character . This chapter shows you how to make your own Character from scratch . Most begin the game as unremarkable inhabitants of the Empire — possibly destined for greatness , but no-one would guess it . That ’ s not to say you can ’ t rise from humble origins , just that you ’ ve got a long journey ahead , and that you ’ ll probably need a better pair of boots . All the information describing your Character ’ s abilities is recorded on a Character Sheet ( see page 344 ) . We provide ready-made Characters and sheets in the WFRP Starter Set , and online at cubicle7.co.uk . Using ready-made Characters is a great way to start playing and find out how the game works , but sooner or later you ’ ll want to create your own from the ground up . If you are choosing a ready-made Character , it ’ s still worth looking through this chapter , as it will explain what the different parts of the Character Sheet mean ( especially the summary on page 44 ) . When deciding what your Character will be like , discuss the kind of group you want to create with the other players . This makes sure that the group ’ s Characters complement each other and that together you will have a broad and versatile range of abilities . Your GM may also have a particular kind of game 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 of apprentice wizards who know one another at the Colleges of Magic ? Maybe you are part of a unit of soldiers who have all deserted ? Or maybe you are one of a disparate band of Reiklanders press-ganged into service by a powerful noble ? Knowing this is important to help you build a suitable character which will be more fun to play . CReaTing a ChaRaCT eR The first thing you ’ ll need is a blank Character Sheet ( see page 344 or the downloads section of cubicle7.co.uk ) , or a scrap sheet of paper . Once you have that , you ’ ll follow nine steps to create your character . As you move through the nine steps , you ’ ll record 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 . Y ou may receive bonus Experience Points ( XP ) for choosing to accept random outcomes , as if the Dark Gods of Chaos themselves applaud your acceptance of random chance . XP represent learning from experience and are the principal way to improve your abilities — you will be able to spend these points to enhance your character ’ s abilities . XP are covered in more detail in Advancement on page 43. chara cter c reat I on s ummary 1 ) Species : Page 242 ) Class and Career : Page 303 ) Attributes : Page 334 ) Skills and Talents : Page 355 ) Trappings : Page 376 ) Adding Detail : Page 377 ) Party : Page 418 ) Bringing Your Character To Life : Page 429 ) Advancement : Page 43 1 ) SPEcIES Summary : Choose one of the five Species . Your Character will be a Human , Dwarf , Halfling , High Elf , or Wood Elf . They are described below to help you choose , where you will also find some typical opinions each species has of the others . Alternatively , you can roll 1d100 , consult the Random Species Table , and gain +20 XP if you accept the result . random specIes ta B le 1d100 S pecies 01–90 Human 91–94 Halfling 95–98 D warf 99 High Elf 00 W ood Elf II 24 hUmans ( ReiklandeR ) Humans are the most numerous and widespread of the civilised species of the Old World . From the plains of the Estalian Kingdoms to the frozen oblasts of Imperial Kislev , Humans occupy every corner of the continent , and they thrive . The largest , most powerful Human realm is the Empire , a patchwork of powerful provinces blanketed in seemingly endless forests . Standing proud at the heart of this Empire , the Reikland is its richest , most cosmopolitan region . Many Reiklanders see it as their divine right to rule , for the patron god of the Empire , Sigmar , was himself a Reiklander before he ascended to godhood many centuries ago . Temples and shrines to the god are found everywhere , and the majority of Reiklanders are devout believers in Sigmar ’ s message of Empire and unity . Because of this , they are significantly more friendly , open , and optimistic than other folk , since what could possibly go wrong for a land that birthed a god ? By comparison , outsiders often see them as arrogant , over-bearing meddlers who stick their unwanted noses into any affair . Beyond their affluent lifestyles and pushy personalities , Reiklanders are largely the same as other Humans . They may be shorter-lived than other species , but Humans possess more vigour , versatility , and ambition . They also have a seemingly inextricable relationship with the insidious horrors of the Ruinous Powers , with more Humans falling to corruption than any other species . Perhaps it ’ s no surprise the declining elder species grow increasingly concerned the meteoric rise of Humanity could result in cataclysm . Opinions On Dwarfs… ‘ They ’ ve been our allies since Sigmar walked this very city ; fought with them meself back in ’ 05 . Sure , they ’ re a bit stubborn , 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 dwaRfs Dwarfs — or ‘ Dawi ’ as they call themselves — are legendarily gruff and stubborn . While the majority reside in vast mountainside fortresses known as Holds , most larger towns and the capital of the Reikland also have Dwarf populations . Given their clannish nature , they tend to band together , forming enclaves or districts wherever they settle . Many of the Dwarfs living in Reikland are the descendants of those driven from Fallen Holds many centuries ago , but most still consider themselves as Dwarfs of the Grey Mountains , although some have never seen a hill , let alone a mountain . Dwarf culture respects skill in crafting — chiefly stonework , smithing and engineering — and Dwarf Holds are resplendent with impressive feats of artifice . They also covet gold and jewels , 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 can not cast spells , although their runesmiths carve artefacts with intricate runes to harness magical power . II ch aracter 25 Warhammer Fantasy ro leplay However , their prowess as engineers is so impressive that some of their more ingenious clockwork or steam-powered devices are mistaken for magic by simpler folk . Dwarfs are squat with thick , muscular limbs and stout , broad torsos . Their features are heavy and their hair is thick . Length of hair is a mark of pride and status amongst Dwarfs , with elaborate braids and adornments demonstrating rank : to shave a Dwarf causes terrible shame . Indeed , honour is a fundamental aspect of their character . Given their long memories and proud natures , they bear grudges against those who have slighted or dishonoured them , gripping tight to their grievances for many years , even taking on the grudges borne by their ancestors , knowing their forebears will be watching over them , nursing their bitterness long after death . Whilst it might be hard for others to win a Dwarf ’ s friendship , once given it is absolute . While not as ageless as the near-immortal Elves , Dwarfs can live for many centuries . Indeed , some say that as long as a Dwarf has a purpose , they will not die unless struck down in battle , such is the strength of their conviction . Opinions On Reiklander Humans… ‘ Like my father and my father afore me , I ’ ve been living in Reikland all me life . As folk go , they know not to mess with my business , and show the respect I deserve , as is right . Yes , they ’ re unreliable , and as changeable as the wind , but they ’ re also resourceful and shrewd , so I ’ d recommend them as risky business partners , as they see solutions I ’ d not even consider. ’ – Garral Herraksson , Jeweller from EilhartOn Halflings… ‘ They ’ re just not my kind of folk . Always smiling . Always fidgeting . Always talking . Always moving in big groups that just won ’ t shut up ! When they come in my store , I like to shoo them off with a broom . Really , what have they got to be so happy about ? I just don ’ t trust them. ’ – Helgi Galannasniz , Burgher from Schrabwald On High Elves… ‘ Don ’ t talk to me about those bloody bastards ! Alrug Skycaster , my ultimate granduncle , was bloody betrayed in the bloody War of bloody Vengeance by those… those… ARGH ! It ’ s our clan ’ s oldest grudge ! Stood for thousands of bloody years ! When I find the descendants of bloody Galanthiel Whisperthorn , by Grungni ! I ’ m going to teach them all — every single last one of them — a lesson in manners with my axe ! ’ – 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 d warfs and their tendency to bear grudges , many harbour a deep resentment towards e lves for their part in the War of veng eance . a s such , many d warfs have the Animosity ( Elves ) Psychology trait ( see page 190 ) . Given some WFRP parties contain both e lves and d warfs , this may lead to unhelpful tensions . s o , you may prefer to ignore this talent be tween party members .. halflings Halflings are ubiquitous across the Reikland , found working in service industries in all towns , with an entire district of Reikland ’ s capital of Altdorf , known as Haffenstadt , packed tight with hundreds of extended Halfling families supporting restaurants , taverns , pipeweed stores , and an enormous number of street-food hawkers . Halflings are also a common sight 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 communal creatures , preferring to live in close-knit family groups , sharing houses , rooms , and even beds with dozens of 26 II friends and relatives ; everyone contributes and everyone shares . This interdependent lifestyle leaves many Halflings struggling with the concept of private ownership and space . Halflings are notoriously interested in recording their lineage , and many Halfling clans can trace their ancestry back many centuries to the very founding of the Mootland ( their self-governed Grand Province in the Empire ) . The Elder of the Moot — currently Hisme Stoutheart — is the custodian of the Haffenlyver , an ancient embroidered scroll detailing the chief bloodlines of their primary clans , said to be the greatest treasure of the Halflings . Another peculiar detail is the Halflings ’ strange affinity for Ogres . Despite their ravenous appetites , and penchant for eating whatever is at hand , Ogres tend to respect Halflings . Indeed , gangs of Ogre labourers are often overseen by Halfling gaffers , and most Ogre mercenary bands have a Halfling cook on staff . Halflings are short , apple-cheeked and beardless , resembling big-eyed , round-faced ( and round bodied ) Human children , and their sunny dispositions and curly locks only reinforce this impression . They are known for their enormous appetites in all things and their lack of concern for personal space ( they ’ re huggers ) , social boundaries ( ‘ Well me ’ great aunt ’ s just shacked up with me best mate , and you should hear what they ’ ve been up to ! ’ ) , and property rights ( ‘ It ’ s not like he ’ s using it ! ’ ) ; this last has landed more than one Halfling in jail for thievery . Opinions On Reiklander Humans… ‘ Stiff-necked and pious , warlike and jealous… I could go on , but good manners halts me , and , besides , I like them , and they like me pies . As long as you keep away from their temples and the hard-liners , they ’ re an open and pretty welcoming bunch . Good folk , and good for business. ’ – ‘ Tubs ’ Samworth Rumster XVI , Pie-seller from Kalegan 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 . Tall and slender with delicately pointed ears , most Elves have long , fine hair and melodious voices . Although they might look frail , their physiology is not only surprisingly strong , but also extraordinarily agile and dextrous . There are very few noticeable gender differences between Elves , which often causes confusion among Humans who interact with them . The High Elves , who call themselves ‘ Asur ’ , are native to Ulthuan , a magical island lying to the west of the Old World . A proud species , they boast of being amongst the oldest of the world ’ s civilisations . High Elves show considerable disdain for Dwarfs , with whom they have a long history of conflict . Since their abandonment of the Old World in the aftermath of the War of the Beard , the Asur have been torn apart by civil war , the ‘ kinstrife ’ , although this isn ’ t something they discuss openly with 27 II ch aracter Warhammer Fantasy ro leplay outsiders . As a result of this millennia-long struggle , Elves from the war-torn north of Ulthuan tend to be hard-bitten , practical , and ruthless . High Elven society is tightly-bound by ritual and discipline , intended to keep soaring emotions in check and provide focus for their complicated intellects . Seeming contrary to this , some Asur revel in wild adventure . The term ‘ Sea Elf ’ is often used by other species to describe the dauntless High Elves who venture beyond Ulthuan ’ s safe shores as mariners , traders , and diplomats , and who stand in stark contrast to any grim Asur accompanying them who follow warrior lifestyles . Opinions On Reiklander Humans… ‘ They are corrupt , jealous , and rapacious in their short-lived hungers . But , when mindful of their petty needs and their fear of what we represent , they are easily shaped. ’ – Imryth Emberfell , Ambassador from Caledor On Dwarfs… ‘ I suggest avoiding them . They are lost in the past , which blinds them to what ’ s coming . Nod politely , accept the abuse , and move on . There is no point arguing , they will never change their minds. ’ – Alathan Crestrider , Seaman from CothiqueOn Halflings… ‘ I find these cheerful creatures genuinely interesting . I lived amongst an extended family group for a while , and found them so open , welcoming , and nurturing it was authentically touching . But , eventually , I had to move on , the smell was simply over- powering , and they have no understanding of personal space , which soon loses its charm. ’ – Hoelistor Arceye , Wizard from Saphery On Wood Elves… ‘ 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 . The ruthless Asrai of Athel Loren are xenophobic and secretive , and rarely venture beyond their borders . However , a decade ago , Naith the Prophetess foresaw the possible death of Athel Loren . In response , the King and Queen of the Wood , recognising the fate of their forests may lay in the hands of outsiders , sent tattooed kinbands out from Athel Loren to take action , hunting the enemies of the forest at the source . These ferocious bands are sometimes led by a spellsinger who calls upon the old , magical paths of the Worldroot to transport them between Athel Loren and the depths of other forests long lost to the Elves , but not yet consumed by civilisation or Chaos . Occasionally , these wild hunters perceive some common cause with other Old Worlders and an individual may step from the shadows to join with those fighting a greater evil . 28 II By comparison , the Queen of the Laurelorn takes a very different path to the foretellings given to her and has recently sent a sizeable delegation to make camp in the deep forest of the Amber Hills just south of Altdorf . These Elves observe Human politics concerning the Laurelorn and beyond , and occasionally intervene on matters deemed important . The camp is viewed as a ‘ temporary ’ solution by the Elves
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