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"Tavern Troubles": Ludwigsplatz

Oct 20, 2024

64 min read

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This is the second of the two locations for the prologue of tavern troubles. Note that each of the squares on the maps is divided up into quarters to represent distances. It is stretch of Altdorf where the players get to roleplay and buy some merchandise in character. The rest of shopping is done "out on the town" markets, where players simply set out to buy things off of the book list picking from up to twelve items from up to six different lists, rolling for availability and price of each. This shopping can be very volatile, but the prices at Ludwigsplatz are stable, unless the players want to haggle over them.

Entrance to the "Juggling Swine" (A4) Through this clumsy cellar door the party emerges unto the streets of the Ludwigsplatz. City Markets (C1/C10/J5) These leave into the city propper. Whenever heading out to town, through these you can leave the map. There you can follow some quests or seek out a market or some bargain price or something unavailable at Ludwigsplatz. Secrets below lower Level (A5) This grate leads off into a section of the game which was to be made available with the advent of the upcoming campaign "Sewer Sightings" the locations would include: -Chirurgeon's secret mutant cellar. The cellar door (E10) leads to it. He also sells mandrake root and crimson shade from down here. Doctor Klaus wears a plague mask whenever running the cellar operations at night. He refuses to say his name, despite the fact everyone knows who he is. He operates on those afflicted by mutations for a ltitle pay. To find out about the operations one needs to succeed on a very hard gossip test. -Sewers. (Leading to the Skaven mission) -Chaos altar under the Bokke Shoppe; Through the sewers you can see a small grate hinting at a cellar under the Bokke shoppe, nothing nefarious. But you can spy something in there. If you manage to force your way into it, there is a shrine to the Chaos Undivided beneath it, as well as enough tomes of dark lore to burn Altdorf twice over. -Smugglers' guild safehouse provides you with illegal goods and thieves' tools. -An armoured vault under the temple of Shallya with the Calcaneus of saint Hilda of the doves. A shrine of her's with a pile of hanging dove skulls hung off of a thin silver sheet plate depicting an outline of a dove carrying an olive branch. It is decorated with olive branches. The door leading into it is reinforced with thick metal and bolts, covered in purity seals and prayer scrolls from top to bottom. -(Later chapters only!) Hidden Grey Wizard hideout. This is a laboratory and a safe house of the Ulgu wizard known to the party as Innkeeper Albrecht. In truth the benevolent and kindly innkeeper with so many connections was in fact a powerful mage of Ulgu using the adventurers to the purpose of the Grey Bortherhood. It turns out the reason he could not be slain by the party and he appeared so gentle and liekable was an artefact he bore upon his person. In the End times he unvails his secret to seek the help of the players. Stables (D/E/F 1 and 2) Here the heroes may leave their steeds and vehicles behind with the local groom named Hans for a small fee. They find him sitting on a small stool selling riding equipment. He does horse shoeing, dog training and the lot. The building is a sort of half open airy long shed. The door to the stables have a horse skull, horseshoes and a wagon wheel nailed to them in a haphazard fashion. The stables peddle off goods for horses such as food and riding equipment but the place can also be used as kennels, but you may leave anything really, even a Kislevite dancing bear if you insist.

Contents; 4 bags of fodder, grooming kit in each stall and additional one on a table, 3 harnesses hung on pegs, a saddle thrown over one of the stall walls. There are also saddlebags. Two sets of half barding, chain mail and leather. A riding horse and a pony. There’s also a few spare cart wheels about. Groom Hans Hans takes care of all your beast based needs in the city. He houses animals over night in his stables, heals them if need be, calls you a cab or sells you a nag if you're in the market for one. He can even sell your animals if you find no need for them anymore. He's a bit of a smarmy peddler. He used to work as a rat-catcher and a fair drover, taking care of the fair beasties.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |    Fel 31         34        33       31      38       30      35        36         A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP   1    14       3       3       4         0       0        0                                                                      Skills: Animal Care, Animal Training, Charm Animal, Command, Common Knowledge (the Empire), Drive, Evaluate, Gossip, Haggle, Perception, Ride, Speak Language (Reikspiel), Trade (Stableman, Kennel master) Talents: Wrestling, Specialist weapon (Entangling), Strike to Stun. Equipment: Whip, Collar with 10 feet of chain, Leather jack (Body 1, arms 1) Net, Thick glvoes, Small felt hat adorned with dog teeth and a feather. Shoppe of Curios and Bokkes (6/7/8/9/10 I to J) A dusty back alley library of books run by a an unsettling fellow. Advertised by viewing gallery of and strange trinkets. The owner buys all sorts of weird trinkets and calls himself the Celloctor. A mutant skull, a goblet from Drachenfels and such like, he buys it all. You can sell your chaos or necromancy tainted goods here if you learn a special cult gesture you get to learn from a creepy guy upon searching the city for such creepy things with a very hard gossip test. Most of the curios are displayed in the shop window into the street. Whenever player characters enter he stands smilling at the counter. Always covering the large heavy trap door leading into the cellar with his great dusty robe. Letting him peruse his wares.

Curios: -Dried out Mermaid carcass from Sartosa: This once beautious maiden stalked the coasts of Tilea, devouring the drowned sailors. It looks truly ghoulish now. Dried out and stitched together. Ghoul-mermaids, now that's an idea you'd not want to give to the vampire counts... -A mounted jaw of a giant Stirpike: The beast could nab a halfling whole, good thing the river Stir is far from the Mootland... -Skull charm: This skull charm once belonged to a wizard of Shyish, who found the need of pawning the thing. The Collector does not provide you the reason why. When in your keep it grants you +5 to WS. It once belonged to a soldier of the Empire fallen in batlle. -Display boxes: Ramshackle boxes with a glass panes, each of them contains a different interesting specimen. One has a series of huge Lustrian beetles. (They say that these make up a large portion of the lizardmen diet, they ground them up into a flour like substance and bake flat bread from them... You can read that in the The Tales of Marco Colombo). One has a terryfying tiny blue winged hybrid humanoid insect creature. One containing a dissected giant leech. One containing a dissected white mutant rat with two heads and horns. -Strange Powder: The shopkeep claims that this satchel of an odd fungus smelling powder was sold to him by a dwarf adventurer from Karak Azgaraz. One can grow squigs out of these after a few days of being applied to a square, odd bulbous mushrooms grow out of the ground, eventually sprouting into odd little balls on stalks which grow out teeth, finally turning into squigs. -Ceremonial dwarf helm: A strange archaic conial helm with long golden horns from the Grey Mountains, brought to him by an adventurer. Apparently it is used by the dwarves in their secret deep mountain hold rites, but they do not wish to disclose its purpose.

-A caged Spite from Laurelorn “I bought it from a certain Nordlander” The creature shaped like a beetle with a face of a cruel elf in a conical hat laughs and makes unpleasant jokes, provided you know its langauge. Spite of Laurelorn This spite appears as a colourful glistening beetle with a purplish pale face of an elf. It speaks in riddles and rhymes all the while. It is rather mischievious. When slain it dissolves into a glistening mist.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |   Fel                   48          72        19      10      66       23      35       41 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP    1     6       1       1      2(8)      0       0       0                                                                     Skills: Blather, Common Knowledge (Elves), Concealment +2o%, Dodge Blow, Magical Sense, Performer (Musician, Singer), Outdoor Survival +2o%, Perception +2o%, Ride, Scale Sheer Surface, Secret Language (Ranger Tongue), Shadowing, Silent Move, Speak Language (Eltharin, Malla-room-ba-larin) Talents: Ambidextrous, Contortionist, Flee! Hoverer, Keen Senses, Mmic, Natural Weapons, Night Vision, Rover. Special Rules: Magical- All spite attacks are magical. Poisoned Attacks- Targets injured by a Spite's attack must succeed a -1o% T test or suffer 2 more wouds. Shapeshift- Through a half-action the spite can change form into something up to 12 inches large. Familiar- You could bind the spite to be your familiar if you're a wizard. BOKKES; There are 16 books one can buy from the Collector. Reading them offers a snippet of lore per reading, this requries a lot of spare time like traveling via ship or boat or before going to bed. The experience books are cheap and the big expensive illuminated tomes offer skills. When you reading it you roll on language roll and find an interesting exerpt, you need a given amount of successful reading tests to finish a book. The book prices range from 75 gc for printed and glued, to 100 gc for stitched and printed, and 350 gc for an illuminated masterwork. Some of the books have book-locks on them which adds a 45 gc price tag. Different books have different uses, some can be read along chapters, other, like jounrals and such are read chronologically. -The Life of Sigmar: Being the Epic Tale of the Warrior-God Sigmar, and the Founding of the Empire (Reikspiel; 1o xp) The book details the ventures of Simgar his birth and unification and subsequent campaigns. As well as the ancient peoples and Sigmar’s companions. -The tale of Sigmar's birth. Hunberogen fighting the crude savage orcs in the rain of the Brackenwalsh sump. Young infant cries unto the stormy sky, covered in blood, born unto battle. -Saving of King Kurgan and of the everlasting brotherhood of dwarves and men.

-Ravenna's rightous love for Sigmar and his assasination and his subsequent miraculous return to his people, to ascend to the throne of his tribe.

-Challange of Faushchlag. King Artur in his winged helm fights Sigmar with a flaming blade. Ursa casts down the unrightous priests from the top of the mount and joins in Sigmar's cause.

-The great quests of Sigmar recounted; Taming of the Asoborn Shrew, wrestling of the cruel Thuringian king and the killing of Skaranorak the terrible dragon ogre.

-Battle of Black Fire Pass and the great many allies who found courage in their lord, decimating greenskins for generations to come. -Tale of the battle of Drakenmoor, of how Drachenfels the vile was laid waste to by the hammer of rightous Sigmar Heldenhammer, and how his goblin and daemon host fell before the spears of the ancient people of the Empire.

-Recounting of Sigmar's rule over the Empire and of how Sigmar set out to slay the mist daemons and win over Endals which submit to him -The coming of Nagash, Sigmar curses all vampires and then destroys Nagash with his enchanted hammer. -After the fifteen years of rule Sigmar Departs. Tears stream into your eyes and you cannot help it.

-Emperors’ Fates (Reikspiel; 15 xp) A list of Emperors, one can read out their names with sundry things they did. -Siegrich I: An Unberogen prince, added voting to election to the Imperial system. -Sigismund the Conqueror; Took over Marienburg and part of Brettonia as well as Border Princes. -Gunthar II the Faithful: Conqueror of Northern Tilea. -Ludwig II Hohenbach the Fat: Friend of the Halflings. He bestoewd many gifts unto that diminiutive race in the Empire such as their own statehood and an experimental steamtank to defend their blaoted crops with. -Boris Hohenbach “Goldgather": A corrupt emperor. Son of Ludwing II. Suffered death through the plague of the Black Death. Last of the Drakwald emperors. When Beastmen ravaged Darkwald his homeland province, he decided to be rid of the province and begun liqudating its assets along with the runefang. He sold many grand offices and was mad with gold. He made a horse into an elector. He was pitted against his father and had little love for him. -Mandred II Ratslayer: He fought a war against the giant rats that plagued the empire, and won. Praised in many a childrens' stories throughout the Empire. -Beatrice the Monumentally Cruel: The name speaks for itself. -Fredrik III: the Great crusader. With Louis the Righteous he took to gather the knights of the Empire which was embroiled in civil strife, thus with a gathered army of Old World knights they’ve liberated Estalia and Tilea and defeated the Arabyans in their own lands. Returning tanned and adorned in foreign feline pelts. -Sigismund IV: devoured by a Wyvern in the Imperial palace. Once the greatest greenskin host recorded of Gorbad Ironclaw made its way through the rampaged dwarf holds, it poured into the empire, slaying the many Imperial subjects and under the great tide destroying the province of Solland forever. After surrounding the city into siege, the orcs let loose wild wyverns upon the city to cause havoc as they made another attack unto the walls. One such wyvern made its way into the Imperial palace, rummaging through the rooms, devouring servants. Brave Emperor Sigismund rallied his archers to charge the beast and banish it from his home. The beast devoured him and slew many of the archers, the escaping survivors only recalling how the empror’s body was wrestled over between two violent wyverns. After devouring the Emperor the beast made a roost out of banners and tapastries in the throneroom, sleepy from a full belly. Thus the knights panther stole into the throne room and hacked the beast apart with sword and axe. The orcs eventually broke off the siege to loot the countryside, thus  easily falling to infighting, their master escaped Southwards loosing wagons of loot along the river Reik. Eventually falling in battle against a dwarven host seeking vengence. -Carolus II; Slain during the poison feast at Drachenfels castle, his body was recovered by an adventurous party of faithful servants of the Empire. -Joachim, an emperor who had the honour of being titled the destroyer of Drakenhof. However his ghoulish engineers ate each other upon having destroyed the vile seat of the von Carsteins. A terrible curse of the fallen dynasty. -Helmut the zombiefied: The only Emperor to suffer the curse of undeath. Many questions were raised as to if undeath stops one from being an emperor. A terrible opportunity for the undead lords of Sylvania. After the terrible ordeal of the Second Vampire war appropriate measures were put into place preventing undead from taking even a mayoral office. -The time of three Emperors: Almost a thousand years of division within the sacred Empire. Warring factions from Nuln, Altdorf, and Marienburg vied for power. A terrible war undermining the mission of mankind and Sigmar himself! Many statues of holy Sigmar were accounted to have miraculously wept throughout that period, only ceasing to upon the ascendence of Magnus the Pious the mighty reunifier of the Empire. -Dieter IV: Sold who Marienburg independance. It has been an issue of the crown to bring back the rogue province back into the fold of the Empire. -Wilhelm III: Established the rulling dynasty Holswig-Schliesteins. -Matthias IV: Dissappeared without a trace. Great grandfather of the rulling emperor. -Karl Franz: Benevolently rulling Emperor and his pedigree are a true blessing upon the Empire. -Histories of Vampyre Wars Tome I, Tome II and Tome III. (Reikspiel; 1o xp) A rundown of the events of each of the Vamprie wars. Each book is a seperate acquisition and each grants 1o xp. First vampire war. -Foreward claims that it’s because of vamprie blood spilled all over the land during the vampire wars the leeches grow so large in certain parts of the empire. -2010 to 2145 IC giant armies of undead lead by Vlad, Konrad and Mannfred von Carsteins. -Otto von Drak was a cruel master that loved impaling peasant heads on spikes. He ruled the queer province of Sylvania, but did not succumb to worship any dark powers. -Yet upon Otto von Drak deathbed he gave his only daughter Issabella to a noble stranger from afar. A man with an odd accent traveling in a retinue of swarthy men in hooded robes. One Vlad von Cartsein whom had the second pretender thrown out from the tallest Drakenhof tower window. -Vlad begun to isolate his court, as those who opposed him suffered attacks of the undead that tore them apart. Eventually Isabella said to have died to a disease. Later on the same malady touched many of the nobles of Sylvania whom begun to gather about Vlad. Churches of Ulric and Sigmar closed, and Morrite priests were banished from the country as the dead begun to be intered in mass graves and rise to stalk the living. -In the year 2ooo IC when Mordheim calamity took place the forces of Vlad von Carstain and his minions pillaged the ruins of the cursed city fighting the armies of other Emperors. -In 2o1o IC Vlad summoned an army of undead in a great ritual of the Nine Books of Nagash fuelled by the warpstone aquired in Mordheim. And of the unguarded gardens of Morr in the squalid shallow peasant graves his warriors arose. -Vlad marched on Talabheim and Ottilian troops crushed at the Essen ford. Butchered to a man and reanimated. Vlad was beheaded by Hans Schliffen the general of Talabecland, yet he himself was in turn torn apart by vampires. -Herman Posner, Baron of Waldenhof took over the undead host but Vlad returned and slew him for treachery. After that they marched at Middenheim but were crashed by Knights of the White Wolf. Vlad himself hewn apart by the grandmaster of the Order. A year later Vlad returned and cast the bloodless corps of the grand master from Fauschlag. And ravaged the country. -He marched on Hochland and Ostland. At Bluthoff Vlad suffered five lances through his torso and a runefang of Ostland through the heart, yet he was there three days later during the execution of the prisoners of Bluthoff. -He made for Reikland at Bögenhafen bridge Vlad had his head torn off by a cannon ball but he won nevertheless and returned again. -By 2o51 they’ve laid siege to Altdorf. Which was surrounded with the great defence works of a Reik moat filled with sharp stakes, which was not enough for the fused corpse piles that breached the city. The Emperor of Reikland defied the vampire and closed himself off for three days in prayer at the temple of Sigmar. -The Emperor sent Felix Mann to steal the ring of Vlad von Carstein. He did so by sneaking into his pavilion as the countd rested in his coffin. Enraged by the theft, Vlad attacked the city, in a single combat against the Theogonist Wilhelm the III he was pushed off of the battlements unto a stake, and then crushed with the screaming body of Wilhelm that threw himself after him to push him even deeper unto the stake upon which they both died. Isabella slew herself when taken prisoner by Ludwig, by sticking her heart with a stake. The desires of Vlad von Carstain to become a Vampire Emperor, were foiled. Second vampire war. -2058 IC, second war begun after all the other von Carstein claimants were slain. And Konrad von Carstein came to power. Mad butcher that had his mother bricked up in a tower for giving birth to him. Had all the cats of Sylvania culled twice. -Konrad was a brute, and no necromancer, he enslaved wizards so they’d reaserch and do his evil magical bidding to spare themselves prolongued torture and gain mercy of a swift death. He desired nothing but bloodshed. He had blood knights of Abhorash swear fealty to him. -Konrad crushed the armies of Averland with the help of his necromancers. He then waged war on the dwarfs of Zhufbar which crushed his army with their runic magic and cannons. He hunted down the runesmiths and the necromancers brought back his hosts. Their king dueled Walach Harkon and was decapitated by him -At Middenheim in 21oo IC the three armies of Imperial electors faced the undead of Konrad. But in a show of the spirit of the times, each elector had the other assassinated, the palce fell to chaos and the undead prevailed. -Konrad had a zombie Emperor elected, one Helmut of Marienburg. But his ploy was discovered as his eye fell out during a speech. -2121 IC During a battle against combined dwarfs and humans Konrad was betrayed by his enslaved necromancers and had to face the armies alone. He went mad and was subsequently caught by a dwarf hero and Elector of Count who riddled him with runefang, dispatching the blood daemon forever. His unmarked tomb sprinkled with silver and salt, and weighted down with a box of sacred relics. Third vampire war. -Mannfred was studying dark lore in Nehekkara when foolish Konrad ravaged the lands of the Empire, he returned shortly after to castle Drakenhof with a library of dark lore. -2124 IC Upon Konrad’s death he became defacto ruler of Sylvania, he begun to create his undead armies slowly and meticulously. -2132 IC Mannfred marched his armies during Yuletide unto undefended Altdorf. Theogonist Kurt III read out from the dreaded Liber Mortis the great unbinding spell which had much of Mannfred’s army fall dead, thus made him retreat. -Mannfred thus went off to turn a bunch of ship into zombie filled ships, and laid siege to Marienburg. But was surrounded by Marienburg and Altdorf armies converging unto his position so he broke off the siege. -The whole ordeal turned into a cat and mouse game about the Empire, facing of Ostermark army that murders much of his. Yet he managed to maintain steady numbers of undead warriors through the pillaging of the farmlands. Thus defeating the army of Ostermark. Sending home and defeating Averland and Stirland. -Imperial armies came together to crush Mannfred with the aid of the High King of the dwarfs at Hel Fenn. The armies clashed upon the bog and the elector count of Stirland chased fleeing Mannfred down upon the edge of the battlefield, himself wounded he’s hewn the vampire and cast his carcass into the bog. After the battle it was not found however, having sunk deep. Eaten by lobsters likely. -Doom of Strygos (Classical 10 xp) The tale of how the Empire of Strygos came to a close, and how the Strigany made it into the Empire and met Sigmar (Apocryphal story) -Kadon the Eternal and Mad establishing the city of Mourkain and the Strigoi Empire in the Badlands once the domain of the Khemri kings. He begins the state mandated worship of Nagash. -With the Lahmian influence mad Kadon begun his own vampiric lineage. -Kadon writes the de arcanis Kadon upon the hide of his children and from blood of his wives. -Undead Strigoi nobility with its armies of Strigany and zombies banish orcs and besieges dwarves of the region. -Uncountable tides of the savage orcs stream up from the South, Strigoi vampire lords dragged down in their jewels in the streets of the runined Morgheim. Strigany survivors escape for the Black Fire Pass. -Strigany come to the Empire, in their foreign dress and ask Sigmar if they may settle in the Empire. He curses them along with the vampires for their transgressions but allows them to roam, not settle the Empire. This is how they came to be tolerated in the Empire despite their transgressions against humanity, a decree of Sigmar himself. -Tales of the First Royarch Giles le Breton and the Twelve Battles (-2o% Archaic Brettonian 15 xp) Quick rundown of the twelve battles with artistically painted pages. Each of the stories explains also the coats of arms of the Brettonian provinces.

“Lo! As I recount the great tales of the Mighty Thirteen Brettoni, the chosen Dukes of the lady, the god like resplendent knights!” -Giles slayes Smearghus the red in the forest of Chalones and hangs its head over the gate to the city, making its skin into his cape and adopting it as his coat of arms. -Father of Giles dies fighting the orcs and he becomes the king of Bastonne. Giles, his brother in law Thieurf of Lyonnes (Husband of his sister Rosalind) and Landuin of Mousillion meet the lady of the lake -The first battle: They battle the orcs and cast them into the sea saving Marcus d'Bordeleaux and Lord Fredemund d'Aquitaine which are met during a victory banquet and let drink of the gobblet of the lady. After which they turn the banquet hall into a grail chapel. -Second Battle: In Brionne, Fredemund sounding a clarinet that topples the flying beasts of an orcen army with their warboss Brogtar, and a charge that breaks them. -Third Battle: Balduin d’Brionne surrounded in his castle sallies forth and whilst slaying a giant orc has his axe embeded into his shield, he carries it in his shield for a day of fighting without an issue, meets Giles on the battlefield and clasps hands in comradery and the lady makes him the sixth companion of the Grail. -Fourth Battle: Crossing river Brienne the sombre Lambard of Carcassone joins them and hurries along to do battle with goblin wolf riders. After which witnessing the fay forest of Athel Loren hewn and burned by greenskin lumberjacks though tired, they descend upon them with fury. Thus Giles won the favour of the Fay. -Fifth Battle: Joined by Redemund the Pure of Quennels they set forth next morn, rejuvenated. Went to Succour Parravon, as its king Agilgar upon his pegasus Glorfinial fought giants that bombarded the mighty mountain fortress with rocks, the eight run their horses into the streets of the city slaying the goblin slavers of the Severed Hand tribe. -Sixth Battle: They come to Lord Martrud and his kin knights fighting in the Axe Bite Pass against a torrent of violent Night Goblins. Giles is mortally wounded by a ballista shot. He is miraculously cured, slays three wyverns and after a week of battle he cast them back. -Seventh Battle: Chasing the night goblins into the cave depths, there Giles culled trolls and slew Night Goblin kings. -Eighth Battle: The companions ride to Giseroux harried by Goblins, they charge with Beren the lord of the land to slay them as they are accosted by goblin magic that does them no harm. They butcher the goblins and Balduin beheads a dozen goblin shamans that day and his fury is great.

-Ninth Battle: They come to the lovely Mousillion turned to black smouldering ruin and Folgar of Artois protecting Landuin’s castle and family from the undead host. During a siege Giles beheaded a great zombie dragon, Thierulf battled a two-headed giant, and Agilgar battled bats in the heavens, where Landuin slew the vampire responsible and the host fled into the wicked forest from whence they came. -Tenth Battle: They come to L’Anguill besought by crude Norscan drakkars. They join embattled Corduin in the streets of the city, slaying the Norscan host. Marcus of Bordelaux battles Svengar of the Skaelings with his twin hammers upon the elven lighthouse, splitting him and casting him from the giant tower. The Norscans in respect of their single combat sail back home. -Eleventh Battle: Carleond brother of Thierulf gathered the battered remains of Curonne as their king was slain, the companions join him and help him slay the biggest host of Greenskins ever seen. The river Sannez is turned black with blood and the viscera and blood of the greenskins creates the great swamp of Curonne. -Twelth Battle: Surrounded in Currone, from one side by the Twin Sister greenskins, and from Ardens by a host of elkheaded beastmen, and from the depth of the city by a host of Rat-men, they did battle for many weeks, till the dead were piled up high. Rose back again through a ploy of the vengeful vampire, to be slain for the second time. -Dukes of Brettonia gathered in Artois, they swore fealty unto Giles and he wed his sister Annabel to Fredemund “The bird of pray”. That was the tale of mighty Royarch of Bretonnia. -The Tale of Marco Colombo (Tilean; 1o xp) A memoir recounts the ventures into Lustria and the first Old World contact with Lizardmen. -Life as a mercenary captain was not an easy one. Marco came to become rather a recognisable figure within the War Dogs of Tilea emlpoyed as a mercenary general. Fighting many sea battles with plentiful foes. Eventually fascinated by the Norscan calim he sought to find out the truth behind the claims of the land of Lizard Men in their cities of gold. Many years of search for Skeggi after a Dark Elf raid on Remas which the Tileans wanted to retaliate for as they knew there must have been a land beyond Ulthuan. Dodging High Elf ships. Marco arranged for the preparations. Bringing skaven captives to Tlax the city as a gift. For he was told that the lizardmen abhored the Skaven much, and sacrificed them to their dark gods. Eventually it brought him to working as a mercenary for the priestking of lizardmen and seeing them destroy the Dark Elves that harried Remas: ”The year is 1492 IC Marco recounts on how driven by Arabyan maps and Norscan sagas, on the eve of the feast of sacred Myrmidia, his three ships Nino, Bimbo and Pintolaga rested on the shore of Lustria barely escaping mutiny. There through a clever ploy of having brought skaven captives from the enbattled Tilean cities, as well as some stolen Lizardmen trinkets, tied to poles as offerings on the beach and their comming announced by batteries of cannonades, first contact was made. In turn the skinks brought a gift of dried beetles, grubs, cactus juice and paradisial sweet fruit.” -Admition to the city: ”Resting in a campsite upon the beach to make a meeting with the skinks, Marco and his mates were taken to a forest platform. He describes the three races of lizardmen there encountered, the small skinks, robust saurus and ranine Slaan wizard priests. There he’s hailed in a peculiar hissing tongue by one of the reptilian skink translators, he recognized as Brettonian. Having made their pleasantries the skaven were taken in for a sacrifice to one they called Sotek. Mage Sleetoch of Tlash, the frog priest made it clear to Marco that they wish no trade to be made, he thus offered himself and his three ships as a mercenary. To which they seemed more positively inclined and so Marco and his crewmen returned to their beach camp.” -Description of the City: ”After a few days of camping on the Jungle beach Marco and his men were taken to the city of Tlash... a few skink officers were traded in for Marco to ensure the men rest easy. Giovanni was left in command of the discipline, and he liked to whip the Tilean buttocks. He tells of how he was carried in a palanquin into the city, and describes the great wanders there in. Carried through a swamp and a great paved road flanked by pillar depicting angular war like lizards and toads. Entering a great city bound by skink dwellers. And three angular pyramids, carried up the stairs into the top of the pyramid, of which there were many. And at the heart of it was a pool with plaques to a fish god named the Thousand-Toothed Scourge. Tarraced and covered in pools. He also describes the construction process of one, with the great many skink stone masons working with tiny bronze picks upon the sandstone blocks which were carried into place by odd lizard elephants to creat yet another great pyramid. -Questioned by the priests: ”There in a great painted chamber smelling of incence and full of bloated flies Marco recounts how he stood in audience of a giant frog priest king even bigger and more bloated then the one before, lord Zlee-Tlee. Surrounded by fan bearing skinks, as the translator made no qualms in altering the requests of Marco whom proves his wit quickly realising that the fattened up toads are not to be regarded as pragmatic but more sacred objects of lizard worship. Nervous about the whole ordeal. Then lord Zlee-Tlee ask the three real questions fow which he summoned Marco,. How great is the Great Ocean, to which Marco answered with his maps and descirptions to which the Slaan was content. it asked after an entity known as Sotek, if it’s known in the Old World, to which Marco answered which also seemed to go down well. And the third and final question Marco ommits as it is said it was peculiar and rude, and keeps the mystery of it to himself. Calling the Slaan a depraved  and lulled race of wizard infants” -Island Stronghold: "Thus Marco, once mage priest lost interest with him was delegated to a room of skink High Chieftains which debated over oracles and that they’d hire Marco and his crew, but they’d not pay in gold as it was a sacred material of which they made their idols and religious artefacts reserved for their gods and Slaan to use. They offered grubs, spices, potions and tusks of the lizard elephants. Marco however demanded additional good, as he saw the city scattered in pearls. It turned out that the lizard creatures took them but mere pips of the freshwater clams abundant food stuff of the region. With chests of pearls, lizard ivory, grubs and potions he’s made for his campsite and was given a small offshore island to inhabit with his men. They’d also offer payments for any captives given to their altars and any artefacts brought from the enemy.” -Battle with the Dark Elves;

“Marco remained in that wondrous city of pyramids for a few days, at that time the Dark Elves that sacked Remas made their way up the river and attacked the city of Tlax. Marco describes how, from a perch of one of the great pyramids he watched the battle raging in the streets. Watching the skink and saurus cohorts march out into the field to face the Elves. The Slaan lord of the city remained in a half comatose state and his chieftains didn’t want to disturb his deep deliberations. After a pitched Jungle battle the lizardmen were routed into the city, chased by the bloodthirsty Elves with their red banners, and wearing their blue black armour. Rallied by their bronze plauqe standards of lizard faces the skinks and sauri made their last stand upon the plaza butchered slowly as one of the pyramids was being overwhelmed. Then to an odd eerie skink music the guards of the temple carrying a palenquin with a mummified Slaan made their way from the top of the pyramid gleaming in bronze armour, pushing the elves with their bronze halberds unto their fellows’ spears below. Thus smashing into them they’d push the whole army down in a devastating charge, landing most of them in a giant pool proved to be full of hungry piranha, a sacred pool of the Piranha God. Falling down unto the half eaten islets of their own drowned comrades the elves were knocked down with the long halberds or smashed with clubs on the square. Thus were the elves butchered or taken prisoner and sacrificed to hungry Sotek, and that day Remas was avenged. Marco describes the cleaning rituals conducted after the fact, fresh vases of water carried into the pool from aqueducts and bits of elf armour removed and discarded." -Description of a Sotek ritual: "...From what little description Marco alludes to the sacrifical practices of the skinks whom took to being the priests of the cities taking to sacrifices. Was the giant pits of venomous serpents at the heart of the temples sacred to Sotek. Filled with rotting bone of those cast inside..." -Artefacts of Tlash: ”Marco recounts that during their raid against the city of Tlax Elves managed to sack a whole lesser pyramid of the city and make off with the goods therein. A whole bunch of sacred golden idols. Marco was sent on his first mission to hunt down their ship and bring the artefacts back. The lizardmen flew giant winged reptiles to assault the ship so as to slow it down, dropping rocks upon it from above. Marco returned to his ship, and pursuing the giant sea serpent castle of the Dark Elves, he slew it, and boarded their ship, hewing apart the remaining elves other than their admiral, whom they gave to the lizardmen as a boon” -Mutiny; ”Marco recounts how his bosun Giovanni demanded to return home to Tilea with his part of the treasure. And how Marco tried to disuade them. And how one day he awoke to find two ships and a greater part of the treasure stolen. Then Marco recounts how he hunted the Norscan drakkars passing near the island, smashing them apart with his cannons and recovering the looted golden idols back to Tlax. After a few weeks of such adventuring his stolen goods arrived back as his mutinous crew suffered a terrible fate in the depth of some Jungle Temple city” -Return; ”Marco recounts how during a favourable wind and a lizard festival he made off with the great heap of treasure to Tilea, and how he found his beloved homeland in the midst of strife. And how with the wealth of his venture he hired an army of mercenaries to make himself the prince of the corrupt republic of Trantio.” -Being A Brief History of the Cults of the Empire as Told by the Venerable Hieronymous of Nuln (Reikspiel; 1o xp) A book commisioned by Karl Franz. It contains all the religious lore of the Empire, and surrounding lands. Also a lot of geographical lore. There is also a sizeable chapter on the lesser gods of the Empire. ”It is well known that the founding of our glorious Empire was the starting point of Human civilisation in the Old World. However, the self-important and pointlessly stubborn scholars of the Tilean city-states persist with fictitious claims that it was their ancestors that were the true civilisers. Unfortunately, the obvious falsehood of their lies is all but impossible to prove, particularly as the dishonest Tileans have scrolls and records they claim date from this early time." -”These afore mentioned Old Gods; Ulric lord of cold, king of the forest Taal and his wife consort Rhya, shepherd of the dead Morr and stern lord of the sea Mannan along with the crooked trickster god Ranald. Were converged upon by the classical Gods of Tilea; Three maiden gods, wise and just Verena and compassionate Shallya goddess of healing and the strategic Myrmidia worshipped to a lesser extent in the Empire. Emergent from the Old Gods is also the figure of Our Lord Sigmar, his cult begun in 73 IC after the visions of Joahimm Helstrum. After in a vision he was crowned by Ulric.” -Dyrath: “A Hägercrybs aspect of Rhya, worshipped as a Goddess of fertility. A secretive cult worshipping in small hillocks shrines by the shepherds desiring a son or a bountiful lambs from their pregnant sheep. Appeased with honey, seeds, blood offerings and cider.“ -Bögenauer: “God patron of the river Bögen, bound in a ruff, holding out a fish and a paddle. Looking like a jowled, muttoned, sombre faced burgher. An aspect of Mannan, one of the many fluvial divinites of the Empire of man. Paid lip service in Bögenhafen the only place of his temple. He’s worshipped in an annual cheese drowning festival which purpose is to appease him.” -Haendryk: “A god of Marienburg merchants known in the Empire as Handrich. With a small cult in Bögenhafen as well as other mercantile regions of the Empire. Represented as a golden fat burgher holding a coin, the pecuniary symbol of the deity. His temples are sanctums of the coin, a theological term for tax shelters.” -Strompfels: “Evil God of Seabeasts, storms and sharks, some claim him an ancient apsect of Mannan worshipped by wreckers and Norscan raiders. Its worship forbidden within the Empire and its cultists put to the sword by river wardens and witch hunters. Some consider Strompfels a schizmatic aspect of Mannan, yet the temple considers the God nothing better than a Sea daemon and culls its cultists zaelously. In Norsca Strompfel is known as Mermedus, there his altars are fashioned from stale whale eyes. These can be often found on the coast of Nordland as the vile trading Norsmen attempt to appease the hungry sea God for a good augury as they set homewards. Drowning slaves in order to appease him. Worship of Stromfels was outlawed as a result of Marienburg's treaty with the Sea Elves in 2150 IC. After that the cult of Mannan begun to cut their ties with the worshippers of Strompfels.” -Artho the Unmoving;  “A minor Middenland God of conservative values. His ancient statuettes are carried in processions to remind the youth about the ways of Middenheim. He’s been reminded to be worshipped from ancient times and have been revered so intently over the centuries, that no one really remembers what are his holy days, or what was his cult and original purpose. Yet he’s still venerated intently, that’s the conservative spirit of Middenheim...” -Book of Stary Signes and Constellationes (Reikspiel; 5 xp) Wolfhar von Hagenau’s gathering of folktales of the empire as well as kindred myths about the origin of the star signs upon the heavens, with corresponding possible effect they may have upon those born under their lambent glow. The owner of the book shoppe says it's his most well selling book, it has nice little printed pictures depicting the constellations as what they're named after, he says he's sold three copies already, one to the innkeeper of the Juggling Swine, one to that old Strygany woman and one to a passing wizard. -Wymund the Anchorite. Oh poor Wymund, devout amongst devout. Wayward in his worshipful meditations. So indeed that when his great rock of the opening of the third eye was surrounded by Bad Land’s orcs, he didn’t flee unlike his followers and fellow anchorites who broke upon the very sight of the oncoming warband. He however couldn’t as he was binding with the fate of the very world upon which he was sat cross legged like, his martyrdom on earth was abound, but his soul ventured into the sky were it casts itself in the shape of the face of the most ascendant Anchorite. The greenskins would burn him, scalp him und subject the poor Wymund to all the tortures known in the Old World, but he remained in his meditative state. Once the greenskins run bored of their game, little in the earthly world was left of Wymund the Anchorite...

-Dragomas the Drake. Dragomas was an ancient drake, who was the greatest fiery calamity the Fated Place has ever known. Besought by knights seeking to slay him, Dragomas was at all times full, until a certain wise young shepherd, chose to bet that the Dragomas couldn't fly high enough to swallow a star even though he claimed to be the master of the sky. Offended by the measly creature, he chose to prove it wrong, before he slew it too. For he knew he could swallow everything in the world. He flew so far his wings did not carry him any further for he was lost upon the sky and swallowed by the firmament... -The Gloaming. The constellation of mystery... little is known about these twinned stars. Some even claim that it’s a great big trick played by powerful ancient Ulgu magic... and that these stars don’t really exist... -Vobist the Faint. A lot have claimed to have seen strange things happen in the part of space where Vobist stands, the mad men of fools’ towers scream of strange happenings in that part of the sky, but these are merely ravings of the fools... however... some Arabyan astromantists in their theories claim that the great phlogiston in which we stir does not stand still in fact, but revolves along a great Daemonic rift in the very heart of the cosmos, akin to the polar presence of the gates of Chaos, which seeps through the North’s pole... yet much more grander and more profound, a peculiar tendency of physics they claim, that things tend to turn their axis about great constipations of evil stuck under the fabric of reality. Not the maddest of theorist considering that some theological theorist of Altdorf university claim that the cosmos stirs but about Sigmar’s very beard... -Calcefax the Cockrel. A fable from Wasteland claims that the great golden cock was once a gift of Haendryk, the God of commercial stability and trade to the first of his followers. The creature’s nature was peculiar for despite being a rooster, it would lay eggs in their plenty, besides this strange trend, it would also lay them in nothing but solid gold. And forth the people of the Wasteland begun to wage war over the creature, for the ones in its possessions in a matter of time became the most rich of the people. In turn, Haendryk seeing the carnage wrought by his gift, plucked his creation from the face of the Earth and put it where it would be safe from the hands of men, upon the midnight sky... -Book of Commentaries on Gaelen's Methodology (-3o% Classical Medical Jargon; 1o xp to read; +1o% Medicine and +1o% Surgery use) Works of the great elven scholar brining their commentary into the book. Healing and herbs and ailments of the known world. -”Black Death of 1111 IC a great swath of death was brought by this greatest plague known in the Old World. It claimed even Emperor Boris’ life. It is said the plague halfed the population of the Empire. And what followed was a plague of giant rats. Mandred’s rise to power marks the end of the woe of the plague. It is presumed it was brought by a Tilean trading vessel.” -”How to keep from common ailments; Balanced humours are the key to health. Various objects carry various levels of miasma. These are opposed by our natural toughness. In order to maintain a strong and unperturbed humours, one has to oft take to rest or healing draughts or magic that may keep the humours in good balance. Once these are disturbed and the natural toughness overcome, the disease takes hold. And here the battle for the mind and body begin. Translator’s Note; Eltharin has a single word that means both medicine and poison.” ”Red pox- 1812 IC A Brettonian plague originating in Bordelaux, originally quelled by burning the poor district of the city. A form of haemorrhaging fever.” ”Green pox- It is a common ailment, seldom spread through epidemics, but affecting men and cattle alike. Children suffer most form its ravages. It leaves victims scarred." ”Neiglish Rot- Not all diseases are supernatural or magical. Yet there are some that destroy the soul as intently as they do the flesh. In some places the science of medicine still lacks the power to combat the daemonic interventions” -The book contains a single passage concerning Kruts; ”Kruts is a dwarf disease.” -Lives of the Depraved; Constant Drachenfels by Konrad Steinhoff, Talabheim, Schnuffler & Son Publishers, 2099 IC. (Reikspiel; 15 xp) ”First ever account of the castle were two Qunellese Brettoni. It sprouted from the very mountain overnight. An edifice of withered stone, and of seven tall towers grasping at the grey sky over the craggy mountains. No matter how many times laid to rest, returned again after millennia. A necromantic eddifice in its own right. A ruin that cannot be slain.” "Drachenfels. The Great Enchanter. A devil in human form, who cheated Death for centuries unknown; a man with appetites so base they lay beyond satiation; a necromancer, torturer of the dead, dismemberer of spirits; a vileness made flesh; a wizard, a scholar, a monster. Untold are the reaches of his barbarities, uncounted the number of his treacheries, beyond belief the depravities of his practices. Was ever such a vileness born of mortal flesh?" ”In 11 I.C. Drachefnels marched out against Sigmar’s newly forged empire. Aided by goblins of the mountains and vile summoned daemons. Sigmar’s throng however brought his damned legions to its knees and Sigmar himself slew Drachenfels with mighty Ghal Maraz, pulverizing him until he was no more for many centuries on.” ”In 1104 IC Leper’s Pavanne took place, was an event when Drachenfells invited people of nearby lands to attend a ball. A throng of folk were brought to enjoy drink, food and pleasure at the castle to the sound of elven music. But magically he made them dance and rot away to his own pleasure. One of the accursed servants of Drachenfels was caught by the witch hunters, and before long he told them all he knew about the evils of Constant Drachenfels." ”In 1937 IC The poison feast was held. Drachenfels made his fealty unto the Emperor Carolus II and his wife. Bringing great gifts and ensuring his return into good graces. All the great nobles of the Empire were brought into the fold of his domain, where they all were poisoned with a terrible paralysis, and had to starve to death before a table full of fine dining.” ”Subsequently after the poison feast Drachenfels marched out to conqeur Paravon with an army of Night Goblins and daemons at his command. Terrible persecution the people suffered. A host of skeletons and daemons marched and demanded fealty from the local knights.” -Aventuras de Diestro Vulpo de Fangal (-1o% Estalian with a lot of fencing jargon; 15 xp) A whole series of short romantic picaresque stories from Estalia concerning a famous fencer and follower of Master Figueroa school of fencing and a few of his most famous duels. He cuts his enemies with a V shaped crossing. Introducing himself every time, and explaining on how he’ll win technically as he prances about the enemy. Critizing the enemy, and flourishing with a bow at the end of the duel in a very traditional diestro fashion. -A romance with a lovely black haired widow of Bibali, and a duel with her cuckolded husband that turned out to be alive, and an important figure in the city. Cutting his pants and mocking him before the whole city before he makes his escape. -Duel with an ogre brute that fenced with a giant rapier one could roast a horse upon. An ogre in dress like an Estalian was hired out by a wise unlawful man who pitted him against anyone that claimed he was no good, in judicial combat which the ogre usually won. However Vulpo de Fangal had a trick up his sleeve... -A story of how Vulpo was forced to hunt down a murderer, a former master fencer who took on the guise of a merry friar. Having spent more than a decade in a Verenan monastery he was finally unvailed by the mighty diestro. Hurling wine barrels unto him over the monastery stairs, he was sworn to never hold a sword again. Vulpo defeated him, and bid him take up his sword again, as a punishment for his failings. For there wasn't enough half-mad fencers running about Estalia in those days... -Alas Vulpos end was not as merry as his adventures. He fell into alcoholism and one drunken knight, showing off his swordwork to the local tavern girls, he fell on his own foil. For no one else could match Vulpo de Fangal but he himself! Slightly Forebiden Lore; These books provide more experience. -Celestine Book of Divination by Necrodomo the Insane (Classical; 10 xp and -1o% WP 1 IP) A book banned by the cult of Sigmar, it recounts the End Times in a series of lyrical stanzas. -Catalogue of Change; Memoirs of Doktor Klaus Heldbrenkt (Reikspiel; 15 xp) The book is a memoir of a barber surgeon who recounts all the mutations he bore witness to before executions in big cities of the Empire, following the law of Magnus the Pious. Approving of the unnatural origin of the change. -Doctor Haeldbrenkt recounts the tail of a common Stirlander who chopped off his very own mutated arm to hide his changes. Having survived and claimed a freak accident lost him his arm, he was pale to witness his own withered clawed limb, presented before him in the courtroom as evidence. He was convicted of being a mutant and for tampering with evidence. -In this chapter doctor Haeldbrenkt recounts a trial of a two headed barn animal. It was hung for treason against the empire during a fair. -This chapter recounts a story of how a mutant was lynched in the streets of Middenheim and of the post mortem body checkup he was forced to perform to clear the murderers from guilt. -”His torso had two small but long thin legs attatched to a buboe like torso and two hands growing over the buboe at odd angles, they twitched and squirmed, but the subject itself was not bothered by the little creature embeded into his body. He partook in highway robbery and was accused of cannibalism and conniving with the daemons.” -There are those in the empire who in dark aid the mutant, people of the medical profession. Even in the Empire there are those who in dank squalid cellars remove pincers and tails off of common Imperial citizens. But those who do so not only damn the souls of those they perform their medicine upon, but also themselves and those who the mutant will harm in the future, for that is their way. -Perilous Beasts; A study of creatures fair and foul Being an account of beasts many and varied as witnessed by scholar and Magister Odric of Wurtbad (Lore; Reikspiel; 15 xp) A book detailing all sorts of beasts of the Old World and beyond. Described in a very fresh accademic purview. Containing the descriptions from the very beasts themselves. With 6 varied chapters. The book provides experience. 1.”Slaves to Darkness” -Beastmen are bound by very extensive cultural practicise based around ritual combat and challanges as well as raids and hunts. Beastman was the first being to ever rise my interest as a student at Altdorf when I came to slay one in my tavels... -Norscans are a peculiar race... -The nature of the daemons is one hard to grasp to those unfamiliar with the nature of magic... 2.”Greenskins;” -Many scholars fathom that the orcs, goblins, snotlings and squigs are all a form of a very violent fungus molten with living matter. -Goblins differ over the lands, the great man sized hobgoblins of the Eastern Steppe rule the land in giant khaganates of wolf riding raiders. The tiny snotlings are a constant menace of the land. Fire kobolds and troglabs, gnoblars and forest goblins and night goblins. As well as the giant hill goblins of the Bad Lands... 3.”Denizens of Athel Loren;” -”Spites are a form of spirits found in elven forests, they are wicked and they pinch children.” 4.”Children of the Horned Rat;” -Following the writings of Wilhelm Lieber it is undifined amongst scholars if Skaven are a race of men turned to rats or a race of rats turned into men. One thing is certain, they exist and their cities are hidden under our very feet.

-They differ in amongst themselves in a strict hierarchy of fur colours...-Their giant undercities span the whole of the Empire and beyond... 5.”Brigands and Beasts;” -Vile cyclopean mist cambions of the Wastelands were already mentioned in the tale of Sigmar. -6.”The restless Dead;” -”The lore of the Strigany folk claims that the ghouls are men cursed by the wind of Shyish...” UNFORGIVABLE (MYSTERY) -Tome of Necromancy (Classical; Costs 1oo xp to switch to Dark lore (Necromancy)) A translation of De Arcanis Kadon, written upon pages of human skin. With a splintered skull making for its cover. The book teaches you the Dark lore (Necromancy) and allows you to change your profession to Witch if you’re a hedge wizard. -Tome of Daemonology (Classical; Costs 1oo xp to gain Academic Knowladge (Deamonlogy)) The book provides you with academic knowledge (Daemonology) It also gives a great account of the daemon types out there, especially the ones concerning the Four Brothers. It is a neutral study of the beings rather than a religious tome of evil. -Book of Dark Lore (Dark Speech; Costs 1oo xp to gain Dark lore (Chaos)) The book teaches you the Dark lore (Chaos) and allows you to change your profession to Witch if you’re a hedge wizard. -Daemonic Ritual pages: It allows you to summon your own daemon which we roll and establish and bind as a familiar or servant. The Collector An odd character. He styles himself a collector of the odd and queer artefacts of the Old World. Peddeling them in turn, along with a sizeable library.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |  Fel                    25        25         26       30      30      30      35       30 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP   1    13      2        2       4         0        4       0                                                                     Skills: Academic Knowledge (Daemonology, Necromancy), Common Knowledge (the Empire, Bretonnia, Dwarves), Gossip, Consume Alcohol, Indimidate, Magical Sense, Search, Perception, Read/Write, Speak Language (Reikspiel +1o%, Classical)Talents: Lingusticis, Savvy, Seasoned Traveller. Equipment: Robes, Dusting feather. Special rules: If you learn the secret cultic sign, you can open his shop up with a new list of things to buy and sell. Medical services (D 6-9 to H 6-9) Healing draughts and poultices on shelves, along balms and herbs, a physician runs the establishment, offering an array of fake limbs and aid. He keeps a cow in the back of his shoppe, when asked what she's for, he explains that she provides him with the necessary ingredients for all the healing draughts. He’s got a nose of brass and wears a skullcap. If you enter his establishment through out back and knock a four times he tends to those afflicted by mutations in his basement. And he also does haircuts. The proprietor has long curly blond hair. If the party brings someone who’s dying or an operation does not go as planned, the doctor puts a heavy nail to the base of the skull of the patient and knocks on it with a hammer. Located in a nice two story town house. The little garden of poisoned herbs is clear only to those with lore (herbalism/alchemy: H 6 to 9) three doses of three herbal poisons, they all regrow each chapter (Not available during Mondstille quest). There is a jar of black and crimson oozing leeches in the establishment used for clearing humours, as well as a huge jar containing a giant leech of the Mirror Marshes. There’s a bloodied bucket with a human arm sticking out in the corner of the clinic.

Contents; Battered ear horn, belonging to a cannon crew commander. A thick boiled leather eye patch, a smaller black one. A small box of false eyes. Various sizes. Blue, green, white, black, brown and Sigmar’s comet. A peg leg and a false wooden leg. A bronze nose. And brass plate over a nose. A hook for a hand, a false iron cast hand, or a fist. A skull plate placed over an actual skull as a demonstration. False horse teeth, gold teeth, human teeth and ceramic teeth. Veteran’s hand in a cabinet, described as a masterful feat of Imperial college of engineering. An old model but nevertheless, a series of leather straps allows an armless individual to grasp unto things with muscle twitches. Opening and closing a primitive hook hand. There’s a whole crate of ”Mannan's Tears” A turbid fish sauce used for treating dog bites, galloping trots and other ailments. ”It’s very popular nowadays...” six of these little bottles of Cure-All. A whole bunch of healing draughts in baskets of straw. Healing poultice. Anti-toxin kits. As well as a big jar of giant leeches from Schadensumpf. There’s a bottle of Feyeyes and Greta’s Boon on one of the shelves. A dose of Kiss of the Courtier. Liquid Love in a peculiar rhombus container covered with hearts. And two doses of Liquid Courage. There are three bottles of Henbell (Useful when attending to the clients in the cellar.) Sagekill, bottle of Thung and Sigmar’s Blood. All nicelly placed on a shelf of various weird bottled goods. There’s a Toad stone in closed cabinet. And a pouch of powdered emerald and a pouch with an odd discoloured rock, which is a bezoar. Doctor Klaus Poor doctor clause lost his position at the Guild of Physicians, a very touchy subject. However he's still allowed to act as a barber-surgoen. He does not have a license for surgeries however.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |    Fel                    25        20         30      38      30      45       36         30 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP    1    14      3       3        4        0        2       0                                                                   Skills: Academic Knowledge (Science) Charm, Drive, Gossip, Haggle, Heal, Perception, Read/Write, Speak Language (Breton, Classical, Reikspiel), Trade (Apothecary) Talents: Resistance to Disease, Strike to Stun, Suave, Surgery. Equipment: 4 Healing draughts, Trade Tools (Barber-Surgeon, Medical Instruments) For the duration of the Tavern Troubles and the Altdorf part of the Trespass of Drachenfels Doctor Klaus is busy peddling plague medicine in the plague stricken part of town, where the party meets him for the first time. After he gives them the sidequest to burn out the plague however, he returns to his business at Ludwigsplatz. "Be welcome my good guests to Dr. Klaus' grand medical emporium. What's that? I see you're quite pale! I recommend you a healing draught of valerian extract. It will bring your colour right back. Or perhaps you're in a need of a shave? Blood-letting is something I do as well.." "This here is a giant leech from Shadensumpf. I am researching their medicinal applications. This one is quite a feisty specimen, you can keep him if you want. I'm getting a barrel worth brought over next week. (A side quest where he empties the barrel into the sewer, filling the location with giant leeches)" "Do not think I'm some back alley Barber-Surgeon, I used to be a member of the Physicians guild, untill these wretched fools stripped me of my title! Envious bastards and backwater bumpkins! They would read Gaelen and bleeed folk dry! I specialise in new, top of the line, experimental surgeries too. I perform lobotomies for the well being of the mind, as much as the flesh! I am fully capable of excising of the corrupted parts of the brain to drain you of insanity. It is an invasive procedure I do admit... it is worth the risk however!"

Cow Bellinda Doctor Klaus' close associate.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |    Fel                   33           0          36      38     30        6        10         0 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP    1    17      3       3       7        0        0       0                                                                      Skills: Perception +2o% Talents: Keen Senses, Natural Weapons.

Giant Leech These filthy black viscous sanguine devourers dwell in muddy Reik-side holes, upon the mossy bark of trees, and in the deep stench of  the mire. To suckle upon tender flesh of mammalian beasts. Deprived of conciousness, but a mere pile of  slimy devouring.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |    Fel                  

28           0          21     23       28       -          -           - A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP   1      6       2       2        3        0        0       0                                                                     Skills: None. Talents: Mindless. Special Rules: Allergic to Salt- Salt causes it to flee. Analgesic- Its feeding causes no pain till after 10-TB turns. Anitcoagulant- The wounds from the beast bleed profuselly 8-TB rounds of losing a wound unless +1o% heal test is performed. Aquatic- Movement 6 in water, they can breath underwater. Attach and Feed- The leech deals a wound a turn, it rolls 1d10 on a 9+ it releases, it releases from fire and salt or wtih an opposed strength test cuasing another wound. Every turn the 1d10 test is lowered by 1. Fear of fire- Strike from a fire source makes it flee.


Fence (A2)

An old curmudgeonly crook of a fence in a huge wide brimmed hat with a coined tucked into it, giving you low prices on objects he doesn't have to know the origin of. There is a little window in place of a door, where the fance sits, atop a flight of stairs. He also runs a usury business overseen by the Reman boys from Little Tilea, they run the racket in this part of Altdorf, fellows are fresh off the boat as they say. Markus also enjoys a bit of gambling, not the mere dice and cards however, he likes running bets on whether people survive a given adventure. If you set out on a particularly perillous quest he might set up a bet on who'll make it back home safe and sound. Yes, you can bet on yourself. The whole street gets to bet. Fence Markus "The Brass Eater" Man of the ways of the old Altdorf underworld. Criminally entwined. A subtype of a giant leech.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |    Fel                    33         26        43       31     32       25      36         30 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP    1    12      4       3       4         0        0       0                                                                      Skills: Common Knowledge (The Empire), Consume Alcohol, Dodge Blow, Evaluate +1o%, Gamble, Gossip, Indimitdate, Secret Language (Theives Tongue), Speak Language (Reikspiel) Talents: Disarm, Lightining Reflexes, Quick Draw, Resistance to Poison, Streetwise, Strike to Stun, Super Numerate, Very Strong, Wrestling. Equipment: Hand Weapon (Cudgel, Knuckle-dusters, Leather Jerkin (Arms 1, Body 1), Racketeer's Hat, Little Strongbox (Containing 50 gc), Writing Kit.

Wagon stand (Brandy) A small creepy pale halfling sells meat pies from this moving food-stand, piping hot. Peddling galloping trots and gossip. “Mootland Pride Pies!” the sign over the oven cart reads. A small chimney and a wheeled stand, the halfling bakes them inside of his little wagon on the spot. You can push the wagon about “You need to go to the Moot and enjoy the pie week there, you won’t forget it!”

Brandy Farbuck Pale little halfling pie and galloping trots peddler. "Mootland pried pies!" He cries.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |    Fel                   15         35        20        20     40       20      25       30 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP    1    10      2       2        4        0        0       0                                                             Skills: Academic Knowledge (Genealogy), Common Knowledge (Halflings), Gossip, Speak Language (Halfling, Reikspiel), Trade (Cook) Talents: Night Vision, Resistance to Chaos, Specialist Weapon Group (Sling). Equipment: Pie oven cart. Bunch of Mootland pies. Neat clothes. Pouch of change (12 silver shillings, 48 brass pennies)

Arms Peddler (Herrmann Wittenstein and his hound Wurst) A bearded old man Herrmann Wittenstein with a hook arm and a pet bulldog Wurst, telling tales of how he got all his weapons. Mostly through shady means, driving to battle fields, stripping the dead. Creepy folk bringing in weapons to sell. The old man is a rough haggler and doesn't buy anything expensive. There are barrels by the entrance, odd mangled heaps of sticking out jutting irons, spikes and handles, as if some daemonic hedgehog of the Chaos Wastes. Formless and corroded into a single mass. Each barrel has “Discount” written on its side. You can pay a bargain price of 2o pence and get an improvised weapon from the list below, as well a one handed weapon list for a gold crown a pull. One of the barrels is in fact an old Imperial mortar turned into a weapon storage. There is a target shield on one of the walls for trying out the new weapons. He has a big Reikland flag hanging proudly on the wall.

Improvised weapons bucket:

01-Mandolin; However an instrument by day in approprietly drunken hands by night it can make for a formidable weapon

02-Coaching horn; The instrument of choice of coachmen, not due to its pleasant sounding but the heft.

03-Sharpened stake; Left behind by a scatterbrain vampire hunter.

04-Butchering hook; Good for separating the meats, dead and living alike.

05-Fat bone; Since fathers of most races used this tool for cracking their foes skulls in the olden days.

06-Bell stick; Used by the town criers, now packs a punch as an improvised club.

07-Sharpened bone; Wrapped in cloth and sharpened at one end this thigh bone is going to see someone hurt.

08-Beastmaster’s spiked leash stick; A weapon to snare, choke, and bleed, in the past used to tame hounds and other beasts.

09-Graverobbers shovel; Sharpened shovel formerly used to disturb the kingdom of Morr.

10-Ass’s jawbone; This little kind creature comes back to bite in its afterlife.

11-Sheep skull on a stick; Not only the necromancer know how to use the dead to their advantage in battle!

12-Chain; A peace of chain taken from the city docks.

13-Metal stud; Sharp and heavy.

14-Small shrine on a pole; There are different ways of expressing one’s religious feelings.

15-Scythe; Morr's favored tool the time to reap cometh. 16-Sheep shearing scissors; One half of the scissors makes for a mean improvised knife.

17-Nail board; A peace of floorboard with a nasty nail sticking out of a particularly convenient place

18-Cobbler’s hammer; Good for bashing in soles, and brains of your foes.

19-Old broken rifle; The last time it fired was during Magnus’ crusade, but the stock of the rifle still gets to see action.

20-Hoe; Soil or flesh, you may plough them through. 21-Sturdy chair leg; A peace of sculpted and lacquered wood from one of the noble estates. Makes for a good club.

22-Hefty clapper; Hefty metal ring with a floppy peace of rusted ornamental but still tough beast’s head.

23-Roof spire spike; Fallen from one of the rooftops, a famous peace of Imperial architecture.

24-Drummer’s club; Used for beating out rhythm during army parades.

25-Reading Stick; A bronze cane ended with a heavy brass pointing finger. Favoured weapon of catechists. 26-Bricker’s trowel; Used to build up this city.

27-Baker’s paddle; Broken off at one corner, sharp shards of wood sticking out, and hastily filled with bent up nails.

28-Wooden leg; This peace of prosthetic once belonged to the old night’s watch captain. You can hear rattling inside. (Upon braking it contains 3d6 gold crowns)

29-Gun fork; When in need of harming and out of firearms, the gun fork will do the job.

30-Potato masher; Very important artifact of the Halfling culture

31-Cauldren scrubber; A club with nastily bent out nails, symbol of apprentices to alchemists.

32-Candle stand; A nicely fashioned candle stand.

33-Wizard’s staff; Stolen from a celestial wizard in hope of stealing his power, however not magical, still packs a punch.

34-Massive razor; Used by the local barber-surgeon for shaving of the ogre mercenaries.

35-Brass comet spire; Fallen off of Sigmarite church, this bent spire takes the shape of twin tailed commet.

36-Sharp horn; Broken off of a fallen beastmen.

37-Bag of rocks; A large leather pouch filled with the city rubble.

38-Metal wind rose; Used once for telling the wind direction, now used for braining of the damned.

39-Wall brazier; Burned out long ago. One can only hope that the city watch is not looking for a missing brazier anymore.

40-Tavern signboard; A little bit of an intinerant advertisement for the “Tasty cockrell”.

41-Crutch; Taken from a Shallayan hospice.

42-Hearthpoker; Maybe used also for the poking of your enemies..

43-Thiefcatcher’s pole; A long spiked stick covered in flopping and swinging freshly chopped off human hands.

44-Diseased mutant rat on a string; This one has spikes along its spine. "Don’t drink the sewer water!" A board beneath it states. The beast suffers from the Green Pox.

45-Ratcatcher’s pole; A long spiked stick covered in flopping and swinging fat dispatched rats. (There are 3d6 rats on the pole)

46-Smuggler’s paddle; Smuggling is a tough piece of bread, so smuggler’s paddles must make for a weapon too.

47-Small scale; Blessed by a priestess of Verena.

48-Roadsign; Used to show the way to the Morr’s kingdom.

49-Ornamental spit-fork; Once owned by a rich and respected halfling master-chef.

50-Helmclub; Some poor knights head on a stake, wrapped with a chain.

51-Wooden pitchfork; Two teeth of sharpened wood smile at the onlookers

52-Spiked cage of diseased rats; They are making quite the ruckus and tend to bite through the bars.

53-Steel pitchfork; Once proudly owned by a wealthy peasant.

54-Weird meteorological sphere on a staff; Once used by a wizard to forecast the weather.

55-Citywatch lantern; With the inner plate missing, there is no way to put a candle in it, you can still whack with it.

56-Spiked wheel on a broken axel; Belonging once to a cart of taxcollector

57-Twig knife; Sharpened twig, for those in really dire straits.

58-Sharpened spoon; A massive spoon once belonging to a halfling master-chef, readied for war.

59-Twigflail; A large ball fashioned from wooden stakes, attached to a handle with a rope

60-Sickle; Crescent blade, to slit and cut.

61-Shallayan dove; Cast iron dove, once proudly welcoming the visitors of Shallayan infirmary, now a flail to do harm with.

62-Polehook; Once used to fish out the critters of the river Stir.

63-Maw of a bear trap; Previous owner lost the tip of the weapon and attached this cutie to the metal handle left.

64-Broken spear; Tip of a spear, scrapped from a battlefield.

65-Wooden head; Head of a statue of a rural goddess strapped to a chain, cracked, its paint washed off with blood.

66-Surgeon’s saw; For non-consensual battle amputations.

67-Twained misery-whip; A one half of a two-man saw, now handly makes for a nasty hatchet.

68-Meatcleaver; Butcher’s finest friend.

69-Thick branch; Fallen off of one of the stout trees of Reikwald 70-Iron bound grimoire; Whatever secrets it keeps, iron was the way to contain them, it swings on a chain.

71-Churning tool; Once used to churn butter nowadays used to churn the brains.

72-Cannon cleaner; Taken off of a dead cannon crewman.

73-Cannon lighter; Taken off of a mad cannonier.

74-Fishknife; Used on the giant Reikeel carcasses.

75-Hook lash; Crescent shaped blades swinging off of a covered in coagulated blood flagella.

76-Bundle of skulls; Bunch of human skulls tied together with a rope.

77-Morr’s key; A massive mortuary key opening the gothic gates of Morr’s gardens.

78-Wooden mallet; One handed large square headed tool used for bashing down stakes.

79-Cane; Once owned by a noble or a merchant to bring out his status, shod with bronze at the tip.

80-Branding tool; Once used for marking of the cattle bought at the Viehmarkt by one of the merchant houses.

81-Stone sword; Broken off of one of guardian statues in the garden of Morr, a heavy sculpture of a sword.

82-Shattered lance; Left on the battlefield by some nameless knight, now taken into use of the needing of lesser standing.

83-Climbing hook; Taken from the old thief’s guild hideout, once used to scale sheer surfaces.

84-Brawler’s tankard; You can knock someone's jaw off, without spilling a drop. It's a dwarven invention.

85-Wooden rake; It’s teeth sharpened.

86-Smithing maul; A hammer from a long cold forge.

87-Ironworker’s pincers; Not only good for pinching, but whacking the brains out with their massive weight.

88-Gardner's shovel; Good for digging into soil or necks of your foes.

89-Shephard’s cane; Shephard's main tool, good for bullying the sheep about as well as anybody who want to steal them.

90-Hand Drill; Can be used to drill, and stab.

91-Wool comb; Who would have thought that a board filled with nails could be used to do harm?

92-Broken ladder; A broken and sharp peace of ladder, with two steps making for a handle to two nasty stakes.

93-Beaker- A skull of a water-bird with a massive beak on an end of a staff left behind by a druid.

94-Mummified arm- Ripped off of a shambling corpse

95-Cutting board; Stolen out of one of tavern kitchens.

96-Broken bottle; If you don't have the will do go around looking for a weapon, a simple bottle will do.

97-Imperial cross; A heavy ornament on a chain, with a depiction of laureate skull.

98-Broom; Sharpened by one end, it's time to sweep the town clean.

99-Bow without a string; It is still, a formidable stick.

100-A broken crossbow; The mechanism is rusty and broken, but it's still a heavy peace of siege crossbow with a metal shod but.


Onehanded weapons

01-Reinforced cudgel; A hefty club with three studded bands of iron spanning it.

02-Hooked club; A hefty cudgel with four hooks simmetricaly strapped to an iron band wrapped around it.

03-Gladiator’s spiked plate sleeve; Crowds favorite tool of brain mashing.

04-Godendag; Westerland favored spike tipped club.

05-Facestern; A golden morgenstern with an image of a mischievious smiling face molded into it.

07-Shoepick; A warpick with its head in a shape of a pointed cracow.

08-Earpick; A silvery warpick in a shape of a spike penetrating an ear.

09-Daemonpick; A pick in a shape of a deamonetts vile tongue.

10-Handpick; A warpick in a shape of a hand holding a unicorn horn.

11-Beastpick; A warpick in a shape of chimera jelously wrapped around a thorn.

12-Luckynail; A warpick in a shape of a hand twisted in Ranald’s gesture holding a nail.

13-Eyes of malice; A warpick in a shape of a tormented screaming face with protruding spikes for eyes.

14-Vile-touch; A warpick in a shape of a pointing demon hand

15-War-rose; A warpick/mace in a shape of a rose with a massive thorn beneath it’s bud.

16-Druidic sickle; A weapon of choice of religious champions of Rhya. Built with the singular purpose in mind, that of slashing blasphemers.

17-Chain cudgel; A club wrapped with a nasty chain, all rusted through from thick congelaed blood.

18-Winepikcer’s mace; A mace with a pretty floral-wine pattern along it’s flanges and twisted shaft.

19-Race winner- A mace in a shape of a fist holding a horseshoe

20-Elven wardancers spike sleeve; One of the exotic fore-arm mounted spikes used by these Loec favored  spiky-eared showoffs. 21-Solland smiler; Golden morgenstern depicting the sun with a merry smile, its beams sharp spikes.

22-Bladed gauntlet; A steel sleeve ending with three sharp steel claws.

23-Crescent axe; Axe whose blade is remeniscent of the moon when in its vailed form, made entierly out of metal.

24-Mist club; A mace with a metal head in shape of an elongated cuboid with brass studs and strange  runes marking it.

25-Aqshynar skull; A burning skull of a pyromancer with a rune of aqshy carved in its forehead bound to a brass handle. It refused to stop burning even after its owner died.

26-Glave axe; An axe with a broad head ending at one end in a spike and at the other on a sharp angel.

27-Flanged mace; A mace with a head divided into six sharp metal flanges, topped with a spike.

28-Four point and a hammer; Four spikes pointing into different directions, and a hammer head attached to a simple wooden handle.

29-Nailed club; A club banded with metal and hefty yet short small black spikes.

30-Justicar mace; Verenan judical champion's mace, tipped with pointed flanges.

31-Norse axe; Norscan styled axe, with a broad edge, and thin head top. With a carved leather bound  handle.

32-Verminlord- A rusty sword with a mummiefied rat in a tiny jesters outfit crucified along it’s blade and crossguard.

33-Flensing blade; Used in the dockside to cut flesh off of various large fish dwelling in the river. Used by some of the Altdorf gangs to do their nasty bidding.

34-Kislevarin blade; Curved weapon used North of empire by the famed cossack warriors, exotic and swift.

35-Witchhunter's falchion; A weapon stylised after the blades encounter by the crusaders in Araby.

36-Roadworden's sword; A weapon taken from one of the many defenders of Reikland roads.

37-Knights' panther sword; A stylized and rich looking, gilded sword taken off of a knight panther.

38-Peasant's messer; Crude yet sharp one sided blade ending in a flamboyant curve.

39-Morr's crowbeak; Crows are the chosen birds of Morr, this weapon must have belonged to a templar of Morr's calling. It is a warpick depicting a crow's skull.

40-Morr-bird; A woefull bird like creautre with a stern look and  with tricone spikes leaving its grim head. It is perched on a handle of black iron.

41-Morrslieb; The woefull grining moon with spikes leaving it's surface forming a formidable and nasty looking mace.

42-Mannslieb; A sad brother of the green moon, bound with spikes of iron, and with an engraved symbol of Mannan at its handle.

43-Badmoon; A battle sickle in the shape of an evil looking half moon with a crooked nose, sharp teeth and eyes of madness.

44-Morrsword; A sword of one of Morr's templars, abound the cold steel permiates a certain mortuary chill.

45-Morraxe; An axe of a Morrite templar, a large glistening skull from which emerges the large cresscent blade smilles eerily.

46-Halfling sword; A xiphos brandished by one of the halfling adventurer of Sauerapfel. 47-Laurelorn blade; An elven sword, grace forged into steel by one of the blind forest-hermit priest-smiths of Vaul.

48-Talabeclander sword; A sword belonging to one of the dwellers of the crater.

49-Broken Halberd; A halbard broken into two, it's still a decend weapon, but now half way shorter.

50-Nordlander Sword; A sword with a runic inscription for luck at its base, smelling of the sea and pine.

51-Stirland Sword; Its handle is woven with a dirty rag as it  seams to be falling apart slowly and the blade has seen its use.

52-Hochland Sword; The sword of survivors with an elk skull motif at its base.

53-Middenland Sword; A cold blade of the forges of the Faushlag hill.

54-Ostland Sword; A sword with a bull motiff in its handle.

55-Winged axe; An axe with a rising wing balancing it out from the side opposite to that of the blade.

56-Meat hatchet; A large axe fit for killing an Averland bull with a single strike.

57-Middenlander axe; A hatchet with stark Ulrican motives.

58-Norseman axe; This crude peace of metalwork have been left behind by one of the Norscan pillagers prowling about the city. Sold off by the gateguards when he did not claim it in time.

59-Shallayan Scepter; A dove topping a heavy peace of oaken club; symbol of a prioress of a monastery of Shallay.

60-Eonir Blade; A sword brought here from Laurelorn by a wandering elf of malfate, sword forged by one of the blind smiths of Vaul.

61-Pickaxe; A small prospectors tool, brought here by one of the dwarven adventurers.

62-Reikland sword; Belonging to the city’s garnizon.

63-Charcoal Burner's Axe; A simple tool used as a weapon in these trying times.

64-Combat Torch; A burned out club bound with charred rags.

65-Hand brazer; An iron  reinforced club with a massive roaring fire in the midst of it's crown of black iron.

66-Burning Aqshy Sword; Once a pride of a magically capable smith of the Pyromancy school. It refuses to burn for some reason despite all the orange glowing runes.

67-Thug's cudgelA peace of wood thick at the end, as if it was molten to be in such shape despite being of wood.

68-Spiked club; A club of black steel, three spikes of decreasing size on each of it's four sides, and a large tip spike on it's top.

69-Broken twohander; Turned a single hander with a really long handle after an epic duel with a beastmen chieftain...

70-Flammberg sword; A curving and weaving bastard sword, like a serpent of metal or a cold most flame.

71-Sartosa Hook; A pirat hook for a hand, a natural weapon. One needs to sacrafice a hand for the use of this weapon..

72-Boarding axe; Taken from one of the river-faring vessels of the river Reik.

73-Warbill; A hefty hook of Nuln forged steel, used for piercing enemy armour and their bone.

74-Warbeak; A warbill with a head shaped like a crow's skull; weapon of a Morrite initiate; good for killing the undead..

75-Sigmarite hammer; Weapon remeniscent of the one great fabled Barbarian-God Sigmar carried himself, worn in hope of channeling the patron's might.

76-Battlehammer; A tool of war, more remeniscent of a large cobblers tool than of Sigmar’s arm, with hook on the back.

77-SilverhammerA hammer that must have belonged to one of the White Wolves teutogen guard once.

78-Tenderized; A hand hammer, with plenty of groves to make the meat struck pleasently tender.

79-Rugged axe; A simple weapon, with bronze ornamental spikes, and very poorly hewn blade, as if sharpened on a common rock.

80-Marienburg Sword; Expensive and adorned with motiffes of coins and gold pouches, and the coat of arms to Marienburg,

81-Hookhammer; Part bill part spiked hammer, with a heft to it most grand.

82-Twosided billhook; A weapon designed to rend and tear flesh off of humanoids with little effort.

83-Fourside billhook; A weapon looking like a really nasty war-anchor.

84-Warcleaver; The butchering work is a messy one, especially if performed on moving targets.

85-Slender hammer; A hammer of war, used by the Northern mercenaries, with a mean spike and a small head; unlike the Ghal-maraz

86-Sicklescythe; A tool of agriculture with a straight perpendicular blade.

87-Small mallet; A one handed wooden hammer, used for defending the Southern Imperial vineyards from goblin incursions.

88-Thuringian club; Styled after the ancient tribes of darkwald berserkers, this cudgel ends with a large bubo of wood to smash with.

89-Fourface; Ending with a bearded patriarchical screaming faces, this steel club seems to have been a sacrificial tool of some sort.

90-Sollaxe; An axe with an immense gilded sun engraved in it' wide head. A weapon of a Solland knight, an extinct breed.

91-Landsknecht's sword; A sword of a flamboyant Imperial mercenary, now retiered into the kingdom of Morr.

92-Morgenstern; The favoured tool for bashing and piercing things at the same time.

93-Scepter; A large heavy club of metal, aboud with heft, once wielded by a leader of a mercenary troop, as a symbol of status.

94-Short sword; A blade too long to be called a knife, yet to short to stand as a propper sword.

95-Long knife; A blade to short to be a short sword, yet too long for a proper knife. Used by the Hochland hunters.

96-Spiked spoon; Sturdy long oaken spoon bound with nails of dwarfcraft, improvised halfling weapon of warfare.

97-War-fork; Weapon favoured by the Halfling mercenaries and vigilantes; long and pointy, great for Montfort  style fondu.

98-Shortspear; A spear used as a club; once a weapon of a famed halfling rat-catcher. One recently  himself cought by the rats.

99-Warwheel; A club with a thick base of a cudgel, with a wooden wheel on its top, serrounded with spikes of heavy iron.

100-Mace; A simple and short sturdy club ending with a winged metal head, and a nasty stud at its very pinacle.

  Wurst the Bulldog A fat merry little dog. It is very loyal, but it's hardly a battle hound.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |    Fel                    25         0          21       21       38     15      30          0 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP    1     6       2      2       6        0        0       0                                                                      Skills: Follow Trail, Perception +2o%, Swim. Talents: Flee! Keen Senses, Natural Weapons. Veteran Shop Owner Hermann The old creep peddles rust and weapons scavanged off of battlefields. Everything in his shop is second hand and is often packing an interesting story. He was a veteran of many battles against the Beastmen, Greenskins, Chaos warriors. Having lost his eye and left hand in a battle long ago. He sports a mean hook for a hand.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |  Fel                    40        40        35       30      35      20       35       20 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP   2     17      3       3        4       0         3      0                                                                      Skills: Common knowledge (the Empire +1o%(, Consume Alcohol, Dodge Blow, Gamble, Gossip, Intimidate, Perception, Secret Language (Battle Tongue) Talents: Mighty Blow, Strike to Injure, Specialist Weapon Group (Two-handed, Flail), Very Strong. Equipment: Hand weapon (Sword), Two-handed (Axe), Full Mail Armour and a Helmet (Whole body 3, Head 5) Bottle of Good Craftsmanship Spirit, Tattooing Kit, Key to a Strongbox. Portemia's Shoddy Wagon (H5) A broken wagon before the temple of Shallya opens with a sudden creak. Portemia starts talking her Strigany witch crap at the party. "Come and learn your fate wanderers... the Strigany will tell you the truth!" and after a moment's conversation "How odd, you are not doomed! I can feel it! Deprived of doom, very uncommon in this part of the world, yes... do you wish to be doomed? A few pence I shall foretell your doom" Portemia offers magical services of an unspecified variety. You can pay her for her necromantic lore or a card reading. She can also identify magical items. Swarthy old crone sits in her wagon filled to the brim with trinkets and gaudy decorations. She's twirling her long taloned fingers about a seeing crystal. You know the sort, getting paid a few brass pennies to tell daft Imperial wenches who will be their future husbands, and young drooling farmhands if they will ever become a great warrior. For them to answer with a smirk that they see some grim end of theirs instead. She's bound in odd looking pendants and wristband, she has a skull of a cat for a necklace as she mutters to herself and silently cackles with a high pitched ominous voice. She uses her tarot deck to divine future for you; A deck consists of four suites, usually shields, swords, cups, and clubs, ranked from 1 to 10, with a Squire, Knight, Queen, and King. In addition, there are 22 major arcana cards including the Idiot, the Magister, the Huntress, the Sea, the Emperor, the Priest, the Lovers, War, Justice, the Hierophant, the Wheel of Fate, Strength, the Raven, Morr, Temperance, the Ruinous Powers, the Tower, the Star, Mannslieb, the Sun, Verena, and the World. This can be done at the start of every adventure. By doing this you may gain a boon, or even fortune points, but also stand to lose them to a bad roll.

Portemia the Strigany Mystic The old witch lives apart from her people. At times visiting her nephiews and distant family. She is a member of two clans of Strigany and an important authority in both. The queer aunt from the captial city, both to the caravan and river-borne Strigany.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |   Fel                    25         25        20      25      30       45      40        40 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP    1   13       2       2        4        0        0       0                                                                      Skills: Academic Knowledge (Astronomy, Necromancy), Charm, Common Knowledge (the Empire, Kislev) Drive, Evaluate, Gosspi +1o%, Haggle, Hypnotism, Performer (Dancer, Storyteller), Navigation, Perception, Read/Write, Secret Signs (Astrologer), Sleight of Hand, Speak Language (Reikspiel, Strigany, Kislevarin) Talents: Sixth Sense, Seasoned Traveller, Flee!. Equipment: Book of Star Charts, Deck of Cards, Eldrith Jewellry, Crystal Ball, Writing Kit.

Special rules: As a Strigany she suffers a -1o% Fel modifier when talking to people from the Empire. Shallyan Hospice (G/H/I/J 1 and 2) Saint Hilda of the doves was a nun of the Shallyan temple in the Empire, when the city of her nunnery was claimed by the worshippers of the dark gods she and her sisters took to a refuge in the hills. Having taken the doves of her nunnery and seeing the chaos of the military forces trying to take the city, she tied burning satchels of hay to her doves and sent them home to their cottes, setting the city aflame and damning the heretics to a fiery grave  A small Shallyan mission, a mighty iron door stands guard of the hospice, a small steel window is also placed in the wall of the hospice. It being the bad part of town. The main doorway leads into an antechamber where one is to leave the wounded and sick upon an especially prepared blankets with a nifty bench to wait by. When one wants to enter the little visor in the door opens and an angry looking middle-aged woman with a nasty scowl looks at you. “What do you want you thugs?” It’s Hilda the mother superior, she’s a bit of a character, but she needs it to run the mission in the shitty part of town. She was sent here as a penance for her misconduct, to learn the virtue of patience. She’s been fostering quite the opposite feelings however. She looks the party up an down (She’s got the eye for ailments) and decides if they are allowed in or not, the wounded are to be left in the repository, then they are admitted in. "I know your type! Always eager to brake skulls and noses at the tavern. Running to Shallya when you get as much as a splinter from smashing someone over the head with a bar stool!" There is also a soup kitchen window (J3). There is also a dovecote (I3) outside of the building, you can pull out 1d6 dove eggs out of it. There are some doves pecking at the cobbles in front of it. There is also a tiny shop in a towerett of the temple (G3), selling devotional trinkets like censers, prayer beads, prayer parchments and such. All made by the sisters of the mission. There hangs a huge iron dove over the receptory. There is laso a hefty strongbox for donations (G1) it is chained to the marble floor by a shrine in which you can leave your offerings and make prayers (You can cast divine spells of Shallya with a bonus).

Contents; You can get a meal of gruel or thin soup in the hospice food kitchen. The devotional kiosk offers a variety of Shallyan religious trinkets which have various adverse effects on the plague. Upon knocking on the trapdoor of the small kiosk the little trapdoor opens to unvail a pretty, young Imperial lass all dressed in white. "May Shallya be praised welcome to the high temple sanctioned emporium of devotional trinkets and religious paraphernalia, I'm sister Olga, how may I be of succour to you this fine morning?" If you ask how come is it that they demand pay from the faithful, she has this to say; "Well then sweetheart, if you so wish you can go around begging, Shallya trully loves when the likes of you awaken brotherly compassion amongst men. A few brass pennies ought to be enough. Just make sure you don't spend it on ale instead!" Talisman of the dove; +5 Toughness to resist disease. A coin with a symbol of the dove engraved on it. Tuppence +5, two silver shillings +10, Two gold crowns +15. Bottled holy water; The cap has the shape of a dove. Aspergillum; A container for sprinkling holy water. Can contain up to 4 doses of holy water. Purity seal; For a small donation you can get an item purity sealed, giving you a +5 Toughness to resist disease when wearing said item. Brown prayer parchment anointed with vinegar blessed by a Priestess of Shallya; Wards flue and pox when strapped to your clothing +5 Toughness. Personal audience with the holy relic; (Single donation of more than 10 gc) You are led into the catacombs of the temple by the prioress whom says she was mistaken about you. You’re lead through heavy doors to a small shrine in the cellar where a tiny relic box covered in purity seals is opened to you, thus you’re allowed to touch the Calcaneus of saint Hilda of the doves, it clears you of any TB damage and gives you immunity to pox for a week. Prayer beads of Shallya; White pebbles and a small symbol of the dove, it wards plague off with +1o Toughness for as long as you pray, counting the pebbles in one hand. You can’t speak whilst praying nor use one of your hands and a half action. Censer & Incense; Whilst you carry it, you and characters ending their turn in squares adjacent to you are immune to pox. A single block of incense is enough to burn for half an hour. Blessing; (Donation of more than 5 gc; for every time you donate) You are blessed with a divine spell of the priestess: Would you like the goddess to boost your sanity (Compassionate Mind) Rid you of a plague (Cure Disease) Sooth your troubled mind (Cure Insanity) Purify your blood (Cure Poison) Stave off your affliction (Delay Affliction) Boost your immunity (Shallya’s Endurance) Or aid you against the rampant Green Pox (Withstand Disease).

Shallyan Nun One of the nuns of the temple of St. Helga of the Doves in Ludwigsplatz. A small cult dedicated to the saint, associated with the dove based miracles.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |  Fel                    32        30         25      33      27      30       41       35 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP    1    14     2        3        4        1       0       0                                                                      Skills: Academic Knowledge (Theology, Science), Channeling, Charm, Common Knowledge (the Empire, Tilea), Gossip, Heal +1o%, Magical Sense, Perception, Read/Write, Swim, Speak Aracane Language (Magick), Speak Language (Reikspiel, Classical, Tilean) Talents: Master Orator, Pety Magic (Divine), Strike to Stun. Equipment: White robes, Writing Kit, Pendant of the Dove. Statue of Emperor Ludwig the fat Comissioned by Boris Goldhather (E4) A focal point of the square and its namesake, depicting one of the less acclaimed emperors. The statue is covered with grime and is half destroyed by the passages of time. Ludwig the Fat a fat stout emperor standing on thin legs in a laurel wreath. Having lost grandure centuries ago. The sculptures of the Emperor’s do not carry Ghal Maraz bore triumphantly overhead as it could have them mistaken for Sigmar, an obvious prohibition by the cult of Sigmar. "Roll of academic knowledge history -1o%: Ludwig the Fat creator of the Moot was the father of Boris Goldgather, this statue is indeed an odd commission as his son hated him and both were pitted against each other by the elector counts. Maybe an attempt to white wash history or reconcile with his father? You recall the author of the peace was sumarrily executed after it was errected. One can only guess that Boris did not enjoy the realistic proporitons of his father's frame.” Inside of the sculpture there is an old coffer filled with hundreds of ancient gold coins, hidden by the gold obsessed Emperor Boris. A small stash from his grand trove, tucked away just in case. If it is destroyed it breaks and the hollow interior shows the locked hidden small chest containing 100 gold crowns. However when you strike the statue, the vagabond camped out in front of it speaks out; "Oi, he might have been a bastard, but he was an emperor alright, so you better treat him like one!" The statue has 40 wounds and TB 5.

Beggar's Tent Uwe the bone picker peddles trash on an old rag in front of the statue of Ludwig the Fat. Rat skull, a fish spine and some spoons he found. He tells you some juicy crazed man gossip and begs for coin in his spare time when he’s not running his little shop. He is at times employed to keep up a banner of one of the establishments of the street. "Spare some clank, will ya govner?" Bone Picker Uve

Like many of the Altdorf destiute old Uve spends his days languishing in the hot sun on the cobbles of the many squares of the city, peddling trash and begging for enough clank to buy himself some low end ale to wash the day away. Sometimes doing quests for those who spare him some clank for beer and food.

WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |    Fel                   25         25         28      37      31       29       37        33 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP   1     11      2       3       4         0        0       0                                                                      Skills: Charm, Charm Animal, Common Knowledge (the Empire), Concealment, Drive, Gossip, Outdoor Survival, Perfmormer (Singer), Row, Silent Move, Speak Language (Reikspiel), Swim. Talents: Acute Hearing, Flee! Hardy, Resistance to Disease. Equipment: Beggar's Bowl, Rags, Rugged Tent,  Rat skull, a fish spine and some spoons he found, Crutch (Improvised Weapon). Special rules: Uve can be hired out for an equivelant of a meat pie and two ales a day. He tells you mad man gossip of the town. He only pretends to be hobbled. Scrivener's Guild Office (B1) A small office behind a small door with a symbol of Verena nailed into it. Providing legal advice to the local clerks and peddlers as well as writing skill to those who need it. You can hire one of their guild legalists through the office. Rates are posted up. You can also hire him to read things for you, or to write letters or notices for you. "Before we start, pay me a penny so that I may represent you if you're to tell me somehting legaly compromising..."

Scriviner Selig Suffering the indicencies of the Ludwigsplatz in a stuffy, cobwebbed and surprisingly expensive cupboard under the strairs of a local fence paid for through his services as a scribe and litigant. WS   |   BS    |    S    |   T    | Ag   |  Int  |  WP  |  Fel  32         30        25       23       37       40       41       35 A |  W  |  SB  | TB  |  M  |  Mag |  IP  |  FP    1     14      2        2        4         0        0        0                                                                      Skills: Academic Knowledge (Law, Science) Charm, Common Knowledge (the Empire, Tilea), Gossip +1o%, Perception, Read/Write, Swim, Speak Language (Reikspiel +1o%, Classical, Tilean, Breton), Trade (Calligrapher) Talents: Master Orator, Linguistics. Equipment: Wooden pince-nez, Skullcap, Writing kit, Pair of wax candles.

Oct 20, 2024

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