Here is the new updated version of Literature in The Old World, since my e-mail adress was wrong in the last version I would like anybody who had (or has) ideas (new books, please!) or comments to mail me at this adress: Literature in The Old World By Michael Andersen As a game master you may well find yourself in a situation where the players want to examine some library of no importance. Rather than tell them this, you can use some of the following books. Some of the information will reefer to a "Personal timeline". This is a piece of paper you can make for characters with history skill, which contains information, in the form of a timeline, showing what a character knows. Just skip this rule if you don't like it, and instead tell the player what happened on a specific year, when they read some of the books. The first information in the following list of books is to be read like this: Name of book, Author, Availability, year, price, and language/ languages. Shortcuts are C-Common, U-Uncommon, R-Rare, V-Very rare, E-Extremely rare (only 1-4 versions of the book). Unless otherwise stated, the player must pay 100 EP, and make an INT test, in order to teach skills from books. In these rules the theology skill has been divided into several skills, like the specialist weapon, Secret language, and so on. This means that normal theology skill only covers the religion from the players homeland (eg. Old world religion). The proscribed cults have been further divided into the specific gods. So theology - Tzeentch skill grants the player knowledge of the Tzeencth religion and understanding of the different Tzeentch cults, who also have different aims and translations of the Tzeentch religion. Alternatively you can have the EP cost lower, but even 100 EP will do just fine.You can also judge that the specialist Theology tests, gives a +20 bonus, instead of Theologys +10. 'Normal' under a books language description simply means the normally spoken language of the Author (eg. Empire=Reikspiel, Brettonia=Bretton) The table below are meant to be used with penalties and bonuses. Forexample a merchants townhouse library may receive a -15 modifier while a huge verena temple might receive a +10 modifier. Use the name table in the character pack rule additions for quick names of the books author (unless one is mentioned), and also the place of origin table when you have to randomly determine a country or city. In White Dwarf issue 108 - The WFRP adventure Terror in the darkness, the author Carl Sargent made use of a bestiary title with a Latin name. In my personal opinion this gives an ancient atmosphere to the book. I know there is no parallel to Latin in The Warhammer world, but in my campaign i have introduced a Latin Arcane language from the old Remas empire (Caput Mundi : The capital of the world - Old Latin pronouncing for Rome). This language is most often used within the religious cults followed in the old Remean empire (ex. The Solkan cult), and some old literature is also written in this language. Clerics of cult which emanates from the southern lands (like Tilea, Remean Empire etc.) must learn the Arcane Latin language on their first level. Below are some guidelines, or rather words, for generating Latin names. Don't worry about grammatical correctness, if one of your players complaint about it - Smack him in the head, kill his character or just ignore him!!!!! Bestiis: Animals De "something": About something In aenigmate: Mysterious Liber "something": Book about Something Literatura: Literature or writing Mors: Death Mundi: The world Pictura: Picture Secretum: The secret Speculum: Mirror or the opposite Stellatis: Stars Terribilis: Terrible D100 Type of book: ?-27 Novels and fiction 1-48 -Love stories, Various, C, ?, 2-10 gc, Normal Trivial love stories. Descriptions: Man meets girl, can't get eachother because of a complication, usually a tragic ending. Alternatively a character reading one of these books, should make a T test midway in the book to stay awake. 49 - Journey to Morrslieb, Julius Werner, R, 2403, 25 gc, classical A very confusing book about an expedition to Morrslieb in a flying ship. The reader gains 1D3-1 insanity points. 50-96 -Realistic stories (find an appropriate name), - , C-R, - , 5-20 gc, usually Normal These books contains fictional stories, but an INT should be secretly rolled (History +10). Failure indicates that the reader believe that the contents of the book is true (a historical book). Add something false to the players personal timeline. Ex. "2311 - Dieter the beggar was crowned as Emperor". 97-98 -Dark Dreams and Forbidden Pastimes, Mordecai Thandos, U, 2342, 30-50 gc, Reikspiel (From Deathrock) Although somewhat peverse, the book has nothing to do with anything evil or chaotic. Mainly a volume of erotic verse concerning some historical figures. 99-00 -Arabian nights A collection of histories from Araby. Some bears elements of erotic writting. The book is renowned for the history of Al-nadim and the Djini in the bottle, Ali-Kebab and the 40th Bandits, and others. Basically the same as the Arabian nights in our world, just change the names. The reader will get a slight insight in the culture of Araby, and also learn about the exsistence and nature of Djinns and Efreets. 28-33 Poem/ songs 1 -Beatiful tunes from the Moot, Various Musicians, U, Printed 2446, 40 gc, Reikspiel and nodes Merry Folk music from the Moot. 2 -Songs of Liadriel, various, R, ?, 40 gc, Elthárin + Elven notes This book contains elven songs. 3 - Ogrish Folksong ????????? 4- Children Rhymes and songs Ex.: The Marienburg nursery Rhyme From DoTL Whisperer, Whisperer, will she come soon, The one who lives in the Chaos moon? Whisperer, Whisperer, are we undone When Morrsliebs face eats up the sun? Whisperer, Whisperer, can it be true? Oh yes, my child, now i'll eat you! 34-40 Art/ theatre -The Strange Story of Dr. Ziekhill and Mr. Chaida, Version 1: V.I.Tiodrov / Version2:Detlef Sierck, U, 2474 / 2503, 50 gc, Kislevite / Reikspiel (medival Dr.Jekyll and Mr.Hyde) This book is a play by the famous playwright Detlef Sierck. Originally by the Kislevite dramatist V.I. Tiodrov, but now adapted by Detlef. The story takes action in Kislev and is about a young cleric of Shallya named Dr.Zhiekill who experiments with a potion that turns him into the evil Mr.Chaida. -The treachery of Oswald, Detlef Sierck, U, 2503 , 50 gc, Reikspiel (As proscribed in the Warhammer fiction book "Drachenfels"), The real story about Detlef's attempt to stage Oswald von Konigswald's adventure, about how he killed Constant Drachenfels, in Castle Drachenfels itself. After a serie of intriques, Drachenfels emerges during the play and tries to kill the Emperor and everyone else. Oswald himself hasn't killed Drachenfels but instead made a pact to save his life. Instead it is Detlef who kills Drachenfels in the holy name of Sigmar (the Ulric cult has allready tried to ban the play, but haven't succeded). -Drachenfels, Detlef Sierck, R, 2502, 100-200 gc, Reikspiel, As proscribed in parts of the book Drachenfels. This is the original play script by Detlef Sierck, about Oswald Von Konigswald, Genevieve, Anton Veidt, Erzbeth, And Rudi's adventure in Castle Drachenfels. This play was made under the instructions of Oswald von Konigswald who freed Deltef Sierck from the Mundsen keep in order to make this play. It is known today that the play itself doesn't describe the situation as it actually was, since the traitor Oswald and Drachenfels was the only one to know it by that time. -The world of theater. A kind of dictionary of fameous playwrights. Here is the Malvoisin part (from the novel Genevieve Undead): Malvoisin Bruno (2440 - ?) The author of the banned play "Seduced by Slaaneshi", followed by more perverse and sick plays which was never played on stage. After a anonymously play script, where the Emperor has intercourse with a She-Goat, was traced back to him, the watch showed up to arrest him but found him totally altered. It is said that he escaped him and was never seen again. -The fate of fair Florence - Von Diehl ??? -To my unchanging lady By Detlef Sierck, to Gennevieve - A knights Mid-summer dream See PBTT - The Bloody Chambers, Will Pikewaver, U, ?, 75 gc, Reikspiel/Breton The Dying of the Light page 80-88 - The Knights at the Circus or Acharniazusoi, Aristides, U, 80 gc, Reikspiel/Breton The Dying of the Light page 80-88 This play is a farcial misadventure of mistaken identity, bawdish sauciness and the low habbits of high citizens. - The Wise Children, Johann Bart, U, 2500, 70 gc, Reikspiel/Breton The Dying of the Light page 80-88 A Modern play in which the children of an important noble family depose their parents and adopt a uniquely childish attitude to local political struggles. - The Infernal Machinery of Desire or Love, Will Pikewaver, U, ?, 85 gc, Reikspiel/Breton The Dying of the Light page 80-88 - The Mechant of Sorcery, ?, U, ?, 75 gc, Reikspiel/Breton The Dying of the Light page 80-88 - Companions to Wolves, Sinclair, U, ?, 75 gc, Reikspiel/Breton The Dying of the Light page 80-88 - Taking a Cat to Wife, Gregory Hoggis, U, ?, 75 gc, Reikspiel/Breton The Dying of the Light page 80-88 41-45 Miscellaneous D6 voll 1 -Blank Note Book, -, C, -, 10 gc, - A blank notebook with D10X3 pages 2 -Written Note Book, -, -, -, ?, - A note book found in a library can either be blank, or it can contain some written notes. In this way you can introduce handouts with clues concerning your campaign. Typically the notebook will have been written by the owner of the library, containing notes from books and other research. Notebooks by other persons can also be found. They tend to have information on researches which has been of interest to the library's owner, and thus obtained by him. 3 -Diary Like the written notebooks, a diary can also be used to introduce clues in a campaign, or just be a boring scholars day by day events. Diary's of famous persons are rare but not totally impossible to find. In a larger library you can allow a 10% chance that the diary are the memoirs of a historical person. Ex.: Heinrich Kemlers dark diary, Magnus the Pious warfare diary, etc. 4 -Personal Sketchbook This book is a notebook containing drawings by some unknown person or perhaps the library's owner. The drawings can be some irrelevant drawings of nature areas, cities, or persons, or perhaps drawings to illustrate different subject in books studied by the drawings author. 5 -Hollow book. This book has been hollowed to make it contain a hidden item. D100 Item . 1-50 Empty 51-55 D10 Gold pieces and D6 Silver shill. 56-61 A silver necklace worth D3X10 GC 62-66 Pieces of paper containing an erotic short story in a webery writing. 67-71 Pieces of paper with drawings of erotic motives. 72-77 a small dagger (could be a bloodstained murder weapon!) 78-86 A religious token/ symbol (roll a random deity on the Religion chart further below) 87 A random gem. 88-91 A random vial of a alchemist compound 91-94 A random vial of poison 95-98 D3 random spell ingredients (may have rotten away!) 99-00 A magical scroll (reefer to scrolls below) 6 -False book. This book has a false cover. Roll a new book (ignoring this result and any other like this), this is the front cover. Roll another book, adding +10 to your roll - This is the real contents of the book. 46-55 The world Other continents, Cultures, Geography, Bestiary, flora, maps, Places in the World, etc. -Cities of the Old World Books about cities in the Empire, can contain a lot of different informations. To randomly determine a specific city, you should roll on the appropriate "Place of Birth" table in the character pack rule addition. Informations about the cities will depend on how informative the book are (GM's choice). City informations of the Reikland cities can be found on page ?? or in DotR. Parravon area: page ??. Middenland: CotWW/COC. Descriptions of cities are spread out among different WFRP volumes: Nuln: WFRP Altdorf: WFRP, DOTR, EIF Marienburg: MAR, WFRP Middenheim: CotWW/CoC, WFRP. Se the handout section for Middenheim history! Major cities of the Old World: WFRP 274-286 Couronne: WFRP Bogenhafen: SOB Kemperbad: DotR Grissenwald: DotR Pfeildorf, Wuppertal, Loningsbruck, Agbeiten, Hochsleben : EiF Norsca cities: Norse suplement at Warhammer archives Albion cities: Albion suplement at warhammer archives By reading a book of a specific city, the character will be more likely to find his way in the city when he arrives as a newcomer, and will probably also have learned the right etiquette's, etc. All this depends, of course, on the reliability of the book. Remember also that the books informations may not be "up to date". -Land, continents and areas Like the books about cities, these books contains information of a foreign country or area. 01-56 The Old World 1 The Empire 2 Bretonnia 3 Norsca 4 Albion 5 Estalia 6 Tilea 7 The Border Princes 8 Switzer 9 The Grey Mountains 10 The Vaults 11 The Worlds edge mountains 12 The Wasteland 13 Kislev 14 Remean Empire 57-60 The New World 1 Lustria 2 Naggaroth 3 Ulthuan 61-75 Araby 1 Land of the Sultan 2 Land of the Pirate king 3 Land of the Dead 76-88 Southlands New coast 1 Ivory coast 2 Gold Coast 3 Savage Coast 89-93 The Dark lands 1 The Plain of Zharr 2 The desolation of Azghorh 3 The Howling wastes 4 The mountains of Mourn 5 The plain of bones 94-96 Badlands 97-00 The far east 1 Nippon 2 Cathay The book will also have informations of the D10-5 major settlements in the area, and perhaps also some important sites. -Naggaroth, Banadl Anwesu, R, ?, 200 gc, Eltharin This book is represented in White Dwarf magazine #?? In the article Witchelves of Naggaroth. -Maps Maps can also typically be found in a library. These maps are usually detailed maps of specific areas. Two maps of the same areas can contain different information. For instance one of two maps of the Empire have, as an addition, marked spots of major Skaven lairs, while the other only have the human settlements. This can be a good situation for introducing various maps for you campaign. The maps might also be included in the books above. 56-66 Books of skill and trade, (pick a name or roll one at random ), C-U, ?, 30-120 gc, depends on contents but usually Normal These books contains information about a skill or trade. The appropriate skill can be learnt in the normal way by reading the book. The following skills can be learnt from a book D100 1-3 Arcane Language. Books about Arcane languages, is both a dictionary of words and also contains various information about the language. Books about Arcane languages differs a lot from each other in quality. See RoSM for more details about Arcane languages. D100 Language 1-50 Modern 51-65 Druidic 66-78 Arcane Dwarf 79-87 Arcane Elf 88-91 Daemon tongue 92-99 Elemental tongue 00 Old Slannish 4-10 Brewing. Ex. Names: Fine ales of the Empire/moot/etc., The art of Brewing. 11-18 Cook 19 Diving 20-25 Herb Lore Ex.: -Book of Herbs, Claus Johanson, C, 2423, 50 GC, Reikspiel For 100 EP and a successful INT test, the reader gains the skill Herb lore. 26-29 Manufact. Drugs 30-35 Metallurgy. 36-37 Prepare Poisons 38-39 Secret Sign 40-43 Backery ex.: Longfoots bakery, S. Longfoot, R, 2499, 20 GC, Reikspiel This book can teach the reader Backing skill, which is very similar Cook skill. The skill can't be used in the Wilderness, as an oven, flour, water, sugar, at least is required. But in a city, employment is fairly easy. As well as bread, the character is also able to make pastries. In game terms you should allow Halflings to have this skill already, in addition to their cook skill. 44-46 Super Numerate 47-50 Astronomy. Ex. names: Sternschau's Astronomical Records (dotR-33), Liber Zodiak, or Secretum Stellatis 51 Astrology. Ex. Names: Liber Stellatis 52-54 Cartography 55-57 Chemistry 58-60 Cryptography 61 Hypnotise 62-65 Heraldry 66-73 History (reefer to the Historical section) 74-78 Identify Plant 79-80 Law (of a specific country or region) 81-84 Musicianship. A guide to a specific instrument or node system: D100 Subject 1-25 Flute 26-50 Lute 51-54 Hapsichord 55-67 Violin 68-75 Percussion 76-94 Human nodes 95-96 Elven Notes 97-00 Other primitive node systems (Ex.: Norse) 85 Secret Language 86-94 Additional Language 95-98 Theology * 98 Medical book/Physician book. By reading this book, the reader will be able to lean Heal Wounds, Manufacture Drugs, Cure disease, and Prepare Poison. Apart from this the book contains description of various diseases - of which the reader will be able to cure by using the cure disease skill (except from special, almost, uncureable diseases), a chapter on human anatomi (a theoretic start on learning surgery). Here is an example of a variant from the above example: Speculum Amoris, Massimo (of Bologna) (Source: Il Nome Della Rose) Sort of medical book about the disease 'Love sickness'. The book contains various quotes from other writers and books, about the subject. Ex. quotes: Abu Bakr-Muhammed Ibn Zakariyya ar-Razi from Liber Continens: Love is paralleled with Lycantropi, making the affected act like a wolf. His sight will faint, his body will shrink, and he will become very dry and thirsty. At last the affected person will roam the cemeteries like a Wolf. 00 "Magic" book. This book is about magic tricks, not real magic, but about palming and other entertainer tricks. It is possible to learn Palm object skill, sometimes Hypnotise or Pick pocket, and various tricks which simulate Petty magic tricks (e.g. Pulling a rabbit out of a hat = Produce small creatures, except that preparations and Palm object are used). All these tricks also requires long practical training. *: A religeous book containing a random god or god group (e.g. The law siblings Solkan, Arianka, Alluminas). You should reefer to page 10 in Apocrypha Now, called Skills and Careers (Also found in The Restless Dead Campaign or White Dwarf #90), for further and more detailed rules. 67-77 Folklore. Books about folklore will not necessarily be true, but may have something to do with real events. As GM you should feel free too improvise on stories from the timeline. This roll could also be a good way to introduce a local earth spirit, or maybe a specific daemon. If you want too, you can reefer to the Historical section, and add elements of folklore to the result. 1-50 Religion These books contains informations about religion. Either a specific cult or the gods in a specific area. When you roll a specific area below you should add a 10% chance that the book is non-devoted and instead contains informations about the different religions in that area - normally without the secret or outlawed religious cults. When rolling a single good, there will be 50% chance that the book is written by an author which is devoted to the religion (01-25 means that it will be a copy of the main religious book of that religion - Bible) - This will affect the description of the cult which will be very optimistic. D100 Religion type 01-15 Random common deity of area 16-30 Old World General: 01-02 Ecate 03-10 Rhya 11-15 Old faith 16-18 Ranald 19-26 Taal 27-47 Verena 48-58 Manann 59-75 Morr 76-89 Myrmidia 90-00 Shallya 31-39 Brettonia: - Jeanne du Lac 40-51 Empire: 01-42 Sigmar ex: -See "the history of sigmar" below 43-59 Ulric 60-72 Handrich 73 Stromfels - God of reefs and Currents (outlawed aspect of Manann, worshipped by Pirates & Wreckers) 74-84 Forsagh - God of Prophecy (Aspect of Moor, worshipped by Seers & Fortune Tellers) 85-90 Karog - God of Rivers (Aspect of Taal, worshipped by some Fishermen) 91 Kharnos - Lord of Beasts (Aspect of Taal, Primarily an elven god - worshipped mainly by Beastmasters but also worshipped by Hunters & Trappers) 92-93 Haleth - The Goddess of hunting (Aspect of Rhya) 94-95 Dyrath - The Fertility Goddess (Aspect of Rhya) 96-00 Bogenauer - Primary God of Bogenhafen (or a saint as suggested on the mailing list - I preefer this one!) 40-52 Tilea: 01-45 Madonna Of the Marshes - Aspect of Rhya 46-90 Mercopio - god of trade (Aspect of Handrich) 91-00 Remean Religion(Solkan, Myrmidia, etc.) 53-58 Norse 01-40 Olrik (Aspect of Ulric) - Father of War 41-00 Valdin - The All-Seeing Master of Fate 59-69 Albion 01 Crom-Cruarch - Great Worm of War, Dark god 02-30 Danu, the Earth Mother 31-39 Lugh the Sun God 40-47 Hu, the god of warriors 48-66 Bila, the God of Death 67-70 Ayrin, the Goddess of Love and Beauty 71-00 Ogmios, the God of Literature and Poems 70-75 Dwarfs: 01-40 Grungni - God of mining 41-71 Morngrim - God of war 72-84 Gazul - Lord of undeearth (Dwarf aspect of Morr) 85-00 Rukh - God of Smiths (Dwarf aspect of Ringil) 76-80 Gnomes: 01-40 Ringil - God of Smiths & Jesters 41-71 Randandil 72-00 Gandargil 81-88 Elves: 01-09 Mathlann (Elven aspect of Manann) 10-18 Meneloth 19-32 Sarriel - of Dreams (Elf - Morr Aspect in his dream aspect) 33-52 Sho 'sarrah. - The great provider 53-81 Liadriel - God of songs and wine 82-92 Adamnan Na Brionha - God of the wild dance 93-98 Torothal - Goddess of rain & rivers (female Taal aspect) 99-00 Kharnos - Lord of Beasts (Elf & human aspect of Taal) 89-94 Halflings: 01-75 Esmeralda - Godess of hearth and home 76-00 The Pilgrim 95-97 Law: 01-10 Illuminas, master of light, lord of morning 11-40 Arianka, of law and discipline 41-88 Solkan, Vengeance and Retribution 89-99 Sormophia of eternal beauty 00 Olmek - God of Banthrils 98 Chaos: 01-30 Slaanesh - Lord of pleasure 31-35 Khorne - The blood god 36-46 Nurgle - The Plague Lord 47-77 Tzeentch - changer of the ways, The Great Mutator 78-79 Zuvassin (SRiK) 80 Necoho (SRiK) 81-88 Malal - The renegade, The Doomed One 89-96 The Horned rat - Gnawer at the Fabric of the World 97-00 Obscuras - Master of Darkness, Lord of the Shadows 00 Ogrish - The great marv (By the way, its very creative with all the new developed gods on the internet, but how about some creative Saints and avatars instead, there are so many gods!) 51-52 Halfling war heroes (Both pages), Anominous, U, 2420, worth nothing, Reikspiel Worth nothing except for some Halfling academics who will pay up to 5 GC. 53-57 The history of Sigmar, ?, C, ?, 100 gc, Classical or Reikspiel This history starts from Sigmar's birth and goes no further than to the point where Sigmar returns the hammer. Add the Sigmar events to the readers personal timeline. Theology - Sigmar skill can be gained for 100 EP. 58-82 Other Descriptions can be found in the timeline. 1 Imperial Hero Magnus the Pious (2302+) 2 The war between Arabia and southern Old World. 3 Horror about Drachenfels 83-84 Lives of the Depraved, Konrad Steinhoff - Talabheim Schnuffler & Son publishers, S, 2099, 80 gc, Reikspiel Part of this book about Drachenfels is represented in the handout section. 85 - A Theory of Chaos, Ludwig Mandelbrot, R, 2285, 225 GC, Classical Speculations about Chaos as well as folklore. Different subjects about Chaos is briefly mentioned. A part about Zahnarzt the Bodiless - mentioned under the subject The Eclipse of the Chaos Moon is represented In DoTL 86-89 Archaelologia Maledicta or A compendium of places wicked and vile, Gunther Laubrich, U, 613 IC (first version), 100 gc, Classical - Reikspiel or Arcane Latin. This book represents the section in Annals of Sigmar XXXVII Libram CXX (located in Nuln) - chapter of the same name. It describes places and areas in the Old World renowned of their wickedness and/or curses (before the year 613 IC!! This means that Barony Witgenstein isn't described). No doubt this book contains a detailed section about castle Drachenfels. The more interesting part this section is described in the adventure Castle Drachenfels. 89-90 The Commentary Source: Hammer of the Stars Huge dictionary of Folklore and Legends (The real book Funk and Wagnals dictonary of folklore, mythology and legend could be a good inspiration!) Ex. Article: The hammer of the stars: "Do you know 'Honorius'? The 'Riddle Song of the Seals'? In most cities they have verses which are not sung elsewhere. We would love to hear yours." The Commentary: "Scholars call the riddle song a parable of the soul's path to perfection. But the old view has not been refuted, namely that the seal were real sacred objects of great mage-ic power, not symbols, and the riddles refer to their location." "Some say the whole riddle song has a greater secret woven into it - the way to an even older and more sacred item: The Hammer of the Stars. Its use cannot be attained without the mastery of the Seven Seals. It is protected by the mesmeric influence of the song: one cannot hear ir and remember it all." 91-00 Sagas -Marvin the Conqueror, By his son, E, 2468, Worthless, Norsca The print says "In memory of the great Marvin, by his son". The book describes the life long adventure of Marvin Brutalticos' search of his father. It also describes how he slew Praznagar, demon prince of the horned rat, while the cowardly sorcerer Bernard Philip de Garson lay wounded and unconscious. Later this poor wreck of a wizard consumed warpstone, by accident, and mutated into a very amusing form. Later again, this poor wizard got his stilk eyeballs crushed and was forced to swallow the throuses of a troll, and got an ugly disease. There isn't many persons in the old world who want this fairy tale book, its not even complete because the last pages is torn out. Highest bid is 2 GC and a couple of pennies. -Hagmar Wyrmslayer. A lengendary hero who appears in the folklores of Norsca and the Wasteland. He slew a dragon that was laying waste to the Forest of Shadows/Southern Coast of Norsca. Hagmar, son of a blacksmith, volunteered to go and slay the beast. He filled a gutted carcass of a deer with stones and set it to roast. The dragon swallowed the carcass and the stones shattered inside the furnace-hot belly of the dragon, killing it instantly. Hagmar looted the dragon's cave and became rich. He forged several items of note, see The Dagger of Hagmar, The Chainmail of Hagmar, the Talisman of Hagmar, and The Buckle of Hagmar. 78-84 Historical -Historical Events, -, C-R, 30+ gc, -, - (After the event!) These books contain details about some events in the Old World (or outside it as you prefer). As well as the appropriate story, you can also add events to the characters personal timeline. There a lots of material to be found. D100 Event 1-10 Siege of Praag 11-18 Drachenfels 19-29 Magnus the Pious. See CotWW: Magnus and the year of shamming in Middenheim 30-41 Sigmars life (see Folklore: The history of Sigmar). -30 to 50 42-49 The Dwarf/elf war . -2005, -2000 /The war of the beard. -1997, -1974, -1948, (-1600), -1560, -1501 50-59 The Goblin wars. -1499, -1498, -1457, -513, -469, -370, 0 60-62 The fall of Carag Eight Peaks. -513, 2473 63-64 Ariankas imprisonment and Solkan hunt for vengeance 65-66 Malekith the Witch-king. -4458, -4164, -2751, -2736 67-68 Prophet Mulhaed al-quyat. 996, 1050, 1060, 1065 69-79 Emperors of the Empire 80-88 The Religious war between Araby and The Southern Old World 89-90 Naggash (Citadels Kinder egg surprise! God that model is ugly) 91 Warfare of the Skavens 92+ Still to be invented! 85-90 Bestiaries, - , U-E, - , 30-100 gc, Usually Classical Bestiaries contains information of a variety of creatures. You can determine the number of creatures by rolling a D10+4. Some bestiaries might have more at your discretion. Remember that the creatures don't have to be true creatures since many of these books have information about imagined creatures, probably just to attract the readers. You can use the information in the WFRP bestiary. Following creatures contains more information: Dragon ogres (ROC-LD 154, see hand out section), Minotaurs (ROC-LD 146), Beastmen (ROC LD 128). For other creatures, you can roll up a chaos spawn, and make it a hybrid between two creatures. GM's with copies of Warhammer 40K could also use creatures from other planes and worlds (one of these creatures could have entered the warhammer world via a chaos vortex and been encountered by the author), using the WFB to WFRP rules in the bestiary in the WFRP rule book. Names of Bestiaries could essentially be something like Liber Monstrorum de Diversis generibus (Latin:Book about different kinds of monsters), or Bestiis, or De Bestiis (Latin: About animals, basically the same meaning as bestiary) - type ex.:De Beastiis Chaotis for a bestiary containing creatures of Chaos. 91-93 A race and its culture -Skaven Society, Bargriam master of La Maisontaal, R, 100 gc, Classical, 2491 This book describes the society of the Skavens. Although the player may actually already know it, his character should obtain knowledge of the different Skaven clans, and the council of the thirteen. The clans described in this book is Clan Scruten, Moulder, Skryre, Pestilens, And Eshin and also how they are positioned in the society. The player can recognize a Skavens clan on a successfully Int check, if it is a clan from the ones mentioned above. For more information of the Skavens, you should reefer to the book of the rat in the warhammer archives (I havent read it yet, but it looks promising). Also you can let the player read the section about Skavens in the WFRP bestiary. The following can be added to a players personal Timeline: IC 2491 Bagrian Master of La Maisontaal, infiltrates Skavenblight and discovers the Black Arc. You can also add various skaven events from the timeline (ex. 2387). - Ogrish Standards of Etiquette, Translated by professor Werner Bermann university of Nuln, S 100 gc, Reikspiel, 2476 This book describes the Ogres and how to deal with them without being eaten. First part of chapter one is represented in the Doomstone adventure Blood in Darkness, or Hogshead's Fire and blood. Other informations can be found in the WFRP beastiary - such as phrases, physique, and so on. 94-96 Philosophy (non Theological) - The spherical earth, Von Haldstadt, R, 2475,150 GC, Reikspiel This book described the theory that the earth is round, a theory believed and spoken off by a small number of people in The Old World. The book mocks other writters description of the end of the world, and claims that the earth has no end, as its spherical. players with different opinions will have an opportunity to roleplay some amusing discussions. - The non-existent Gods (Front cover reads: Your Gods have perished!), Anonymous, R, 2432, 50 GC, Reikspiel This book is about the theory of atheist's and try to convince the reader that the Gods doesn't exist with different examples and explanations. The author declares himself a follower of the Chaos God Necoho, not because he believes he exist but because of the ideas the name symbolizes. It will be hard for a player whether to denounce the book Chaotic or not. Most of the Old Worlds religious cults (Especially Ulric, Sigmar, and the more uncommon Law cults) have banned the book as being blasphemous and many copies have been burnt (including the Print house in Carroburg), while others is preserved and kept away from the public in the larger Verena temples. - Alternative Dimensions, Leonardo of Remas, R, 2378, 250 GC, Arcane - Latin This book describes the theory of planar dimensions, and warpspace. A description of the Old Slann and their ability to travel through dimensions is contained within the unsorted pages, but it is more theory than actual facts. - The philosophy of Morlum Necksnapper, Morglum necksnapper, E, ?, ?, Orrakh This book contains different writtings by the marauding Orc Morglum Necksnapper, who was believed - by his fellow orcs, to be a great thinker, but most important of all - could belt other orcs who opposed him into a pulp. Three of his philosophies are represented in the handout section. 97-98 Foreseens/Prophesies -Lieber Malific, Marius Hollseher, R, 2325, 250 GC, Reikspiel The books main parts can easily be read by a player, by showing him specific pages of the Realms of chaos books (represented in the handout section without illustrations). The part "The book of chaos foreseen" can be found in ROC-SD page 12, 38, and 68. The part "The book of hated Khorne" can be found in ROC-SD page 110, and 210. The part "The book of contemptible Slaanesh", can be found in ROC-SD page 106. Handouts have been provided in appendix A. An INT test is made for each of the last two parts. Failure means a gain of 1D3 insanity points, and success means that for the price of 100 EP, a special Khorne, or Slaanesh theology skill can be gained. -Omens and Prophecies of the Seer Unserfrau (DotR-33) 99-02 Books of magic 01-08 Grimoire Grimoires will typically contain only one type of magic (eg. Necromantism or Elementalism). Determine the type on this table.: 1D10 Type 01-25 Petty 26-60 Battle 61-75 Elementalism 76-90 Illusionism 91-96 Necromantic 96-00 Daemonology If you play with the color colleges, you might want to use the following table, when rolling a petty or battle result: 1D8 College 1 Amber 2 Amathyst 3 Celestial 4 Gold 5 Jade 6 Light 7 Bright 8 Grey The Grimoire will normally contain 2D4 spells which should be randomly determined individually. D100 Spell level 01-55 1 56-85 2 86-95 3 96-00 4 09-14 Magic Scrolls Determine which spell a scroll contains, using the above rules for Grimoires. There is a 5% chance that the scroll contains 1+1D3 spells rather than only one. 15-16 Books on spellcasting Books about spell casting are rare indeed, since magic is usually learned by a tutor, but they do exist. When found they will typically be combined with a minor grimoire (The grimoire will always be in Arcane language due to the spell pronouncing). D100 Magic concerned 1-24 Petty magic (no spells) 25-50 Petty magic (D3 spells) 51-70 Petty magic (D6 petty spells) 71-80 Petty and battle lvl.1 (D6 spells) 81-90 Daemonologist lvl.1 (D3 spells). Novice readers of this book gains D3 insanity points 91-00 Necromancy lvl.1 (D3 spells). Novice readers of this book gains D3 insanity points. 17-23 Books about Undeads These books concerns the studying of magical Undead creatures. Some can be like a bestiary, while others can be stories about Undead creatures. The view points can be neutral - boring dry facts!, or bear the stamp of religious viewpoints - being more like a warning or apocalyptic prophecies. It can of course also be an evil viewpoint, written by a Necromancer, telling more about how to use Undeads than warn against them. Depending on the contents, the reader will be able to acquire Identify Undead/Necromantic Lore skill from this book. Look in SRiK for good inspiration about animated deaths. Ex. Names: De Bestiis Necronomica, Liber Secretum Mors, Beyond the Grave, The Restless dead (I know!), Physical death and the after life, The living dead, The dark revenge below. 24-27 Books about Daemons Basically the same as Books about Undeads above, except that, of course, they tell about Daemons, and that their viewpoint are rarely neutral. The reader can obtain Daemon Lore skill. Ex. Names: De Beastiis Daemonica, Liber Secretum Daemonica, Beings of the Void, Beyond the barriers of the Void, The avengers from hell. 28-30 Scroll Lore/Manufacture scrolls 31-34 Manufacture Potions 35-41 Magick lore. These are books which give a theoretical insight into the secret arts of magic. See description of Magick Lore skill in RoSM. Ex. Names: The secret art of magick, Liber Secretum Arcana Macicka, Arcana Macicka, De Magicka 42-49 Alchemical Lore These are books which give a theoretical insight into the secret arts of Alchemy. See description of Alchemical Lore skill in RoSM. Ex.: The Alchemicon Source: The hammer of the stars: Dictionary about the different effects of compounds and substances (on Humans!). Ex. Article: " Alas, it's as I feared! The Silver Wine of Fallerion! This wine is more portent than any other. A man who has drunk deeply of it shall succumb swiftly to hypnotic chants or mesmeric songs", "Protection can be got from herbs and seeds, most notably the Brown Pepper of Achillesia." 50-54 Enchant Lesser Artifact/manufacture magical items 55-58 Enchant Lesser Spirit Artifact 59-69 Prepare common Reagents 70-73 Prepare extraordinary Reagents 74-75 Prepare True Elemental Reagents 76 Manufacture Gas bombs 77-79 Thaumaturgic forms. General or more throughout information on the Thamaturgic forms in the art of magic. GM should reefer to the Thamaturgic section in RoSM. 80-82 Elementals General or more throughout information on Elementals and Elementalism. GM should Reefer to the Elementals section in RoSM. The reader will be able to obtain the Elemental Lore skill (practically the same as Daemon lore, but concerning Elementals and Elemental magic). Add viewpoints like the books about Undeads and Daemons above. Ex. Names: The Royal spirits of the Void, Elementals - Spirits or just a Daemonic aspect, The four elements 83-89 Manufacture Alchemical compounds These books are the Alchemist's "spellbooks". They contain information about various compounds' effects and how to manufacture them. As well as being able to learn the different compounds, the reader can also learn the Manufacture Alchemical Compound skill. Remember, however, that the reader must have pretty good insight in the subject (eg. Being a alchemist aprentice, etc.). ex. names: Liber Arkana Alchemy The book will normally contain 2D4 compound recepies, which should be randomly determined individually. D100 Mastery level 01-55 1 56-85 2 86-95 3 96-00 4 90-94 Books about Magic artifacts Books on this subject contains general information about the signs and inscreptions on magical items. The books will also contain examples of runes and the more common artefacts. Apart from this, most books also contains information about infamous and historical Artifacts. The reader will be able to learn the Identify Magic artifacts skill, from this book. 95-98 Rune Lore These books contain information and some translations of the ancient lore of the runes - Powerful inscriptions of the words spoken by gods. The reader will be able to learn the Rune Lore skill (see RoSM for more details). 99-00 Extremities Some subjects about magic are very rare indeed Books about these subjects are typically held by a powerful sorceror and not available for the public. It is however possible for an adventure to stumble upon these ancient volumes, and they should handle them with care, because many powerful villains want's to get their hands on them. D100 Subject 01-10 Runemastery! 11-20 Spawn Homunculi!! 21-26 Information on the Old Slann 27-30 Information of planar dimensional worlds (40k) 31-56 Enchant Greater Artifact! 57-79 Enchant Greater Spirit Artifact! 78-00 Enchant Daemon Artifact! 103-104 Traps for the Unwary 1-50 Poison sting trap Roll a new book (just for the cover identity!) adding -10 or so. This book is not a real version, but contains instead a device which springs up and stings the reader with one dose of a random poison (Typically manbane in human areas). 51-65 Guardian spirit Roll a new book (ignore any non book result). This book is protected by a guardian spirit (see doomstone campaign - Death Rock). 66-82 False Scroll/Grimoire This grimoire or scroll actually has a real spell in it. However it does not have the same effect as the description states. Roll a random spell like normally, but let the spell actually function like a evil spell instead. Welcome Possession (RoSM) is a good one! 83-00 Guardian Daemon Roll a new book adding +20 to the roll(ignore any non book result). This book is protected by a guardian Daemon (see the summon guardian Daemon spell). Standard profile (feel free to improvise on details) M WS BS S T W I A Dex Ld Int Cl WP Fel 4 50 42 4 3 5 60 2 89 89 89 89 89 14 Fly as Swooper, Subject to instability, cause fear in living creatues under 10 feet tall. All other rules for lesser Daemons apply. 105+ Evil and banned books 1-28 Don't know (empty space for later development, send your idea today!!!) 28-36 Pox Vobiscum, no author, E, 2340, N/A, Reikspiel Claiming to have been written by a high priest of Nurgle, this is a declaration of a thousand year campaign to overwhelm the world, and destroy it in an orgy of disease and corruption. This may infact have been written by a witch-hunter for propaganda purpose. Reading this book gives the reader 1D3 insanity points. The book is highly illegal, and the owner risk finding himself at the wrong end of a rope. Nurgle followers would rather kill and steal the book, than pay for it. 37-42 A lifetimes research on warpstone, Sufdilp Gyhr, E, 2449, 500 gc, Classical This book is written on a pretty high level, making it completely impossible to understand without good knowledge on the subject (unlikely). If someone try a experiment from the book, it will end in a horrible disaster. If someone however is able to understand the book, there is nearly no restriction to what he can learn about the use of warpstone. The book is highly illegal, and death is the penalty of possessing it. A wizard who has interest in the study of forbidden knowledge, will be willing to pay 500 gc for it, but will start at a far lower price. "Well I don't know. Its pretty ragged isn't it. I'll give you 25 crowns for it, probably the best offer you can get.". You can also show the player "Skaven armies" page 10+11. 43-58 Demonic names and correspondences, Treaster, E, ?, 500 gc, arcane language - Magick + demonic The book claims to reveal the true names of a number of lesser and mid-range daemons, as well as the use names of many others, including a few of the greater variety. It also contains a number of disguised mistakes, designed to trip up anyone not conversant with the theory, and able to spot the errors (apprentices for instance). The book is highly illegal and the owner can expect nothing less than hanging or burning by the authorities. A person with interest in demonology will start with a price of 50 gc (like the book a lifetime research on warpstone). If you wish, you can show the reader ROC-SD 41(right side), and ROC-SD 53. For sample daemon names, look at ROC-SD 23. 59-64 Physical Death and its Implications, Anonymous, E, 150+ gc, Classical, ? Supposely dictated from beyond the grave by a sorceress to her aprentice. This book deals with the survival of the spirit and the realms it may encounter. The reader gains 1D3 insanity points. The owner can get into serious trouble with religious cults. 65-66 The Book of Transmutation, Anonymous, E, 200 gc, Classical, ? This book comprises of prophesies about the coming of Tzeentch. The reader can get an insight into the Theology and philosophy of Tzeentch. 67-68 Daemon books Daemon books are books with a life of their own. A evil or chaotic Daemon has been bound into a book bound in human skin - and typically, also with pages of human skin, and inscribed with unholy symbols in Human blood, to fulfill some unknown task. These books have a life of their own, and a person does not choose to own the book, but the book Chooses its owner The Daemons can add passages in the book to influence the reader, and can also remove them again. It is also able to move (crawl) and does so at M 1/2 (halve the travel time for M 1), but only does so when no one can see it, since it prefers discretion and secrecy about its identity and presence. If it is necessary the Daemon can try to control the owner who will have to make a successful WP test in order to keep control of himself. The Daemon may not try to control again after 24 hours. The person who owns, or who is owned by, the book will become addicted to the book like a drug (see CotWW), and upon long isolation from the book (typically when it has found a new and better owner) he is, usually, driven crazy. Players with this book in their possession, are in for a nasty surprise and a lot of insanity points. Normal Daemon warding rules apply, but the book never tests for instability unless the Daemon has been freed. There are always a secret way to unbound the Daemon (some obscure ritual or merely a word) which the Daemon isn't aware of himself. Ex.: The book of Ashur (10% chance of this one), Unknown - Dark elf origin, E(1), Priceless, Various - mostly Dark tongue(but the Daemon chooses), ? This ancient, and very huge, book has been told to hold all spells in the world. Though lost and stolen many times, it has always found its way back into the hands of those who can be corrupted by the knowledge it contains. This book has a life of its own. Long time before the humans began to write books themselves, a mighty Daemon of Tzeencthian origin was bound into the book - its true name now long forgotten. The Daemon can teach the slave of the book spells, by adding passages in the book, referring to the spell the readers wants to learn, or the spell the Daemon wants the reader to learn. There are a 60% chance (-10% per level) that the reader will find the spell his looking for (at GM's discretion it will turn out to be another one when first used. Even magicks of another class can be learned in this way). Any spell learned from the book will always turn out to have devastating evil effect, and never benefit other than maybe the caster, and surely the Daemon. the reader will also gain D6 insanity points when learning a spell. The EP cost for learning spells is halved when learning a spell from this book. Each 24th hour, the bound Daemon may attempt to take control of the books slave (usually only when necessary). The owner must make a WP test in order to keep control of himself. There is a cumulative -5 modifier for each week the book has been in the characters possession. Each week there is a 30% chance that a Chaos attribute start developing, and additionally the subjects mind becomes more dark and sinister. All other rules for Daemon books apply (see above). From Drachenfels' Library: Forbidden Books in WFRP By cc697@cleveland.Freenet.Edu (Eric Oppen) Eric Oppen's books can be found at the Warhammer Archive 69-73 Claws of Darkness: Khaine Cult: "De Tenebris Mysteriis" (On the Secrets of Darkness) 76-81 Slaanesh Cults (Various), Grimoire of Pleasure 82-89 Khorne Cults: Der Blutbuch (the Book of Blood) 90-97 Horned Rat cults: Der Kaufer auf der Weltwurzelen 98-99 Nurgle Cults: "Pestbuch" (The Book of Plague) 99-00 Malal Cults: "Handbuch der Verbotene Kulten den Alten Welt" (Handbook of Forbidden Cults in the Old World) ---------------------------------------------------------------------------- Appendix A: Page handouts Lieber Malefic, the book of chaos foreseen Marius Hollseher The Book of Chaos Foreseen The Marcher Fortress -------------------- There, the lands of Slaanesh stretched out below it, was a fortress of whimsies and foibles. It was an unlovely thing, stained by war and victory. Its towers, higher than any palace, wounded the sky. Its gateways were gaping maws that could swallow and vomit forth whole armies. Its walls were darkened stone, veined in unnatural colours and streaked with rotted lime and mortar. Here, at the Marches of Slaanesh , was the fortress, a sign of sovereignty, hated and condemmed by Khorne's bloody-handed whorshippers. Before the Fortress gates stretched a forest of death. From the walls to the near horizon was the dismal wrack of battle: corpses, the rusted swords and armour of the fallen, the standards of Slaanesh and Khorne, all abandoned and forgotten long centuries ago. The graves of the fallen had become a rich loam, sucked upon by the trees of a dark forest. Pierced by tree roots, the dead had stirred once more, and each branch bore a skull, mildewed and pregnant with loathing, a macabre and cruel cargo. Only the ceaseless, horrendous laughter of the trapped shades disturbed the field. Their fleshless jaws clattered in the still air; the only reply the creaking of a windmill's sails and the grinding of its stones. For in the shadow of the castle a windmill turned, its sails moving in the still air, and their unclean breeze stirred the tattered flags of the death. Within, the grindstones shuddered and groaned, while between, pinioned and crushed, were the living corpses of the fallen, ground to make a rich mortar of blood and bone, sinew and brains. Thus was the fortress maintained and strengthened, its walls held aloft and marked by the power of mortality. Thus was the field before it harvested. And in the castle's mighty halls, its daemon overlords feasted and broke bread, in conscious parody of mans small amentities. All this i saw in an instant, and then my vision swept onwards.... The Inevitable City ------------------- The City was built of dark madness, and it stretched across the land to fill me with dread, for the path i trod would bring me to its portal. The City stones had been quarried from the night and in all their details and dressings they celebrated wickedness. No rain could wash the dust of evil from that place and no wind could drive out its corrupt air. Insanity had served as architect, engineer and master to the City's masons, and had guided all their levels and plumblines. I turned my steps toward the far horizon, and still the City was before me. Once more I turned, and again, and yet another turning. With each freshly chosen course I drew nearer to the City gates, and its towers and walls loomed higher. The fateful gateways was the end of every road, and despair gnawed at my heart. As I paused to seek a new escape, I saw that I was not alone on the inevitable, hideous path. Between myself and the City stood a man, his head bent and his eyes downcast, lost in some deep contemplation. As I watched, he turned towards the City. His strides were firm, but he came no closer to the gate, and I watched as he passed me by, and went further from the gates until he vanished in the distant mists. Thus was it possible to avoid the City and its brooding darkness, and I resolved to march, against all reason, to the City. And when i did so, the City grew no closer, but was soon lost to my sight... The Drifting Castle ------------------- The sky above grew darker than the blackest storm and a cold wind blew. There was no rain but a shower of mortar dust, yellowed leaves and tatters of flags. No storm was in the sky, but a castle much as might be found in any mortal land. Often had I imagined clouds to be trees and fish and mountains, and now a foible of some nameless and uncaring power had given this fortress the guise of a cloud. It was an island torn from the land, drifting as the mist on a breeze, yet solid and firm. In all that I had seen, this was as strange as any of my visions. The castle was as empty as any ruin. Like an animal stuffed and mounted under glass, or a fish salted in a barrel, it had been preserved and pickled by the whim of Chaos. Cast aside, and left to wander across the heavens, all was still and desolate in that place. Its towers no longer knew the sounds of men, it halls held no lofty nobles, its gates admitted no tenantry, no sentinel stood guard, no porter waited by the gate. Even the carrion birds, sole visitors to its sad portals, had enjoyed their fill of the dwellers' hospitality. The shadow of the castle fell across my eyes, and I could see no more. The Book of Contemptible Slaanesh --------------------------------- The Realm of Slaanesh was still and quiet, scented with sin and sweet corruption. Its silence was not that of the grave, nor of ease at labours' end, nor of peace after the storm. It was the malicious, plotting stillness of evil waiting to be done: the silence before a moon or scream of pain and pleasure. And in that awful quiet the small shrieks of slaanesh's daemons were swallowed and muted. Their endless masque and antimasque of forbidden pleasures and hideous pains were reduced to soft murmurs of decadence and depravity. As I passed over the Outer Realm of Slaanesh, my eyes were numbed by its pale softness and my ears by its endless quiet. I began to belive that any act could be contemplated if only it would provide variety and relief from the silence. I was saved from further weakness by a vile noise, carried on the perfumed and sickly breeze. Torn from the rocks and stones, there was a buzzing like a hundred angry swarm of bees. Before my eyes the land itself heaved and pulsed, and spat forth mewling, puking and misshapen creatures. Lumpen and hideous, the monsters twisted and writhed in pleasure at their birthing, then turned upon one another in search of further deprevaty. When one fell, exhausted from its unlovely exertions, its fellows chortled and joked at its fate. The corpse sank slowly into the earth of that foul vale, and a new beast was given form from the clay. As I witnessed the decadence of Slaanesh's land, I was seen by the creatures. As those eyes beheld me, I turned and fled, the fiends of Slaanesh's Realm at my heels The Book of Hated Khorne ------------------------ ... I fell then, through charnel clouds and red mists that swirled about a land of dark ruin and much despair. The cries of some enormous beasts, their lowings of fear and desperation, reached my ears. And still i fell, driven now by fertid winds, towards a walll or cliff of deepest red and blackened iron. Its top was hidden in the clouds far above, its base was girt with boulders and skulls, no larger in my sight than sand specks, that it piled before its inexorable advance. The wall, for such it was, lay unbroken in its awful perfection from horizon to horizon. I grew afraid, for this was the Outer Realm of Khorne, the blood god, and this wall his bastion, the fortress about the Inner Lands. It now seemed to me that the stench of death broke my fall as I flew onwards, towards fresh visions of this vast corner of Chaos. And then ahead I saw a stair, surrounded by pinnacles and columns and archers of blood and carven bone,circled by daemons bound within black iron, brazen steps and shrieking mouths. All that could speak or gibber vomited forth the praises of Khorne and shrieked out songs of Blood and Death. The stair, its treads never built for mortal feet, climbed the dizzy heights, pausing at times before profane runes and stained sacrifice stones. Within the very fabric of the Daemon-thronged bastion were smaller landings, each of which could have held a lofty and noble palace of our small world. The stair twisted and rippled on itself, its daemons chuckling their insane glee at its dreadful geometry. Still it climbed, ever upwards into the clouds of gore that circled overhead In all my vision, I saw not one living beast or man. Through brazen gates and up endless steps I flew, my soul in dread as daemons snapped about my heels. And before my eyes, as I rose from that place, I beheld the fields and meadows of Khorne beyond the bastion, all quiete soaked in red, stained with souls, and plante dwith endless lines of corpses lashed to their stakes like a grotesquery of bean plants. Beastiarie supplement for Dragon ogres: --------------------------------------- For Shartak and Shaggorth, the great and the small, For sharunrock, darkoth and Gathor, The lightnings children and the thunder's fall, Krakanrok and his kin will live for ever more. Use this handout for chaotic books or doom prophesies: ------------------------------------------------------ Despair! The age of mortals is ending. Time drains away and the stars fade from the sky. The bitter spawn of night crawls from its darkness to posses the world. Fools take refuge in faith and madness for no other hiding place remains. The realm of Chaos has begun. The declaration for Marienburgs independence -------------------------------------------- Be it Known * That in the matter of the succession to the Barony of Westerland, I, Emperor, Lord of Altdorf, Elector for the Grand Principality Of Reikland etc., etc., do decree as follows: * Item - that following the heroic death of Graf Paulus van der maacht in the defence of The Empire, his line has become extinct * Item -That while many claims have been pressed by the highest and most illustrious houses of The Empire, there is no clear heir to the said 'Barony. * Item - that, following many centuries of war and the most recent struggle to save The Empire from the most deadly of foes, we cannot in all conscience ask any of our noble houses to shoulder this further burden of government in addition to the monumental tasks of healing ancient rifts and rebuilding The Empire's proper greatness. * Therefore, it has been decided, after careful consideration of all the issues appertaining to this matter, that the Barony of Westerland shall cease to be counted among the noble offices of The Empire. * By this decree is created the Province of Westerland, which shall be governed by an appointed council drawn among the burghers of Marienburg. The said council shall retain all the duties and privileges previously invested in the Baron of Westerland, but may never seek or be granted the status of Imperial Elector and shall be chosen by appointment rather than blood succession. * Made by me, this thirty-second day of Vorhexen, in the Year of Empire two thousand, three hundred and five. Great thinking and philosophies of the Orc Morglum Necksnapper. --------------------------------------------------------------- If it ain't green, belt it till it stops movin'. Then belt it again, jus' ter be sure. - Morglum Necksnappar The only good humie'z a dead humie. The only thing better'n a dead Humie'z a dyin' Humie who tells yer where ter find 'is mates. - Morglum Necksnappar If we wozn't menter be Orcses, we wudn't be green, If we wozn't menter kill. We wudn't be strong, If we wozn't menter rip, we wudn't 'ave weppuns, If we wozn't menter burn, we wudn't 'ave fire, If we wozn't menter kill Humiez an' Stunties, they wudn't be where we can find 'em. - Morglum Necksnappar