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Showing posts with the label wfrp

Z is for Zharr-Naggrund

Zharr-Naggrund, “City of Fire and Desolation," is the heart of the Chaos Dwarves Empire on the Plain of Zharr in the western Dark Lands beyond the Black Mountains. Scholars state that no chronicle of Zharr-Naggrund is reliable as the Chaos Dwarves are ruthless slavers and all outsiders would die in the furnaces and forges of the Chaos Dwarves. Only servants of the Ruinous Powers and the warriors of the chaos gods themselves would be given audience in the city and permitted to leave. Any accounts of the city are from slaves left for dead on battle fields, unreliable statements by chaos sorcerers tortured by witch hunters, from the heretical books and accounts of the same in their dealings with the Chaos Dwarves, or from last testments of often mad and blasphemous members of chaos cults seeking weapons and spells for the Chaos Dwarves. Atop the ziggurat of Zharr-Naggrund is the great Temple of Hashut, the bull headed “Father of Darkness", worshipped by all Chaos Dwarves and sou...

Y is for Ynyr

The Ynyr is not a singular thing, but possibly a dark honorarium given to the fodder of Chaos hordes from the Chaos wastes and frozen mountains of Norsca. The Ynyr are often mentioned in "heroic poems" spoken, and sometimes found in scholarly texts written about such oral histories. In all theso poems, the faceless Ynyr march first into battle, on the shieldwalls or in waves of sword, club, and pike wielding men, screaming oaths to their dark gods. Each seeks to find favor though the bravery of such charges and the death delivered for the gods and the mortal generals at the head of the hordes. To live with no kills is dishonorable, Ynyr will cast themselves on their swords or the sword of their leader to reclaim honor. 

X is for Xhotl

Xhotl is a fallen Temple-City in Lustria. Lustria is largely spoken in the Empire and the wider Old World as a mythical place beyond the horizon of the coastlines. Only fools chase the legend of great jungle bound ruins filled with gold and gems. As the gods are manifest, so to are many legends and myths. Finding the truth of these one must muster bravery, folly, and coin for ships, rations, and loyalty (for mutiny often befalls these expeditions!).  In Xhotl, the Slann Mage-Priests, an ancient race of reptile-like beings that worship and wield magic itself, can feel the shifting of the winds of magic caused by imbalances between Law and Chaos. The ruins of Xhotl are often the site of desperate defenses against Skaven, a mad race of rat-like creatures that infest the sewers of the Old World, or Chaos invasions seeking to steal ancient “Old One" artifacts of the Slann while the world’s attention is turned north to the Chaos gates in the expansive Chaos Wastes.

W is for the Wolf Emperor, Boris Todbringer

While Karl Franz holds the throne in Altdorf, the “Wolf of the North," Graf Boris Todbringer of Middenheim is the undisputed ruler of the “City of the White Wolf," Middenheim, the Duchy of Middenland, and protector of the non-electoral province of Nordland, Boris represents the fierce, Ulrican spirit of the northern Empire: shaggy, grizzled, and perpetually addressing the grievances of the Cult of Ulric regarding the Cult of Sigmar. Boris is recently a widower. With two sons, a bastard, and the eldest, Heinrich, and the younger, a literal drooling idiot, and “the Princess." Boris dotes on his daughter Katarina.  His state functions are strained by his relationship with the Emperor in Altdorf and the Emperor's ties to the Cult of Sigmar. As an adherent of Ulric, though possibly mostly ceremonial, the Graf has taken particularly visible and vocal positions in direct opposition to the Emperor, such as the Emperor's recent declaration: There are no such things as mut...

V is for the Varenka Hills

Lying above the delta of the Howling River in the Border Princes are the Varenka Hills. The Varenka Hills are north of the Dwarf Karak ("Hold") of Barak Varr, an elaborate trading port literally embedded in elaborate and highly secure cave system. The hills have become something of a refuge (depending on the Old World timeline).  In the years leading up to and during the Storm of Chaos c. 2522 IC, many fleeing the invasion from the Chaos Wastes, fled over the Black Mountains through Winter's Teeth Pass or Black Fire Pass. The Varenka Hills were a heaven compared to the Greenskin raiders of the mountain passes, the hordes of horrors in the Hvargir Forest, or still more Greenskin hordes on the tundra between the Khyprian Road and the Old Silk Road. The River Treblecz offers no refuge, only shoals, rapids, and falls. The refugees trade extensively with Barak Varr and the Dwarves are known to provide arms and training for defending and defeating the goblin and orc tribes that...

U is for Untergard

Untergard. Home of “tax cheats!" Former home of “tax cheats." Untergard, as the Graf Sternhauer knew the settlement on the River Taub, was founded by villagers running from the Graf's “unjust taxation." The settlement grew quickly and soon expanded across the river, building a robust hub of commerce with “fair tolls" to cross the river. Unfortunately, Untergard was besieged in the Storm of Chaos in 2522-23 IC. The bridge made it a strategic prize for the forces of Chaos marching toward Middenheim. Imperial forces were victorious, but it left one half of the town destroyed and the other half in ruins. The surviving residents attempted to rebuild, but soon abandoned what remained to the forest and the roving Beastmen hordes of the Drakwald. Today, Untergard's western ruins on the Taub is home to river pirates, Beastmen, and mutant “communes." The pirates, Beastmen, and mutants have taken to worshiping a “god" in the form of an idol made of wyrdstone...

T is for River Teufel

Flowing out the Grey Mountains on the western edge of the province of Reikland, the River Teufel runs red, literally, through the city of Übersreik and then north where it meet the River Reik at the Castle Reikguard. The color of the river is thought to be the result of the great deposits of iron ore in the mountains, mined by the dwarves at the river's source. It is most commonly thought to be the blood of great dwarven losses in their unceasing battles with the Greenskin hordes that besiege the dwarven holds. Which is superstition and which is fact remains debated. The river's confluence at Castle Reikguard is thought to be the most dangerous part of conducting commerce on the Teufel from Übersreik. It is often braved over the toll of the Grünberg Canal, the banditry on the roads that follow the river through town and village, or the creatures of the Reikland Forest.

S is for The Schmitterling

The mysterious Schmitterling is the leader of the Red Triangle, a cult of the chaos god Tzeentch. He has only been seen by the Company in the distance and spoken to through his corrupted followers. The Schmitterling makes no secret of his goals. They are in his name: The Butterfly. From cocoon to larve to beauty: change embodied in nature.  Change.  The very change in nature shows the beauty of Tzeentch’s perfect goal for the world.

R is for Ranald, patron god of Thieves and Tricksters

Of the sanctioned cults in the human realms, Ranald is not widely worshiped. Shrines and places of worship are hidden in dark alleys, snugs of “shrine clubs," and other quiet out of the way places. Priests and Initiates of Ranald are, simply, thieves and trickster. Most are wanderers, many are adventurers, and few still publicly known. The “priest" Pit van Karrs of Übersreik and proprietor of the Bricks Keller is an example. Known to the underground and well connected, his initiates run a wide reaching congregation from the tavern. The most publicly known center of worship is in Marienburg, a charter city-state, separate from the Empire. The temple to Ranald is a grand house of worship, rivaling the greatest temples to Sigmar and Ulric in Altdorf and Middenheim, respectively, with a grand, golden chancel and altar and towering vaulted ceilings. Ranaldans will often say a prayer with their index and second fingers crossed. The symbol is used not just in prayer but to invoke Ra...

Q is for Quentin

Quentin is the crank, kook, quack, eccentric, and inventive craftsman of the Institute. Quentin's gadgets are largely useless, but make a big show, and the show often results in an unmitigated disaster in the moment, but an equally unparalleled success that makes for Quentin's impeccable reputation. Recent devices included: The “Throat-Singer’s Deceiver" A stiff leather collar with a hidden reed-and-bellows mechanism tucked under the chin. The agent twists a small knob to activate it. It’s supposed to perfectly mimic any voice the wearer has heard that day; ideal for impersonating a guard captain or seductive noblewoman during a whispered conversation at a feast. How it actually works is the first twist makes the collar emit a loud, wet QUACK like a startled goose. Every subsequent word the agent tries to speak comes out as a ridiculous, warbling mix of their own voice and farm-animal sounds. The “Nightwalker’s Deception" Soft-soled leather boots with a heel-mounted c...

P is for the Purple Hand

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The Purple Hand is an insidious cult dedicated the Chaos god of Tzeentch, known also as the The Changer of Ways. The cult seeks to bring the downfall of the Empire and in the upheaval realize a quest of power that will bring about change, in its most primal sense. This goal is affected through the manipulation and infiltration of Cult members in political and religious positions as well as the corruption of those already in power.  The cult is highly effective in these positions and sows rumors that pit many factions against each other to affect Tzeentch's goal. Unfortunately, the Purple Hand's power makes other cults of the Ruinous Powers envious rivals. The strife attenuates the Purple Hand's plans as other cults work against them. Khorne cultists may murder the best agents of the Purple Hand. Nurgle cultists may sow sickness in a district of a city that a well placed agent may have an interest in for rents or commerce. Slannesh cultists will leverage a vice a particular ...

O is for Owly

There once was a ranger so bold,   Who joined a wild band for some gold.   On a dwarven steamship,     Mid the waves' furious grip,   His head flew off—lost in the cold   So goes the tale of the Owly in many port taverns on the Sea of Claws. Untold is that his murderer met summary justice in the labyrinthine decks of the HIS Potemkin.

N is for Niklos Kaunitz

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Niklos Kaunitz was born under the sign of Mummet the Fool in 2497 IC. Raised by an artistic father that traded in calligraphy for social and official business, Niklos was expected to carry on his father's trade. While he was naturally gifted with a brush and ink, he was bored with “learning his letters." Niklos instead found trading his physical talents as muscle earned far better coin, to one that didn't have a lot of expenses living under another's roof. When the roof was no longer available, Niklos's coin didn't go as far. He still could earn with his fists. Niklos's follow through in a fight was earning him a reputation. You owed Niklos in a card game and couldn't pay, pray he pulled his punches and left you with coin for a drink to numb pain. Niklos ran a few games in Übersreik before the Institute crossed his path. He was about to petition “the Guild" for more tables for games and cement his position as a racketeer. Yet Niklos soon found hims...

M is for Marks of Magic and Gods

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In the Old World, magic and miracles are real. A powerful wizard may pull on the ropes of color energy known as the Winds of Magic to cast a spell and a pious priest may utter a practiced prayer to invoke his god's blessing or curse. In each practice, enough wielding of the winds or the touch of a god will mark the individual. Some believe these marks not to be a symbol of power or blessing, but a sign of corruption, and for the magic user and priest these marks may earn them a sentence of cleansing by fire in the town square. For the Celestial, or Blue, Wizard, the mark may manifest as an Aura of Tranquility or more commonly Disturbing or Alarming Visions with no context or meaning. A Celestial Wizard may also be enveloped the scent of fresh air; an advantage in the dung filled streets of an Imperial City, but disturbing to animals and many denizens. For the priest, similar marks may appear. A priestess of Myrmidia for example may become vengeful to a fault. Develop a kinship with...

L is for the Lady of the Lake

The Lady of the Lake is Bretonnia's patron goddess. “The Lady" and her cult is the very foundation of the kingdoms of Bretonnia. Appearing before the knight Gilles le Breton and his closest counsel more that 1500 years ago, on the eve of a great battle, she blessed each them and with a sip from a magical grail, made them the first Grail Knights. They went into battle the next day to defeat a massive Greenskin army of Orcs and Goblins. The victory cemented the feudal system of Bretonnia. Rarely worshipped outside Bretonnia, within the Empire The Lady is seen as a servant of the goddess Myrmidia. Blasphemy, even heresy, in Bretonnia, this understanding aligns well with Myrmidia's warlike aspect and martial ken. In some seminaries, especially Myrmidian, the teaching goes so far as to state that The Lady is just another name for Myrmidia. Then there is the question of The Lady's most faithful servants and messengers, the Grail Damsels. It is whispered these messengers are ...

K is for Knob

Knob. Poor Knob. Faithful Knob. Earnest Knob. Knob the squire. Knob the flea. Knob the load. Throughout the Empire, there are zealots of every sanctioned and outlawed cult. Always a sight to behold, and sometimes fear, these zealots can be mere street barkers, sign bearers, or the celibate and poor faithful priests serving their cult. On the other extreme are the fanatics, the flagellants, and the gangs of screaming men (and women) throwing themselves on the shield walls of greenskin, zombie, or mutant armies in far flung parts of the Old World. Knob is closer to the former than the latter. He is an Sigmar anchorite, and a very bad one as he will often find himself much like a hermit, wandering from place to place, alone, only to begin troubling some faithful for company. Knob is often encountered in fervent prayer atop a forgotten pier in a harbor or fallen tree or tree stump in a river. Awakened by a ship's bell or the sounds of men shouting on a passing vessel, Knob will begin e...

J is for Jan and Jen

The twins Jan and Jen are senior members, nay “acolytes," of Pit van Kars's gang, nay congregation. Jan, though just as easily as Jen, is, are? the barkeep at the Brick Keller in Marienburg. Your tip, or is it “tithe," is the first hurdle to have an audience with Herr van Kars. Both are tall and muscled, indistinguishable from the other. Together, they are well known messengers of the Brick Keller gang and testament to Herr van Kars reach. In Marienburg, Almshoven, or Fort Solace, the brothers make connections with other gangs with in-kind interests than align with the god Ranald. If you've dealt with the Brick Keller gang, you'll likely get a visit by one or both of the brothers. It may be a simple message following up on a request or something more direct, like how your next move may be of benefit to the gang's operations hundreds of miles away. If one harbors a problem with the brothers, it's best you deal with both. For one will certainly return to the...

H is for Heresy

The understanding of heresy in the Old World varies across the population. Some may say that heresy is rare; others may say it is too common. And still others may argue that everyone is guilty of heresy, therefore the topic is moot and there can be no heretics. The latter belief is, of course, heresy, and to give voice to this insane understanding is to be a heretic. Heresy takes many forms in Old World. The greatest is to worship the Ruinous Powers and give aid to the cults or participate in their foul rituals. The Ruinous Powers corrupt, physically and mentally, and often seek to kill, maim, poison, or bring plague upon Elves, Dwarves, Humans, and Halflings alike. Physical mutation—which forms are too great to count—is a sure sign of heresy manifest and, while often hidden in public, mutation is, to the heretic, an honor. In all cults, such mutation is sign the heretic has been touched by their patron. Mental corruption for some Ruinous Powers results in actions taken on behalf of a ...

G is for Gors

The hordes of Beastmen that populate the dark forests of the Old World are filled with Gors. Gors present with great variation in form, but always a humanoid with the head and cloven hooves of a Goat and arms and torso of a human. Great pairs of horns are always present and in the Beastman herds can mark Gors for greatness. Gors lacking any horns are the lowest in the herds and often the subject of never ending “hazing," bullying, and fodder for the pikes, axes, and swords of Imperial armies and their allies. Size matters in Gor herds. The largest Gors are commonly referred to by scholars of these creatures as Bestigors. Minotaurs may tower above the greatest Bestigors, but are not thought just to be a larger form of Gor or Bestigor. Minotaurs are often fearsome leaders of great hordes of Beastman. Gors have been known to wield powerful shaman like magic. Magic that can bend the mind of its targets in ways that lead to despair on the battlefield: visions of comrades dead or terrai...

F is for Frau Trinken

It's hard to know who Frau Trinken is or what Frau Trinken was up to in Übersreik. She was the subject of the Institute, a mysterious body of scholars and politicians that watched the actions of individuals that crossed their honey traps. Frau Trinken was one such person. Touched by insanity or by magic, she began to study a lost tower in the hinterlands of the province. Seeking brave, or possibly foolish, individuals to follow her actions, a company of "heroes" was recruited from the city watch. And thus began the travels of Niklos, Dankmar, Waldor, and Fineas (or Owly or Barry, depending on when you enter the story). The heroes tracked Frau Trinken to her home to find an apprentice and the drawings of a mad woman focused on a mysterious tower in the aforementioned hinterlands. Finding the tower and the interest of Frau Trinken soon led to first encounters with the Red Triangle, a cult of the chaos god of Change, Tzeentch. Patron deity to the mysterious Schmitterling, a ...