GRIM AND PERILOUS ADVENTURE UPON THE SEVERAL SEAS
CREDITS
Writing: Dave Allen, Eoin Burke, Robin Low, Pádraig Murphy, Mac Dara Mac Donnacha, Alfred Nuñez,
Clive Oldfield, Sam Poots, Simon Wileman
Illustration: Even Amundsen, John Blanche, Alessandro Boer, Anthony Boursier, Ralph Horsley, Jérôme Huguenin,
David Gallagher, Yugin Maffioli, Sam Manley, JG O’Donoghue, Fabio Porfida, Scott Purdy, Erin H Rea
Cover: Victor Leza
Development and Production: Dave Allen, Pádraig Murphy
Layout: Dave Allen, Pádraig Murphy, Noora Stubb
Editor: Brian Johnson
Proofreader: Nicolas A Montelongo
Cubicle 7 Business Support: Tracey Bourke, Elaine Connolly, Jennifer Crispin, Matthew Freeman,
Paula Graham, Kieran Murphy, Cian Whelan
Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, Alex Cahill, David F Chapman, Walt Ciechanowski, Chris Colston,
Josh Corcoran, Zak Dale-Clutterbuck, Runesael Flynn, Elaine Lithgow, TS Luikart, Dominic McDowall, Sam Manley,
Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Laura Jane Phelan, and Sam Taylor
Creative Director: Emmet Byrne
Publisher: Dominic McDowall
Special thanks to the Games Workshop Team
Published by: Cubicle 7 Entertainment Ltd, Unit 6, Block 3,
City North Business Campus, Co. Meath, Ireland. Printed in China.
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Last Edited: 25 August 2022
2
CONTENTS
ISEA OF CLAWS VIITHE SKAELING COAST XIIISEAFARING
An Introduction to the Sea of Claws Settlements of the Skaeling Norse Handling a Boat upon the Seas
and its History Skilled Sailors and Feared Raiders and Navigating Ocean Hazards
A Crueller Sea......................................5 Norse Raiders.....................................49 Small Boats on the Ocean................. 103
Sea of Claws Timeline..........................6 The Skaelings......................................51 Making Progress............................... 104
Kirkjugarður Langskipa......................53 Manoeuvres...................................... 105
IIBRETONNIA AND THE Olg Blóðsalt........................................55 Weather............................................ 106
WASTELAND Norse Characters................................56 Navigation........................................ 108
Danger and Opportunity from The Chasing and Racing.......................... 109
Dragon’s Maw to Reavers Point VIIITHE BJORNLING COAST Collisions.......................................... 111
Damaging Boats...............................115
The Bretonnian Coast...........................8 Traders and Raiders with Forebears Repairing Boats ...............................116
The Wasteland....................................11 Among the World’s Greatest Explorers Boat Critical Hits.............................118
Marienburg......................................... 13
Sea Magics..........................................14 The Bjornlings ....................................59 XIVSAILING LARGER VESSELS
Elves Upon the Sea of Claws..............16 Skjold ................................................. 60
Managing the Performance and Morale
IIITHE NORDLAND COAST IXTHE SEAFARER CLASS of Large Crews and Bigger Boats
A Set of Careers Closely
Once a Neglected Backwater, Now the Associated with the Sea and Seafaring Crew Tests........................................ 121
Empire’s Brave New Endeavour Types of Crew Test........................... 122
Beachcomber...................................... 64 Morale.............................................. 124
The Imperial Navy..............................19 Chantyman......................................... 66
Traditions........................................... 20 Huffer................................................. 68 XVEXTENDED VOYAGES
Dietershafen....................................... 23 Officer................................................. 70
Neues Emskrank.................................25 Sailor ................................................. 72 Extended Sojourns upon the Sea and
Norden................................................ 27 Sailor-Priest of Manann.....................74 Trade Between Different Nations
Ship’s Gunner.....................................76
IVTHE OSTLAND COAST Wrecker.............................................. 78 Events at Sea.................................... 130
A Rugged and Wild Coast Endeavours at Sea............................. 134
Whose Rocky Cliffs Harbour Wreckers XTHE CULT OF MANANN Maritime Trade................................. 135
The history and practice of
Salkalten ............................................30 Beseeching the Fickle Deity of the Sea XVIBESTIARY
Schönfeld............................................ 33
Zealots and Oddities...........................86 Sea Monsters Great and Small, and
VTROLL COUNTRY Miracles of Manann............................87 Several Grand Captains
A Blasted Wasteland, XITHE CULT OF STROMFELS Lurkerfish......................................... 140
Infested with Monsters Daggerfish, Gymmcrab, Latch Eel.... 141
The Proscribed and Bloody Worship of the Sea Elemental...................................142
The Bile Lands ...................................35 God of Predators Gargantuan....................................... 143
Throgg the Troll King.........................38 Karybdis........................................... 144
Priest of Stromfels..............................90 Merwyrm, Syreen.............................. 145
VIKRAKA RAVNSVAKE Miracles of Stromfels..........................91 Leech Wyrm, Bone Hydra................ 146
Orb Leviathan, Black Leviathan....... 147
Proudest Remaining Norse Dwarf Hold XIIBOATS AND BOATBUILDING Triton ............................................... 148
and Home of their Great Navy The Basics of Putting a Boat Captain Jaego Roth........................... 150
Together and Outfitting a Vessel Long Drong Slayer........................... 152
Norse Dwarfhold ...............................39 Wulfrik – Champion of the Sarl....... 154
The Giantshome Range .......................39 Building a Boat...................................96 Arch – Sealord Vrisk Ironscratch...... 156
Norse Dwarfs......................................40 Traits and Upgrades............................97
Kraka Ravnsvake.................................41 Artillery Pieces.................................100
Kraka Ravnsvake Navy........................43
3
I
• SEA OF CLAWS •
An IntroducantidonitstoHtihsteorSyea of Claws
Sea of Claws is intended to give players and GMs of mighty Bretonnian Galleons to swift and deadly Norscan
Warhammer Fantasy Roleplay the tools they need to take longships, players can set foot aboard Warhammer’s most
their games onto the world’s oceans. The Sea of Claws, iconic ships, or even construct their own.
the stretch of water that separates the lands of Bretonnia
and the Empire from those of Norsca, is detailed as an Once aboard, there are plenty of opportunities for new
example ocean to which these rules can be applied. Careers. Characters might serve as deckhands, officers, or
even become a Chantyman, a vital role on any ship for
This book is not a region guide, but does concentrate on lifting spirits and keeping time. Everyone must play their
the Sea of Claws in order to show how rules for seafaring part, whether that be hauling sail or manning the guns.
apply to the ocean that is most accessible to the Empire, This provides endless opportunities to take your adventure
the area most familiar to most players of Warhammer in new directions, whether that be the epic scope of ship
Fantasy Roleplay. The locations described in this book battles and tempestuous weather, or the claustrophobic,
are not examined in the detail readers of Altdorf: Crown personal conflicts which arise while confined aboard
of the Empire or Salzenmund: City of Salt and Silver without sight of land.
may be used to, but the idea is not give a comprehensive
overview of the town of Dietershafen, let alone the great There is something fascinating about a good sea monster.
port city of Marienburg, but to show how such places may What appears to be serene blue water might at any
present challenges or opportunities to those travelling moment erupt as an Orb Leviathan rises from the depths.
upon the seas. Sea of Claws details how you might encounter such
creatures over the course of your voyages. Large creatures
Sea of Claws provides all the rules needed to head out need large personalities to contend with them, and Sea of
on the high seas. Shipping and trade make a return, Claws features several legendary sailors who might help
expanding upon their presence in the Death on the Reik or hinder your Characters’ efforts. Some, like Captain
Companion. However, an ocean-going vessel is a different Long Drong Slayer, might draw you into their adventures
beast to those plying the Empire’s waterways. From through sheer force of personality, taking you with them
on the hunt for fresh foes. Others serve far more sinister
goals, and it is an unlucky ship which crosses their path.
The rules for seafaring can be used alongside the
WFRP Core Rulebook without the need for additional
supplements. However, if GMs are looking for more
material with which to detail journeys at sea and the
perils they present then they may find it useful to acquire
a copy of The Imperial Zoo (which details a number
of marine beasts in addition to those described in the
bestiary chapter of this supplement), Up in Arms (which
gives further examples of artillery and structures that
could play a part in battles at sea), and Salzenmund:
City of Salt and Silver (which details the capital city
of Nordland, a point of embarkation for many voyages
planning to travel across the Sea of Claws and beyond).
4
SEA OF CLAWS I
A Crueller Sea A Kinder Sea
The Sea of Claws lies between the land of Norsca and Sea of Claws also provides hope and opportunity to those
the nations of the Old World. It is a treacherous and wild who live upon its shores. An abundance of Daggerfish
stretch of water. Freezing winds, strong currents, rocky and Gymmcrab wait to be harvested, and the great port
coastlines, and icebergs contribute to the many hazards cities of Erengrad and Marienburg receive goods from
sailors face on the sea, and there is the ever-present the four corners of the world.
threat of a marauding Norse warparty aboard a flotilla of
longships, or an attack by one of the many monsters that The Sea of Claws provides the Empire with its only
make their lairs beneath the waves. stretch of coastline. Since the secession of the Wasteland
in 2429 IC the Empire has lacked a convenient port from
The land of Norsca lies to the north of the sea, a harsh land which to launch effective fleets for trade or war without
of jagged mountain peaks divided by a veritable labyrinth the interference of the Directorate of Marienburg. In
of glens and fjords. It is a barren place, locked within ice the decades since, successive emperors have variously
and snow during the winter, and made a misty swamp of tried to deny that the Wasteland’s independence proves a
biting flies and roving Trolls in the warmer months. The problem, cajole or bully Marienburg into re-joining the
many tribes of Norsca may recognise the gods of the Old Empire, or sponsor one of many disastrous false starts in
World, but in order to survive the unrelenting harshness of setting up a rival port. Now with the cooperation of the
their country they habitually resort to calling upon darker, Gaussers of Nordland, Emperor Karl-Franz hopes that
bloodier powers to lend them strength and fortitude. It is Salzenmund will provide him with all he needs to build
in the nature of even the most civilised of Norscan tribes up and project sea power.
to dominate through war and conquest. Their histories
are war-torn, even by the bellicose standards of the The Empire still reels from the chaotic impact of the
Old World nations. To most folk of Bretonnia and the civil strife known as the Turmoil, but in Nordland a new
Empire, the archetypal Norscan is a frenzied berserker, spirit of adventure and entrepreneurship gathers pace.
yelling praises to the Blood God whilst hunting for more Ambitious and desperate folk alike are making their way
innocents to slay. Open-minded traders may engage in to Salzenmund to lend their efforts to conquering the
dealing with the Norse, but they do so with painstaking waves in the names of Grand Baron Theoderic Gausser
degrees of vigilance and circumspection. and Emperor Karl-Franz.
I SEA OF CLAWS
SEA OF CLAWS TIMELINE
Circa –4550 IC Circa –1601 IC 632 IC
Elves from Ulthuan establish the fortress of Fourteenth Siege of Tor Alessi. Dwarf armies Marienburg is sacked by raiding Norscans.
Sith Rionnasc’namishathir at the mouth of the besiege Tor Alessi. Caledor II sallies forth at Emperor Hasso commands the construction
Reik and the trading port of Tor Alessi at the the head of his Elven Knights. He is slain by of the Empire’s first formal navy in response.
mouth of the Sannez. the Dwarf High King Gotrek Starbreaker and
the Phoenix Crown is seized. Tor Alessi is 765 IC
Circa –4540 IC razed, though its Lighthouse is left standing.
Althing of Traktatsey. The baron of
Kraka Ravnsvake is founded. Circa –1502 IC Westerland and Norscan chieftains from the
Bjornling, Skaeling, and Sarl tribes pledge to
Circa –4500 IC Sith Rionnasc’namishathir falls to the Dwarfs cease their mutual raiding.
after a lengthy siege. The fortress is razed.
Collapse of Polar Warpgates. Chaos enters 767 IC
the world. Circa –1501 IC
Wilhelm ‘Bullshanks’ of Middenland is
Circa –4421 IC But for a few isolated forest communities, the granted lordship of the Silver Hills and all
Elves withdraw from the Old World. land to the coast. The Barony of Nordland is
According to legend, the mighty Dwarf now part of the Empire.
ancestors Grimnir and Morgrim visit Kraka Circa –1000 IC
Ravnsvake during their journeys. 888 IC
Norse Dwarfs begin trade with less violent
Circa –4119 IC Norscan tribes and fight skirmishes against Losteriksson of the Bjornlings crosses the
the Skaven of Hell Pit. Over the following Great Ocean and becomes the first Old
Elves and Dwarfs combine armies to defy the centuries they learn the degree to which the Worlder to land on the shores of Lustria.
forces of Chaos. To the north the holds of Human Norse venerate Chaos, and restrict
the Norse Dwarfs are embattled and isolated. trade to a few trusted tribes. 994 IC
Circa –4000 IC Circa –700 IC Gilles the Uniter and his companions ride to
relieve L’Anguille from besieging Norse. Lord
A millennia-long project to inscribe ‘Expel One of the horsetribes of the Bretonni settles Marcus of Bordeleaux challenges Svengar of
Chaos’ Master Runes on megaliths around the in the lands around the ruins of Tor Alessi. the Skaelings to single combat. They fight
Krakas of the Norse Dwarfs is commenced. atop the Lighthouse of L’Anguille. At length,
Circa –20 IC Lord Marcus cuts Svengar down and the
Circa –2839 IC Norse abandon the siege — a pivotal battle
After his defeat by the Teutogens, Marius in the founding of the Kingdom of Bretonnia.
Dwarfs and Elves swear oaths of friendship. the Fen Wolf, first king of Jutonsryk, leads
The sea wall, Vloedmuur, is raised around the Jutone tribe west from Nordland. He 1066 IC
Sith Rionnasc’namishathir by the Dwarfs. commences a campaign to rid the Reik
marshes of marauding bands of Fimir. Engineers in Kraka Ravnsvake learn important
Circa –1997 IC shipbuilding techniques through the study of
Circa –10 IC several captured Norse longships.
Dwarfs and Elves come to blows. A 400 year
war commences. This will be known to the Marius comes upon the ruins of Sith 1109 IC
Dwarfs as the War of Vengeance, whilst the Rionnasc’namishathir and founds the city of
Elves call it the War of the Beard. Marienburg. The fortress of Rijker’s Isle is Norscans resume raiding the Westerland.
built upon an island at the mouth of the Reik. Marienburg is occupied by the warhird of the
Circa –1997 IC Skaeling chief Snorri Half-hand.
501 IC
First Siege of Tor Alessi. Dwarf armies 1111 IC
besiege Tor Alessi for the first time. Emperor Sigismund II earns the epithet of
‘Conqueror’ when he brings Marienburg into The Norscans abandon Marienburg as the
Circa –1600 IC the Empire. The king of the Jutones becomes Black Plague takes its toll on their armies.
an Imperial noble, the baron of Westerland.
The Elf Phoenix King Caledor II arrives in
Tor Alessi. He vows to vanquish the Dwarfs
and end the War of the Beard.
6
SEA OF CLAWS I
1597 IC 2150 IC 2424 IC 7
Marienburg is seized by a Bretonnian army Marienburg signs a treaty granting that city Waaagh! Grom. Following attacks on Nuln
under the leadership of the duc de L’Anguille. exclusive trading rights with Lothern. Elves and Middenheim, Grom leads his forces
For the next five years the occupation army soon inhabit a quarter of the city that becomes to the fens around Marienburg. The city
is harassed by the locals. When the army of known as Elftown. prepares for a siege, but Grom’s Goblins
the Grand Duke of Middenland approaches busy themselves with assembling a flotilla of
Marienburg the Bretonnians abandon the city. 2292 IC ramshackle hulks, and sail west.
1604 IC The Ungruvalk, Kraka Ravnsvake’s secret 2429 IC
network of underground canals, is completed.
Baron van Buik grants seats on the Marienburg The City Council of Marienburg declares
City Council to merchants and ship-owners, 2302 IC the Wasteland’s secession from the Empire.
instigating a tradition of democratic institutions Emperor Dieter IV ratifies their decision. He
influencing Marienburg’s government. The Great War Against Chaos. A fleet from is deposed in favour of Wilhelm III, who
Kraka Ravnsvake defeats a force of Norscans musters an army to reclaim the province.
1607 IC at the Battle of Skapa Fjord. Paulus van Marienburg’s forces defeat Wilhelm at the
der Maacht, last baron of Westerland, joins Battle of Grootscher Marsh.
A Kraka Ravnsvake merchant ship visits Magnus the Pious in his campaign, and dies
Erengrad. In the following decades they are a valiant death in battle. Valmir Aesling leads 2448 IC
occasionally seen in a number of foreign ports. a host to the Dwarf hold of Kraka Drak,
commencing the War in the Mountains. King Spring floods swamp Marienburg. The
1635 IC Silverbeard orders that the mountain itself Vloedmuur defences are extended, and drainage
be toppled to prevent Valmir from invading improved. Dwarf runecraft and engineering
The Battle of Castellet. A flotilla of seaborne other Krakas. Trapped together in the depths, combine to better control the water level.
marauders from the far north attack L’Anguille the Dwarfs struggle valiantly, but steadily lose
and are slaughtered by King Phillippe the ground. Refugees from the conflict swell the 2449 IC
Strong and an army of 10,000 knights. populations of other Norse Dwarf Krakas.
Rioting breaks out in Marienburg in response
1696 IC 2305 IC to anti-Labour Guild laws passed at the behest
of the city’s merchants. There is widespread
Norse Dwarf engineers from Krakas Ravnsvake Magnus the Pious establishes the Province of destruction and several murders before the
and Drak arrive at Karak Vlag where they Westerland. He appoints a governing council Directorate agree to rescind the offending laws
learn about the blackpowder technology that drawn from the burghers of Marienburg. and limit strikes.
is employed by the holds of Karaz Ankhor.
1850 IC 2350 IC 2478 IC
Norscan raids along the coast of the Sea of As the War in the Mountains rages on, Kraka The Pirate Wars. Marienburg and Imperial
Claws increase. Marienburg is sacked. Ravnsvake assumes command of the Norse ships form an alliance to break the pirate
Dwarf fleet at Sjoktraken. fleet of Red Maria. The conflict culminates in
1988 IC 2478 IC with the Battle of the Torpid Sea.
2368 IC
Soldiers from the elector count of Nordland’s 2490 IC
army find the coastal town of Debneitz in The Treaty of Schoninghagen. Baron Ludwig
ruins, its inhabitants’ flayed corpses nailed to Nikse agrees to bring Nordland under the rule The necromancer Hela Half-dead leads
nearby rocks. of the graf of Middenheim. a horde of shambling corpses into Troll
Country, slaughtering every living thing she
2007 IC 2390 IC finds. Hela’s horde is eventually intercepted
and torn to pieces by Throgg and an army
The Battle of Lamentations. From the far Kraka Drak falls to the Aeslings, ending the of Trolls.
north the Chaos Lord Kharan the Blighted War in the Mountains.
assembles a vast Plague Fleet, so foul it leaves 2512 IC
the sea black in its wake. The fleet sails to the 2391 IC
shores of Bretonnia, and the horde of Lord Nordland regains its Electoral status and
Kharan lays waste to Couronne. A relief force A riot occurs in Marienburg. Elves are accused Theodoric Gausser becomes its elector. He
is organised by the Repanse de Lyonesse, who of the summary arrest and imprisonment of a vows to repay the Emperor’s faith in him by
slays Lord Kharan and scatters his army. citizen of the city’s Suiddock district. Before championing the construction of a new fleet.
order is restored several Elves are killed.
II
• BRETONNIA AND THE WASTELAND •
TheDDanrgagerona’nsdMOawppotrotuRneiatvyerfsroPmoint
Despite its many perils, for the coastal communities THE BRETONNIAN COAST
scattered about the coasts of Bretonnia the Sea of Claws
is life. The Bretonnians have long claimed to be the greatest
sailors in the Old World. Certainly, their fleet is
Fishermen depart before dawn every morning, returning something to behold, each magnificent galleon bristling
after dark with holds laden with catch. Merchant ships with cannon and decorated with beautiful murals and
depart for distant ports, coming back brimming with rich sculptures. Most Bretonnian nobles have little interest in
cargoes. Smugglers slip into quiet coves or the docks of maritime matters, and as a result most naval vessels are
friendly villages. Wreckers lure the foolish onto hidden crewed by commoners. A life at sea is one of the few ways
reefs. Pirates stalk the coast, looking for vulnerable prey a peasant can rise beyond the limitations of Bretonnia’s
while avoiding the attention of the Bretonnian Navy. restrictive class system.
The merchant rulers of L’Anguille and Marienburg Most Bretonnian seafolk, of course, never serve aboard
struggle to control the trade routes crisscrossing the a warship. Instead, they brave the seas in humble fishing
Sea of Claws, a centuries-old rivalry that occasionally skiffs or merchant cogs. It is in such vulnerable vessels
manifests in violence out on the waves. The Sea of Claws that the Bretonnian reputation for seamanship is earned.
can be deadly and unforgiving, but for those willing to The coast of the Sea of Claws is harsh and unwelcoming,
brave it, fortune awaits. requiring skilled sailors to navigate safely. The Great
Lighthouse beckons ships to L’Anguille, the only port of
note on Bretonnia’s northern coast.
8
BRETONNIA AND THE WASTEL AND II
The Dragon’s Maw The Marches of Couronne
To the north and west of the Gulf of L’Anguille lies the The stark coastline of Couronne is sparsely inhabited.
Dragon’s Maw. Any sailor with a semblance of sanity The region is regularly beset by storms, and there are no
refuses to go anywhere near the region, as it has a deadly locations suitable for a deep harbour. Every coastal village
(and well-deserved) reputation. Sharp rocks rise from the is fortified against the frequent raids of Norscans and
water like jagged teeth, wreathed in the spray of the vicious Dark Elves. There is little to attract legitimate traders to
tides that constantly hammer their sides. The currents the area, and the locals tend to be wary of visitors.
are unpredictable, visibility is poor, and to make matters
worse the area is subject to frequent storms. The coast is The marcher lords have little interest in the coastal
so inhospitable that it is almost entirely uninhabited. The region, being more concerned with their horses and
local lord has offered a handsome reward to anyone able their feuds, leaving the locals to fend for themselves. The
to map a safe route through the Maw, but so far no one only assistance the commoners of Couronne can hope to
has been foolish enough to take him up on the offer. receive is from the Bretonnian Navy, but even their ships
are viewed with suspicion. Naval patrols along the coast
The Sea Elves claim that Silenna Starguided, a famed are usually carried out by buccaneers from L’Anguille
navigator, once charted a way through the Maw. — private vessels granted a royal charter to keep the sea
Charlatans sometimes try to sell fake copies of her charts lanes open. They are often crewed by captured smugglers,
in L’Anguille, though rarely for very long. L’Anguille has wreckers, and pirates, sentenced to serve aboard ship in
lost too many sons and daughters to the Maw to take such lieu of execution. As such, they are often little better than
scams lightly, and con artists trying to pass off dangerous the raiders from whom they supposedly protect the coast.
forgeries tend to be thrown in the harbour.
Despite this, local fisherfolk often sign up to serve on
Rumour has it that the Maw is considered a holy site by such ships, hoping to win enough gold in spoils to buy
cultists of Stromfels. Some cultists whisper that there’s themselves a life in L’Anguille or Marienburg. They are
a temple at the heart of the Maw, filled with treasures. welcomed by buccaneer captains, for they are skilled
Others claim that it’s just a tale to draw in the greedy; sailors with expert knowledge of the Couronne coast.
more sacrifices for the Shark God.
During times of conflict with Marienburg or the Empire,
Only a very foolhardy captain would seek to navigate the king will offer bounties on enemy ships, and every
through the Dragon’s Maw. See page 104 for Making village will be awash with privateers (and their booty).
Progress. The rocks of the Maw count as having a Some buccaneers occasionally engage in a little piracy
Collision Rating of 60 (see page 111). In addition, any even in times of peace, tempted by the fat merchant cogs
boat taking 20 Wounds or more from a collision with one coming to and from Marienburg.
of the rocks in the Maw suffers Holed 1 (see page 117).
IN THE DRAGON’S MOUTH LOOKING A GIFT HORSE
IN THE MOUTH
As they pass the Maw, the Characters spot a sailor floating in
the water, clinging to some wreckage. He’s the only survivor of The Characters have been hired to fetch a cargo from a small
a ship that was wrecked on the Maw’s treacherous rocks. Sure fishing village on the coast of Couronne. When they arrive,
enough, the Characters soon catch sight of a cog caught on they discover that the cargo is a dozen prize horses. Wrangling
a reef at the edge of the Maw. Its hull is torn open, and it’ll these nervous beasts onboard their ship will be challenging
clearly never sail again, but the survivor claims he could lead a enough, but what to do when a very angry marcher lord arrives
party of rowboats over to retrieve its valuable cargo. (accompanied by a dozen men-at-arms) and demands the return
of his property?
9
II SEA OF CL AWS
L’Anguille The Great Lighthouse
The rugged coastline of the Gulf of L’Anguille is The Great Lighthouse towers over the Gulf of L’Anguille,
notoriously dangerous. Sheer cliffs, unpredictable visible for miles in every direction. Standing three
currents, and rumours of dangerous creatures preying hundred feet tall and built from smooth white stone, it
on the unwary mean that the area is popular only with makes the neighbouring Human buildings look crude by
wreckers, smugglers, and the occasional cultist. But the comparison. The city walls extend from the Lighthouse;
Great Lighthouse guides ships to safety, leading them to sixty feet high and almost as deep, they present a
L’Anguille, Bretonnia’s great merchant city. formidable obstacle for any invader.
L’Anguille was originally the Elven colony of Tor Alessi, Elves often visit the Lighthouse, and it is rumoured that
and much of the original architecture survives, especially there are secret tunnels and chambers throughout the
in its infrastructure. The Great Lighthouse towers above building that can only be accessed by their kind.
everything, its light visible out to the Sea of Claws.
The Lighthouse is mostly staffed by navy veterans, who
The walls of L’Anguille stretch from the Lighthouse to are too old (or too injured) to serve at sea. These old
surround the city, but the buildings within are all Human- mariners are a great source of sea lore and chanties and
made, clustered between the walls and the harbour. On are always happy to reminisce about their glory days.
an island in the middle of the harbour squats Castle
L’Anguille, a Human-built fortification that looks out of The Great Lighthouse counts as a lighthouse in all
place next to the graceful Elven structures. respects (see page 108), though its light can be seen from
a much greater distance than that of a regular lighthouse.
The city’s inhabitants are proud seafolk and see every
day on the water as a challenge. It’s a rare family that SEEING THE LIGHT
doesn’t have someone out at sea, whether fishing, trading,
or serving aboard a Bretonnian warship. Returning safely Distance to Lighthouse Perception Test
is an event worth celebrating, and local taverns come to to See Light
life in the evening as the fishermen bring in their catch.
Ships of the Bretonnian fleet can almost always be found Within 20 Miles Easy (+40)
in L’Anguille, including one or two of the great galleons 20–40 Miles Challenging (+0)
for which it is famed. Many locals serve on Bretonnian 40–80 Miles
warships, and the fleet is looked upon with favour by the Hard (–20)
city. Off-duty sailors sometimes cause trouble, but the
locals forgive a bit of roughhousing in the dockside inns,
as long as everyone can walk away from the encounter.
Duke Taubert once made his home in the city, but five A FLICKERING FLAME
years ago he moved south to Grasgar Castle, and has not
returned since. In his stead, Godemar Fitzgodric serves As their ship approaches L’Anguille, the Characters notice that
as his steward. Godemar is the wealthiest merchant in the light from the Lighthouse seems to be flickering on and off.
Bretonnia, and head of the Brethren of the Lighthouse, It quickly becomes apparent that the changes aren’t random —
one of the most prestigious merchant clubs in the they’re some kind of coded signal! But who is sending it, and
kingdom. He has great plans for L’Anguille and has to whom? And what is the message?
already ordered the construction of four new watchtowers
to protect the city.
10
BRETONNIA AND THE WASTEL AND II
THE WASTELAND Squeezed between the Old Coast Road and the
Manaanspoort Sea is the village of Broekwater. A
Stretching from the mouth of the Reik to the Sea of small cluster of fishing hovels, Broekwater has a poor
Claws, the Marienburg Sound (or the Manaanspoort Sea, reputation and is said to be a haven for criminals of all
as it is known to Wastelanders) is always bustling with sorts. The goods of ships wrecked along the western shore
sea traffic. Hundreds of fishing vessels supply Marienburg can sometimes be found here. Anyone asking about lost
with their daily catch. Merchant traders bring their wares cargoes at the Shark’s Eye (the village’s one inn) will be
from near and far. Occasionally an Imperial warship directed towards Hendrika Baas. This ancient-looking
might be spotted, having passed through the city from crone can be found mending nets on the shore, and (for
the Reik, and now making its way to a posting along the a price) can arrange for the delivery of ‘salvaged’ wares.
Nordland coast. She can also put discreet enquirers in touch with the
Marienburg branch of the Fish, the largest smuggling
Most ships take the slower, but safer, north-eastern gang at work on and around the Reik. Those who anger
passage through the bay, guided by the lighthouse at Fort Hendrika rarely make it out of Broekwater. Some say that
Solace. This small village is administered by Marienburg’s they end up being sacrificed to the sea, with Hendrika
Wasteland Import-Export Exchange. While ships herself leading the rites.
sometimes stop there for the night, it offers little beyond
the most basic of services, as Marienburg’s rulers seek to The ruins of Almshoven lie north of Broekwater. This
encourage ships to travel to the city proper. small village and its lighthouse were destroyed by
Norscan raiders during the Great War Against Chaos.
Daring (or foolish) ship captains take the more dangerous Wastelanders claim that the Norscans practised dark
north-western route through the bay. Rocky shoals line magics there, and that the place is now cursed. Despite
the western shore, and strong currents can sometimes this (or perhaps because of it), the ruins are often used
cause a ship to veer off-course. Wreckers have been as a hideout for those seeking to escape attention for a
known to light beacons along the shore to confuse ships. while. Adventurers are sometimes drawn to the ruins in
search of treasure, and the fact that some don’t return
CALCULATED RISKS merely adds to the village’s notoriety.
A ship taking the north-east route can make an At the mouth of the bay lies Reaver’s Point. It was once
Average (+20) Boat Handling Test or Average (+20) home to a great gathering of pirates and wreckers, until
Plain Sailing Test. Taking the north-western route is the Great Families of Marienburg assembled an army
Challenging (+0) but will reduce the travel time of the of mercenaries and ships to destroy them. The tides
journey by a day. However, a failed Test will result sometimes uncover pieces of the pirate encampment or
in the ship having to negotiate a number of Shallows wash up bits of old wreckage. Scavengers can sometimes
(see page 112) equal to the number of negative SL be found here, hoping to find lost pirate treasure, but for
generated on the Test. the most part the area is only frequented by smugglers.
Along the western shore lies an ancient, raised road of At the very north-eastern tip of the Wasteland, on the
white blocks, built by the Elves millennia ago. Known as border of the Laurelorn Forest, is the isolated town of
the Old Coast Road, it winds its way from the Grootcher Arnau. Ships stopping here report a quiet settlement of
Marshes and along the coast, continuing to Couronne farmers and fisherfolk, with a surprising martial bent.
and eventually ending just short of L’Anguille. The years The town militia is well-equipped and drills regularly.
have not been kind, and much of this highway has fallen Whenever the fog rolls in off the Tumble Downs to the
into the sea or been broken apart by locals looking for west, Baron van Buuren has the militia muster and stand
construction materials. Tancred Castle is the last seat of a at the ready. When asked why, locals mutter about ‘one-
Bretonnian Knight before the territory of the Wasteland. eyed demons’ and lock their doors.
11
II SEA OF CL AWS
MARIENBURG Competition amongst the Ten is fierce, and the
membership has changed over the centuries as family
Marienburg is the greatest trading city in the Old World fortunes have waxed and waned. While overt violence
(much to the irritation of the merchants of L’Anguille). between the families is frowned upon, espionage, theft,
A stream of ships travels along the Rijksweg, the channel sabotage, and even a little piracy are tolerated, as long as
of the Reik which splits the city in half. The enormous the peace and prosperity of the city are not threatened.
Hoogbrug Bridge spans the Rijksweg, so huge that even The one thing the Ten agree upon is that the safety
the tallest of ships can pass beneath it. To either side and independence of Marienburg must be protected at
cluster dozens of islands sat within a maze of canals and all costs. An unspoken rule forbids the assassination of
bridges, covered in tall buildings that lean over the water. fellow Directors, but this does nothing to protect their
Even the bridges are home to inns, shops, and residences. agents and employees.
The industrious and enterprising Marienburgers make
use of every inch of space available, and where every inch Trade
has already been taken, they simply build up.
Trade is the lifeblood of the city, and merchants from
The stereotypical Marienburger is a greedy, fast-talking across the world can be found here. Kislevite fur-traders
merchant, who will talk you out of your life savings in rub shoulders with Norscan blade-mongers, next to
exchange for taking all your worldly possessions off your Arabyan spice merchants or Cathayan silk traders, and
hands. In truth they’re no greedier than anyone else, but currencies from across the world mix with the city’s
the city’s focus on trade means that its citizens are used own coin, the Marienburg Guilder. Locals are used to
to haggling over prices and striking a good deal. When dealing with foreign coins and are adept at recognising
they see an opportunity, they take it, and they make no their value. Most will take them at face-value, preferring
apologies for it. to secure a deal rather than quibble over exchange rates.
In the north of the city is found the Elven enclave of No tax is levied on river traffic coming through
Sith Rionnasc’namishathir (more commonly known as Marienburg, but the city still finds ways to profit. Any
Elftown). Under the terms of the Treaty of Amity and ship wishing to enter or leave Marienburg must accept
Commerce, Elftown was granted to the kingdom of the services of a licensed pilot, at the cost of 1 shilling
Ulthuan, and is not subject to the laws or customs of per yard of ship’s length. Ships inevitably spend at least
the rest of the city. In exchange, the Merchant Houses one night in the city, and docking and unloading fees,
of Marienburg gained the exclusive right to act as the patronage of inns and taverns by crews, and purchase
Elves’ agents for goods sold in the Old World. The Sea of supplies and ship repairs all add up. The real money
Elves have also helped protect the city from attack, most is made at the Wasteland Import-Export Exchange,
notably at the Battle of Grootscher Marsh, in which where all of Marienburg’s bulk trade takes place. Anyone
Marienburg secured its independence from the Empire. wishing to buy or sell a cargo in Marienburg must do so
at the Exchange, using accredited brokers and paying a
City Politics 2% tax on all sales.
Marienburg is, in theory, ruled by the Stadsraad, a
two-house parliament consisting of the city’s priests,
academics, and a handful of nobles (the upper house),
and representatives of the city’s guilds and aldermen (the
lower house). In practice the city is ruled by the Executive
Council of the Stadsraad, known as the Directorate. True
power lies with the heads of the city’s ten wealthiest
families (collectively referred to as the Ten), each of
whom has a seat on the Directorate. The remaining seats
are held by the rector of Baron Henryk’s College and
the high priests of the city’s temples. The leader of the
Directorate is elected to the position of Staadtholder and
is always one of the Ten.
12
BRETONNIA AND THE WASTEL AND II
The Cathedral of Manaan oThf eSBearmoetnhearnhdooPdilots 13
The Tempelwijk district of Marienburg is home to many The guildhall of the Brotherhood of Seamen and Pilots
shrines and temples, but none compare to the Cathedral is well known to most sailors who frequent Marienburg.
of Manaan. The white limestone walls seem to rise from Sitting at the centre of the Suiddock district on the
the water.The roof is topped with three golden bell towers, Bruynwater canal, it stands out from the warehouses and
suggestive of Manaan’s trident. Two knights templar of taverns to either side. A painted mermaid sits above the
the Order of the Mariner guard the Cathedral’s doors, pillared facade that fronts the building, and a domed roof
which are open day and night. is topped with a brass representation of Manaan’s crown.
Upon entering the Cathedral, a worshipper descends Some say the building looks more like a temple to Manaan
into a vast chamber. Smaller shrines and chapels (where than a guildhall, and in truth guild members often join in
Marienburg’s wealthy pray in comfort) lie to either side, a quick prayer to the Lord of the Seas before a meal in the
but most ceremonies take place in the main nave. At mess hall or a meeting of guild members. Members often
high tide the nave floods, allowing worshippers to pray pray at the small chapel to Manaan at the rear of the hall,
in direct communion with Manaan. At the end of the rather than attend their local temple.
chamber, nine steps rise to the great altar, a single block
of stone upon which Marius the Fen Wolf is said to have The guildhall is often frequented by sailors just in from
stood when he founded the city. a long journey, who gather to catch up on gossip, swap
stories, discuss the working conditions on various ships,
But it is what lies behind the altar that truly draws the eye. and sometimes look for work. The mess hall serves a
Behind a huge, clear pane of glass is an aquarium, filled tasty fish stew, and the guild turns a blind eye to down-
with hundreds of sea creatures. A gift from the Elves of on-their-luck sailors who spend a night or two bunking
Ulthuan, its creation is beyond anything Humans can under their roof.
accomplish. Pilgrims from across the Old World travel to
see this living testament to Manaan’s kingdom. Guildmaster Albert Loodemans is a respected figure in
the local community. Known for his calm demeanour and
The recently appointed matriarch of the Cult of Manaan, common-sense attitude, he has steered the Brotherhood
Camille Dauphina, resides in the Cathedral. Until through Marienburg’s politics for the past five years.
recently, Patriarch Wouter Berkhout headed the Cult, but One growing irritation, however, is the rival Riverfolk’s
he resigned from his position a year ago. Berkhout was Association, led by the ever-aggravating Axel Huurder.
much respected in Marienburg, and the city is rife with
speculation as to why he stepped down. There has long been bad blood between the Brotherhood
and the Association, but lately the Riverfolk have been
Sailors often attend service at the Cathedral before accusing the Brotherhood of attacking their members or
embarking on a voyage, in the hopes of winning Manaan’s sabotaging their boats. Albert has been trying to calm
favour. The Cathedral is also occasionally used by people tempers and improve relations between the two groups,
of importance when they need to meet discreetly — they but secretly fears that some of his own guild may be
‘just happen’ to attend service at the same time. stoking tensions.
EIGFOHUTRLILMIMBBSSGBOAODD, BLOOD IN THE WATER
The Cathedral recently purchased a rare breed of octopus for its Prominent members of the Brotherhood have gone missing.
aquarium, but the beast somehow escaped. The creature is small, Everyone suspects the Riverfolk’s Association, but an Elven blade
agile, poisonous, and surprisingly intelligent. The Cathedral will was found at the scene of the latest disappearance. Someone
pay handsomely for its return. Unfortunately, someone else is is being framed, but is it the Association, the inhabitants of
also looking for the fugitive cephalopod: August Bardolino, Elftown, or both?
master chef at the Prince’s Rest (Marienburg’s most exclusive
inn), wants to add it to the menu.
II SEA OF CL AWS
Baron Henryk’s College Sea Magics
Established in 1947 IC, Marienburg’s premier institution The Department of the Maritime Arts Magical warns
of learning is one of the most renowned centres of apprentices that the Winds of Magic gather and flow
education in the Old World. Located in a former palace in strange ways on the seas. Some Winds are harder to
in the Tempelwijk district, the College’s musty halls are control, while others flow in overwhelming surges. Baron
always bustling with academics, students, and their long- Henryk’s is also known to teach spells particularly suited
suffering servants. The surrounding streets and plazas to life at sea not widely known beyond Marienburg.
hold tea-houses, inns, taverns, and boarding houses,
where wealthy young students and scholars can be found The following modifiers apply to channelling or casting
debating esoteric topics, getting drunk, or drunkenly attempts while at sea:
debating esoteric topics.
Lore of Beasts: Ghur sinks below the waves, where it sits
Study at Baron Henryk’s is open to anyone who can amongst the great beasts of the abyss. Amber wizards can
afford the fees. In addition to the standard three-year draw upon this power, but it doesn’t like to be disturbed,
curriculum required to earn one’s Magister Philosophiae and may lash out. Spells from this Lore Critical or
Naturalis, the College also engages in advanced studies in Fumble on both doubles and rolls divisible by 10.
medicine, law, and ‘economicks’ (a new science promoted
by the Temple of Haendryk). However it is in the study Lore of Fire: Aqshy is hard to summon at sea. Channelling
of navigation and cartography that Baron Henryk’s truly Tests for this Lore suffer from –1 SL. However, if a ship
excels. In addition to teaching practical navigation skills, is on fire, Aqshy floods towards it. Channelling Aqshy on
the College has sponsored many expeditions to distant a ship currently ablaze benefits from +1 SL (in addition
lands, and the Cartography Department now has one of to the normal benefits from Ablaze Conditions applied to
the greatest map collections in the Old World. the Lore of Fire). This may explain why Bright Wizards
have a terrible reputation amongst mariners.
The College is also known for its ‘Department of the
Maritime Arts Magical’. Rumoured to have existed in Lore of Heavens: During stormy weather Azyr crashes
some form before Teclis brought the gift of magic to the down from the skies, and almost seems to want to be
Empire, officially it was created in 2310 IC, as an ‘adjunct directed by a wizard’s will. When the seas are calm,
campus’ of the Altdorf Colleges of Magic. Though however, Azyr stubbornly refuses to be called, fighting
Marienburg is now independent, the Department is still any efforts to bend it into a spell. Lore of Heavens spells
technically under the purview of the Altdorf Colleges. cast during a storm benefit from +1 SL to Casting Tests.
Students from Altdorf sometimes take a semester in Spells cast when becalmed suffer –1 SL to Casting Tests.
Marienburg to study maritime magics, and students
from Baron Henryk’s often travel to Altdorf to finish Lore of Life: Ghyran saturates the seas, granting a Jade
their studies. Though lacking the breadth of magical Wizard easy power. However, Ghyran ebbs and flows,
knowledge found in Altdorf ’s Colleges or Middenheim’s and a wizard can lose control in an instant. SLs from
Guild of Wizards, Baron Henryk’s provides instruction Channelling Tests are doubled on the seas, but a Critical
in sea magics unknown elsewhere in the Old World. Channelling results in a Major Miscast rather than a
Minor Miscast. If you have the Aethyric Attunement
THE DREAMER’S JOURNAL Talent, roll on the Minor Miscast Table instead.
Someone has stolen a centuries-old tome from the College
library, and Professor Gert-Jan Kikkert desperately needs the
services of a ship to pursue them into the Sea of Claws. The
professor insists that they must catch their quarry before they
reach the Dragon’s Maw, though he is rather cagey as to why.
Oddly enough, soon after leaving Marienburg, the Characters
notice that an Imperial warship seems to be following them.
14
BRETONNIA AND THE WASTEL AND II
Lore of Life Lore of Heavens 15
The Druids of the Jade School may seem Celestial Wizards often seem aloof and
out of place aboard ship, but their presence bookish to the crew of a ship, but some
is much welcomed by savvy captains. have come to love life at sea. On the open
Ghyran flows through the seas, making a Jade Wizard a ocean an Astromancer can commune with Azyr in ways
valuable addition to any crew. unheard of on land. They often climb to the crow’s nest to
contemplate their arts, tracing the twists and turns of the
Living Mire Blue Wind with their fingers.
CN: 8 Blessings of Bel Shanaar
Range: Willpower yards × 10
Target: One ship CN: 2
Duration: Willpower Bonus minutes Range: You
Facing a ship at sea, you produce a stream of seaweed. Target: Self
The slimy algae surrounds the vessel, which becomes Duration: 1 day
enmeshed. Whilst caught in the mire the vessel suffers –2 This spell must be cast while on a journey with a set
to its Movement Characteristic,and adjusts its Manoeuvre destination, the location of which is known to the caster.
Characteristic by –3 SL. A crew can be ordered to cut Closing your eyes, you focus your Second Sight on the
the ship free with an Extended Challenging (+0) Boat heavens, tracing Azyr’s path as it crackles across the
Handling Test, to a target number equal to the caster’s sky, seeming to jump from star to star. For an instant a
Willpower Bonus + SLs. bolt of Azyr connects you to your destination, leaving
a shimmering blue afterimage in your vision. For the
Water Water Everywhere duration of the spell, all Navigation Tests made by the
wizard (or involving the wizard, in the case of Crew
CN: 6 Tests) benefit from +2 SL.
Range: You
Target: One ship Niezlib’s Optimal Firing Solution
Duration: Instant
You gather Ghyran from the sea, taking small amounts of CN: 6
water with it. Cleansed of impurities, this water flows to Range: Willpower Bonus yards
the ship’s stores, replenishing any empty barrels of water. Target: One ship
Duration: One Round
Whirlpool This spell is a variation of one created by Lord Astromancer
Wilfried-Gotthelm Niezlib, who sought to use it to prove
CN: 6 his theories about the movement of celestial objects. He
Range: Willpower yards × 10 later realised it had more practical applications, and
Target: AoE (Willpower yards) modified it to determine the exact moment a ship should
Duration: Willpower Bonus Rounds fire a broadside. The caster can calculate the roll of the
You pull on the Ghyran surrounding the target area, ship, distance to the target, weight of the cannonballs,
moving it around and around. The water starts to and the power of each shot. For the duration of the spell,
churn, and a whirlpool forms in the target area. Tests made to fire a cannon benefit from +1 SL.
Whirlpools are described on page 114. The spell creates
an area of Gentle Rotation, but SL can be spent on Sea of Glass
making the whirlpool larger as per the Overcasting rules.
CN: 10
WHIRLPOOL OVERCASTING Range: You
Target: AoE (WiIlpower Bonus miles)
SL Size of Whirlpool Duration: Willpower Bonus minutes
5 Whirlpool You call on everyone on your vessel to be quiet, then close
8 your eyes. An eerie silence envelops first your ship, then
13 Powerful Vortex the surrounding sea. The sails go slack and the waves
21 or more A Maelstrom calm. The Doldrums effect from the Wind Effect Table
The Maelstrom (page 107) applies for the duration of the spell.
II SEA OF CL AWS
ELVES UPON THE SEA OF CLAWS
The Sea of Claws is not known as an area of great interest fact that it contains its own magical college, is a worry
to the Elves, though they are active there. to the Loremasters. They would prefer their journeys
to Altdorf to be as frictionless as possible, so that any
Ulthuan sends trading missions to Marienburg. There is information they collect from Altdorf does not come into
growing competition between the merchants of Lothern the possession of their enemies or rivals, and that the
and those of Cothique to reach new markets and exploit magic taught at Baron Henryk’s College remains true to
the opportunities they present. Elftown in Marienburg the principles laid down by High Loremaster Teclis.
is home to delegations from both kingdoms, and whilst
they provide a united front to the eyes of their Human Intriguing Situations
neighbours, they privately engage in intricate schemes to
undermine one another, or find loopholes in their treaties This is a potential source of conflict between the Elf
with their human agents in Marienburg. Kingdoms, as Lothern and Cothique enjoy the rich
trading opportunities afforded by Marienburg’s liberal
The Loremasters of Saphery also have an interest attitudes and laws, which have flowered because of its
in Marienburg. They desire to keep a close eye on independence. On the other hand. there are many in
developments in Altdorf, where the Colleges of Magic Saphery who would find it comforting to see Marienburg
are found. These institutions have taught relatively safe come under the control of the Empire once again.
principles of wizardry laid down by Teclis over two
centuries ago, but as far as many Elves are concerned, they The Sea of Claws provides a route to the Great Ocean, the
amount to nothing more than a risky ongoing experiment. island of Albion, the land of Ulthuan, and the continent
of Lustria. These lands are rich in secrets and treasures
Wary of angering the Human wizards (who are more that the Elves of Ulthuan would rather remain hidden
numerous, if not so powerful, as their own mages) the from the eyes and hands of Humans. Whilst privileged
Loremasters of Saphery send missions to tutor and spy traders are permitted to berth at ports such as Lothern
upon them. The independence of Marienburg, and the and Tor Koruali, their presence there is tolerated rather
than welcomed. The seas about Ulthuan are patrolled by
the High Elf navies, whose Dragonships are swift and
crewed by peerless sailors.
The Sea Lord Aislinn
The Lothern Sea Guard are the most skilled
naval fighting force in the world, captained by
the Sea Lord Aislinn. He is a controversial figure
in Lothern society, dubbed ‘the Pernicious’ even
by those who have cause to thank him for their
security upon the waves. He shows a relish for
bloodshed that unnerves his fellow High Elves,
taking savage delight in the opportunity to
engage an enemy upon the waves, or lead hit
and run shore raids against Norscan settlements.
Proud, with a pronounced cruel streak, any
Human or Dwarf who treats him with disrespect
is likely to be challenged to a duel, and he has a
particular (and peculiar) loathing of Halflings.
BRETONNIA AND THE WASTEL AND II
The Dark Elves Since the secession of Marienburg, the Empire have been
inhibited from protecting their shores, but still the Dark
Yet Ulthuan faces such perils that there is a need to Elves take care when sailing the area, desperate not to
promote the likes of Sea Lord Aislinn. Without his navies lose another of their precious Black Arks.
the eastern shores of Ulthuan would be a soft target for
the Norse, and the High Elves would be an open target A Task for Khyrathi Bayne
for the vengeful Dark Elves of Naggaroth.
Instead, they are hatching a plan to appeal to the Elves
The Dark Elves are sailors every bit as skilled as their of the Laurelorn to assist them in their vengeance. The
counterparts from Ulthuan, and they are in possession Witch King has deemed it appropriate to send an agent,
of several Black Arks. These vessels combine aspects of the assassin-corsair Khyrathi Bayne, to spy upon the
both battleship and fortress. They were created during denizens of the Laurelorn, and come up with a strategy
the Sundering, when the northern marches of Ulthuan that will lead to greater cooperation between Naggaroth
were shattered and drowned during the titanic conflict and the Eonir.
that saw the Dark Elves banished to the freezing wastes
of Naggaroth. Khyrathi is more interested in bloodshed than diplomacy,
but she is a patient Elf and has some confidence that,
The towers of several sorcerers were spared from this should she succeed in her current mission, the Witch
calamity as enchantments were woven into them, keeping King will find her future work more in line with her
them integral and buoyant. Rather than sinking beneath tastes. She believes a potential area of common interest
the waves, they broke free of the ground and became could be the Humans of Nordland.
massive floating fortresses.
If she can sow discord between them and the Elves,
Black Arks perhaps Queen Marrisith might take the first steps in
fostering an alliance with the Dark Elves.
The Black Arks enable the Dark Elves to project massive
power far from their home shores, for each vessel is so
large that it can garrison armies of corsairs, house
massive beasts of war, and provide the laboratories
and libraries of Dark Elf Sorcerers, all at once.
The loss of a Black Ark is a sore blow to the forces
of Naggaroth, and two have floundered in the
Sea of Claws, lost with all hands. Ecstasy of Pain
was badly damaged after being caught between
Bretonnian corsairs and a Nordlander navy, and
part of its ramparts now makes up a tower of Castle
Salzenmund. Cleaver of Souls was wiped out by
a punitive expedition led by Admiral Burnetz of
Ostland, though she lost her life, alongside her
whole fleet, in the effort to sink the Dark Elf vessel.
The Dark Elves are not quick to forget such
humiliations, but they are also wary of suffering
further defeats. Whilst they raid villages along the
shorelines of the sea, they are careful not to attract
the attention of Bretonnian or Imperial warships.
III
• THE NORDLAND COAST •
Now OthneceEmapNiree’gslBecrtaevde BNaecwkwEantdere,avour
The Empire’s northern frontier is its shoreline, from In the far west is Wrecker’s Point, a large promontory
the Wasteland to the border with Kislev. The Nordland isolated from the rest of the province and almost lawless.
coast is a bastion against raids from the north, where the Other than the hard-bitten Nordlanders eking out a
maritime legacy of the Empire is found in the bays, coves, living, the headland harbours a tribe of sea-going goblins
and clifftops lashed by the Sea of Claws. known as the Reavaz. Further east is the vast sweep of
Eiger Bay, with low dunes and windswept shoreline from
The Nordland coast is a cold, desolate place, marked by Hargendorf to Dietershafen.
long stretches of isolated dunes and sheer cliffs crumbling
into the sea. Human settlements cling to the sloping The Klauhugel Peninsula is an elevated headland,
shore, their lanterns flickering across the waves to ships bisected by the River Salz which flows from Salzenmund
sailing through the fogs and gloom of the night. Between to Neues Emskrank. Close to the border with Ostland
Wrecker’s Point and the River Demst, the coastline is is Drosselspule Bay, a weed-choked gulf encompassing
under the scrutiny of the Eonir, whose woodland realm of the monastic isle of Manannsheim. Along the coast are
Laurelorn covers the western extent of Nordland. Elven small fishing villages and hamlets, dependent on the Sea
and other traders occasionally sail south on the River of Claws for their livelihood. Smugglers ply their trade in
Demst or Schaukeln deep into the Wood Elf realm. secluded coves and land contraband on moonlit nights.
They are ruled by the ‘Smuggler Queen’, a crime lord
After the secession of the Wasteland, the Empire had no based in Hargendorf.
major naval or trade port on the coast. Altdorf relies on
the Reik for passage to the sea, where Marienburg can Coastal Nordlanders have weathered millennia of raids
exact its tithes for merchants and naval vessels. Nordland from the Norse, Dark Elves, and pirates. There are
has become increasingly important, and after several substantial coastal defences, from sea forts and beacons
unsuccessful attempts to build ports to rival Marienburg, to fortified islands.
there are renewed efforts to assert the Empire’s dominance
over the seas.
18
THE NORDLAND COAST III
THE IMPERIAL NAVY The Second Fleet had its origins in several Nordland 19
navies owned by the Köhlers, Hargenfels, and Gaussers
The Empire is not a great maritime power. The Asur before 2512 IC. After the Turmoil and petitioning by
dominate the world’s oceans, the Bretonnians are better the Nordland nobility, Karl-Franz agreed to create a
sailors, and the Norse, Tileans, and Estalians greater new modern fleet to deal with seaborne raiders whose
explorers. Marienburg’s secession has taken the wind depredations had increased in recent decades.
from the Empire’s sails. Nonetheless, the Imperial Navy
is powerful and many counts and barons want to use it to There is a third Sea Lord, unknown to most of the Navy.
extend their influence around the globe. Duke Leopold von Bildhofen is building a Third Fleet
without the blessing of the Emperor. After his loss of
The tImhpeerFilaeleStsea Lords status in the Turmoil, he plans to increase his powerbase
and reassert his family’s authority. Carroburg has its own
and deepwater wharves and might yet serve as a naval port.
The office of Sea Lord belongs to the most senior admirals Imperial Ships
in the Imperial Navy, those nobles appointed by the Most of the First Fleet are Wargalleys, suited to shallow
waters. The Second Fleet has a greater proportion of
Emperor to oversee the fleets. Officially they administer Wolfships, which are being built at a dizzying pace in
shipyards along the Nordland coast. Both have their
the Navy, make decisions on governance, administration, complement of Greatships. There are also experimental
vessels — the Ironfist which is armed with a colossal
and disposition of the fleets. In practice they do as little mortar, and the improbable Hellhammer, mounted with
a cannon so big it can only carry a handful of cannonballs
or much as their ambition dictates. There are officially into battle. Ships are organised into flotillas, made up of
squadrons of three ships-of-the-line — the Wargalleys
two Sea Lords, one for each of the Imperial Navy’s fleets. and Wolfships. A Greatship commands each flotilla, with
the admiral’s flagship vessel taking overall control.
The position of Sea Lord of the First Fleet was instituted
by Magnus the Pious. It is currently occupied by elderly
Lord Adalmann von Hopfberg, who is insane and resides
in the Great Hospice. He oversees the Reikland Fleet
and has a seat on the Council of State. Practically, the
Admiralty (a body of 12 admirals) command the fleet
from Altdorf. The boats are dilapidated and the admirals
are snobbish and political, vying for position. A recent
appointment is Lieutenant Lord Tyrkel von Hargenfels
of the Nordland coastal nobility — he resents the
patronising treatment he receives from the admirals.
There is some confusion about Sea Lord Adalmann von
Hopfberg. A man dwelling in his residence in Altdorf
claims to be the Sea Lord, even issuing orders at Admiralty
House. He has met with admirals and promoted discord,
encouraging their ambitions and playing favourites.
The First Fleet’s hierarchy are confused, believing von
Hopfberg to be sporadically free to leave the hospice.
In truth, they are being manipulated by a Grey Wizard,
hired by Marienburg to undermine the Admiralty.
The second Sea Lord is Baron Ludolf Köhler the Younger Heraldic Crest of the Imperial Sea Lords, depicting Triton
of Dietershafen.He is young,ambitious,and ‘hands on’.He wearing fanciful wargear of archaic Imperial design.
treats his admirals as peers, delegates responsibility, and
is disciplined in the administration of the Second Fleet.
The Admiral’s Palace in Dietershafen is a hive of activity,
as officers busy themselves following the instructions
of the Nordland Naval Chamber and Sea Lord Köhler,
issuing orders for new vessels, commissioning officers,
and provisioning the growing Second Fleet.
III SEA OF CL AWS
History Fort Odner — on a barren island in Eiger Bay, Fort Odner
stands sentinel over the sea lane west of Dietershafen. It
In the first thousand years of the Empire’s existence, is a miserable posting for the garrison stationed there.
the coast was plagued by raids from the seagoing Norse.
In response to the sacking of Marienburg in 632 IC, Nordenwatch — a fortified island many miles north of the
Emperor Hasso decreed that ships and fortifications be coast between Nordland and Ostland. The northernmost
built to defend the coast, under the auspices of a new holding of the Empire.
office, the Keepers of the Coast. These nobles raised the
first standing navy which fought so hard it forced the Andel Tower — an isolated seafort rising from the sea
Bjornlings, Skaelings, and Sarls to sign treaties at the floor, a mile north-east of Dietershafen. An ancient
Althing of Traktatsey in 765 IC. tower, the lowest stairwell descends into long-abandoned
flooded chambers.
However, the navy soon declined. Indifferent nobles let
it fall into neglect and by 1300 IC the Norse were once There is a series of coastal beacons to warn of invasion or
again landing on the Empire’s shores, as settlers and raiders. In theory they link Salzenmund and the whole
marauders. As the land plunged into civil war, Westerland, shoreline in an unbroken chain, each visible from its
Nordland, Ostland, Reikland, and Middenland managed neighbours when lit. This chain is not without its ‘weak
their ageing war fleets as best they could. links.’Some villagers are derelict in their duty, and corrupt
roadwardens take bribes to leave their beacons unlit.
The Westerland Navy forged ahead while the Empire
was in disarray. Influenced by Tilean traders visiting TRADITIONS
Marienburg, they adopted the maritime inventions of the
southern nations and soon came to dominate the other The Imperial Navy has many traditions and practices.
provinces in naval power. By the time Magnus the Pious Some are practical, some are superstitious, and many are
came to power, the only true Empire navy belonged to a mixture of both.
Westerland, which had ventured beyond the Great Ocean.
The uniting Emperor renamed the ramshackle Reikland Watchkeeping
Navy as the First Fleet and designated Marienburg’s far
superior force the Second Fleet. On naval vessels, the day is divided into seven watches
timed by hourglass and marked by the ringing of the
This arrangement ended abruptly with Marienburg’s ship’s bell. During each watch, most of the crew go about
independence. The Empire’s sea power was reduced to their business, while some rest in their cabins. An odd
the creaking First Fleet (really just a river navy) and a number of watches ensures each crewmember stands a
handful of small private navies in Nordland, Ostland, and different watch on successive days:
Middenland. It has taken the ascension of Karl-Franz
and the events of the Turmoil to institute a serious naval SHIP’S WATCHES
programme in the Empire and renew interest in overseas
exploration and conquest. Middle Watch Midnight–4 am
The Navy on the Nordland Coast Morning Watch (often 4 am–8 am
called Manann’s Watch)
The Second Fleet’s home port is Dietershafen. A more
secretive base is being established at Norden, away Forenoon Watch 8 am–Noon
from the watchful eyes of rival powers. The Fleet put
in at most significant ports along the Nordland coast, Afternoon Watch Noon–4 pm
and harbourmasters are expected to make provision for
their vessels. There are also numerous seaforts along First Dog Watch 4 pm–6 pm
the Nordland coast owned by the Navy and the coastal
Nordland nobility. These include: Second Dog Watch 6 pm–8 pm
First Watch (often called 8pm–Midnight
Beloved Watch,
referring to Mannslieb)
20
THE NORDLAND COAST III
The Ship’s Bell BARON LUDOLF KÖHLER 21
THE YOUNGER
The bell does more than mark time. On naval vessels
it rings to mark the arrival of an officer on board or to Motivation: Prove to his father that he is more than capable
commemorate a death at sea. Services and prayers to in command.
Manann are punctuated by pealing the bell and, on a Short-Term Ambition: Build a powerful, innovative fleet to
more prosaic level, it is used during fog to alert other make Nordland proud.
vessels of the ship’s presence. Long-Term Ambition: Extend the Empire’s reach and power at
sea, through exploration and naval might.
Veteran seamen can distinguish between seemingly
identical bells’ tolls, claiming each has its own personality. Ludolf Köhler has recently taken the coveted position of
When a naval ship goes down, they believe its bell can be Imperial Sea Lord, the first commander of the Second Fleet
heard ringing the watches from the sea floor. since Marienburg betrayed the Empire. He is enthusiastic and
proud to take up a title his family have long coveted, especially
Flags and Pennants his father — Baron Ludolf the Elder has politicked tirelessly to
see the Emperor’s Navy established in Nordland.
The Imperial Navy has developed a system of flag codes
to communicate with other vessels, both friend and foe. Those who meet Baron Ludolf the Younger are struck
Ensigns are heraldic flags flown to denote the station of by his vigour and restlessness. Decades of sea winds and
the vessel within the Navy, its home province, squadron, harsh sunlight have aged him beyond his 32 years, yet
and whether a senior officer is on board. If the ensign he has the energy and appetite for innovation of a man
is flown upside-down, this denotes there is sickness on yet to prove himself. Ludolf bounces ideas around, asks
board and other vessels should stay distant. people’s opinions, and throws himself into every task at
hand. His supporters enjoy his company and lack of airs.
Pennants are used to exchange messages between vessels in His detractors sneer that he’s trying too hard to impress
a squadron or flotilla. These square flags represent letters, his father — the real power behind the Second Fleet.
numbers, and common orders. They are usually strung
in sequence on the foremast stays. Sending or reading a Ludolf the Younger knows all too well his father sees
signal does not require special skills, just access to a Naval him as merely a cipher. It is starting to rankle, especially
Almanack with a key to each pennant’s meaning. when his ideas are ignored or discounted as unworkable.
Both Ludolfs are trying to build a modern fleet, but the
Captain’s Whistle Younger seeks new invention while the Elder trusts in
proven ship-building. The Sea Lord is spending more and
Whistles are used by ships’captains to command their crew more time at Schloss Neurath in Norden, fascinated by
on land and at sea. When a new officer is commissioned the inventions in progress. He is also looking to recruit
to the Second Fleet, he is given a ceremonial gold whistle Celestial, Jade, and Grey Magisters for the fleet. His
by Grand Baron Gausser. First Fleet officers are expected brother Xavier is an Astromancer and the two conspire
to inherit their whistles and (all too often) their rank in with one another to bring more wizardry to the Navy.
the Navy.
The Nordland Fleet’s admirals are a mixture of old sea
dogs and young peers of Ludolf. There are several Köhler
cousins — the Admiralty is a family concern and other
naval dynasties, such as the von Hargenfels, have been
shut out. Relations between Ludolf the Younger and his
admirals are good. He prefers not to pull rank and values
the experience of older sailors in his command, often
accompanying them to hunt pirates. Ludolf is a patron of
the Nordland Seahawks regiment, but he worries about
how Captain Dreist looks at his wife.
III SEA OF CL AWS
Ludolf the Younger as a Patron LUDOLF KÖHLER
IMPERIAL SEA LORD (GOLD 3)
The Sea Lord has day-to-day responsibilities to the
Second Fleet and an overbearing father dictating his M WS BS S T I Ag Dex Int WP Fel W
decisions.This makes it difficult for him to pursue some of
his more adventurous ambitions, so a group of resourceful 4 59 34 37 40 49 48 54 44 32 51 12
Characters would be very helpful to him — especially if
they’re discreet. Traits: Armour 5 (8), Weapon (Sword) +7, Ranged
(Pistol) +8 (20)
In exchange for service,the powerful Sea Lord can support
a party who want to travel by sea. He can also provide Skills: Athletics 63, Charm 54, Climb 47, Consume
positions in the Navy, or introductions to members of Alcohol 45, Cool 42, Dodge 58, Endurance 45,
Nordland’s nobility and Altdorf ’s top-ranking military. Gamble 49, Gossip 61, Language (Norse) 49,
Leadership 66, Lore (Heraldry 49, Nordland 54),
FIND THE LADY Melee (Basic) 74, Navigation 64, Perception 54, Ranged
(Blackpowder) 39, Ride (Horse) 52, Row 52, Sail 63,
Lady Helene Köhler is an explorer, currently in Lustria. She is Swim 42
also the Sea Lord’s younger sister. Ludolf believes the new deep
harbour at Norden will help the Empire establish permanent Talents: Etiquette (Nobles), Noble Blood, Orientation,
colonies in the New World and therefore acquire a near-limitless Public Speaking, Read/Write, Sea Legs, Suave, Strider
supply of gold. The last he heard, his sister was in Port Reaver. (Coastal), Strong Swimmer
He wants to find where she is and extend Köhler influence
across the ocean. Trappings: Entourage of Naval Officers, Suit of Armour
with Mer-lion Helmet Crest, Horse, Pistol, Sword
LANDSHIP AHOY!
Baron Köhler is fascinated by the Marienburg landships.
He wants to build a flotilla of them for the Second Fleet. Why
should the limits of the ocean dictate where the Navy can go?
He would like the party to steal one… or at least take the plans
from Marsh Warden Ambrosius’s office in Marienburg.
22
THE NORDLAND COAST III
DIETERSHAFEN Manann’s Lantern 23
Dietershafen has always harboured warships and fishing The brazier atop Manann’s Lantern burns bright from
fleets. Now it’s boomed to become the most important sunset to sunrise or whenever the Breath of Stromfels
seaport on the Empire’s coast. Where once there were shrouds the Eiger Bay. When a ship sights Manann’s
disorganised frigates, there is now a well-drilled fleet, Lantern on the shore, it is traditional to offer a prayer of
overseen by the Imperial Sea Lord from the Admiral’s thanks to the Sea God, for you never know when its light
Palace. Imperial luminaries visit the docks to inspect may save your life.
the ships, the taverns are full of naval companies, and
maritime trades on the waterfront are thriving. The lighthouse tower is an ugly stone edifice, clearly
built by Human hands less interested in aesthetics than
The town is located in a natural harbour which has been function. During the Black Plague, Dietershafen was
extended along the shore to accommodate fortifications, occupied by Skaven, who took the Lantern as their
shipyards, and docks. The original site of the town command post. Mandred ‘Skavenslayer’ won one of his
is known as the ‘Old City’, where fish and vegetable first victories here, defeating the Clan Skryre engineer
peddlers, simple trades, and the poorest of locals make Sythar Doom and using his ‘Far-Claw’ invention to
their home. destroy a Skaven fleet at anchor in the harbour. Details
of the antagonists have been lost to time, although
The people here are proud of Dietershafen and even the Mandred’s triumph lives on with a statue of the Emperor
most destitute holds a naive belief that the Emperor and mounted on the wall of the tower.
Baron Ludolf the Elder have their best interests at heart.
Under the lighthouse tower is Dietershafen’s primary
The New City encompasses the main harbour and temple of Manann. The lower floors surround a vaulted
fortified naval docks, shipyards, and warehouses, along chamber, lined with wooden slats like the inside of a ship
with the residences of townsfolk who work in trades turned upside down. High Priestess Lenge Flutbirger
related to the sea. This is where the Sea Lord and his is a tough, passionate woman and a strong advocate for
administration work to build the Second Fleet. The New the Navy. She dismisses Salzenmund’s Wave Lord Otto
City has impressive defences, while the streets and docks Sider as a politician too focused on landlubbers. Her
are patrolled by the Dietershafen Harbour Guard, a well- congregation are fighting mariners, working sailors, and
equipped regiment of halberdiers. The atmosphere in the the upper echelons of the Second Fleet.
New City is restrained — those expecting rowdiness and
street fights are often surprised to see the mariners here There are several priests subservient to High Priestess
are professional and disciplined. Flutbirger who spend most of their time at sea. Brother
Wechster is assigned to the Imperial Navy and takes a
Looking down on Dietershafen is Manann’s Lantern, particular interest in investigating spies and saboteurs
a temple to the Sea God that’s also a lighthouse. It is along the coast.
an important landmark — Dietershafen is notorious for
the ‘Breath of Stromfels’, a thick sea fog which rolls into THE OYSTER FEAST
the town during the autumn. There is also a fraternity of
blind pilots who can sail a ship into harbour from the feel Each Brauzeit, the temple hosts the Oyster Feast, when the
of the sea alone, no matter the atmospheric conditions. whole town gorges itself on shellfish and thanks Manann for his
bounty. One night, as the townsfolk are sleeping off the feast,
There are many more temples to Manann reflecting many people have the same dream — a horde of bipedal oysters
his many aspects. The god plays a prominent role here, marching on Manann’s Lantern for revenge.
although Sigmar is more popular in Dietershafen than
anywhere else on the Nordland coast. BOONS OF MANANN’S LANTERN
The light from Manann’s Lantern reaches as far as the light
from other lighthouses (see page 108 However, through a quirk
of optics, or Manann’s beneficence, the light pierces mist and
fog as if they were not there. Perception Tests made to spot the
light are not modified by Visibility (see page 106).
III SEA OF CL AWS
The Behemoth Tavern The Riddle Dock has a dry-dock, the first built in the
Empire and sufficient for a ship under two hundred feet
Sailors looking to spend their hard-earned coin carousing long. For a substantial price (10 GC per day), a ship can
will find the Behemoth Tavern disappointing. Its sign is enter the dock for maintenance and repairs. The dry-
a carved whale with a single horn, hanging in a steep dock belongs to Nielsine Bonde, a Dietershafen character
narrow alley in the New City. The ceiling is low, the room famed for her brusque witticisms and intolerance for
sparsely lit with candles, and the conversation is earnest. time-wasters. The dry-dock is an excavated cavity on the
Late in the night, patrons in their cups may break into western edge of Riddle Dock. A ship sails in, the dock
song, but these are doleful chanties lamenting those lost gates are closed and the water pumped out with a bucket
at sea rather than ribald sailor’s tunes. dredge powered by donkeys. This exposes the keel and
the hull below the waterline for repairs. Scraping Fouling
The Behemoth’s clientele take their calling seriously, from boats (see page 105) is a matter of routine here and
whether they be naval or mercantile crew on shore leave. is performed at half the normal price.
They meet to discuss matters nautical and share yarns to
keep them safe when they return to sea, an event heralded In the south-west corner of Riddle Dock is a workshop
by their ship’s bosun coming into the tavern to fetch where a soft-spoken old woman carves exquisite
his crew back on board. A party visiting the tavern can figureheads.Klara Beyer unconsciously uses latent magical
make acquaintance with ships’ crews and captains, maybe ability to imbue her carvings with subtle enchantments.
finding a mentor to teach them sailing. Characters with Second Sight detect faint eddies of
Ghyran around her hands if they see her at work. A
The Behemoth is the unofficial barrack room of the figurehead can be bought from Beyer at the usual price
Sea Devils, a coastal regiment in the State Army of (see page 98). In addition to the normal effects, the figure
Nordland sponsored by the Köhlers. Unbeknownst to the has a 20% chance of carrying a minor enchantment —
authorities, Captain Siegfried Schmidt drinks here and conferring a level of the Luck Talent to the ship’s skipper
surreptitiously recruits for his Renegades, a squadron of whenever they’re on board.
Ironfists he stole from the Navy.
WE GOT A BITE
SCHMIDT’S DILEMMA
When the Wolfship Bold Otto goes into dry-dock, the
Captain Schmidt enjoys socialising and recruiting right under shipwrights make a strange discovery. A cluster of Human,
the nose of the Imperial Sea Lord. Or he did enjoy it… Orc, and Beastmen skulls have bitten into the keel and become
until a lackey of the Smuggler Queen threatened to reveal stuck. When the Otto sailed around Wrecker’s Point, the crew
his whereabouts. If he and his Renegades don’t start running were troubled by green luminescence below the waves — and
contraband to the coast, she’ll turn him in. several ships have gone down there recently.
The Riddle Dock
At the eastern edge of the Dietershafen seafront is an
enclosed dockyard surrounded by maritime workshops
and artisans’ premises. After passing through the entrance
between stone quays, there is room enough for several
seagoing vessels to moor by the jetties.
The dock takes its name from an old Dietershafen ballad.
In the song, a shipwright courts a mermaid who promises
to marry him if he can answer a riddle. The shipwright
can’t answer a riddle asked in the language of fish, so he
dies of heartache and the mermaid is eaten by a kraken.
The unfortunate pair are commemorated on a painted
sign above the dock’s roadside entrance.
24
THE NORDLAND COAST III
The Ships’ Graveyard NEUES EMSKRANK
Amongst the dunes outside Dietershafen is a sandy At the mouth of the River Salz skulks the miserable
hollow filled with wrecks to commemorate those lost at town of Neues Emskrank — the legacy of a disastrous
sea. It’s a maze of broken hulls and masts leaning at crazy mercantile enterprise, shunned and avoided by most
angles, with a beached Wargalley at the centre. When a sensible travellers.
Dietershafen sailor is lost at sea, the bereaved family carve
their name into some part of this ship — the woodwork is Neues Emskrank is a town in permanent decline. In
now inscribed with many thousands of names. 2455 IC, Jens-Pieter Riemanns approached the Elector
Counts and Empire merchants with a scheme to counter
The graveyard is haunted by Young Piet, a grisly spectre Marienburg’s domination of trade — build two new
who floats through the wrecks at night, carrying his ports on the northern coast, Salkalten in Ostland and
severed legs as his head flops loosely on his ruined neck. Neues Emskrank at the mouth of the Salz. Despite the
Piet’s family believe he was lost at sea, but he was actually fanfare when the ports opened in 2462 IC, the scheme
murdered by Ostland sailors. was a disaster, made worse by surreptitious sabotage from
Marienburg’s Directorate.
Some officers swear that it is respectful to Manann to
sail close to the Ships’ Graveyard and intone a mournful The town today is a depressing place. Empty warehouses
chanty. Most sailors find this a grim prospect and a sign moulder in the rain, blank faces stare from broken
that their skipper is ‘courting a haunting’. If such a task is windows, and weed-covered wrecks list in the empty
performed, increase Manann’s Mood by 1 (see page 130), wharves. Neues Emskrank squats on both banks of the
but reduce the Morale total to 0 (see page 124). Salz. The east bank was once the village Pugsblatter,
taken over by Riemann’s Northern Mercantile Society. At
THAT WENT WELL the centre is Heringplatz, the original fish exchange and
market square, where one finds the True Kipper, an inn
Young Piet’s mangled corpse was dumped into a disused well in filled with patrons who glower at strangers if they venture
the Old City. His remains are still there, rotting in the stagnant through the worm-ridden doors. Only lethargy keeps
water. If someone finds them, gives Piet a proper burial, and them from doing violence to outsiders. The old temple of
reveals his killers, he finds peace. Manann stands on the cliff top overlooking Drosselspule
Bay. It is an ancient stone building, largely derelict since
the new temple was built over the river.
The west bank of the Salz was built to a town plan, with
rows of identical buildings and crumbling, grandiose
architecture. It is a testament to the folly of those who
invested in Neues Emskrank. Most residences are empty
and streets remain half-built and overgrown. The new
temple of Manann is the most impressive building, with
three spires to evoke the Sea God’s trident.
Those who visit Neues Emskrank try to leave soon after
laying anchor. The locals are resentful of outsiders and
sickly, something in the atmosphere of pessimism perhaps
affecting them physically. There is meagre trade in Neues
Emskrank — fish and some goods pass through the few
intact wharves before travelling upriver. Illicit trade is
common, especially through the old town.
25
III SEA OF CL AWS
CITY IN THE MIST
If one looks across Drosselspule Bay at dawn on a spring
morning, the sunlight seems to carve strange patterns in the
sea mist. Look for long enough and one can discern spires and
soaring white towers in the bay, as if a lost city has risen from
the depths.
The people of Neues Emskrank insist this is the city once lost
beneath the waves when its citizens wronged Manann. There are
stories telling of fishermen lost to the city when it appears, after
its fair citizens entice them in and take them from the mortal
world forever.
Fish Market Leopoldschloss
The fish market in Heringplatz does a relatively brisk Leopoldschloss is the town’s main defence. Neues
trade compared with the rest of the town. Fishermen Emskrank may be a failure, but it is still a living town in
drag their catch onto the docks each morning and a strategically important location, so the Nordland State
sell them to traders in the fish market. The traders are Army maintain a presence here. The Leopoldschloss is a
notoriously sharp-tongued and opinionated. They shout four storey keep surrounded by a perimeter wall which
their obnoxious views to one another over the hubbub has seen better days, with impressive-looking inland
of the market, berating customers and fishermen alike. defences and a lacklustre seaward face — a reflection of
The fish traders were vehement supporters of Nordland the Northern Mercantile Company’s skewed priorities.
Separatism and still blame Middenheim and southerners
for anything they dislike. The permanent garrison is the Neues Emskrank company
of the 1st Nordlander Handgunners (known as ‘Leopold’s
The fish for sale in the market are varied, sold live and Lions’). These men resent their posting — and not just
dead. Most are caught in Drosselspule Bay where shoals because the miserable weather makes it difficult to keep
of fish proliferate. There are persistent rumours of a blackpowder dry. Sergeant Horst Gustavson has taken to
sunken city under the bay; lights are occasionally seen storing contraband on behalf of Nordland’s ‘Smuggler
under the water, which heralds the influx of many fish. Queen’, with the help of his men. They share the profits
Superstitious folk won’t eat these as they believe they’re equally, each fearing betrayal to their captain.
the souls of the drowned. Saltfish can be purchased here
for rock bottom prices (see Maritime Trade on page 135). A vessel that is short on crew may find it easy to pick up
hirelings here — there are usually a few deserters looking
for a quick way out of town.
BENEATH THE WEEDS THE SHELL GAME
The fishermen of Neues Emskrank bring strange things up Neues Emskrank is poorly defended and there is always a risk
in their nets. Broken masonry of exquisite quality, fine bones, of Skaeling attacks. At dusk, red sails appear on the horizon
and the occasional metal artefact. There is indeed a sunken and Leopold’s Lions make ready. As the the longships approach,
settlement hidden by the thick weed of Drosselspule Bay. A the townsfolk bunker down in their homes. It’s a ruse — while
scholar from Nuln speculates that the sunken city is the lost everyone is distracted by the imminent ‘raid’, smugglers are
Asur city of Athel Toralien, but no High Elf will speak of the landing a huge consignment of rum, gunpowder, and silk at
matter. She is in town asking around the fish market to find the castle.
out more.
26
THE NORDLAND COAST III
NORDEN Those who do get into town find the place relatively
innocuous, but they can’t reach the old port and feel
During the Age of Wars, Norse settlers founded a village watched — every beggar, shopkeeper, and urchin seems
they called Norden. The colonists adjusted to life in the unreasonably interested in their presence.
south and became integrated into Imperial culture,trading
goods from the sea with travellers on the Middenheim- Norden has a secret. While the eyes of foreign powers
Erengrad road. are on Dietershafen and the shipbuilders expanding the
Second Fleet, the powers-that-be are quietly building a
Norden is now a middling town surrounded by mud flats, new deep-water harbour at Norden. Hidden behind the
dunes, and quicksand, with a complex tracery of channels maze of sandbanks, new channels to the sea are being
winding between shifting sandbanks and gravel shoals. dredged while the old port is refitted for Greatships and
Many years ago the port silted up and since then only other vessels suited to crossing the Great Ocean. This is a
shallow-drafted vessels can make landfall in Norden clandestine attempt to build a new base from which the
— and even then they require an experienced pilot or Empire can seize the riches of Lustria and the Southlands,
excellent charts to guide them into harbour. Commerce circumventing the dominance of Marienburg over other
was reduced to fish, small cargoes, and a limited trade in maritime nations.
amber, which is cast up by the sea onto beaches close to
the town. Parties working for Gausser, Altdorf, or the Navy can
enter the town with a letter of introduction. By sea, they
Several months ago, Norden changed. Strangers are need to anchor some distance offshore and take smaller
turned back at sea by a squadron of Wargalleys patrolling boats into port. Those without permission need to travel
the waters near the town. State troops guard the roads on foot and keep their wits about them, for while they
and direct merchants to a new trading post in nearby aren’t expressly forbidden from exploring Norden, they
Salzmorast. will be under surveillance and encouraged to leave by
most townsfolk.
SEA OF CLAWS
THE SOUTHERN COAST 27
III SEA OF CL AWS
Schloss Neurath
The former seat of the Neurath family is a small castle
just to the east of the town, situated in extensive grounds
at the sea’s edge. The absentee noble family have turned
it over to naval research under the auspices of Admiral
Luther Hakluyt, who wants to bring the Empire’s navy
kicking and screaming into the 26th century. A small
cadre of Imperial engineers are billeted here, with access
to workshops and labourers to help them develop new
technologies for exploration and naval combat.
Herr Wolfgang Kugelschreiber of Nuln has been coerced
into developing submersible vessels using stolen Dwarf
technology. The alchemist Sigismund the Mad is also here,
trying to top the Hellhammer for insane innovation. Other
projects include new alloys for armouring ships, improved
swivel guns, and strange blends of tar which confuse the
eye when painted onto a hull. The work here is not shared
with the First Fleet command.
In the right circumstances, Characters could obtain Sleeper’s Mount
experimental technology for their ship or pick up a
talented naval engineer who can make improvements Half a mile north of Norden is a rounded stone outcrop
to their vessel at sea. projecting from the sea. Hundreds of seabirds nest on its
weathered face, and its surface is spattered with guano
CAN I LEAVE? and the remains of gutted fish. Razorbills nest here (see
Imperial Zoo page 77), so approaching too close is
People are looking for the missing engineers, and some of dangerous. Mermaids have been seen swimming around
them would like a little more freedom than the Sea Lord or the rock.
admiral allow them. When a dishevelled engineer flags down the
Characters’ wagon on the road, he asks to be taken away from There is a tale of Manann fighting a sea daemon called
Norden, but won’t say why. Soon after, a patrol of roadwardens Bloodwrack which he chained in a hollow under the rock.
and sailors arrive looking for him. Should anyone land on Sleeper’s Mount, the legend claims
they will be spirited inside to join a regiment of sleeping
AN HONOURABLE GENTLEMAN knights, who slumber around the trapped daemon, ready to
restrain it should it escape its chains.
Captain Ralf Gottschalk is an affable infantry captain from
Reikland, recovering in the Flint Harpoon tavern in Kriedeklippe A DRUNKEN SAILOR
for his health. He spends his time walking the cliffs and relaxing
in the inn, talking with fishermen and others. He stands his After too many ales, a sailor starts yarning about Sleeper’s
rounds and locals think he’s a good soldier with none of the Mount. He says there are figures moving about on the rock
‘airs and graces’ they expect from a captain and a Reiklander. In at night — cowled folk like monks walking in circles and even
reality, Ralf is a Marienburger spy, trying to learn more about several mounted men… but there’s no way to transport a horse
what’s happening in Norden. He has a small magical device: a out there. The sailor thinks Manann has roused the sleepers, but
glass eye which transmits what it sees up to ten miles in range. there may be other explanations: smugglers, wreckers, or cultists.
He’d really like to sneak it into Schloss Neurath.
28
IV
• THE OSTLAND COAST •
WhosAe RRuogcgkeydCalnifdfsWHiladrbCoouarstWlinreeckers
Whilst Nordlanders proudly associate themselves with Hans-Hals von Tasseninck had barely been crowned
the sea, the other province of the Empire that possesses Grand Prince when he declared war on Talabecland,
a coastline, Ostland, barely registers the fact. Ostlanders claiming that agents from that province had assassinated
are seen as resentful folk, staunchly Sigmarite in their his son. The fighting takes place largely between various
attitudes and prone to feuds with their neighbours. It is a noble households who nurse grievances dating back to
Nordland jest that Ostlanders are reluctant to take to the the age of strife when Ulrican Talabecland and Sigmarite
waves because it would prove to them that there are lands Ostland often fought wars. Whilst it is sporadic in its
beyond the Empire. intensity, the conflict rumbles on.
The Ostland coastline is rugged. Sheer cliffs rise from the
seas. Rockfalls and landslides are common, and jagged
rocks litter the shorelines. The eaves of the Forest of
Shadows, haven to Beastmen and Goblin tribes, reach to
the cliffsides. Those who make their homes by the sea
are pressed between the harsh environment, Norse sea
raiders, and monsters inland.
Ostland also wants for good governance. The von
Königswalds, who ruled the province for centuries,
preferred to keep court in Altdorf rather than govern
their fief. Their supporters claimed that toadying at the
capital was to the benefit of Ostland, but their detractors
noted the marked destitution of the province to show
that whatever Imperial favour was being courted, it
wasn’t helping the province. In 2502 IC Ostwald von
Königswald was unmasked as a traitor, and since then
the province has been ruled by the noble von Tasseninck
family. But their rule has been a benighted one.
The von Tasseninck’s are an old line, members of the The chances of Ostland making the best of its coasts is unlikely.
family had sat on the provincial throne before the rise However, the nobleman Oleg von Raukov has suggested that
of the von Königswalds. However, they had never been Ostland create its own Sea Lord, and even a Third Fleet (like
considered to be particularly illustrious. most folk in the Empire, he has no idea of the potential naval
might of Carroburg). He is concerned by the increasing number
When handguns began to proliferate in the armies of the of Norse raids that have happened recently and is canny enough
Empire circa 2000 IC, Borys von Tasseninck refused to to realise that whilst the von Tassenincks wage war against
supply them to Ostland’s State Troops, claiming ‘their Talabecland no help can be expected from Wolfenburg.
implementation would mean wasting perfectly good
swords and spears’. These words have become proverbial,
uttered every time an Ostlander wishes to decry out-of-
touch aristocrats.
29
IV SEA OF CL AWS
SALKALTEN The Quarantine Dock
Nestled by the Gulf of Kislev, next to the Middenheim- The Quarantine Dock was established away from
Erengrad road, Salkalten struggles under the weight of Salkalten’s harbour, the then-ruler’s response to an
its own founding. Anyone walking through the town will unknown plague back when the town was first expanded.
spy crumbling architectural façades, corroded statues, and Though rotted and ill cared-for, the dock is still watched
other signs of faded glory which, in truth, never really over by the joint efforts of Shallya’s priesthood and the
existed. Jens-Pieter Riemanns persuaded Grand Prince Sons of Manann. The Shallyans go aboard any ship forced
Ivan von Königswald to pour money into expanding to dock there for a mandatory forty-day quarantine due
Salkalten’s harbour and beautifying the buildings to to sickness, clad in protective leathers to care for the
lure trade away from Marienburg in 2455 IC. When sailors. Meanwhile, the Sons of Manann make sure no
the promised influx of coin failed to appear, Salkalten one from the ships can reach shore, catching escapees
returned to its previous indolence and the town’s people, with nets before they can bring their affliction onto land.
with typical Ostlander thriftiness, tore up much of the
decorative façade and statues to use for ballast. LOVE SICK
Still, Salkalten is not entirely forgotten. Some sailors view The Bonny Marie has been at the Quarantine Dock for fifty
it as a useful, and cheap, supply stop. The town maintains days. The priests turn away any who come close, save those
logging camps in the Forest of Shadows, and most of bringing food, and no one has appeared on the Marie’s deck
its money comes from selling lumber and salted fish to in days. Niklas, a local tailor, is worried. His wife was a sailor
those passing through. It is also favoured by the Sons of aboard that ship and the priests won’t tell him what’s become
Manann, who maintain a barracks by the town’s central of her. He would give anything to know she’s alive.
square, many preferring Salkalten’s relative comfort to
the drafty quarters offered by nearby Odrall’s Watch. The Boyar’s Brew
Most locals appreciate their presence, and the order finds
many eager recruits among the young townsfolk. Others The Boyar’s Brew is a boisterous tavern by the docks which
grumble that the knights are a disruptive rabble, drunk boasts the last decent kvas and ale south of Kislev. The
more often than not as they indulge in their shore leave. owner, a good-natured Kislevite named Senja Semyenova, is
well-loved by the northerners who pass through. She takes
Custom and Practice delight in gathering gossip, and her free hand with the drink
ensures she gets to hear plenty.
Salkalten is ruled by Baron von Wolder, a savvy politician
with a nose for where Ostland’s political winds are The place is shunned by locals, but when a sailor
blowing. After a run-in with supposed cultists, Wolder wishes for more than a life hauling fish, it’s to The
grew zealous in rooting out Chaos and, though Salkalten Boyar’s Brew they go. The tavern is a good place to
is barely more than a speck on the map, remains convinced find hands used to the Sea of Claws’ harsh climate, and
the Ruinous Powers are trying to infiltrate it.The dockside many captains stop here for this reason.
guards have strict instructions to search incoming ships
for signs of mutation or malevolent workings. GOSPODAR GOSSIP
However, Wolder takes little interest in mundane ‘That Kislevite woman with the white hair has bought
smuggling. This lack of oversight is something the three rounds for the entire house already. Says she’s
custom officers are not shy in exploiting, charging a small some boyar’s daughter — and I’m the Tzarina herself! I
‘unloading fee’ for anything they find. Strangely, this has bet the coin’s dodgy.’
given Salkalten a reputation as a good spot for smuggling ‘I heard the baron’s been cosying up with Count von
— sure, you may need to pay a few bribes, but you’re Raukov. The Tassenincks won’t like that, Raukov’s too
unlikely to have your goods confiscated and your ship popular already. Probably why three of their spies are
stolen from beneath your boots. drinking by the fire there.’
30
THE OSTLAND COAST IV
Here Be Monsters Trusten’s Ship-Shape Supplies
A dingy shop on the edge of Salkalten’s central square, Trusten’s Ship-Shape Supplies is an odd sight in the
Here Be Monsters is easy to spot by the carved sea midst of Salkalten’s general decrepitude. Fresh paint and
serpent and sextant above its door. Anyone looking for bright signs decorate its façade, tempting travellers in
a map is sure to find what they need among its dusty with promising bargains. Here, a sailor can buy anything
piles of parchment. However, while the maps are all of required for even the longest of voyages, at very generous
exquisite quality, it is the proprietor’s singular specialty rates — well, Lionel Trusten thinks they’re generous.
which puts them in high demand: locating monster lairs.
The fifth son of a minor noble family, Trusten decided
Erika Krämer once worked as a cartographer on to make his own fortune and prove himself more than
expeditions organised by Imperial Zoological Garden the unwanted child of an unnoteworthy lineage. He spied
of Altdorf. She found herself on an extensive sea voyage, opportunity in Salkalten and, with no more help than a
hunting down the creatures which call the world’s oceans loan from his mother, took ownership of a lumber yard
home, and made extensive notes on their habits and and river barge. From these humble beginnings, Lionel
habitations. After retiring from the adventuring life and hired every shipwright, cooper, tanner, and fisherman he
returning to her home town of Salkalten, Erika put her could find. The result is a flourishing business, providing
map-making talents to good use, plotting out wherever every conceivable supply needed for a sea voyage. Salted
monsters are said to lurk. meats, timber for repairs, leather cloaks and warm clothes,
Trustan undercut Salkalten’s meagre competition, offering
Such knowledge is invaluable for a captain looking to prices few captains could pass up. At least, he used to.
avoid the sea’s worst dangers. There are no shortage of
terrifying creatures, and Erika’s maps may mean the Lately, a series of misfortunes have been striking his
difference between a profitable journey and a watery grave. business. His woodcutters are refusing to go into the
She takes great pride in her reputation and, while she forests, muttering about mutants in the region, while his
no longer sets out on research voyages herself, regularly fishermen no longer catch anything which isn’t hideously
updates her maps to reflect sailors’ stories, marking twisted. Trustan has been forced to do the unthinkable
out beastly migrations according to new sightings or and raise his prices; as good as blood in the water for the
incidents of missing vessels. It’s difficult to be accurate rivals circling him.
with such news, but Erika pays well for anyone willing to
go and confirm the location of a monster’s lair. Those who But Trustan didn’t get this far to let a little misfortune
get on the irascible cartographer’s bad side, however, may send it all crumbling into the sea. He will weather this,
find the next map they purchase leading into the jaws of and come back stronger than ever, once his mother sees
an uncaring leviathan. sense and gives him another loan.
LAIR SWEET LAIR MESSAGE IN A BOTTLE
A few rough-looking Norsemen came by with tales of a creature While perusing Trustan’s wares, the Characters find a small
near Varaland. However, they weren’t able to agree on quite what bottle hidden behind a shelf. Inside are thorns, hair, and herbs
the creature is. Eager to find out, Erika is looking to hire some (crushed Spellwort). Upon showing him the bottle, Trustan’s
folks to go and report back on their findings. face goes pale. He draws out three identical bottles, all found
in his home. He thought he was just unlucky, but what if he’s
Upon arriving in Varaland, however, it turns out there is no actually cursed?
monster. A small Skaeling settlement have been spreading the
stories to discourage Empire raids, and they won’t be happy to If the Characters find whoever is responsible for hiding these
have their secret revealed. bottles, he’ll be happy to work out a cut-price deal on any
supplies they need.
31
IV SEA OF CL AWS
OSodnrsalol’sf MWaantcahnn–Chapter House Wreck of La Giron
The Sons of Manann maintain watch stations across A day’s sail north of Lossol Bay there lies a place where
the northern coast. However, Odrall’s Watch, the squat, the sea remains unnaturally still. Few ships go there,
circular tower perched atop the cliffs near Salkalten, is unless forced by dire circumstance. Those sailors who do,
their true home and where this knightly order first began. come back with tales of finding themselves no longer
sailing, but surrounded by lush, inviting grass, or seeing
According to their histories, Odrall the Devout, the their loved ones beckoning beneath the waves. Despite
legendary navigator of Marienburg, happened to be the direst warnings, there will always be someone willing
standing atop these cliffs when he saw a fishing boat to step over the edge of the deck. However, they are
struggling against ferocious waves. He ran to the nearest not greeted by a peaceful meadow. Instead, as they sink,
hamlet and roused the villagers to aid the beleaguered a wrecked ship peels free from the murk. All around,
fishermen. All hands were saved, though Manann still spilling from its broken belly like the guts of a great
claimed the boat. In thanks, Odrall had the watch tower wounded creature, is a king’s ransom in gold. These are
built and dedicated it to the sea god, so even those caught the remains of the cursed ship La Giron.
in his wrath might know his mercy.
La Giron was part of an Estalian treasure fleet, ferrying
Odrall’s Watch was initially attended by volunteers plunder from Lustria’s ruined temple cities back across
from Salkalten, who would take it in turns to watch out the Great Ocean. On its final voyage, it carried an
for sailors in danger. They would then set out in their enormous burnished gold disc, taken from the top of a
rowboats, offering aid if they could, or bearing witness to great ziggurat. This disc is ancient beyond reckoning. It
the mariners’ deaths if they couldn’t. But the Sea of Claws had been placed atop the temple shortly after the coming
holds more dangers than waves and rocks, and these of Chaos, a Greater Daemon of Slaanesh imprisoned
volunteers soon changed their remit from saving lives to within. Soon after setting sail, the Daemon’s whispers
proactively defending them. Naming themselves the Sons wormed their way into the crew’s dreams.
of Manann, they became a militant order, guarding the
coast from raiders, wreckers, and monsters. There are no stories of how La Giron sank, or how it
came to be so far from Estalia, but the Daemon remains
Odrall’s Watch has expanded since those early days.While trapped inside the rotting hulk. Now, all its power is
the tower remains its most striking feature, a fortified turned to luring people to itself. One day, it is sure, it will
hall, chart room, and boat house have been added, though snare someone capable of freeing it. Until then, it takes
most Sons of Manann prefer more comfortable quarters what pleasure it can in dooming the less worthy.
within nearby Salkalten. However, there are always some
of the order stationed here and, should they spy any in FISHERMAN’S FRIEND
need, a rider is sent to Salkalten, rousing all who would
answer their god’s call. Jannick was gutting fish when suddenly gold coins began to spill
from a mackerel’s distended entrails. The same was true for the
LOSE YOUR HEAD next one. And the next one! As he readied his knife for the final
fish, he heard a voice whispering, telling him where far more
By the tower stands a statue of Manann, hands outstretched riches than these might be found.
towards the waiting sea. This shrine is watched over by the
order’s grand admiral himself and most new initiates make their Sure it must be a blessing from Manann, Jannick has begun
vows before it. However, when the grand admiral came to the gathering as many people together as possible to cast more nets
shrine one morning, he found it beheaded, a Sigmarite amulet where the voice directed.
dangling from its hand.
32
THE OSTLAND COAST IV
SCHÖNFELD The Raider’s Rest 33
The Skeer, a collection of jagged rocks cutting through Iron cages hang near Schönfeld’s harbour. The locals call
the waves west of Salkalten, have claimed many ships. them The Raider’s Rest and they are rarely empty. Each
Treacherous currents mean even sailors familiar with one holds a raider, or someone suspected of aiding them,
the waters spit overboard for Manann’s blessing as they their piteous moans and shouted curses the first warning
approach. However, without these hazards the village to those approaching Schönfeld by sea. Most villagers
of Schönfeld could not exist. A coastal hamlet with have learned to ignore the wretches trapped inside; it
meagre anchorage, Schönfeld is a taciturn place, even by doesn’t do to be suspected of paying too much attention.
Ostlander standards. The people make their living from However, there are always some who enjoy placing bets
fishing, supplemented by salvaging anything the Skeer on how long each will last.
catch in their teeth. Such wrecks are so common that,
when a ship is lost along the route, a messenger is often SScalhvuagneenSpaencdiaSliisgtisrsdottir:
sent to Schönfeld, where they may find its figurehead
added to the pile in the village centre. You don’t need their garish sign to find Schunen and
Sigirsdottir’s. Simply follow the bickering.
While Schönfeld owes the Skeer for shelter and These two engineers have worked together for years,
sustenance, the rocks have proven a poor deterrent to perfecting their diving bell designs. Unfortunately, their
raiders. The village does not warrant much protection funding dried up — unlike their patrons who tried the
from the lords of Ostland and is seen as a blessed place prototype. Unwilling to give up, they came to Schönfeld
by Stromfels’s worshippers, making it a tempting target. to work as salvage experts. With Schunen’s designs and
The villagers have faced attacks time and again, raiders Sigirsdottir’s metallurgy, they know their diving bell will
coming to claim the Wrecker’s bounty for their own. take them places no one has ventured before. Regrettably,
That the village remains at all is testament to the people’s this may be true.
tenacity. Most recently, a Sarl raiding party, led by the
infamous Wulfrik, set part of the town ablaze before A STORM GOD’S HUNGER
any resistance could be mustered. Schönfeld is therefore
a scarred place, its villagers suspicious and cold towards A stick-thin man rattles his cage, begging to be freed. Manann
outsiders. Only smugglers who have proven themselves has spoken to him! There is a cave which holds Stromfels’s
trustworthy are liable to be met with anything more than hunger. You must take him there, or all will be doomed!
sullen silence.
Asking about him reveals he was a priest of Manann, found
Those engaged in illicit trade with Kislev find Schönfeld hanging lanterns on the Skeer to guide raiders.
a potential alternative to Salkalten. Most people here
understand a smattering of Gospodarinyi, holding a THE DIVING BELL
grudging respect for the people of that harsh land, and
are often more welcoming to them than to those from The Diving Bell is a metal capsule with three glass port
more southerly regions. This, combined with Salkalten’s holes. A trap door allows access to the water, and air
rising bribes and Schönfeld’s lack of guards, means more is stored in weighted barrels. A faucet lets the occupants
smugglers are finding the decrepit village worth a visit, control the air flow, managing the pressure.
especially those whose wares might earn them Baron
von Wolder’s ire. While this has not helped Schönfeld’s Craft Crew TB W Depth Traits
carrion reputation, there are still few places where the
followers of the Ruinous Powers are more hated. Diving Bell 4 6 35 375 ft Experimental (5)
SINK OR SWIM Experimental: For every hour in use, a Challenging (+0)
Trade (Engineering) Test is required. For any doubles rolled
The night before a salvage operation, the engineers found their on a failure, something breaks. This can happen up to the
diving bell sabotaged. This scared off their usual crew, leaving Trait’s rating before the craft stops working.
them in a desperate position.
V
• THE TROLL COUNTRY •
InAfeBsltaedstewditWh aMstoenlasntedr,s
At first sight, the wide Troll Country is one of the bleakest Troll Country certainly lives up to its name, but there
landscapes imaginable. Grassy steppe to the south, are other beasts besides. Shaggy-haired Beastmen fight
scrubby tundra to the north, with only a few hill ranges and hunt here. Winds blowing through the northern
and forests to break the monotony. Overshadowing the far peaks give rise to abominable wolves and bears; more
north are the brutal mountain ranges of Norsca, the only bizarrely, cunning two-headed foxes and fortune-telling
blessing of which is to provide an imperfect impediment talking fish. Beyond these oddities are nature spirits, grim
to the Chaos Wastes. entities of snow and biting wind, tenacious Wood Spites,
and elusive flower spirits of summer.
However, the steppe grasses are long, and many different
birds nest there, attracting rats and foxes. Reindeer graze Despite this diversity, Trolls dominate here, especially
lichens in the cruelly bitter winters, grasses in the short in the far north where Throgg, the Troll King, keeps his
summers. Wolves prey on all that moves. When the snow court. Fortunately, it’s unusual to meet more than three of
melts for a few warm months, rare plants and valuable them living together — as the Ungol proverb has it, ‘if you
herbs put forth colourful blossoms, and insects buzz. see four Trolls together, one of them is dinner’.
Despite the inhospitable climate, a few Humans live here Unsurprisingly, Troll Slayers are common visitors, often
permanently. Most are Ungol, but there are also Gospodar, accompanying foolhardy traders and other travellers on
Sarl Norsemen, and even Kurgan.They are predominantly risky errands. Such adventurous fools are many and varied;
nomadic and tribal, setting camp only when the snow is few venture far beyond the coast, but this is often deep
too deep for travel. Otherwise, they keep on the move, in enough for them to experience the country’s bleakness
part following game herds, but mostly to avoid the other and monstrous horrors. The seaboard is as much Troll
wildlife — the monsters. Country as anywhere else, and the rocky coastline and
salt marshes are consequently known as the Bile Lands.
34
THE TROLL COUNTRY V
THE BILE LANDS Several days’ travel before reaching Pradeshynya, on the
northern banks of the Tobol are seen the mysterious Rose
It should be no surprise how many Stone Trolls stalk the Ruins, the crumbled remains of mostly single-storey
Bile Lands’ stony beaches and craggy cliffs, or that River buildings belonging to a people shorter than Humans,
Trolls haunt its misty fens and secluded bays. It is one of taller than Dwarfs. Among tumbled walls are found
the most hazardous coastlines in the Old World — watch many smashed statues, which have defied reassembly into
every step. any familiar shape. The Ruins are named for the viciously
prickled and creeping roses covering the site. The roses
Despite typically being loners or convening in trios, make life difficult for those drawn to the place, mainly
Trolls create communal areas known as Bile Pools, which archaeologists and treasure-seekers, but also herbalists
in part give the region its name. Periodically, Trolls must who believe the rose petals possess unusual properties.
purge their acidic stomach contents, digging holes and
hollows in an agreed-upon area to do so. These pools are Nicknamed Orange Keep by non-Dwarfs, Grim is a
most dangerous in winter months when the acidic pits staging post for Troll Slayers. Built on a low clifftop, it’s
freeze over and are hidden under snow. The unwary can a walled compound surrounding a broad, three-storeyd
lose their legs. tower. Knowing Dwarfs, it probably has a basement, but
no route down is obvious. The Slayers bring home a lot
BILE POOLS of meat, skins, and furs, which are traded for weapons,
warm clothing, food, and ale. Trading ships visit regularly,
Trolls have a habit of eating their victims whole. Sometimes, not only bringing goods, but also more Slayers and other
pools of their vomit contain interesting, if corroded, treasures. adventurers. The region around Grim is one of the few
Jewellery is unwearable, coins unrecognisable, but metals and places you don’t see many Trolls, although warbands
gems may be salvageable. attempt sieges every so often, which the Slayers just love.
However, it is dangerous to dip about in a Bile Pool. Anyone NOMINATIVE DETERMINISM?
doing so must first make a Hard (–20) Athletics Test. Failure
indicates that they have splashed themselves with acidic goo and Chamon Dharek is known for its powerful magical aura,
suffer a hit that inflicts 11 Damage and a Stunned Condition. tainted with Dhar. However, perceptive wizards sense zephyrs of
Use of tools such as rakes reduces the difficulty to a Challenging Chamon here, too. This phenomenon has become bound to a
(+0) Agility Test. myth of a sea-witch who could cleave a foe’s ship in twain with
a mighty blade. Perhaps there was such a spell, but researchers
Provided the Character is not Stunned they may then take a at the Gold College of Magic in Altdorf have conjectured that
Challenging (+0) Perception Test. For every SL generated on this the description could refer to a buried artefact — a magical naval
Test the Character finds treasure worth 2d10 shillings. ram. It’s possible someone sought to hide this weapon’s magic
behind a darker aura.
The Tobol Delta is a huge salt marsh fed by the slow- TROLL PARTY
moving River Tobol. The Ungol-dominated port of
Pradeshynya is the first significant settlement along the Three Trolls, Shakined Bone Bender, Grog Stuntycrusher, and
river and is the furthest most traders venture. The town Hobol Firebreath, are seen together at a communal purging pit.
provides accommodation, warehousing, shops, horse- They are getting along famously, laughing, pulling the heads off
markets, and a variety of industries (smithing, tanning, small animals, and playing catch with one another. In truth they
leatherwork, textiles). Come the winter snows it’s even are possessed of a glimmer of intelligence, and Throgg has given
busier, the northern side becoming the encampment of them the task of organising the monsters of the western Troll
several nomadic tribes. As with the town proper, these are Country into a regiment for his planned army.
mostly Ungol, with some Gospodar, but also Sarl some
years. Most are content to wait out the snows amicably,
but conflict does arise.
35
V SEA OF CLAWS
Chamon Dharek Altar of the Crimson Harvest
North of the Tobol Delta an estuary leads into a hilly This Sarl fortress is shared with the Skaeling, to both
region wherein lies Chamon Dharek, a great and ancient tribes’ benefit. It is a port trading mainly in the living
burial mound. It is notable for countless mummified victims of Skaeling raids: the so-called Crimson Harvest.
horses surrounding it, some standing, others fallen and Captives from many tribes, nations, and species are
shattered. Sacred to the Kurgan, the mound becomes a brought here and introduced to their new life as thralls
winter encampment for them and even some Sarl. No to the Norse. Besides maritime traffic there are regular
bloodshed is permitted close by, and despite a myth of caravans taking thralls and other items through the safer
jewels and silver buried within, even these wild raiders passes to settlements deeper in the mountains.
leave it undisturbed.
There is a sacrificial altar atop a prominent spur of the
Ungols ride clear of the place even in summer, as cliffs overlooking the docks, a rough block of granite
worshippers of Chaos make pilgrimage here all year bearing a curiously Human-shaped indentation. On
round. However, such is the sacredness of the site that the winter solstice, water is splashed over it and a single
even outsiders are tolerated if they show respect. Some victim quickly thrown down and held there until the water
speculate too much blood split on ground close to the freezes, which happens quickly in the biting winds. The
mound might invoke some horror even the Kurgan fear. sacrifice is left there overnight. If they can tear themself
free, leaving some bloody scraps of flesh behind, they are
The Sarl Coast blessed by Khorne and deemed worthy to live. If they fail,
well, there are plenty of hungry scavengers.
Although Ungol tribes are more common in Troll
Country, the Sarl dominate the northern and north- Kings of the Altar come and go, but not without a fight.
western coastlines. Nomadic like others here, they settle The current incumbent is Runa Hrossháfurm, named
in winter by the marginally milder seashores. While Troll for her Khorne-gifted right hand, a horse’s hoof (the
County Sarl are more horsemen than seafarers, they Skaeling approve). She has a punch to match. She is
nevertheless take to small boats to fish in winter. not an administrator, relying on a bureaucracy of trusted
thralls who operate as spies as well as bead-counters. In
They willingly trade with those able to find their coastal fact, the Altar’s infrastructure relies heavily on thralls for
camps, the locations of which change from year to year to its smooth operation. Where does the power truly lie?
outfox raiders. They follow the tradition of hospitality to
strangers, as long as it’s not abused. Their Chaos worship
focuses on the pantheon as a whole rather than any one
god, is couched in euphemistic rite and is usually plausibly
deniable, but still it can be disturbing to outsiders. They
share ancient oaths of alliance with the Norscan Sarl and
could be called to fight alongside them.
The northern seashores have a reputation for washing
up semi-precious blood agates and amethysts. The Sarl
are protective of these treasures but cannot guard their
valuable beaches all year round from collectors eager to
sell to jewellers, healers, and wizards.
The southern extreme of the Sarl Coast is the Kalti Delta
and eponymous river. The Delta is a huge salt marsh,
expanding inland into an even larger freshwater one. The
river itself later splits but goes nowhere of note; it’s just
a route inland. The marsh is a mystery, as few dare the
dangers of River Trolls without good cause. Anything
could be in there, a compelling reason for exploration.
36
THE TROLL COUNTRY V
Lair of the Troll King The Bay of Blades
Like Throgg himself, it’s hard to tell where stories end The Bay of Blades is named for the many sharks circling
and truth begins with regard to the Troll King’s lair. It’s its waters, including the beautiful Norscan Blue and
agreed that Throgg resides in the far north-east of Troll fierce Grey Barbed. A heavy shingle beach surrounds
Country, close to the icy estuary leading into Aesling the bay, and a waterfall drops from the cliffs above,
lands. Beyond that, details are uncertain. A fortress of carving a gouge to the sea. The waterfall makes the Bay a
ice, a gigantic archway in a mountainside, a bottomless convenient place for ships to take on fresh water. Lumps
pit in a forest: all are offered as places to seek. Thereafter of strange green amber are sometimes found here, washed
it’s said that Throgg’s quartz throne sits at the heart of down from mountain forests.
a frozen labyrinth, from the walls of which project the
frozen limbs and heads of half-chewed victims, princes Carved into the cliffs on either side of the Bay are two
and paupers alike. An army of foul beasts stalk its tunnels, caves, one containing a shrine to Neiglen (as Nurgle is
threatening all who venture within. So say the storytellers. known by the Sarl), the other to Mermedus. Eremites
of both or either god may be present, though the cults
Stories are spiced with rumours and temptations: are not entirely friendly and they usually treat each other
imprisoned Norse princes and princesses, shivering in with chilly disdain. They offer foretellings or the sacred
animal furs, whose families offer rich rewards for their signs of their god in return for tribute.
rescue; caverns filled with booty taken from ambushed
Norse pirates and Troll Country nomads; wizards and The Bay is sacred to the Sarl and Skaeling as a place to
shamans captured and forced to experiment with magics settle disputes without resorting to full-scale war. Two
to turn Trolls from witless beasts into thoughtful beings. aggrieved vessels sail alongside one another. Blood and
Some say only a throne of diamond could support offal are slopped into the water to attract sharks. Then
Throgg’s muscled bulk. a sturdy plank is laid between the two vessels. The
contending parties stand upon the plank and fight. Aside
Thogg’s lair has become a legend even among Troll Slayers, from natural weapons, only an axe and length of knotted
a perfect end for their personal stories. Expeditions are rope are permitted. Only one fighter is allowed to return
mounted, usually by ship, but the only ones who return to their ship. It’s a lesser-known fact that outsiders can
are Slayers who fail to find the lair, or sailors and guides demand this contest of a pirate captain, perhaps to gain
who are lucky to return frost-bitten and gibbering. their freedom after capture. In this case, an agreeable
second ship must be found to assist the ritual.
37
V SEA OF CLAWS
THROGG THE TROLL KING leader arose in the far north to bring death and destruction
to lands much further south. What these strategists need
Motivation: Conquer the south. is reliable, first-hand observation and facts. They need
Short-Term Ambition: Muster an army of monsters. someone to go deep into Troll Country, discover the truth
Long-Term Ambition: Raid Kraka Ravnsvake. behind the rumours, and bring it back.
To name oneself Troll King and withstand the attention of The truth is alarming. Where once Throgg was content
one’s peers is a challenge indeed, but Throgg does so with with a simple life, using his cunning and strategy to
ease. All Trolls are prone to mutations, but Throgg’s make achieve simple aims, he has become ambitious. Why
him a brute even by Troll standards. He is so huge, one would should he simply hide in the snows of the north, when
almost think him kin to Giants. Wielding a stone hammer the south lies there for the taking? His fellow Trolls seem
whose handle was fashioned from a tree trunk, Throgg sweeps instinctively drawn to him, despite their usual tendencies.
aside the mightiest of adversaries. More remarkably, Throgg is He can call and command beasts, both natural and
possessed of a most unusual mind: while Trolls are typically Chaotic, and bind them to his will. Throgg knows that
dull, simple monsters, Throgg is cunning and intelligent. He Troll Country has the potential to provide him with
and his followers hunt and raid, bursting without warning from an army, perhaps the greatest assemblage of beasts and
icy blizzards, slaughtering whole tribes before they can react. monsters ever seen.
So go the campfire stories and rumours, which have spread Throgg does not intend to immediately head south, but
as far as Erengrad and Praag, and even beyond. The tales first plans to attack the Norse Dwarf hold of Kraka
of his lair are equally fanciful. The truth is, the Human Ravnsvake. This is partly to test his troops, but more
inhabitants of Troll Country and the Norse Dwarfs of importantly he doesn’t want Dwarfs at his back when
Kraka Ravnsvake are uncertain of the legitimacy of any he takes his army south. He is beginning subtly, by
of these stories. destabilising their protective system of runestones.
However, in recent times scouts and travellers have seen Throgg’s drive and ambition are born of frustration. He
unusual numbers of Trolls in groups travelling towards is a king, but rules alone and without ceremony, holding
the region where Throgg is said to lair. Similarly, hunters no court beyond the beasts and brainless Trolls who
report a decrease in game in north-eastern Troll country, stalk his lair. His kin lack the wits for conversation or
perhaps because of an increasing number of predatory original thought, and Throgg has no one with whom
beasts and more unusual creatures in the area. Even Hell to share his ideas. Brooding on his plans and thinking
Pit Skaven, foraging for warpstone and captives in the of a future Empire of Monsters distracts him from his
Sturen Ridge, report incidents of disobedient war beasts isolation. Perhaps his most unusual scheme is to breed
charging off into northern Troll Country, never to be seen a more intelligent Troll. Rumours of his lair containing
again. kidnapped wizards are indeed true: currently an Imperial
wizard, two Sarl vitki, and a Skaven Master Moulder
struggle together in this endeavour.
While northern Troll County is far from civilisation, For those unfortunate enough to meet Throgg, the key
Kislevite and Imperial strategists take rumours like these to survival is intelligent conversation, something he has
very seriously. It would not be the first time a powerful precious little experience of. Unsurprisingly, he’s smart
enough to know that Humans will use talk to stall for
“Sit and talk then, scion of the warm time, but such is his need to express himself that it’s
southern lands. It has been some time difficult for him to resist it.
since I enjoyed a good conversation.
But keep a respectful tongue in your As long as there is no pressing need to kill interlopers,
head, for I am a king. And if that does he may take advantage of their company, making them
not sway you, think on this — it has unwilling guests. Can he be persuaded to alter or redirect
also been some time since I last ate.” his goals through reasoned argument? Unlikely, but
Throgg would embrace the debate.
38
THE TROLL COUNTRY V
THROGG THROGG’S TREASURES
TROLL KING
M WS BS S T I Ag Dex Int WP Fel W The Wintertooth Crown: Spat out by Throgg while chewing some
6 70 45 80 75 50 40 15 45 55 20 216 once-mighty prince or warrior, this ancient crown possesses
considerable magic. Perhaps wrought by Elf craft or blessed by
Traits: Armour 2 (9), Bite +10, Brute, Clever, Die Taal, it draws wild animals to the wearer. Effects: wearer gains
Hard, Terror, Regenerate, Size (Monstrous), Vomit, Animal Care +20, Animal Training +30; the Animal Friend
Weapon (Maul) +12 Petty Magic spell is always in effect while the crown is worn
Skills: Cool 80, Intimidate 100, Intuition 75, (Throgg’s Monstrous Size means that even Enormous animals
Leadership 50, Lore (Local) 60, Lore (Warfare) 65, are friendly toward him).
Melee 90, Perception 70, Swim 45
Talents: Resolute, Unshakeable, War Leader Throgg’s Maul: This weapon, with a massive stone head and a
Trappings: Throgg’s Maul, Wintertooth Crown handle made from a tree trunk, is unwieldable by creatures with
less than Strength 80. However, military engineers could use it
THROGG’S FISHING TRIP to build a powerful battering ram (Reach. Long; Dam. SB+12),
causing Fear 2 in defenders. See Archives of the Empire vol 2
Throgg is a keen fisherman, often sitting alone on a cliff or page 88 for more on Battering Rams.
bank, thinking deep thoughts. When he sees a boat, he hurls
his viciously hooked line out and attempts to snag it. He then Throgg’s Vomit: Throgg’s vomit is copious, and likely to contain
tries to pull the vessel to shore, or simply secures the line and something useful, valuable, or hinting at a subplot. Whenever he
wades out to batter his catch senseless. vomits, the resulting mess counts as a Bile Pool as described
on page 35.
39
VI
• KRAKA RAVNSVAKE •
ProaunddesHtoRmeemaoifnitnhgeiNr oGrrseeatDewstarNf aHvyold
NORSE DWARFHOLD PROTECTIVE RUNESTONES
Kraka Ravnsvake (Khazalid for ‘Raven’s Roost Hold’) is Over the millennia, Norse Dwarfs have both erected and buried
the southernmost Dwarfhold located in eastern Norsca, large runestones (of sandstone or granite) inscribed with runes
and a home base for the Norse Dwarf navy. Following the that ward against corruption throughout their lands. These
fall of Kraka Drak to Chaos in 2390 IC refugees found runestones act much like Elven Waystones and draw the power
sanctuary in the lands controlled by Kraka Ravnsvake and of Chaos from the Norse Dwarf lands towards Ulthuan and
it became foremost of the Norse Dwarfholds. In recent the Great Vortex. The runestones allow the surrounding region
years many of these refugees have returned to Kraka a degree of normality, though they cannot repulse a determined
Drak, hoping to clear the halls and repopulate the hold. Chaos incursion.
Saddling Two Vales The Giantshome Range
Kraka Ravnsvake is located on a ridge overlooking two The Giantshome (Grontklug) Mountains cover eastern
drainage basins: River Dypvann (Dumaraz) to the west Norsca and contain three of the four Norse Dwarfholds
and Draksfjord to the east. An underground passageway (Krakas Ravnsvake, Drak, and Dorden). A fourth hold,
of canals (Ungruvalk) beneath Kraka Ravnsvake was Kraka Ornsmotek, lies outside the mountain range.
completed in 2292 IC, connecting the two drainage
basins. Concealed entrances, guarded by protective runes, These mountains have rich deposits of iron, precious
open to the east and west. metals (chiefly silver), and gems. The region’s coniferous
forests are rich in game. The forest valleys yield quantities
The eastern entrance can be found on the bend of the of amber. Fish teem in the rivers and coastal waters. The
river emptying into the lake Varn Wyraz, with an outlet Giantshomes are also noted for large populations of
river that flows to Draksfjord and the Dwarf seaport of Giants and Trolls, and in turn this attracts Slayers seeking
Sjoktraken. The western gate of Ungruvalk lies in the honour and glory in death.
forest west of Kraka Ravnsvake on the southern fork of
Upper Dypvann.There is a subterranean riverport, Khazid Seafaring
Vulkhrund, that provides a secondary line of defence for
the western gate. Norse Dwarfs did not take to the sea as early as those in
Barak Varr. Once they decided to contact the southern
The Draksfjord route allows the Norse Dwarf fleet access lands, Norse Dwarfs captured Norscan longships to
to the Frozen Sea as well as the north-flowing rivers understand their construction and create their own fleet.
leading to other Norse Dwarfholds. It’s also useful for Kraka Ravnsvake knew of a subterranean feeder river to
raids against the hated Aeslings. The Dypvann route the Dypvann and began to construct a hidden harbour
extends the fleet’s reach to the Sea of Claws where it can for the ships being built. Norse seafarers provided the
protect its mercantile interests, as well as conduct raids Dwarfs with knowledge of the sea, but they also needed
on Norscan tribes. experience. Norse Dwarfs of Kraka Ravnsvake and
Sjoktraken would spend centuries mastering sailing on
rivers and coastal waters before venturing across the seas.
40
KRAKA RAVNSVAKE VI
NORSE DWARFS NORSE DWARF CHARACTERS
In –4420 IC Morgrim Grimnirsson returned to Karaz A player may like to create a Norse Dwarf Character from one
Ankor (the Everlasting Realm, as Dwarfs call the empire of the Krakas. If so, these rules can be used rather than the rules
ruled by their High King). This was during the Coming for Dwarfs on page 36 of the WFRP Core Rulebook.
of Chaos, and the fate of the Norse Dwarfs would be
unknown to their southern kin for millennia. The forces Dwarfs (Norse)
of Chaos effectively isolated Norse Dwarfs for centuries
as their holds were surrounded and assumed lost. Skills: Climb, Consume Alcohol, Cool, Endurance,
Entertain (Storytelling), Evaluate, Language (Khazalid),
The Norse Dwarfs suffered greatly during this time, Language (Norse), Lore (Dwarfs), Melee (Basic), Sail,
but they were also spared the destruction of the War of Trade (any)
Vengeance with the Elves and the Goblin Wars which Talents: Carouser or Strong Minded, Magic Resistance,
followed. Instead, they battled against warlike Norscan Night Vision, Read/Write or Relentless, Sturdy
tribes, Chaos beasts, and the Skaven of Clan Moulder.
Trade and War
In time, Norse Dwarfs began trading with the more
outgoing Norscan tribes, such as the Roppsmenn and The major impetuses for Norse Dwarf seafaring are trade
Bjornlings, teaching them how to brew beer and ferment and war. Though they have been engaged more in the
honey into mead. Relations with the Human Norse have latter than the former through much of their isolation,
always been strained. Norse Dwarfs are generally thought Norse Dwarfs were able to open trading routes to
easygoing by Dwarf standards, but they still record their Erengrad within decades of taking to the sea.
grievances and seek recompense for them. Over the years
the depredations of the Human Norse (called ‘Dumumgi’ In time, Norse Dwarfs established trading routes to
by the Dwarfs) have filled chapters of the Books of Marienburg, L’Anguille, and a scattering of smaller
Grudges held by the Krakas, just as the settling of these Imperial ports on the Sea of Claws, such as Norden. Norse
grudges has incited further violence from the tribes of Dwarfs also learned of Karaz Ankor from their time in
the Norse. Erengrad and opened an overland trade route to Karak
Vlag, then the northernmost Karaz Ankor Dwarfhold.
Norse Dwarfs spied on Norscans, even as they fortified The partially underground road to Karak Vlag allowed
their holds, and destroyed trading routes leading to the gunpowder weapon technology to make its way into the
enemy’s settlements. The Norscans kept their predatory Norse Dwarfholds.
gaze towards the soft southern lands. Norse Dwarfs
learned of the world beyond from runaways or captives. Although no longer isolated, Norse Dwarfs remained
surrounded by their enemies. Warships allowed Norse
The knowledge of non–Chaos worshipping Humans Dwarfs to expand the theatre of war, particularly against
gave Norse Dwarfs hope for potential allies as well as the Norscan tribes whose raids on Dwarf lands continued.
trading partners. Moreover, establishing relationships Moreover, Norse Dwarfs could engage in warfare on the
with people from the south could bring information of open sea and sink many Norscan raiding ships before their
the Norse Dwarfs’ lost brethren. enemies could reach their destinations. Smaller warships
traversed Varn Wyraz to keep a lookout for Skaven.
Norse Dwarfs do not tolerate the overt worship of Chaos MOUNTAINEERING
but overlook the more closeted reverence practised by
the less bloodthirsty Norse tribes. Presently the Norse Norse Dwarfs reside in mountainous terrain that is covered in
Dwarfs are in a state of low-intensity protracted war with snow or ice for much of the year. The many Norse Dwarfs living
the Bearsonlings, Sarl, Graelings, Skaelings, Vargs, and off the land are experts at moving through the mountains on
Aeslings, but they do abide by several (albeit strained) skis, scaling sheer cliff surfaces, and clambering up the steep
treaties of trade and non-hostility with the Bjornlings. mountain slopes.
41
VI SEA OF CL AWS
Relations with Karaz Ankor Government
The Norse Dwarfs established relations with Karaz Ankor Kraka Ravnsvake is currently ruled by King Haarkon
through their trade with Karak Vlag. In due course, a Vikramsson and Queen Inga Ottarsdottir of the
message came from the High King declaring the long- Ziflinskaud clan, both of whom ascended the throne
lost Norse Dwarfs owed him fealty as they did the High in 2442 IC. As with other Norse Dwarfholds, the king
King before the Coming of Chaos. The Norse Dwarf and queen do not consider themselves subservient to the
kings answered that the last High King they owed fealty High King of Karaz Ankor, particularly considering the
was Grungni himself, and their fealty remained with the disappearance of Karak Vlag during the opening stages of
Ancestor God. The High King raged at the response but the Great War Against Chaos. Faraway Karak Kadrin is
could not deny its logic nor his northern kin. now the closest Karaz Ankor Dwarfhold to Norsca.
Human observers may find little to distinguish Norse King Haarkon and Queen Inga are advised by a council
Dwarfs from their southern kin, but due to their history of elders. The continual threat of the Aeslings, Sarl,
and isolation there are subtle differences in culture Skaelings, and Clan Moulder have solidified the council’s
and temperament. Norse Dwarfs are more proudly support behind an aggressive posture of raids against
independent than even the Karaz Ankor Dwarfs. They their enemies and protection of the merchant fleet.
are said to be slower to anger (though not much slower)
than other Dwarfs, and somewhat more likely (though The king’s treasurer, Asborn Eivinsson, manages to keep
only barely) to regard a debt as settled. the hold’s finances in order, but expresses concern that a
massive Aesling assault could imperil Kraka Ravnsvake.
Norse Dwarfs are also notorious for their wild drinking In contrast, War Minister Magnek Reidansson argues
binges, to the extent that even other Dwarfs regard them that the Aeslings are less of a concern as they, too, lost
as ‘a mite too unruly with the ale at times’. The Dwarf many warriors during the fall of Kraka Drak, and that
drinking celebrations of First Quaff (33rd of Plugzeit), constant raids have reduced that tribe’s ability to replace
Second Breach (33rd of Brauzeit), and Keg End (33rd of their losses.
Vorhexen) are even more pronounced for their drunken
revelry than they are in Karaz Ankor. The celebration of Fleetmaster
Saga (33rd of Vorgeheim) also has a distinct character, as
the Norse Dwarfs solemnly recount their many sufferings King Haarkon’s council includes the office of fleetmaster,
at the hands of the followers of Chaos at this time. currently filled by Captain Steinam Kareksson. The
fleetmaster is responsible for the condition of the
KRAKA RAVNSVAKE Norse Dwarf navy and its deployment. In addition, the
fleetmaster is tasked with gathering information about
Kraka Ravnsvake is known for its extensive deposits of the maritime activities of the Aeslings, other Norscan
okrinaduraz, a hard, bluish-grey stone used by artisans to tribes living on the Sea of Claws, and the great ports
carve the likeness of their revered ancestors and fashion along the sea’s southern coast. The fleetmaster reports
precious jewellery. The mines beneath the Dwarfhold information he gathers and recommends a course of
also produce copper, iron, silver, amber, haematite, and a action to the king’s council so they can debate and reach
variety of quartz gemstones. an agreement.
Kraka Ravnsvake was the first of the Norse Dwarfholds to
see the value of reaching the sea. The hold’s king directed
engineers and miners to use the underground streams and
caverns to create a harbour beneath the stronghold and
construct a series of subterranean canals leading to River
Dypvann. Later, the engineers built additional canals and
diverted underground rivers in the opposite direction to
complete Ungruvalk, thereby allowing Kraka Ravnsvake
access to Draksfjord.
42
KRAKA RAVNSVAKE VI
Ravnshafnaz Berserker Rest Inn
Ravnshafnaz (‘Raven’s Harbour’) lies in one of the Owned by the Wyrkarak brewing clan for over a
Underdeep levels beneath Kraka Ravnsvake. The harbour millennium, the two-storeyed, stone-built Berserker Rest
contains the oldest shipyard, supporting craftsmen and a Inn is a gathering place for visitors to and inhabitants
fair number of taverns. Many clear quartz gems inscribed of Ravnshafnaz. Its large taproom is a popular place
with Runes of Light illuminate the cavern. for Norse Berserkers to tell stories of their grand deeds
and overcoming of incredible odds against them. The
Outsiders travelling on the Dypvann are granted access to innkeeper, Rorek Terjeksson, is a former Berserker who
Ravnshafnaz if they receive a passport etched onto metal was ‘civilised’ by his wife, Gunva Einarsdottir. Their son,
foil at the riverport of Khazid Vulkhrund. Norse Dwarfs Steinak, and daughter, Janni, assist the couple in brewing
tolerate Elves better than their southern kin. They see the the inn’s most popular dark-coloured bitter (‘Grimnir’s
Asur as people with whom they can trade, but still find Harvest’) and pale lager (‘Valaya’s Tears’). The food at the
their extended company burdensome. Entrances to the inn is hearty, but rather spicy for non-Dwarfs.
Dwarfhold proper and Ungruvalk are heavily guarded
and only Norse Dwarfs may pass through. THE BERSERKER’S TALE
Hardrak Shipyard An all-too-drunk visitor to Ravnshafnaz openly questions one
of the stories a Berserker, Bjarn Morteksson, is telling of his
As old as the Norse Dwarf navy, Hardrak Shipyard is deeds. The visitor claims to have participated in the battle Bjarn
currently run by Shipmaster Berita Frodensdottir, a hard- is describing and that the Berserker’s tale is not as accurate
nosed member of the Dwarf Engineers Guild. Berita’s as he relates. Normally, it is not healthy for one to question
two sons, Marek and Einam Odvarsson, are positioned a Berserker of his self-described deeds, particularly if said
to take over the shipyard when Berita decides to hang up Berserker has been drinking. Fearing the worst outcome for the
her tools. Hardrak is no longer as busy as the shipyards at taproom, Gunva begs the Characters to immediately remove
Khazid Vulkhrund or Kazad Ungorhafnaz where normal the visitor before a brawl breaks out and furniture starts flying.
repair work is handled. Instead, Hardrak Shipyard is
where new prototypes of ships or armaments are being SLAIN ELF
designed and tested. Berita works closely on such projects
with the fleetmaster. A High Elf visitor from Lothern in Ulthuan is found dead in
one of the private rooms at the inn. Rorek is concerned the killer
NAUTILIS may be one of the people whom the haughty Elf insulted in the
taproom the night before, but there are no signs of violence
In the past week, engineers at Hardrak Shipyard began design on the body other than two puncture wounds near the base
work on a submersible based on those in Barak Varr’s fleet. The of the spine. Rorek asks the Characters to conduct a discrete
plans recently went missing and an internal search has not found investigation to identify the murderer before an official inquiry
them. Shipmaster Berita is looking for discreet individuals to closes down the inn for a time. To make matters worse, the dead
investigate whether an outside spy managed to infiltrate the Elf is not what he seems.
shipyard or if it was an inside job. In either event, it is of
utmost importance that the plans are recovered and the culprit NORSE DWARF BERSERKERS
pays for their crime.
Norse Dwarf Berserkers look much like Karaz Ankor Slayers, as
The Hardrak Shipyard has designed a ship that has multiple both share a reverence for the Ancestor God, Grimnir. Where
batteries of cannon which would fire six-pound round balls, the two differ greatly is their approach to battle. In contrast
and they want to test-fire it while the ship is afloat on River to Slayers, Norse Dwarf Berserkers revel in unyielding battle,
Dypvann. Shipmaster Berita hires the (expendable) Characters seeing it as a glory unto itself and a means to honour Grimnir.
to set up targets on the north bank about halfway downriver. Those Berserkers who fall in battle are accorded funerals that
There is a possibility that the Characters’ actions could attract honour the fallen as great heroes, while those who survive tell
the attention of the Troll King’s minions. This, in turn, will stories of valorous deeds.
provide mobile targets for the live fire.
43
VI SEA OF CL AWS
KRAKA RAVNSVAKE NAVY Grubark Gearing System
Kraka Ravnsvake was the first to advocate for the Cost: 400 GC for Little to Average ships; may not be
establishment of maritime trade and a fleet to protect it. applied to larger ships.
No such tradition previously existed among the Norse Weight: 120 Encumbrance points.
Dwarfholds. All that was needed were ships, some safe
ports, and an outlet to the sea. This vessel uses an ingenious yet simple gearing system to
allow a handful of Dwarfs to operate a bank of sweeps.
Norse Dwarf Warships The minimum number of crew needed to row the boat
is reduced to a quarter of its original number (rounding
With no tradition of seafaring to build upon, the first up any fractions). Rowers also benefit from +1 SL to
Norse Dwarf warships looked very much like Norscan Endurance Tests made to see if they become exhausted
longships. The design, portage, and shallow draft of these after a shift at the oars (see page 105).
longships made them ideal for travel on rivers such as
the Dypvann and the Susna (connecting Varn Wyraz The gearing system is a complex and intricate piece of
to Draksfjord) as well as coastal waters. Norse Dwarfs machinery. If the Oars Location takes a Critical Hit,
retained this design for many centuries. roll d10. On a 5 or more the gearing system is ruined in
addition to the effects of the Critical Hit.
The first changes to Norse Dwarf warships resulted
from encounters with Norscans. Chaos marauders would Example: A Longship has an Oars score of 6 (30),
lash their ships together before battle to form fighting meaning that a crew of 30 rowers can move the vessel
platforms. As a result of those encounters, Norse Dwarfs at M6. If the Longship was equipped with a Grubark
equipped the bow of their ships with bolt throwers to Gearing System its Oars score would be 6 (8).
hole the enemy’s hull below the water line, sinking them
at a safe distance. Bolt heads were designed to penetrate
timber and make extraction difficult.
The exchange of ideas with Karak Vlag engineers brought
new innovations. Gunwales were reinforced with steel,
and ships broadened to keep drafts as shallow as possible.
Swivel guns or small cannons (called ‘dalkrit’ in Khazalid)
were mounted on a raised bow or stern to fire grapeshot
or (in the case of the cannon) four-pound round shot.
The requirement that Norse Dwarf ships needed to travel Whilst it is now considered archaic by the Dwarfs of Karaz
to their ports on rivers, however, meant that technology Ankor, the grubark design of vessel remains popular amongst
could only take them so far. Concurrently, Norse Dwarf the Norse Dwarfs.
engineers devised a simple gearing system that allowed a
handful of Dwarfs to operate a bank of oars (much like the
early ‘grubark’ craft of Barak Varr). Norse Dwarf mariners
were, as a result, fresher when combat was inevitable.
AMMUNITION FOR ARTILLERY PIECES
Weapon Price Enc Availability Range Damage Qualities and Flaws
BALLISTA
Norse Dwarf Bolt 8/– 0 Scarce As weapon — Hullbreaker, Impale, Penetrating
Hullbreaker: This ammunition is designed to smash through wooden structures and leave large holes. When striking a wooden structure,
such as a ship, the ammunition inflicts +2 Damage and gains the Damaging Quality.
44
KRAKA RAVNSVAKE VI
Growth of Norse Dwarf Navy THE ANCESTORS AT SEA
The growth of the Norse Dwarf navy was the primary Dwarfs do not venerate Manann, seeing him as a Human deity
concern of Kraka Ravnsvake shipmasters, as an escort-less (‘with Elven roots, no less!’ — so the Loremasters are known to
merchant fleet would be susceptible to Norscan attacks. carp). Instead, they look to their own venerated ancestors for
In time, Kraka Drak followed suit with its own navy, inspiration and protection, just as they do on land.
primarily to raid Aesling villages and protect whaling
fleets in the Frozen Sea. Once captains and crews gained Grungni, the ancestor associated with mining and craftsmanship,
experience on the rivers and coastal waters, there were no is rarely beseeched at sea. It is an alien environment, for he is
shortages of warriors who wanted to take the fight to the seen as a delver of the mountainsides rather than a traveller upon
Norscans. By the time of the Great War Against Chaos, the waves. Many Dwarf vessels bear icons of Grungni, though
there were roughly 250 warships in the Norse Dwarf navy. these are not placed upon a vessel to attract his beneficence, but
rather as a mark that the shipwright who built the craft did so to
Kazad Ungorhafnaz the standards Grungni himself would approve of.
With the completion of Ungruvalk, the fortress of Kazad Grimnir, the ancestor associated with warfare and vengeance, is
Ungorhafnaz was built to guard the concealed eastern often called upon by Dwarfs at sea. Combat upon the ocean is
entrance. The entrance is protected by Runes of Enemy even more desperate than it is on land, for there is nowhere for
Detection within the interior of the gate: one set to a disadvantaged side to reposition, or a losing side to retreat
detect the presence of Skaven (emitting a greenish glow) to. Grimnir’s cult of doom seeking and death dealing therefore
and the other Humans (reddish). When a Norse Dwarf appeals to many Dwarf mariners even if they stop short of taking
ship arrives on the Upper Susna from Varn Wyraz, a the Slayer Oath. Those who have taken up the path of the Slayer
sentry from the watchtower above the gate blows a large often consider taking up a life at sea, though they make for rather
horn directly down a shaft to the fortress below, notifying perverse shipmates, desiring to meet with the same monsters and
the gatekeepers to open the entrance. The importance of reavers that most sailors hope to avoid. In some cases, such as
Kazad Ungorhafnaz became clear with the fall of Kraka that of the infamous Long Drong, Dwarfs crews are made entirely
Drak to the forces of Valmir Aesling. of those who seek a Slayer’s destiny.
Securing Sjoktraken Valaya is the Dwarf ancestor associated with hearth, home, and
healing. Whilst she might be commonly imagined at the roaring
The War in the Mountains forced Kraka Ravnsvake to hearth of a Dwarf King’s greatest hall, she is popular with Dwarf
secure the port town of Sjoktraken against the Aesling mariners, and often beseeched by those who sail the oceans. She
invaders. Many Ravnsvake gunships sailed through is seen as a protecting ancestor, and the one most likely to ensure
Ungruvalk to Draksfjord, joining the local naval vessels that a Dwarf crew make it back to port safely. Valaya is also the
which had cast off onto the water with guns ready. Lucky ancestor associated with brewing and the inventor of runic script,
for the Norse Dwarf navy, the Aeslings were solely so she is vaunted by Dwarf sailors whenever they consult their
focused on destroying Kraka Drak to the exclusion of Book of Charts, or warm them selves with a tankard of grog.
anything else. The Ravnsvake fleetmaster took command
of the Sjoktraken fleet. A ship that is captained by a Dwarf, and that has a sizable
contingent of Dwarfs amongst the crew, does not suffer or benefit
Current Deployment from Manann’s Mood (see page 130) provided that the GM is
satisfied that they are not intentionally trying to insult Manann.
There are currently 75 warships in the Sjoktraken fleet,
mostly coastal and river gunships tasked with protecting
the trade routes with Krakas Dorden and Ornsmotek.
Raids of revenge on the nearby Aesling villages are part
of their mission. The Ravnsvake fleet has 190 warships to
protect the hold and its trading routes, as well as to raid
Norscans: 15 on Varn Wyraz, 35 refitting in port, and 150
on the Sea of Claws.
45
VI SEA OF CL AWS
SKALDOR ‘REAVER’ LOTHARKSSON It was the relish with which Skaldor proceeded on the
Norse Dwarf Sea Captain third order that gave him his nickname of ‘Reaver’. His
crew includes a fair number of Berserkers looking for any
Motivation: Vengeance. opportunity to slay Norscans and revel in battle. Life with
Short-Term Ambition: Exact revenge on the Aeslings for the Skaldor could be short, but it is always exciting.
fall of Kraka Drak.
Long-Term Ambition: Secure long-term safety of Norse Dwarf Skaldor as Patron
realms.
Skaldor’s clan was one of the first which took to the sea when In his capacity of gathering information on the enemies
the first Norse Dwarf ship launched in 1070 IC. Like many of of Norse Dwarfs, Skaldor is not beyond utilising non-
the Varrundi clan, Skaldor took to the sea as a beardling (the Dwarfs to assist him. Characters can come to Skaldor’s
Reikspiel equivalent of Knublstubi, a Kazalid term for a callow attention whenever he is in one of the Old World ports.
Dwarf youth) and worked his way up the ranks. He learned Perhaps some deed catches his eye in a taproom or on the
how to escort Norse Dwarf merchant vessels, and also led raids streets. If the Characters have demonstrated an ability
against the Sarls and the Skaelings. to discreetly gather information or shadow someone,
Skaldor may give them an opportunity to prove their
Skaldor’s outlook was shaped by the War in the worth. Satisfactorily completing a small task may lead to
Mountains in which the Aesling High King, Valmir, better paying, and more dangerous, jobs.
fought an 88-year campaign to bring down Kraka Drak.
Even though the fallen Dwarfhold is being reclaimed PSrteaslktiigneg ACdhvaeontsuMrea: rauders
and re-occupied over a century after its destruction, the
hatred of Norscans among many Norse Dwarfs has only Recently, a Norse Dwarf warship and several merchant
grown since that time. ships were waylaid north of the Bay of Blades. Skaldor
accepted the assignment to ‘bring Grimnir’s wrath upon
In 2485 IC, Skaldor received a promotion to captain those responsible for the attack’. His first task is to
of his own warship, ‘Hammer of Chaos’ (Grund A Dum). determine whether the culprits are Sarls or Skaelings.
A dalkrit mounted on the bow and swivel gun on the
stern serve as the ship’s main weapons. The Hammer of Skaldor needs a trusted group of tough and discreet
Chaos carries 80 rowers/warriors, each equipped with non-Dwarfs who are skilled in the wilderness to follow
bow, hand weapons, shield, and mail. As a captain of the the trail from the wreckage, penetrate inland, locate the
Kraka Ravnsvake navy, Skaldor pledged to live by three perpetrators, and report back. Skaldor is not interested
standing orders: protect Norse Dwarf merchant ships, in the slaughter of Norse villagers, but killing their
gather information on the disposition of enemy vessels marauders is always considered worthy of reward.
or warbands, and conduct raids against the enemies of
Norse Dwarfs. Skaldor expects the group to take revenge on the
perpetrators if they can or, if not, report back so he and
his Dwarfs can do so.
GRUND A DUM
Boat Name Crew Sail Oars Man Size T W Carries Traits and
Grund A Dum 50 M (C) M (C) 200 500 Upgrades
10 (25) 6 (10) – 50 65 Ram, Sturdy
Grund A Dum is equipped with a Ballista placed on the prow, armed with Norse Dwarf Bolts and facing forwards, and eight
Medium Cannon on the deck, four facing to port and four facing to starboard.
46
KRAKA RAVNSVAKE VI
SKALDOR ‘REAVER’ LOTHARKSSON DWARF RUNES
SHIP’S MASTER (GOLD 2)
The following rune descriptions relate to Skaldor’s items.
M WS BS S T I Ag Dex Int WP Fel W
3 68 37 43 46 53 37 57 58 57 24 27 Rune of Speed
The Rune of Speed inscribed on a hand weapon provides the
Traits: Armour (Leather Jerkin) 1 (5), Ranged (Pistol) +8 wielder with a +10 modifier to their Initiative when attacking
(20), Weapon (Axe) +8, Weapon (Dagger) +6 with the weapon.
Skills: Consume Alcohol 50, Cool 72, Dodge 52,
Endurance 56, Entertain (Storytelling) 34, Evaluate 63, Rune of Striking
Intimidate 58, Leadership 59, Lore (Frozen Sea) 63, Lore The Rune of Striking inscribed on a hand weapon provides
(Riverways) 63, Lore (Sea of Claws) 68, Navigation 63, the wielder with a +10 modifier to their Weapon Skill when
Perception 59, Sail 57, Swim 48 attacking with the weapon.
Talents: Magic Resistant, Night Vision, Old Salt,
Orientation, Pilot, Relentless, Sea Legs, Strong Back, Rune of Clear Seeing
Strong-Minded, Strong Swimmer, Sturdy, Tenacious, The Rune of Clear Seeing inscribed on a lens allows a user to
Very Strong see through fog and mist. Perception Tests made by someone
Trappings: Axe inscribed with Runes of Speed and using the lens are not affected by the rules for Visibility (see page
Striking, Knife, Leather Jerkin, Grund A Dum Sailing 106). The Rune of Clear Seeing cannot see through magically-
Ship and Crew, Pistol with ammunition and powder induced mists (such as created by Illusion or Mystifying Miasma
for 10 shots, Sextant, Shipping Charts (these display spells) but reveals these as magical by tinting them greenish.
locations of entrances to the Norse Dwarf Karaks and
seaports if viewed through Skaldor’s lens), Transparent Rune of Farseeing
Quartz Lens (inscribed with Runes of Clear Seeing and The Rune of Farseeing allows the user to peer through the
Farseeing) on a Chain inscribed lens and see objects up to one mile away as if they
were much closer, like a telescope. This requires an uninterrupted
line of sight to the object
47
VII
• THE SKAELING COAST •
SSektitllleemdeSnatisloorfs SFkeaaerleidngRaNidoerrsse
the
and
The Skaeling Coast is a ragged coastline of mighty cliffs, Many mysteries lie hidden here. Besides the known Norse
countless deep, twisting fjords, and innumerable rocky Dwarf holds, there are said to be secret ones tunnelled
islands. Fish, orca, and whales fill the sea, along with into the cliffs, inhabited by reclusive clans who avoid their
sharks and far more terrible marine monstrosities. brethren for their own reasons. Towers seen from the sea
blink with bizarrely coloured lights, hinting at the magic
Although cold and often bleak, the land is not sterile, its of Chaos sorcerers. Strangely carved monoliths record
more sheltered valleys and southern slopes covered with forgotten histories and promise gifts from dark powers.
forests of fir and pine.
Despite the many dangers, the Skaeling Coast lures many
Thickly-furred animals, from squirrels and goats to from the Old World and beyond. The Skaeling tribes have
wolves and bears, live among the trees and in hidden few creative industries beyond the forging of weapons
caves. Unnatural reptiles live here too, from rock lizards, and armour, leatherworking, and textiles.
wyverns, and basilisks, to true dragons — thankfully
mostly asleep. This provides Old World merchants with great
opportunities to trade their luxuries for rare timbers, gold
The region is dominated by the Skaelings, who live, fight, from Norscan mountains, and high-quality weapons. The
and survive in the cold lands and waters. Their longships port of Kirkjugarður Langskipa is arguably the safest
are common here, and even the crews of fishing vessels trading destination, but it is not for the faint-hearted.
are capable warriors. Their attitude to outsiders is variable Alongside the merchants are explorers, scholars, and
to say the least, making travel to and exploration of the warriors, seeking adventure, secrets, and glory.
Coast an uncertain, nerve-wracking experience.
48
THE SKAELING COAST VII
NORSE RAIDERS They are also great whalers, for whales provide meat, oil,
and strong bone, as well as simple challenge. For those
Without question, the Norse are a preeminent sea-faring cowardly Old World merchants unwilling to brave the
nation. Their longships are not as beautiful as Elven cold and dangers of Norsca itself, Norscan traders are
Hawkships, not as powerful as the Dwarfs’ Ironclads, willing to meet them halfway, exchanging goods in the
and not as high-sided as the vessels of the Empire or middle of the Sea of Claws. Nor is it uncommon for them
Bretonnia. However, they are sleek, fast, and enduring. to peacefully visit the larger ports to trade their wares.
Probably only the Elves are as experienced and far- They even offer their services as ship-board mercenaries
travelled on the seas as the Norse. And undoubtedly, or protective escorts at sea, quite happy to fight against
there are few sights on the sea more intimidating than other Norse if an honest deal has been struck.
the dragon prow of a Norse longship.
The other strand of Norse seafaring is exploration. The
Down the centuries, the northern coast of the Old World Skaelings often explore with a view to raiding new
has experienced Norse raids time and time again. The lands, but there are many Norse captains and crews
Skaelings are responsible for many attacks, but other just as interested in discovering new places simply for
tribes commonly raid, too. Kislev, Ostland, Nordland, the risk and adventure of it. The most famous of these
Marienburg, and Bretonnia have all fallen victim to is the Bjornling Losteriksson, who discovered Lustria,
assault over the centuries, although all have pushed back but others have ventured even further afield, to countless
and reclaimed their own lands. However, raiding is so mysterious islands and stranger shores. Some proudly
normal for some remote villages that they have come to haul back the rotting carcasses of horrible sea monsters.
terms with the raiders and offer tribute (both goods and Others tell of whirlpools to other worlds and fields of
people) in exchange for being left alone.This is easier than rusting metal windmills sprouting from the sea.
waiting for the local lord to send troops after the raiders
have already gone. Imperial authorities have outlawed RAIDERS OR TRADERS?
this practice, although enforcing it is virtually impossible.
After a terrible storm, the Characters discover the bodies of
Unfortunately, not all Norse raiders are motivated by several Norsemen washed up on a beach near a settlement where
practical needs or greed. The Skaelings especially do it they are staying. Some are still alive, although unconscious.
for the thrill of battle and to praise Khorne. This makes What looks like a variety of trade goods have also washed up.
it harder to appease them through tribute and offerings, Were these Norsemen traders, or are these goods the ill-gotten
and their attacks are bloody and often to the death, unless gains of merciless piracy? What do the Characters do when the
they can be forced back or impressed by a foe’s tenacity. townsfolk decide it’s best to kill the still-breathing Norsemen
where they lie?
Far more dangerous, however, are the times when a great
Chaos Champion arises from any of the tribes. Blessed OUT ON THE ICE
by the Dark Gods, they frequently call for war. Whether
by force of fist or personality, these Champions draw On a frozen beach in north-western Norsca, Characters spy
different tribes and monsters together, bringing Chaos the beached ship of Skaeling seal-hunters. It’s an unpleasant
and death to all standing in their way. They set sail in business, and kindly Characters might intercede on the seals’
great fleets and lay siege to ports, laying waste to the behalf. However, if the Characters take the time to look, these
coast. They have attacked Erengrad, sailed as far as Praag, seals have two–inch long poison fangs… and they’re not afraid
and even travelled down the Reik to attack Altdorf. Even to use them!
Middenheim has been assaulted.
All Norse tribes, even the Skaelings, sail not only for
raiding and war, but for practical reasons. Fish is the
staple of the Norse diet, and a longship is as likely casting
nets as looking for trouble.
49
VII SEA OF CL AWS
PIRACY AND THE NORSE Yet for many in the Old World the archetypal pirate is not
regarded as Norse, but Tilean. This is even the case along
The Norse are infamous for raiding and marauding, so the norther shores of the Empire, where the corsairs of
it is no surprise that they have a reputation as wanton the Tilean Sea are a distant threat, and Norse raiders a
pirates. Even the more civilized Norse tribes, such as constant danger.
the Bjornlings, are happy to indulge in piracy if the
opportunity presents itself, or if circumstances prevent The Norse and Stromfels
them from making a living from honest trade.
Those with a little knowledge of Stromfels assume him
Even those brave merchants from other Old World to be a god of piracy (those who know more would
nations who are willing to trade with the Norse feel a challenge this, stating that he is better understood as a
pang of fear should they spot the silhouette of a longship god of predation and the violence of the sea, and that
on the horizon. Longship captains and their crews often pirates merely fit the theme rather than exemplify it).
bear little loyalty to anyone but themselves, so even a
merchant with a history of trading with a particular Norse Many assume he is a Norse deity, given his violent nature
tribe will not necessarily benefit from their goodwill if he and his popularity among reavers, but if he was ever a
encounters their vessels at sea. god of the Norse they have apparently abandoned him in
favour of darker powers. Unpleasant as Stromfels is, he
represents an aspect of the natural world, and is no friend
to followers of Chaos.
Because of the links between the practices of Stromfels
and the practices of piracy, the Norse are often shunned
by others who live by piracy.
The Norse and Sartosa
The one place where pirates are assured of a haven (albeit
a haven from the laws of kings and burgomeisters, not
from each other) is the island of Sartosa. It is found to
the south of the Tilean Sea and is governed by a council
of pirate captains and their elected representative. Codes
and fashions common to professional (for want of a better
word) pirates have their origins here, and the island is
home to the world’s only overt temple to Stromfels.
Yet here the story comes full circle, for Sartosa owes
much of its culture to waves of colonisation and conquest,
and among the varied seaborne raiders who settled here
are the Norse, many of whom live among the Sartosans
to this day.
One of the rising stars among the reavers who currently
plague the Tilean Sea is the Queen of Tides, a mutant
pirate captain with a noted hatred of the Norse. Aboard
her vessel, the Swordfysh, she has engaged and sunk
many longships, striking without mercy. Yet there are
those who say her own origins trace back to the icy fjords
of the Bjornling Coast, and that her campaign against the
Norse is driven by a desire for vengeful patricide.
50