The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

WFRP - Sea of Claws - Grim an Perilous Adventures Upon the Several Seas

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Capn_Ragnar, 2022-11-02 02:54:04

WFRP - Sea of Claws

WFRP - Sea of Claws - Grim an Perilous Adventures Upon the Several Seas

Keywords: WFRP,Warhammer,TTRPG

THE SKAELING COAST VII

THE SKAELINGS Another tale suggests an ancient relic is protected there, 51
one that must stay far from the sea or it will unleash
Although considered one cultural group, mostly a forgotten terror upon the world. However, it’s also
following the same customs and rules, Skaeling tribes claimed many Skaelings live far away on the coast to
are many, varied, and scattered across the Skaeling Coast avoid constant supervision and control by a king or queen.
and mountains beyond. If they have no immediate cause When asked, Skaelings just shrug, changing the subject.
to fight outsiders, they easily find cause to fight one
another: for territory, tribute, ancient grievance, because The tribe claim that they are something more than
Khorne demands it, or simply for the thrill of battle. They human, attributing their origins to a vast Ice Drake that
are ardent Chaos worshippers, though not as manically roamed the Troll Country. They tattoo themselves with
bloodthirsty and twisted as the Varg, the Aesling, or dragon devices to honour this mythic ancestor.
the multitudinous Kurgan tribes, against whom they
arguably buffer the Old World. They have more in The Skaelings also boast their ferocity as warriors and
common with the Sarls, although they consider the Sarls’ devotion to Chaos. They acknowledge all gods, but
lesser enthusiasm for blood sacrifice a sign of weakness. especially Kharnath (Khorne), whose symbol adorns
Bjornlings are often dismissed as being more traders than their ships, weapons, and bodies. Mutations beneficial in
warriors, and insufficiently zealous in their appreciation battle or for survival are considered blessings from the
of Khorne. gods, those creating weakness curses; both affect social
standing. Mutants who are neither strengthened nor
ON TRIBES weakened are considered merely god-touched, perhaps
destined to be seers or vitki.
Norse tribes are complicated. While there are Great Tribes like
the Sarls, Skaelings, Aeslings, and Bjornlings, as well as Lesser Skaelings unashamedly practise human and animal
ones, there are also tribes within them. There are kin-tribes, sacrifice, but most believe human sacrifice to Kharnath
which are extended families. There are tribes named for the best takes place naturally within battle, whether in war,
settlements, regions, or fortresses they control. A longship’s raiding, or ritual duels. Humans brought to the altar
crew usually considers itself a tribe. Most tribes are connected like animals are considered to be animals: oath-breakers,
by tangled webs of kinships, oaths, debts, grievances, alliances, weaklings, cowards, traitors, and criminals unable to pay
and enmities. Outsiders must be careful who they praise or wergild. Although bloody, most sacrifices are swift; few
criticise, for risk of stepping on the wrong strand. Skaelings indulge in ritualised torture of sacrifices, for
that is not battle. That said, Skaeling warriors do practise
The Skaelings proclaim themselves a sea-faring people, ritual scarification, where much blood flows. Skaelings
great shipbuilders, and mighty raiders. The sailors of respect anyone who sheds blood this way for their god,
the northern Old World certainly agree, with a few even weak gods; a Shallyan priestess who accepts a dove
pejoratives attached. Despite this, the many Skaeling symbol carved into her shoulder is as respected as a
tribes pay allegiance to a place deep inland: Doomkeep. Skaeling who accepts Khorne’s skull. Almost.

There resides the king of the Skaelings, Felman Ingersson, Though disdainful of them for what they see as weak
to whom all other Skaeling jarls swear loyalty (even if it’s stomachs for sacrifice, the Skaeling consider the Sarl their
sometimes begrudged). Why a sea-faring culture should main rivals in battle, territory, and skill at boatbuilding.
place its capital so far from the sea is a mystery, and with The buffer between their two lands is the mutually sacred
mystery comes speculation and legend. It may be for Bay of Blades and the nearby port, the Altar of the
security — a capital so deep in the mountains is harder Crimson Harvest. The latter is in Sarl lands, but Skaeling
to attack. It’s closer to the lands of Chaos, so it could be a are welcome and their bloodier values respected there.
symbolic act of devotion. A more mythic claim is that it’s The two tribes tussle for territory, especially inland, but
where a great chieftain of the Norsii was laid to rest after along the coastline, sea or land, bloodshed is limited and
battling a strange Forest Spirit named Treeblood. conducted with honour and respect. Inevitably, there
are many ties of kith and kin, and when threatened by
outsiders or mutual threats, they are all Norse together.


VII SEA OF CL AWS

The Hall of the Snaegr HELP US, PLEASE!

The Snaegr are a Skaeling tribe for whom Khorne-worship Several Snaegr peasants run south, fleeing the wrath of a Snaegr
is their driving purpose. A former jarl, Urlf, was so ardent warrior. Encountering the Characters, they beg for protection.
and brutal in his devotion that Khorne elevated him to Unfortunately, the warrior is bringing friends. The situation is
Daemonhood, becoming Urlfdaemonkin. After this, complicated by the fact that those fleeing killed the warrior’s
the tribe began worshipping Urlfdaemonkin alongside wife, who discovered them stealing. The peasants face brutal
Khorne, and considered themselves favoured by Khorne death, but the warrior has a legitimate grievance.
above all others. The anniversary of Ulrf ’s ascendance
is called the Moon-time of Urlf, and has become a time THERE IS A PRICE
to travel south, attacking all in their path, even other
Skaelings. During Moon-time it is common for Snaegr The Characters need a Skaeling tribe’s knowledge or aid.
warriors to be temporarily god-blessed, shapeshifting Unfortunately, in return they must help fight the Snaegr during
into creatures mirroring Urlfdaemonkin’s form. One of Moon-time or seek the return of a respected warrior’s skull from
Urlf ’s descendants, Grydal, is the tribe’s current jarl, and the Snaegr hall.
he seeks Urlfdaemonkin’s blessing permanently.
Mthoe nBolloitohdyo-Hf aBnodrekdhill
The Snaegr are a thorn in the side of many other
Skaeling tribes, for they fight for the sake of violence A Chaos Monolith records the deeds of Borkhill, and
and blood alone, and will not come to terms. They have tells the tale of his hunt for the Giant Maulgrong and
to be driven back by force or simply endured until the discovery of a black pillar containing a Chaos chalice.
Snaegr deem Moon-time over. The Snaegr blessed Drinking deep, Borkhill grew mighty with dark power,
with Urlfdaemonkin’s form are an especially dangerous helping him defeat his Giant foe.
challenge, although their cannibalistic nature sometimes
slows them down. The black pillar exists: a slim obsidian spire, with a violet
sphere of energy crackling at its pinnacle. At its base is
EXALTED SNAEGR a geode-like cavity containing the chalice, filled with a
silver liquid, bearing the scent of dreams.
Snaegr blessed by Urlfdaemonkin gain the following traits: Big,
Fury, Hardy, Hungry, and Tusks +7. The blessing lasts only for Drinking from the cup fulfils the drinker’s foremost need
the Moon-time of Urlf, an uncertain, inherently Chaotic length by transforming them. In Borkhill’s case, he needed the
of time. If Characters encounter the Snaegr, the GM may might to defeat a Giant; so, he became giant-like, bigger,
make a secret Test to see if it is the Moon-time of Urlf. There and stronger. Thus, any drinker becomes, in some manner,
is a 20% chance of it being the Moon-time in the months of more like their own immediate challenge in order to
Vorgeheim and Vorhexen, and an 8% chance during the rest of overcome it.
the year. The Moon-time of Urlf lasts d10 days, and then will
not occur again until the following year. If a drinker simply needs to get through the mountains,
her body transforms into cold stone, with its strength and
The hall of the Snaegr is carved deep into a mountainside, hardiness, though also becomes slower of foot. If another
and contains many rooms, passages, and battle-trophies. hunts a stag, his legs become deer-like, enduring and
Here Jarl Grydal and his warriors reside, practising fleet. The drinker who, more than any immediate quest,
bloody rites. Skulls of beasts and men fill niches around seeks their true love, becomes very similar (though not
the entrance. On the cleared slopes below are the wooden identical) to the person they seek, whoever that might be.
homes of down-trodden Snaegr peasants and thralls who The effects last only as long as the need. Hopefully.
ensure the basic needs of the warriors are met. The road to
the hall zig-zags up through thick forest and small level
areas cleared for limited cultivation.

Evidence of Khorne worship is all about: gory shrines,
skull-laden branches, and the stench of rancid blood.

52


THE SKAELING COAST VII

KIRKJUGARÐUR LANGSKIPA Velkominn Allt 53

Kirkjugarður Langskipa is an open port, routinely Velkominn Allt is a sailors’ inn where crew of all species,
receiving ships from many nations and cultures from faiths, tribes, and natures are accepted. The landlord,
around the Sea of Claws. It’s perhaps a greater melting Harwullf Ironcast, and his family tolerate no bigotry and
pot than almost anywhere else, even Marienburg. After step on any hint of it before trouble starts. The prices are
all, Marienburg doesn’t tolerate mutants, Orcs, or human fair, the beds clean, and the food good. Non-sailors are
sacrifice — at least not openly. However, tolerance is not welcome to eat and drink, but beds are usually for captains
acceptance, and some outsiders are more resented than and merchants. Those seeking news, information, and
others, making it dangerous for non-Norse to venture interesting, useful people can find much here.
beyond the docks. Strength and skill-at-arms, however,
are widely respected, though they do encourage challenges SMALL MINDS
from those who wish to test their own. Even the most
formidible fighter must beware which streets they walk. A charismatic agitator stirs trouble, decrying the Velkominn
Allt’s acceptance of outsiders. Initially laughable, over a few
The outstanding feature of the port is its buildings, weeks her following swells. Those entering the inn are initially
which are overwhelmingly built from the hulls of ships mocked, then stones get thrown. Soon there are incidents of
shattered in battle. Many are Norse longships, but there night-time beatings. Harwulf asks the Characters to discreetly
are houses and public buildings constructed from the kill the agitator, before a full-scale riot engulfs the docks.
upturned hulls of ships of all nations. Figureheads are
used as decoration and statuary, though all are overlooked DRUNKEN SAILOR
by a massive brass monolith festooned with the bones of
the vanquished. Faded, paint-peeled ships’ badges are Harwulf slips the Characters a few pfennigs to see a drunken
split for window-shutters. Masts and sidearms are used captain, an old friend, safely back to his ship. On the way, they
as supporting pillars, wharf-posts, and places to nail are jumped by brigands. The captain has something (a secret, a
sacrifices to Kharnath. The architecture is an intimidating map?) someone powerful wants.
reminder of Skaeling naval strength. Many residents are
raiders, and other raiders visit to resupply and boast. Skarlati Dreki

The docks are busy and routinely salted and gritted to Skarlati Dreki is the red-lacquered prow of a longship,
prevent slippery ice; salt-stained boots and leggings are to part of a fleet assembled decades ago to challenge a Dark
be expected. There are smokehouses and warehouses full Elf Black Ark. The conflict was so terrible that every ship,
of salted and smoked fish, giving the place a distinctive even the Ark, was sunk. Save for a dozen hardy survivors
smell. Secure buildings hold slaves before sale, although clinging to it, this dragon prow was all that remained, and
it is not a major slave port. There are taverns for sailors, was preserved as a monument to Norscan fearlessness.
inns for travellers and merchants, and shops for everyone.
Shipyards loudly hammer and saw. Sturdy wagons work RETURN TO SEA
their way inland through streets cleared of snow by
thralls, following routes into the mountains. A handful of old men and women, the last of those rescued
after the Great Battle, are looking for a crew to take them to
The town is ruled by Öskra Örninn and his wife Signe. its site. This seems easy enough, but they also want to steal
Öskra’s family have ruled the town for many generations, Skarlati Dreki, believing it should join its ship. They may also
and it is expected his daughter, Gertrud, will succeed have sinister motives.
him, as she is already god-blessed with a bony spine
protruding from her forearm. Öskra is a powerful man DREKI SPEAKS!
and experienced raider. However, he recognises his
town’s prosperity and survival means balancing openness A loud draconic voice emanating from the monument could call
to outsiders with bloodshed against aggressors and for anything: war with the Dark Elves, blood sacrifice (any Elf
troublemakers. suffices), material tribute (which vanishes overnight), reaffixing
to a longship with a crew. Is this a ventriloquist’s ploy? A
wizard’s magic? Or has a dark spirit awakened within it?


VII SEA OF CL AWS

Temple of Mermedus THE BLUE CONCH

On the port’s outskirts is a beach avoided by anyone Gröftur requires a blue conch to make a sacred horn. He
without good reason to visit. This lonesome patch of sand suggests the Characters try Hornborg’s shop in Skjold;
and pebbles stinks of the rot of the sea and is smothered Hornburg directs them to the shallow waters around a distant
with clumps of dark seaweed alive with sand fleas. Abutted island. After a challenging journey and return, Gröftur gives
against a steep cliff-face lies a rotting hull, covered in sea them each three, knotted strings; untying a knot triggers a
moss, barnacles, and stranger encrustations. This is the Blessing (choice of Breath, Fortune, or Hardiness).
local temple to Mermedus.

The Skaeling believe this Daemonic entity dwells beneath Vargr Lodge
the Sea of Claws.They depict him as a pale, bloated figure,
covered in bulging eyes. He is said to wander about on The Skaelings are a ferocious tribe, openly venerating
the ocean floor, causing stormy waters to capsize ships Kharnath, the incarnation of Khorne best known to their
and drown sailors. To appease this vile god, the Skaeling people. For many Skaelings, life is a constant struggle
make Human and animal sacrifices, casting the weighted between the bloody urge for violence and the stability
bodies down to distract the god from their voyage. needed for survival. When the shadow of Chaos grows
they sail forth to raid and slaughter. When it recedes,
More sinister than the place itself is the temple’s priest the Skaelings become more settled, although there is a
and guardian, Gröftur Fiskauga. Gröftur is a disturbing nagging sense that Kharnath is displeased.
character, with large staring eyes uncomfortably
reminiscent of a dead fish. Although he wears foul- Some cannot make the adjustment. The Vargr Lodge
smelling robes, where the backs of his hands and neck is a primitive wooden shelter on the forest edge north
are exposed, one can see the short, white, sea-urchin of Kirkjugarður Langskipa. This is where the ulfwerener
spines that cover the dorsal half of his body. Although (‘Skin Wolves’) and the wildest berserkers dwell, those
unpleasant, he can use his voice well, becoming a powerful who struggle to integrate in quieter times. They live like
orator, suddenly shifting pitch from high to low, volume a pack of animals, fighting each other, hunting by night,
from loud to quiet, changing like the moods of the sea. and collapsing around the fire pit to sleep during the day.

Gröftur is a mercurial figure. Though consistently foul- Despite their ferality, the inhabitants of the Vargr Lodge
smelling and unnerving, he flits from good humour to foul are melancholy during their lucid hours. They’re shunned
temper. He offers honest praise as often as contemptuous by the Skaelings in the town as too disruptive to tolerate
sarcasm.It’s entirely possible for Characters to consistently outside of battle, although family members occasionally
see just one side of him, only to be shocked one day when brave the Lodge to leave food or speak with relatives.
he’s completely the opposite. Most find him hard to deal Only when their savagery is needed do their neighbours
with, so he is avoided unless people are desperate for visit, to goad them into action. Those who can control
blessing or guidance. However, he never rejects anyone themselves for some time may find work as wilderness
or ever tells them to go away. That’s one sure thing about guides or bodyguards for a jarl, but even then they are
Mermedus: it happily accepts anything or anyone into its treated with caution.
briny embrace.
RAGNULF’S HOARD
A FISHY JUDGEMENT
Ragnulf was once a proud huscarl in the jarl’s retinue, always
Slightly outnumbered by aggressive local Skaelings, the at the forefront in battle. He amassed a fortune in silver and
Characters are given the choice of fighting to the death or amber, but he did not trust other Skaelings and kept his hoard
submitting themselves to Gröftur Fiskauga’s judgement. Gröftur hidden. One day in a skirmish with the Sarls, he succumbed to
asks them to bind themselves to Mermedus’s will for one bloodlust, lost control, and became a near mindless berserker.
season; it’s that or fight.
Now Ragnulf lives in the Vargr Lodge, a tragic, hollow shadow
of his former self. Memories of his former life occasionally drift
to the surface — which is an opportunity, because everyone in
the jarl’s hall wants to know where he hid his hoard.

54


THE SKAELING COAST VII

OLG BLÓÐSALT OLG BLÓÐSALT
SKAELING CAPTAIN (GOLD 2)
To other Norse, especially Skaelings, Olg Blóðsalt is a M WS BS S T I Ag Dex Int WP Fel W
god-blessed champion. At the age of 19 he has already 4 57 30 48 38 54 56 57 36 30 42 12
risen to the rank of ship’s captain. To those unfamiliar
with the ways of the Norse he appears sinister, but Traits: Armour 3 (6), Mark of Khorne, Mutation (Brine
apparently less formidable than the straight-backed Drinker), Weapon (Axe) +8
and muscular frames of those under his command. His Skills: Athletics 66, Charm 42, Climb 53, Consume
god-blessing, the Brine Drinker mutation, means that Alcohol 43, Cool 40, Dodge 71, Endurance 53,
his body is stocky and puffy, encrusted with wet, sticky Gamble 41, Gossip 57, Language (Speaks Norse as
salt. His taut pale skin and knotted red hair age his first language, Reikspiel 41, Wastelander 46),
appearance considerably. In his rusted armour, with his Leadership 68, Melee (Basic) 72, Lore (Khorne) 46,
rusted weapons, only the perceptive, and those who have Melee (Brawling) 72, Navigation 64, Perception 69,
seen him in battle, understand he is a ferocious warrior Row 42, Sail 66, Swim 42, Trade (Carpenter) 57
and raider. Talents: Berserk Charge, Catfall, Fisherman, Old Salt,
Orientation, Pilot, Public Speaking, Savvy, Sea Legs,
Olg’s ferocity is born of bitterness and resentment of this Seasoned Traveller, Strider (Coastal), Strike Mighty
supposed blessing. He did not choose this gift; it was Blow, Strong Back, Strong Legs, Strong Swimmer,
imposed upon him. Being seen as powerful is meaningless Tenacious, Very Strong
if one is also seen as old and ugly, especially for one in his Trappings: Axe, Leather Jack, Leather Leggings, Rust
prime. He is envious of the loved and the handsome, but Dagger, Rusty Mail Shirt, Rusty Shield
despite his anger knows they are no more responsible for
their condition than he is his own.

During his raids and battles, he always takes interesting
foes prisoner if possible. He takes them privately to
question them discreetly, hoping they might
know some way to cure him of his terrible
blessing. A few have offered lies as solutions
to delay death or thralldom; when they
failed, their fates were even more terrible.

CHAOS MUTATION:
BRINE DRINKER

Someone with this mutation can drink salt water
without harm. In addition to its survival advantage
at sea, it allows the mutant to spew a torrent of
corrosive, stinging, salty vomit. This is a Vomit
attack, except that instead of taking damage the
target must pass a Difficult (–10) Endurance Test or
gain one Blinded Condition, and any metal armour they
are wearing has its Armour Rating halved (round up), as
the metal immediately begins to rust. The mutant’s skin is
permanently covered with a salty wet crust, and they must drink
a pint of briny sea water (not just water with salt added) every
day, otherwise they gain a Fatigued Condition.

55


VII SEA OF CL AWS

NORSE CHARACTERS NEW CREATURE TRAIT:
THE MARK OF KHORNE
If you wish to generate a Character from Norsca these
rules can be used rather than the rules for Characters from Khorne has marked this creature with a physical brand,
the Reikland on page 36 of the WFRP Core Rulebook. proclaiming it sworn to his cause. The creature benefits from
It is up to players and GMs to think about how a Norse the Frenzy Talent. This creature gains the Etiquette (Followers
Character might impact a typical party of adventurers. of Khorne) Talent and is subject to Animosity towards overt
Even the more civilised Norse Characters have been followers of Slaanesh. The creature is also subject to Animosity
brought up in a society that legitimises a form of respect by followers of Slaanesh, so long as the Mark of Khorne is
for the gods of Chaos and inculcates their young in the visible. The Character may never use the Language (Magick) or
value of fostering personal resilience and regarding those Channelling skills unless it is to dispel a spell.
who don’t as weak fools.
Additonally they may purchase the following Talents as if
Starting characters may choose 3 Skills to gain 5 Advances they were Career Advances: Berserk Charge, Combat Aware,
each, and 3 Skills to gain 3 Advances each. If a Talent Combat Reflexes, Furious Assault, Implacable, Magic Resistance,
listing presents a choice, you select one Talent from the Resistance (Magic), Resolute, Strike Mighty Blow, Warrior Born
choices given. Any Random Talents are determined by for the normal XP costs.
the Random Talent table (WFRP, page 36). If you roll a
Talent you already have, you may reroll. Norse characters Norse Names
speak Norse as a first language.
Male Norse Names: Aeson, Alfkaell, Asbjorn, Arbaal,
Humans (Bjornling Norse) Björn, Braese, Cormac, Dargo, Dreng, Egill, Einarr, Ekil,
Engra, Eogric, Erik, Fálki, Friðrik, Garmr, Gnupa, Gotric,
Skills: Consume Alcohol, Evaluate, Gossip, Haggle, Grettir, Hafdan, Hákon, Halfdane, Hallbjörn, Halldór,
Language (Reikspiel), Language (Wastelander), Lore Hargir, Hinrik, Hjörtur, Hrafn, Hreðric, Hroðgar, Ingvar,
(Norsca), Melee (Basic), Row, Sail, Swim, Trade (Any) Ivar, Kar, Ketil, Kettri, Kharan, Knut, Kueldulf, Lief, Lud,
Morkar, Oflati, Orgrim, Óskar, Rafn, Ragnar, Ranulf,
Talents: Fisherman or War Leader, Resistance (Chaos), Raskulf, Rasmus, Redwald, Scyla, Sigdun, Sigvald, Sindri,
Sea Legs or Warrior Born, 2 Random Talents Sitric, Skuld, Sorkvir, Spjall, Storulf, Sven, Torgald,
Trygve, Tulkir, Ulf, Urlf, Valnir, Viglundr

Humans (Sarl Norse) Female Norse Names: Anna, Aðalbjörg, Ásdís, Asta,
Ástrid, Auðr, Bera, Birna, Bodil, Brynja, Dagny, Drífa,
Skills: Animal Care, Consume Alcohol, Gossip, Emla, Eríka, Eydís, Finna, Friðr, Gierdriful, Göndul, Gro,
Language (Reikspiel), Language (Gospodarinyi), Lore Gunhild, Gunnr, Guðlaug, Guðrún, Halga, Hela, Herja,
(Norsca), Melee (Basic), Ride, Row, Sail, Swim, Trade Hildr, Hilga, Hjördis, Hygd, Inga, Kára, Kindra, Lilja,
(choose one) Liv, Mist, Neigla, Pála, Prima, Ragnhildur, Randgrid,
Randi, Reginleif, Revna, Róta, Shaarna, Sif, Signe, Sigrid,
Talents: Crack the Whip or Old Salt, Resistance (Chaos), Sigrdrífa, Sigrún, Skögul, Solveig, Svanhildur, Svipul,
Roughrider or Sea Legs, 2 Random Talents Tora, Tove, Valdís, Valkia, Vigdís, Tuula, Urda, Ulfhild

Human (Skaeling Norse) Surnames: Norse Humans often use the same system
for surnames that is common among Dwarfs, a shared
Skills: Consume Alcohol, Cool, Endurance, Entertain tradition whose heritage is traced back to the bonds of
(Storytelling), Language (Reikspiel), Language trade Norse Humans and Norse Dwarfs shared in ages
(Wastelander), Lore (Khorne), Melee (Basic), Melee past. This system is detailed on page 38 of the WFRP
(Two-Handed), Row, Sail, Swim Core Rulebook, though Norse nicknames do not use
Khazalid and centre on personal prowess, intimidating
Talents: Beneath Notice or Resolute, Berserk Charge or boasts, or claims to kinship with daemons or monsters.
Flee!, Resistance (Chaos), 2 Random Talents

A Skaeling Character who generates the Pure Soul Talent
as a Random Talent may take the Mark of Khorne instead.

56


THE SKAELING COAST VII

Norse Careers ADVICE ON NORSE SKILLS, 57
TALENTS, AND TRAPPINGS
Norse Characters may generate starting careers using the
table below. Whilst Norse careers are limited in scope, Norse society is very different to that of the rest of the Old
they count as Humans for the purpose of taking on new World, isolated both geographically and culturally from the
careers, so whilst a Norse Character may not start their south. There are a great many trades, technologies, and trappings
career as a wizard, they do have the potential to become a that are familiar to the folk of the Empire and Kislev that are
Wizard if the opportunity to do so presents itself. unknown, or shunned, by the Norse. Certain careers are also
included to cover Norse careers with many roles (a Skald, for
GMs and players should consider what Norse society is example, may encompass what it is to be an Agitator, Scholar,
like when creating Characters. An Artisan, for example, and Entertainer; a Vitki may be a Nun, Mystic and/or Witch).
may well be a boatbuilder or blacksmith, but would not
manage a printing press. Wherever a Career suggests a Character acquire the Skills,
Talents and Trappings to use Ranged (Blackpowder, Engineering,
NORSE CLASS AND CAREER TABLE or Crossbow), a Norse Character need only learn to master
Ranged (Throwing) instead. Similarly, Melee (Fencing) should
Class Career d100 Roll be substituted for Melee (Two-Handed). Plate Armour is rare
in Norsca, so Chainmail will suffice if armour is needed as a
ACADEMICS Nun 01–02 trapping. GMs and players should consider any Skill, Talent, or
Trapping that does not suit the lifestyle or aesthetic of the Norse
Scholar 03–04 as option, or replace them with suitable alternatives.

BURGHERS Agitator 05–06 A Norse Character who starts a new life in another part of the
world may ignore such restrictions.
Artisan 08–10

Beggar 11–12

Rat Catcher 13

Merchant 14–15

COURTIERS Advisor 16–18

Artist 19

Noble 20

Servant 21–27

PEASANTS Herbalist 28–30

Hunter 31–34

Mystic 35–37

Scout 38–40

Villager 41–46

RANGERS Entertainer 47–48

Messenger 49

Pedlar 50–52

ROGUES Charlatan 53–54

Outlaw 55–57

Thief 58–61

Witch 62–64

SEAFARERS Beachcomber 65–66

Huffer 67–69

Sailor 70–77

Wrecker 78–82

WARRIORS Cavalryman 83–85

Pit Fighter 86–89

Protagonist 90–92

Soldier 93–100


VIII

• THE BJORNLING COAST •
AmTornagdertsheanWdoRralidd’esrsGrweiatthesFtoErxebpelaorrsers

The far west of Norsca is as mountainous and inhospitable The Bjornlings fear and despise the southern knights and
as the rest of the northlands. Where the Sea of Chaos claim they are far worse than the Skaelings in cruelty and
and the Sea of Claws meet, tall waves and heavy weather corruption. The island of Horvenghaast lies ten miles off
crash against the shore. This is the land of the Bjornling the northern point of Bjornling country. It is a great slab
tribe, a loose confederation of Norse clans known for of granite carved with tunnels and chasms by an ancient,
trade and exploration. lost race. The island is dominated by a town frequented
by a diverse mix of Norscans and other northern tribes,
This coastline faces the wider world. Across the who flock to Horvenghaast to trade and partake in the
Gloomwrack Strait is the fog-shrouded isle of Albion, famed ‘Duelling Circles’, rooftop fighting rituals sacred
which remains mysterious even to Bjornling explorers. to Khorne.
They occasionally penetrate the mists to make landfall
and take thralls, but many more longships are lost than The rocky hillside village of Fjirgard is known for trading
return from the fog. furs with southern merchants. The Norscans here harbour
ulfwerener and claim that the Skin Wolves are blessed by
Sites of Interest the gods rather than mutated.

Bjornling settlements cling to the cliffs and fjords as Further south is Bragnir, a hilly island close to the
hardy crews of men and women set sail in their longships mainland. Many Bjornling chieftains are buried in
to satisfy their wanderlust. Skjold is the largest coastal barrows across the peaks, while the valleys are unusually
town, where the High King sits on his throne, surrounded fecund for Norsca, possibly because the thralls use kelp
by chieftains, traders, and explorers. to fertilise crops.

Eyristaad is a collection of villages ruled by godi Eyri The Bjornling coast has several notable geographic
Goldfinger, an opportunistic raider or merchant, features. The mountain Kronfjall rises steeply to a
depending on circumstances. He has a pet Troll which considerable height from the shore, its western slopes
has been ‘killed’ and regenerated many times. disappearing below the waves. During stormy weather,
the peak is lashed with lightning, testament to the
Several miles out to sea is Svunum, an island dominated by Dragon Ogre laired in the hollow summit.
a fortified preceptory of the Knights of the Blazing Sun.

58


THE BJORNLING COAST VIII

Chenhild’s Monoliths are an arc of standing stones They believe themselves the greatest explorers and sailors 59
emerging from the water, each marked with powerful in the Old World, blessed by the spirits of the oceans.
runes blessed by the Great Schemer. The Bjornlings Expeditions from Skjold have set foot on Albion, delved
believe they ward off Dark Elf raiders who plague the into the interior of Lustria, and rounded the cape of the
coast looking for captives. Southlands to voyage to Ind, Cathay, and Nippon.

Many rivers and fjords empty into the Sea of Claws here. The Bjornlings and Chaos
The River Viggslatra is notable as the informal border
with Skaeling country. The River Kallavild waters the The Bjornlings are the least overtly Chaotic of the Norse
south-eastern hills with meltwater that occasionally tribes. They worship a pantheon of gods that include
brings warpstone dust and mutation from the north. The many borrowed from the lands they have explored over
spirit of the River Draumr is a sinuous servant of Shornal, the centuries, some twisted by Norscan spirituality into
venerated by the Bjornling clans. something more savage.

THE BJORNLINGS It’s not unusual to hear a Bjornling trader invoke Olric,
Taal, or Dazh alongside their own gods, the Blood-
The Bjornlings live by trade, fishing, and raiding — wolf, the Crow Father, the Wanton Shornal, and the
adapting by circumstance and the whim of the gods. Great Schemer. Their religion is harsh, but they honour
During times of hardship or when Chaos waxes strong in the Ruinous Powers as inevitable rather than beloved.
the north, the Bjornlings are warlike and contemptuous Unusually for Norscans, they abhor physical mutation.
of the soft southern folk of the Old World. Usually, they Bjornling mutants are sentenced to die and are thrown
are pragmatic and prefer to enrich themselves through from cliffs into the sea.
trade with L’Anguille, Marienburg, Hargenfels, and ports
further afield. The Bjornlings loathe the Graelings to their north, whom
they view as wild animals, dominated by the shadow of
Bjornlings are known for wanderlust, and few settle for Chaos and near mindless in thralldom to their gods.
long without wishing to explore the world. A celebrated Graeling raids are a frequent threat to coastal villages
Bjornling was Losteriksson, the Norscan who ‘discovered’ and throughout the valleys of the Helspire Mountains.
Lustria and established one of its few enduring Human There is some seafarer’s rivalry — while the Bjornlings
settlements, the rotten town of Skeggi. Bjornling dragon can out-sail them, they lack the ferocity of the Graelings
ships ply the trade routes and can be found sailing almost in their Bloodships, Ironsharks, and Deathgalleys from
every ocean in the world. which they plunder and kill indiscriminately. Bjornlings
trade with the Skaelings and may join them on raids, but
ERIK THE LOST & LOSTERIKSSON it is an uneasy relationship — the more bloodthirsty tribe
to the east are not to be trusted.
Erik the Restless (later Erik the Lost) is a legendary figure
amongst the Norse, almost as celebrated as his son. On his Amongst Bjornling society mutation is conspicuously
famous voyage, the reaver Erik set sail from Oseberg to seek absent, as those found tainted in body are thrown from
the known and unknown corners of the world. His crew ventured the cliffs. Most die, but a handful are rescued from the
south around Bretonnia and Estalia before heading east into the waves and raised by their fellow mutants in hidden coves
Middle Sea to explore Araby and the Badlands. After sailing along the coast.
out into the Great Ocean towards Ulthuan and Naggaroth,
Erik the Lost finally found his way home to his wife and child, Bjornling settlements are more cosmopolitan than the
Losteriksson. towns and villages of Skaeling and Sarl tribes. Merchants
from Marienburg, Erengrad, L’Anguille, and Nordland
Losteriksson is more famous than his father, known even in can be found haggling on the waterfront or enjoying the
the Empire and Tilea for his discoveries. As a young reaver he hospitality of the local chieftain in their hall. Providing
penetrated the fogs of Albion several times and made the first they keep their wits (and their weapons) about them,
crude maps of its coastline. He is best known for ‘discovering’ most southerners leave safely for their home ports.
and colonising the distant continent of Lustria.


VIII SEA OF CL AWS

BUYING A WIND WIND EFFECT TABLE

Bjornling witches make their homes in remote shacks or caverns d10 Wind Persists Direction
stuffed with furs and trinkets. If you treat a witch with respect, Roll for…
they may sell you a wind. These come in small clay bottles
or leather pouches and, if opened at sea, unleash a favourable 1 Doldrums 1 hour The desired direction
breeze for sailing. When a wind doesn’t work as hoped, it might
bring a hurricane, create total calm, or produce bizarre weather 2 to 4 Light Breeze d10 The desired direction
effects. After all, you can’t really trust a witch, can you? hours
The price varies depending on the witch’s character. They may
desire silver, a sacrifice, a specific spell ingredient, an errand, or 5 to 7 Fresh Breeze 2d10 The desired direction
for someone to deal with a threat on their behalf. hours
To use a bag, the Character must stand to the stern of the ship
for which they wish the wind to blow. Roll three times on the 8 Near Gale 3d10 90 degrees to the left of
Wind Effect Table to see how strong the wind is, how long it hours the desired direction
blows, and whether it blows in the right direction. See the Wind
Effects Table (page 107) for details. 9 Strong Gale 1 day 90 degrees to the left of
the desired direction

10 Violent Storm d10 days The opposite to the
desired direction

SKJOLD Steps carved into the cliffs lead down to the water, where
lie the town’s wharves, and maritime craftsmen ply their
High on a cliff above the Sea of Claws stands the trade from caves and shacks on the wave-lashed rocks.
Bjornling town of Skjold, where King Ulfric Grondal
rules over the surrounding chieftains. Over centuries, The people of Skjold are pragmatists and their fealty
many restless explorers, traders, and reavers have set to the Ruinous Powers is relatively innocuous. Around
sail from Skjold’s wharves for foreign lands. The town is the walls are standing stones inscribed with intricate
frequented by travellers from the south and Bjornlings runes and Dark Tongue script imploring the gods for
who flock to the port looking to sate their wanderlust. protection. The town is rowdy and typically Norscan, but
foreigners are tolerated and even welcomed if they have
The main settlement spreads across a clifftop verging on something to offer. Southern vessels can anchor in the bay
the Eldagrimm Gulf, a broad inlet on the Bjornling coast. and go unmolested, unless they provoke the Bjornlings or
an ambitious chieftain sees an opportunity for easy gain.


THE BJORNLING COAST VIII

The King’s Hall THE PRODIGAL DAUGHTER 61

Atop an elevated rise surrounded by a wooden stockade is Aranessa Saltspite is harrying Norse vessels off the Bretonnian
the King’s Hall and several other low buildings belonging coast and King Ulfric believes that she is deliberately targeting
to King Ulfric Grondal. Surrounded by his huscarls, his dragon ships. He wants someone to infiltrate her crew but
shieldmaidens, and jarls, he lives well on wealth from knows she has no tolerance for Norsemen.
plunder and trade. But Ulfric is troubled — his jarls plot
to take his place while his only heir has sworn to kill him.

His daughter was born a mutant and declared by Ulfric Hafskael’s Yard
as unfit to live. His huscarls tossed her from the cliffs, but
she survived. Many years later, she is a notorious pirate, At the base of the cliff is a strip of shingle with keels
calling herself Aranessa Saltspite, and King Ulfric has and ships in various stages of construction hauled up on
heard that she’s vowed revenge on the tribe of her birth. the stones. Smoke drifts through a hole in the roof of
a longhouse where the master shipwright Hafskael plies
The hall itself is a tall single-storey building with his trade. A crowd of apprentices and thralls work with
beautiful carved doors, covered in intricate patterns and Hafskael to build some of the finest longships in Norsca.
depictions of longships at sea. The king and his retinue He is currently crafting several dragon ships for Oda
spend their evenings in the smoky meadhall, playing host Winterclaw and a king-ship for Ulfric. From sunrise to
to merchants and explorers who stay in the town. This is sunset, the cliffs around the cove echo to the sound of
where voyagers come when they return from exploration, sawing, hammering, and Hafskael’s gruff commands.
to share stories, boast of their exploits, and show off
their plunder. The mead and the company is rough, but The shipwright himself is a burly character with a thick
outsiders are a common sight and if they have a good black beard, shaven head, and unsmiling, weathered face.
yarn to share, they are welcome. He knows every inch of each vessel that’s left the cove,
from the trees used for timber to the blessings bestowed
The Norse are not known for subtlety, and during a feast on them by the Ruinous Powers. Despite his serious
it is easy to detect the main challenger to Ulfric’s rule. The demeanour, Hafskael treats his workers with respect,
jarl Hrothgar Olveksan has crossed the ocean and seen believing that a longship is only as sound as the weakest
the green and deadly land of Lustria. He is wealthy and craftsman who worked on it.
wears trinkets stolen from the denizens of that continent.
If a damaged ship puts in at Skjold, Hafskael’s apprentice
Important visitors stay within the King’s Hall at his shipwrights will fix it for a price if it is clinker-built,
favour — the lodging house is basic but better than the such as a Knarr or Longship (see Repairing Boats on
longhouses outside the stockade. He makes a good patron page 116). Norse sailors hang around the cove and can
for parties planning to explore the oceans and will provide be hired — a Bjornling can row, sail, and fight with the
crew and maritime knowledge in exchange for glory and best of the Empire’s marines. Furthermore, even the most
gold. Another building contains the king’s collection accomplished of Hafskael’s artisans has the Bjornling
of maps from centuries of seafarers’ journeys. These are wanderlust. If the Characters are looking for a talented
inscribed on skins and parchments — some stolen and carpenter as crew, they may find one here and sail away
others of Norse origin. with Hafskael’s blessing.

UNFINISHED BUSINESS THE TWISTED APPRENTICE

Many years ago, King Ulfric led an unsuccessful raid on an Lars is Hafskael’s most gifted apprentice. He has an instinctive
island populated by undead monks. Many of his crew were understanding of wood and can shape a keel with almost
lost and he has been troubled by chieftains accusing him of supernatural ability to create the swiftest, most controllable
cowardice ever since. He wants to send his huscarls and a crew ship. But Lars is secretly mutating — a long spiny dorsal fin
to relocate the island and take the monastery. is growing from his back. Hafskael knows this but is keeping
it secret lest his tribesmen find out and execute the best stem-
smith in Norsca.


VIII SEA OF CL AWS

62 The Seafarers’ Shrine SEAFARERS’ BOONS

At the foot of the cliffs is an echoing sea cave with a Characters can get blessings and curses from the Shrine, and
wide entrance encrusted with barnacles and seaweed. At cryptic advice from Urska. If you possess the Winds of Magic
high tide it floods to waist height, while at low tide one supplement she counts as having an Augury Skill of 87 and
must pick their way through the rocks in the gloom. This can pass on any symbols she generates to a Character on
is where Bjornlings pay respect to countless sea deities, the condition that they are used within d10 days whilst the
many borrowed from other cultures — after all, you never Character is at sea.
know which god will come to your aid when needed. If you don’t have Winds of Magic Urska may still attempt
to divine a fortune. This has an 87% chance of working and
0 Manann — a looted statue taken from the old provides an additional Fortune Point that may be used by a
temple in Hargendorf, covered in dripping candles. Character on the condition that it is spent within d10 days
whilst the Character is at sea.
0 Stromfels — a huge shark’s jaw atop a wood carving Consulting Urska in this way counts as minor exposure to a
of a crowned, bearded skull with sea serpents coming corrupting influence (WFRP, page 182).
from its mouth. Bjornlings offer animal sacrifice to
Stromfels. FHloortnsabmo,rga’nsdCJhetasnadmlery,

0 Mermedus — the Skaeling sea daemon, honoured Ketil Hornborg’s sprawling shop is one of the most
with a fragment of statuary dragged from the exciting places in Skjold. Built from several ships’ hulls,
depths where he is said to dwell. A filthy stone altar the main one holds traditional nautical supplies. Other
is covered with putrefying whale eyes, supposedly hulls are filled with strange and fascinating flotsam and
required to ward off his attentions at sea. jetsam. This detritus from the sea is the stuff of local
legend, and you never know what you might find. If
0 Bloodwrack — a Daemon Prince of Khorne who you want a narwhal’s tusk, a ship’s bell with a story, or a
was originally a Bjornling reaver. The rock of his Kislevite naval axe, this is the place to search.
shrine is carved with a crude representation of the
Daemon and the saga of his deeds. Bloodwrack can Hornborg is a Norse Dwarf, belying stereotypes of
be summoned at sea to attack enemies, providing both Dwarf and Norseman. He is incredibly friendly,
enough blood is shed in his name. excitable, and cheery. If asked, Hornborg enthusiastically
explains the difference between flotsam and jetsam, along
0 Mysterious Lustrian Idol — a golden statuette of with lagan and derelict. He employs others to conduct
some sort of fish-frog creature, in an alien style. A routine business, while he sources and evaluates unusual
Hard (–20) Lore (Lustria) Test reveals that this is items, and follows uprumours. He can direct Characters
a representation of Tzunki, the Old One of Waters. to sellers of survival equipment and mountaineering
paraphernalia as well.
0 Odrall — the celebrated Manannite priest is
remembered by Bjornlings as a great wandering SPECIAL ITEMS
hero, rather than a bookish monk. A stolen silver
reliquary supposedly contains the withered husk of Jarl Fur Jackets: These sleeveless jackets, fashioned from the
his nose. orange fur of the Tchar-blessed Jarl Bear, are notable for
regulating the wearer’s body temperature. Whether high in the
0 Effigy Draped in Seaweed — representing an Norscan mountains or deep in the Lustrian jungle, they are
obscure and forgotten sea spirit, this is a rotting neither too hot nor too cold. The wearer suffers no penalties
straw figure covered in kelp. The straw and seaweed from natural temperature extremes, hot or cold, though direct
are renewed when the effigy begins to fall apart. physical contact with fire still burns. Hornborg sells these for
3 GC.
The Seafarer’s Shrine is tended by a shaman, Urska. She
is as temperamental and changeable as the sea itself. If Shark Tooth Charms: Giant shark’s teeth inscribed with runes
a visitor treats the shrine with due reverence and brings are common magical trinkets, although some powers are more
Urska a substantial meal or gives her silver, she will bring common than others.
them portents from the ocean.


IX

• THE SEAFARER CLASS •
AssociAateSdetwoitfh CthareeeSresa CanlodseSleyafaring

The Seafarer Class is a new Class for use in Warhammer New Talents
Fantasy Roleplay, representing Careers pursued by
people who live around the coasts of the Old World. Chanty
There is much in common between the Seafarer Class
and the Riverfolk Class, and certain Careers belong to Max: Int Bonus
both Classes, such as Huffer, Seaman, and Wrecker. Tests: Entertain (Singing)
This Talent allows a Character to learn a chanty (see page
The table on this page is designed to replace the Riverfolk 67). Whenever a Character buys a new level in the Talent
section of the Random Class and Career Table on page they learn a new song. A Chanty affects an entire crew.
30 and 31 of the WFRP Core Rulebook. The player To use the talent the Chantyman should find a location
generating the career must choose whether they want to within earshot of as many of the crew as possible and pass
substitute the Seafarers for the Riverfolk before rolling an Entertain (Singing) Test.
on the table.
It takes 30 seconds for a Chantyman to establish the
Riverfolk careers that possess the Lore (Riverways) Skill chanty, after which the effect lasts for three minutes plus
may substitute it for the Lore (Oceans) Skill. There are a number of minutes equal to the SL on the Entertain
still many small-scale seafaring folk who follow the (Singing) Test. The only combat action the Chantyman
lifestyle of Boatmen, Riverwomen, or Smugglers, after all. can make while the Chanty is being performed is a Dodge.
Other actions can be made at the GM’s discretion, such
Class Trappings as Perception Tests or Cool Tests. If the Chantyman takes
damage or fails any Opposed Test their Chanty ends.
Seafarers: Cloak, Clothing, Dagger, Pouch, Sling Bag
containing a 10 yard length of rope and a Flask of Spirits A Chanty may be sung at each watch. There’s only so
much inspiration a crew can take.

THE SEAFARER CLASS Crew Commander

Career Human Dwarf Halfling High Wood Max: Initiative Bonus
Elf Elf Tests: Ranged Skill Tests when firing a weapon with the
Crewed Flaw
Beachcomber 61–62 – 69–72 – – A Character with this Talent is practised at managing
crews of siege weapons and artillery pieces. The
Chantyman 63 – – 64 – Character may make a Challenging (+0) Leadership
Test to help a crew operating a weapon with the Crewed
Huffer 64 68–69 73–74 65 – Flaw within earshot. If the Character passes the Test,
the crew members may then use the Character’s Ranged
Officer 65–66 70–71 – 66–69 – Skill when shooting the weapon.

Sailor-Priest 67 – – –– Master and Commander

of Manann Max: Fellowship Bonus
Tests: Leadership
Sailor 69–71 72–74 75–80 70–79 – You are respected and trusted by your crew.Any appropriate
Leadership Test on board your ship or involving your crew
Ship’s 72–73 75–77 81–82 80 – gains an SL bonus equal to your levels in Master and
Gunner Commander. This bonus applies to Crew Tests as well as
individual Leadership Tests.
Wrecker 74 78 – – 79

63


IX SEA OF CL AWS

BEACHCOMBER

Halfling, Human

You scour the local beaches for anything of value, always on ‘Fifteen years I’ve been patrolling this beach and I
the lookout for a hidden gem or lucky find. never dreamt of finding anything as valuable as a
ball of ambergris. And my dream came true: I never
Beachcombers live by their wits upon the littoral, finding found anything as valuable as a ball of ambergris.’
most of what they need to survive through Manann’s — Mad Janie, Beachcomber
providence. A diverse range of flotsam and jetsam gets
washed up on the beaches of the Sea of Claws, and ‘I found a boot last year, lovely it was, all fur lined.
Beachcombers take full advantage of this. Almost any After I dried it out, I gave it to a farmer, special offer,
item that can be traded will find itself aboard a ship on buy one get one free. I’m still looking for the other one.’
the Sea of Claws, and therefore, provided it floats for a — Mad Janie, Beachcomber
time, could end up washed up on a beach. Such castaway
cargo can often fetch good money from a local merchant
or be bartered for other useful stuff.

BEACHCOMBER ADVANCE SCHEME
WS BS S T I Ag Dex Int WP Fel

h hh

Career Path

h Scavenger – Brass 1
Skills: Climb, Dodge, Gossip, Haggle, Lore (Coasts and
Tides), Melee (Basic), Outdoor Survival, Perception, Row,
Stealth (Rural)
Talents: Fisherman, Orientation, Strider (Coastal),
Strong Swimmer
Trappings: Fishing Net, String Bag

Beachcomber – Brass 3
Skills: Consume Alcohol, Endurance, Lore (Any),
Ranged (Sling), Set Trap, Swim
Talents: Coolheaded, Flee!, Rover, Stone Soup
Trappings: Found Boots, Leather Jerkin, Rain Hat

Drifter – Brass 5
Skills: Charm, Evaluate, Gamble, Sail
Talents: Old Salt, Savant (Coasts and Tides), Sea Legs,
Tinker
Trappings: Boat, Hut, Storm Lantern

Master of the Beach – Silver 2
Skills: Leadership, Trade (Boatbuilder)
Talents: Dealmaker, River Guide, Seasoned Traveller,
Tenacious
Trappings: Wreck Dwelling

64


THE SEAFARER CLASS IX

Beachcombers consider their ‘patch’ their own territory THE SEAWEED MAN
and guard it jealously. They will fight to keep others out.
Gangs of Beachcombers will band together to defend Among the Beachcombers of the Sea of Claws, and among
their patches or encroach upon others’. those they talk to, the story of the Seaweed Man is well
known. Tales tell of a hulking figure, eight or nine feet tall,
Beachcombers aren’t just after flotsam and jetsam; they that shambles across the beach at dawn and dusk. It seems to
also look out for more naturally-occurring plants and be composed of seaweed, shells, tentacles, and other detritus.
creatures. They collect all kinds of shellfish, anemones,
and even sea slugs, knowing the best locations to find Though the creature lumbers on dry ground, in the water it
them, and they are expert at identifying the tastiest — or swims as fast as any fish, and if ever spotted, disappears into
less inedible — ones. The best shells can be sold to local the depths as fast as it appears, leaving little trace save indistinct
merchants, and once they find their way to big inland tracks across the sand. If a Beachcomber ever goes missing, it
cities, like Nuln or Altdorf, they can fetch a high price. is because the Seaweed Man got them.

The Bounty of the Beach THE RECEIVER OF WRECKS

Amber also sells for a good price, and while it is seen as The Imperial government accommodates the office of ‘The
a bit old-fashioned in the Empire, is still much sought Emperor’s Official Receiver of Wrecks and Derelicts’. Housed
after in Norsca. All Beachcombers live in hope of finding far from the sea in Altdorf, the Receiver of Wrecks is charged
a piece of ambergris, which is highly valuable as it is with recording the site of every shipwreck in Imperial waters. It
used as the basis for the finest perfumes for the nobles also, technically, owns these wrecks and anything found upon
of Bretonnia. them, though it does offer a reward of one crown in ten for any
salvage reported to it.
Beachcombers have excellent knowledge of their beaches
and know how to avoid hazards like quicksand and It is the responsibility of every ship’s captain to inform this
treacherous tides. They are also known for accurately office if their ship should go down, and it is the responsibility
forecasting the weather. The best time to search is as the of anyone finding a wreck, or flotsam, jetsam, or anything else,
tide turns, so Beachcombers have as good a knowledge to report their finds. The office is not as busy as it should be.
of tide times as anyone. They also know the comings and
goings of local sea traffic.

With their constant, seemingly innocent presence on the
seafront, and their knowledge of tides, currents, and the
local shipping patterns, Beachcombers are useful to local
pirates and wreckers, and are often roped in to help them.
For similar reasons they are often consulted by the local
authorities, too.

Beachcombers usually end up living close to the
shoreline so they can be around as the tide turns.
Used to the harsh environment, they can
make their homes in cliffside shacks,
or even caves within the cliffs
themselves. They can also be found
— and it is a point of pride among
Beachcombers to occupy such a
desirable residence — living within
wrecked or grounded hulks.

65


IX SEA OF CL AWS

CHANTYMAN CHANTYMAN ADVANCE SCHEME
WS BS S T I Ag Dex Int WP Fel
High Elf, Human
hh h
You coordinate the actions of your ship’s crew, guide their
activity, and raise their morale with rousing ditties. Career Path

Any sailor worth their salt performs better to the sound h Chanter – Silver 1
of a Chantyman. Some say they are just singers and Skills: Charm, Consume Alcohol, Dodge, Entertain
musicians, like any others. However, it is a common beleif (Singing), Gossip, Melee (Brawling), Play (Fiddle,
amongst most ship’s crews that the best Chantymen can Squeezebox or Tin Whistle), Row, Sail, Swim
have an unnatural effect upon the crew. Talents: Etiquette (Crew), Perfect Pitch, Sea Legs,
Strider (Coastal)
Trappings: Musical Instrument, Rain Hat

Chantyman – Silver 3
Skills: Athletics, Climb, Endurance, Gamble, Melee
(Basic), Perform (Any)
Talents: Chanty, Jump Up, Seasoned Traveller, Strong
Swimmer
Trappings: Sealskin Coat

Chanty Captain – Silver 5
Skills: Cool, Language (Any), Leadership, Perception
Talents: Carouser, Fisherman, Old Salt, Public Speaker
Trappings: Quality Instrument

Chanty Master – Gold 1 Orientation,
Skills: Lore (Oceans), Navigation
Talents: Tenacious, Magnum Opus,
Read/Write
Trappings: Quality Hat

‘It was my first day aboard, I didn’t know whether I was
coming or going. I felt like I couldn’t keep up with the
rest of the crew. But then the fiddle started playing, and
he started singing, and it suddenly all fitted together.’
— Marian Zelman, Seaman

66


THE SEAFARER CLASS IX

The Chantyman is a member of the crew of a boat, usually List of Chanties 67
an ocean-going vessel, who sings songs to lift the mood
of the crew, to keep time and coordinate their activities, Chanties are not individual feats of worship and no divine
and to spur them on to greater effort. Nearly all ships will power manifests when they occur. They are low-key, and
have someone who performs this task, but not all will require the participation, however passive, of a ship’s crew
have a genuine Chantyman. to work. A Chantyman need not understand or believe in
any metaphysical process behind his song, but they must
The Chantyman is special in that their songs have a power sing with gusto and sincerity to have an effect.
that will lift the crew beyond what mundane means can
accomplish. Even if the crew is unaware of such powers, We’re all in this together so, heave ho, heave ho…
they might have a feeling that their Chantyman really This Chanty will spread a spirit of cooperation and make the
does stir their soul and spur them on. Most Chantymen crew knuckle down and go about the running of the ship with
will accompany themselves with a musical instrument, all vigour and confidence. It gives a +10 modifier to the individual
the better for keeping good time and making themselves Tests of every crew member involved in any Crew Test.
heard above the racket of a working ship. They can,
however, work without one. Jacques Bret came sailing to meet our steel!
This rousing Chanty tells of heroic feats in bloody battles.
Chanties and Manann It pumps the blood of the crew and stirs them for the
fight. It gives everyone in the crew +1 SL on any successful
The Chantyman is inextricably linked with the worship Melee Test.
of Manann. It is clear that Manann likes a good song,
what with the sound of the wind skipping over the water, Of all the terrors upon the sea…
the crash of the waves, and the rumble of the sea. There This steady, heart-warming melody can steel the hearts of a
are many songs sung about the sea or on the sea by any wavering crew. It gives them +1 SL to Cool Tests.
number of people. These are often called chanties, too, but
they are not the special songs sung by Chantymen that You band of shipmates gather round…
seem to attract Manann’s favour. This is a round that encourages others to join in, and its gentle
tempo and lyrics induce calm. It gives anyone in the crew +1 SL
GODS OF THE SEVERAL SEAS to on any Fellowship Test intended to befriend or placate other
members of the crew.
It is assumed here that chanties are associated with Manann,
and the Chantyman is devoted to that god. This is appropriate All arise, for the night has eyes…
for Humans on the Sea of Claws, but other gods might inspire This Chanty is a soft melodic one, but the words have an
Chantymen, too. The Elven worship of Mathlann is an obvious implicit warning. It is usually sung at night; it helps make
candidate, whether it is an aspect of Manann or a separate god. everyone on board the ship calm and restful but keeps those
on watch alert. Anyone trying to remain awake gets +20 on any
The debate as to whether other sea gods from around the world Test that might result in them falling asleep, and they also get
are all essentially a single entity, or separate gods, is endlessly +10 to any Perception Test.
debated in the finest academic establishments and the cloisters
of religious institutions around the globe. While no definitive The ladies of L’Anguille…
answer has been forthcoming it is clear that cultures that do not This bawdy song has countless verses, and sailors are
worship the name of Manann have singers and musicians who encouraged to add their own to the risqué litany. This is
inspire their seafarers. designed to amuse and lift morale. Anyone joining in the
song can ignore one Condition.
Perhaps even Stromfels might inspire Chantymen — but not, of
course, those darker gods whose power manifests in significantly They do say do as the Captain do say…
more unsavoury ways. This song about the many heroic deeds of the fictional Captain
Vriez Van Vijnen instils a sense of optimism and trust in the
ship’s captain. Any Fellowship Test attempted by the Captain,
or other authority figure on board, targeted at the crew, gets a
+20 bonus.


IX SEA OF CL AWS

HUFFER ‘We call that one Ironhard Snorri, for in the year 2849 of
our calendar it split the Grubark of Buri Foambeard from
Dwarf, Halfling, High Elf, Human bow to stern and only by the mercy of Valaya were all hands
spared. That one behind it is Treacherous Norn, responsible
You guide ships through the most treacherous waters of the for dashing the brains from the head of Thuri Thingolsson
world’s several seas. when he fell overboard in the gales of ‘82. That one there, may
Grungni see that it is never so much as chipped, is Friendly
Huffers are known to work on the rivers of the Empire, Olaf, for the dragonship of the hated Haftur Aesling was
but pilots and navigators are obviously even more smashed into matchwood upon its limpet-chewed flanks.’
invaluable to captains of ocean-going vessels. Not only is — Grum Grumsson of Kraka Ravnsvake identifies
knowledge of areas of rock, reef, or sandbank necessary,
but seafarers often sail beyond sight of any landmark, the rocks at the mouth of the Dypvann
so navigators at sea must display practical knowledge of
how to pinpoint their location from the position of the
sun and the stars.

WS BS HUFFER ADVANCE SCHEME
S T I Ag Dex Int WP Fel
h
hh

Career Path

h Portguide — Brass 4
Skills: Consume Alcohol, Gossip, Intuition, Lore (Local),
Lore (Oceans), Melee (Basic), Navigation, Perception,
Row, Swim
Talents: Fisherman, Night Vision, Orientation, Waterman
Trappings: Hand Weapon (Boat Hook), Storm Lantern
and Oil

Huffer — Silver 1
Skills: Athletics, Charm, Climb, Cool, Entertain
(Storytelling), Language (Any)
Talents: Dealmaker, Etiquette (Guilder), Nose for Trouble,
Old Salt
Trappings: Leather Jerkin, Rope, Row Boat

Pilot — Silver 3
Skills: Haggle, Intimidate, Lore (Local), Lore (Wrecks)
Talents: Acute Sense (Sight), Pilot, Sea Legs, Very Strong
Trappings: Pole, Storm Lantern and Oil

Master Pilot — Silver 5
Skills: Leadership, Sail
Talents: Sharp, Sixth Sense, Strong Swimmer, Tenacious
Trappings: Boathand, Small Boat

68


THE SEAFARER CLASS IX

The Sea of Claws is a treacherous place. The coastlines of Hazards Around the Sea of Claws
Nordland and Ostland are known for their rocky shores,
and the coast of Norsca is a maze of inlets and islands. No ‘ You seem to have become stuck? By all of the gods, I have guided
serious captain expects to complete their voyage without Knarr and Longship through these fjords all of my life and never
the assistance of a local pilot who can show them how to has a ship that followed me been troubled. The waters here are
approach the shore without striking a rock. as deep as a Troll is tall. How is it that your vessel is impeded?’
— Norse Pilot Ivar Knutsson learns
Further west, the pilots who work around the coastline of
L’Anguille are particularly famed, for the many rocks of what a keel is
the Dragon’s Maw present the most challenging hazard
in the sea, a vast swathe of ocean pierced by hundreds Pilots and navigators around the Sea of Claws know to
upon hundreds of jutting spires of rock. be wary of certain areas. The easiest approach to take to
dangerous stretches of coastline is to avoid them, but rare
Most settlements around the sea are home to a few pilots make a special effort (and tremendous risks) to
individuals who can help guide ships safely to harbour. learn how to navigate them. These pilots are then able to
They may work for a fee paid by the captains of visiting offer a rare and exclusive service to those ships desperate
ships, or in some cases even be paid a salary raised by enough to wish to travel such waters.
their home community, who recognise that by providing
the service they can help attract trade. The Dragon’s Maw to the north of L’Anguille is the most
notorious of these sites, but not the only one. Ships sailing
The Dwarf Book of Charts from Marienburg typically head far out to sea before
changing their bearing, doing so to avoid Reavers Point,
Whilst the Elves, Norse, and Bretonnians are all renowned a penninsula to the north of the Wasteland famed for
for their skill as sailors, it may come as a surprise to its treacherous rocks, and the treacherous wreckers who
learn that some of the greatest pilots and navigators in scavange from any vessel that becomes stricken there.
the world are Dwarfs, for they are not famed as great
mariners in the way that Humans and Elves are. Further east, along the coast to the north of the Laurelorn
Forest, the seas are plagued by a tribe of Goblins known as
The reason for their expertise is partly down to the the Reavaz. This tribe are noted for their blue-green skins
nature of the Dwarf psyche, for the possession of a good and seafaring skill. They have been said to inhabit the area
memory, particularly where a grievance is concerned, can ever since the invasion of Grom the Paunch. The Eonir
prove valuable in assisting a pilot to remain mindful of claim to hunt them down with malice, and flotillas of
hazards. Those who know Dwarfs are sometimes heard their ramshackle craft are often destroyed by Nordlander
to joke that the navigators of Kraka Ravnsvake and Barak warships, but they remain a stubborn presence in the
Varr must keep records of grudges towards every spur of many caves that riddle the cliffsides.
rock and branch of coral that ever so much as scratched
the hull of an Ironclad. The Skeer, west of Salkalten, is an area of jagged rocks on
the Ostland coast, and another haunt of wreckers.

The truth is not so far off, for the other reason Dwarfs Pilots who can navigate such areas reliably are masters
make good navigators is cultural. The naval arm of the of their craft, even without leaving the coasts around
Dwarf Engineers’ Guild compile and update a great what is considered the safer, civilised, lands to the south
lexicon of lore called The Book of Charts. These ironbound of the Sea of Claws. Those with knowledge of the Troll
compendiums of maps and sealore are written in secret Country’s bleak coasts, or the icy fjords of Norsca, are
glyphs and passed among members of the Guild and the rarer still.
Dwarf navy.

Many Dwarf pilots and navigators have made a study
of this work, and benefit greatly from the accumulated
knowledge therein.

69


IX SEA OF CL AWS

OFFICER ‘She was a brutal sort, had me flogged a couple of times, but I
was glad to have her as my captain when the ship hit the Fang.
Dwarf, High Elf, Human Would never have made it off alive. May she rest in peace.’
— Marian Zelman, Seaman
You command a ship, and must inspire your crew to place
their lives in your hands. ‘What a captain he was, had the finest uniform I ever
saw, gold braid everywhere. He had the shiniest shoes
Ship’s Officers, especially captains, are judge, jury, and and the blackest hat with the biggest feather you’ve ever
executioner aboard their vessels. They have Manann- seen. The ship was run like a Shallyan orphanage, mind.’
given power of life and death over the crew, but this is — Marian Zelman, Seaman
a double-edged sword. The Officer must also inspire the
crew to trust their judgement and competence, or the
hands might mutiny.

OFFICER ADVANCE SCHEME
WS BS S T I Ag Dex Int WP Fel

h hh

Career Path

h Midshipman – Silver 1
Skills: Athletics, Climb, Gossip, Leadership, Melee
(Basic), Outdoor Survival, Perception, Row, Sail, Swim
Talents: Etiquette (Crew), Orientation, Read/Write,
Sea Legs
Trappings: Hand Weapon, Uniform

Officer – Silver 5
Skills: Cool, Endurance, Intimidate, Lore
(Oceans), Navigation, Ranged (Blackpowder)
Talents: Coolheaded, Old Salt, Master and
Commander, Pilot
Trappings: Quality Uniform, Ship’s Chest

Captain – Gold 2
Skills: Art (Cartography), Charm, Dodge, Intuition
Talents: Coolheaded, Inspiring, Seasoned Traveller,
Warleader
Trappings: Big Hat, Boat to Command, Captain’s Log

Admiral – Gold 5
Skills: Language (Any), Lore (Any)
Talents: Commanding Presence, Iron Will, Public
Speaking, Stout-hearted
Trappings: A Fleet

70


THE SEAFARER CLASS IX

Imperial Navy Officers often come from sea-faring THE CAPTAIN’S LOG 71
families. These are often minor noble houses or aspiring
gentry with a tradition of service at sea. The potential One of the less appreciated jobs of the captain is to keep a
Officer will often be groomed from a young age with log of their voyage. This should be detailed and meticulous
the expectation that they are to go to sea to seek their to enable any reader to understand as much about the voyage
fortune. Whilst nepotism is rife in the Imperial First as possible. This can be vital to recreating the journey, or
Fleet, in many other navies an Officer must work their understanding why a ship was lost, or why a voyage went wrong,
way up from a humble midshipman. Life on board ship and is important for insurance purposes, too.
demands competence and respect, and Officers must be
seen to have done their time and learned their craft. Many captains take great care in their logs; others see it as a
tedious chore to get over with as quickly as possible. Of course,
Discipline aboard ship is paramount, and the cruel and it’s not unknown for a captain to use this record to talk up
arbitrary captain is a common archetype among the their role in a successful voyage or play down their mistakes in
seafarers of the Sea of Claws, but most sailors know a disastrous one.
that their safety is entwined with their captain’s if only
because, should the worst happen, the captain must be THE BRETONNIAN ADMIRALTY
prepared to go down with their ship.
The Imperial Sea Lords have a reputation for nepotism and
Recognition of Merit aristocratic snobbery. Merit takes a marked second place to
lineage when it comes to advancement within their ranks.
It is not uncommon for an Officer to make their way However, at least they can be said to be sailors. The Bretonnian
up from another career. Common seamen and others Admiralty, in contrast, are selected mostly on the basis of who
can become midshipmen and rise from there. These are has best impressed the King and the Grand Dukes of that
usually given more respect by the crew than a young land. Not only does this mean that common sailors can never
noble straight from school, for example, but might need expect to be raised to the ranks of the admiralty, but that
to work harder to show their qualities to more privileged those noblefolk who are often know more about hosting lavish
Officers and captains. tournaments, feasts, and balls than they do about sailing.

It is the ambition of any Officer to become a captain and Despite this the Bretonnians are thought great seafarers. It is
command their own vessel. While trappings in WFRP an open secret within the Bretonnian navy that the officers tend
are often negotiable or merely suggestions, it would be to delegate the management of their vessels to captains who cut
very difficult indeed for a third-tier Officer to claim to be their teeth as buccaneers, though to say so out loud would be
a captain if they had no vessel to command. to earn a taste of the nine-tailed cat.

BOUNTY

Finding and salvaging a wreck or taking a prize in battle can be
very lucrative to a ship’s crew, and many a deck hand has dreamt
of the day that they might be fortunate enough to come across
a stricken vessel with a rich cargo. Such bounty is distributed
strictly according to a well-established system of shares.

While a brand-new powder monkey might only have the right
to one share, an experienced captain could have as many as a
hundred. Every promotion and every few years of service gains a
crewmember an extra share. In practice, however, a crewmember
might go their entire life without a sniff of even the smallest
prize.But if a crew does earn itself a sizeable bounty, these
shares are jealously monitored and discussed in every corner of
the ship. Real or imagined unfairness in this regard has been the
cause of many a fight.


IX SEA OF CL AWS

SAILOR

Dwarf, Halfling, High Elf, Human

You work on board a ship, keeping the decks clean and the Yet once the rudiments of catching the wind and
sails suitably trimmed. navigating by sun and stars were learned, the Humans
of the Old World grew to be confident and competent
Humans of the Old World had to learn the skills of sailors. Now many Old World nations boast fine seafaring
sailing for themselves, for the Dwarfs were never a traditions.
great maritime civilisation, and the Elves had no desire
to encourage Human exploration of the wider world. ‘Call me Marian. I know better than most that
Human civilisation before the age of Sigmar rarely the ocean is perilous and the storm terrible, but I
ventured upon the waves. Even the mighty Khemrians have never found such dangers sufficient reason for
built few vessels capable of ocean travel. remaining aport, particularly if that port is Brionne.’
— Marian Zelman, Seaman

WS BS SAILOR ADVANCE SCHEME
S T I Ag Dex Int WP Fel

hh h

Career Path

h Landsman — Silver 1
Skills: Climb, Consume Alcohol, Gamble, Gossip, Lore
(Oceans), Melee (Brawling), Play (Pennywhistle), Row,
Sail, Swim
Talents: Fisherman, Strider (Coastal), Strong Back,
Strong Swimmer
Trappings: Brush, Bucket, Mop

Sailor — Silver 3
Skills: Athletics, Dodge, Endurance, Entertain (Singing),
Language (Any), Melee (Basic)
Talents: Catfall, Sea Legs, Seasoned Traveller, Strong
Legs
Trappings: Boat Hook, Leather Jerkin

Boatswain — Silver 5
Skills: Cool, Leadership, Perception, Trade (Carpenter)
Talents: Old Salt, Strike Mighty Blow, Tenacious, Very
Strong
Trappings: Trade Tools (Carpenter)

Ship’s Master — Gold 2
Skills: Charm, Navigation
Talents: Orientation, Pilot, Public Speaking, Savvy
Trappings: Sailing Ship and Crew, Sextant, Shipping
Charts, Spyglass

72


THE SEAFARER CLASS IX

Estalian Sailors Bretonnian Sailors

The sailors of the southern realms are often cited as some The Bretonnians also boast of a fine naval tradition.
of the best in the Old World. The Estalians in particular Their mighty galleons are on the cutting edge of naval
are noted as being particularly zealous in their hatred and technology, and the aversion to military innovation that
prosecution of pirates. has become enshrined elsewhere in the Bretonnian armed
forces does not seem present on board its vessels. The
Many Estalian seamen have served on the blockade of Bretonnian Grand Admiralty is as hidebound as the rest
the seas around the Bay of Quietude and trading port of of the kingdom’s institutions, however, being a club for
Magritta, and have fought against smuggling crews and gentlemen officers who rarely concern themselves with the
buccaneers. They make consummate sailors and are often welfare of the common sailor.
chosen to lead boarding parties. They command high
prices to serve on foreign ships, for whilst the Estalian The majestic vessels of the fleet are often bolstered by a
kingdoms are fractious and disorganised, the natives of number of small aiding boats, crewed and captained by
the country are noted for having a great deal of loyalty to private adventurers given licence to act as they please
their land and neighbours. upon the waves so long as they leave Bretonnian shipping
unmolested. The Bretonnians call these captains privateers,
Tilean Sailors though the captains of other nations see them as nothing
less than pirates.
Tilean sailors, in comparison, share many of the values
held by the numerous mercenary companies who originate Imperial Sailors
from that land. They are often found among the crews of
foreign vessels and some have even risen to prominence The Empire does not have a grand tradition of seafaring.
as captains of Bretonnian ships. They have a great rivalry Emperor Hasso instituted the first of the Sea Lords in 632
with the sailors of Estalia and many Tileans take a lax IC, but the navy they oversaw was not a great fleet capable
view of piracy, seeing little difference between the life of of exploration and conquest. It was a defensive force
the mercenary and the life of the pirate. employed to protect the people of the Empire’s northern
shore from Norse raiding. In later years, the development
It is sometimes said in the northern realms that all Tilean of the Empire’s navy was stymied by the protracted periods
sailors are pirates, but this is only true of those from of civil strife and disunity between the provinces, and
Sartosa. It ought to be noted that whilst many Tileans later the growth of an effective fleet was checked by the
are unconcerned about piracy, the sailors of Luccini and independence of Marienburg, which saw the greatest of
Remas are as set against it as those of Magritta. the Empire’s naval forces confined to its rivers.

73


IX SEA OF CL AWS
SAILOR-PRIEST OF MANANN

Human

You bring the will of Manann to his followers and intercede ‘They’re a rough crew alright, with salt in their beard and rope
to court his favour and avoid his wrath. burns on their hands. But they’re always there when you need
them, facing the waves and shouting prayers to the winds.’
Priests of Manann are found working and ministering on — Baron von Wolder, Ostland noble
board vessels as often as they are found in his temples and
shrines. Manann is a fickle and moody deity, but he seems ‘He’s a moody sod, is Father Tangbart. Always jumping
to respect a degree of practical ability and experience of on us for little things like whistling or scratching your arse
the seas in his priests, and most of them spend a part of on the wrong day. Still, we put up with ‘im because we
their career at sea. all want to come back with full nets and none drowned.’
— Edla Weiss, Fisherwoman

SAILOR-PRIEST OF MANANN ADVANCE SCHEME
WS BS S T I Ag Dex Int WP Fel

hh h

Career Path

h Initiate — Brass 2
Skills: Athletics, Consume Alcohol,
Cool, Endurance, Language (Classical), Lore
(Manann), Pray, Row, Sail, Swim
Talents: Bless (Manann), Holy Visions, Sea Legs,
Very Strong
Trappings: Blue or Green or Turquoise Robes, Cutlass,
Symbol of Manann

Sailor-Priest — Silver 1
Skills: Intuition, Entertain (Singing),
Gamble, Intimidate, Melee (Polearm), Navigation
Talents: Invoke (Manann), Public Speaking, Read/Write,
Strong Back
Trappings: Holy Book of Manann,
Trident (counts as Spear)

Priest-Captain — Gold 1 Robes,
Skills: Consume Alcohol, Leadership,
Lore (Oceans), Ranged (Blackpowder)
Talents: Hatred (Followers of Stromfels),
Old Salt, Pilot, Strong Swimmer
Trappings: Ceremonial Boat, Quality
Subordinate Priests, Temple

Wave Lord — Gold 2
Skills: Language (Any), Lore (Politics)
Talents: Chanty, Inspiring, Pure Soul, Seasoned
Traveller
Trappings: Flotilla of Ships, Holy Relic,
Subordinate High Priests

74


THE SEAFARER CLASS IX

Those who minister for Manann are drawn to their calling High Priests and Wave Lords oversee major cult centres
by a deep affinity for the god and a profound respect for or naval or mercantile fleets. Within the nautical sphere
the sea. The people who live by the whims of wave and they are powerful individuals in their own right and
storm look to their priests to beseech the capricious Lord relatively independent from one another.
of the Oceans for clemency and bring them protection
from his moods. Priests of Manann on Board a Ship

Most Priests come from coastal or river communities A Priest of Manann is a great asset to a crew. They lead
where the Cult is part of daily life. A minority are born prayers at each watch, implore their god to favour the
inland and feel drawn to the sea by a strange pull, as if vessel, and ensure the crew show him respect. Several
their destiny was always to venerate Manann. Settled times a week they deliver sermons from the poop deck
Priests minister to sailors in port and local congregations or crow’s nest, leading hymns and accompanying the
where followers are prevalent. Others sail with merchant Chantyman in their songs.
fleets, explorers, and naval vessels as a valued member of
the crew. They also perform rituals to mark the passing of time,
significant landmarks on a journey, or to influence the
Initiates weather. A Priest of Manann can bring improvement to
Manann’s Mood (page 130).
An Initiate of Manann accompanies a Priest, learning
from them by observation, listening to their stories, and A Priest of Manann should always get involved when
performing an endless, exhausting list of chores in the it’s all hands on deck. Most are former sailors, so sailing
temple or on board a ship. They do little formal learning, and rowing comes naturally to them. That said, a captain
and face continuous questioning by their Priest to sharpen wouldn’t usually expect a Priest to swab the deck or
their understanding of Manann and his cult. When they perform truly menial tasks.
are deemed ready for ordination, the Initiate undergoes
an ordeal where they show their face to Manann for During difficult times, a Priest of Manann might
his judgement. This involves exposure to the ferocity of command or discipline the crew on behalf of the captain,
the sea, storm, or flood, such as spending the night on a to stave off mutiny or bring unruly sailors in line. For an
wave-lashed rock or enduring a stormy journey strapped unpopular captain, it can be more effective and less risky
to the mast of a small boat. to put the fear of Manann into an unsettled crew.

Once ordained, the daily life of a settled Priest involves
leading prayers in a temple,on board ships,or at the water’s
edge. They bless ships heading out to sea and sanctify
new vessels. Other Priests spend their lives travelling on
ships and from port to port, tending to the spiritual needs
of the crews and nautical types around them. There are
also Warrior Priests of Manann (see WFRP, page 116)
attached to a ship’s company and other nautical fighters.

Vestments

Priests wear robes in blue-green, turquoise, or some
other colour reminiscent of water, trimmed with white
wave patterns. They wear talismans shaped like shells,
fish, seabirds, anchors, and Manann’s crown, along
with scrimshawed bones and other maritime gewgaws.
Strapping ship’s paraphernalia and bits of sea creature to
yourself is a favoured sartorial choice.

75


IX SEA OF CL AWS

SHIP’S GUNNER

Dwarf, Halfling, High Elf, Human

You maintain and f ire the guns aboard ship and are ‘We’re not on land, now, are we? Feel this? We’re moving,
expert in their use. up and down, side to side, and across the sea. See them?
They’re moving, up and down, side to side, and across the sea
The Ship’s Gunner is part of the crew, and just like any in a different direction. Just because you can hit something
other crew member they are expected to help with the on land, where nobody’s moving, doesn’t mean you’ll be able
sailing of their vessel and to put their hand to anything to hit a thing here, except maybe the sea, if you’re lucky.’
involved in running the ship. In addition, they are experts — Uwe Eenkhoorn, Ship’s Gunner
on blackpowder weapons and their use at sea.
‘Don’t take your match to the powder store.’
— The first thing Powder Monkeys are taught

SHIP’S GUNNER ADVANCE SCHEME
WS BS S T I Ag Dex Int WP Fel

h hh

Career Path

h Powder Monkey – Brass 3
Skills: Athletics, Climb, Dodge, Endurance, Language
(Battle), Melee (Brawling), Perception, Ranged
(Blackpowder), Row, Swim
Talents: Old Salt, Rapid Reload, Sea Legs, Strong Back
Trappings: Bucket, Hammock

Ship’s Gunner – Silver 3
Skills: Consume Alcohol, Cool, Gamble, Gossip, Melee
(Basic), Sail
Talents: Etiquette (Crew), Gunner, Marksman, Sniper
Trappings: Hat, Sea Chest, Tools

Gunnery Captain – Silver 5
Skills: Leadership, Lore (Artillery), Navigation, Trade
(Gunsmith)
Talents: Combat Aware, Crew Commander, Orientation,
Read/Write
Trappings: Crew, Telescope

Master Gunner – Gold 1
Skills: Charm, Lore (Oceans)
Talents: Accurate Shot, Inspiring, Seasoned Traveller,
Stout-hearted
Trappings: Cabin, Quality Uniform

76


THE SEAFARER CLASS IX

This is a highly skilled and respected position, and as a Ship’s Gunners 77
Gunner rises in rank they find themself positioned above
the main crew and treated more like an officer. As the The Ship’s Gunner is a skilled position. Maintaining the
Imperial Navy’s ships seem to be ever increasing in size tackle and lines and loading the gun quickly to keep up
and firepower, Gunners are increasingly sought after. And a good rate of fire is vital to successful navy tactics. The
with rampant piracy on the Sea of Claws, merchant vessels expertise and experience required to know just when to
are increasingly turning to guns to keep freebooters at bay. fire the guns, especially on choppy seas, is something that,
they say, can’t be taught.

During sailing, the Ship’s Gunner is often treated as Gunnery Captains
just another member of the crew; they are likely to be
swabbing the deck or climbing the rigging like any other A Gunnery Captain oversees their own gun and their
deckhand. Once battle is joined, however, they come into own small crew. Depending on the size of the gun this
their own in their vital niche. could be as many as six or eight people. In the heat of
battle, deckhands and other crew are often roped in to
Powder Monkeys man the guns in non-specialist roles, too. Experienced
Gunnery Captains will often have several guns under
A Powder Monkey’s role is to fetch blackpowder from their command.
the powder store deep within the ship’s hold and bring
it to their gun. This arrangement keeps the blackpowder Master Gunners
safe from fire but depends on quick, reliable Powder
Monkeys. Powder Monkeys are generally children who Master Gunners oversee every gun on board their vessel,
take advantage of their smaller stature to dodge about and on military ships are often second in status only to
the ship and duck out of the way of enemy fire. They are the captain. Every Imperial Navy vessel has a Master
often sold to the navy for a pittance by the impoverished Gunner, but because of their status it is not uncommon
families of waterside slums for the chance of a better life. that these are brought in from other roles as an honorary
position, and are Master Gunners in name only.

They are therefore largely uneducated and learn whatever The Ship’s Gunner who has served their time and risen in
they know during formative years aboard ship. With no rank all the way from Powder Monkey is likely to resent
other skills, they often spend all their lives as part of the this high-handed treatment, but would be w i s e
ship’s crew. The brightest graduate to Ship’s Gunner, not to make a show of it.
while others can take on different roles aboard ship.

While Powder Monkeys have little status and are treated
as fetchers and carriers by all the crew, the Ship’s Gunner
is a more prestigious position. Once they have earned
the right to specialise in operating their guns, they often
manage to be exempted from the more mundane jobs in
the daily running of the ship, concentrating instead on
keeping their own station shipshape. A good Gunner
still shows willingness to lend their hand to other chores
when needed, however, if only to keep on good terms
with the rest of the crew.

HIGH ELF GUNNERS

High Elf ships routinely incorporate banks of repeating Eagle
Claw Bolt Throwers. Although High Elves disdain to use
blackpowder weaponry they do have artillery crew on board
their vessels who perform an equivalent task to Gunners. High
Elves in this career have access to the Ranged (Crossbow) Skill
rather than the Ranged (Blackpowder) Skill.


IX SEA OF CL AWS

WRECKER

Dwarf, Human, Wood Elf

You lure vessels to a watery doom and make off with their cargo. ‘In the distant past there was a dastardly
Sartosan master who sailed several seas
Bands of wreckers work around the coasts of all the in his mighty galley. He cried “Avast!
nations of the Old World. They live by salvaging cargos Avast me hearties!” he cried at last.
from stricken vessels. Although there are some wreckers “We’ll bring nasty merchants to their knees
who live by treacherous lengths of coastline and wait and seize vast hordes of booties ‘n’ rubies.”
patiently for ships to run aground, they may even His crew, being ghastly, they all agreed.’
manage to keep on the right side of the law as they do — Redhand’s Chanty, first verse
so, informing the authorities of their actions but seeking
a cut of the salvage.

But such people are not archetypal wreckers. The
enterprise of wrecking is usually an opportunistic and
criminal one, and the name is associated with those who
take an active role in ensuring a steady supply of ships to
wreck and plunder.

WRECKER ADVANCE SCHEME
WS BS S T I Ag Dex Int WP Fel

hhh

Career Path

h Cargo Scavenger — Brass 2
Skills: Climb, Consume Alcohol, Dodge,
Endurance, Melee (Brawling), Outdoor
Survival, Ranged (Sling), Row, Sail, Swim
Talents: Break and Enter, Criminal, Fisherman, Strong Back
Trappings: Crowbar, Large Sack, Leather Gloves

Wrecker — Brass 3
Skills: Bribery, Cool, Intuition, Navigation,
Perception, Set Trap
Talents: Flee!, Rover, Strong Swimmer, Trapper
Trappings: Boat Hook, Leather Jack,
Storm Lantern and Oil

Pirate — Brass 5
Skills: Gossip, Intimidate, Ranged (Crossbow),
Stealth (Rural)
Talents: Dirty Fighting, Etiquette (Criminals),
Menacing, Waterman
Trappings: Crossbow with 10 Bolts,
Grappling Hook and Rope, Riverboat

Pirate Captain — Silver 2
Skills: Leadership, Lore (Oceans)
Talents: Furious Assault, In-fighter,
Master and Commander, Warrior Born
Trappings: Fleet of Riverboats and Wrecker Crew,
Keg of Ale, Manacles

78


THE SEAFARER CLASS IX

False Pilots THE SARTOSAN CODE 79

Some wreckers pose as huffers or pilots, promising to lead Pirates and wreckers operate outside of the law of their home
their victims safely past hazards, before directing them nations, but their societies are not mere anarchies. Most pirates
onto rocks or sandbanks. These wreckers will need to be adopt a code common to the island of Sartosa. Pirates do not
convincing and charming enough to win captains into all abide by the code, but most learn about it, if only to preserve
their confidence, as well as possessing enough of the skills their own hide.
of a true navigator to keep themselves safe as they ensure
the doom of the ships that follow them. The code combines macho notions of honour and integrity with
a respect for might makes right. It is unwritten, but its values
Luring Lights are espoused in the taverns and vice dens patronised by pirates.

Some wreckers station themselves on islands or 0 All shall obey orders from their officers.
headlands near stretches of water where a ship’s lookout
might expect to glimpse the signal from a lighthouse. By 0 A crew member has the right to defend themself and
obscuring the light, or setting up their own false signals, their honour.
the wreckers hope to guide ships onto hazards and then
descend on the wreck to recover cargo. 0 A crew member can challenge another to a fair duel,
but the challenged gets choice of weapons. No person
Sea Monsters may interfere in this duel until one participant dies or
yields.
Some wreckers may pursue rumours of a sea monster,
finding its lair and waiting for it to venture forth and 0 Booty will be shared out as follows: 1 share to every
attack a vessel. Particularly brave wreckers may figure out sailor; 2 shares to the master carpenter, boatswain, and
a way to goad the creature into action. gunner; 10 shares to the captain.

Piracy 0 Anyone who shirks from swabbing the decks or
maintaining their weaponry will lose their share.
The most effective way of ensuring that a vulnerable ship
falls into the grasp of wreckers is for them to take to the 0 Anyone attempting to desert will be marooned.
waves and wreck it themselves.
0 A crewman striking another without warrant will recieve
There is no sharp dividing line between wreckers and 10 lashes of the cat.
pirates — to the authorities they are one and same. All
wreckers need to be prepared to commit violence, for 0 Everyone may vote on every important decision.
even those battered and bedraggled crew who manage to
survive their ship being dashed to pieces may yet fight 0 Everyone may have a share of captured vittles.
to defend their cargo and exact vengeance on those who
conspired to exploit their misfortune. 0 Anyone found stealing from another member of the
crew will have their ears and nose slit open and be
But pirates are usually those who have command of their set ashore.
own armed vessel, or even a small flotilla, and use it to
launch attacks on merchant ships. 0 Crews members are sworn to serve upon the ship until
each of them has made 100 GC.
Pirates constitute a diplomatic threat as well as a criminal
one. If a landowner neglects to deal with a gang of pirates 0 No crewmember may fraternize with those who practice
operating on his shores, they will soon be assumed to sorcery or worship the gods of Chaos.
be acting in collusion with them. Due to the profits lost
to piracy, efforts to catch and execute pirate crews can
be unusual in the degree of otherwise hostile nations to
cooperate and share resources. Most professional pirates
either learn to operate far from civilisation or garner
themselves a degree of legitimacy by finding someone
willing to sponsor them as privateers.


X

• THE CULT OF MANANN •
The History and Practice of
Beseeching the Fickle Deity of the Sea

The Sea God Manann is Lord of the Oceans. Like gods such as Stromfels and Mermedus are Manann in his
his element he is volatile and unpredictable. He is more malevolent aspects.
powerful, wilful, and ferocious, but capable of acts of
great beneficence, tenderness, and even playfulness — Manann is usually depicted as a bearded man with
providing sustenance for his worshippers and bringing a trident and five-pointed crown. He is sometimes
them safe to port. When his mood shifts, his jealousy and represented with a fish tail or riding a chariot pulled by
rage can be ruinous. The priests of the Cult of Manann dolphins. He supposedly dwells in a great hall on the
admire him for his strength and revere him to placate his seafloor, from where he commands the creatures and
moods, but none love Manann as they do Shallya, Sigmar, spirits of the sea, while his every breath creates the tides.
or the other gods in the Old World pantheon.
THE LEGEND OF MANNSLIEB
Manann’s cult is prevalent in coastal regions, and in
communities relying on the sea. It is most influential in Manann fell in love with a woman, Lileath, who was always
Marienburg, where worship of Manaan is related to trade, out of his reach, floating high in the sky, so he had to admire
defence, diplomacy, and survival. The cult has a prominent her from afar. Each night, the woman appeared and Manann
role in Nordland, but is less significant as one moves reached out to her, but she remained aloof and oblivious to the
inland. In Bretonnia, the Cult of Manann is a peasant’s Sea God’s love. Manann’s rages are born from this entirely
religion, although in coastal cities such as L’Anguille and unrequited adoration.
Bordeleaux, the nobility pay him respects. In Tilea he is
known as Mathann. The cult plays a significant role in the History of the Cult
public life of Miragliano and Remas.
Manann’s first worshippers lived in prehistoric times,
There is no formal hierarchy of the cult, although the before Humans could write or record anything of their
Matriarch of the Sea is nominally regarded as supreme religious lives. The first Humans surely worshipped sea
priest by most followers. Unlike most cults in the Old spirits and gods wherever their lives depended on the
World,there is no central authority or dogma — just a core ocean, so a primitive cult arose in fear and awe of the
of common belief amongst his priests and worshippers. sea. As Humans spread throughout the Old World, they
Mutual respect and alliance is more important to the cult brought their sea gods with them. They built shrines and
than formal relationships between temples. People ask made sacrifices in exchange for fish, safety on the waves,
priests to intercede with Manann on their behalf when and protection from seaborne raiders. Primitive remains
they want smooth passage on a journey, safety for loved dot the coastline today — sacred grottos and seahenges
ones, trade and food from the sea, and protection from bearing crude carvings and eroded markings.
seaborne threats.
Before Sigmar was born, Manann emerged as the patron
The practice of worship is diverse and, like the oceans, god of the Endals, a tribe dwelling on the northern coasts
Manann has many aspects. Sub-cults proliferate, of what is now the Empire. Likewise, the god Olovald
worshipping Manann in many guises. Manalt is the Lord was sea god of the neighbouring Jutone tribe to the east.
of the Bounty of the Sea, who brings prosperity to his The Norsii’s dark pantheon had its own brutal equivalent,
devout and fish to their nets. The aspect of Manas is God the harsh, inhuman embodiment of the Sea of Claws. To
of Tides, respected by pilots and navigators who implore the south, the first people of Tilea seem to have taken
the god to guide their way. Some even whisper that darker inspiration from the Asur ruins where they made their
home, worshipping a god which resembles the Elven
diety Mathlann.

80


THE CULT OF MANANN X

DEEDS OF MANANN During the Age of Wars and Time of Three Emperors, the 81
Cult of Manann turned its eyes away from the troubled
Bold Youth landlubbers and their endless politics, with most priests
When the world was young, it was encased in ice. As the sun refusing to support even Marienburg’s counts. Instead
grew large, the ice thawed and it seemed the oceans would cover the cult heralded a time of exploration and seabound
the land. Manann declared himself greater than both his father adventure. Temples sponsored explorers and merchants
Taal and wintry Ulric. The Mother heard Manann’s proud to go forth from the Old World, with priests joining
boasts and determined to teach him a lesson. She raised up crews voyaging to far off lands.
the hills and mountains so the waters drained away. Manann
repented his folly, and his father forgave his youthful arrogance, At first the priests of Manann mocked Magnus’s attempt
though even today the Lord of the Oceans gnaws away at the to unify the Empire during the Incursions of Chaos.
land, seeking to regain his lost domains. This displeased the Sea God and he sent strange tides to
Marienburg, and even dispatched his son Triton. Soon
The Favoured Son the Cult stood alongside the other Imperial cults to battle
Manann has ever been ruled by his passions and has fathered the armies of the Ruinous Powers. During the Battle of
countless offspring, more than mortals can count. Each river, Manann’s Teeth, the Imperial and Bretonnian navies
each spirit of the sea, the mermaids and the whales, all are joined forces with the Cult of Manann to defeat a huge
his children, as are the sea monsters — the behemoths, the Plague Fleet sailing towards the Old World. To the east,
leviathans, and the merwyrms. But his favoured son is the a circle of Manann’s priests undertook a ritual to rouse
Triton, for he is the child who most resembles his father. the Sea of Claws against the incursions of Norse raiders.

Brine and Rot In the late 25th century IC, the Cult of Manaan in
One day, Manann found Nurgle corrupting the magnificent Marienburg declared a crusade against the piratical
whales into rotting, wretched beasts. Raising high his trident, he followers of Stromfels. Hundreds of devout followers
roared a challenge to the Lord of Pestilence. The two fought for sailed from ports around the Old World to engage with
many years, but neither could triumph over the other — Nurgle the enemy. An unsuccessful expedition even set sail to
would poison the ocean, and Manann would cleanse the filth Sartosa to strike at the Pirate Lords themselves. The
with tide and storm. The battle ravaged the coastline of Norsca, Pirate Wars did eliminate several notorious pirates, but
which is why it is so rugged and uneven. there was no lasting effect — the adversary was not a
unified navy that could be defeated.
As peoples came together and early sailors travelled
the Old World’s rivers, the cults of water deities met In more recent years, the Manaanites’ growing political
one another. Professor Malwurt of Nuln University power in Marienburg has caused something of a rift
asserted that Manann’s cult swallowed up the others within the Cult. Priests in the Empire, Tilea, Bretonnia,
— relegating their idols to his offspring (river gods like and Kislev feel little affinity with the grandiose greed of
Grandfather Reik), aspects of Manann (such as Manalt), the Marienburg cult.
legendary holy figures (such as Olovald), or rivals (such
as Stromfels). Professor Malwurt never expanded on his
theory, as he somehow drowned in his study on the fifth
floor of the university.

The Empire stabilised after Sigmar, and the Cult of
Manann became slightly more unified, but never to the
extent of other cults — local traditions still prevailed.
In Westerland, Manaan absorbed Olovald to become
a state religion of sorts. In Tilea, Mathann took on a
classical character alongside Myrmidia and Verena, his
representation echoing the shrines of Mathlann found
along the coast. In Miragliano, the maritime prince built
a grand chapel, decorated with mosaics and frescoes.


X SEA OF CLAWS

Personalities of the Cult Matriarch of the Sea, Camille Dauphina

Though not as prominent as the Cults of Ulric or Sigmar, The current Matriarch in Marienburg. According to the
the importance of sea travel to trade, fishing, and warfare High Temple in Marienburg, she has dominion over
means that several followers of Manann have achieved a the whole cult, but outside the Wasteland, many priests
degree of prominence and fame. see her as just a favoured cleric of their god (‘I have no
master but the Holy Sea’, says Wave Lord Otto Sider). She
Odrall the Devout oversees the extreme wealth of the Marienburg cult and
has full authority over the Order of the Albatross and
A senior priest from Marienburg in the 10th century Knights Mariner. Dauphina has considerable influence
IC. He was renowned for his piety and a holy obsession on Marienburg’s Directorate.
with exploration. He pioneered navigation and maritime
cartography. Odrall voyaged far and wide, founding Priestess Elsa Udermar
chapels and shrines along the coast of the Sea of Claws.
He is the spiritual founder of the Order of the Albatross. Pirate turned priestess. When Udermar’s ship was
captured by the Imperial Navy, by some miracle she
The Sea Maid of Bordeleaux survived walking the plank. She clung to wreckage for
many weeks and was fed by an albatross — a sign Manann
The Sea Maid is a holy figure amongst Bretonnian had chosen her for a higher purpose. When Udermar
worshippers, little known beyond the west coast of washed ashore she was a changed woman. She joined the
Bretonnia. The maid was a young woman who walked priesthood and now captains the Vengeance of Manann,
from the sea and entered the Temple of Manann in a mobile shrine from which she hunts down pirates.
Bordeleaux. She seldom spoke, but her song calmed
the ocean and her blessings guaranteed a safe return for Grand Master of the Knights Mariner,
sailors. She lived for many years in the Temple and did Dietrich Ogg
not age. In 1423 IC she returned to the ocean, never to
be seen again. Many Bretonnians insist she was a Grail The Knights Mariner are quartered in Marienburg, where
Damsel and had nothing to do with Manann. Ogg takes orders from Matriarch Dauphina.He is a faintly
disreputable figure, but impressive in combat and feared
Admiral Ludovico Dandola by his Order — knights not known for subservience to
authority. Ogg has a small trident in place of one hand.
A Reman commander and brilliant sailor who sank a
flotilla of the Tomb King Settra’s warfleet in 1823 IC Grand Admiral Hrofil Halfdan
and defeated countless pirates around Sartosa. On his
last voyage, he seized a vast haul of treasure from an The grandmaster of the Sons of Manann, Halfdan is a
Arabyan corsair and sailed to Miragliano rather than his huge knight who leads the Order from their chapterhouse
home port of Remas. He donated the gold to the Cult of in Salkalten. He is a Bjornling who once fought as a
Manann which used it to build the magnificent Grand mercenary before pledging himself to Manann as a
Chapel around the site of the old Miragliano temple. templar. Halfdan worked his way up through the ranks to
lead the Order, and most knights respect his leadership.
Wave Lord Harald Redesson
Wave Lord Otto Sider
Priests of Manann are men and women of action.
Redesson was an itinerant high priest in Ostland and The high priest in Nordland is an important figure in
Kislev, striding along the coast telling angry tales of Salzenmund and arguably the most influential Manannite
Manann and issuing dire warnings. When a ship hit the in the Empire today. He played an important but subtle
rocks, Redesson was first to tear off his robes and dive role in supporting Grand Count Theodoric Gausser’s
into the waves to rescue the crew. When raiders beached coup to take Nordland and relishes the expansion of the
their longships, Redesson stripped to his waist and waded Second Fleet at Dietershafen. For more on Wave Lord
into the fight without hesitation. He had a deep loathing Sider, see Salzenmund, page 78.
of Stromfels’s followers — stories tell of the time he
strangled a shark with his bare arms and threw the carcass
at a coastal lord who was in league with wreckers.

82


THE CULT OF MANANN X

Beliefs and Holy Books SACRED SALT

The Cult of Manann has notoriously diverse beliefs. Priests of Manann often carry a pouch of blessed salt. This is
Priests of other cults remark that there seem to be as taken from the sea during high tide on Mitterfruhl and prayed
many ways to follow the Sea God as there are ships at over for two hours. Priests use it during important rituals and
sea. This is further confused by the whims of Manann, rub it onto the hands of followers favoured by Manann. It can
making what pleases or angers him unpredictable. That also repel sea creatures, calm waves, and clear fog.
said, there are core beliefs common to all followers. The
strictures outlined in WFRP (page 205) are universal. Manann is never predictable. Sacred salt has a 50% chance of
working when used for the following:
All Manannites believe you are entering the god’s domain
when you leave the land. When at sea, you must revere 0 When thrown on rough water, calms it (this may make
him above all other gods. Manann also expects mortals Boat Handling Tests easier in some circumstances).
to respect his children: the Triton, Naiads, Water Spirits,
Sirens, and some sea monsters. 0 When thrown into sea or river fog, it reduces the
severity (from thick fog to foggy, from foggy to misty,
Another common belief is that Manann enjoys his and from misty to clear).
followers telling tales of his exploits. Services to the Sea
God typically consist of chanties, prayer, and recounting a 0 Rubbed on a follower of Manann’s hands, gives a
myth from the Tales of the Albatross or Liber Manann. The bonus of +1 SL to Boat Handling Tests for d10 hours.
most skilled storytellers are favoured in Manann’s eyes.

Priests of Manann are not much given to scholarship or 0 Thrown at an aquatic creature with 15 Int or less, the beast
theology. Individuals may take an interest in some aspect must pass a Difficult (–10) Cool Test or take a Broken
of maritime practice or history, but practical action is the Condition.
best way to show devotion to the god.
0 Make spoiled food edible when sailing on the open sea.
To some extent, priests of Manann are always trying to
second guess what might make the god calm or angry. Holy Books
Most of his strictures are dependent on local tradition;
for example, the cult in Ostland insists Manann does not Many of Manann’s followers cannot read, but a handful
tolerate the burning of fishbones, as fire is anathema to of scholarly Manannites study to bring themselves closer
his element, while in Remas they insist fish sacrificed to to understanding what their tempestuous god desires.
Mathann must be burned down to ash then scattered at
sea. When a ship sinks, priests pore over recent deeds or Tales of the Albatross is composed of lengthy descriptions
events to find a rationale for why Manann was angered. of rituals and prayers permitted by Manann for navigation
This tends to lead to more strictures. at sea, written in story form with a recurring theme of a
sacred albatross throughout the book.
The differences in belief between temples cause confusion
for worshippers, especially when they visit a temple of Of Sea and Man (‘The 1000 Chanties’) is a collection of
Manann in a port far from home. There is always a risk of songs, hymns, and chanties collected by priests around
falling foul of the local priest for wearing sealskin boots the Old World, copied and shared amongst temples.
on Wellentag or neglecting to bring a scallop shell full of
sea water. GMs are encouraged to create their own minor Liber Manann is an 11 volume myth cycle of Manann,
strictures and superstitions. recounting every legendary deed of the god. It has been
written by many hands and there are contradictions,
repetitions, and yarns taken from many different sea god
traditions.

83


X SEA OF CLAWS

Acta Nautica Ex Odrallus recalls Odrall’s two celebrated There is an undeniably Elven influence to the slender
voyages of discovery. The first recounts a trip to Albion. towers and elegant arches — this is the Sea God as
After a number of misadventures, which may be more patron of the placid Middle Sea rather than the raging
allegorical than factual, Odrall and his crew make landfall Sea of Claws.
on the southern coast of the mist-shrouded isle and
celebrate the festival of the spring equinox on the shore. The statue of Mathann is a work of great beauty, sculpted
The second voyage is far longer and composed from by Leonardo da Miragliano from white marble shot
ancient ship’s logs. The priest sails counter-clockwise through with veins of turquoise. It portrays Mathann
around the Sea of Claws and into the Sea of Chaos, where in his chariot, pulled by dolphins and accompanied by
he makes landfall on a lost island sacred to Manann. beautiful Naiads and sea creatures. The statue stands in a
seawater pool which, by some ingenious contrivance, laps
Major Cult Centres at the statue in waves.

Almost every dock in the Old World has a temple or The priesthood in Miragliano is preoccupied with trade
shrine to Manann. They take whatever form makes and countering the Stromfels-worshipping pirates of
most sense for the location, sometimes grand structures Sartosa. They try to stay neutral on nautical matters in
of marble and stone, ships repurposed for worship, and relation to the rival city of Remas, but local pride fosters
sometimes rough-hewn wooden meeting halls. In all some factionalism against the temple there.
cases, they contain a statue of the god, and these are as
varied as the temples themselves. The High Priest in Miragliano is a hardened naval
commander, Wave Lord Antonio Leontaris. His craggy,
Cathedral of Manaan, Marienburg unsmiling face is testament to his many years in spiritual
and physical conflict with the pirates of Sartosa and
The High Temple in Marienburg is the sea god’s most Araby. He has appointed a crew of captains to research
significant site. All temples send a tithe to the cult here — the Skaven navies of Clan Skurvy and Clan Skuttle.
a stricture respected by even the most rebellious priests,
for they fear the wrath of their god otherwise.

High Matriarch Dauphina holds court here. She Manannsheim
maintains a tight circle of five senior priests to govern
the cult and advise on matters spiritual and practical. There are several monasteries of Manann on islands and
One of the five is Wouter Berkhout, who stepped aside as cliffs around the coasts. Some are small hermitages for
Patriarch for reasons unknown. contemplative sons of the sea, while others in Estalia and
Tilea maintain small fleets to see off enemies.

The Cult of Manaan in Marienburg is a power broker. Manannsheim is a monastery on an island of the same
It has gold, warships, and the Order of the Mariner’s name off the Nordland coast. It belongs to the monastic
knights to project its influence. This is an ideal location Order of the Triton, who are mostly retired seamen drawn
for Characters looking to advance any career dedicated to from educated followers of Manann — former navigators,
Manann or pick up patronage from the Temple itself — naval cartographers, and scholars of naval strategy. The
they sponsor many voyages of discovery. abbot, Luther Bruggeman, is concerned about the future
of the monastery — the sea is gradually eroding away the
Grand Chapel of Mathann, Miragliano island and some outbuildings have toppled into the waves.
Father Bruggeman is unsure whether the monastery can
The Chapel in Miragliano is second in prominence survive another winter. He wonders whether Manann is
only to the Cathedral in Marienburg. It claims supreme punishing the monks for some unrecognised blasphemy.
authority in the southern Old World, although the cult in
Tilea and Estalia is scarcely unified. The monastery’s library has an extensive collection of sea
charts, histories of ocean travel, and copies of all Manann’s
Mathann has a more classical character in Tilea than holy books. The temple altar is a wave-smoothed white
Manann in the Empire. The temple is a tall colonnaded block which the Order of the Triton claim comes from
building covered in painted frescoes of Mathann and his Manann’s hall on the seafloor.
many aquatic servants.

84


THE CULT OF MANANN X

Sub-cults even hire them out as mercenaries. Regardless of their
character, they must dedicate themselves to serving the
The many facets of Manann are almost minor gods in god and the temple.
their own right.These attract their own followers, forming
sub-cults specific to locality or vocation. Order of the Triton

Manalt is the god of fishermen. In this aspect, the Sea Monks and nuns of Manann serve the Order of the
God is generous and benevolent, bringing prosperity to Triton. A quiet life does not sit well with the Sea God, so
fishermen and seeing them safely home. He is depicted as even a life of monkish contemplation must include time
a cloaked man with a net and harpoon. at sea. There are monastic ships, which sail the oceans in
perpetuity, the crew of monks or nuns striving to be closer
Manas is the god of navigators, more refined and logical to Manann. Most landbound monasteries or priories are
than the typical representation of Manann. Most shrines single-sex, but monastic ships can be mixed.
to Manas are found in private quarters or navigator’s
chambers in large ports. Sons of Manann

There are many more variations, including bizarre aspects Another order of templars, based in Salkalten in Ostland.
such as Manhavok, a god of floods from landlocked Unlike the Knights Mariner, they patrol the coasts to
Stirland. In some traditions, the great rivers are also protect the land from wreckers, raiders, and pirates. They
Manann’s children — Grandfather Reik, Altaver, also guard temples in the Empire, where the Knights
Bogenauer, and others are literally tributary to the Sea Mariner are less welcome. The Sons of Manann lack the
God, and their cults are seen by Manannites as sub-cults wealth of the Knights Mariner, but they are popular with
of their own. Followers of Taal dispute this, and claim the the simple folk of the shoreline.
rivers as the King of Beasts’ offspring.
The Stormguard
Holy Orders
An order of priests dedicated to hunting and eliminating
Order of the Albatross the followers of Stromfels. They operate throughout the
northern Empire, though their chapterhouse is hidden on
An order of priestly navigators, who tend to come from the Nordland coast between Hargendorf
Silver tier backgrounds and occupy the upper echelons and Broghur.
of the cult. They have acquired considerable wealth by
charging for their services, offering safety and the blessing
of Manann for any ship willing to pay. Navigator priests
often take pilots as initiates and are keen to demonstrate
Blessings and Miracles to the Order’s priests in the hope
of inspiring others to perform them. The Matriarch in
Marienburg leads and favours the Order of the Albatross,
to the occasional resentment of other factions in the cult.

Order of the Mariner

Also known as the Knights Mariner, a knightly order
of templars who guard the Cathedral, the Wasteland’s
temples, and the security of Marienburg. They travel
further afield, but their loyalty is to the Matriarch and,
by extension, their city.

Novices need not be noble-born, nor especially
religious. Many are rough, uncultured types who
are handy in a fight — the cult in Marienburg

85


X SEA OF CLAWS

ZEALOTS AND ODDITIES The Sea-Born

Zealots of Manann are those who have felt the fury of the When a child is born at sea, they may come to believe
sea and suffered its wrath — people who have recovered they are favoured by Manann and must never set foot on
from shipwrecks, lost family or comrades at sea, or been dry land. These ‘Sea-Born’ have formed a sect swearing to
cast away. Others had intense religious experiences — devote their lives to Manann, never leaving the water and
visions or revelations of Manann which made them raising their own families at sea. The Sea-Born roam the
utterly focussed on the god’s mercy. waves from cradle to watery grave, working as crew on
merchant or naval vessels, or living with other members of
Manannite flagellants are uncommon but not unknown. the sect on roving temples of Manann. The most fanatical
A crew of sailors may revert to religious insanity and Sea-Born are the Elect, who strive to never set eyes on
become a wandering band of self-torturing penitents. the land, believing it is tainted. They see landlubbers as
They traverse rivers or the sea, howl chanties, pierce their inferior beings, to be pitied rather than insulted.
flesh with sea urchin quills, beat themselves with fish, or
lacerate their flesh with sharks’ teeth. Afterwards they The Sea-Born are tolerated by the wider cult because
literally rub salt into the wounds. their fanaticism leads to insufferable piety rather than
aggression — and you only need to step onto dry land
Some followers of Manann become so obsessed when this gets too much to bear. Ships’ captains find they
by placating Manann’s moods that they slide into make excellent, fearless sailors.
worshipping Stromfels or the Ruinous Powers —
claiming they have finally seen the true face of their
god. The Skaeling god Mermedus is crueller even than
Stromfels in his hunger for the drowned, while Khorne’s
rage and blood-thirstiness represent a surrender to killing
at sea as an end in itself.

Most bands of extremist Manannites disperse or die out
when the last fanatic drowns. Others have formed small
sects which endure even when their leader has passed on:

The Righteous Deep The Cult of Manhavok

Adherents of the Righteous Deep believe an enraged The eccentric followers of Manhavok in Stirland are
Manann shall soon flood the world to cleanse the world of viewed with suspicion by the Cult of Manann. The sole
Chaos and unrighteousness. The sect began when Frieda place of worship for this aspect of Manann is the Shrine
Kuper had a vision of Manann’s flood and fell into a of Manhavok which leans out from the bank of the River
reverie of repentance, preaching of the coming tide. After Aver near Streissen. The locals treat Manhavok as a minor
years of self-inflicted suffering she attracted a ragged local god whose floods can drown settlements or bring
following. Kuper was martyred when Beastmen attacked fertility to the soil. They make offerings of fish or meat in
her boat on the Reik, but her sect lived on, praising her early spring and late summer to gain his favour. A small
holy sacrifice and continuing her message of penitence. number of cultists worship Manhavok above all other
gods. They decorate his altar with clay approximations
Since Kuper’s death, her followers have splintered into of sea creatures (none have ever seen the sea), venerate
two sub-sects. The faction known as ‘The Dyke’ believe crayfish they find in the Aver, and dress in green rags.
the coming flood is a test and Manann wants them to Each Mitterfruhl they perform mummers’ plays in
hold it back by building sea defences. The other faction local villages, with the cultists of Manhavok throwing
insist the flood should be hastened to bring mortals to handfuls of soil over those the god favours and buckets
respect Manann as the most superior god. This group is of water over those he deems wrongdoers. The cultists are
building an ark in the Middle Mountains to survive the usually chased from the village before they finish their
flood when it comes. performance.

86


THE CULT OF MANANN X

MIRACLES OF MANANN Breathe Water

Below are several Miracles performed by Priests of Range: Touch
Manann, which may be used in addition to those found Target: 1
in WFRP Chapter 7. Duration: Fellowship Bonus minutes
Your prayers allow a character to breathe water as if it
Manann appreciates the devotion of his followers, but he were air. When it comes to drowing in water the character
does not like to be taken for granted. A priest of Manann can ignore the Suffocation rules on WFRP page 181 for
may bless up to three different ships between each full the duration of the Miracle. It is not possible to perform
moon (meaning Mannslieb) without risking Manann’s this Miracle while your own mouth is underwater.
displeasure. If a particular priest tries to bless more than
three ships between moons then every failed Pray Test Quell Waters
results in that ship incurring –d10 to Manann’s Mood
(see page 130) and the priest earning 1 Sin Point. Range: Fellowship yards × 10
Target: 1 strait or whirlpool
Blessed Voyage Duration: Fellowship Bonus Rounds
You can chant this prayer, quelling a strong current. The
Range: Touch M rating of a strait or whirlpool is reduced to 0 whilst the
Target: 1 ship miracle is in effect.
Duration: Instant
This Miracle may be performed whenever it is time for a Sea Curse
ship to calculate Manann’s Mood. You perform the rites
thought best to supplicate Manann. His mood improves Range: Fellowship yards × 10
by 2d10, –1 for each Sin Point you currently have. Target: 1 ship
Duration: Fellowship Bonus Rounds
Blessing of the Albatross You call doom down on the enemies of Manann. Provided
the targeted ship is crewed by those who do not warrant
Range: Touch the respect of Manann (followers of Chaos, worshippers
Target: 1 ship of Stromfels, Orcs and Goblins, Skaven, crews who have
Duration: Willpower Bonus days a negative Manann’s Mood score), that crew suffer from
Upon completing the invocation, an albatross descends a curse. Add 2 to the Damage of all hits the crew receives
from the clouds and follows the ship. The albatross waits whilst the Miracle is in effect.
up to 1 hour for the ship to sail, and after that, it stays
with the ship until the duration expires. As long as the Repel Sea Beast
albatross is present, the ship cannot sink, no matter how
much damage it takes. Should the albatross be killed, the Range: Fellowship yards × 10
ship suffers from –d10 Morale and –2d10 for Manann’s Target: 1 creature with the Aquatic Trait (see Death on the
Mood (should you need statistics for an albatross, treat Reik Companion, page 90) or the Marine Creature Trait
it as a pigeon from WFRP, page 316, though its Size is (see page 140)
Small and it has 3 Wounds). Duration: Fellowship Bonus Rounds
You can chant this prayer to a sea creature, causing it to
Blessing of the Mariner forget all rage and hunger whilst the miracle is in effect.
For the duration of the miracle the creature will not make
Range: Touch any hostile actions, provided that it suffers no damage or
Target: 1 adverse Conditions.
Duration: 1 day
Your blessing grants a character an instinctive feel for the Rip Tides
sea and sailing. Any Row, Sail, or Swim Tests they make
benefit from +1 SL. Range: Fellowship yards × 10
Target: 1 ship
Duration: Fellowship Bonus Rounds
You can chant this prayer at a ship you can see. The ship
suffers –1 M and –1 SL to Man.

87


XI

• THE CULT OF STROMFELS •
The Proscribed and Bloody Worship
of the God of Predators

Seat of Power: The followers of Stromfels barely recognise Stromfels is normally depicted either as Manann with a

a hierarchy, but Casa Squallo, a converted temple of look of bestial rage on his face, or as a vast shark, its jaws

Myrmidia in Sartosa, is the largest temple open to bite.

Head of the Cult: Occhio dei Cacciatori, High Priest of Seafarers are quick to denounce Stromfels, but in
the Sartosan Temple, though his authority is limited confidence many sailors admit that if a storm whips up,
and Manann refuses to answer their prayers, there are
Primary Orders: None other names to call upon.

Major Festivals: Mitterfruhl (spring equinox), celebrated WORSHIPPERS
as start of hunting season; Mittherbst (autumn equinox),
a lesser holy day, hailed as start of the storm season Cultists of Stromfels gather where the violence of the sea
meets the violence of people. They are pirates, raiders, or
Popular Holy Books: None wreckers. They respect the sea out of fear and believe in
taking whatever they want, as they too should be feared.
Common Holy Symbols: A bolt of lightning, a huge Such folk honour the swift kill and the daring raid.
shark, a trident dripping blood Whilst they are outlawed, they do not find common cause
with the forces of Chaos or those who indulge in needless
Stromfels is the Shark God, the predator who deals death sadism. The consequences of their acts may be cruel, but
from the depths, and he is the Wrecker, the wrath of such cruelty is a side-effect rather than a purpose.
the sea. An obscure and outlawed god, his small cults of
worshippers remain hidden from civilised society on pain Along the Pirate Coast and among the islands of the
of execution. Even so, he is recognised by theologians, Tilean Sea, Stromfels’s worship is more open, and even
who speculate upon his origins. Some suggest he used has official approval in settlements where the worship of
to be a savage Norscan deity, possibly an aspect of the Manann has been usurped. Here he is known as Stromfalo
Blood God Khorne. If he ever was worshipped by the by the Tileans, and El Bicho del Mar by pirates of Estalia.
Norse, they have all but abandoned him now, but scholars
do point out that his cult is strongest in Marienburg and In Marienburg, rumours have it that the cult is centred
Sartosa, two places with histories of Norse settlement. among the criminal classes of Broekwater, though no
investigation has ever resulted in convictions. Cynical
To his followers, Stromfels is neither the son nor brother observers have put it about that this is because members
of another deity, nor a mortal ascended to godhood. They of the Ten support piracy, especially if it is directed
claim he is Manann, seen for who he truly is. To most folk against the Sea Elves.
this belief is a heresy. Even the Elves, whose attitude to
Human religions is usually one of disinterested disdain, Away from the coasts, Stromfels is almost unknown,
find the notion abhorrent. Before the signing of the 2150 except for an isolated cult in eastern Stirland, whose own
IC Treaty of Amity and Commerce between Ulthuan legends suggest that they may be descended from a pirate
and the Empire, the worship of Stromfels was considered band that fled inland.
criminal and obscure, but the Elves made its outright
persecution one of their terms. This makes Stromfels one
of the few gods whose very worship is a capital offence.

88


THE CULT OF STROMFELS, GOD OF PREDATORS XI

Holy Sites With that said, there are a few traditions kept by his 89
adherents:
The cult’s sacred sites are secret, natural places, like
coastal caves and grottos. Rock formations that resemble 0 Take No Prisoners
a shark’s dorsal fin are also considered significant. In less
respectable ports, such as Brionne and Moussillon, there The cult forbids showing mercy to the vanquished — if
may be semi-clandestine shrines in sailors’ guildhalls. they deserved to live, they would have been strong enough
to resist capture. Caring for hostages, even those who
The only temple to Stromfels that operates openly is in would earn their captors a fine ransom, draws the ire of
Sartosa. It was once a temple of Myrmidia and is built the god. Leaving prisoners to the mercy of the elements
in the Myrmidian style but decorated with trophies and by marooning them or throwing them into the sea is said
treasure taken in centuries of pirate raids. to please Stromfels.

RELATIONSHIPS In the case of a captive priest of Manann, Stromfels is
more demanding, and expects the poor soul’s tongue to
The followers of Stromfels bear no great hostility towards be cut out before they are pitched into the sea.
most cults, respecting them where they are strong, preying
upon them where they are weak. Only in a few cases is 0 Power is to be Sought and Exercised for its own Sake
the very existence of other cults taken personally.

Stromfels and Manann Authority is granted to those with the strength and ferocity
to take it. It is appropriate for a follower of Stromfels to
The cultists of Stromfels loathe those of Manann, respect a strong leader, but it is also appropriate for them
regarding them as hypocrites who deny their god’s true to depose a leader whose strength has waned. Failing to
nature. The Cult of Manann reciprocate the antagonism, respect strength is offensive to the god.
and the worship of Stromfels is proscribed in Marienburg
and persecuted around the shores of the Empire, so the 0 Power is to be Instituted by Physical Force
cultists must hide their allegiance. They know priests of
Manann would hunt them unto death, and so can never Followers of Stromfels believe that power of the body
allow a Manannite to live. decides everything in the end.A follower of Stromfels who
neglects their own strength may find themself forsaken.
Stromfels and Chaos This has a direct impact on Character development: a
Priest of Stromfels is required to develop their Strength
The followers of Stromfels may be considered antisocial, Characteristic to the minimum required to reach the next
even murderous, but they at least consider themselves tier of the career before developing other Characteristics,
part of a natural order, and are not well disposed toward or they will earn Sin Points until they do so.
the followers of Chaos. Even Khorne, who shares many
superficial characteristics with Stromfels, is regarded as 0 Send a Sacrifice when the Tides Turn
too wanton and gluttonous in his bloodthirst. A predator
must continue to have prey, not kill them all.

Cultists of Stromfels can be quite tolerant of mutation, Every equinox, a follower of Stromfels is expected to
provided it does not weaken the mutant in question. This deliver a sacrifice. This should be a Human or Elf, thrown
may be regarded by many folk as tolerance towards Chaos, into the sea or ritually drowned.
particularly as some mutants find a home amongst pirate
crews, but the cultists of Stromfels do not see it that way. Penances

STRICTURES The most common penance for a Stromfels worshipper
is to swim a stretch of water inhabited by sharks or
Stromfels is a cold and uncaring god, difficult to offend. other dangers. Cultists whose loyalty is doubted are sent
He also has little in the way of theology; his priests on plundering or piracy raids, while a priest might be
tend to lead by example and muck in with wrecking and required to lead a major raid. Those who have seriously
raiding, rather than with contemplating his mysteries. offended the god are forced to fight a Grey Barbed Shark
with only a dagger for a weapon.


XI SEA OF CL AWS

PRIEST OF STROMFELS This need not be a seafaring career; there are Outlaws,
Protagonists, and Racketeers who might find much to
Human admire in Stromfels, but most of his priests have either
served as crew on a pirate vessel, or worked as Wreckers.
You preach that the strong have the right to take advantage of
the weak and call on Stromfels to aid you in your predations. ‘Feel that sou-wester blowing up? There’ll be gifts
from Stromfels scattered on the shore tomorrow
Priests of Stromfels are actively involved in the business of morning, and a few more souls in his jaws this night.’
piracy, raiding, or wrecking — to do less would be hypocrisy. — Thijs Vroom, Marienburg sailor
You may not take the Priest of Stromfels as your first career,
and it can only be undertaken after you have completed the
first tier of a predatory occupation.

PRIEST OF STROMFELS ADVANCE SCHEME Fel
WS BS S T I Ag Dex Int WP

hhh

Career Path

h Initiate – Silver 2
Skills: Climb, Consume Alcohol, Endurance, Intimidate,
Intuition, Melee (Basic), Pray, Row, Sail, Swim
Talents: Bless (Stromfels), Criminal, Holy Visions,
Strong Swimmer
Trappings: Crowbar, Hand Weapon, Large Sack,
Leather Jerkin, Leather Gloves

Priest of Stromfels – Silver 3
Skills: Cool, Entertain (Chanties),
Lore (Stromfels), Navigation, Perception, Track
Talents: Fearless (Any), Flee!, Invoke
(Stromfels), Menacing
Trappings: Leather Jack, Storm Lantern and Oil

Pirate Priest – Silver 4
Skills: Gossip, Leadership, Lore (Oceans), Set Trap
Talents: Hatred (Manannites or Followers of
Chaos), Impassioned Zeal, Master Orator, Rover
Trappings: Grappling Hook and Rope,
Religious Relic, Riverboat

Priest Captain – Silver 5
Skills: Melee (Any), Ranged (Blackpowder)
Talents: Furious Assault, In-Fighter,
Pilot, Warrior Born
Trappings: Group of Cultists,
Pistol with 10 Shots

90


THE CULT OF STROMFELS, GOD OF PREDATORS XI

MIRACLES OF STROMFELS MANANN’S MOOD MADE 91
MEANINGLESS?
Perhaps more than any other god, Stromfels helps those
who help themselves. He is stingy with his Blessings and d10 Roll Result
Miracles. In addition to other effects resulting from Sin
points, Stromfels will not grant a follower the ability to 1 to 4 Stromfels Triumphant! Whilst the miracle
use the Invoke Talent if they have two or more Sin Points, 5 to 8 is in effect, treat Manann’s Mood as 0.
or the Bless Talent if they have five or more Sin Points.
9 Stromfels Ascends! Roll 5d10.The number may
Blessings 10 or be added to Manann’s Mood if it is currently
more negative, or subtracted from it if it is positive.
The Blessings used by Priests of Stromfels are Battle,
Breath, Courage, Hardiness, Savagery, and Tenacity. No effect. Manann’s Mood is calculated
(That these Blessings are the same enjoyed by followers as normal.
of Manann is surely pure coincidence).
Manann Provoked! Roll 5d10. The number
Miracles is subtracted from Manann’s Mood.

Blood Trail Raging Seas

Range: You Range: Strength yards × 10
Target: You Target: See text
Duration: 1 hour Duration: Instant
When trying to track someone who has been injured, you You command the sea to form a massive wave that crashes
smell the smallest drops of blood even if some attempt into a specific target, such as a person in the water or
has been made to remove them. You can follow their trail on the shore, a boat, or a lighthouse. The wave counts as
over land and water by passing an Easy (+40) Track Test. having a CR of 15.

Curse of the Harsh Mistress Seasickness

Range: Touch Range: Strength yards × 10
Target: 1 Target: 1
Duration: Strength Bonus days Duration: Strength Bonus hours
You inflict nightmares upon your target that make it You curse someone, even the saltiest of seadogs, with a
impossible for them to get a good night’s sleep, resulting bout of seasickness that lasts for one hour. See page 125
in lethargy and weakness. The nightmares are extremely for details of Seasickness.
vivid, disturbing, and connected to the ocean in some
way; they commonly involve a woman draped in fronds of Send ‘em to Stromfels
bloodwrack walking from the sea to torment the victim.
Whilst under the influence of the Miracle the target must Range: Strength yards × 10
pass a Difficult (–10) Cool Test every time they take Target: 1 ship with a Holed Rating
some rest to recover from Fatigued Conditions. If the Test Duration: Instant
is failed, the Fatigued Condition remains. You focus on a stricken vessel, exerting your will to ensure
that none escape. Splits and tears in the taregt ship’s hull
widen as a result of the miracle. Double the target ship’s
Holed Rating (see page 117).

Manann’s Mood Made Meaningless Storm Winds

Range: See text Range: Strength yards × 10
Target: See text Target: 1 ship
Duration: Strength Bonus days Duration: Strength minutes
You proclaim that Stromfels is the true lord of the sea, You call the winds to blow with greater force into the sails
and that the superstitions of those who respect Manann of 1 ship. Increase the intensity of the wind by 1 step for
are delusions. Once the miracle is in effect, roll on the the duration of the miracle (see page 107). The direction
table below and apply the result to the Manann’s Mood of the wind is not affected.
score for the ship you are currently aboard (see page 130).
Add 1 to the roll for every Sin Point you possess.


XII

• BOATS AND BOATBUILDING •
ToTgheethBearsiacnsdoOf uPtuftitttiningg BVoeastsel
a
a

Just like Characters, boats have Characteristics that describe their abilities. They can also have Traits to
give them specific capabilities. Described below are the stats for boats typical of their type. Any two boats,
however, are rarely alike; their Characteristics vary with their states of repair, workmanship, lay-out, and design.
A boat’s profile is laid out as follows:

Boat Name Cost Crew Sail Oars Man Size T W Carries Traits and
M (C) M (C) Upgrades

Boat Name Items worn or carried by a Character do not count against
the space or weight limits of a boat unless they are very
This is the name of the vessel or, if its individual name bulky and weighty. Unless an item is as bulky as a small crate
is unknown or unimportant, the general scale or design of cargo (1 foot cubed) it is considered irrelevant in terms of
of the vessel. working out whether the boat is Encumbered. However, it is
up to the GM to consider where to draw the lines. A couple
Cost of Characters dressed in full plate armour are unlikely to
make a great deal of difference — but equipping a large crew
This figure is an indication of the cost of a brand-new boat with full plate armour ought to count. A few Tiny creatures
straight out of the shipyard. do not add to Crew or Enc, but dozens should.

Crew Sail M (C)

This figure is an indication of the number of crew that This Characteristic is split into two numbers. The first number
the boat can comfortably carry and that will normally (M) is the boat’s Movement, assuming that the minimum
be expected of such a vessel. If more crew or passengers number of crew are available, the conditions are fair, and no
board the ship they will have to be counted against the attempt is being made to push the boat to go faster.
Carries Characteristic of the ship.
The second number (C) is the minimum number of crew
A member of the crew also takes up more Crew spaces required to sail the vessel at its Movement for a relatively
or Carries space depending on their Size. The following short stretch of rigorous sailing, such as an eight-hour shift.
numbers are a rough guide to how much space a For longer stretches, larger crews may be required. Most boats
Character takes up on a boat: accommodate at least three times this number of crew.

Size CREW BULK Enc Oars M (C)

Tiny Crew Spaces Taken Up – As with Sail,the first number (M) is the boat’s Movement score,
Little 1 assuming that the minimum number of crew are available, the
Small – 3 conditions are fair, and rowing is taking place at a moderate
Average 0.25 6 pace. The second number (C) is the minimum number of crew
0.5 required to row the vessel at its Movement for a two-hour stretch.

1

Large 3 18 Manoeuvre (Man)
Enormous 9
Monstrous 27 54 The Manoeuvre Characteristic provides a modifier to be
162 imposed on Tests where the responsiveness and agility of the

vessel is important. These include Sail Tests and Row Tests in

areas where there are hazards, but other Tests may be affected.

92


BOATS AND BOATBUILDING XII

Size Carries 93

An indication of a vessel’s length in yards. Size influences This is the Encumbrance value of the cargo that the
a ship’s speed and determines its Carries Characteristic. ship can comfortably carry. A ship loaded with more
cargo suffers penalties to speed and manoeuvrability.
Toughness (T)
Degree of Additional Effect on Vessel
The Toughness of a ship is used to test whether it can Encumbrance
withstand Damage. The first digit of the boat’s Toughness –1 M, –1 SL Manoeuvre
is also used as the Toughness Bonus (TB).The TB of a ship More than Carries –2 M, –2 SL Manoeuvre
is subtracted from any Damage done to it, before applying 20% more than Carries –3 M, –3 SL Manoeuvre
this to the Wounds. 40% more than Carries Not seaworthy
50% more than Carries
Wounds (W)
Personal items worn or carried by members of the crew
Like a Character’s Wounds, the Wounds Characteristic for will not normally count against the Carries capacity.
a ship is a measure of how much Damage it can take.

The amount of Wounds a boat has remaining is important Traits and Upgrades
for working out its ability to withstand collisions and other
forms of damage. The first digit of the boat’s Wounds is Traits and Upgrades are design features that can be
also used as the Wounds Bonus (WB). This is worked applied to a vessel. Traits are integral to the craft and
out according to a ship’s current Wounds, so may change are implemented as the vessel is built, whereas Upgrades
during an encounter. can be added or removed later. Traits and Upgrades are
described on page 97.

EXAMPLE BOATS

Boat Name Cost Crew Sail Oars Man Size T W Carries Traits and
M (C) M (C) Upgrades
Coracle 2 GC 1 3 (1) – 3
Rowboat 6 GC 2 – 3 (1) +2 SL 10 25 10 5 –
45 GC 3 – 3 (2) +1 SL 15
Skiff 225 GC 4 3 (2) 3 (4) 20 35 10 60 –
Barge 445 GC 4 3 (3) 3 (4) – 30
Large Barge 3 (3) – 40 20 120 –
655 GC
Patrol Boat 45 60 300 –

45 90 500 –

15 4 (4) 4 (12) – 25 60 120 80 Armoured 2, Ram,
Sturdy 2

Unwieldy,

Knarr 60 GC 4 4 (2) 3 (4) –1 SL 15 40 30 150 Shallow Draught,
Detachable Rudder

Longship 250 GC 32 4 (4) 6 (30) – 25 50 60 100 Shallow Draught,
Detachable Rudder

Cog 300 GC 15 5 (8) – –1 SL 25 45 50 300 Unwieldy,
Carrack 550 GC Rugged
Wargalley 600 GC
20 5 (10) – – 35 55 90 600 Rugged, Slow

35 6 (16) 4 (30) – 35 65 100 150 Ram, Sturdy,
Armoured

Wolfship 1200 GC 50 7 (30) 4 (40) – 55 75 180 500 Ram,Sturdy,
Armoured

Greatship 3500 GC 90 8 (80) – – 60 75 275 1400 Sturdy,
Armoured
– 60
Bretonnian 2500 GC 90 8 (60) – – 40 75 220 600 Sturdy,
Galleon – 40 Armoured
– 25
Tilean Caravel 550 GC 20 7 (12) – – 130 55 100 650 Rugged

Arabyan Xebec 500 GC 35 7 (15) 4 (30) 60 80 400 Sturdy

Indic Dhow 400 GC 15 5 (8) – 45 60 300 –

Cathayan Gem 10000 GC 220 9 (200) – 50 400 4000 –
Ship


XII SEA OF CL AWS

94


BOATS AND BOATBUILDING XII

95


XII SEA OF CL AWS

96 BUILDING A BOAT Step 1 – Size

This section can be used as a guide for players to To start, you must select a Size or type of boat. This gives
commission and build their own vessels, or to give the base Characteristics which can then be adjusted by design
GM a way to create boats. To determine the cost of a choices. You start with the typical boat Characteristics
new boat, the prospective owner must decide on several given above, and modify those, or begin from scratch
factors: the boat’s size; how it is propelled; whether its using the Generic Boat Characteristics table.
design effects manoeuvrability, speed, or cargo space; and
whether the ship has any Traits or Upgrades applied to it. Note that some of the example boats cannot be made
exactly with the ship building rules below, but that is
An owner also has the option to add several Upgrades to testament to the many shipbuilders across the Sea of
the vessel, though these could be added at a later date if it Claws and the varied techniques they employ. Use the
would be more convenient. table below as a rough guide. The listed price is for a boat
of the indicated size with no modifiers or extras.

STANDARD BOAT CHARACTERISTICS

Boat Size Cost Crew Sail Oars Man Size T W Carries
M (C) M (C)
Tiny 35 10 50
Little 10 GC 1 3 (1) 3 (1) – 1–10 40 20 100
Small 40 60 200
Average 50 GC 2 4 (2) 4 (2) – 11–15 40 90 400
Large 50 150 1000
Enormous 200 GC 5 5 (4) 5 (12) – 16–20 50 250 2000
Monstrous 50 400 4000
500 GC 12 6 (8) 5 (20) – 21–35

1000 GC 25 7 (15) 4 (30) – 36–50

2500 GC 50 8 (30) – – 51–80

5000 GC 100 9 (80) – – 81+

Step 2 – Choose Primary Propulsion: Step 4 – Adjust Cost According to Speed
Sails or Oars
The speed of the ship is derived from the M value of its
Many ships have a Sail Characteristic and an Oar one, but Sails or Oars and adjusted using the table below. Any
they always rely on one over the other — the Longship increase in speed is limited by cargo space, so the Carries
is designed for rowing and makes a relatively poor sailing Characteristic is adjusted according to the ship’s speed.
vessel; the Wolfship is designed for sailing on the high Extremely fast ships cost more. Conversely, boats with
seas, but it is fitted with oars in case winds are low or very large cargo capacities manoeuvre poorly. Manoeuvre
blowing from an inconvenient direction. Choose which penalties are cumulative with those already applied
method of propulsion is the main method and reduce the
Movement of the other by 2 to a minimum of 3. Note Trait Speed Carries Man Cost
that the largest ships cannot be propelled by oars. Modifier Modifier Modifier Modifier

Slowest –3 Double Carries –2 SL –
Add 50% to –1 SL –
Step 3 – Adjust Cost According to Manoeuvrability Slower –2 Carries
Add 25% to – –
Poor manufacture, cheap materials, or fundamental flaws Slow –1 Carries – –
with the design can result in the vessel making manoeuvres Average – – – –
at a penalty. While excellent design can bring a bonus, it +1
comes at a cost. Ships have been refined through trial and Fast Reduce Carries – +10%
error over hundreds of years, so creating a ship with a by 25%
manoeuvre bonus involves painstaking practices and the Faster +2 – +10%
finest materials. Reduce Carries
by 50%
Manoeuvre Modifier Cost Modifier Fastest +3
Reduce Carries
–2 SL –40% by 75%
–1 SL –20%
+1 SL +20%


BOATS AND BOATBUILDING XII

TRAITS The Upgrades listed here are those that are pertinent to 97
ocean-going vessels and warships.
The following Traits can be built into a ship.Unlike Upgrades,
these cannot be added or adjusted once the frame is complete. Size and Upgrades

Armoured Note that Tiny and Little vessels tend to be too small or
short to fit many of these Upgrades.
This boat is built for fighting, with reinforcements and
wooden and metal plates added at strategic locations. Each Anchor
level of this Trait adds 10 to the Toughness of a vessel.
Ships can have up to 3 levels of Armoured. Cost: 10 GC (for boats of Size Small to Average), 20 GC
(for larger boats).

0 Subtract 10% of the base Carries and add 10% to Weight: 50 Encumbrance points (for boats of Size Tiny

the base Cost per level of Armoured. to Average), 75 Encumbrance points (for bigger boats).

Rugged A ship without an Anchor has no way to fix itself in place
when at sea. A ship that deploys its Anchor in a suitable
Rugged ships are generally unspectacular but well-made. location (many parts of the ocean are too deep) is not
They are tried and tested designs that have proved themselves affected by winds or currents whilst the anchor is lowered.
on the high seas in the worst weather. Anything that is likely
to fall off will have fallen off by now. A Rugged ship gets +2 Raising an Anchor is not an easy process. If an Anchor
SL to Batten Down the Hatches Crew Tests (see page 123). needs to be raised in a hurry the crew must work hard at
the capstan; an Extended Strength Test is required to
Add 10% of the base Cost. raise the Anchor. The difficulty of the Test depends on
the Size of the ship (typically it will be Difficult (–10)
Sturdy for Small or Average ships and Hard (–20) for bigger
boats), and the total SL needed depend on the depth of
Sturdy ships are built to withstand the rigours of war. the Anchor (a typical value would be 15 SL).
Boats can have up to three levels of Sturdy, and each level
increases the Wounds of a vessel by 30%.

0 Subtract 10% of the base Carries and add 20% to Armour Plating
the base Cost for each level of Sturdy.
Cost: 250 GC (Bronze) or 330 GC (Iron) per 5 yards
Unwieldy of Size for Small to Average ships; 500 GC (Bronze)
or 560 GC (Iron) per 5 yards of Size for larger ships.
Utilitarian boats intended to work close to shore or on
calm seas are cobbled together by amateur shipwrights, or Weight (per 5 yards of Size): +160 Encumbrance
commissioned by owners looking to scrimp on the cost. points (Iron); +175 Encumbrance points (Bronze).
The poorly designed craft can take up to 3 levels of the
Unwieldy Trait to represent their design flaws. Each level Armour Plating may only be added at specialised
imposes a penalty of –1 SL to any Sail Tests or Row Tests. shipyards, and involves the skills of expert smiths as well
as shipwrights. Adding the armour takes two weeks for
0 Subtract 10% of the base Cost per level of Unwieldy. Tiny to Average ships, and a month for larger ships.

UPGRADES Armour on a vessel works in much the same way as armour
on a character. The Damage of hits to the Hull is reduced
There are many ways to modify a craft if one has the by the AP as well as the TB. Unlike personal armour, ship
money. Several Upgrades are provided in the Death on armour may not be sacrificed to avoid Critical Wounds.
the Reik Companion. However, Sea of Claws deals with
ship movement and interaction on a larger scale than the Bronze: The Hull benefits from 1 AP.
River Travel rules in that book, so not all Upgrades given
in the Death on the Reik Companion are relevant. Iron: The Hull benefits from 2 AP; if the vessel becomes
Fouled (see page 105) the iron plates rust to the point of
uselessness, losing all armour value.


XII SEA OF CL AWS

98 Crow’s Nest WIND EFFECT (FLYING JIB)

Cost: 5 GC (Small to Average boats), 20 GC (Large to Direction
Monstrous boats).
d10 Roll Tailwind Sidewind Headwind
Weight: 5 Encumbrance points (Small to Average boats),
20 Encumbrance points (Large to Monstrous boats). Doldrums Becalmed Becalmed Becalmed
– –10%
A Crow’s Nest is a wooden platform placed atop the Light Breeze +10% –25%
tallest mast. A Character in the Crow’s Nest may take Tack +25% –50%
any Perception Tests called for to spot visible phenomena Fresh Breeze +25% Tack +25%
at sea, such as hazards, or the light from lighthouses. Batten Down Batten Down
The Crow’s Nest provides benefits to Perception Tests Near Gale +25%
depending on the ship’s Size: +1 SL (Tiny to Average Batten Down Batten Down
boats), +2 SL (Large to Monstrous boats). Strong Gale +50%

Figurehead Violent Storm Batten
Down
Cost: 2 GC.
Gun Ports
Weight: 10 Encumbrance points.
Cost: 15 GC (for boats of Size Tiny to Average), 85 GC
Figureheads are brightly painted wooden sculptures attached (for larger boats).
to the front of a boat. They are thought to attract luck and
help personalise the ship, as well as helping to show that Weight: +0 Encumbrance points.
the owner possesses wit and humanity. Most Figureheads
depict aspects of Manann, a mermaid, or a romanticised Gun Ports are closable hatches that allow a missile weapon
personification of the owner’s heraldry or nationality. to be fired from behind cover. Large Gun Ports can
accommodate cannon or ballistae, while small Gun Ports
If the Figurehead is particularly well made it becomes a are intended for handguns, bows, and crossbows.
source of pride for the crew. A Figurehead with two or more
Fine Qualities adds 1 to the Morale total (see page 124). If a ship has no Gun Ports, any shooting must be performed
from the deck. The deck provides no cover, whilst a Gun
Flying Jib Port provides Hard Cover. Opening or closing a Gun Port
counts as a single action. Open Gun Ports can prove a
Cost: 5 GC (Tiny boats), 20 GC (Little boats), 40 GC liability if the ship begins to sink (see page 117).
(Small boats), 80 GC (Average boats), 160 GC (Large boats),
320 GC (Enormous boats), 600 GC (Monstrous boats). Luxury Cabins

Weight: 5 Encumbrance points (Tiny boats), 25 Cost: 155 GC per cabin.
Encumbrance points (Little boats), 45 Encumbrance
points (Small boats), 70 Encumbrance points (Average Weight: 40 Encumbrance points per cabin.
boats), 135 Encumbrance points (Large boats),
240 Encumbrance points (Enormous boats), 430 Taking the space of two normal cabins, a Luxury Cabin
Encumbrance points (Monstrous boats). allows the occupant to journey in comfort and style. At
the GM’s discretion, any Fellowship Tests made by the
A Flying Jib is an extra foresail that requires a bowsprit to owner of a Luxury Cabin gain a +10 bonus, provided they
be added. Larger boats have more complex arrangements are made within the cabin.
of multiple sails that perform the same function. Adding
a bowsprit increases a vessel’s length by 10%. Ship’s Boat

A sailing ship with a Flying Jib uses the following Wind Cost: As per the design of the Ship’s Boat.
Effect table rather than the one provided on page 107.
Weight: As per the design of the Ship’s Boat.

If a ship has a sufficient Carries capacity,it may carry another
boat.This could be used to ferry cargo or passengers between
the main ship and port, as a life raft in an emergency, or
even to tow the larger boat (at M1 and Man –4 SL).


BOATS AND BOATBUILDING XII

Ram Steam Engine 99

Cost: 15 GC (Tiny and Little boats), 30 GC (Small and Cost: 500 GC

Average boats), 60 GC (Large boats), 120 GC (Enormous Weight: 200 Encumbrance points

boats), 240 GC (Monstrous boats).

Weight: 30 Encumbrance points (Tiny and Little boats), A boat powered by a steam engine has an M of 4 for as
60 Encumbrance points (Small and Average boats), 120 long as the fuel holds out, regardless of wind direction.
Encumbrance points (Large boats), 240 Encumbrance It requires tending by a qualified engineer, with Trade
points (Enormous boats), 480 Encumbrance points (Engineer) Tests made for Boat Handling Tests.
(Monstrous boats).
Steam engines can be unreliable, though, and despite
A metal Ram can be fitted to the front of a boat. The Ram their size and bulk, their mechanisms are easily upset.
provides the ship with 5 AP that can protect from any Whenever a double is rolled on a failed Trade (Engineer)
Damage resulting from a collision or attack coming from Test, or the result is an Astounding Failure, or the boat
the front of the vessel. The ship also adds 5 to its Toughness takes a Critical Hit to its Hull, roll on the following table:
Bonus when calculating its Collision Rating (see page 111)
if it is the vessel causing the collision and strikes head on. STEAM MALFUNCTION

Smoothing d100 Effect

Cost: 66 GC per 5 yards of Size for Tiny to Average ships; 01–40 Stutter: The engine judders and loses steam. For the
next 1d10 Rounds, the ship’s M is reduced by 3.
and 132 GC per 5 yards of Size for larger ships.

Weight: None. 41–60 Steam Leak: A jet of steam shoots out from the
boiler. Whoever is tending the engine must make
The boat’s hull is smoothed to remove any irregularities that an Initiative Test or be scalded for 1d10−5 Damage
might cause unnecessary drag. Initial Smoothing of a hull (minimum of 1), which bypasses armour.
takes one week at a boatyard for Tiny to Average ships, and
two weeks for larger ships. A smooth hull gives the boat M +1. 61–70 Pressure Loss: The engine stops working.The ship’s
M is reduced to 0 until a Challenging (+0)Trade
Repairing a smoothed hull costs 50% more than normal (see (Engineering) Test is made to re-start the engine. It
page 116). Cheaper repairs lose the benefits of the Smoothing. then takes 5–SL Rounds until pressure is sufficient to
propel the boat.
Water Brakes
71–90 Fire Out: Water floods the fire-box, stopping the
Cost: 10 GC (Tiny boats), 45 GC (Little boats), 75 GC engine.The ship’s M is reduced to 0. It takes an
(Small boats),140 GC (Average boats),200 GC (Large boats), Extended Challenging (+0) Strength Test to a
350 GC (Enormous boats), 500 GC (Monstrous boats). total of 10 SL to rake out and replace the wet coals;
then a Challenging (+0)Trade (Engineering) Test
is needed to re-start the engine. It then takes 5–SL
Rounds until pressure is sufficient to propel the boat.

Weight: 15 Encumbrance points (Tiny boats),40 Encumbrance 91–95 Tank Rupture: A plate comes loose, releasing steam.
points (Little boats), 50 Encumbrance points (Small boats), The ship’s M is reduced by 3.The engine cannot
110 Encumbrance points (Average boats), 150 Encumbrance be repaired until it cools.This requires raking out
points (Large boats), 300 Encumbrance points (Enormous the coals (see above) and waiting 20+d10 minutes.
boats), 550 Encumbrance points (Monstrous boats). A successful Difficult (−10)Trade (Engineering)
Test must be made to repair the engine, and another,
This apparatus consists of two broad wooden flaps that Challenging (+0)Trade Engineering Test to restart
can be unfolded from the sides of the boat. When moving it. It then takes 5–SL Rounds until pressure is
forwards, opening the brakes instead increases drag and sufficient to propel the boat.
reduces Movement by 1 or 2 points, depending on whether
they are opened halfway or fully. If deployed whilst in a 96–00 Explosion: The boiler explodes, destroying the
strait or whirlpool, they increase the effective Movement engine and causing a Critical Hit to the Hull (see
of the current by a similar amount. page 119). Anyone in the same compartment as
the engine suffers a hot of 12 Damage with the
Penetrating weapon quality.


XII SEA OF CL AWS

ARTILLERY PIECES

Sailing is fraught with danger, and even small trading Note: Artillery pieces must use special ammunition as
vessels tend to mount serious weaponry.In the right hands, detailed in the table below. Despite being a Blackpowder
a few small cannon can make a Bretonnian privateer or weapon, a Cannon may not fire bullets designed for a
Norse raiding party search for easier pickings. Handgun, and a Ballista may not shoot Crossbow bolts.

The weapons listed here are a selection of those that could Ballistae
be fitted to a vessel. For more information on artillery, see
Up in Arms. However, this selection does represent those Ballistae are large, torsion-powered crossbows. They
weapons commonly found on ships of the Empire. shoot iron-capped bolts much heavier than those fired
from regular crossbows. These bolts are powerful enough
Artillery pieces follow principles developed for smaller to impale sailors or punch neat holes through the hull.
weapons. Marines with working knowledge of a crossbow
can load and fire ballistae, and cannons are no more Cannons
intricate than handguns. However, most siege weapons
do require a crew to shoot with acceptable degrees of The cannons of the Empire are precision engineered
accuracy or rate of fire.  weapons produced in great quantity in the nation’s cities,
most famously that of Nuln.
As with handheld ranged weapons, it is not normally
possible to operate a siege weapon without training Mortars
in the relevant weapon group. A person with Ranged
(Crossbow) could not crew a Cannon, but those with A Mortar fires a heavy ball or bomb in a high arc. On
Ranged (Engineering) can crew Blackpowder weapons the battlefield, they are used mainly in sieges, throwing
with no penalty. explosives over castle walls. Whilst they are not as
effective at smashing through hulls as cannon fire, they
can be deadly to crew on deck and help spread fire on an
enemy vessel.

Ballistae are relatively simple to use. Any Character can Swivel Guns

attempt a Ranged (Crossbow) Test using their BS, but A Swivel Gun is like a blunderbuss, but larger. Because of
the weapon loses all Qualities whilst retaining its Flaws. its weight, it is normally mounted on a swivel or tripod.

Weapon ARTILLERY PIECES Qualities and Flaws

Price Enc Availability Range Damage Accurate, Crewed 2, Reload 3

CROSSBOW Crewed 2, Dangerous, Reload 4
Crewed 3, Dangerous, Reload 6
Ballista 30 GC 20 Scarce 100 +12 Crewed 4, Dangerous, Reload 8

BLACKPOWDER Crewed 3, Reload 4
Blackpowder, Dangerous, Reload 4
Cannon (small) 40 GC 30 Scarce 50 +10

Cannon (medium) 100 GC 50 Exotic 75 +14

Cannon (large) 250 GC 75 Exotic 150 +16

Mortar 50 GC 50 Exotic 100 —

Swivel Gun 20 GC 5 Rare 30 +14

100


Click to View FlipBook Version