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Published by davidrodriguezgrajal, 2023-03-14 16:30:41

wfrp_archives_of_the_empire_vol._3_221207

wfrp_archives_of_the_empire_vol._3_221207

ARCHIVES OF THE EMPIRE: VOLUME I I


WARHAMMER FANTASY ROLEPLAY 2 Writing: Dave Allen, Michael Duxbury, Jude Hornborg, Robin Low, Pádraig Murphy, Clive Oldfield, Samuel Poots, Simon Wileman Illustration: Benoît Blary, Alessandro Boer, Anthony Boursier, Ralph Horsely, Dániel Kovács, Josef Kucera, Andy Law, Sam Manley, Luca Moos, JG O’Donoghue, Ruxandra Onita, Scott Purdy, Pedro Sena, Erin H Rea Cover: Sam Manley Development and Production: Dave Allen, Pádraig Murphy Layout: Muireann Brady Editor: Brian Johnson Proofreader: Nicolas A Montelongo Cubicle 7 Business Support: Tracey Bourke, Elaine Connolly, Jennifer Crispin, Matthew Freeman, Paula Graham, Fiona Kelly, Neil McGouran, Kieran Murphy, Cian Whelan Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, Alex Cahill, David F Chapman, Walt Ciechanowski, Christopher Colston, Josh Corcoran, Zak Dale-Clutterbuck, Runesael Flynn, Andy Law, Elaine Lithgow, TS Luikart, Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Laura Jane Phelan, and Sam Taylor Creative Director: Emmet Byrne Publisher: Dominic McDowall Special thanks to the Games Workshop Team Published by: Cubicle 7 Entertainment Ltd, Unit 6, Block 3, City North Business Campus, Co. Meath, Ireland. Printed in China. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission of the publishers. CREDITS Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2023. Warhammer Fantasy Roleplay 4th Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved. Last Updated: 7th December, 2022


3 ARCHIVES OF THE EMPIRE: VOLUME III CONTENTS I II IV VII III MINOR GODS, FOLK WORSHIP & HEDGECRAFT Human religion .................................... 48 The Old Faith ...................................... 49 Hearth and Home ................................ 50 Minor Gods.......................................... 50 The Cult of Khaine............................... 50 Penances .............................................. 51 Strictures .............................................. 51 The Cult of Solkan ............................... 52 Penances .............................................. 53 Strictures .............................................. 53 Priest of Solkan .................................... 54 Miracles of Solkan................................ 55 Cult of the Old Faith ........................... 56 Albion and the Truthsayers................... 57 The Dwindling of the Old Faith .......... 58 Penances .............................................. 58 Strictures .............................................. 58 Priests of the Old Faith ........................ 58 Living at the Hedge ............................. 59 Magic and Knowledge.......................... 60 The Lore of Hedgecraft ....................... 62 THE CULT OF RHYA Foundation of the Cult......................... 66 Aspects of the Goddess........................ 67 Mitterfruhl — ‘Spring Growth’............ 70 Sonnstill ............................................... 70 Mittherbst — ‘Less Growth’................. 70 Priestess of Rhya................................... 72 Miracles of Rhya .................................. 74 ANIMAL FAMILIARS Magical Traditions................................ 75 NPC Animal Familiars......................... 76 Animal Familiar Generation ................ 78 Finding a Gifted Animal...................... 79 Bonding With Animal Familiars.......... 80 New Talents & Creature Traits............. 81 Animal Familiar Career........................ 82 ALTDORF — A WORLD TO ITSELF South Bankers ...................................... 83 Eastenders............................................ 83 The City North..................................... 84 ALTERNATIVE CHANNELLING Channelling Test .................................. 85 Casting with Channelled Power........... 86 Cants.................................................... 86 The Lore of Beasts................................ 87 The Lore of Death................................ 87 The Lore of Fire ................................... 87 The Lore of Heavens............................ 87 The Lore of Metal ................................ 88 The Lore of Life ................................... 88 The Lore of Light................................. 88 The Lore of Shadows............................ 88 LORD ADALBERT KNOPP-INZEL Encountering Adalbert......................... 89 Lord Adalbert....................................... 90 The Knight’s Retinue............................ 92 Brother Samhel, Priest of Morr............ 92 Ella Terenz, Con Artist ........................ 93 Ridrek Blackhelm, Dwarf Fool............. 94 Leonard, Squire .................................... 94 V LEGITIMATE BUSINESS ENTERPRISES Starting an Enterprise ............................ 6 Creditors................................................. 8 Expansion............................................... 9 Enterprise Events................................... 9 Courier Service..................................... 12 Crafting Workshop .............................. 13 Criminal Gang ..................................... 15 Holy Temple......................................... 17 Knightly Order..................................... 19 Tavern................................................... 21 Market Parlour..................................... 23 Noble Estate......................................... 25 Performance Troupe ............................ 27 Publishing House ................................. 29 Example Creditor................................. 30 Three Unusual Shops............................ 31 SUITS OF STEEL Armour Damage .................................. 34 Repairing Armour................................ 35 Armour Rules....................................... 36 Armour................................................. 37 Helmet Designs.................................... 38 THE CULT OF HANDRICH Foundation of the Cult......................... 40 Handrich in the Empire ....................... 40 Beliefs................................................... 42 Worshippers ......................................... 44 Priest of Handrich................................ 46 Miracles of Handrich ........................... 47 IX VI VIII


My erstwhile correspondent. Twice now we have exchanged substantial missives, and twice I have gone without remittance, recompense, or even a response for all my troubles. Have I not made it clear in my tellings that I am in need of aid? That I am dissatisfied? Have my writings meant nothing to you, nor my compilations and careful research brought you gain? Your silence remains the harshest of the many knives that pierce my heart, though it vies for prominence against devilish competition. Oh, I have tried to make this place bearable, even to engage in conversation with my jailors and thereby improve upon my circumstances, but it is all for naught. Their latest ruse is to claim that my ‘patron’ has withdrawn their support for my stay here, and reduced my funding to a pittance. As though my brother, the Emperor Karl-Franz himself, should have any issue in finding funds to support his own sister! I must assume the Shallyans here have abandoned their principles entirely and decided to use the funds for their own purposes, for I cannot bring myself to believe that my own brother would abandon me. Perhaps I am naive. Or at least, I was. I have decided to make good my escape from this place. Not least of all because my previous accommodations, spartan as they were, have of late fallen completely into ruin. They tell me that it is my own fault, that in fits and moments of madness I speak of unutterable things, tear the carpets from the walls and smash the furniture to splinters. I am sure they merely steal these things while I sleep, hocking them for their own gain or furnishing their own quarters. Still, I have safely hidden away my writing kit and a great deal of parchments and correspondence — these they will never have from me! So, with my mind set on escape, and with all former support upon which I might have relied — even your own! — denied to me, I must consider other options. I will need money, and have pondered long and hard on how I might come about it. Though commerce is a grubby business, there are several mercantile enterprises I might pursue, and I have gathered some writings on how to go about this. Anyone intending to undertake such ventures would do well to have the favour of Handrich, for it is said that the god of merchants balances all books in the end. Equally I consider older gods: Rhya who might preserve me should I find myself lost in the wilderness, and even halfforgotten Solkan, who might bring me the justice I increasingly crave. We shall see. In all this I may require a champion, someone whose skill at arms and unwavering heart might help preserve me where my own flesh and blood will not. I have heard of someone, a kindred spirit perhaps, who may be of some use in this respect. He calls himself a knight, though he is certainly no Reiksguard, nor of any other vaunted chapter I have heard of. He styles himself Lord


Adalbert Knopp-Inzel, though lord of what I cannot say. Currently he seems preoccupied with the Jungfreuds of Ubersreik, but I hope he can be convinced of the rightness of my own cause. I include a folio on him and his known followers as well — gratefully I still have some contacts in the Reikland with whom I may correspond in expectation of reply. It would be foolish in the extreme for me to explain in detail my own plans for escape, though I will be in touch with a forwarding address as soon as I am established elsewhere. Despite your long silence, I remain hopeful that you may reply. I trust you remain in good health, and that your many duties have not overwhelmed you. I must confess, I have imagined all sorts of disasters that might have befallen you, each quite terrible. Though I hold you no malice, every fate I saw for you was preferable to a crueller alternative — that you as well have simply abandoned me. Writing of fate and imaginings, I must share a recent vision with you. It came to me only lately, preceding the start of the exodus of all items of comfort from my chambers. I saw Altdorf, and the sky above it opening up in a wreath of blues and purples. Beyond the skies I saw a realm of chaos and change, and terrible forms descending from it. I think perhaps it was an expression of my own abiding regret, for I do not wish to ponder that anything so terrible could truly exist. I did not leave Altdorf so much as I was cast aside by it, as you know, and so it does not seem strange to me that my mind might conjure up such horrors. Still, I have not been able to shake the vision, nor the image of the great feathered thing in the midst of it. I think I addressed it, for it seemed familiar somehow. It noticed me, to its own amusement, and to my horror I heard it speak. I have forgotten what it said, if it truly answered me at all, though I am left with the feeling that some curse upon me has been renewed. I am not sure what I hoped to gain by questioning such a hallucination. Surely horrific, enterprising evil rarely answers regretted enquiries truthfully, revered uncle? It was after this vision that my circumstances turned so foul. It has been months, and I feel more forgotten than ever. I do not refer only to yourself. It seems to me that even the nuns sometimes forget I exist, and appear surprised to find my room occupied at all when I inquire after forgotten meals they should have brought me. One even neglected to lock the door of my cell yesterday, and I was able to sneak out and acquire my own copy of the key, for I was not yet ready to depart entirely. I will spend some time gathering what I will, and have steeled myself to the purpose. When next we correspond, dear uncle, I shall be in better circumstances I am sure. With a noble heart, Princess Isabella von Holswig-Schleistein, Sister to Emperor Karl-Franz I, 16 Brauzeit, 2513 IC


6 I LEGITIMATE BUSINESS ENTERPRISES Precious few citizens of the Old World ever choose to make a living from adventure. Most that do still prefer to supplement their income with more stable work. Even adventurers fortunate enough to stumble upon the odd treasure hoard know these opportunities are fleeting, and having a side hustle to fall back on is essential if they intend to live longer than their heroic campaigns. Every Career has an Earning Skill (WFRP pages 51–52) and a Status that determines their Income (WFRP page 198), both comparatively risk-free ways for Characters to earn money after a week’s work. But for most Careers, these gains are modest. Ambitious Players may prefer to invest their earnings for a greater payoff later, which could unlock access to Trappings they could never usually afford. Even Banking (WFRP page 196) may not return sufficient interest to satisfy covetous adventurers. Enterprises are ways for GMs to fulfil this niche. They are business ventures the Characters can nurture over the course of weeks, months, or even years, by investing their own (or, even better, other people’s) money to stimulate growth. Though they require more consideration, patience, and effort than living off Banking interest, they also reduce the risk of misfortune stealing their money away. Usually, only a Character’s negligence will cause their Enterprise to fail, which GMs can exploit to create new adventures that imperil the Enterprise unless attended to. Players can gain additional benefits from Enterprises, besides the eventual promise of increased Earnings. Enterprises have their own Earning Skills, which the Players may be more interested in developing for their Characters than the Earning Skill dictated by their Career. Enterprises have their own special rules, which expand Player options, and may unlock access to social situations that are barred to less accomplished folk. Finally, Enterprises can be worked on by multiple Characters at once, improving the links of teamwork within a party. All contributing Characters profit when an Enterprise performs well. Should it perform badly, at least they have their business partners with whom to share the blame! STARTING AN ENTERPRISE Characters interested in owning an Enterprise begin by choosing one of the ten Enterprise templates listed in this supplement as the basis of their company. Each template is quite broadly defined to fit a variety of different business types — the examples listed may provide the spark of inspiration, but Players are encouraged to invent their own money-making schemes, and adapt them to the template that suits best! These are: 0 Courier Service 0 Crafting Workshop 0 Criminal Gang 0 Holy Temple 0 Knightly Order 0 Tavern 0 Market Parlour 0 Noble Estate 0 Performance Troupe 0 Publishing House Characters may choose to start with an Enterprise in the Step 5: Trappings stage of character creation after calculating starting wealth (WFRP page 37), spend an Endeavour to acquire one during a period of downtime (WFRP page 195), or even have an opportunity to create or take over an Enterprise during an adventure, if the circumstances are appropriate. Though each Enterprise template includes a list of Suggested Careers, there is no limitation on which Careers can select specific templates. If multiple Characters choose Enterprises, they may either set up their own separate Enterprises, or partner up with another Character to share an Enterprise. No Character can manage more than one Enterprise at once — such a demand on their time would necessitate abandoning their adventuring life entirely! • •


7 LEGITIMATE BUSINESS ENTERPRISES I In order to acquire an Enterprise, Characters must pay its StartUp Costs, which are listed in the Enterprise template. This covers the expense of business premises, establishing supply, recruiting and training necessary personnel, and marketing to a reliable customer base. If a Character, or group of Characters paying collectively, cannot afford the full Start-Up Costs for an Enterprise — which is not unlikely, especially for starting Characters — they may approach a Creditor to loan them the rest of the capital they need. At a minimum, Character must pay 10% of an Enterprise’s Start-Up Costs when they first acquire it, or they are unable to attract Creditors and cannot afford to set up the business. ENTERPRISE FORMAT Each of the Enterprise templates uses a consistent layout. The key below can help to find the relevant information in an Enterprise template, or serve as a guideline for GMs or Players who want to create new Enterprise templates. Examples: Specific ideas for business types that would suit the general Enterprise template. This list is intended to be inspirational rather than exhaustive. GMs and players may have their own ideas. Suggested Careers: Careers, or Classes, most likely to consider setting up this kind of Enterprise. Again, this is intended as a guideline, not a restrictive list. Start-Up Costs: How much money Characters must pay to set up the Enterprise. In the event Characters cannot afford this cost themselves, and must depend on Creditors for funding, the minimum 10% Characters must pay to attract Creditors is also included. Interest Payments: How much money the Characters invested in an Enterprise must pay between each adventure, in order to satisfy their Creditors. If the Enterprise is no longer in Debt, these payments are not required. Creditors: A suggested list of individuals who might consider helping the Characters purchase the Enterprise, in return for an ongoing fee. Sources of Income: Possible ways for the business to make its money. For each Source of Income, a suggested Earning Skill is provided for Characters using the Enterprise during an adventure (WFRP pages 51–52), but other Skills may be accepted at the GM’s discretion. Each of these income sources also lists a Status, which Characters may temporarily substitute for their own when working out how much money they make whilst Earning or using the Income Endeavour. Note that a Source of Income can only be used if the Enterprise has the corresponding Trappings. Trappings: Premises, vehicles, tools, animals, and hirelings the Characters gain access to so long as the Enterprise remains operational. Characters may find these Trappings useful whilst adventuring, but Enterprises that regularly lose Trappings to their owners’ shenanigans may reduce the Status of their income sources, at the GM’s discretion. Special Rules: Advantages or restrictions which apply to all Characters who have invested in the Enterprise, or any way that the template does not abide by the usual Enterprise rules. Expansion: Three additional levels of development the Enterprise can progress through, one step at a time. Each level lists the cost to expand (including the minimum 10% cost if depending on Creditors), the new cost of Interest Payments, adjustments to the Enterprise’s Status for purposes of Earning or gaining Income, and any additional Trappings or Special Rules acquired. Alternate Events: Events that are specific to this kind of Enterprise, which should normally be substituted for results 55–57 and 58–60 on the Enterprise Events Table. Adventure Hooks: Two ideas of how a Character’s investment in an Enterprise can lead to adventures in their own right, rather than just being a concern for downtime. For Sale: A fully worked example of an Enterprise fitting the template, available for Characters to buy if they pay the usual Start-Up Costs. GMs can offer these Enterprises to Players to simplify the decision-making process of working out a new Enterprise’s details from scratch. Alternatively, these examples may inspire Players to come up with their own ideas.


8 I WARHAMMER FANTASY ROLEPLAY CREDITORS Creditors are NPCs who help Characters to pay Enterprise Start-Up Costs they might otherwise not afford. They do so not out of kindness, but out of greed, for as long as the Characters remain in Debt, their Creditors continue to collect income in the form of Interest Payments. Creditors may be guild financiers, entrepreneurial investors, wealthy relatives, or predatory loan sharks. The sort of personage a Character can convince to bankroll their business depends greatly on the sort of Enterprise being financed. When a Character approaches a Creditor to help pay StartUp Costs, GMs should provide a name, profession, and general demeanour for that NPC, so the Player has a chance to understand what sort of profiteering viper their Character has climbed into bed with. Suggested Creditors are included with each Enterprise template, and Players may also have their own ideas. As a rule, Creditors are avaricious, unsympathetic, and remorseless in extracting money from the people indebted to them. Because they inevitably make enemies, they invariably employ their own personal security, and set up arrangements with other Creditors who are empowered to collect outstanding Debts in the event of their demise. Many are deeply embedded in governing local communities, religious or legal establishments, or organised criminal gangs, and do not hesitate to lean on their contacts if they are cheated out of money. Repaying Debt When Characters ask Creditors to cover Start-Up Costs, they should make a note of all remaining costs not paid by the Characters themselves. This is how much money the Enterprise now owes the Creditor as Debt. As an Endeavour (WFRP page 195), Characters may seek out their Creditor to pay off some, or all, of their Enterprise’s outstanding Debt. There is no time limit for repaying Debt, but whilst an Enterprise remains in Debt, it cannot Expand, though Characters must continue to make Interest Payments. Interest Payments Whenever Characters have a period of downtime between adventures, they must pay their Creditor the amount listed in the Enterprise template’s Interest Payments section. This occurs after Events and Endeavours, but before the Characters lose any outstanding cash. Interest Payments do not reduce the Debt owed to a Creditor. Unlike repaying Debt, Interest Payments do not cost an Endeavour (many Creditors deliberately make themselves less available to those trying to break free of the debt cycle). Missing Interest Payments If Characters are unable to afford an Interest Payment in full, or choose not to pay it, they draw the immediate displeasure of their Creditor. This escalates in severity, depending on how many Interest Payments have been missed. Rules for Favours can be found on WFRP page 198. 0 The first time a Character misses an Interest Payment, it warrants A Conversation. The Creditor themself, or one of their representatives, visits the Character to demand an explanation for their failure. If the Character is sufficiently penitent, the Creditor may agree to let them off this once — but the next Interest Payment must be triple its normal value, in apology. Alternatively, the Creditor may decide that the Character owes them a Minor Favour. 0 The second time a Character misses an Interest Payment, the Creditor sends A Warning. Depending on the Creditor’s sphere of influence, they may send debt collectors to take the Character or Enterprise’s most valuable Trappings, lean on local politicians to obstruct adventuring activities, or hire a squad of brutes to break the Character’s legs. This could occur immediately, or during the next adventure. Alternatively, the Creditor may decide that the Character owes them a Major Favour. 0 The third time a Character misses an Interest Payment, or if a Character indicates they have no intention of repaying a Creditor ever again, the Creditor makes An Example of them, to deter other debtors from doing likewise. They may have the Character arrested and taken to a debtor’s prison (such as Mundsen Keep in Altdorf ), force them into a living as a fugitive, or send a hit-squad to kill them publicly. In any event, the Enterprise is invariably seized by the Creditor, or simply burned to the ground. Alternatively, the Creditor may decide that the Character owes them a Significant Favour.


9 LEGITIMATE BUSINESS ENTERPRISES I EXPANSION If a Character is fortunate enough to pay off their Creditors, they may start to consider expanding their Enterprise. Expansion unlocks new useful special abilities, improved Status whilst Earning or gaining Income, and access to additional Trappings. However, the increasing costs of operating at a larger scale also require an infusion of cash, exactly like the Start-Up Costs of first acquiring the Enterprise, and usually put the Character straight back into Debt again. Expansion also costs an Endeavour for the Character taking the lead in Expanding the Enterprise. Each Enterprise template has four levels. The Expansion section lists the Cost of Expanding to the next level, and the advantages it provides. As with Start-Up Costs, Characters may approach a Creditor to help them pay for Expansion, but must provide at least 10% of the cost themselves. The Interest Payments for this new Debt will invariably increase, as detailed in the template, but otherwise the rules for Repaying Debt and managing Interest Payments remain the same. Characters may not Expand an Enterprise until they have paid off all their outstanding Debt. ENTERPRISE EVENTS Characters roll on the Events Table (WFRP page 193) between adventures, before they select their Endeavours. If a Character has invested in an Enterprise, they may choose to instead roll on the Enterprise Events Table, which is tailored to how recent happenings have impacted on the Character’s Enterprise, rather than on their personal or adventuring life. If more than one Character is invested in the same Enterprise, only one Character can make this substitute — a single Enterprise cannot be affected by more than one Event in the same downtime phase. 01–02: Looming Bankruptcy Poor investments, the ravages of war, or simple ill-fortune bring the Character’s Enterprise to the brink of failure. If the Enterprise has Expanded, it loses all advantages from its most recent Expansion, but retains the increased Debt and Interest Payments. Only repaying all Debt can restore the lost Expansion benefits. If the Enterprise has not Expanded, the business must close, lay off all staff, and sell its Trappings to cover costs. All outstanding Debts remain. At the GM’s discretion, the Characters may attempt one last desperate scheme to save their Enterprise, as the subject of the next adventure. 03–05: Recession Financial disaster strikes the local economy, and the best the Character can do is keep their Enterprise’s doors open. No Character can use the Enterprise for Earning or Income Endeavours until the end of the next adventure. 06–08: Shoplifter Strikes One of the Enterprise’s Trappings, whatever is most valuable and portable, is stolen. The Character may attempt to reclaim it in the next adventure, or accept its loss as the cost of doing business. 09–10: Interest Inflation The Enterprise’s Creditor grows jealous of their success, and invokes an obscure clause in their contract to demand additional payment. The Enterprise’s Interest Payments are now doubled, until all outstanding Debt is paid off. 11–13: Trapping Degrades One of the Enterprise’s Trappings deteriorates in quality. It may acquire a Flaw (if it is an item), lose a Trained Skill (if it is a Trained animal), or gain a Condition (if it is an employee). Severe afflictions are usually temporary, whilst milder problems usually persist, and already degraded items may be lost or destroyed entirely. The GM should determine the exact mechanical effects. 14–16: New Competition A rival business, providing a similar service to the Character’s Enterprise, starts muscling in on their territory. To keep up, the Character must undertake at least one Income Endeavour with the Enterprise during this batch of Endeavours, but receives only 50% of the usual income. The rival business remains an ongoing threat, and may even interfere with the Character’s adventures. 17–20: Forced to Diversify The GM chooses ones of the Enterprise’s Sources of Income (whichever is most commonly used). The Source of Income is not available for Income Endeavours during this coming set of Endeavours, due to a drop in supply or demand. Other Sources of Income can be used as normal. 21–23: The Dreaded Auditors Auditors from the treasury demand to see the Enterprise’s books. The Character must spend an Endeavour assisting the investigation, or pay 10% of the Enterprise’s most recent Start-Up Costs or Expansion Costs (whichever is higher) in non-compliance fees. ENTERPRISE EVENTS TABLE


10 I WARHAMMER FANTASY ROLEPLAY 24–26: Gimme a Discount A customer demands a substantial discount on the Enterprise’s services. If the Character refuses, the customer begins to slander the business publicly, threatening its reputation. If the Character acquiesces, other customers follow suit, and the Enterprise’s Income Statuses may reduce. The Character should decide now how to respond, and deal with the consequences next adventure. 27–30: I Need a Holiday The Character experiences severe burnout, and discovers the necessity of taking time off. They cannot choose the Income Endeavour in the next round of Endeavours. Other Characters invested in the Enterprise can use it for Income Endeavours as normal. 31–33: Conservative Investments Hand-wringing bean counters regard the current economic climate with dismay, betting only on sure prospects. No Characters may acquire a Creditor to help Expand an Enterprise during the next round of Endeavours. 34–36: The Grind The Character spends their next week trapped in a non-stop cycle of work and sleep, as exhausting as it is profitable. They must choose an Income Endeavour before the next adventure, if possible, but otherwise no special effects apply. 37–39: I Quit! An NPC member of staff (if one exists) leaves the Enterprise’s employ, due to dissatisfaction, ambition, or untimely death. The employee is replaced by the start of the next adventure — this could be an opportunity for the Character to work more closely with an established NPC contact. 40–41: New Creditor The Enterprise’s Creditor sells the Character’s Debt onto someone else. Depending on how well the Character got on with the old Creditor, this could be considered a cause for celebration, at least until the new Creditor is revealed to be just as much of a bastard as the old one. 42–44: Closed for Refurbishment The Enterprise updates its storefront, offices, or other Trappings that correspond to business accommodation. It cannot be used to collect Income in the next batch of Endeavours, but afterwards the accommodation enjoys a practical and cosmetic uplift, which may provide Skill Test bonuses at the GM’s discretion. 45–48: Creditor Visits The Creditor starts poking around the Enterprise and demanding updates. Whilst annoying, it does provide an opportunity to repay Debts without jumping through the usual hoops. Before the next adventure starts, the Character may repay Debt (see page 8) without using an Endeavour. 49–51: New Hire The Enterprise is profitable enough to recruit an NPC to help with its day-to-day business. Unfortunately, the Enterprise is not profitable enough to hire a particularly qualified, competent, or scrupulous employee, and they will need plenty of training and supervision over the coming adventures and periods of downtime. 52–54: Breakup Opportunity An investor, or even one of the Enterprise’s employees, offers to purchase a less-profitable fraction of the business, in hopes of turning it around. If the Enterprise has Expanded, the Character may accept the offer to lose all Trappings and other benefits from their most recent Expansion, but also pay off all outstanding Debt. Characters invested in the Enterprise may choose to Expand the Enterprise again at a later date, if their fortunes improve. 55–57: Alternate Event 1 Refer to the corresponding Enterprise template for the specific enterprise type to determine this Event’s effects. 58–60: Alternate Event 2 Refer to the corresponding Enterprise template for the specific enterprise type to determine this Event’s effects. 61–63: Business as Usual The Character stays busy with taking stock, networking events, and keeping their customers happy — all the routine activities you would expect whilst running an Enterprise, with no special effects. 64–66: Co-Ownership An investor, or even one of the Enterprise’s employees, offers to buy in to the Enterprise as a co-owner. If the Character accepts, the coowner pays off half of the Enterprise’s outstanding Debt, but insists on some ‘interesting’ ideas for developing the Enterprise which the Character is now obliged to accommodate.


11 LEGITIMATE BUSINESS ENTERPRISES I 67–69: Upgraded Trapping The Enterprise is profitable enough to improve one of its Trappings. It may acquire a Quality (if it is an item), gain a Trained Skill (if it is a Trained animal), or gain a new Skill (if it is an employee). Alternatively, a Trapping may lose a Flaw or Condition it is currently afflicted by, if appropriate. The GM should determine the exact mechanical effects. 70–72: Merger Opportunity Another business owner in an adjacent industry offers to join forces with the Character. The Character and their co-investors may choose to immediately Expand their Enterprise. Expansion Costs must be paid as normal, but Expansion does not cost an Endeavour, and may be undertaken even if the Enterprise is still in Debt. Expansion Costs paid by a Creditor are added to the Enterprise’s current Debt. Until all Debt is repaid, Interest Payments are made at the new Expanded rate. 73-75: Desperate Customer A customer has urgent need of the Enterprise’s services, and is willing to pay a premium for it. The Character chooses one of the Enterprise’s Sources of Income. Until the start of the next adventure, the numerical value of the Income Source’s effective Status is increased by 1. 76–78: In the Black The Enterprise is making a tidy profit — nothing spectacular, but good enough to put everyone at ease. No additional effects apply. 79–81: Temporary Expansion The Character loans larger accommodations, extra equipment, and temporary staff to take advantage of a brief, but valuable, surge in demand. Until the end of the next adventure, the Enterprise enjoys all the benefits of having Expanded to the next level. The Character pays no Expansion Costs for this temporary boon, and Interest Payments remain unchanged. 82–85: Taking Care of Itself The Character’s Enterprise is sufficiently established to keep ticking along with minimal supervision. The Character may immediately use the Enterprise to undertake an Income Endeavour. This does not count towards the Character’s maximum number of Endeavours before the next adventure. 86–88: Innovation Thanks to the Character’s ingenuity, the Enterprise gains a new Source of Income. Players and GMs should work out together what the new Source of Income is, what Trappings are required to gain Income from it, and what the exact mechanical effects are. Generally, the effective Status should be equal to the second-highest existing Source of Income, whilst the Earning Skill should be different from any other Earning Skill currently used. 89–91: Rolling Profits Business is booming! The Character reinvests those profits into improving the Enterprise’s capacity to make money in the future. They choose one of the Enterprise’s Sources of Income, and increase the numeric value of its effective Status by 1, on an ongoing basis. 92–94: New Trapping The Character spends the Enterprise’s profits on acquiring a new Trapping. This may be a duplicate of a Trapping the Enterprise already owns. Alternatively, it may be a new Trapping, with a value equal to or less than the Enterprise’s Start-Up Costs or most recent Expansion Costs (whichever is higher). 95–97: Unexpected Generosity Thanks to holiday cheer, their daughter’s wedding, or the death of a wealthy relative, the Character’s Creditor is in an uncharacteristically good mood. The Enterprise does not have to make an Interest Payment during this period of downtime. 98–100: Offer to Buy-Out A wealthy entrepreneur is impressed with what the Character has built, and offers to purchase it wholesale. If the Character and their co-investors accept, they lose any benefits provided by the Enterprise, pay off all outstanding Debt, and gain wealth between them equal to double the Enterprise’s Start-Up Costs or double the most recent Expansion Costs (whichever is greater). The Character may start a new Enterprise, stay on as a consultant, dedicate themself to adventuring full-time, or enjoy an early retirement!


12 I WARHAMMER FANTASY ROLEPLAY COURIER SERVICE Examples: Postal service; river ferry; express deliveries; coaching house; bakery or dairy deliveries; news-sheet deliveries; contraband smuggling. Suggested Careers: Scout; Coachman; Messenger; Pedlar; Road Warden; Boatman; Huffer; Seaman; Smuggler; Bawd. Start-Up Costs: 20 silver shillings (minimum 2 silver shillings) Interest Payments: 1 silver shilling per downtime period. Creditors: Heilwig Foxe, postmaster general and Imperial spy; Odina Faerberg, toll collector and traffic regulator for the River Reik; Lady Griselda, society gossip addict; Aldwin the Spider, criminal mastermind. Sources of Income: Deliveries on foot (Endurance, Brass 4); deliveries on horseback (Ride (Horse), Silver 1); deliveries by wagon (Drive, Silver 2); deliveries by rowboat (Row, Silver 2); deliveries by riverboat (Sail, Silver 3). Unless the Enterprise has multiple Horses, Wagons, Rowboats, or Riverboats, only one Character may Earn or collect Income using that method of transport during a week. Trappings: Storage depot with byzantine filing system; ‘Sorry we missed you!’ calling cards; other people’s letters and parcels you absolutely shouldn’t open (that would be wrong). Any one of the following: a Riding Horse; a Rowboat; a Draught Horse and an old Wagon with the Unreliable Flaw; a leaky Riverboat with the Unreliable Flaw. Special Rules: Couriers know the region in which they traffic extremely well. When a Character uses a Courier Service for the Income Endeavour between adventures, for the duration of the following adventure they gain +20 on any Tests to travel or navigate the territory their Enterprise operates in (which is typically the size of a province). If the Enterprise’s patch is relatively small, like a single city or handful of villages, this bonus increases to +40. Expansion: The first time you Expand a Courier Service, you improve its means of transporting goods. Choose ONE of the following: a Riding Horse for every Character invested in the Enterprise; a Rowboat for every Character invested in the Enterprise; a Draught Horse and Wagon; a Riverboat. You also hire a couple of runners to help with local deliveries. The Expansion Cost is 10 gold coins (minimum 1 gold coin), and the new Interest Payments are 10 silver shillings. The second time you Expand a Courier Service, its storage facilities grow larger and more secure, allowing you to deliver more packages along a single route. Choose a Source of Income to gain an effective Status of Silver 5. The depot also gains facilities to stable horses, repair wagons, or moor boats on-site, and recruits a couple of employees to organise or protect the site. The Characters are more likely to be trusted with deliveries of sensitive goods, which could link to new adventures. The Expansion Cost is 10 gold coins (minimum 1 gold coin). Interest Payments remain at 10 silver shillings. The third time you Expand a Courier Service, you recruit enough couriers to expand the size of your territory. The maximum size is a grand province — Characters gain +20 on travel Tests within the area during adventures, so long as they used the Courier Service to gain Income during the previous batch of Endeavours. This bonus increases to +40 if the Enterprise remains focused on a single province, or +60 if it is only centred on a single city or handful of villages. In addition, your storage depot contains a large, customer-facing storefront, selling packaging supplies, general goods, and temporary storage space, counting as another Source of Income (Haggle, Silver 1). Lastly, you gain an additional Wagon or Riverboat. The Expansion Cost is 30 gold coins (minimum 3 gold coins), and the new Interest Payments are 1 gold coin and 10 silver shillings.


13 LEGITIMATE BUSINESS ENTERPRISES I Alternate Event 1 (55–57 on the Enterprise Event Table): One of the Character’s deliveries is intercepted by bandits, and an important package is lost. The cost to compensate the dissatisfied customer is triple the Enterprise’s current Interest Payment (in addition to the Enterprise’s usual Creditor payment). Alternatively, the Characters may attempt to recover the package in the next adventure, boosting the Enterprise’s reputation if they succeed. Alternate Event 2 (58–60 on the Enterprise Event Table): The Imperial State Army enters the province on campaign, and rapid delivery of intelligence and materiel has never been more in demand. Until the start of the next adventure, any Character using the Courier Service for an Income Endeavour gains +50% to money earned. During the next adventure, the enemy’s infiltrators target the Character, believing that they are harbouring military secrets. Adventure Hooks: A customer approaches the Courier Service with a bizarre request — he wants this very important package to be delivered to himself, tonight, at midnight precisely. When the Characters make the delivery, they find the customer dead, surrounded by ritual paraphernalia. Were they hired to witness a murder? Or is this an elaborate frame job? Either way, the Characters were some of the last people to see the victim alive, so they’re at risk of being incriminated if they can’t discover the truth and convince the customer’s friends that they are innocent. Whilst loading up the vehicle for another round of deliveries, one of the packages started… ticking. Opening the package could compromise the Enterprise’s reputation, as their customers depend on discretion. But delivering an explosive device to the nobleman it’s addressed to could implicate the Characters in treason. How will the Characters dispose of the bomb, without anyone learning it entered their possession? For Sale: Feiläufer Ferries once was a respected operation, taking packages, letters, and the occasional traveller up and down the Reik between Carroburg and Altdorf. Since the loss of its main barge to River Trolls, its fortunes have steadily plummeted, and the owner is eager to sell. Captain Rudolph of the Reikland State Army knows well the importance of retaining this line of communication, and is willing to float the cash to prospective business owners. But Rudolph’s main focus is military, not commercial, and Characters who fall behind on Interest Payments are liable to find their boats requisitioned for attacks against the very same River Trolls who doomed the ferry service’s previous iteration. CRAFTING WORKSHOP Examples: Artist studio; blacksmith’s forge; bowyers and fletchers; alchemist’s laboratory; fine tailors; engineering workshop (e.g. siege weapons, clocktowers, experimental firearms); shipwright’s yard; jewel crafters; forger’s workshop; armourer’s smithy; specialist carpentry, glassblowing, stoneworking, tannery, masonry; magical artificers. Suggested Careers: Apothecary; Engineer; Wizard; Artisan; Artist; Seaman; Charlatan. Start-Up Costs: 30 silver shillings (minimum 3 silver shillings) Interest Payments: 1 silver shilling and 6 brass pennies per downtime period. Creditors: Dunstan Färberg, ‘generous’ patron of the arts; Guildmaster de Groot, trade matriarch of Ubersreik; Grimneth the Maverick, outcast of the Karak Kadrin Engineering Guild; Eike Glitterstep, Wizard of the Gold College. Sources of Income: Mass production of common goods, sold to a retailer (Trade (Any), Brass 5); commission of a unique item (Art (Any) or Trade (Any), Silver 2). Trappings: Tools and a small Workshop relevant to a specific Trade (WFRP page 305); a steady supply of raw materials; guild licence (real or forged); technical books and other training materials; a distinctive signature. Special Rules: Characters employed at a Crafting Workshop are extremely inventive at finding a use for their Enterprise’s wasted by-products. Choose an Art or Trade Skill Specialisation (WFRP page 118) — any Tests of that Skill within the Crafting Workshop gain an additional +20 modifier. In addition, if a Trade Skill is chosen, and a Character uses that Trade Skill as part of a Crafting Endeavour (WFRP page 197), the Character does not have to pay to acquire raw materials. This benefit does not apply when Inventing, which requires more specific materials. Expansion: The first time you Expand a Crafting Workshop, you take on apprentices, one for every Character invested in the Enterprise. These apprentices provide Assistance (WFRP page 155) on Trade Tests, make personal deliveries to valued customers, and watch the workshop whilst you’re away on adventures. Apprentices are an investment — eventually they will mature into skilled craftworkers, but in the meantime, they need constant supervision and use up twice as many tools. The Expansion Cost is 10 silver shillings (minimum 1 silver shilling). Interest Payments remain at 1 silver shilling and 6 brass pennies.


14 I WARHAMMER FANTASY ROLEPLAY Example Expansion Table Level Cost Interest New Trappings Effects 2 10/- 1/6 Two Apprentices Apprentices provide +10 to Trade Tests, run deliveries for you, and mind things while you are away. 3 10 GC 10/- Former Apprentices become Artisans, plus either Rented Workspace or another Source of Income. Artisans provide +20 on Trade Tests, and the Enterprise gains one of the following new Sources of Income: Rented Workspace (Haggle, Silver 1), a New Workshop (Any other Trade Skill of your choice), Dedicated Storefront (Status becomes Silver 2), etc 4 20 GC 1GC Guildhall, many Apprentices, etc. Choose another Source of Income, and your Workshop becomes a Guildhall The second time you Expand a Crafting Workshop, your apprentices complete their training. Their Assistance on Trade Tests now provides a +20 bonus, instead of +10. In addition, you increase the size of your Workshop, and gain one of the following additional Sources of Income: rented workspace to other craftworkers (Haggle, Silver 1); Workshop for a new Trade (as per existing Source of Income, also extends the benefit of the Enterprise’s Special Rules to the new Trade Skill); a dedicated storefront (increase the effective Status of mass producing common goods to Silver 2); fine tools for producing specialist items (increase the effective Status of commissioning unique items to Silver 4). NPCs will travel from neighbouring provinces, or even further abroad, to purchase your higher quality goods. The Expansion Cost is 10 gold coins (minimum 1 gold coin), and the new Interest Payments are 10 silver shillings. The third time you Expand a Crafting Workshop, choose another Source of Income from the second Expansion above. Your large Workshop also constitutes a Guildhall, specialising in your chosen Trade. As well as expanding your influence in local politics, it provides an additional Source of Income: collecting guild dues (Leadership, Gold 1). The Expansion Cost is 20 gold coins (minimum 2 gold coins), and the new Interest Payments are 1 gold coin. Alternate Event 1 (55–57 on the Enterprise Event Table): Supply of a precious resource essential to your craft (e.g. coal, diamond, iron, silk, or gromril) runs dry. Your Enterprise cannot gain Income in the upcoming round of Endeavours. If you discover a new source of supply in the next adventure, any Income Endeavours following that adventure provide double the usual wealth, as you’ll be one step ahead of the competition. Alternate Event 2 (58–60 on the Enterprise Event Table): A demanding customer asks for a complicated item to be produced in a short space of time. To complete the order, the Character must use all their Endeavours before the next adventure on Income Endeavours. If the order is complete, the Character receives a bonus, equivalent to an additional free Income Endeavour. If the Character is unwilling or unable to use all their Endeavours on Income (if they are an Elf, for example), the Event has no effect. Adventure Hooks: An item produced to order by the Characters is claimed to be cursed, haunted, or possessed by a daemon. The allegations may even be true, if it has been misused since leaving the Workshop. Either way, the Characters must answer to the accusations, cleansing their creation or proving the claims are untrue. Their professional reputation depends on it! Jan Vanterhass commissioned a very expensive item from the Characters’ Workshop, and was very pleased with the results! However, Jan has now returned to the Characters screaming that the thing is cursed! True or not, such an accusation could easily bring down the wrath of a Witch Hunter. Is Jan trying to shake down the Characters for a refund, or could it have something to do with the wizard that took lodgings above the Workshop last month? A valuable item, produced under a veil of utmost secrecy, is stolen from the Workshop the night before it can be delivered to the customer. The Characters must interrogate the field of suspects to recover their masterwork. Who is responsible? The customer themselves, attempting to dodge the fee? One of their political enemies, seeking an advantage in their constant game of one-upmanship and recrimination? Or one of the Characters’ own apprentices, looking for a shortcut to the improved salary of a master craftworker? For Sale: Giselmund’s Arsenal, a smithy specialising in production of handguns, long rifles, and other blackpowder weaponry, has never been quite the same since Giselmund himself was killed in the same explosion which blew up half his lab. His widow advises that the Imperial Engineers School of Altdorf has offered significant research grants to any gunsmiths bold enough to continue Giselmund’s production of experimental weaponry — so long as the School continues to reap the benefits. Giselmund’s old neighbours in Auerswald are hardly keen for his forges to restart, for fear their houses burn down once again, and enemies of the Empire keep a wary eye on this centre of emerging military technologies. Anyone resolved to craft guns at the Arsenal should be prepared to use them in the workshop’s defence.


15 LEGITIMATE BUSINESS ENTERPRISES I CRIMINAL GANG Examples: Heist crew; protection racket; gang of pickpockets; spy ring; band of merry outlaws who rob from the rich; black market traders; revolutionary cell; secret cult; pirate crew; witch-traffickers; underground fight club; paid killers. Suggested Careers: Apothecary; Lawyer; Agitator; Merchant; Watchman; Spy; Herbalist; Coachman; Smuggler; Stevedore; Wrecker; Pit Fighter; Protagonist; the entire Rogue Class. Start-Up Costs: 10 silver shillings (minimum 0 — see Special Rules below) Interest Payments: 2 silver shillings per downtime period. Creditors: Woder Intz, street-born thug turned city-wide kingpin; Matthias Reinhardt, corrupt magistrate; The Estalian, anonymous unseen mastermind of an Empire-spanning crime syndicate; Magister Xemo, cultist of Tzeentch, eroding the rule of law within the Empire. Sources of Income: Theft (Stealth (Any), Brass 4); trafficking of witches or other outlaws (Stealth (Any), Brass 4); extortion or debt collection (Intimidate, Brass 5); sale of contraband or fraudulent items (Charm, Brass 5); murder-for-hire (Melee (Any), Brass 5). Trappings: A hidden loft, soundproof cellar, forest hideout, abandoned sewer, or other lair to plot in; a handful of streets, small village, or a patch of road or river considered to be your turf; scars, tattoos, sigils, or other symbols to mark the initiated. Special Rules: A life of crime beckons to those with nothing left to lose. Local ‘creditors’ exploit the desperation of new prospects, establishing even more exploitative systems of tribute. Characters do not need to contribute any of their own money towards the Start-Up Costs of starting a Criminal Gang, and can borrow all of the Start-Up Costs from a Creditor (unfortunately, the Interest Payments are proportionately much higher). In addition, any Character who invests at least 1 silver shilling in a Criminal Gang (as Start-Up Costs, Expansion Costs, Debt Repayments or Interest Payments) may choose to gain the Criminal Talent for free (WFRP page 135). A Character may only benefit from this free Talent once. Expansion: The first time you Expand a Criminal Gang, you gain a dozen or so gang prospects, young toughs looking to you for leadership. Your prospects generally aren’t worth relying upon — they may even rat you out to the law or rival gangs — but you have a private language of code-phrases you can use to communicate with them secretly, and they may provide Assistance (WFRP page 155) if the circumstances are right. In addition, you double the size of your turf, and choose one of your Sources of Income to increase its effective Status to Silver 2. The Expansion Cost is 1 gold coin (minimum 2 silver shillings), and the new Interest Payments are 4 silver shillings. The second time you Expand a Criminal Gang, your surviving prospects mature into fully-fledged gang members, tough and dependable (mostly). From this point on, you enjoy a steady influx of new gang prospects to replace those who betray you, get arrested, become rival gang members, or die. The size of your turf doubles again, and choose one of your Sources of Income to increase its effective Status to Silver 4. Lastly, choose one of the following upgrades for your lair: a constantly changing location, as proof against discovery or infiltration; a secure vault to store your ill-gotten gains, reducing the risk of others discovering your stash when Banking to 1 on the 1d100 (WFRP page 196); a legitimate storefront, useful for money laundering and providing its own Source of Income (Haggle, Silver 1); a well-stocked armoury and a pair of guards, who can defend the lair in your absence. The Expansion Cost is 10 gold coins (minimum 1 gold coin), and the new Interest Payments are 10 silver shillings. The third time you Expand a Criminal Gang, you buy your way into high society. Any Character can immediately purchase the Kingpin Talent for free (WFRP page 140). You gain an additional lair upgrade from the second Expansion, above, and your turf now encompasses an entire rural province or major city — no-one will dare undertake criminal activity in your turf, without treating with you first.


16 I WARHAMMER FANTASY ROLEPLAY Your Gang is now so large you delegate day-to-day operations to subordinate gang bosses, and whilst those ambitious underlings are amongst your greatest threats, your network of informants keeps you apprised of their schemes. Lastly, you can collect tribute from other gangs (Intimidate, Gold 1) as a new Source of Income. The Expansion Cost is 40 gold coins (minimum 4 gold coins), and the new Interest Payments are 2 gold coins. Alternate Event 1 (55–57 on the Enterprise Event Table): Another gang encroaches onto your Gang’s territory. If you back down, no Characters can use the Enterprise for Income during this round of Endeavours, which is how long it takes for the local crime boss to put things right. If you fight back, it’s gruelling — your Character begins the next adventure with the Fatigued Condition (WFRP page 169), but gains a +20 bonus to interact with local criminals, who respect the ferocity of your defence. Alternate Event 2 (58–60 on the Enterprise Event Table): Your latest score is such a major coup, it draws heat from law enforcement. It would be best to lay low for a while. If you use the Income Endeavour before the next adventure, you gain +50% on your earnings. However, you can only use the Income Endeavour once in this round of Endeavours, and cannot use it at all in the round of Endeavours following the next adventure. Adventure Hooks: The political appointment of a new magistrate is due to be decided by a council of electors. The frontrunner candidate, Goderburt Feldt, has promised to crack down hard on crime, and could make your life extremely difficult. Dig up, or fabricate, evidence you can use to blackmail him into seeing your point of view. Alternatively, rig the election so a more malleable candidate inherits the position instead. A crime boss, one step up in the pecking order from yourselves, passes away in suspicious circumstances. The resulting power vacuum is an opportunity to inherit their holdings — or for your rivals to gain strength they will use to destroy you. Seize power in a night of explosive conspiracy, where new alliances might be struck and broken in a matter of minutes. If you can prove yourself the rightful, worthy successor to the departed crime boss, so much the better. For Sale: The southern roads out of Kemperbad were renowned for decades as a haunt of brigands and outlaws, until the bribes of the local merchants convinced the town’s council to enact a purge of the surrounding woodlands. Now the traders reckon the route to be safe, and travel aboard stagecoaches loaded with ever more plunder. The last vagabond of Kemperbad has recently surfaced in town, offering to sell a map to his gang’s old hideout, which could serve as a headquarters for raids against the complacent merchant princes. The most amoral traders may even sponsor such attacks themselves, to destroy the fortunes of their business competitors. TURF WARS Competition in business occasionally turns nasty. In the cities of the Empire, it is not unknown for one market trader to defame another’s wares in the hope that it benefits their own trade, or for a noble estate to partake in a private war against its neighbour. However, the business of organised crime is often literally cut-throat. When determining Events for a criminal enterprise the following events do not take place: A Visit from the Auditors, I Need a Holiday, Merger Opportunity, and Offer to Buy Out. Instead, such events trigger the onset of a conflict with a rival criminal enterprise. There are two ways to approach this. The first is to use the details of Alternative Event 1 to resolve the issue without impacting too greatly on subsequent adventures. However, if the GM has the time and is willing to do so, they could detail the disposition and character of the rival gang and introduce the turf war as a major theme of subsequent adventures. The GM should also give consideration to the fact that many large cities already play host to established criminal organisations, and that they are unlikely to take kindly to the Characters setting up their own operation in territories they control. In Altdorf racketeering and smuggling are carried out by the Hooks and the Fish, in Middenheim the Low Kings already vie with one another for control of the proceeds of crime throughout the poorer parts of the city, in Marienburg the League of Gentlemen Entrepreneurs monopolise organised crime, in Salzenmund the movement of contraband is controlled by agents of the Smuggler Queen. Those who seek to compete with such criminal masterminds run a constant risk of discovery and extermination. Criminals setting up their own business in these areas must either take extreme care to do so surreptitiously, come to some arrangement with established gangs (which usually involves handing over large portions of their profits), or find themselves at the receiving end of a vicious turf war against an enemy with significant resources, and which is willing to sink to the most vicious of tactics in order to win victory.


17 LEGITIMATE BUSINESS ENTERPRISES I HOLY TEMPLE Examples: Local shrine; monastery or nunnery; cemetery; ritual stone circle; sacred pool; consecrated forge; religious school; religious hospital; religious orphanage. Suggested Careers: Nun; Physician; Priest; Scholar; Hedge Witch; Herbalist; Mystic; Flagellant; Witch Hunter; Riverwoman; Charlatan; Guard; Warrior Priest. Start-Up Costs: 10 silver shillings (minimum 1 silver shilling) Interest Payments: 6 brass pennies per downtime period. Creditors: Gerde Diefenbach, craftswoman charged with upkeep of religious buildings; Zachaeus Kantor, Imperial tithe collector; Rolanda Essen, lector of your cult; Sir Rufus Adhemar, warrior templar and determined crusader. Sources of Income: Donations of the faithful (Charm, Brass 3); ceremonial duties, such as officiating weddings or funerals (Lore (Theology), Silver 1); academic services, such as translations of holy texts (Language (Any) or Lore (Any), Silver 1). Trappings: Modest-sized place of worship; large religious symbol; wardrobe of religious vestments; holy texts. Special Rules: Temples act as focal points for their patron deity’s divine favour. Choose a god to consecrate the Holy Temple to when you first acquire it. Characters entreating that deity within the Temple’s grounds gain a +20 bonus on any Pray Tests, and may treat Pray as a Basic Skill. In addition, all Characters who invest in the Holy Temple can use the Holy Visions Talent (WFRP page 138) whilst within the Temple’s grounds. Expansion: The first time you Expand a Holy Temple, it becomes a fully-fledged place of worship, attracting a larger flock. Donations of the faithful now have an effective Status of Silver 1. Your cult awards the Temple a Religious Relic, which you are sworn to protect with your lives. The Expansion Cost is 20 silver shillings (minimum 2 silver shillings), and the new Interest Payments are 1 silver shilling. The second time you Expand a Holy Temple, it becomes the provincial centre of your cult, and increases in size and importance accordingly. A handful of subordinate priests now attend the Temple in your absence, and donations have an effective Status of Silver 3. You may choose for your Temple to gain one of the following: a library of religious texts; a workshop (choose the Trade it services); fortifications to defend the Temple from attack. Finally, choose a Blessing from your cult’s Divine Lore — any Characters may enact that Blessing within the borders of the Temple, unless they have the Blessings or Miracles of a different god. The Expansion Cost is 10 gold coins (minimum 1 gold coin), and the new Interest Payments are 10 silver shillings. The third time you Expand a Holy Temple, it becomes a place of pilgrimage for devotees across the Empire and beyond. For smaller faiths, it may even become the cult’s new Seat of Power — either way, you now have a voice in the cult’s senior leadership and its doctrines. Your place of worship increases to the size of a cathedral, with all the architectural marvels that implies, and the donations of the faithful providing an effective Status of Gold 2. A small army of zealous believers pass through the Temple each day, and can be counted on to defend the Temple from attack in your absence. Finally, choose a Miracle of your god — any Characters may invoke that Miracle within the borders of the Temple, unless they have the Blessings or Miralces of a different god. The Expansion Cost is 40 gold coins (minimum 4 gold coins), and the new Interest Payments are 2 gold coins.


18 I WARHAMMER FANTASY ROLEPLAY Alternate Event 1 (55–57 on the Enterprise Event Table): One of your flock (an NPC chosen by the GM) violates a stricture of your god within the Temple grounds. You may choose: invite your god to smite the NPC, inflicting a harsh or possibly fatal punishment; or accept the trespass as your own failing, and gain 1 Sin point. If you choose the latter, you gain a +20 bonus on all social Tests targeting the grateful lay-person for the duration of the next adventure. Alternate Event 2 (58–60 on the Enterprise Event Table): You devote yourself to supplication before your god, and are rewarded for your show of piety. For the duration of the next adventure, you count the Pray Skill as a Basic Skill (WFRP page 117), and gain the Bless Talent (WFRP page 134), with a Divine Lore matching the god venerated by the Temple. If you already have the Bless Talent for the corresponding Divine Lore, you instead gain access to a Miracle of your god, for the duration of the next adventure. If you already have the Bless Talent for a different Divine Lore, you gain no benefit from this Event. Adventure Hooks: One of your flock appears to manifest a great miracle on the Temple site. Awestruck onlookers believe they may have what it takes to become a venerated soul, and the news has reached the head of your cult. Your instructions are to interrogate the alleged miracle worker and investigate their activities, to discover if they are genuine, or a fraud channelling the Ruinous Powers. Religious investigators from cult headquarters are en route to verify your findings. Worshippers of a rival cult are intent on defiling your Temple. The omens of your deity are dark indeed, and harbingers of the opposing creed have been sighted on the borders of the parish. You have a week to prepare for their assault, enough time, you hope, to fortify the site, pray for guidance, entreat your flock to take up arms, and discover what unholy ritual the heretics intend for the day of bloodshed. For Sale: The Shrine of the Blue Stag in Bloodpine Woods was officially lost to Spiderclaw Forest Goblins this past season, but for years beforehand it had been neglected and slowly consumed by the wilds. Now the hierarch of Taal is keen to correct this oversight. He’s willing to finance the expedition to recover the nature god’s sanctuary, but expects to be repaid in donations and other offerings he can use to expand the cult’s influence abroad. It will take blood, sweat, and tears to clear Bloodpine Woods of Greenskins, a necessary undertaking if pilgrims are to feel safe revisiting the site. But if Taal’s faithful show appropriate deference to the wilderness around them, many birds and beasts may assist their campaign against the befouling Forest Goblins. RELIGIOUS ALTERNATIVES As it explains in the special rules, characters investing in a holy temple may benefit from the Holy Visions Talent whilst they are on the temple grounds. In addition, followers of the gods from the major Old World pantheon may benefit from other Talents whilst on the grounds of the temple they have invested in. 0 Manann: Master and Commander (see Sea of Claws page 63) 0 Morr: Fearless (Undead) 0 Myrmidia: War Leader 0 Ranald: Cardsharp 0 Rhya: Animal Affinity (regarding domestic aminals only) 0 Shallya: Surgery 0 Sigmar: Iron Will 0 Taal: Animal Affinity (regarding wild animals only) 0 Ulric: Furious Assault 0 Verena: Tower of Memories If the character has the Talent already, they count as having an additional level of the Talent (if appropriate) when in the temple.


19 LEGITIMATE BUSINESS ENTERPRISES I KNIGHTLY ORDER Examples: Fortified shrine; border watchtower; hospital; bank and treasure vault; noble fraternity or sorority; crumbling keep. Suggested Careers: Lawyer; Physician; Priest; Merchant; Advisor; Duellist; Envoy; Noble; Warden; Road Warden; Witch Hunter; River Warden; Cavalryman; Guard; Knight; Soldier; Warrior Priest. Start-Up Costs: 5 gold coins (minimum 10 silver shillings) Interest Payments: 5 silver shillings per downtime period. Creditors: Kirste, Custode del Portale, head of the cult of Morr; Jarl De Vend, disgraced knight of the Reiksguard; Baroness Ludgera, a distant cousin of the Emperor Karl-Franz; Francesco of Miragliano, heavy cavalry mercenary commander. Sources of Income: Financial services, including managing the estates of campaigning knights (Evaluate, Silver 5); charitable donations from the Imperial State Army, religious leaders, or political figures (Charm, Silver 4); plunder won on campaign (Melee, Silver 4). Trappings: Chapterhouse with assembly hall, chapel, armoury, fortified entrance, and stable for horses; founding charter, detailing expected code of conduct; battle standard of the Order; treasure vault (empty but for a few ancestral weapons and exotic curios). Special Rules: Knightly Orders of the Empire are renowned as the chivalric elite of humanity, and any who wear their heraldry are used to commanding respect. Any Character who has invested at least 1 gold coin into a Knightly Order (as Start Up Costs, Expansion Costs, Debt Repayments, or Interest Payments) gains +20 to all Leadership Tests targeting loyal citizens of the Empire. In addition, choose whether your Knightly Order is a secular order or a templar order (if the latter, choose a god they worship). Any character who has invested at least 1 gold coin into a secular order adds the Warrior Born Talent to their Career’s list of available Talents. Any character who has invested at least 1 gold coin into a templar order adds the Holy Visions Talent to their Career’s list of available Talents. Expansion: The first time you Expand a Knightly Order, three NPC knights join the Order, and bring their retainers and Trappings with them. Your knights seldom meet in person, typically tending their estates and fighting their own campaigns, but they may muster at the chapterhouse on special occasions (feasts, grand campaigns, defence of the Order). You gain the collection of membership dues as an additional Source of Income (Leadership, Silver 5), and a pair of Destriers with Saddle, Tack, and Barding as additional Trappings. The Expansion Cost is 10 gold coins (minimum 1 gold coin), and the new Interest Payments are 10 silver shillings. The second time you Expand a Knightly Order, half a dozen NPC knights join the Order, along with their retainers and Trappings. At least one knight now protects the chapterhouse at all times, and can be depended upon to provide Assistance (WFRP page 155). Choose one of your Sources of Income to increase its effective Status to Gold 2. Finally, choose one of the following upgrades for your chapterhouse: a Library; a Workshop (choose a relevant Trade); improved defences (e.g. a rampart or gatehouse); a platoon of men-at-arms to guard it. The Expansion Cost is 30 gold coins (minimum 3 gold coins), and the new Interest Payments are increased to 1 gold coin and 10 silver shillings. The third time you Expand a Knightly Order, another dozen knights commit their estates to the Order. One of these knights contributes a magic item to the Order’s treasure vaults — a weapon, talisman, standard, or suit of armour. The first knights to join the Order, if they are still alive, gain the title Knights of the Inner Circle. Furthermore, choose one of your Sources of Income to increase its effective Status to Gold 4. Finally, your chapterhouse is upgraded with a perimeter layer of defence — a fortified wall, secondary keep, or moat. The Expansion Cost is 40 gold coins (minimum 4 gold coins), and the new Interest Payments are 2 gold coins. Alternate Event 1 (55–57 on the Enterprise Event Table): One of the Order’s knights is called to crusade beyond the borders of the Empire, and vacates the chapterhouse. They may never return, but if the Character keeps track of their foreign exploits, they may be able to leverage the knight’s adventures to promote the Order. If no NPCs have joined the Order, this Event has no effect. Alternate Event 2 (58–60 on the Enterprise Event Table): The Order is invited to partake in a jousting tournament, hosted by another Imperial Knightly Order, or their rivals in Bretonnia. The tournament is a splendid opportunity to earn valour and renown, not to mention prizes. Until the end of the next adventure, the tournament provides an additional Source of Income (Melee (Cavalry), Gold 2). Adventure Hooks: Brother Helmn, Knight of the White Wolf, is alleged to have slandered the good name of your Order. The honour of your chapter demands this insult cannot go unanswered, but the warrior templars of Ulric are renowned as formidable soldiers, and many disputes between Knightly Orders have been known to escalate into full-blown conflict when martial pride is on the line.


I WARHAMMER FANTASY ROLEPLAY How will you respond to this challenge — assuming the allegations are even true, and not manufactured by enemies plotting your downfall? Count von Schtaff battles to preserve his dominion from the assault of a necromancer and her undead hordes. Though he has petitioned your Order for aid, the decision to ride to war belongs to the Order’s grand master alone. Many grand masters choose to battle only if they are granted full command of the army they ride alongside, a solemn duty not undertaken lightly. Will you refuse the count, fight under his banner, or negotiate with him for the position of general, or some other favour? For Sale: The tower of Ironcast was abandoned centuries ago, a border fort that served no purpose when the provincial borders were redrawn several leagues north of its hilltop. Now, Sir Baluin of Bretonnia has generously offered to pay for its refurbishment, if a brotherhood of worthy warriors will take up its post. Baluin is architect of a nascent Bretonnian-Imperial alliance he intends to lead on crusade to the southern continent. He will expect the new Knightly Order to eventually join that war effort, or at least help to finance the expedition. ALTERNATIVE OPTIONS FOR SPECIFIC ORDERS Those who have connections with an existing knightly order, and who set up an enterprise that seeks to establish a new chapter of that order, may experience certain benefits and limitations. On one hand they could benefit from the backing of several influential and wealthy creditors in the form of celebrated knights of the order, but they would also need to extol the virtues and behaviour expected of a knight of the order and may also be expected to support the order on the next occasion that it takes part in a military effort. As it explains in the special rules, characters investing in a secular order may benefit from access to the Warrior Born Talent, whilst those who invest in a templar order may benefit from the Holy Visions Talent. Existing orders may instead facilitate access to other Talents. Three examples are given here: ORDER OF THE BLAZING SUN Benefits: Close ties to the Cult of Myrmidia Limitations: Knights are expected to be learned and follow the strictures of the cult of Myrmidia Talent: War Leader ORDER OF THE KNIGHTS GRIFFON Benefits: Close ties to the Cult of Sigmar Limitations: Knights are expected to be learned and follow the strictures of the cult of Myrmidia Talent: Animal Affinity (Demigryphs and Horses only) ORDER OF THE WHITE WOLVES Benefits: Close ties to the Cult of Ulric Limitations: Knights may be seconded to serve as guards to the High Temple in Middenheim, to follow the strictures of the cult of Ulric Talent: Furious Assault


21 LEGITIMATE BUSINESS ENTERPRISES I TAVERN Examples: Village pub; roadside inn; town hostel; restaurant; embassy; gentlemen’s club; professional hosting service; house of ill-repute. Suggested Careers: Agitator; Merchant; Townsman; Envoy; Spy; Villager; Riverwoman; Bawd; Racketeer; Guard. Start-Up Costs: 10 silver shillings (minimum 1 silver shilling) Interest Payments: 6 brass pennies per downtime period. Creditors: Irmalinda Bek, stern village matriarch; Randall Wurterkunst, exploitative franchise landlord; Marcus Fairburne, route master for Castle Rock Coaches; Roving Hartung, free company captain. Sources of Income: Serving food and drink (Trade (Cook), Brass 4); servicing rental accommodation (Endurance, Brass 4); buying and selling local gossip and secrets (Gossip, Brass 4). Trappings: A reliable supply of food and cheap ale; bar and stools; tables and chairs; kitchen and cellar; boarding rooms with beds, dressers, and other basic amenities. Special Rules: Whilst drinking your own source of income is not the most commercially prudent choice, most pub landlords become well acquainted with their own supply. Any Character who considers themself a regular at a local Tavern may add the Consume Alcohol Skill to those available for their Career. In addition, any Character who begins an adventure at a Tavern may choose to begin the adventure Stinking Drunk. Roll 1d10 and consult WFRP page 121 for the effects. Characters who begin the adventure Stinking Drunk gain a free point of Fortune, which can even take them above their starting maximum, though their Fortune resets to its usual maximum at the start of the next session. Expansion: The first time you Expand a Tavern, you recruit a pair of bar staff, and a bouncer to keep an eye on rowdy patrons. You may optionally choose to upgrade the quality of your Trappings, increasing the effective Status of one Source of Income (your choice) to Silver 1, but pricing out most of your existing customers in favour of newer ones with more disposable income. Finally, the Tavern gains a small stable to house customers’ coaches and horses, and an ostler to take care of them. You gain your own Riding Horse and Saddle to store here too. The Expansion Cost is 5 gold coins (minimum 10 silver shillings), and the new Interest Payments are increased to 5 silver shillings. The second time you Expand a Tavern, you may choose one of your Sources of Income to increase its effective Status to Silver 3. In addition, you invest in barricades, secure locks, and other defences that can be used to fortify the establishment. In times of crisis, you can secure yourself inside the Tavern with a decent supply of consumables, and wait for everything to blow over. Lastly, you gain a Blunderbuss, stashed above or behind the bar. The Expansion Cost is 10 gold coins (minimum 1 gold coin), and the new Interest Payments are 10 silver shillings. The third time you Expand a Tavern, it becomes the social centre of your community, frequented by local celebrities and travelling entertainers. Your bar staff now double as effective informants, keeping you well apprised of current affairs. Event accommodation becomes a new Source of Income (Haggle, Silver 4). Finally, your stable now houses a Coach, with a driver on hand to transport yourself or very important guests. The Expansion Cost is 20 gold coins (minimum 2 gold coin), and the new Interest Payments are 1 gold coin. Alternate Event 1 (55–57 on the Enterprise Event Table): Your regular supplier of ale raises their prices, and you are forced to water down drinks to maintain your profit margin. Your grumbling patrons tolerate the change until the end of the next adventure. If you haven’t found a more affordable supplier by the end of that adventure, the effective Status of serving food and drink at the Tavern decreases. Alternate Event 2 (58–60 on the Enterprise Event Table): A local festival or other celebration sees an increase in demand for both out-of-town accommodation and alcohol. Characters using the Tavern for the Income Endeavour increase their earnings by +50% until the start of the next adventure. If no Characters use the Income Endeavour, another establishment picks up the custom instead. The GM should provide details of this competing establishment, and introduce them as a rival in future adventures.


22 I WARHAMMER FANTASY ROLEPLAY Adventure Hooks: A local sub-culture of patrons (watchmen, sailors, Elves, or another of the GM’s choice) adopt the Tavern as their venue of choice. The clique provides good enough custom, but they alienate your regulars with their insularity, and provoke the animosity of a rival sub-culture already patronising the Tavern (gang members, dockworkers, Dwarfs, etc). If the situation is not resolved soon, it could escalate into a full brawl, and cause serious property damage. Find a way to settle the matter without someone setting fire to the Tavern! A wealthy stranger arrives at the Tavern with a full retinue of soldiers. She buys out every room for the night, bribing all existing patrons to make themselves scarce, and posting sentries on every entrance and exit. Though the stranger tips well, it is clear she is bracing for trouble, and you are hardly surprised when a mysterious force begins picking off her guards one-byone. Who is this stranger? Why would someone with the wealth to hire so many soldiers, and pay off the Tavern’s customers, choose to stay in a venue like this? And how will you avoid being caught in the crossfire between her and her pursuer? For Sale: The Cups Inn, just outside the Marketplatz of Helmgart, was once quite popular with Bretonnian merchants at the end of their journey through Axe Bite Pass. Unfortunately, its resident con artists and their ‘true stories’ regarding the location of the Holy Grail incurred the vengeful wrath of Bretonnian Questing Knights three years ago, who burned the tavern to the ground. It’s difficult to say if restoring the accommodation for beleaguered merchants will be gratefully received by the Empire’s western neighbour, or if it will provoke them to violence once again. Brandt Kolter, and his fellow partners in finance, are willing to take on a share of risk, if the Characters are prepared to do the same.


23 LEGITIMATE BUSINESS ENTERPRISES I MARKET PARLOUR Examples: General goods store; butcher; bakery; chandler (candle shop); cobbler (shoe shop); tailor; cattle market; potter; barber-surgery (grooming and dentistry); engraver; winery; cooper (cask and barrel shop); trade tools shop for fishing, mining, art supplies; apothecary. Suggested Careers: Apothecary; Physician; Artisan; Merchant; Townsman; Hedge Witch; Herbalist; Hunter; Mystic; Villager; Pedlar; Riverwoman; Bawd; Fence. Start-Up Costs: 10 silver shillings (minimum 1 silver shilling) Interest Payments: 6 brass pennies per downtime period. Creditors: Johann Neuberg, exploitative franchise owner; Sinner Sigritte, crime boss desiring a legitimate front for illegitimate dealings; Burgomeister Raina Brandtdfurt, mistress of the marketplatz; Sassa Beutelg, desperate investor. Sources of Income: Sale of general goods (Haggle, Brass 5); sale of specialist goods, ordered from a contact out of town or made-to-order (Haggle, Brass 5). Trappings: Covered stall with canvas tarpaulin, mobile and collapsible on non-market days; a steady supply of saleable goods; abacus and secure moneybox; guild licence (if applicable). Special Rules: Market traders are well-versed in the fine art of bartering, not just with customers, but with each other. Exchanges of trade goods, credit, and promises of future assistance are as common to shopkeepers as conventional payment in coin. Characters who spend an Endeavour gaining Income from sale of general goods gain +20 to Haggle Tests until the end of the next adventure. GMs may alternately allow Characters to automatically succeed on Haggle Tests in the next adventure by offering a Favour instead (WFRP page 198), usually repaid by spending Endeavours in the next period of downtime. In addition, Characters who spend an Endeavour gaining Income from sale of specialist goods can often arrange for their own special deliveries at the same time, gaining +20 to Availability Tests (WFRP page 290) until the end of the next adventure. Expansion: The first time you Expand a Market Parlour, you employ a couple of shopkeepers to help you operate the business. You also exchange your collapsible stall for a permanent shopfront. Your new accommodation is open for business on any day you choose, not just on market day, allowing you to choose one Source of Income and increase its effective Status to Silver 1. You may choose to move into the room above or behind your shop as a new convenient residence — it contains all the Trappings you would expect of a modest home. Alternately, you may rent the room out as an alternate Source of Income (Haggle, Silver 1). The Expansion Cost is 5 gold coins (minimum 10 silver shillings), and the new Interest Payments are 5 silver shillings. The second time you Expand a Market Parlour, you expand the size of your store and its back rooms. Choose one of the following to upgrade your store: a Workshop, where you can manufacture items and sell them directly (choose a relevant Trade); a Draught Horse and Wagon, and space to stable them, for special deliveries; a large Warehouse, for purchasing items in bulk, and a guard to defend it from thieves. You also employ another handful of shopkeepers, with a working rota that permits you to take as much time off as you like. Finally, choose a Source of Income, and increase its effective Status to Silver 3. The Expansion Cost is 10 gold coins (minimum 1 gold coin), and the new Interest Payments are 10 silver shillings. The third time you Expand a Market Parlour, it transforms into the centre of its own marketplace. You invite other retailers to set up stalls within your sale space, in return for a cut of their profits, which provides its own Source of Income (Haggle, Silver 5). Your shopkeepers now double as effective informants, keeping you apprised of what other retailers are up to, and potential business opportunities. You gain an additional store upgrade from the second Expansion, above. Finally, because your Enterprise is now a target for rioters and looters, you employ a dedicated team of security guards, and invest in barricades and other defences you can use to reinforce the Parlour if necessary. The Expansion Cost is 20 gold coins (minimum 2 gold coin), and the new Interest Payments are 1 gold coin.


24 I WARHAMMER FANTASY ROLEPLAY Alternate Event 1 (55–57 on the Enterprise Event Table): The local council closes market day for the month, to mark a tragedy, religious holiday, or other special event. No Character may use a Market Parlour to earn Income until the start of the next adventure. In the period of downtime following the next adventure, all Income from Market Parlour is increased by 50% to represent the built-up demand from your customers. Alternate Event 2 (58–60 on the Enterprise Event Table): Your business interests and the needs of your stakeholders conveniently align, allowing you to pay off an outstanding debt with spare goods and no additional inconvenience. Choose a Favour owed by you or the Enterprise (WFRP page 198), and downgrade it one level — a Significant Favour becomes a Major Favour, a Major Favour becomes a Minor Favour, or a Minor Favour is repaid entirely. Adventure Hooks: One of your customers accuses you of selling stolen goods. Depending on how well you know your supplier, the accusations may be true, or the customer may just be looking for a bribe. Either way, the watch is taking an interest, and your regular customers are nervous of being implicated in handling stolen goods themselves. Discover the truth, adjust your supply chain as necessary, and make sure all troublemakers are either paid off or otherwise convinced it is in their interest to stay silent. A gang of shoplifters targets not just your store, but the parlours of other shopkeepers. The watch, as always, is too corrupt or incompetent to stop them. Form a posse of disgruntled shop owners, track down the perpetrators, and enact some vigilante justice — ideally before the stolen goods are fenced out-oftown. For Sale: After a lifetime crafting and selling ingenious toys, Harald Tinkerfinger is ready to close down the House of Clockwork Delights, and return to his family in the World’s Edge Mountains. To avoid traumatising the children of Altdorf, who have come to cherish his designs, he is willing to sell his remaining inventory to another entrepreneur, and even provide a little start-up capital to keep the shop open. The toy inventor’s remaining clansmen, however, expect this money to be repaid on schedule. If they are disappointed, the Characters may be surprised to learn just how seriously some people take the business of fun.


25 LEGITIMATE BUSINESS ENTERPRISES I NOBLE ESTATE Examples: Manor house; public gardens; aristocrat’s country home; hunting lodge; vineyard; farming serfdom; ancestral castle; wizard’s tower. Characters only run a small part of the Estate, until the Enterprise Expands. Suggested Careers: Wizard; Merchant; Rat Catcher; Bailiff; Hunter; Villager; Coachman; Charlatan; Guard; Knight; the entire Courtier Class. Start-Up Costs: 10 silver shillings (minimum 1 silver shilling) Interest Payments: 6 brass pennies per downtime period. Creditors: Alastar the Younger, High Elf of Chrace; Baroness Amalia, mistress of the Reikland Botanical Gardens; Governor Kurtz, regent-lord of Penzkirchen; Duchess Salica, Tilean lady in exile. Sources of Income: Domestic labour (Endurance, Brass 4); field labour (Endurance, Brass 3). Trappings: A single farm, garden, lodge, guesthouse, wing of a mansion, or other small part of the Estate, along with all Trade tools relevant to your position. Special Rules: Characters raised on a Noble Estate are acutely aware of their position in the social pecking order. The divides between farming serfs, supervising agents, and feudal masters are stark and unyielding. Any Character who has invested at least 6 brass pennies into a Noble Estate (as Start-Up Costs, Expansion Costs, Debt Repayments or Interest Payments) doubles the bonuses and penalties of Status on any Skill Tests they undertake (WFRP pages 50–51). Expansion: The first time you Expand a Noble Estate, you are trusted with oversight of neighbouring sections of the Estate, as well as your own. These administrative duties, such as tax collection, inventory registration, and informing, provide their own Source of Income (Perception, Silver 2). Your neighbours are expected to provide you Assistance (WFRP page 155) when you ask for it, though their help may be begrudging. Finally, you gain access to a Riding Horse with Saddle and Harness, from the Estate’s stable. The Expansion Cost is 5 gold coins (minimum 10 silver shillings), and the new Interest Payments are 5 silver shillings. The second time you Expand a Noble Estate, you take over the whole Estate, as its feudal master or regent lord. The Estate incorporates the labour of two hundred peasants, and any three of the following Trappings: a Library; a Workshop (choose a relevant Trade); an extravagant wardrobe, with a personal tailor at your beck and call; a stable of half a dozen Riding Horses, with Saddles and Harnesses; a garage with a pair of Coaches, Horses to pull them, and valets to drive them; a boathouse with pleasure yacht; a barracks and regiment of men-at-arms, with a captain to lead them. You are now entitled to raise tax revenue from the surrounding districts, which provides its own Source of Income (Leadership, Gold 3). You are also expected to provide soldiers, when required, to support your elector count’s military campaigns. The Expansion Cost is 30 gold coins (minimum 3 gold coins), and the new Interest Payments are 1 gold coin and 10 silver shillings. The third time you Expand a Noble Estate, you extend your dominion beyond its inheritance, perhaps by subsuming the territories of less fortunate lords. Choose two additional Trappings from the second Expansion, above, or suggest a new unfeasibly extravagant Trapping to your GM instead (e.g. a monster zoo). The effective Status of raising tax revenue is increased to Gold 5. You are now a major political figure in your grand province, and are expected to involve yourself in high society events accordingly. The Expansion Cost is 50 gold coins (minimum 5 gold coins), and the new Interest Payments are 2 gold coins and 10 silver shillings. Alternate Event 1 (55–57 on the Enterprise Event Table): The Estate’s poorest workers fall upon hard times, and beg for charity that will help them to survive the upcoming season. You may choose to rescue them by paying an amount equal to your current Interest Payments. If you donate, your show of mercy defies the expectations of your social class. You may choose to ignore any penalties on Skill Tests due to your Status until the end of the next adventure. Alternate Event 2 (58–60 on the Enterprise Event Table): Your master is travelling abroad, and places additional responsibility on your shoulders. Excel, and you shall be richly rewarded. Until the start of the next adventure, you may use a Source of Income from the next higher level of Expansion. If you have already Expanded the Estate three times, this Event has no additional effect. Adventure Hooks: For generations, your Estate has been in competition with the neighbouring Upton Manor, the vendetta between lords as hostile as the rivalry between menials. Now, the Estate is hosting the Baron and Baroness von Kalegan for an annual festivity, along with other landed aristocrats. Every part of the Estate must be decorated and elevated to an impeccable standard, the better to rub it in the noses of those tasteless von Kalegan snobs. Unfortunately, it is expected the nobles will hire saboteurs, specifically to embarrass the Estate in front of their high society contacts.


26 I WARHAMMER FANTASY ROLEPLAY Chilling news of walking dead assaulting vulnerable manor houses has spooked the Estate into erecting fortifications, and bracing for a siege. The defenceless have been sent away, but the remaining militia are poorly trained, and barely prepared to withstand necromantic attack. Drill the militia as best you can, and devise a plan to triumph over the oncoming zombie horde. For Sale: The grounds of Mankroft House have been overtaken by nature since the passing of Lady Mankroft just last year. Thanks to an unexpected inheritance, and the generous loans of her trustee Gisbert Franc, you have received a small part of the Estate to manage. The local villagers seem reluctant to help, disturbed by stories of unquiet spirits haunting the House, the late Lady Mankroft amongst them. The Characters must labour hard, both to turn a profit on the Estate, and avoid joining its chorus of ghostly inhabitants. THE REALITY OF NOBLE ESTATES As written, these rules suggest that just about anyone could jump into establishing a noble estate with a small investment. We have included noble estates as part of the legitimate business enterprises chapter because for Characters of the right persuasion and background they could feasibly work in such a way. However, most aristocrats in the Old World would find it distasteful to be thought of as mired in the world of business, instead placing high import in the notion that their lineage grants them the right to rule. There are Barons and Grafs in the Empire who have bought their lands and titles, but such practices are seen as regrettable necessities at best, and at worst a dangerous precedent that undermines what it is to be truly noble. In provinces of the Old World where land is held securely, and a respect for aristocratic tradition is strong, there is no chance for an adventurer to be granted the opportunity to set up an estate of their own. A Character either must have the Noble Blood Talent, or to have won the appreciation of very important people and have been granted tenure of an estate in recognition of such services. For example, the Barony of Böhrn (WFRP page 278) shows how, in places like the Reikland, every village and tract of forest falls under the governance of several noble families, paying vassalage to an overlord. In this instance Baroness Agetta has granted non-hereditary tenure to Warden Fabian, Warden Luethold, and Castellan Fronika. In the case of the death or disgrace of such individuals she may be inclined to pass the running of their estates to another likely candidate, though she may as easily decide her own household can manage them. To the north and east of the Empire there are stretches of marcher territory, where those with the will and means to carve out an estate find fewer obstacles in their way, though the legalities of how to become a recognised landholder in the Empire vary from place to place and are written with an eye to supporting the aristocracy. Further afield the issue becomes even less certain, in Bretonnia for example no commoner claiming ownership of land would be tolerated, whilst in the Border Princes it is said that anyone with the means and will to do so can carve out their own fief.


27 LEGITIMATE BUSINESS ENTERPRISES I PERFORMANCE TROUPE Examples: Circus; dance act; band of bards; travelling fair; professional orchestra; comedy act; marionette show; theatre company; gladiatorial combat. Suggested Careers: Engineer; Lawyer; Scholar; Agitator; Beggar; Artist; Spy; Mystic; Entertainer; Bawd; Charlatan; Thief; Witch; Pit Fighter. Start-Up Costs: 10 silver shillings (minimum 1 silver shilling) Interest Payments: 6 brass pennies per downtime period. Creditors: Dunstan Färberg, ‘generous’ patron of the arts; Grulessa, Asrai, wardancer of Loec; Asphodel Bridgefoot, retired Halfling ringmaster; Wolfgang Berger, wealthy writer and propagandist. Sources of Income: Donations following public performances (Entertain (Any) or Perform (Any) or Play (Any), Brass 4); bookings for private events (Entertain (Any) or Perform (Any) or Play (Any), Silver 1); sale of merchandise (Haggle, Brass 5). Trappings: A Draught Horse and Wagon; an eclectic mix of costumes, props, instruments, and scripts, mostly in poor condition. Special Rules: The members of a Performance Troupe perfect their skills through repetition of a shared routine — though mixing it up every now and again is recommended, to prevent their material growing stale. Any Character who has invested at least 6 brass pennies into a Performance Troupe (as StartUp Costs, Expansion Costs, Debt Repayments, or Interest Payments) can choose to either treat all Perform and Play Skills as Basic Skills (WFRP page 117), or select a single Entertain, Perform, or Play Skill Specialisation and add it to the Skills available for their Career. In addition, any Character working for a Performance Troupe may spend an Endeavour to produce new material for their Troupe. The next three Income Endeavours undertaken using the Performance Troupe and the new routine increase earnings by +50%. Expansion: The first time you Expand a Performance Troupe, you are joined by five additional performers, who can usually be relied upon to provide Assistance (WFRP page 155). The growth of your Troupe allows you to stage larger productions, perform in two locations at once, or call up an understudy if a performer is ill, drunk, or murdered. Choose one of your Sources of Income to increase its effective Status to Silver 3. Finally, you adapt your Wagon so it can fold out into its own improvised Stage. The Expansion Cost is 5 gold coins (minimum 10 silver shillings), and the new Interest Payments are 5 silver shillings. The second time you Expand a Performance Troupe, you gain a permanent entertainment venue of your own, such as a theatre, concert hall, or fighting arena. When you aren’t using the venue, you can rent the space out to other performers, which provides its own Source of Income (Haggle, Silver 3). Backstage, the venue has a much greater selection of costumes, props, instruments, and scripts, mostly in decent condition. Finally, each performer in the Troupe now has their own dedicated understudy. The Expansion Cost is 20 gold coins (minimum 2 gold coins), and the new Interest Payments are 1 gold coin. The third time you Expand a Performance Troupe, your venue expands to become a popular hangout for the community’s social elites and travelling VIPs. Choose one upgrade for your venue: a spectacular stage, with state-of-the-art special effects made possible by engineering marvels or magic; an expanded backstage, with a huge selection of costumes, props, instruments, and scripts, mostly in superb condition; a Workshop for producing your own props (choose a relevant Trade); a stable of three Trained animals. Lastly, you are occasionally courted by celebrities of your art form, who wish to perform with your Troupe. This provides its own Source of Income (Entertain (Any) or Perform (Any) or Play (Any), Gold 2), but can only be chosen in alternating phases of Endeavours — if you derive Income from this Source after an adventure, you cannot use it in the round of Endeavours following the next adventure. The Expansion Cost is 30 gold coins (minimum 3 gold coins), and the new Interest Payments are 1 gold coin and 10 silver shillings.


I WARHAMMER FANTASY ROLEPLAY Alternate Event 1 (55–57 on the Enterprise Event Table): In response to a personal tragedy, a local lord outlaws dance and other frivolities, until their mood improves. If any Characters choose to Earn or gain Income with the Performance Troupe, they are flouting the ban or performing in secret venues. This may result in unpleasant ramifications during the next adventure. Alternate Event 2 (58–60 on the Enterprise Event Table): A wealthy individual reveals themself a fan of the Troupe’s work, though their patronage is not without complications. Roll 1d10 after all future rolls on the Enterprise Event Table. On an 8–10, the Troupe gains double the wealth from Sources of Income until the end of the next adventure, but the patron demands the Troupe make adjustments to their material, undertake a private performance, or provide some other favour. On a 1–2, the Troupe loses the fleeting attention of their benefactor, and this Event has no further effect. Adventure Hooks: An Imperial Noble hires the Troupe to perform for an aristocratic rival, inserting his own modifications into the Troupe’s routine. The new material is intended to provoke a reaction from the rival Noble, alluding to a crime they are alleged to have committed. Unfortunately, this subtext can be easily misinterpreted. When these cultured patrons escalate to cold-blooded murder, the Troupe must tread carefully in order to avoid being killed in the crossfire, and retain their professional reputation. An NPC member of the Troupe suffers an unplanned death mid-performance, to the shock and horror of the audience. The plot thickens when the Characters discover their death was a result of deliberate sabotage — weakening of stage supports, fake locks replaced with real ones, or a prop weapon exchanged for a murder weapon. How did the killer gain access to the Troupe’s backstage? Is one of their fellow performers responsible? The Characters must discover the truth, before they are framed for the crime themselves. For Sale: The touring show Wenger’s Warrior Entertainment was a revered spectacle of strongmen, wrestlers, and stage combat performers… at least until all their best performers were conscripted for the grand prince of Reikland’s free companies. Now Wenger is ready to get out of the game, but his show still has brand name recognition, and he is willing to loan it out in return for a cut of the profits. Few people sign up to be beaten by outrageously-dressed bodybuilders for the entertainment of a bloodthirsty crowd, but compared to the usual dangers of adventuring in Reikland, the job sounds positively tranquil.


29 LEGITIMATE BUSINESS ENTERPRISES I PUBLISHING HOUSE Examples: Newspapers; fiction authorship; script production; foreign or historic translations; hagiography; pamphleteering; record keeping; academic journaling; educational materials; blueprint reproduction; tomes of magic. Suggested Careers: Agitator; Investigator; Townsman; Advisor; Artist; Envoy; Spy; Entertainer; Charlatan; Warrior Priest; the entire Academic Class. Start-Up Costs: 20 silver shillings (minimum 2 silver shillings) Interest Payments: 1 silver shilling per downtime period. Creditors: Filibert Pewte, professor of Imperial History at the University of Altdorf; Morvaria, exile from the Tower of Hoeth; Percival Curmoch, tyrannical media mogul; Quolos, hierophant of the College of Light Magic. Sources of Income: Mass-printing of popular items (Trade (Printer), Brass 4); limited editions, hand produced or printedto-order (Trade (Printer), Brass 5); paid advertisements or advertorials (Haggle, Brass 4). Trappings: Printing press, paper, type pieces, and moulds; office containing desks, chairs, books, and writing kits; small library of records, reference materials, and prior publications. Special Rules: Purveyors of the written word are invariably more literate than the average Imperial citizen. The first time a Character undertakes the Income Endeavour at a Publishing House, they gain the Read/Write Talent (WFRP page 142) for free. If a Character already has the Read/Write Talent, they gain the Speedreader Talent instead (WFRP page 145). In addition, Characters who have invested at least 1 silver shilling into a Publishing House (as Start-Up Costs, Expansion Costs, Debt Repayments or Interest Payments) gain +20 to all Tests made as part of the Research Lore Endeavour (WFRP page 201). Expansion: The first time you Expand a Publishing House, you employ a staff of three clerks to help operate the printing press, produce content, and help to market the Enterprise. You can instruct them to research specialist topics on your behalf, or provide Assistance (WFRP page 155) whilst you do so. Choose a Source of Income to increase its effective Status to Silver 2; all other Sources of Income increase their effective Status to Silver 1. Finally, you gain a Riding Horse with Saddle and Tack, so you can make special deliveries of made-to-order items. The Expansion Cost is 5 gold coins (minimum 10 silver shillings), and the new Interest Payments are 5 silver shillings. The second time you Expand a Publishing House, you employ a reliable network of informants, to help you find subjects of interest you can turn into new texts or stories. The Publishing House is now considered one of the pre-eminent sources of knowledge regarding your subject of expertise, and patrons may commission you to investigate specialist subjects on their behalf, which provides its own Source of Income (Perception or Research, Silver 4). Lastly, you gain a Draught Horse and Wagon, for mass deliveries of items to retailers (or direct to your customers). The Expansion Cost is 10 gold coins (minimum 1 gold coin), and the new Interest Payments are 10 silver shillings. The third time you Expand a Publishing House, you employ another dozen writers. Your Publishing House is now considered a prestige imprint, and celebrity writers within your field will occasionally produce content for you. This provides its own Source of Income (Art (Writing), Gold 2), but can only be chosen in alternating phases of Endeavours — if you derive Income from this Source after an adventure, you cannot use it in the round of Endeavours following the next adventure. Finally, you may choose a Source of Income to increase its effective Status to Silver 5. The Expansion Cost is 10 gold coins (minimum 1 gold coin). Interest Payments remain at 10 silver shillings. Alternate Event 1 (55–57 on the Enterprise Event Table): An advertisement you print from a controversial figure, or one selling a dubious product or service, draws the ire of your regular readers. You can choose to pull the ad, halving any Income you gain from paid advertisements until the start of the next adventure, or let it run, and halve any Income gained from all Sources of Income besides advertisements. Whichever you choose, this may have consequences in the next adventure. Alternate Event 2 (58–60 on the Enterprise Event Table): One of your releases is unexpectedly popular, quickly selling out. Before the next adventure, you may spend an Endeavour fast-tracking the second printing of the text. If you do, you double the earnings from Income Endeavours in the round of Endeavours following the next adventure. Adventure Hooks: A recent release from your Publishing House has been interpreted, rightly or wrongly, as containing a subversive political message. Activists on either side of the debate rush to champion or condemn the text. Embracing the attention exposes you to hostility from whichever side you come out against, whilst refusing to take a position draws the derision of both factions. If the Characters find the courage to assume a progressive stance, they can use their new platform to enact lasting, positive change.


30 I WARHAMMER FANTASY ROLEPLAY EXAMPLE CREDITOR Grafina Griselda, society gossip Grafina Griselda von Wallenstein has long held an interest in financing worthy enterprises, having noted with some alarm the great power that wealth could bring to the nouveau riche merchants and burghers of Altdorf. Certain that, if some lowborn cobbler could turn themself into an influential merchant, then it should prove no problem for her, Grafina Griselda began to sink a not-insubstantial amount of her family’s wealth into a wild assortment of enterprises. So far, none have returned much of anything and if the Characters were to help break her losing streak they would soon earn her admiration. A Conversation Grafina Griselda will not make much of a fuss at all the first time a payment is missed, so long as the Characters present a reasonable-sounding explanation. A Warning Grafina Griselda will insist that the missed payment is no problem, but privately she will blacklist the Characters to all of her high-society friends. An Example Frustrated by his sister’s spendthrift ways, Grafina Griselda’s brother bribes a state troop regiment to press-gang the Characters into an expedition to intercept a growing Waaagh! in the World’s Edge Mountains. A disgruntled priest has accused your Publishing House of smuggling heretical dogma into its texts, and has called for a mass book-burning. Even regular customers are starting to cancel orders, fearing the mob will turn on them next. Find a way to battle the rising hysteria, and expose the true agenda behind it, before the Witch Hunters climb onto the bandwagon. For Sale: The maverick preacher Sindri Frynd has commissioned the production of a printing press — now he just needs a collection of worthy souls to operate it. Frynd envisions the press will be used to produce holy literature in line with the new revolutionary creed of the Warrior Priest Luthor Huss, but so long as the press is making a profit to support the breakaway sect’s crusade, he will be satisfied. Unfortunately, Frynd’s zealotry has also attracted the suspicion of the established Sigmarite orthodoxy. Whatever the press is used to produce, the Lectors will doubtless find an excuse to level accusations of heresy. GRAFINA GRISELDA — HUMAN MAGNATE GOLD 5 M WS BS S T I Ag Dex Int WP Fel W 4 41 28 28 26 53 30 51 60 55 57 11 Traits: Weapon (Dagger) +4 Skills: Animal Care 63, Bribery 77, Charm 82, Consume Alcohol 41, Cool 60, Evaluate 65, Gamble 80, Gossip 82, Haggle 62, Intimidate 43, Intuition 73, Language (Bretonnian 63, Classical 70), Leadership 77, Lore (Heraldry 80, Politics 80, Reikland 63), Melee (Fencing) 46, Play (Lute) 56, Ride (Horse) 45 Talents: Attractive, Carouser, Coolheaded, Doomed, Etiquette (Nobles), Luck, Noble Blood, Read/Write, Savvy, Suave Trappings: Courtly Garb, Dagger, Hand Mirror, Jewellery worth 200 GC, Pouch containing Writing Kit and 10 sheets of Parchment and 200 GC, Townhouses in Altdorf and Auerswald, Riding Horse with Saddle and Harness


31 LEGITIMATE BUSINESS ENTERPRISES I THREE UNUSUAL SHOPS Almost anything is available to buy on the streets of the Empire, if you know where to look. Most food in the Empire is purchased at markets and fairs, so shops are often the entrances to artisan’s workshops or small showrooms for specialised trades. They range from just a counter opening onto the street, through stores with piles of goods, to the most exclusive boutiques with multiple rooms. Some even have glass windows. The following shops all harbour secrets and opportunities for adventure. As a GM you can keep them in the Reikland or stick them on a bustling street wherever your party is staying. The Salzenmund Export Company Trade from the whole Empire flows down the Reik, and merchants from across the land see Altdorf as a lucrative market for their goods. But you can’t sell anything without a deal. The Salzenmund Export Company isn’t on the best street in the Grandmarkt and it’s not especially noticeable or impressive — a testament perhaps to Nordland’s relatively peripheral status in the affairs of the Empire. On entering the blue-and-yellow painted door, a visitor will find an innocuous clerk, Jens, working at a small desk piled high with papers. Behind him is a display of wares from Nordland — barrels of salt, many furs, samples of Laurelorn timber, ship’s fittings and even a sealed crate packed with ice, kept frozen with a simple spell. Although the Nordland goods are for sale, the main purpose of the Export Company is to secure deals with Reikland importers to buy wholesale from Salzenmund merchants. Anyone inquiring about a trade deal will meet Ulf Knutsson, a large man with a red plaited beard who bursts from his office and overwhelms the potential trading partner with bluff, charm, and jokes. Knutsson is a member of the Salzenmund Merchants’ Guild, and licensed to sign trade documents on behalf of its members. The Secret The Salzenmund Export Company is a front. Little real business is conducted here — anyone interested in importing goods from Nordland would work through personal contacts in the various guilds rather than walk into a shop on the street. It plays host to a few meetings and sells a little from its limited stock of Nordland goods, but nothing more. The Salzenmund Export Company was set up by the Middenheim spy Nastassia Hess as a safehouse, and place to brief and meet her agents in Altdorf. Hess works for Baron Heinrich Todbringer, the Graf of Middenheim’s firstborn, but illegitimate, son. Heinrich is politically astute and takes great pains to stay aware of what happens amongst the powerful in Altdorf and the Cult of Sigmar. Hess runs her Altdorf network with great care, and the ‘Export Company’ building has several entrances — into the cellars via a coal chute, from the roof and into a concealed window in the rear court. Jens and Ulf are employed to run the front business, and to admit anyone who can offer the correct passphrase of the week. (This week: ‘I hear the razorbills are flocking in Dietershafen this month’.) Both can handle themselves in a fight. Jens is particularly ferocious, as years of tolerating Ulf ’s awful jokes have driven him close to berserker status. Acutis of Miragliano, Glassmaker Down a dusty cul de sac in Altdorf ’s Zwillingsgrab district there is a row of artisans’ workshops. Wedged between a permanently closed pottery and a bookbindery run by a hopeless drunk, you’ll find Acutis the Glassmaker. Behind the glass front door is a small room lined with shelves holding bottles, goblets, and simple glass containers of all shapes, sizes, and colours. These are serviceable goods, but nothing remarkable. Ilaria Acutis does not waste her skills on such commonplace items. Acutis is a native of Miragliano, a city famous for its glassmakers. She arrived in Altdorf just five years ago, and soon established a reputation for crafting exquisite glass. Her glass, which she makes from quartz pebbles imported from her homeland, stands out for its clarity and purity of colour. For several years Acutis held a commission to supply the Cathedral of Sigmar with coloured panes for their stained-glass windows, but that association ended abruptly last year when some priests objected to the use of non-Sigmarite labour.


32 I WARHAMMER FANTASY ROLEPLAY Beyond the entrance room is Acutis’ yard and workshop, with a furnace and glassblower’s tools. The workshop is always stiflingly hot, as the two apprentices scurry back and forth tending to their craft. Behind the workshop is another door. Beyond this is a small, silent chamber lined from floor to ceiling with black damask and lit only by lanterns. Here you find Acutis’ true passion — her mirrors. Each one is a work of art with almost perfect reflection, mounted in a beautiful gilt frame. In Miragliano the art of mirror-making is seen as a semi-mystical act, and Acutis treats her creations with an almost religious reverence. Only the most privileged can afford to own one of these sublime mirrors. The Secret Acutis left Miragliano under a cloud. She became obsessed with creating the perfect mirrored surface, always striving for greater clarity in the glass and more flawless silvering on the reverse. She began to experiment with exotic additions to the quartz, which led to her securing a small quantity of warpstone stolen from Skavenblight. The resulting mirror was unparalleled in its reflective qualities, but the images it revealed to the viewer were altered to reflect their soul more than their physical appearance. Rumours of her perfect mirror spread through Miragliano society, until the prince himself inquired whether he might buy it. Acutis was reluctant, but the ruler insisted. When the prince saw how the mirror reflected him, he ordered her death and she fled to Altdorf. The mirror was later stolen by a curious Skaven Warlock Engineer, who recognised its power. The Warlock Engineer now seeks the maker to enslave her and command her to use her crafts to forge a great mirror as a weapon. Gert’s If you’re hungry in Grissenwald and down near the wharves, you can pick up a decent meal from Gert’s. The food sold by Gert is popular with rivermen and even the wealthier burghers, who live and work at that end of town. At mealtimes there are often queues at his counter in the wall. Gert runs a cookshop which sells freshly-made hot food. He takes great pride in serving customers himself from the counter. He enjoys an audience and will make a show of barking at the kitchen boys and cooks, who toil behind him in the cramped kitchen, turning the spit on the fish or meat fire and stirring the huge cauldron in the third fireplace. Gert grew up in kitchens, and keeps a close eye on everything that’s cooking — especially his famous river eels and cabbage. This is not fine food, but it’s cheap, tasty, and filling. Nobody knows Gert’s surname, but everyone in Grissenwald knows his distinctive look and bellowing voice. A Nulner stevedore once compared him to ‘a turnip that’s been marinating in a bog since Magnus was on the throne. But uglier.’ Gert is a great gossip and there is often a small crowd around his counter, talking about river business, local events, and the comings-andgoings in Grissenwald and beyond. The Secret Gert has a cellar where he keeps the meat and vegetables for his trade. In the corner is a barrel full of live eels, which he tops up with fresh deliveries every few days. Last month he added a fine specimen covered in lustrous gold scales. He’s been reluctant to pull it from the barrel for cooking, and it’s grown very quickly in the intervening weeks. Two days ago as he fished out eels for the day’s cooking, the golden eel pushed its head out of the water and spoke with the voice of Gert’s dead mother. It told him that he had been chosen by Grandfather Reik for a great destiny, but first he must find a human sacrifice to throw into the river…


33 LEGITIMATE BUSINESS ENTERPRISES I


34 II SUITS OF STEEL • SUITS OF STEEL • Armour is a vital part of the toolkit most Characters will acquire in order to protect themselves during the course of the adventures. The rules for armour presented in this chapter provide more options and detail to those given in WFRP pages 299 to 300. Looting Armour During the course of their adventures Characters are more likely to come across armour on the bodies of fallen foes and companions rather than commissioning a fitted suit for themselves. This is a great way to save money, but it does mean that many Characters will be wearing armour that was not made for them, and that will therefore be rather poorly fitted. Whenever a piece of armour is acquired by a Character for whom it was not made, the GM may decide that any given piece of armour will or will not fit (if it was made for a different Species, or a person with a much larger or smaller frame, for example). If it is uncertain whether or not a particular piece might suit a Character, roll on the following table: D10 Roll Leather & Soft Kit Brigandine and Chainmail Plate 1-2 Suitable Fit Suitable Fit Suitable Fit 3-4 Suitable Fit Suitable Fit Poor Fit 5-6 Suitable Fit Poor Fit Poor Fit 7-8 Poor Fit Poor Fit Won't Fit 9-10 Won't Fit Won't Fit Won't Fit Suitable Fit The armour is a good fit for the looting Character and may be worn as if it were made for them. Poor Fit The armour is outsized and uncomfortable. It counts as imposing its full ENC even when worn. The armour could be adjusted as per the rules for repairing armour. In order to do this it would need to be comprehensively refitted — this can be done using the rules for repairing armour, just as if their piece in question had been reduced to 0 AP in all locations. Won’t Fit The armour is much too large or too small to be worn by the Character at all. If any particular Character does not find a set of armour suitable, the GM may decide that other Characters could roll on the chart to see how well the armour might fit them. Armour Damage As blows rain down on your armour it can be damaged, possibly permanently. Whenever you are instructed to damage a piece of armour, the APs in the location are reduced by 1. If this lowers the APs to 0 in that location, the armour there is rendered useless. Armour is generally damaged in one of two ways. 1. A special ability triggers, such as a Spell or Talent, damaging a piece of armour. 2. A Critical Wound is deflected. Armour and Stealth Tests Wearing any Chainmail or Plate imposes a penalty of –10 to any Stealth Tests.


35 SUITS OF STEEL II Type of Armour Trade Skill Used for Repairs Leather Armour or Brigandine Trade (Tailor) — Trade Tools needed Chainmail Trade (Smith) — Trade Tools needed Plate Trade (Smith) — Trade Tools and Forge or Workshop needed Critical Deflection If a Character suffers a Critical Wound from an incoming attack on a location protected by armour, they can choose to let their armour be damaged by 1 AP to ignore the Critical Wound. They still suffer all normal Wounds (and given their APs are now 1 point lower, they probably suffer an additional Wound), but they avoid the Critical Wound effects as the blow is absorbed by their now destroyed armour. When it comes to Critical Wounds caused by reducing your Wounds to below zero, sacrificing armour in this way only has an effect if it prevents Wounds being reduced to below zero. Repairing Armour When it comes to damaged armour, there are two ways to approach repairing it. A Character may use the Trade Skill to repair their own armour, or that of their companions, if they have the appropriate Trade Skill, Trade Tools and, for plate armour, a Workshop. Alternatively, damaged armour may be left with an NPC artisan who possesses the Skill to repair it. Repairing Armour With the Trade Skill A Character may attempt to repair a piece of armour if they have the appropriate Skill and meet other criteria depending on the piece of armour. They must then carry out an Extended Challenging (+0) Trade Test in order to repair the armour. The Test can be carried out once every hour, and the number of SLs required in order to repair a piece of armour depends on the type of armour being repaired. This represents the amount of time it takes to restore 1 AP to one location. Repairing Armour as an Endeavour A Character who does not have time or expertise to repair their armour during the course of an adventure could try to do so as an Endeavour during downtime. In order to do so they must have access to suitable tools (and a forge or workshop if working with plate). The Character may then take a single Average (+20) Trade Test — repairing 1 AP of armour for every SL they score on the Test. Asking an NPC to Repair Armour If a suitable NPC smith is asked to repair armour it costs 10% of the armour’s base price per AP lost to repair it. So, if you had a Sleeved Chainmail Coat with 1 AP of damage on the Body, and 1 AP of damage on the Arms, it will cost 20% of the armour’s base cost to fix it, in this case 12/–. If a section of your armour is completely broken, it will cost you 30% of the armour's base cost to fix, and you’ll likely be waiting some time before it is completed. Type of Armour SL Needed to Repair 1 AP Leather 5 Brigandine 7 Chainmail or Reinforced Soft Kit 10 Plate 15


WARHAMMER FANTASY ROLEPLAY 36 II SUITS OF STEEL ARMOUR RULES Armour is listed in the following format: 0 Armour Type: Each armour is listed according to the material it is constructed from, in order of its protective effectiveness. 0 Price: The price to buy an average piece of the armour. 0 Enc: The Encumbrance of the armour. 0 Availability: The Availability of the armour. 0 Penalty: Any penalty for wearing the specific piece of armour in addition to Encumbrance. Note: Some armour brings a penalty if any part of it is worn, such as wearing any chain imposing a penalty of –10 to any Stealth Tests. 0 Locations: The Hit Locations the armour protects. 0 APs: The number of Armour Points the armour provides to the protected Hit Locations. 0 Qualities and Flaws: Any Qualities or Flaws that the armour may possess. Armour Qualities Armour can possess the following Armour Qualities. Impenetrable The armour is especially resilient, most attacks simply cannot penetrate it. All Critical Wounds caused by attacks scoring an odd number to hit you, such as an 11 or 33, are ignored. Overcoat Certain types of armour can be worn on top of other types. Brigandine pieces and Plate Breastplates can be worn on top of either Leather or Mail armour. However, a Breastplate worn in this way could not be combined with a Soft Kit. Reinforced Some Soft Kits are designed with sections of mail placed to compensate for chinks in a full suit of plate armour. If a kit like this is worn under plate armour, that plate armour loses the Weakpoints Flaw. Visor Some helmets come with a visor that can be raised to provide a wider field of vision. If the visor is closed the helmet performs as described. If the visor is opened the helmet loses any special abilities associated with its design and gains the Partial Flaw. Perception Tests are made with a –10% penalty when visors are open. It takes an Action to open or close a visor. Armour Flaws Some armours have a point of weakness, as described by Armour Flaws. Partial The armour does not cover the entire Hit Location. An opponent who rolls an even number to determine hit location, or a Critical Hit, ignores the partial armour’s APs. Requires Kit Armour with this flaw can only be worn if a Soft Kit is worn underneath it. Weakpoints The armour has small weakpoints where a blade can slip through. If your opponent has a weapon with the Impale Quality and scores a Critical, any APs of your armour are ignored. Combining Armour Different grades of armour may be worn on different parts of the body, but the notion that different grades of armour may be layered on top of one another is a misconception. Often suits of plate are finished with areas of mail or leather to cover gaps and points of articulation. Soft kits are woollen doublets and hose designed to be worn under armour. They provide padding needed to prevent chafing and laces and holes to attach pieces of armour to. They can be worn under any armour and must be worn under certain pieces of plate. Boiled leather is constructed from thick pieces of hide. It is rigid and tough and cannot be worn under mail or the more complicated pieces of plate. Brigandine armour or a plate breastplate could be worn over boiled leather. Chainmail is made from thousands of interlocking iron rings. It is heavy and requires regular cleaning and oiling to prevent corrosion. Brigandine armour or a plate breastplate could be worn over chainmail. Brigandine consists of padded leather or fabric into which many small metal strips, or lames, have been riveted. Brigandine pieces are bulky and cannot be worn under other forms of armour. Lamellar armour, or scale mail, may look rather different to brigandine, but has the same qualities. Plate armour is painstakingly crafted from sheets of iron or steel. It is tailor made and close-fitting, so may not normally be worn over other types of armour. Breastplates may be an exception to this general rule, as many of them are designed to be worn over padding or chainmail.


37 SUITS OF STEEL II Armour Armour Price Enc Availability Penalty Locations APs Qualities & Flaws SOFT KITS Soft Kit 18/- 1 Scarce - Arms, Body, Legs - - Reinforced Soft Kit 2GC 1 Scarce - Arms, Body, Legs 1 Partial, Reinforced BRIGANDINE Brigandine Jack 3GC 3 Scarce - Arms, Body 2 Overcoat Brigandine Jerkin 2GC 2 Scarce - Body 2 Overcoat PLATE Bracers 8GC 3 Rare - Arms 3 Impenetrable, Requires Kit, Weakpoints Breastplate 10GC 3 Scarce - Body 3 Impenetrable, Overcoat, Weakpoints Open Helm 2GC 1 Common -10% Perception Head 3 Partial Plate Leggings 10GC 3 Rare - Legs 3 Impenetrable, Requires Kit, Weakpoints Great Helm 2GC 2 Rare -20% Perception Head 3 Impenetrable, Weakpoints Bascinet 3GC 2 Rare –20% Perception Head 3 Impenetrable, Visor, Weakpoints Armet 3GC 2 Rare –20% Perception Head 3 Impenetrable, Visor, Weakpoints Sallet 4GC 2 Rare –20% Perception Head 3 Impenetrable, Visor, Weakpoints BOILED LEATHER Leather Jack 12/- 1 Common - Arms, Body 1 - Leather Jerkin 10/- 1 Common - Body 1 - Leather Leggings 14/- 1 Common - Legs 1 - Leather Skullcap 8/- 0 Common - Head 1 - CHAINMAIL Chainmail Chausses 2GC 3 Scarce - Legs 2 - Chainmail Coat 3GC 4 Common - Arms, Body 2 - Chainmail Coif 1GC 2 Scarce -10% Perception Head 2 Partial Chainmail Shirt 2GC 3 Scarce - Body 2 -


WARHAMMER FANTASY ROLEPLAY 38 II SUITS OF STEEL Helmet Designs There are a great many designs of helmet used in conjunction with plate armour, and Tilean, Bretonnian, and Imperial armourers all have their preferred designs. There is little practical difference between these designs, they are all strong, fully enclosed helms with visors which weigh much the same and provide the same sort of protection. However, in some circumstances particular designs may afford extra protection. Great Helm The Great Helm is the archetypal form of a fully enclosed metal helmet. They are considered old fashioned in Tilea and the Empire but are still common in Bretonnia. Early examples of these helmets had a square top. Later designs tend to have a conical top which lessens the impact of hammers and swords. Bascinet The Bascinet typically incorporates a conical visor, leading it to be known as a ‘pigs-snout’ helmet by many soldiers. This design provides additional protection against missile fire, as slingshots and arrows are deflected by the conical visor. If missile fire strikes the wearer of a Bascinet, and originates from in front of the wearer, then the helmet provides 4 APs rather than 3. Armet The Armet is a Tilean design which fits closely on the head, being narrower around the neck. To facilitate the snug fit the helmet has an integral mechanism that must be worked to open and close it. The exacting design of the Armet means that it can withstand blows that might damage other helmets. Every time the helmet might lose a point of AP, roll on the Armet Damage table. D10 Roll Effect 1-5 The helmet is damaged as normal. 6-9 The helmet is not damaged. 10 The helmet is not damaged, but the mechanism for opening the helmet is jammed. The wearer cannot remove the helmet and must eat and drink through a straw until it is either broken open, or fixed by a Hard (–20) Trade (Blacksmith) Test. ARMET DAMAGE Sallet The Sallet is typified by having heavy plates projecting over the neck to the back, and being combined with separate pieces, either a gorget or bevor, to provide protection to the throat, chin, and face. A wearer of a Sallet who takes a Critical Hit to the head will take 1 less Wound from the Critical Hit than they otherwise would.


III THE CULT OF HANDRICH • • Though they do not amount to a large cult, the followers of Handrich claim purview over any place where commerce thrives. Whenever people clasp hands to seal a deal, wherever coins are minted and counted, there the god of trade and wealth is present. His worshippers include merchants, pedlars, financiers, and caravan guards, anyone concerned with making money through honest trade. Nowhere is he more prevalent than Marienburg. Here, Haendryk, as the Wastelanders know him, stands second only to the sea god in the citizens’ regard. The cult’s doctrine teaches pursuit of wealth to be the ultimate good in life. Prosperity for one brings prosperity to everyone. The poor, however, view Handrich as an embodiment of all those forces which keep them in poverty. As the cult grows so does the anger and resentment it faces, often egged on by nobles sharp enough to spy a threat in the merchants’ growing power. But, in the cut-throat world of business, there is no shortage of people happy to have a god help them make a profit. THE HANDRICHAN FAITH Seat of Power: The Counting House, high temple of Haendryk in Marienburg Head of the Cult: Arch-Priest Simon Goudenkruin, Haendryk’s Greatest Worldly Profit Major Festivals: None, though Marktag is seen as a sacred day Popular Holy Books: Die Kunst der Gier, All Those Which Gleam Holy Symbols: A coin without insignia, clasped hands, a warehouse with open doors


WARHAMMER FANTASY ROLEPLAY 40 III FOUNDATION OF THE CULT Stories regarding Handrich’s origins are many and conflicting. Some scholars state he originates in Estalia and Tilea, making his way to the Old World alongside Myrmidia. He enjoys a strong following there, especially in Tilea where mercenary armies make a god of coin a popular figure. Others place him within the Old World’s established pantheon as either the son of Manann, or the less flamboyant brother of Ranald who eschewed his sibling’s dishonest quest for godhood, instead presenting the gods with an offer they could not refuse. Legends of the Wasteland Marienburgers contest all of these, and as this city acts as his cult’s main seat, their telling has become the most prevalent. According to Wastelander lore, Haendryk was once a mortal man and citizen of Marienburg. The son of a trader, he accompanied his mother on many great expeditions, and found the world of commerce opening before him like a flower. The mortal Haendryk proved himself a financial genius and many stories are told of his great skill as a trader, selling stone to Dwarf miners or inventing whole systems of banking. Wealth poured into Haendryk’s coffers and with this he elevated Marienburg, turning it into the bustling trade hub it is today. At last, his skill in mercantile matters transcended mortal ability. The gods allowed Haendryk into their ranks, naming him the god of coin and commerce. Indentification with Haendryk Marienburgers cling to Haendryk’s ascension with fierce pride. Many of the city’s most well-respected merchant families claim descent from him, backing this up with (very expensive) family trees and genealogical records. The story gained further popularity after the Wasteland’s secession, granting the burgeoning nation a much-needed sense of legitimacy. His cult capitalised on this, ascribing their foundation to those merchants Haendryk taught as a mortal. Marienburg became the centre of his cult, his followers carrying his strictures with them along the various trade routes. Their god’s story, and their city’s story, show the transformational powers of trade and wealth, something which they argue anyone can achieve should they only put in the effort. HANDRICH IN THE EMPIRE Handrich fell out of favour in the Empire after the Wasteland seceded. To a certain sort of mind, his worship was an affront to the Empire’s bruised dignity and during that time he was often paid little more than lip-service. Instead, worship of Ranald filled the void, worshippers turning to the trickster god in his persona as the Dealer. Though many might consider the two gods diametrically opposed, some people still follow both in equal measure, viewing them as two sides of the same (possibly fraudulent) coin. This has even led to speculation Handrich may simply be Ranald playing the long con, something hotly denied by his priests. The Cult Prospers Anew In recent years, the Cult of Handrich has been gaining support and popularity in the Empire. Many traders see the success of the cult in Marienburg as a sign and seek to emulate Handrich’s worship in their own business practices. The priesthood have also shown themselves invaluable to anyone conducting matters of business. They offer their services as both financial advisers and overseers, acting as a third party whenever an agreement requires witnessing. This has allowed the cult to gain a great deal of influence, and they are well compensated for their efforts. As the desire for Marienburg’s coin overcomes patriotic pride, more shrines and temples to Handrich can be found across the Empire’s bustling trade routes, though only the largest cities boast dedicated temples. Instead, places of worship are combined with established guild meeting houses or banks, with guild leaders carrying out religious duties when no ordained priest is present. Growth Potential Yet the cult remains relatively small due in part to opposition from the Empire’s nobility. Handrich’s cult teaches a path of upward mobility through wealth, and in this the merchants disrupt the status quo which keeps the nobles in power. Many go out of their way to undermine the cult’s efforts to establish itself, though most address their ire towards the merchants who worship Handrich, rather than the god himself.


41 THE CULT OF HANDRICH III Personalities of the Cult Wavemaster Sullandiel ‘Fartrader’ (–3224 IC – –1861 IC) An Elf merchant-poet from before the War of the Beard. He served as ambassador to Karaz Bryn and was granted the epithet ‘Fartrader’ as recognition of his exploits. During this time he penned All Those Which Gleam, a collection praising the craftsmanship and affluence of the Elves’ then-allies. The work is considered a classic, lauded for rich use of language, imagery, and metaphor. Handrichans adopted the collection as an important work, showing the validity of their pursuit of profit. Sullandiel’s lengthy praise for the Dwarfs’ mastery of gold smithing, they say, reveals the transcendental beauty which lies behind appreciation of wealth. Several passages touching upon the bonds of friendship between Dwarf and Elf at the time are also quoted by Handrich’s priesthood as showing how honest trade truly unites all people. For their part, most Elves feel Sullandiel’s satirical bite is muted by translation. Armanda de Pantaleon (1768 IC – 1831 IC) A Tilean trader and devotee of Handrich who, inspired by stories from the famed Tilean explorer Marco Columbo, introduced paper money to the western nations. Paper money had been used in Cathay for generations, allowing merchants flexibility in their transactions. Armanda attempted to replicate this but was forced to abandon her efforts when they narrowly escaped the ire of a local princeling, who did not understand the finer points of financial theories. Despite Armanda’s failure, her essays and correspondence have since attracted much interest from Economicks scholars within the cult. There has even been talk of introducing the concept to Marienburg, although some priests believe removing coins, Handrich’s own holy symbol, would be blasphemy. Nonetheless, the temple’s famous lines of credit and notes of mark are often held as proof of concept. Armanda is also venerated by Ranaldans for persuading people to hand over their gold in return for bits of paper. Katja de Teuling (2135 IC – 2182 IC) Founder of the Defenders of Capital, the closest Handrich’s cult has to a knightly order. Katja served as a caravan guard, investing her fees into her own mercenary company. This she dedicated to protecting Handrich’s servants as they kept the arteries of trade open. For a price. Though a skilled warrior, De Teuling was first and foremost a businesswoman, and saw in Handrich’s tenets of honesty the secret to success. No warrior under Katja’s command would dare steal from the caravans which hired them, and the Defenders gained a trusted reputation. Now, many years after her death, De Teuling is treated by travelling merchants as a patron saint. Her sword and coin icon is pressed onto cash boxes for protection on long journeys. The Defenders of Capital, meanwhile, were bought out by the high temple not long after their founder’s demise, and continue to serve as effective trade guards for hire. Their purview has since expanded to bringing any who deal dishonestly to justice, sending investigators to hunt down con-artists, providing their fees are met. High Priest Simon Goudenkruin (2459 IC – Present) Jokingly nicknamed ‘Haendryk’s Profit’, Marienburg’s current high priest (and de facto head of the cult) Simon Goudenkruin is a controversial figure under whose leadership the cult has grown in power and influence. As a young apprentice in his father’s shipping enterprise, stories of the god’s mortal life inspired Goudenkruin and he spent the often-lengthy trade excursions discussing Haendryk with other traders. It wasn’t long before he was inducted into the priesthood, where his insights into the limitations and freedoms of the faith’s strictures, along with financial assistance from his father, saw him rise rapidly. As high priest, Simon’s teachings revolutionised the cult. He places particular importance upon Haendryk’s tenet that wealth signifies a worthy character. Anyone can improve their station if they put in the effort. Therefore, Simon argues, anyone who lives in poverty is choosing poverty. Under his direction, the rites of initiation have been loosened, allowing in those who can prove they already hold Haendryk’s favour. Many Marienburger merchant families secured positions for their scions thanks to Simon’s changes. Such practices have not gone without criticism. Some view Simon as eroding Haendryk’s tenet that all deals must be carried out without mercy, replacing the sacred act of haggling with a network of cronyism. However, their voices are drowned out by the clink of coin, a sound sacred to Haendryk. NEW CAREERS There are a few new carrers in Archives of the Empire Volume 3. Three of these are versions of the priest career, the Priest of Handrich, Priest of Solkan, and Priestess of Rhya. They may be adopted by players who roll Priest as their starting career. The Animal Familiar career is peculiar to those who play Animal Familiars.


WARHAMMER FANTASY ROLEPLAY 42 III BELIEFS For Handrich’s followers, wealth is the ultimate signifier of a life well-lived. However, money earned through trickery or toil is not enough, it must be gained through their patron’s most prized traits: wit, honesty, intelligence, and ruthlessness. Handrich expects his followers to pursue profit with all their guile and cunning, while staying within the strictures of honest business. Handrichans believe their god is present wherever negotiations take place. The give and take of commerce, the quick wit of its practitioners, these bring a person closer to Handrich, and haggling is as much an act of worship as prayer. However, his followers never expect his assistance. Handrich demands independence, but he is happy to reward those who please him. A particularly successful transaction is considered a sign he enjoyed a worshipper’s performance. For negotiations to have meaning, both parties must be speaking truth. Conning someone makes a mockery of the whole affair, and Handrich’s worshippers shun anyone found dealing in falsehoods. Yet, while Handrich expects honesty, he also demands no quarter be given. Only one’s own wealth matters, and acting in any way not for your own ultimate good, such as giving someone a generous rate due to family ties, is frowned upon. Exploiting those same ties to get a better deal, however, is encouraged. Finally, Handrichan tenets justify pursuit of individual wealth as the means by which all society is elevated. Riches mark intelligence and the right to hold office. If someone had the strength of mind to accumulate such wealth, this is proof they are best equipped to distribute it. Commissioning art, funding military expeditions, even charitable concerns: through these, Handrich’s favour trickles down to all people. Losing wealth, though, is a sign Handrich has forsaken you, so his followers are exacting in their savings. Strictures of Handrich Handrich’s worshippers are encouraged to interpret his strictures as they will, keeping to their letter while working to exploit their loopholes. This, they say, encourages the flexibility of thought one needs to succeed. The cult’s critics consider it trickery in the open, dishonesty masquerading as a lawful contract. No Day Without Profit A follower of Handrich must ensure the day is profitable. Coin is preferred, but profit can mean many things depending on the person. The important thing is the worshipper should act for their own net gain, whether this be closing an important trade deal, or getting one’s fellows to buy the next round of drinks. It is understood that the greater a person’s station, the more Handrich demands of this stricture. Deal in Truth The Cult of Handrich forbids false dealing, as trickery erodes the trust all trade is based upon. Followers cannot obscure the value of their wares, nor sell something they have no right to. While they must deal truthfully, this is not the same as dealing honestly. Followers are free to exaggerate benefits, neglect to mention complications, or use information at their disposal to get the upper hand. Lying to gain an advantage would be in violation of this stricture, but using insider knowledge of a competitor’s financial situation would not. Help Those Who Help Themselves Handrich earned his godhood and looks down on anyone not willing to do the same. While Handrich’s followers are called to share their earnings to benefit society, it must not be in a way which Handrich views as encouraging laziness.


43 THE CULT OF HANDRICH III A priest of Handrich would never give a beggar money for shelter, for example. Instead, they might direct them to a workhouse to earn their keep and contribute to the running of the institution. Some in the cult interpret this as a condemnation of taxation, which they view as governments taking money not rightfully theirs. They fulfil this stricture by lobbying political figures to enact tax cuts, allowing them to distribute their money as they see fit. Always Get the Best Deal Trading is a holy act, a pure competition of wits with only one victor. Therefore, a follower of Handrich must always get the best possible deal, regardless of circumstances. If a person is looking to buy grain, they must pay for it. The fact that their village is starving should not warrant merciful treatment. However, the best deal does not always mean the most profitable. After all, if you take everything a person has, then who will trade with you next time? Sometimes, the best deal is one which builds relationships and leaves everyone happy, so that more profit can be extracted in the future. Relationship With Other Cults Handrich’s cult has positive relationships with worshippers from other cults, and Handrichans often serve as their financiers. Amidst the grand iconography of many churches can be found inscriptions honouring the god of coin’s contributions. The cult holds particularly strong ties with the Cult of Manann, especially in Marienburg where priests of both deities bless voyages to ensure crew and cargo’s safety. Priests of Manann visit Handrich’s high temple to make use of the cult’s collection of up-to-date trade gazetteers, while Handrich’s priests study the charts in Manann’s temple, ensuring they can advise their clients of trade routes and risks. The cults of Rhya and Myrmidia have rather odd relationships with that of Handrich. Arguments between Rhya’s and Handrich’s priests are not uncommon, given the latter’s dismissal of the ‘simple’ labour of farmers. However, they come together on market days, and small shrines to both stand in such places. Handrich’s followers feel a certain kinship with Myrmidia’s cult. They argue battlefield tactics can be implemented in matters of business, and financing military engagements is an acceptable form of charity within Handrich’s strictures. Followers of Myrmidia, for their part, are happy to associate with Handrichans, but many find their constant assurances of fellowship aggravating. Handrich and Ranald A strained relationship exists between Handrich’s and Ranald’s followers. This is a surprise to those peasants who consider them the same being with different names, except one expects you to shake his hand and thank him for fleecing you. But to Handrichans, Ranald’s dishonesty cannot be tolerated. Many merchants still choose to honour Ranald alongside Handrich. While they may follow Handrich’s strictures, sometimes one needs a few extra tricks. Some worshippers, upset with the cult’s current direction, have begun turning to Ranald in his aspect as the Dealer, a persona which Handrich’s high priest calls a mask the trickster god uses to con people away from the true artistry of trade. THE BROTHERHOOD The Brotherhood are a secretive order dedicated to Ranald. Little is known about them, including whether they are an actual organisation or just a loose association. On ocasion they use the practice of business to bring down pompous individuals. Most are honest merchants who call upon Ranald for bounty and improved commerce, although there is a seedier side. The Brotherhood teaches the tenets of cooperation and competition — help your brother when he needs it — but through competition, the best elements rise to the top. Mischievious elements of the Brotherhood enjoy targeting followers of Handrich. Impersonating the god of coin’s priests is a favoured tactic, allowing them to get closer to their prey and eroding trust in the cult. The Defenders of Capital go to great pains hunting down any of the Brotherhood they hear about for this reason. FOLLOW THE MONEY Three merchants arrive at a Handrichan meeting house and begin haranguing the clerk behind the counter. They each claim the other two owe them a shipment of fine fabrics, which they have not received, and which each one of them is adamant the others are holding. They were introduced to one another by a priest from this meeting house. In truth, a priest of Ranald has been manipulating them into buying and selling the same non-existent shipment for almost two months, posing as an itinerant Handrichan priest. This devotee of Ranald has made a tidy profit off the confusion and will soon leave, after they finish covering their tracks in the financial ledgers.


WARHAMMER FANTASY ROLEPLAY 44 III WORSHIPPERS Handrich’s cult attracts anyone concerned with trade and coin. Merchants are his primary supplicants, but those who work with gold, such as jewellers, also honour him, while caravan guards pray to him to protect their charges. Minting houses, banks, and well-established shops have shrines to Handrich kept on a shelf. The first coin made each day is considered Handrich’s, and is placed on the altar in the belief that what is given to the god will be returned twice over. It is rare to find followers among the lower classes. Instead, the cult recruits from established mercant families or guilds. Many such families seek positions for their young scions to secure favourable treatment, and the cult accepts anyone for a fee. Initiation Rites The cult’s initiation rites have been undergoing changes. Since its inception, prospective initiates presented an offering to a local priest. The priest then set a mathematical examination to ensure they would be able to better themselves (some speculate the difficulty of this depended upon the offering). Once the priest was satisfied, the initiate was instructed in Handrich’s tenets, before being placed in a trade caravan to experience commerce for themself. Once they finished this period of travel, the initiate returned to the temple and presented the priest with a greater offering. They then faced one final test. Usually, they completed a difficult business deal, such as selling fish to fishermen, or persuading a priest of Sigmar to sell their hammer. This earned them a full place within the order, just as Handrich earned his godhood. High Priest Simon Goudenkruin recently introduced ‘The Pyramid of Gold’. Those who hold great wealth, he argues, already have Haendryk’s favour, and it is hubris to set such blessed people further tests. Therefore, in return for a far larger offering, a person may join the cult and become a full priest without undergoing the trials. Should they wish to advance, however, they need to introduce others to the cult, who must also buy their way in. This has tripled the temple’s profits, and families even outside Marienburg are sending children to secure advantageous positions. Some worry such practices are unsustainable, but so far it has proven a great success. Sacred Sites There are very few dedicated temples to Handrich, save in the largest cities and trading ports. Those which do exist serve a dual function as both site of worship and bank or meeting place, and follow the same basic layout: a central hall with semi-circular apses where donations can be displayed or private meetings held. Empire temples tend towards frugality, their finery deliberately understated to convey financial sensibility. The Wasteland temples, however, prefer to keep their wealth on display in imitation of the high temple in Marienburg. The Counting House The High Temple of Haendryk, known locally as the Counting House, shows what wealth can accomplish when unbound by frugal practicalities or, some say, good taste. In structure, it follows a similar footprint to other Handrichan temples, but once inside, worshippers are assaulted with an array of decorations in gold and silver. Exquisite paintings cover the walls, while stained glass windows tell stories from Haendryk’s life in Marienburg (often featuring discreet signs explaining which mercantile family sponsored their creation). Watery light pours down from the central dome, its own glass depicting the tragedies which might befall one at sea. Most suspect this to be a nod to the cult’s relationship with Manaan’s, but in truth it was donated by an insurance company. All through the day, the temple is filled with the quiet murmur of commerce, punctuated by the discreet clink of coin. Sermons are rarely held in the central meeting hall, save on festival days, instead being relegated to side-chapels. The main space is given over to desks, each with their attendant priest. For a fee, supplicants may seek either financial advice or a loan from the temple. All clergy members see it as their duty to help in such matters, and for a large enough sum one can even secure an appointment with the high priest himself. Relics It is said that, upon Handrich’s ascension, every coin he touched in his lifetime took on his finger print. These coins — almost invariably gold, though lower-value ones have been reported too — are much prized by the cult and are kept in ornately jewelled reliquaries, or worked into talismans worn by highranking priests. The standing rule is that any cult member who finds one must return it to the high temple in Marienburg, but there are more than a few distant chapels which find possessing one a good draw for pilgrims. The Imperial practice of honouring the skulls of saints did not at first find much favour among Handrich’s followers, given that theirs is a god entirely devoted to the material life. Such relics have since begun to grow in popularity as a means of showing off the wealth achieved over the course of one’s life. Many merchants leave vast sums to have their skulls prepared with silver and set in dedicated ossuaries, where anyone who sees them will know here lies someone who truly followed Handrich’s example.


45 THE CULT OF HANDRICH III Even merchants who don’t request this treatment may find themselves decorating a chapel shelf, their families realising it is useful to be seen as influential and wealthy enough to afford such an honoured place for the dearly departed. DIE KUNST DER GIER Handrich’s cult recognises very few religious texts, but follows the science of Economicks closely. Die Kunst der Gier, by the Altdorfian philosopher Anja Rosenbaum, recently caused quite the stir, calling for trade free from oversight and in service entirely to one’s self. Many Handrichans now keep a copy of this text, citing it in taxation disputes. Holy Days Handrich teaches success is possible for everyone, providing they have the drive and intelligence to seize it. Despite this, the common folk rarely have much to do with the god of commerce and, should someone of lesser means enter a Handrichan temple, they usually find themself under suspicion. Marktag is the exception. This day celebrates Handrich’s ascension and sees the temple doors, if not flung open, then at least left ajar to allow traders of all ilks to sell their wares. These festivals differ from traditional market days in that produce and livestock are rarely sold. Instead, jewellery or clothing are favoured. Marktag is a lively event, and some commoners save up to purchase small luxuries here, it being considered good fortune to carry such an item until the next Marktag. Priests keep a careful eye over the proceedings, offering blessings and spreading Handrich’s message of improving one’s station. Meanwhile, favoured merchants are invited into private chapels, where larger auctions and negotiations are held. BACK-ROOM DEALS As the temple fills with the hustle and bustle of Marktag, the heads of Marienburg’s most influential merchant families make their way, one by one, to a private chapel watched over by attendant priests. Rumour has it that this meeting will set the course of trade in Marienburg for the coming year and only the very favoured are allowed to attend. Constance Der Ruyling, merchant venturer, is not one of these favoured. However, she doesn’t plan to let that stop her. If someone could gain access to the meeting and inform her of what is discussed she would pay them handsomely. THE PHILOSOPHIES OF COMMERCE The Cult of Handrich is not large enough to sustain the orders that other cults divide themselves into. However, there are various schools of thought which followers gravitate towards. The School of Coin Favoured by bankers and money lenders, the School of Coin believes the path to knowing Handrich comes through accumulating wealth. The more coin one holds, the closer one comes to Handrich’s blessed ascension. Those who follow this school tend towards thriftiness, keeping careful track of every coin spent and received. The popular caricature of the miserly Haendrykian in Wastelander satirical dramas originates from this school. The School of Commerce The School of Commerce teaches that trade is how societies become civilised. Just as Handrich elevated Marienburg through his patronage, these students elevate all society through buying and selling. The school attracts traders and caravan guards, though there is an emerging argument that physical goods are not required to ensure trade continues. Priests have begun experimenting with speculative markets, trading in the promise of goods such as flowers which have yet to be grown. The School of the Hand Favoured by skilled craftsmen and jewellers, the School of the Hand argues that money is only good for what it can accomplish. Money is a worthless dream, a mass hallucination, important only for the beauty it brings to the world, and followers believe it was with this realisation Handrich achieved ascension. Patronage of artists is held as a grand ideal, as is providing funds to civic concerns. There is talk of the school’s followers separating from the Marienburg cult, something High Priest Simon Goudenkruin wishes stamped out.


WARHAMMER FANTASY ROLEPLAY 46 III PRIEST OF HANDRICH Human You follow the ways of Handrich, always looking for the best deal in the transcendental pursuit of profit. Though not as common as other cults, Handrichan priests are sought after for their financial sense and discretion. Many do preach sermons, teaching Handrich’s tenets of self-reliance and the glories of material wealth, but they more often serve in private capacities, overseeing transactions to ensure honesty or offering financial advice. Most tend to temples found in large trading centres, or join caravans and trade expeditions as part of their service to Handrich. ‘They made us a deal we couldn’t refuse.’ – Otto, Altdorf Beggar ‘Learn to read the flow of coin and you may be able to read the mind of the world.’ – Father Van Der Putt, Economicks Lecturer ‘Not all that gleams is gold, but whatever that priest is wearing sure shimmers like it.’ – Hetta Gronsdottir, Thief Career Path h Clerk — Brass 5 Skills: Bribery, Charm, Consume Alcohol, Evaluate, Gamble, Gossip, Haggle, Lore (Theology), Pray, Research Talents: Bless (Handrich), Embezzle, Numismatics, Read/Write Trappings: Abacus and Slate, Handrichan Icon, Brown Robes Circuit Trader — Silver 4 Skills: Animal Training, Cool, Intuition, Language (Any), Lore (Politics), Perception Talents: Briber, Carouser, Dealmaker, Invoke (Handrich) Trappings: Gazetteer, Lock Box, Well-tailored Robes Officiant — Gold 2 Skills: Intimidate, Leadership, Lore (Any), Secret Signs (Guilder) Talents: Bookish, Cat-tongued, Robust, Super Numerate Trappings: Handrich-touched Coin, Subordinate Clerks, Temple Profit — Gold 4 Skills: Entertain (Speeches), Lore (Any) Talents: Public Speaker, Schemer, Strong-minded, Wealthy Trappings: Subordinate Officiants, Warehouse PRIEST OF HANDRICH ADVANCE SCHEME WS BS S T I Agi Dex Int WP Fel h h h “A guide? Aye, I suppose you could call us that, if a guide had to run twenty leagues, swim another ten, fight off a hungry ogre and climb to the peak of Karak Norn all before breakfast. Now pay up manling, or by Grimnir our caravan will be delivering its goods posthumously!” -Snori Brakisson, on establishing a new trade route between Ubersreik and his clan in the Grey Mountains Karak Rangers often spend many months in the field, far away from civilisation. Where human or halfling rangers are often seen by society as becoming wild like nature itself (most dwarves believe elves were always uncivilised tree-lovers), a Karak Ranger remains true to his people; The mountains are brutal and unforgiving, and to live in “harmony” with them would be to abandon one’s traditions and clan, an unthinkable prospect. Karak Rangers seek to tame the wilds, not submit to them. Some Rangers train animal companions such as dogs, birds of prey or even hardy mountain goats, both for company and aid in scouting and hunting.


47 THE CULT OF HANDRICH III MIRACLES OF HANDRICH Below are six Handrich Miracles which follow the usual rules on WFRP page 222. Handrich helps those who help themselves — he earned his own godhood after all — and so his Miracles tend to reward the already-successful. As such, they can be invoked after a successful Test to improve its results. Handrich isn’t one for selflessness, and failing to profit from a Handrich Miracle you have invoked will cause you to gain +1 Sin point. You are free to define ‘profit’ as you will, but the GM has final say. A Deal’s a Deal Range: You Target: You Duration: Instant Upon a successful Haggle Test, you may say a word of thanks to Handrich before shaking hands on the matter. This adds +2 SL to the Haggle check, which rises by 1 per +2 SL gained on the Pray Test invoking the Miracle. In addition, the person with whom you are haggling is left with a good impression of you. Carry My Burdens Range: 1 yard Target: One non-monstrous creature (as determined by the GM) Duration: Until the journey’s completion You have the goods and the deal is set. Now trust in Handrich to provide the means of delivery. If you succeed on an Animal Training Test, the target creature will serve as your pack animal, no matter how wild or aggressive it was. It will not attack or follow orders, save for carrying anything you wish as you travel. Upon completing the journey, the creature reverts to its previously wild state. This Miracle can only be used on one creature at a time. Shake On It Range: Touch Target: 1 Duration: Fellowship Bonus Rounds You ask Handrich to witness this deal, and seal it with a handshake. The target cannot act in opposition to this deal for at least Fellowship Bonus Rounds. If they do wish to contest some part of it, they must make an Average (+20) Cool Test contesting your SL. If successful, they can refuse to take an action dictated by the deal. For every additional 2 SL they achieve, they may take one action in opposition to the deal. You will know if they break the deal. You suffer +1 Sin point if you break the terms of the deal while this Miracle is in effect. HANDRICH’S BLESSINGS Priests of Handrich can access the following Blessings as per WFRP page 221: Charisma, Fortune, Hardiness, Protection, Wisdom, Wit Supply and Demand Range: Fellowship yards Target: One batch of trade goods in line of sight Duration: 1 hour Having successfully identified a place looking to sell or buy certain goods through a Difficult (–10) Gossip Test, you may invoke Handrich to make the amount available appear to increase or decrease. This does not affect any goods in your own possession. For example, a merchant looking to buy grain will suddenly find rats have got into their existing supplies, while someone selling rare linens discovers extra stock tucked away in a back room. You may change an item’s Availability by one level (Common becomes Scarce, Exotic becomes Rare, etc.) to affect its Bartering Ratio, as per WFRP page 291. Trickle Down Range: Fellowship yards Target: Fellowship Bonus people Duration: Fellowship Bonus Rounds Through the gift of a gold coin and the promise of increased wealth to come, you introduce those you wish to befriend to Handrich’s beneficence. A successful Charm Test while speaking to people of lower Status gains +1 SL for every SL of the Pray Test to invoke this Miracle. Twist of Fortune Range: Fellowship yards Target: 1 Duration: Instant Handrich examines the fortunes of all and suggests a deal could be reached. You may spend 1 point of the target’s Fortune as though it were your own. However, they may choose to contest this by making a Challenging (+0) Fellowship Test against your SL. If they beat this, they keep their Fortune point. If they beat your SL by +4 SL, then they may choose to spend a point of your Fortune as their own. The lost Fortune must be spent by the end of the session in which it is lost. When the next session begins, the lost Fortune is restored to its original owner. FROZEN ASSETS Marienburg wishes to capitalise on trade with the Bjornlings, and to this end a diplomatic delegation is being sent to Skjold in order to establish a trade outpost. Naturally, the Temple of Haendryk needs to send representatives to negotiate the best deal from the Norscans for their plentiful supplies of precious furs. Even more naturally, very few want the job. The high priest is calling for volunteers, as well as eying up some political rivals who he thinks might be perfect envoys.


IV MINOR GODS, FOLK WORSHIP & HEDGECRAFT MINOR GODS, FOLK WORSHIP & HEDGECRAFT • • Life in the Old World is heavy with religion. In every aspect of life, everywhere you travel, there are inescapable reminders of the gods, from the major pantheons to the more obscure deities and spirits. Outside temples, people find their own ways to respect the mystical forces who shape their lives. This folk worship is not unique to Humanity, as the Dwarfs, Halflings, and Elves have their own pantheons and peculiar relationships with the divine. HUMAN RELIGION ‘From long-dead, barely remembered ancestors, to capricious spirits, minor deities, and the most powerful gods; they all have this single thing in common. They do not necessarily impart power to mortals, though of course they could do this. No: they depend on our worship. They must therefore be our servants, not we, theirs.’ – Reichardt D’Auckignes, deceased (struck by lightning) IC 2508


49 MINOR GODS, FOLK WORSHIP & HEDGECRAFT IV Roots in Antiquity The Old World has been inhabited by superstitious and godfearing Humans for thousands of years. New ideas and new gods have appeared over time, gradually changing the way Humanity thinks and behaves, just as older gods recede into nothing more than folk memory. Emerging beliefs and the relics of countless old practices survive to this day in every corner of the Empire. THE OLD FAITH Long before Sigmar, long even before the other gods, the people of the Old World were united in the worship of Ishernos, the god-and-goddess of nature, and a wide but mostly forgotten pantheon of minor gods and spirits. They were drawn to the stone circles that they found arrayed across the land, and a class of shaman known as ‘druids’ emerged to teach and record the folklore of these ancients. These traditions are still upheld in rural pockets of the Empire, in half-forgotten hamlets and remote valleys. They seem primitive and are occasionally mistaken for Chaos worship, but present day followers of the Old Faith feel their ancient connection to the land and an inheritance that goes back to its first people. Ancient Spirits Ancient spirits have long been worshipped across the Old World and beyond. They manifest in a certain location and are shaped by mortals’ perceptions of the area. A recognisable terrain feature such as a copse, a rocky crag, or a river, will often have an associated spirit. Spirits are not restricted to natural phenomena. An old house, ruin, or castle can also have its own ancient spirit. Spirits can be contacted and summoned by mortals in a similar way to daemons or ghosts. They appear in forms sympathetic to their environment or shaped by their temperament — from unusual Human forms to beings made from plant, rock, or mist. They are peerlessly knowledgeable about their local area and so their wisdom is much sought after. They have myriad personalities and dispositions, often sly and elusive or capricious and belligerent — some taking pleasure in the misfortune or even death of mortals. Any mortal who wishes to learn from or attempt to get the better of the spirits should keep their wits about them, and will be expected to placate them with offerings. Despite official discouragement, the worship of spirits is still prevalent, even the norm, from the deserts of Araby to the steppes of Kislev. There is little to distinguish between ancient spirits and gods, other than their scope and power. Perhaps they are of the same essential stuff. SAMPLE SPIRIT: ‘Lord’ Bärenbaum — Deep in the wooded foothills of the Hagercrybs is the tiny village of Duderfurt, where the residents live in fear of a local spirit they call ‘Lord Bärenbaum’. Only ever seen out of the corner of one’s eye, the spirit emerges from the woods at twilight, whispering demands for fresh milk, cat flesh, and blood. Those who glimpse him describe a hulking, bear-like figure covered in lichen, with cold blue eyes glowing in the half-light. Bärenbaum is never satisfied and he has taken the life of several villagers who refused his requests. SAMPLE VENERATED SOUL: Dieter the Just — A Verenan priest from the mid-25th century, Dieter was elevated as a venerated soul after his daring efforts to expose and destroy the Huyderman crime ring in Nuln. He was murdered in his chambers, his tongue pulled out and nailed to the top of his head. The cult recognised him twenty years later and now he is venerated for his unflinching quest for justice. Ancestors and Venerated Souls Human ancestor worship is an ancient practice, sometimes linked to the Old Faith, whereby a family honours its known (or imagined) ancestors, to give thanks and to seek their protection from beyond the grave. Some witch hunters, Sigmarites, and priests of Morr consider talking to the dead perilously close to necromancy. This form of worship is common amongst rural and illiterate people, so peasant families who uphold this tradition memorise their ancestors as best they can. Weddings often involve reciting the list of the in-laws’ ancestors. The nobility undertake ancestor worship of a different kind, less concerned with veneration than celebrating the importance of their forebears to elevate the status of their own noble family. They often employ scholars to make their family tree as illustrious as possible. Venerated souls are individuals who have achieved official recognition from a major cult. It is not unusual to find a holy site or temple specifically dedicated to a venerated soul — a follower who epitomised the relevant god’s values. Some achieved their status unofficially, by provoking such widespread devotion independent of cult approval, perhaps inspiring a cult of its own. Some of these grass-roots phenomena are co-opted by official cults in order to control or benefit from the devotion they inspire — witness the hysteria surrounding the recent rise in the cult of Valten, a young man who is said by some to be the Chosen of Sigmar.


WARHAMMER FANTASY ROLEPLAY 50 IV MINOR GODS, FOLK WORSHIP & HEDGECRAFT HEARTH AND HOME Many of the great buildings of the Empire are temples, and many of the most spectacular events are religious festivals. Worship can be a great social occasion and much of it is done publicly, such as the immense open air rites of Taal at the spring equinox in Talabheim or Nuln’s ‘Righteous Procession’ dedicated to Verena. Devotion is also a private affair, with small services conducted among extended families, or simple solitary reflection in one’s own home. Most homes have a small area devoted to the household’s private worship: perhaps just a section of wall where they light candles to show their respect, or a table with simple sculptures or charms, where the family place offerings. These areas will often be decorated with images and symbols of the household’s most favoured gods, ancestors, and venerated souls. These vary, depending on the household’s disposition and role in society, but in the Empire it is generally expected that a small space is set aside for Sigmar. MINOR GODS The Empire is home to countless minor gods. Some are minor because they have a limited domain, and therefore will only ever attract a few adherents, some because they are associated with a local setting, some because they are inherently unattractive to most Humans, and some because they are merely unfashionable. Minor gods are more specific in their purview than the major deities, and some are subservient to them, such as river gods who are considered the children of Manann. Others represent local interests only. For example, in the Silver Hills of Nordland, the god Gnistre is believed to move through the rock, leaving behind the veins of silver which bring wealth to Salzenmund and the surrounding region. The Powers That Be As the official pantheon of the Empire became more established, vested interests grew less tolerant of the greyer areas of theology. It would be convenient for the Empire’s rulers if there were only a handful of cults, which all supported their rule. The worship of spirits, ancestors, and to an extent the minor gods, is usually low key and localised. This is easy to tolerate. However, occasionally a cult will grow up and threaten the status quo, or a local god’s more fanatical followers will destabilise an entire region. In these cases, the official cults are quick to act and put down upstart cults or steer them in a more conventional direction. The Sigmarites are especially egregious in this regard. THE CULT OF KHAINE Seat of Power: None Head of the Cult: None, but a semi-legendary ‘Slayer in the Dark’ is said to preside over all cults in the Old World Primary Orders: Order of the Bloodied Hand, the Four Arms of Khaine Major Festivals: Hexensnacht (Death Night) Popular Holy Books: Tenebris Geheimnis, The Lafayif Alea’qarab (‘Scrolls of the Scorpion’) Common Holy Symbols: Scorpion, Serpentine Dagger To Humans, Khaine is the patron of murder, a bloodthirsty god who craves the souls of those killed in his name. Although he is a recognised member of the Old World pantheon, most folk shun him and his worship is proscribed in all but the most degraded communities. Khaine vies with his brother Morr for the souls of the dead, but his claim extends only to the victims of murder. Khaine’s worshippers have no central authority, so depictions of their god vary. In the northern Old World he is a cloaked figure with a tall red helm, dripping blood from his left hand. Across the south and east he is depicted as a squat, grotesque figure with a leering, fanged mouth and four arms — holding a serpentine dagger, a scorpion, a beating heart, and the fourth dripping blood. Some confuse Khaine with Khorne, but whilst the two hunger for blood, Khaine is a patient deity who prizes artful murder over rage and violence. The Khainite philosopher Melmoch justified murder in his name as a means to channel the killing urge inherent to Humanity, which would otherwise emerge as mindless violence and feed the gods of Chaos. SAMPLE MINOR GODS: Haleth — Lady of the Hunt. Possibly an aspect of Rhya, Haleth is an athletic woman armed with a bow. She is worshipped by hunters in the Northern Empire, who pray to her to find their quarry and guide their arrows and spears. Borchband — God of Rhetoric. A god venerated by two distinct sets of worshippers. Politicians and lawyers entreat him to give them the power to inspire others to do their bidding. Agitators worship him for the same reason, typically at odds with the former group. Bogenauer — God of the River Bogen. The townsfolk of Bogenhafen pay dues to Bogenauer in thanks for the trade and livelihood that he brings to the town. Bogenauer was originally the principal deity of a small tribe of Unberogens who settled in the area. .


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