Tuor wrote:I found this site which looks like it'd be pretty helpful
Archrival wrote:Warhammer Fantasy: New Guard of the Old World
The Warhammer Fantasy Universe is as dark as one can possibly get, danger and death lurks every turn. The Spirit of Morr strikes randomly, and sometimes not keeping what he reaps, that merchant you might have seen well and fine earlier as you purchased his goods that very day could very well be dead by nightfall, that’s how fragile life is in this world. Disease, famine and war are predominant. Though saying that there are those that have lived for quite a long time in this world, the dwarves are as ancient and set into their ways as the stone and metal they craft. The Elves that wield the greatest magic are old and wise; some of the oldest of them can peer into the events of the future as their high magic will let them, but their appearances very rarely look any older than a human in his fifties. Humans however are great in number and common in most corners of the Old World but lack the elder races lifespan, most barely make it past sixty but even they are rare in these dark times as Morr’s range is vast and great.
There are many things that are enemies of the human race and the Elder races: Chaos are beings of great corruption that follow dark gods with even darker motives, those that follow these gods can range from mutants that were once human but changed by the stigmata of chaos, to full on daemons of chaos which are the gods spirit followers and are similar in appearance to their gods.
There are four chaos gods: There is Nurgle the plague god, this great bloated, disease ridden and boil festering god seeks to cover the Old World in plague and foulness, those that follow him suffer from major diseases and are bloated and swollen from illness those that fight them best be wary they do not catch what the followers have because it could be their downfall.
The next is Khorne the blood god, he seeks to see the world in blood and ruin, his followers are the hardest to spot as they don’t mutate obviously but are still as dangerous as they are great warriors and have great skill in battle.
The third is Tzeentch the changer of ways, this being is the most tricky of the chaos gods as his followers are steeped in magic and are the most ambitious in the Old World, many plans to destroy the Old World are set out by Tzeentch followers, the mutants of tzeentch are also very hard to spot like Khorne but only in early stages as they soon gain tentacles, clawed limbs or have multiple limbs.
The final Chaos Daemon god on the list is Slaanesh, the god of lust and pleasure those that follow him are the most decadent and self indulgent. Taking part in many sexual taboos or strange sexual rituals. Slaanesh also manage to taint a lot of the elves causing a civil war and the creation of the Dark Elves.
Other beings that are out to destroy the Elder and Human races are the Greenskins or Orcs and Goblins. These are feral looking beings that ruin and pillage or capture any villages they can get their hand on. Even though the Greenskins fight the elder/human races they are not allies with chaos though there are Greenskins that are tainted by chaos.
The Skaven are ratmen, created by the warpstone of chaos. They however like the Greenskins aren’t directly in league with the chaos cults, but have been known to do so from time to time. Skaven live in burrows and warrens underground, much like normal rats, that have tunnels leading all over the Old World, and can use them to quickly traverse the country without being seen.
A rarer but no more deadly threat are the undead, these are usually seen when accompanied by either vampires or a necromancer. They are much like their fantasy counterparts, from the shuffling zombies to the clattering skeletons. Though the difference is merely how long the course has decayed, the shambling being that the creature has not fully come under the control of their master, but once fully decayed they can fight as well as they did in life. And much like zombie films, the only usual way to kill these is to destroy the head with the smack of a hammer or crushing the skull with your boot. Other kinds of undead like Banshees and Ghouls come under this banner too, and when facing these hordes it’ll be no surprise to find these higher tier abominations
You will be playing one of three races, Dwarves, Elves and Humans, if you wish to play anything different (And not chaos related) like ogres or Halflings then you’ll have to send me a PM. Your characters will be very much mortal in that if they take a wound then it will be as physically impacting as the real world. Cut your hand on a sharp bit of glass, get a gash from a glancing blow of a sword and it’ll make your character react, and only their strength of conviction will drive them through. If not seen to or treated then it won’t heal for a while but seeing a surgeon or being attended to by a priest of Shallya may help it but you will be left scarred, if not treated or looked at then it could become infected as disease in this world is much more frequent. So with this in mind I recommend at least one starts as an Apothecary, Barber-Surgeon or an Initiate of Shallya, but any other kinds of Initiate of the cults of the Old World are just as useful.
There is magic in the world but those that wield it are treated with immense suspicion and fear as their power is very much related to the forces of chaos and those that grow too powerful for their own boots soon get swallowed by the powers of chaos or destroyed by their own magic as it is as temperamental as a active volcano. Those in the empire tend to belong to one of the Eight winds of magic and study under the respective colleges, anyone found practicing forbidden magic or magic not belonging to the colleges tend to get hunted down by Witch Hunters and soon end up burning at the stake for their heresy. Playing a High Elf Wizard means you don’t have to rely on the colleges but you’re as rare as a friendly Skaven but not impossible, choosing to be either a human Wizard apprentice or Elf Wizard you’ll have to send me a PM proving why you can be trusted with the turbulent magical power.
The world you the players inhabit is filled with superstition and belief, religion is a very strong aspect and those that preach in the streets are often listened to and heeded, one wrong word among a throng of people could end in your hanging or imprisonment. If you’re in the wrong place at the wrong time you can be arrested and jailed, that’s how fickle the people of the Old World are, the law system does nothing to help those who can’t afford it. You as players will have to convince others of your actions if you commit something claimed as lawbreaking, or as mentioned pony up a decent sum to get yourself a Litigant. If you choose to start as a Litigant, you will have to research the laws of the Old World with help from some Warhammer Fantasy RP books I think are relevant.
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