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 since their play style is different to what you’d perceive them in other fantasy realms. 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.
Most of you will ask ‘what are the professions, classes, roles in Warhammer Fantasy?’ Well I’ll tell you, there are a lot. You can be damn near anything you wish; want to be a butcher? Sure, want to be a deckhand? Sure, thief, scholar, tomb plunderer, grave robber, they’re all there. I will allow you to be any basic career you wish to choose. What do I mean by ‘basic career’? A basic career is any career listed in the Warhammer Fantasy Core rule book (2nd Edition) or in the Warhammer Fantasy Career Compendium that is listed as ‘basic’; it’s as simple as that. I will allow advanced careers only in certain circumstances; one being that you desire to belong to a specific wizard’s college before we start, or if you present a reasonable case as to why you should get a certain career above your fellow players.
‘How do we get these books?’ I hear you cry, also pretty simple if you’re willing to spend some time downloading. Both books are fully torrent-able, since in the past few months I’ve managed to get them myself. The other way is to ask me to email them to you since I have them as PDF files, or some other type of transference such as Skype. I will not have any person in this RP who is not willing to do background research into Warhammer Fantasy if they don’t have prior knowledge on the subject, since the world is not your normal generic Fantasy and if you think as such then I’m gonna bring a world of hurt crushing down on your head. Any further books you need or think you might need, such as the info on the wizard’s colleges I just mentioned, should either be included in a collection within a torrent or I can procure them myself for you.
However do not think I’m using the full tabletop rules, because I’m not, this will be purely a character based RP. I’m merely using the careers and the books as guidelines to keep everyone in line with how this world works, and those familiar with how Warhammer goes down (*Cough*Iris, Tuor*Cough*) will know how cruel it can be. But feel free to let the career you pick influence your character. The trappings that the books describe for each career are the tools your character is allowed to own, and there are certain items that every career gets as bog standard:
‘Common clothing consisting of a shirt, breeches, and worn
boots, a tattered cloak, a dagger tucked in a boot or belt, a sling bag
or a backpack containing a blanket, a wooden tankard, a wooden
cutlery set, a hand weapon (axe, club, sword, etc.) and a purse
holding 2d10 Gold Crowns (gc).’
Now these items you can give and take as you see fit, if your career gives you better options and items then I’d suggest you go for those when describing the appearance of your character. I don’t just wanna see a listing of your items; I want them built into a nice descriptive appearance.
Now I’m gonna be a little hypocritical when I said about not using any of the rules, though it still stands true. If the career you pick has a skill or a trait that will impact your character in a physical or story based sense , such as being able to drive a coach or cart, then I want you to make mention of it in the ‘Traits’ part of the CS. Though with the traits it can be a list e.g.:
-Wields one of the winds of magic (Hysh)
-Can read and write
-Can speak the Arcane language
-Knows about the art of Necromancy’
I’ll leave it up to you what you feel is necessary to tell everyone because there might be moments when one of your traits is called upon and if you don’t have it listed I’m gonna say you ain’t got it, and given that I listed swim as an example, you could die from not having it. But saying that then the reverse is true too, if you got it listed and I look up your career and you ain’t meant to have it, Imma gonna scold you.
Tuor has kindly provided you all, and myself, with a website (Link) that does a lot of the work for you, all you have to do is select the race you want, the career you desire (Or a relative background based choice) and boom your character is fully made for you. Now while this website does exactly what I want from you, which is make you a character with a basic career, it however does not list every basic career available to you, from which you can find in the Compendium, or have race stuff for outside races such as the Ogres. It also does not list the trappings you would gain for that career so you'll have to look those up yourself. Now for those I have the necessary books but obviously if you want that stuff then I’m guessing you’re willing to make an effort and ask or obtain yourself.
Map of the World
Timeline of Events(You guys will begin in 2512 just for the record.)
Name: (Human names of the Empire are very German so Germanic names are a good place to start, Dwarves have odd surnames in that males are named after their father e.g Gotrek son of Gurni= Gotrek Gurnisson and females are named similar though it ends in ‘Sdtor’ there are Dwarves with last names different to this but this is only through a great action to which they become synonymous with e.g Snorri Nosbiter. As for Elves it’s rather freeform just keep it Elf-ish. I suggest using the character creator to do this bit for you if you don't feel up to it.)
Race: (Elf, Human, Dwarf)
Age: (Humans live upto about 50-60, Dwarves to about 500, Elves to about 1000.)
Career: (This is your previous job or perhaps current job, and I’ve already made mention of this previous. If starting as an Advanced Career for whatever reason, I want you to put it like this: ‘Advanced Career (Ex-Basic Career)’)
Appearance: (This is what you wear and carry, what you look like and what possible distinguishing features you have.)
Personality: (This is how you act; remember Humans are very superstitious and rather religious bunch. Dwarves like to be gold obsessed, drink loving elf-haters with a knack for pointing out flawed handywork. And Elves tend to be haughty, rather snooty and mysterious beings.)
Traits: (As mentioned before, these are the things that may impact your character IC wise.)
History: (Tell us what happened to you and where you came from. If you’re from The Empire then make mention of from where in the Empire you’re from. If a Dwarf then say what dwarf hold you came from and how you got to the Empire. You’re usual standard history spiel; previous life, how you came to be an adventurer.)