Still no Bretonnian PC's? I'm still out.
Still no Bretonnian PC's? I'm still out.
"Revenge is a dish best served by Uma Thurman"
Latest news and update
linkThis week, I turn it over to Dan Clark, a key member of the WFRP design team, and the Action Card guru – Jay
Hi, my name is Dan, and I always wind up playing wizards.
Well, that’s an exaggeration. Slightly. Mostly. Somewhat. But I play a lot of spellcasters, across all the games I play. And in my time I think I’ve learned some things about wizards, and what makes them fun.
Wizards are fun because they do something no one else can do. They can cast spells. In many game systems (and Warhammer Fantasy Roleplay is no exception), they have an entire game mechanic that exists only for their use - an entire portion of the game that only they can play.
In many cases, this makes wizards some of the most versatile characters around. Need a door opened? A bad guy lit on fire? A message carried halfway around the world? There’s a spell for that.
The Warhammer world puts a slightly different spin on wizards – one that I think is very interesting – with the Colleges of Magic. Yes, wizards are highly versatile, speaking in broad terms. But since an individual wizard is a member of a single College, and draws from a single Wind (unless he wants to be burned at the stake), his versatility is found within a somewhat narrow focus. Want a guy lit on fire? A Bright Wizard is your man. But that same Bright Wizard is not your man for seeing the future or communing with the beasts of the wood (you need a Celestial Wizard or an Amber Wizard for those).
When designing the spells for the various Colleges of Magic, I kept the focus and “feel” of each of the winds in mind, but I also kept that idea of versatility to heart as well. Every order needed to be able to contribute in a fight (after all, this is Warhammer!), and every order needed to be able to do more than just fight (even the Bright Wizards). But there would be little point in designing “Flameblast” over and over again and only change the name. So even the things that every order can do (like deal damage to a bad guy) had to look and feel and play differently, as well.
So that’s why, for example, the Amethyst Order has a theme of using the Willpower characteristic for both its own spells and for its targets to resist damage (rather than the more usual Toughness). That’s why the Jade Order deals wounds, fatigue, and stress directly, rather than dealing damage that can be reduced. And so on.
Also, I wanted each order to have a unique feel, with some of its own mechanical themes to go with its flavour and story themes. As a result, we have Amber Wizards who have unique mechanics for turning themselves into animals, and unique spells they can cast while in beast form. Gold Wizards use their recharge counters as a sort of “countdown” mechanic, where their alchemical transmutations and conjurations dwindle in power or brew into completion. Celestial Wizards foresight and intuition allows them to manipulate dice and recharge tokens in a variety of ways other wizards cannot.
If we’ve done our jobs right, then wizards of every order should have a variety of exciting and interesting effects that feel like they belong in that order and nowhere else. Here’s a sample of what’s coming at you to give you an idea…
Amber Order Magic
Amber Wizards possess the ability to transform themselves into beasts via action cards such as Form of the White Wolf. These transformations replace their physical characteristics and skills with those of their new form – which can differ based on whether the wizard is being conservative or reckless while assuming his beastform. While in beast form, Amber Wizards may only cast spells with the Beastform trait, however, they are not required to be in beast form to cast such spells. In addition to the mechanical effects listed on the various action cards, there are any number of creative or story-related uses for beast forms – for example, the raven’s ability to fly – that are not explicitly detailed. The GM and common sense are your guide for these effects. Many Amber Order spells use skills other than Spellcraft or characteristics other than Intelligence as their governing abilities.
Amethyst Order Magic
The Amethyst Order practices the magic of death and dying. The inevitability of death means that many Amethyst attack spells ignore armour or even the Toughness of their foes. Several Amethyst spells target an enemy’s Willpower or use the wizard’s Willpower to determine the magnitude of their effect – sometimes both. The Amethyst Order has several spells that are especially useful tools against the undead, particularly incorporeal undead. Overall, however, Amethyst Wizards are slightly less specialised in this practice than priests of Morr.
Bright Order Magic
The Bright Order specialises in the magic of flames, fire, and passion. No College has as many spells focused on dealing great amounts of damage, often to large numbers of targets at once. The more fiery magic he throws around, the more dangerous a Bright Wizard becomes, since many spells synergise with other Bright spells that are recharging. While most Bright Order spells are unsubtle and damaging, they are capable of much more. Some Bright Order spells are able to stoke the passions of their allies or enrage their foes. They are also capable of manipulating fire and heat for more than strictly offensive purposes.
Light Order Magic
Light Wizards are beacons of radiance and clarity. They see clearly, both literally and metaphorically. The Light Order is one of the very few College orders that are able to utilise healing magic to a limited degree. In addition, many Light Order spells recover stress and fatigue as a side effect of their soothing light. The Light Order excels at blinding its foes and dispelling darkness, which is extremely effective against enemies with sensitive night vision, such as Night Goblins. They also learn many spells that specifically target daemons or are more effective when used against daemons – note how Daemonbane inflicts wounds rather than damage. Take that, Chaos!
and the Gathering Storm is on sale.
Some info about the latest supplement :
link.Morrslieb, the Chaos Moon, has cast its malevolent glare down upon Ubersreik, a city caught up in intrigue and turmoil. Under its sickly green light, men go mad and dark things gain strength. With the ill omen hanging overhead, the citizens of Ubersreik find their city’s fate balanced precariously on the edge of night. Venture to the troubled city of Ubersreik, where nothing is exactly what it seems. Under the pale green light of Morrslieb, terrible things are bound to happen, and adventure will inevitably unfold.
Fantasy Flight Games is pleased to announce The Edge of Night, a new adventure coming this summer for Warhammer Fantasy Roleplay. Thrusting the players into a world of mystery and intrigue, The Edge of Night offers a rich setting, a complex cast of characters with plenty of secrets to hide, and all the materials needed to immerse the players in the story.
The Edge of Night comes complete with a full color scenario book, detailing the background of Ubersreik, engaging adventure hooks to get the characters involved, and the interesting citizens of Ubersreik they will encounter. The city is bustling with activity as three noble families make their presence known, each vying for power in a time of political unrest.
Meanwhile, to take their attention from the unnatural glow of Morrslieb, the nobility of Ubersreik prepare for a grand masquerade. But something sinister lurks beneath the guise of the festivities...
With full colour handouts and tokens, as well as new talent, location, item, and action cards, The Edge of Night provides a variety of new options for GMs and players alike. So prepare for intrigue and mystery when the edge of night casts its shadow across your tabletop this summer.
Honour. Virtue. Heroism... Corruption. Everyone has something to hide.
Oh look...an adventure about Skaven ... how unusual....
I would be keen to try this at some time, but no one in my area plays this. There's a couple of groups still playing MK II ( well one plays MK I with some mods ) and I'm about to do a MK II campaign soon, but... I dunno, it's a shame as the FFG stuff, quality wise at least, is always first class.
I would love to give it a go, but we've collectively spent so much on V.2, and enjoy it so much, we can't justify buying a V.3 set...
What adventures have you run ? Have you tried 1,000 Thrones yet ?
Just planning a few quick 1-2 session quickies at the moment, with a) the players as a chaos warband heading further into the wastes and b) a Bretonnian party heading into Mousillon.
Quick one shots work well for us at the moment, we all seem to have different reasons to miss weeks lately.
For my main campaign i'm starting with Mistaken Identity, the start to the old Enemy Within campaign and taking it from there (i'm actually tempted to run the whole thing).
Of course, that's after we've played After the Bomb, Cyberpunk 2020, Star Wars, All Flesh Must be Eaten etc...
Last edited by Jedi152; 11-05-2010 at 09:32.
If you or anyone else got Thousand Thrones, can I ask them about one of the puzzles in it. ta.
Some more info on magic
linkyHi. Dan, again. Last time we talked about how I’m a wizard, or at least I play one in RP. We also talked about how wizards have unique game mechanics and benefit from nigh-unparalleled versatility.
When designing action cards in general and spells in particular, it’s essential to look outside the card itself and to consider its environment. Synergy between cards is an important part of Warhammer Fantasy Roleplay, and it’s no less important within the context of The Winds of Magic – the upcoming supplement that expands magic across all eight Colleges. As designers, we want to reward players for making the choice and sacrifice of being a wizard and devoting themselves to only a single wind. Part of how we do that is to build spells for that college that are stronger together than apart.
I’ll take a specific example from the Gold Order in Winds of Magic. The Golden Skin of Balthazar Gelt spell is an extremely overt form of spell synergy - it gets stronger for each Gold Order spell you have recently cast. However, it does more than strengthen itself and reward you for mastering many Gold Order spells - it also allows you to “cheat” an Ongoing spell into play with multiple successes or a Sigmar’s Comet, or even to extend the duration of a spell already on the table.
By combining Golden Skin of Balthazar Gelt (who Warhammer Fantasy die-hards may recognise as the current Supreme Patriarch of the Colleges of Magic) with the Rank 1 spell Guard of Steel, an unarmoured Gold Wizard can jump from 0 soak to a massive 5 soak in a single action, providing him with much-needed protection from enemy attacks.
There are many other forms of synergy - both overt and more subtle - throughout the spells found in Winds of Magic. As wizards of every order gain experience, they will grow in power - not just because they learn more powerful spells, but because the spells they know gain power from their interactions.
As one might expect, each college strengthens its own magic in unique ways, consistent with its own flavour and mechanics. I leave you with some more notes on the nature of each individual college, from the Winds of Magic rulebook:
Celestial Order Magic
The magic of the Celestial Order is by far the most difficult to understand or interpret. Theirs is the magic of foretelling and portents, of seeing the future, and the magic of the heavens. Many Celestial Order spells reveal glimpses of things to come which can confer benefits by manipulating dice. The Celestial Order also uses the recharge mechanic in a number of creative ways, and is even able to manipulate the recharging abilities of others by foretelling the future. The Celestial College also has a number of potent attack spells, many of which ignore an opponent’s armour, helping round out the versatility of Celestial magic.
Gold Order Magic
Methodical and deliberate, many Gold Order spells vary in potency based on the state of their recharge tokens. Some even trigger when the spell recharges, rather than when it is cast, which makes their recharge a virtual countdown timer for the effect. For these spells, a target is only selected when the spell ultimately triggers – and in most cases the wizard can choose to dissipate the spell harmlessly. The Gold Order is skilled at manipulating various metals. They can degrade an opponent’s weapons or armour, or fabricate or modify items belonging to their allies. Aside from the mechanical effects listed on the spell cards, there are plenty of roleplaying and problem solving applications for Gold Order spells, as well.
Grey Order Magic
The Grey Order’s magic deals extensively with shadows and illusion. Their magic is at its best when there are strong, deep shadows, with a high contrast between light and dark. Many of their spells receive a bonus when either the caster or the target is at least partially in such shadows, and some of their spells can magically enshroud targets in shadow. The Grey Order also has many spells that hide themselves from sight or cloud a target’s vision, causing him to see what the grey wizard wants him to see. They are deceptive and secretive, and much feared by the common folk.
Jade Order Magic
Jade Order spells each bear a seasonal trait: Spring, Summer, Autumn, or Winter. When casting a spell during the matching season the wizard gains a bonus fortune die (such as while casting a Summer spell in the middle of summer). When casting a spell during the season opposite its seasonal trait, the wizard adds a misfortune die to his dice pool. Mechanically, the opposite of spring is autumn; the opposite of summer is winter. There is no effect for casting a spell out-of-season, but not during the opposed season. The Jade Order is one of the very few College orders that are able to utilise healing magic to a limited degree. Due to their affinity with growing things, Jade Wizards frequently find themselves gaining power as a side effect of their spells.
The forbidden lore of Chaos and other forms of Dark magic is extremely dangerous to both its wielders and its victims. And while the Colleges of Magic restrict its wizards to learning and practising spells solely from within their own order, there are ways to learn dark magic. Spells of this type are typically…
Oh no, I’ve said too much! The Witch Hunters are at my door! Tell my wife I–
Come join the discussion at the Warseer Anime Fan Group
Thanks anyway, and thank you to the other brave volunteer who stepped up to help. Still no luck yet though..
linkyFantasy Flight Games is proud to announce an exciting new product available at the iTunes App Store! With the WFRP Toolkit, you’ll always carry a full set of dice for Warhammer Fantasy Roleplay in your pocket.
At the core of Warhammer Fantasy Roleplay is its innovative dice system, which provides an unparalleled number of story-telling options. Every roll of the dice has a story to tell, providing far more information and flavour than mere hits and misses. With each roll, players are able to see how the check succeeded or failed. Did they make it through based on their natural skills... or did fickle fortune smile upon them?
With the WFRP Toolkit on your iPhone, iPod Touch, or iPad, you can have the convenience of a full set of WFRP dice at your fingertips. Its intuitive design ensures a seamless fit into your WFRP sessions; simply tap the dice you need, then shake your device to roll them!
If you’re looking for a deeper analysis of your rolls, the WFRP Toolkit delivers. Your results can be saved for future reference, letting you revisit your most spectacular success and failures as you recall your perilous adventures later on. Have you ever felt like the dice hate you, and you can’t catch a break? Now you’ll have the facts to back up your claims; the WFRP Toolkit can compile extensive reports of your dice rolls, offering detailed statistical analyses.
Head to the iTunes Store and download the WFRP Toolkit today!
Thanks to those who responded, I still can't work out the cipher though.
latest update, really pushing this idea eh ?
Last week, we announced the release of the WFRP Toolkit, an app that allows players to manage, record, and analyse dice rolls for Warhammer Fantasy Roleplay. Since then, the gaming community’s enthusiasm for this stylish and convenient new app has been notable. But if you still haven’t checked out the WFRP Toolkit, or are curious to learn more about its functionality before you dive in, we’re happy to present this brief overview.
Warhammer Fantasy Roleplay’s innovative dice system opens up a world of story-telling options, providing far more information and flavour than mere hits and misses. With each roll, players are able to see how the check succeeded or failed. Was he too reckless, or simply unlucky? Perhaps a player succeeded in a task, but at a cost he didn’t anticipate... or perhaps he failed at his overall goal, but still managed some small benefit. With this groundbreaking system, your narrative hooks are limited only by your own imagination.
The WFRP Toolkit for your iPhone and iPod Touch offers this wealth of potential in the palm of your hand. But how does it work, specifically?
Upon starting the app and after viewing the title, you’ll be greeted by a welcome screen that presents a convenient list of the most recent news items from FFG’s website. From here, you can browse the latest updates for your favorite game. If you want more information on any of the articles listed, simply tap one for a quick shortcut to the full posting on our website.
Otherwise, tap the large “start” button to begin using the WFRP Toolkit.
When the main screen appears, you will see two metallic plates (as in the image to the right); the Dice Plate appears at the top of the screen, and the Options Plate appears at the bottom. Between these two metallic plates is the application’s background, the field on which your dice will be rolled.
Simply tap any of the dice on the Dice Plate to add them to your field. By default, the Dice Plate displays characteristic, conservative, reckless, and expertise dice. Don’t see the die you need? Drag the Dice Plate horizontally right or left to display a selection of challenge, fortune, and misfortune dice! Finally, to make the Dice Plate and Options Plate appear or disappear, tap and hold the background. This will remove these extra options, leaving only the gorgeous three-dimensionally rendered dice on a textured leather-like field. Now it’s time for the best part!
Once you’ve selected the dice you need, the real fun begins. Simply shake your iPhone, or iPod touch to “roll” your dice. A realistic sound effect will accompany the jostling and randomization of whichever dice you’ve selected, recreating the tactile joy of tossing a fistful of dice!
Want to reroll certain dice while leaving others on their current rolls? No problem. Once a dice pool has been created, you can tap any die to select it. When you select a die, the other dice fade out to indicate that they are not part of your current selection (tap any of these faded dice to add them to your current selection). Now when you shake your device, only the dice you have selected will roll. Additionally, you can remove selected dice by tapping the large X in the lower left corner of the screen, or invert your selection with the button in the bottom center.
From this main screen, a number of convenient tips and summaries are available. Should you need a refresher on the name or purpose of a certain die, simply double tap that die to open the Rules Tooltip, a screen that briefly summarizes its rules. You can also single tap the background with two fingers to display the Results Summary screen (pictured at the right), where you’ll get a quick glance of your results and the ability to save them!
Finally, by tapping the Scroll Button at the right side of the Options Plate, you’ll bring up the Application Menu, which allows you to quickly access a wealth of information about your previous rolls. The Log (pictured below, left) displays a visual summary of all saved dice rolls, along with the date and time you rolled them. The Stats screen (pictured below, right) shows a wide variety of statistics for the current session, including average pool size, challenge level, success and failure rates, and other helpful information. Additionally, the Options button allows you to customize some of the WFRP Toolkit’s features to your individual preferences.
With the WFRP Toolkit on your iPhone or iPod Touch you can have the convenience of a full set of WFRP dice at your fingertips. Its intuitive design ensures a seamless fit into your WFRP sessions, and the statistical data it offers will aid you in your Old World adventures. Perhaps best of all, however, is its visually stunning interface, which delivers the same high level of quality Fantasy Flight Games has become known for. The perfect blend of form and function, the WFRP Toolkit is an indispensable weapon for any hero hoping to survive the grim peril of Warhammer Fantasy Roleplay.
Head to the iTunes Store and download the WFRP Toolkit today!
Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure, in the grim setting of Games Workshop's Warhammer Fantasy world. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.
Some more news..
linky.– Designer Diary by Jay Little, WFRP Senior Developer
With the upcoming Winds of Magic supplement for Warhammer Fantasy Roleplay, we’re able to expand on the rules and setting material for magic and its role in the Old World. Its influence is clearly felt with the Empire’s Colleges of Magic, and the eight Orders that study and harness the winds to pursue their goals. But the impact of magic – particularly the Colleges of Magic – goes beyond simply providing spell lists to wizards from different orders.
The Colleges of Magic are a political and cultural institution. In this designer diary, I provide some insights and a look at some of the new careers included with Winds of Magic that showcase their significance.
Focusing on Careers
When we were developing this project, I knew we’d want to include a number of new careers. Winds of Magic was a perfect opportunity to provide a number of new careers, including several advanced and higher tier careers. But aside from the new third tier career for Wizards, we had some tough decisions to make. What careers would make the cut?
I worked closely with Dave Allen, a veteran Warhammer Fantasy writer and a name a lot of WFRPers know. Dave has quickly become the career “guru” for Warhammer Fantasy Roleplay – his knowledge of the setting and ability to capture the core concepts and essence of the careers has been a great asset to the design team.
Dave and I started with a blank slate – we began brainstorming a variety of careers without rhyme or reason. Some were careers we weren’t able to include in the core set. Others were careers that had been discussed conceptually, but hadn’t been fully designed or fleshed out yet. As the list grew, Dave and I started to talk about developing a common theme or purpose behind the careers. Rather than randomly grabbing careers off the list, we wanted a reason. What made these careers special? Why were they appropriate for the The Winds of Magic?
Informing Our Decisions
As the manuscripts for the new magic book came in and I started to read through the great material the writers were submitting for the Colleges of Magic, the College’s role as an institution became more fleshed out and nuanced.
It’s easy to forget that the Colleges aren’t just made up of aspiring wizards and wizard lords. The Colleges of Magic are a business. They define part of the Empire’s cultural identity. Further, each individual College is its own microcosmic community. Servants work tirelessly to keep the buildings tidy. Scholars visit College libraries to plumb their references or research obscure topics. Merchants ply their wares and trade with the Colleges to keep College larders stocked and provide resources for study and research.
And a number of other professions and people are affected or influenced by the Colleges, even if they’re not directly involved in the day to day operations. Apothecaries benefit from the enlightened outlook the Colleges have brought to the Empire, refining what was once considered hedge remedies into a professional pursuit. Grave robbers plunder bodies from the cemeteries, which may ultimately provide fresh specimens for a less scrupulous wizard or dabbler of Dark Magic.
Making the Cut
Now that we had a list of careers to work from and a better idea of how the product was shaping up, we were ready to evaluate our options. First, we started to narrow down the list by removing what we weren’t looking for. We discarded all the martial or combat oriented careers – in fact, none of the careers in Winds of Magic feature Weapon Skill or Ballistic Skill as career skills.
Next, we started to focus in on the careers that fell into one of two general categories. First, careers where intelligence, wit, education, or special knowledge or training were important. Second, careers that represented people who would interact with the Colleges of Magic on a regular basis in some manner. With these two guidelines in mind, we were able to refine the list to 10 new careers that provide a lot of variety, expand the roles and realism of the setting, and introduce advanced options to pursue (five of the ten new careers are advanced careers).
Dave did a brilliant job in making these careers come to life. Not only did he help develop the mechanical “footprint’ of each career with his input on primary characteristics, career skills, and the other game data that helps define the careers, but he wrote some wonderful flavour and background material that helps players get a sense of how these new careers fit into the Warhammer Fantasy setting.
To take a look at what's in store, be sure to download the Scholar career (pdf, 596 KB) – featuring both sides of the new Scholar career sheet, as well as its new Career Ability Card.
I think players will be pleased with the assortment of new careers, and the new perspectives provided on magic in the Empire. In my next designer diary, I plan on expanding that with a sneak peek at some of the new content that will be appearing in The Winds of Magic.
I'm pleased to see Dave Allen's continued involvement, he's a very sound chap indeed. And Mr. Little, at the very least, clearly believes in the product. I respect totally what they're trying to do.. but.. it just don't quite work for me somehow.
I check back here once a month to see if they've added bretonnia yet... I guess not... sigh, don't they want my money?
"Revenge is a dish best served by Uma Thurman"
I get the feeling you'll be checking for a long time.
I suspect it will be some years before they've finished with the Empire, Ludaman.
The new supplement looks great and will a welcome addition to my group's wizard.
My hood is my castle...
more for/from the magic supplement
link.– Designer Diary by Jay Little, WFRP Senior Developer
As discussed in my previous designer diary the Colleges of Magic have a significant impact on the Empire – it’s a powerful cultural influence. But beyond that, magic adds a layer of fantasy and fascination to the setting. Magic and its study also lends itself to the exploration of interesting locations, peoples, and organisations.
For a roleplaying game, magic provides a Game Master with a number of great adventure hooks built around these people, places, and things – even if there is no wizard character in the party. This designer diary takes a closer look at some of these points of interest, as well as includes a downloadable two page spread from one of the Winds of Magic books.
Altdorf, Home of the Colleges of Magic
Why is the hub of magical activity, experimentation and progress for the entire Old World, located exactly in one of its most populous cities? Do the Colleges need the common folk around? Of course not. They would much rather go about their business without the staring in the streets, and the apprentices getting beaten up by thugs, and the occasional stoning or burning. Why not build Colleges far from the madding commoners in locations steeped in the appropriate wind?
Well, for sure there were ancient settlements on the site of Altdorf many years ago. It is known that dwarf fortresses were nearby and elven towers had been built there over the previous millennia. Rumours around Altdorf go so far as to hint that the Celestial College is built upon an ancient elven tower. It is academical consensus that during the War of Vengeance, battles were fought over this very scrap of land.
Certainly, too, any Jade Wizard will point out that many a leyline converges upon the Jade College in the city. And it is well known, the Wind of Light which is drawn to the city and which powers the machinations of the Light College cannot be matched in intensity anywhere within a thousand miles. It is said that the Amethyst wind collects not just about the graveyards and historical catacombs of Altdorf, but also around forgotten battlefields and burial mounds much more ancient. Perhaps other Colleges have good and apparently secret reasons to base themselves here.
Are the Colleges here just because Altdorf was here first, or is Altdorf itself only here because one day it would become the home of Imperial magic? That is an oft-debated topic by a number of wizards and scholars.
The Colleges & the Outside World
The Colleges attempt to hide their interactions with the outside world to varying degrees. In general, the more it relies on the outside world, the more a College does to blur its relationships.
Many local grocers and tradesmen support the Colleges, supplying them with innumerable goods and services, although many do not even realise they are doing so.
A quality vintner might not realise that the Bretonnian wine he delivers regularly to a sleepy livery stable actually finds its way onto the high table of the Gold College. Or an innocent sausage maker would never dream that the blood sausage he supplies to the scriveners at the back of the Amethyst College is regularly used in some of that order’s most powerful rituals.
And so too, in this way, are the Colleges often visited by professionals and adventurers. A clerk requiring a signature upon a title deed might find himself at Frau von Miggins’ pie shop meeting with a wizard, little knowing he is already within the College of the Celestial Order itself. Or a gang of sell-swords might return from negotiating a contract with the proprietor of a corner delicatessen, never suspecting they have been in and out of the College of Light and met with a Master Wizard.
On the other hand, when it suits them, the Colleges make it clear where the goods and services they purchase end up. Every year the Colleges spend hundreds of gold coins on general upkeep and supplies, a good proportion of which goes to locals. So even though they are feared and not trusted, those who earn their livelihood in support of the Colleges are not so foolish enough to jeopardise such a thing.
Other Points of Interest
Be sure to download the sneak peek (pdf, 600 KB) for a look at a two page spread from the upcoming Winds of Magic. The PDF preview comes from Chapter Two of the Winds of Magic book on advanced magic and wizardry. In addition to providing more information on the Colleges of Magic and their influence, the chapter details a number of interesting locations and organisations to intrigue and involve a party of adventurers.
In fact, the Winds of Magic book is full of new background information, rules, adventure ideas, and advice on integrating magic and wizards into your games. Here’s a look at the content breakdown from the Table of Contents:
•Chapter One: The Roots of Magic
•Chapter Two: The Great Colleges
•Chapter Three: College Hierarchy
•Chapter Four: Exotic Magic Disciplines
•Chapter Five: Expanded Magic Rules
•Chapter Six: Playing a Wizard
Hmm, this sounds interesting..
link to the aboveWarhammer Fantasy Roleplay | Published 14 June 2010 Rating 12 votes
Gunnar Thundrik could feel unkind eyes on him, watching his company’s every move. But he told himself to press on, letting the famous stubbornness of dwarfs renounce his misgivings. He had to find Belkrum, and he would not rest until his brother’s secret was safe in his own hands. Together with his dwarf companions, he ventured further into the gloom of Black Fire Pass, heedless of the goblin rider that watched from above.
This summer, Fantasy Flight Games would like to invite you to embark on a grim and perilous adventure for Warhammer Fantasy Roleplay. Old grudges emerge in the light of new discoveries surrounding the dark region of Black Fire Pass. A small company of dwarfs sets out from Karak Azgaraz to ensure the delivery of a powerful boon to the High King. But as they march into enemy territory, their journey will not be easy.
Journey to Black Fire Pass is an upcoming event for Warhammer Fantasy Roleplay to be held at participating retailers across the country. Featuring an all-new introductory adventure, this event will introduce players to this revolutionary roleplaying system as well as provide a glimpse of things to go come for Warhammer Fantasy Roleplay.
Similar to the Emporer’s Decree event last year, Game Masters will have access to a copy of the Warhammer Fantasy Roleplay Core Set in addition to the Journey to Black Fire Pass adventure booklet. Four pre-generated characters will be provided in order to get players right into the story. Included in the event kit are career sheets featuring dwarf art for each character, as well as an all-new career from an upcoming product!
Are you a player wanting to participate in Journey to Black Fire Pass? Inquire about it at your friendly local game store! Have your local game store learn more about this exciting event here and encourage them to sign up as one of our participating retailers. Hurry, the deadline to sign up is June 25th!
As an added incentive, participating retailers will have a chance to be featured on our website! Simply photograph your event and provide a brief write up about your experience, highlights, or a play session report. The top three submissions will be featured on our website and given a custom-made banner for their store, courtesy of Fantasy Flight Games!
For more information, check out the Journey to Black Fire Pass site!
Black Fire Pass site
*casts thread necro @+10 power *
http://www.fantasyflightgames.com/ed....asp?eidn=1429Designer Diary by Jay Little
A short while ago, I announced an upcoming adventure called The Edge of Night. This exciting adventure centres around political intrigue in the town of Ubersreik, and important crossroads in the Reikland. As the story unfolds, the PCs may soon find themselves swept up in the machinations of several rival noble families each vying for control of Ubersreik.
Baron Manfred von Holzenauer, a visiting nobleman, is hosting an extravagant masquerade ball, which has quickly become the talk of the town. It will surely be an important venue for the noble families to further their agendas and rally support from Ubersreik’s most esteemed and influential citizens.
This designer diary goes into more detail about the town of Ubersreik, showcasing why it makes such a compelling centre-point for the adventure.
Putting the Uber in Ubersreik
To help tell this story of power, politics, and nobility, as well as bring the town of Ubersreik to life, I enlisted the talents of Graeme Davis. Graeme is a name many WFRP fans will be very familiar with. He’s been involved with Warhammer Fantasy Roleplay for a long time – he helped write and develop the first edition rules, as well as The Oldenhaller Contract, an oft-praised introductory adventure.
Having Graeme work on The Edge of Night was a great opportunity. He was able to bring his impressive knowledge of and passion for the Warhammer setting to bear, and wrote one heck of an adventure, tying the intrigue and encounters into the new system with a deft touch. Graeme’s writing details a very interesting and engaging location that is intrinsically Warhammer, but has a few surprises in store for the reader, including a host of rumours and adventure seeds GMs can use to breathe even more life into Ubersreik.
Ubersreik’s Place in the Empire
Ubersreik is a free town of medium size, situated on the River Teufel a little downstream from the Grey Mountains. The town sits astride an important bridge where the road from Bögenhafen to Dunkelburg crosses the river, and trade flows along the road as well as downriver to Auerwald, Grünburg, Kemperbad, and Altdorf. In the mountains to the south-west of the town sits the infamous Castle Drachenfels, and to the south-east is the recently founded small dwarf hold of Karak Azgaraz.
The town is strategically positioned to be a base to protect the Grey Lady Pass, just as Helmgart, further west, protects Axe Bite Pass. Its proximity to the Grey Mountains means that it has a thriving dwarf community, which has grown in recent years because of trade with Karak Azgaraz.
Human prospectors, hunters, and adventurers use the town as a base of operations for expeditions into the Grey Mountains, and the weekly market brings in livestock and produce from half a dozen surrounding villages. Luxury goods such as Bretonnian wine and brandy flow in through the Grey Lady Pass. The town watch is augmented by a small garrison based in Magnus’s Tower, a spectacular structure reputedly commissioned by the Emperor Magnus the Pious more than two hundred years ago.
A Town in Turmoil?
A few years ago, the ruling von Jungfreud family had their authority tempered by the Emperor, and Ubersreik, previously under von Jungfreud control, became a freistadt or free city. Tensions had been growing between Ubersreik and the town of Auerswald downstream, and Graf Sigismund von Jungfreud was accused of fomenting civil war.
Another scandal hit Ubersreik recently when a Chaos cult was discovered operating out of a remote hunting lodge owned by one of the town’s noble families. The cult was wiped out, but the von Bruner family has lost most of its prestige as a result… (this may sound familiar to those of you who have played through or read the Eye for an Eye scenario found in the Tome of Adventure).
Rumours & Suspicions
Partly because of this scandal – and partly because of a resurgence of greenskin activity around the Grey Lady Pass – a rumour is circulating that the “Powers That Be” are thinking of revoking the town’s free status and reimposing a liege lord over the area.
In one version of the rumour, this move comes from the Emperor himself as Elector Count of the Reikland. A different rumour notes that the nobility of Grünburg is planning to annex Ubersreik and its surrounding villages to their own territory. A third whisper states that the upstart von Saponatheim family of Bögenhafen has its eye on Ubersreik, the family’s ambitions growing since a strategic marriage to the powerful von Liebwitz family of Nuln.
Whatever the truth may be, a number of nobles are jockeying for position and trying to gain favour with the town council and the people of Ubersreik. The council and guilds are doing their best to present a friendly face to their prospective liege lords, while many work behind the scenes to preserve Ubersreik’s status as a freistadt.
Ubersreik was traditionally ruled by the von Jungfreud family, but became a freistadt several years ago as the result of a dispute between Graf Sigismund von Jungfreud and the crown. Suspecting that von Jungfreud had covetous eyes on the Hahnbrand silver mine in the nearby hills, the Emperor dispatched an Imperial judge to Auerswald to report on the situation. The judge immediately began levying punitive taxes on vessels using the River Teufel, severely impacting the economies of Ubersreik and the surrounding area.
The Graf responded by raising more troops and issuing veiled threats against Auerswald. Skirmishes broke out, and for a while it seemed that civil war was inevitable. A last-minute deal between the Emperor and Ubersreik’s town council saw the town become a freistadt, while the von Jungfreuds were ostensibly relieved of the corresponding lands and titles. Some speculate that the von Jungfreuds merely shifted their attention elsewhere, hoping a lighter hand in Ubersreik’s affairs would help cultivate an ambitious, competent leader in the city.
Ubersreik is a town with a large number of influences. Its position within the Reikland, its proximity to the Grey Mountains, and its situation on the river make it a unique crossroads – different races, cultures, and ideals have helped shape Ubersreik into the town it is today. The town features a number of interesting and unusual locations, to better cater to its eclectic collection of citizens and visitors.
One of its most notable features is Magnus’s Tower, the tallest structure in Ubersreik. It is rumoured, was commissioned by Magnus the Pious himself, as a stone-carved relief by the main door details. The five-storey tower after which the complex is named has a commanding view over the town’s surroundings, and is equipped with a great bellows-operated horn for raising the alarm in the event of an attack. The horn is more than six feet long, and is said to have been cut from the head of a daemon slain during the Great War Against Chaos.
The tower is surrounded by a small castle which includes a parade ground, barracks, stables, armoury, and a smithy capable of making basic repairs to weapons and other equipment. The town garrison consists of twelve detachments of halberdiers, eight units of crossbowmen, and three engineer units trained to use and repair the artillery pieces set along the watch towers. These men all fall under the command of Captain Erwin Blucher. In addition to the standing garrison, many of the townsfolk have received basic training as a reserve force, and can turn out armed with an assortment of weapons if the alarm is raised.
A small detachment of the Reiksguard has its own barracks within Ubersreik, as well. While the Reiksguard have their own responsibilities and duties, they have orders to aid in the defence of Ubersreik if needed. The Reiksguard answer to the local Field Marshal Antonin Sieber, who also serves as a military advisor to Captain Blucher.
Sounds good.... can't help think it would sound better with a different "engine".. but we can't keep harping on about that.
It's interesting just how slowly they're releasing things. Certainly far slower than other companies. The core game is very minimalist (like the Dragaon Age RPG) in terms of background etc, and they've still not fleshed it out. An adventure, magic expansion and so on aren't particularly crucial to the game given the deficits in other areas. Given it's been almost a year (11 months) since the game was released I'm very surprised they've released so little.
FFG has with other brands pumped out the supplements at a rather good trot.
"Humanity's Insignificance pales in comparison to its Ego." (Sir Rumplestiltskin)
"The capacity to think does not assign importance to your thoughts, it merely indicates you can." (Sir Rumplestiltskin)
Yeah, but a WFRP supplement also takes a lot more capital than a Dark heresy book. Setting up the process to make game pieces and assembling the entire package costs a lot more than laying out a book.