"description":"<p>L’Avantage représente votre vitesse en combat, et vous l’acquérez lorsque vous vous montrez plus malin que vos adversaires, que vous les dominez ou les battez. On les note avec des jetons, des compteurs, ou des jetons Avantages spécialement conçus à ceteffet - ou simplement sur une feuille.</p>\n<h3>Options: Limiter les Avantages</h3>\n<p>Certains M] préfèrent un environnement de combat plus contrôlé et moins influencé par les caprices des dés et de la chance. Comme un Avantage peut renverser brusquement le cours d’une bataille et avoir un impact significatif, envisagez d’.utiliser l’une des règles optionnelles suivantes si vous voulez les limiter :</p>\n<ul>\n<li>Un Avantage ne peut pas dépasser le Bonus d’initiative de chaque Personnage.</li>\n<li>Le plafond d’Avantages possède une limite préétablie, telle que 2, 4 ou plus. 10 fonctionne plutôt bien puisque vous pouvez facilement les comptabiliser avec ldlO.</li>\n</ul>\n<p> </p>\n<h4>Obtenir un Avantage</h4>\n<ul>\n<li>Vous obtenez un Avantage à chaque fois que vous remportez un Test opposé en combat, lorsque vous attaquez un adversaire depuis une position qui vous confère un avantage tactique, ou lorsque vous êtes plein d’espoir. Vous trouverez ci-après certains exemples, mais qui sont loin dêtre exhaustifs, et le MJ est encouragé à gérer les pions Avantage en fonction des circonstances.</li>\n<li><strong>Surprise</strong>: Attaquer un ennemi @Condition[Surpris] confère +1 Avantage. Voir page 169.</li>\n<li><strong>Charge</strong>: charger la tête la première en combat confère +1 Avantage. Voir page 165.</li>\n<li><strong>Evaluer</strong>: si vous utilisez une de vos Compétence pourobtenir un avantage tactique, gagnez +1 Avantage. Voir les descriptions des Compétences dans le Chapitre 4 : Compétences et Talents pour plus d’informations à ce sujet.</li>\n<li><strong>Victoire</strong>: lorsque vous battez un PNJ important, gagnez au moins +1 Avantage. Réussir à soumettre la némésis d’un groupe peut accorder jusqu’à +2 Avantages au Personnage qui en est à l’origine.</li>\n<li><strong>Gagnant</strong>: chaque fois que vous remportez un Test Opposé ou que vous touchez un ennemi au cours d'un combat, gagnez +1 Avantage.</li>\n<li><strong>Prendre le dessus</strong>:Si vous blessez un un opposant sans Engager de Test Opposé, gagnez +1 Avantage.</li>\n</ul>Il y a également de nombreux Talents qui permettent d’obtenir un Avantage. Reportez-vous au Chapitre 4 : Caractéristiques et Talents pour en apprendre davantage à ce sujet.<p> </p>\n<h4>Les bénéfices de l'Avantage</h4>\n<p>Chaque Avantage ajoute +10 à un Test de Combat ou de Psychologie (voir Psychologie à la page 190). De ce fait, si vous disposez de 5 pions Avantage, vous obtenez un impressionnant +50 à tous les Tests de Combat et de Psychologie.</p>\n<h4>Perdre un Avantage</h4>\n<p>Si vous échouez à un Test opposé au cours d’un combat, ou perdez une Blessure, vous perdez automatiquement tous vos Avantages. Vous perdez également vos avantages lorsque le combat s’arrête. Un Avantage peut également être utilisé pour se désengager d’un combat, en sacrifiant votre supériorité pour vous enfuir (voir Se désengager à la page 165). Il y a également des Compétences et des Talents qui peuvenvous faire perdre un Avantage, ou encore le transférer à un autre Personnage. Pour en savoir plus, référez-vous au Chapitre 4 Compétences et Talents.</p>"
"description":"<p>Le @JournalEntry[The Reik]{Reik} et le Talabec se séparent autour de la cité d’Altdorf en centaines de chenaux changeants, de vasières noires et de marais qui s’étendent du nord au sud de la grande cité. Connus sous le nom de Plateaux d’Altdorf, ces immenses marécages, envahis par les joncs et les roseaux, sont réputés pour leur odeur nauséabonde et leurs tourbières infestées de trolls des rivières. A une vingtaine de kilomètres d’@JournalEntry[Altdorf], les chenaux sinueux convergent de nouveau avec le large fleuve Reik, dont les eaux coulent plus à l’est, jusqu’aux Principautés de Carroburg.</p>\n<p>Les plateaux sont traversés par six chaussées principales qui partent des terres fertiles qui entourent immédiatement Altdorf. Chaque chaussée est ponctuée de plusieurs ponts de pierre, dont certains sont de fabrication naine et datent de l’Ere de Sigmar. Leurs routes sont toujours fréquentées par des diligences ou des convois marchands en provenance et à destination de la capitale, et sont donc activement surveillées par les Patrouilleurs routiers. De même, les voies navigables marécageuses constituent un paradis pour les contrebandiers cherchant à contourner les péages et les lourdes taxes d’Altdorf. Les Patrouilleurs fluviaux et abordeurs sont donc très souvent aperçus navigant sur les eaux peu sûres à la recherche de criminels et repoussant les plus grands monstres des marais.</p>\n<p> </p>\n<ul>\n<li><strong>Les Délices de Gorrum Gluttongut</strong>: Gorrum Gluttongut — un chef cuisiner Ogre d'@JournalEntry[Altdorf] — est toujours à la recherche de viande exotique à mettre dans ses plats. Plus c'est gros, mieux c'est, quelque soit le autres critères. Si les géants sont tout de même difficile à trouver, les <strong>Plateaux d'Altdorf</strong> sont frequemment envahis par des Trolls de Rivière… Gluttongut offira une bonne paye pour ces steaks de premier choix. Si, par miracle, de tels steaks étaient obtenus, tout vendeur potentiel ferait bien de faire attention, car la chair semble se régénérer sans arrêt, même longtemps après que la créature d'origine des steaks soit morte. Les transporter, par route ou par voie fluviale, peut rapidement devenir infernale pour les non initiés.</li>\n</ul>"
},
{
"id":"Animal Training",
"name":"Dressage",
"description":"<p><em>Activités répandues</em></p>\n<p>Vous passez du temps à entraîner l’un de vos animaux. Effectuez un <strong>Test de Dressage Moyen (+20) </strong>. En cas de réussite, ajoutez une Compétence à votre animal, choisie parmi les Traits de créature @Compendium[wfrp4e-core.traits.V0naR1YbYCl0KIxp]{Entraîné} (voir page 339).</p>"
},
{
"id":"Assistance",
"name":"Soutien",
"description":"<h3>Soutien</h3>\n<p>Dans certaines situations, il est évident que plusieurs Personnages œuvrant de concert à une même tâche ont plus de chance d’y parvenir qu’un Personnage isolé. Avec l’accord du MJ, un Personnage peut apporter son soutien à un autre sur le point d’effectuer un Test. Lorsque c’est le cas, le Personnage qui possède la plus forte chance de réussite lance les dés. Chaque Personnage qui apporte son soutien octroie un bonus de +10 au Test. Ceci mis à part, le Test est effectué normalement. </p>\n<h4>Limites du Soutien</h4>\n<p>Les Joueurs peuvent se soutenir dans la plupart des cas, mais il existe certaines limites.</p>\n<ul>\n<li>Poour apporter son Soutien, tous les Personages doivent posséder la Compétence utilisée pour le Test.</li>\n<li>Le Personnage qui soutient doit normalement être adjacent à ceui qui effectue le Test.</li>\n<li>Vous ne pouvez pas soutenir les Personnages qui font des Tests pour résister à la maladie, au poison, à la peur, au danger, ou tout autre tentative quele MJ jugera approprié.</li>\n<li>Le Personnage qui effectue le test ne peut pas être soutenu par plus de Personnages que son propre bonus dans la Caractéristique appropriée (voir page 33).</li>\n</ul>\n<p> </p>\n<blockquote>\n<p><em><strong>Exemple</strong></em>: Exemple :Adhémar; Perdita et Valentyn sont en train de fouiller une pièce en toute hâte pendant que le propriétaire des lieux, un marchand âgé, est sorti pour récupérer des papiers. Le MJ décide qu'im Test de Perception Complexe (-10) doit être effectué. Comme Perdita et Valentyn possèdent tous deux la Compétence Perception et ont envie d’aider, Adhémar (dont le score de Perception est le plus élevé avec 59), obtient un bonus de +20 à son Test de Perception, pour un total de 69 (59-10+20=69). Cependant, il obtient un 74 et échoue, ce qui signifie que les Personnages ne sont pas parvenus à trouver quoi que ce soit d’intéressant avant le retour du marchand. nbsp;</p>\n</blockquote>"
"description":"<div>\n<p>La ville animée d’Auerswald s’élève au confluent du @JournalEntry[The Teufel]{Teufel}, du Tranig et de l’Ober, donc l’une des plus commerciales, les plus fréquentées - et donc les mieux surveillées. Les habitants d’Auerswald sont souvent résolus et déterminés, mais leur charme facile et leur célèbre sagesse garantissent que leurs décisions, aussi inflexibles soient-elles, causent rarement d’offense.</p>\n</div><div>\n<p><span>Le grafdirigeant, Ferdinand von Wallenstein, laisse la gestion d’Auerswald à un conseil de bourgmestres, préférant de loin séjourner dans les luxueux palais d’Altdorf et de Nuln, que de se salir les mains avec l’autorité directe. Son oncle, le Seigneur Adelbert von Wallenstein, est un grisonnant mais robuste vétéran qui passe la plus grande partie de son temps à éradiquer des gobelins et des bandits dans le @JournalEntry[The Reikwald]{Reikwald}, à l’est de la ville. La plus grande partie d’Auerswald est construite sur de solides pilotis, au-dessus de la plaine inondable de la rivière Taufel, souvent en crue. Dans ce labyrinthe déroutant de rampes, de ponts et d’échelles de cordes, les étrangers peuvent facilement se perdre. Plus d’un noctambule imprudent a trouvé la mort dans la boue après avoir un peu exagéré dans les tavernes locales. </span> </p>\n</div><div>\n<p><span>Ces dernières années, des rumeurs ont circulé au sujede gangs organisés de maîtres-chanteurs et d’arnaqueurs opérant depuis la ville, bien qu’aucun témoin n’ait vécu assez longtemps pour attester de leur existence.</span> </p>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong>Lowlife</strong>: Les Lowhavens sont une famille de criminels Halflings, impliqués dans pas mal de traffics. A <strong>Auerswald</strong>, ils terrifient Ferdinand von Wallenstein grâce à des chantages basés sur les escapades du Duc durant la Semaine de la Poudre Noire à Nuln.Ils ont également le conseil de la ville sous leur coupe, avec assez d'éléments pour tous les envoyer au bûcher. Seul le veillissant Lord Aldebert a été ignoré. Aussi, les Lowhaven pourraient être surpris s'ils savaient que le vieux noble pourrait proposer une bonne somme d'argent à des aventuriers rencontré dans les bois. Somme d'argent destinée à financer l'assassinat de 3 Halflings importants d'Auerswald : Aloysius le boucher, Bornelium le Boulanger et Cocker le cirier.</li>\n</ul>\n</div>"
"description":"<p><em>Activité répandue</em></p>\n<p>Cette Activité vous permet de placer des fonds pour une utilisation future. Comme indiqué dans Argent à gaspiller, toutes les pièces restantes à la fin de votre phase « Entre deux Aventures » sont perdues avant la prochaine aventure sauf si elles sont épargnées avec cette Activité. Alors si vous avez beaucoup d’argent, cela peut valoir le coup de se rendre à la banque. Si vous utilisez une Activité Opérations bancaires pour conserver votre argent, vous devez d’abord décider si vous sécurisez votre argent en l’investissant dans une institution bancaire renommée ou si vous le cachez dans un endroit moins sécurisé. </p>\n<p><strong>Investir</strong>: Investir : vous devez être des échelons sociaux Or et Argent pour épargner dans une banque. Votre argent sera relativement en sécurité et devrait générer des intérêts. Quand vous entreprenez une Activité Opérations bancaires pour déposer de l’argent dans une banque, déterminez l’indice d’intérêts de votre compte en choisissant un chiffre en 1 et 10 (ou vous pouvez simplement lancer ldlO). C’est l’indice d’intérêts que vous générerez, et aussi à quel point l’investissement est risqué. Retirer des fonds nécessite une autre Activité Opérations bancaires. Elle peut être entreprise immédiatement après l’Activité initiale, ou après que des aventures successives ont eu lieu. Lancez ldlOO : si le résultat est inférieur ou égal à votre indice d’intérêts, l’entreprise à fait faillite et vous avez perdu tout votre argent. Si le résultat est supérieur à l’indice, vous recevez les fonds de départ, plus les intérêts générés. </p>\n<p><strong>Planque</strong>: Planque : tous les Personnages peuvent choisir de planquer leur butin. C’est une stratégie risquée, impliquant de le cacher sur vous, dans votre matelas ou bien de l’enterrer quelque part. Planquer de l’argent ne rapporte jamais d’intérêts. Les PJ peuvent retirer leur argent d’une planque avant le début d’une aventure sans entreprendre d’Activité. Lancez ldlOO : si le résultat est de 10 ou inférieur, votre planque a été découverte et vous avez perdu tout votre argent, autrement vous recevez votre somme de départ. nbsp;</p>\n<p>Si vous retirez avec succès vos fonds, ils seront disponibles pour vous quand vous commencerez votre prochaine aventure, en plus de tous les fonds gagnés grâce à une Activité Revenus. </p>\n<p><strong>Exemple</strong>:<em> Exemple : Le courage de Gerhard et Ulliface à une horde de peaux-vertes (sans parler de quelques pillages judicieux) leur a valu une récompense de 10 couronnes d’or chacun. Le toujours prudent Gerhard décide de placer son argent dans la prestigieuse banque privée Bent, Crooke & Scarper.Le MJ lance ldlO avec un résultat de 6. Gerhardgagnera 6 % d'intérêts sur son placement (12 pistoles d’argent, voirpage 288), et la banqueferafaillite s'il fait 6 ou moins en lançant le dlOO quand il tentera d'effectuer un retrait.</em></p>\n<p>Ulli - un parieur dans l’âme - enterre son argent près d’une borne kilométrique sur la route d'Ubersreik. Il n’a pas besoin de dépenser d’Activité pour accéder à son butin, mais obtient hélas un 7 à son lancer quand il essaie de le retrouver, et ne trouve rien d’autre que de la terre fraîchement retournée, un coffre vide etpas mal de regrets.</p>"
"description":"<p>La Baronnie de Bôhrn est un Domaine du @JournalEntry[The Reikland Estates]{Reikland} du @JournalEntry[The Vorbergland]{Vorbergland} dirigé par la Maison Bôhrn depuis plus de quatre siècles. La baronne Agetta siège dans la ville de Siedlung et dirige actuellement six vassaux : trois avec des titres héréditaires - le baron Markham de Siebbach, la comtesse Osterhild de Kaltenwald et le baron Baltzer d’Ettlindal - et trois sans titres héréditaires, qui ont tous été nommés par Agetta en personne - le préfet Fabian d’Ort, le préfet Luethold de Koff et la châtelaine Fronika de Neumarkt. Les trois vassaux héréditaires ont, à leur tour, un total de sept vassaux. </p>\n<p>La Baronne n’assiste pas à la @JournalEntry[The Reikland Diet]{Diète du Reikland} ; au lieu de cela, elle compte sur sa jeune sœur influente, la Lectrice Agatha von Bôhrn, pour y veiller à sa place. Agatha réside à Altdorf en tant que membre du Conseil Impérial d’Etat et du @JournalEntry[Reikland Council]{Conseil du Reikland}, tout en s’occupant de ses devoirs de Lectrice de Verena.</p>"
"description":"<div>\n<div>\n<div>\n<p>Bien que les passes du Défilé de la Hache et de la Dame Grise soient les routes les plus connues des @JournalEntry[The Grey Mountains]{Montagnes Grises}, elles ne sont pas les seules. Le Couloir tordu est une gorge étroite traversant les montagnes, non loin de la frontière avec le Wasteland. Il est impraticable pour la plupart des marchands, bien trop étroit pour les chariots ou les chevaux, d’autant plus dangereux que le chemin longe étroitement le bord de la falaise, ce qui fait que le moindre faux-pas peut mener à une mort bien peu glorieuse.</p>\n<p>Parfaitement infranchissable l’hiver et dangereux le reste de l’année, le Couloir tordu était connu seulement des bergers et des contrebandiers, jusqu’à ce qu’une vague d’attaques de peaux-vertes attire l’attention des autorités sur la passe. </p>\n<p>Il y a plusieurs décennies, l’Empereur Mattheus II ordonna la construction d’une forteresse pour surveiller le Couloir tordu après une nouvelle invasion. Neuf ans plus tard, la Tour noire était achevée, tirant son nom de la pierre sombre, extraite localement, qui constitue ses murs, et de l’ardoise qui recouvre les toits de ses tours. </p>\n<p>Sa position élevée au-dessus du Couloir tordu offrait aux tireurs d’élitede l’Empereur un perchoir parfait pour exercer leurs compétences létales ; cependant, son statut de bastion reiklander fut de courte durée. Une négligence lors de la phase d’élaboration eut pour conséquence la construction de la tour sur des terres revendiquées par les nains de Karak Ziflin. Pour ne pas contrarier les nains, l’Empereur céda la tour, au grand dam du Margrave de Geetburg qui avait aidé à la financer. </p>\n<p>Aujourd’hui, les nains permettent « généreusement » à une garnison restreinte d’établir sa caserne aux côtés de leurs propres troupes à la Tour noire, une structure bien reconstruite. Alors que les Reiklanders souffrent sous le commandement des nains, et que ces derniers dénigrent constamment la piètre architecture humaine qu’ils ont toujours supplantée, la Tour est une poudrière de griefs et de ressentiments, à l’atmosphère tendue - et parfois même insupportable.</p>\n<p> </p>\n<ul>\n<li><strong>Ego contre Ego contre Ego</strong>: Le Duc Folcard of Montfort, le Roi Rorek Granitehand de Karak Ziflin, et la Margrave Manegold von Geetburg sont réunis à la Tour. Cela pourrait sembler être une blague, mais c'est en réalité plutôt le début d'une guerre. Et Alram Habich — l'architecte de le <strong>Tour Noire</strong>, et fidèle de Tzeentch, le Dieu du Chaos du Changement — est fou de joie en constatant les troubles que sa tour génère. Mais sans que Habich le sache, son précédent apprenti a découvert la véritable allégeance de son maître, mais ne sait pas quoi faire. Il noie son chagrin à la taverne de la Crinière Fourcnhue, dans l'attente que quelqu'un - n'importe qui - se mettre à croire à son histoire.</li>\n</ul>\n</div>\n</div>\n</div>"
"description":"<p>Au sud d’ @JournalEntry[Altdorf]{Altdorf}, un affleurement de pins s’étend le long des faces sud des collines d’Ambre et se répand dans les profondeurs de la forêt de Reikwald. Appelé pin sanglant à cause de sa couleur d’un bordeaux profond, le bois d’œuvre est ici très recherché par les artisans d’Altdorf, le plus souvent utilisé pour produire du mobilier raffiné pour les marchés haut de gamme de Marienburg et Nuln. Récemment, le pin sanglant est devenu difficile à trouver, car les bois sont infestés de gobelins des forêts de la tribu des Griffes d’Araignées qui ont réussi à apprivoiser une poignée d’Araignées géantes rapides. Peu osent y travailler à présent, car ceux qui tentent de couper des arbres disparaissent tout simplement, leurs cris résonnant dans les brumes au haut des arbres avant de retomber soudain dans le silence. Bien entendu, cela n’a fait qu’augmenter la valeur du pin sanglant, ce qui a provoqué la colère des acheteurs. Plusieurs d’entre eux ont engagé des mercenaires et des groupes privés pour débarrasser la forêt des gobelins, imaginant qu’il serait moins coûteux de sacrifier quelques têtes pour régler le problème plutôt que de payer plus cher leur nouvelle armoire. </p>\n<p> </p>\n<ul>\n<li><strong>Qu'y a t-il dans un nom?</strong>: Dans les <strong>Pins Sanglants</strong>, non loin d'<strong>Ambergrissen</strong>, un anneau de corps suspendus par les pieds pend aux arbres. Le sang tache les racines noires comme la nuit et l'écorce ici est particulièrement rouge. Les cadavres sont intacts, à l'exception d'une seule coupure nette sur chaque gorge. Ils n'ont pas été mangés par un animal, une araignée ou un gobelin et ne montrent aucun signe de lutte. Les habitants prétendent ne rien savoir et on déclaré à plusieurs reprises qu'ils n'ont jamais entendu parler d'un sacrifice aussi terrible. Si des Chamans du Collège d'Ambre viennent investiguer, les locaux seront tout aussi bornés. Et si l'horreur n'est pas étudiée, rien ne sera découvert. Si un enquête se déroule, et bien, un nouvel anneau de sang apparaîtra, et les habitants savent exactement comment le faire ...</li>\n</ul>\n<p> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong>Ne rien laisser perdre</strong>: Willibert Klemm — un marchand de @JournalEntry[Altdorf] — est furieux de la perte des ses investissements dans les Bois Sanglants suite à l'incursion des Araignées Géantes. Mais Klemm ne laisse pas l'argent ainsi lui filer entre les doigts sans réagir. Il a ainsi identifié une nouvelle source de revenues : la soie d'Araignée Géante! Si il ne peut vendre le bois, et bien, par Handrich, il vendra la soie à la place! La seule chose dont il a besoin c'est une équipe de collecteur de soies, entraîné sous sa supervision...</li>\n</ul>"
"description":"<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"none\">Bôgenhafen Bôgenhafen, la plus grande et la plus populaire de toutes les villes marchandes du @JournalEntry[The Vorbergland]{Vorbergland}, s’étend au cœur même du Reikland et sert de carrefour à la Grande Province. A égale distance de la capitale @JournalEntry[Altdorf] et de Monfort, elle constitue une étape cruciale sur la route principale entre l’Empire et la Bretonnie. Les marchandises provenant de la Bretonnie et des quatre coins de l’Empire sont échangées ici pour du bois de construction, de la laine et des métaux extraits des Montagnes Grises.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"none\">Bôgenhafen est située dans le duché du @Actor[Wilhelm von Saponatheim]{Graf Wilhelm von Saponatheim}, mais ce dernier est tout à fait satisfait de laisser la ville être dirigée par un conseil local- dont les membres appartiennent majoritairement à la Guilde des Marchands de la cité, ainsi qu’aux Guildes de Débardeurs et de Charretiers - tant qu’il continue à avoir la main sur l’argent qui circule. Comme les marchandises venant du nord sont transférées de chariot à barque à Bôgenhafen, la cité est toujours bien approvisionnée et ses entrepôts pleins à craquer de bons vins et de fromages chers et odorants.</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\"> </span> </p>\n</div>\n<div>\n<blockquote>\n<h3 lang=\"EN-US\" xml:lang=\"EN-US\"><em><span lang=\"EN-US\" style=\"font-size: 1.125em;\" xml:lang=\"EN-US\" data-contrast=\"none\">Sales Affaires</span><span style=\"font-size: 1.125em;\"> </span></em></h3>\n<em><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"none\">Les citoyens de Bôgenhafen sont, à juste titre, fiers de leur ville animée pour de nombreuses raisons, dont le vaste réseau d’assainissement parfaitement entretenu par la Guilde des Maçons. Parfaite pour les gangs de criminels locaux, la protection offerte par le système d’assainissement s’est avérée être une aubaine pour les contrebandiers cherchant à éviter les taxes, et les frais prélevés par les guildes et les nobles de la cité inconsciente de ces activités, juste au-dessus.</span> <span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"none\">Sous Bögenhafen… </span> </em></blockquote>\n<div>\n<p> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong>Bizarre est mon deuxième prénom</strong>: Le Schaffenfest — la grande foire de printemps de <strong>Bögenhafen</strong>— approche à grands pas. Le Docteur Malthusius, de la Ménagerie de Malthusius, a besoin de plus de stock. Il a récemment eu un problème : ses Mutants se sont dévorés entre eux; les Pieuvres deviennent si grosses qu'elles qu'elles sortent de leur cage, et d'autres soucis sur lesquels il ne veut pas s'étendre. Il paiera généreusement pour toute bizarrerie à intégrer à sa Ménagerie. Ses fournisseurs en choses étranges ont juste besoin de livrer du stock frais. Les seuls problèmes sont les lourdes amendes et, parfois, la peine de mort si elles ces chasseurs sont prise avec un mutant vivant, un monstre ou pire. Mais, il vaut sûrement mieux être payé lorsque qu'on rencontres ces êtresplutôt que de simplement les tuer, non ?</li>\n</ul>\n</div>\n</div>"
"description":"<div>\n<div>\n<div>\n<p>Semblables à des serres tordues et déformées, les sept tours du Château Drachenfels s’agrippent au ciel en un geste malveillant et rancunier. Chacune de ces tourelles déformées est ajourée de fenêtres, comme autant d’innombrables yeux, alertant de l’arrivée de tout voyageur assez malchanceux - ou insensé -, pour tomber par hasard sur le repaire du Grand Enchanteur, Constant Drachenfels. Drachenfels - sorcier, nécromancien et démonologue puissant et mythique-, a tourmenté l’humanité depuis bien avant 1ère de l’Empire ; il était déjà ancien lorsqu’il a subi sa première grande défaite des mains de Sigmar Heldenhammer. Il est retourné maintes et maintes fois dans son antre des Montagnes Grises, comme une plaie purulente qui refuse de guérir. Des rumeurs courent selon lesquelles les ruines apparemment calmes, pour la plupart réduites à l’état de gravats et abandonnées depuis longtemps, sont moins abandonnées quelles n’y paraissent... </p>\n<p> </p>\n<ul>\n<li><strong>pas de répit pour les Maudits</strong>: Ils disent que le <strong> Château Drachenfels </strong> grouille des esprits de ces malheureux qui sont morts dans ses murs. Mais la même chose semble être vraie pour les vivants. Kaster Dreckspatz - un sorcier brillant - a subi un sort pire que la mort alors qu'il tentait d'attaquer le château Drachenfels il y a des décennies. À ce jour, il repose toujours dans le Grand Hospice de Frederheim, incapable de se réveiller. Normalement, une telle tragédie serait enregistrée, et la pauvre âme serait libérée; Cependant, Dreckspatz est le gardien secret d'un livre puissant et maudit dont l'emplacement doit être connu. L'Ordre Brillant, ne voulant plus perdre ses membres, cherche des mercenaires pour briser l'emprise du Château sur l'âme de Dreckspatz!</li>\n</ul>\n</div>\n</div>\n</div>"
"description":"<p><em>Activité répandue</em></p>\n<p>Dans une société aussi fortement hiérarchisée que l’Empire, un changement de Carrière nécessite une bonne dose d’endurance et de persévérance. Prendre le temps d établir les bonnes relations, et apprendre ce que l’on attend de vous peut aider, en particulier si un Personnage semble clairement savoir de quoi il s’agit.En supposant que votre MJ soit d’accord, et que vous avez achevé votre Carrière actuelle, vous pouvez changer gratuitement, pour n’importe quel Niveau de Carrière qui correspond à l’histoire de votre Personnage. Si vous navez pas achevé votre Carrière actuelle, le changement coûte 100 PX. Le temps passé à cette Activité illustre les présentations appropriées, la distribution de pots-de-vin, l’acquisition de permis et licences, de publicité, et autres choses similaires.</p>"
"description":"<p>Les Activités de Classes ont tendance à être plus simples que les Activités générales et offrent souvent des Avantages plus adaptés aux Personnages d’une Classe particulière. N’importe quel Personnage peut entreprendre n’importe quelle Activité de Classe, mais si vous n’appartenez pas à la Classe spécifiée sous l’Activité, tous les Tests que vous faites sont plus durs d’un Niveau de Difficulté - Difficile (-20) au lieu de Complexe (-10), par exemple.</p>\n<p>@JournalEntry[Combat Training]{Entraînement au Combat}</p>\n<p>@JournalEntry[Foment Dissent]{Semer la dissension}</p>\n<p>@JournalEntry[The Latest News]{Dernières nouvelles}</p>\n<p>@JournalEntry[Reputation]{Réputation}</p>\n<p>@JournalEntry[Research Lore]{Recherche de savoir}</p>\n<p>@JournalEntry[Study a Mark]{Observer une Cible}</p>"
"description":"<p>Les Tests de Combat peuvent être modifiés de la même façon que les autres Tests. Ces modificateurs sont utilisés pour refléter les effets dus au terrain, aux conditions météorologiques et à tout un tas d autres facteurs. Les modificateurs ci-après sont parmi les plus courants rencontrés en combat. Si vous vous retrouvez dans une situation qui n’apparaît pas ici, servez-vous de ces exemples comme guide. Souvenez-vous que cest le 1V1J qui décide en dernier lieu de la Difficulté d’un Test.</p>\n<p> </p>\n<h4 class=\"paragraph\" style=\"text-indent: -.25in; mso-list: l3 level1 lfo1; tab-stops: list .5in; vertical-align: baseline; margin: 0in 0in .0001pt .25in;\">Très Facile (+60) </h4>\n<ul>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Tirer sur une cible monstrueuse (Taille géant).</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Tirer dans une foule (13+ cibles)</span> </li>\n</ul>\n<p xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\"> </span></p>\n<h4 xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Facile (+40)</span> </h4>\n<ul>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Tirer sur une cible à Distance Bout Portant (à moins de d mètres) sauf si Engagé (voir page 297).</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Tirer sur une cible énorme (Taille griffon).</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Attaquer en surnombre un adversaire, à 3 contre 1.</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Tirer sur un groupe important (7-12 cibles).</span> <br /><br /></li>\n</ul>\n<h4 xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Accessible (+20)</span> </h4>\n<ul>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Tirer sur une cible grande (Taille Ogre).</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Tirer à Courte Distance, à moins de la moitié de la portée de 1 arme.</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Tirer sur un petit groupe (3-6 cibles).</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\"Tirer alors que vous avez passé votre dernière action à viser (pas de Test exigé pour viser).</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Attaquer un adversaire Engagé dans le dos ou sur les côtés.</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Attaquer en surnombre un adversaire, à 2 contre 1.</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Attaquer une cible A Terre (voir page 168).</span> </li>\n</ul>\n<p xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\"> </span></p>\n<h4 xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Intermédiaire (+0)</span> </h4>\n<ul>\n<li><span xml:lang=\"EN-US\" data-contrast=\"none\">Un ataque standard.</span> </li>\n<li><span xml:lang=\"EN-US\" data-contrast=\"none\">Tirer sur une cible de taille normale (Taille Humain).</span> </li>\n</ul>\n<p xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\"> </span></p>\n<h4 xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Complexe (-10)</span> </h4>\n<ul>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Attaquer alors que vous êtes A Terre (voir page 168).</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Attaquer alors que vous êtes dans la boue, sous la pluie battante ou sur un terrain difficile.</span> </li>\n<li xml:lang=\"EN-US\"><span xml:lang=\"EN-US\" data-contrast=\"none\">TireràLongueDistance,jusqu’àdeuxfoislaportéede
"description":"<p><em>@JournalEntry[Class Endeavors]{Activités de Classe}</em><em>: Guerriers, Itinérants</em></p>\n<p>Des Guerriers trop longtemps éloignés du champ de bataille peuvent voir leurs Compétences de combat perdre en efficacité. Un entraînement rigoureux et régulier atténue non seulement ce souci, mais peut apporter un avantage supplémentaire au moment opportun. Si vous entreprenez cette Activité, vous assez vos journées à vous entraîner avec les armes que vous connaissez, perfectionnant vos Compétences pour le jour où cela sera crucial. Après avoir entrepris cette Activité, tentez un test de Compétence Intermédiaire (+0) en utilisant une Compétence de Corps à corps ou Projectiles. Sur un succès, vous pouvez inverser un test de la Compétence associée une fois pendant votre prochaine aventure. Notez-le sur votre Feuille de Personnage. Vous pouvez entreprendre cette Activité lusieurs fois si vous le souhaitez.</p>"
"description":"<p><em>Activité répandue</em></p>\n<p>Alors, vous souhaitez posséder l’un des légendaires pistolets à répétition de Von Meinkopt ? Ou un heaume sur mesure, avec un blason représentant vos épiques victoires ? L’Activité Passer commande vous permet d’acquérir des objets peu communs ou hautement spécialisés qui ne sont jamais simplement « en stock » dans les boutiques de l’Empire. Cela leur permet également de procéder à la création d’objets uniques. Bien que de telles choses prennent du temps...</p>\n<p>Si vous cherchez un objet avec une rareté Exotique et que vous connaissez un fournisseur capable de l’acquérir ou de le fabriquer, alors entreprenez cette Activité, dépensez les fonds nécessaires et passez votre commande. L’objet sera achevé après votre prochaine aventure. Un Personnage peut passer commande d’un seul objet Exotique par Activité ; l’acquisition d’autres objets nécessitera d’autres Activités Passer commande. Si vous ne connaissez pas de fournisseur approprié pour ce type d’objet, vous devrez d’abord entreprendre l’Activité @JournalEntry[Consult an Expert]{Consulter un expert} à la page 197 afin de trouver quelqu’un pour vous aider.</p>"
"description":"<p><em>Activité répandue</em></p>\n<p>Le Vieux Monde regorge de connaissances anciennes et ésotériques, même si ces informations ne sont pas facilement accessibles par une boîte magique rangée dans votre poche. Si vous recherchez une pièce ésotérique obscure, vous devez d’abord faire appel à un expert. Vous pouvez entreprendre l’Activité Consulter un expert soit pour faciliter une autre Activité (voir les Activités @JournalEntry[Commission]{Passer commande}, @JournalEntry[Training]{Entrainement} ou @JournalEntry[Unusual Learning]{Apprentissage particulier}), ou pour obtenir quelques connaissances spécifiques.</p>\n<p>Cette Activité se déroule en deux étapes : localiser l’expert, puis le consulter.</p>\n<p>D’abord, vous devez localiser votre expert (cette étape peut être ignorée avec l’accord du MJ si vous avez déjà identifié un expert approprié pendant vos aventures). Tentez un test de Ragot Intermédiaire (+0) (la Difficulté de ce test peut varier en fonction de la taille du village où vit actuellement votre Personnage). Sur un succès, vous avez localisé votre expert. Si vous échouez, vous avez localisé le spécialiste autoproclamé le plus bruyant de votre région, et le MJ a carte blanche pour modifier la qualité ou l’exactitude des conseils donnés. Vous n’avez pas à suivre le processus ci-dessous ; le MJ joue juste la rencontre avec vous dans une scène. Le Personnage peut bien sûr refuser de traiter avec une source aussi douteuse, mais vous ne saurez jamais si vous avez trouvé la perle rare. Les MJ peuvent parfois se montrer taquins.</p>\n<p>Si vous avez localisé avec succès un expert, vous devrez d’abord le convaincre de s’entretenir avec vous. En fonction de ce que vous souhaitez savoir, cela peut nécessiter plus qu un test de Charme Élémentaire ou un modeste don au Temple de Verena du coin. Dans des cas plus extrêmes, vous pouvez vous engager à faire une Faveur ou plus (voir Faites-moi une faveur !) qui peuvent être demandées pendant une future aventure, ou « rachetées » en dépensant des Activités entre de futures aventures. Le niveau de la Faveur due dépend de la complexité - ou du danger - de l’information que vous cherchez, telle que déterminée par le MJ.</p>\n<p>La nature précise de l’information recueillie dépend de l’expert consulté et de ce que le demandeur cherche à savoir. Les Lettrés connaîtront les origines et l’histoire complète d’un sujet auquel ils sont accoutumés ; les Magisters des Collèges de Magie d’Altdorf sont familiers avec l’histoire de la magie et les différents objets mystiques, en particulier les aspects liés à leur propre ordre ; un Apothicaire généraliste peut identifier même les poisons les plus rares ; un Érudit de Vénéra peut avoir des informations relatives à de nombreux incidents historiques. En bref, le passé de l’expert influencera la façon dont la connaissance est présentée, et par quel biais. </p>\n<p>En plus de toutes les informations spécifiques que le MJ partage avec son Joueur, une Activité Consulter un expert réussie utilisée pour rechercher des connaissances (et non pour faciliter une autre Activité) vous donne une Relance experte (inscrivez-la dans les notes sur votre feuille de Personnage). Cette relance ne peut être utilisée que pour un test lié directement au savoir révélé et doit être utilisée avant la fin de votre prochaine aventure. Une fois que vous avez établi une relation avec un expert, vous pouvez le consulter entre les aventures sans dépenser d’Activité. ;</p>"
"description":"<p>Chaque Festag, les prêtres de Sigmar, perchés sur leurs chaires surélevées, enchaînent les sermons sur les risques que représentent les Puissances de la Ruine et comment les fidèles doivent éviter toute tentation chuchotée par les démons dans les ombres. Ils clament que chaque âme est en danger, à quelques pas de basculer dans la corruption et la mutation. Il se peut qu’ils aient raison.</p>\n<p>Les Points de Corruption sont utilisés pour représenter la lente dérive de votre âme vers les Sombres dieux du Chaos. Chaque fois que vous êtes exposé à une potentielle source de Corruption, vous risquez d’accumuler des Points. Plus ce total est important, plus vous vous rapprochez du Chaos et plus votre âme s assombrit, jusqu’à ce qu’éventuellement, vous changiez...</p>\n<h3 xml:lang=\"EN-US\">Gagner des ts de Corruption</h3>\n<p role=\"heading\" xml:lang=\"EN-US\" aria-level=\"2\">La Corruption peut être acquise principalement de deux façons différentes au cours deSombres Pactes : les Sombres Pactes et les Influences corruptrices.</p>\n<h4 role=\"heading\" xml:lang=\"EN-US\" aria-level=\"2\">Sombres Pactes</h4>\n<p role=\"heading\" xml:lang=\"EN-US\" aria-level=\"2\">Sombres Pactes Quelquefois, vous devez l’emporter. La plupart du temps, cela signifie réussir un Test important. Si ce Test aboutit à un échec, vous pouvez utiliser un Point de Destin temporaire pour le relancer, en espérant que la seconde tentative sera couronnée de succès. Mais qu’en sera-t-il si ce second Test se solde lui aussi par un échec ? Ou qu’il ne vous reste plus de Points de Destin temporaires à utiliser ? Il est temps de conclure un Sombre Pacte. </p>\n<p role=\"heading\" xml:lang=\"EN-US\" aria-level=\"2\"><span xml:lang=\"EN-US\" data-contrast=\"none\">Vous pouvez décider de recevoir volontairement un Point de Corruption pour pouvoir relancer un Test, même si un deuxième jet a déjà été effectué. C’est toujours un choix qui vous appartient - jamais le MJ ne peut prendre cette décision à votre place - même s’il n’y à rien d’anormal à ce que le MJ vous rappelle gentiment qu’il existe un moyen de pouvoir relancer une fois de plus. Après tout, c’est quoi, le pire ? </span></p>\n<blockquote>\n<h3 role=\"heading\" xml:lang=\"EN-US\" aria-level=\"2\"><span style=\"font-style: normal;\">Option: Embrasser les ombres...</span></h3>\n<p role=\"heading\" xml:lang=\"EN-US\" aria-level=\"2\"><em>Certains Joueurs, inventifs, vont vouloir enjoliver leurs Sombres Pactes par des événements qui vont se produire en cours de partie. Dans ce cas, c’est à vous de décider de la façon dont ces événements vont se manifester, mais les adapter à l’histoire du Personnage impliqué est toujours une bonne idée. Peut-être que la zone où se trouve le Personnage va subir une influence un peu dérangeante, qui fera fuir les animaux ou pourrir les plantes ? </em></p>\n<p role=\"heading\" xml:lang=\"EN-US\" aria-level=\"2\"><em>Peut-être pouvez-vous effectuer un jet de dé sur le Tableau des Incantations Imparfaites du Chapitre 9 : Magie pour créer un événement aléatoire (ce qui convient parfaitement aux magiciens et sorcières) ? Pensez au Test lié au Sombre pacte puis considérez les événements susceptibles de souiller votre âme qui pourraient survenir afin de vous assurer de réussir. </em></p>\n</blockquote>\n<h4 role=\"heading\" xml:lang=\"EN-US\" aria-level=\"2\">Influences corruptrices Influences</h4>\n<p role=\"heading\" xml:lang=\"EN-US\" aria-level=\"2\">Les Points de Corruption sont généralement acquis lorsqu’on se trouve en présence d’une personne, d’un endroit ou d’un objet contaminé par le Chaos, ou dans une situation qui sied particulièrement aux Sombres dieux. </p>\n<p role=\"heading\" xml:lang=\"EN-US\" aria-level=\"2\">SivoustombezsuruneInfluencecorruptrice,tentezunTestdeRésistanceIntermédiaire(+0)ouunTestdeCalmeIntermédiaire(+0),commedéterminéparleMJ-généralement,lesInfluencesphysiquessontrepouss<EFBFBD>
"description":"<p><em>General Endeavor</em></p>\n<p>Rather than browse shops or commissioning someone else to do the hard work, you can fashion your own trappings. Crafting allows you to make any trapping from <strong>Chapter 11: Consumers’ Guide</strong> (or anything else the GM allows) if you have the correct Trade Skills. To do this, you require appropriate Trade Tools, raw materials, and access to an appropriate workshop. In general, the raw materials to create the trapping of your choice will cost a quarter of the trapping’s list price, and must be purchased before Crafting begins (with an Availability as determined by the GM); the GM may rule the raw materials are cheaper or more expensive according to the trapping to be created, and the nature of the raw materials required.</p>\n<p>To craft the trapping, attempt an Extended Trade Test, with a Difficulty set by the GM, typically using the Trapping’s Availability as a loose guide.</p>\n<table style=\"height: 85px; width: 209px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 17px;\">\n<td style=\"height: 17px; width: 85px;\"><strong>Availability</strong></td>\n<td style=\"height: 17px; width: 117px;\"><strong>Difficulty</strong></td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"height: 17px; width: 85px;\">Common</td>\n<td style=\"height: 17px; width: 117px;\">Average (+20)</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"height: 17px; width: 85px;\">Scare</td>\n<td style=\"height: 17px; width: 117px;\">Challenging (+0)</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"height: 17px; width: 85px;\">Rare</td>\n<td style=\"height: 17px; width: 117px;\">Difficult (-10)</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"height: 17px; width: 85px;\">Exotic</td>\n<td style=\"height: 17px; width: 117px;\">Very Hard (-30)</td>\n</tr>\n</tbody>\n</table>\n<p>The number of SL required to succeed at the Test is also set by the GM, using the listed price for the trapping in the Consumers’ Guide as a reference.</p>\n<p>The SL required is further modified by the Qualities or Flaws you work into the trapping. Each Flaw halves the SL required, and each Quality adds +5 (worked out after halving for Flaws).</p>\n<p>Each Endeavour you spend Crafting allows you to make one roll towards your Extended Test. Unfinished work can be kept in whatever you have that amounts to lodgings, or carried around with you as you adventure, should that be possible.</p>\n<table style=\"width: 116px;\" border=\"1\">\n<tbody>\n<tr>\n<td style=\"width: 64px;\"><strong>List Price</strong></td>\n<td style=\"width: 45px;\"><strong>SL</strong></td>\n</tr>\n<tr>\n<td style=\"width: 64px;\">Brass</td>\n<td style=\"width: 45px;\">5</td>\n</tr>\n<tr>\n<td style=\"width: 64px;\">Silver </td>\n<td style=\"width: 45px;\">10</td>\n</tr>\n<tr>\n<td style=\"width: 64px;\">Gold</td>\n<td style=\"width: 45px;\">15+</td>\n</tr>\n</tbody>\n</table>\n<blockquote>\n<p><strong>Custom Gear</strong></p>\n<p>With a GM’s permission, a character may undertake two (or more) consecutive Commission Endeavours to acquire even more unusual items: personal commissions from the Engineering Guild, a rare and virulent poison, or a magically ensorcelled item. The prices for such things generally range from ‘very high’ to ‘staggering’ and may well involve a Favour or two (see Do Me a Favour! ) or even an entire adventure to acquire raw materials. </p>\n</blockquote>"
},
{
"id":"Criminal Coinage",
"name":"Criminal Coinage",
"description":"<p>Of course, if there is money involved there will be folk looking to take any advantage they can, including criminal options. For the Rogues in your party, two schemes concerning coins are worth knowing.</p>\n<h4>Counterfeiting</h4>\n<p>The diversity of coinage circulating the Empire means counterfeiting is rife. Reiklanders may be accustomed to seeing coins from other provinces, but are always wary of being scammed. A successful Evaluate Test will detect counterfeit coins, typically by inspecting coins for weight and hardness.</p>\n<p>Actually producing counterfeit coins is much harder. It requires an Art (Engraving) Test to carve a convincing stamping die, then a Trade (Blacksmith) Test to strike the coins, usually with the aid of an assistant. Including a higher precious metal content makes Evaluate Tests to detect counterfeits more difficult; using less than a fifth makes it much easier to spot the fake coins.</p>\n<h4>Clipping</h4>\n<p>Embezzlers can trim slivers of precious metal away from the edges of coins. This scam is called ‘clipping’ or ‘shaving’ and is practised mainly by shopkeepers or tollkeepers who have access to large quantities of other peoples’ money. Gold and silver filings are then melted down and sold to jewellers, counterfeiters, or fences. Clipped coins can be detected with the Evaluate Skill; the more of the coin that’s clipped, the easier the Test. </p>\n<blockquote>\n<h3><em>The Nuln Standard</em></h3>\n<p><em>Altdorf may be the current capital of Reikland and the Empire, but coinage standards are established in the city-state of Nuln to the south. Historically, Nuln was the Empire’s capital until House Holswig-Schliestein restored the throne to Altdorf a century ago, and many imperial institutions still call that city home. The Nuln Standard only governs coin weight and metallurgy, not stamp imagery, which varies significantly across the provinces.</em></p>\n</blockquote>"
},
{
"id":"Criticals and Fumbles",
"name":"Criticals and Fumbles",
"description":"<p>During the cut and thrust of combat, accidents, mistakes, and moments of extraordinary skill can happen in quick succession. To represent the unpredictable extremes of a life-or-death skirmish, there are Criticals — extraordinarily good hits — and Fumbles — egregious errors.</p>\n<h4>Criticals</h4>\n<p>Any successful Melee or Ranged Test that also rolls a double causes a Critical. This means you have dealt a significant blow, and it even happens when you are the defender in an opposed Test.</p>\n<p>If you score a Critical, your opponent receives an immediate Critical Wound as your weapon strikes true. Beyond that, SL is calculated as normal, as is who wins any Opposed Tests.</p>\n<h4>Fumbles</h4>\n<p>The converse of Criticals, any failed combat Test that also rolls a double is a Fumble, which means something very unfortunate has occurred. To determine what happens, roll on the @Table[oops]{Oops! Table}.</p>\n<blockquote>\n<h3><em>Options: Deathblow</em></h3>\n<p><em>Some players like a heroic approach to combat, with characters able to wade through lesser foes. If this suits your style of play, use the following rule: </em></p>\n<p><em>If you kill a melee opponent in a single blow, you may move into the space the character occupied and attack another opponent if there is one available. You may keep doing this a number of times equal to your Weapon Skill Bonus, and may not attack the same Character more than once on the same Turn. Some creatures are so big they can activate this rule without killing any opponents.</em></p>\n<p> </p>\n<h3><span style=\"font-style: normal;\">Opposed Tests and Fumbles</span></h3>\n<p><span style=\"font-style: normal;\">During an Opposed Test, it is possible to Fumble and still win if you score a higher SL than your opponent. This is fine, and not a little hilarious, as you ineffectually tussle with your even worse opponent, potentially injuring yourself in the process.</span></p>\n<p><em><strong>Example</strong></em>: Molli swipes her dagger at her opponent and rolls 66 for a fumble with -3 SL, but her opponent rolls 92 for -5 SL. So, Molli wins with +2 SL over her opponent, gaining +1 Advantage, which she may quickly lose as she also has to roll on the Oops! Table to see what unfortunate accident will befall her.</p>\n<p> </p>\n<h3><em>Misfires!</em></h3>\n<p><em>If you are using a Blackpowder, Engineering, or Explosive weapon, and roll a Fumble that is also an even number — 00, 88, and so on — your weapon Misfires, exploding in your hand. You take full Damage to your Primary Arm location using the units die as an effective SL for the hit, and your weapon is destroyed.</em></p>\n</blockquote>"
},
{
"id":"Diesdorf",
"name":"Diesdorf",
"description":"<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">One of many towns lying on the @JournalEntry[The Reik]{River Reik} between @JournalEntry[Altdorf] and Nuln, Diesdorf and its surrounding villages are dedicated to the production of corn, which is mostly traded downriver to the capital. The town’s reliance on a single crop does mean that should a blight cause the corn to die off, the town itself may follow. However, those who visit Diesdorf may conclude that its chief export is, in truth, religious fervor. Magnus the Pious once gave a legendarily powerful speech in the town after folk travelled far and wide to hear him.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\">Ever since, Diesdorf became a major pilgrimage site for devout Sigmarites, and on holy days the town’s population is frequently doubled. Despite its relatively small size, Diesdorf has numerous temples and shrines to Sigmar, and most families in the town have at least one member serving in the Sigmarite clergy.</p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong>A Bit of Light Murder</strong>: In <strong>Diesdorf </strong>there’s a long history of bad blood between the criminal Havilund and Frankle families. Stabbings, poisonings, shootings, lynchings — you name it, they’ve done it. Generally, the locals pay little attention and get on with life, but a recent and vicious spate of revenge killings have caught the eye of a passing Witch Hunter, Lothar Metzger. He claims the killings bear striking similarities to ritual murders dedicated to the Blood God. The very next day, Metzger is found stabbed hundreds of times in a bloody alleyway. Keen to keep their holy town free of foul influence, the burgomeisters post an impressive reward of 5 Gold Crowns for any who can trace down the culprit, not realising just how many townsfolk are involved, and just how far into the cult of Sigmar a full investigation will go...</li>\n </ul>\n</div>"
},
{
"id":"Do Me a Favor!",
"name":"Do Me a Favor!",
"description":"<p>A Favour is a future burden you take on in return for immediate assistance of some sort. In the Old World, breaking one’s sworn word is considered bad form and carries significant social ramifications. no-one trusts oath breakers, meaning your Status is reduced by 1 (see page 49). Powerful and dangerous folks tend to take it very, very poorly if someone refuses a Favour owed them, so bloody consequences may follow.</p>\n<p>The powerful often find it is far more useful to have various individuals owing them Favours than merely soliciting money in return for their help. What’s more, it can be an investment: help a student today, call in a favour from a successful Lawyer years later. Favours may be referred to as ‘boons’, ‘services’, or ‘obligations’ by different folk, but in the end, they all amount to the same.</p>\n<p>Favours come in three levels: Minor, Major, and Significant. Regardless of a Favour’s level, in almost all cases, the person owed the Favour will take into account the capabilities and sensibilities of the person they’re asking. There’s no point in demanding that a Priestess of Shallya assassinate a merchant, for example, even if she does owe you a Significant Favour. That being said, Favours are ripe for NPCs to exploit in order to put pressure on your moral compass. </p>\n<p> </p>\n<p>• A<strong> Minor Favour</strong> represents a simple task that can be completed in no more than a few hours. Perhaps you need volunteer at a Shallyan mercy-house or put in a good word for someone. With the GM’s permission, you may undertake an Endeavour to pay off this favour.</p>\n<p>• <strong>A Major Favour</strong> is a more time-consuming or risky undertaking. It could take up to several weeks to achieve and may involve travel. Perhaps you are needed to act as lookout on a string of burglaries, to convince the Stevedores’ and Teamsters’ Guild to back down from a guild war, or to transport a package to a different city. With the GM’s permission, you may undertake two or more consecutive Endeavours to pay off this favour.</p>\n<p>• <strong>A Significant Favour</strong> is relatively rare and will almost certainly involve risking life and limb. Months of travel may be involved, and major violence is likely. Perhaps you will be asked to eliminate a rival gang boss, wipe out a Goblin encampment, or instigate a riot. Significant Favours cannot be paid off via Endeavours; they are roleplayed out as full adventures.</p>"
},
{
"id":"Drachenberg",
"name":"Drachenberg",
"description":"<p>Soaring high above central Vorbergland, its base wrapped by the shimmering @JournalEntry[The Bögen]{River Bögen}, the twisting peak known as the Drachenberg can be seen for miles around. Whenever trouble arises, the nearby townsfolk of Wheburg cast an eye towards the mountain and make the comet sign of Sigmar to ward evil, for Drachenberg has a fell reputation. Its name roughly translates to ‘Dragon Peak’ and, true to its name, the mountain has long been a favoured haunt of the great beasts, as well as to other monstrous creatures such as Basilisks, Wyverns, and Manticores.</p>\n<p>The immense Red Dragon, Caledair — the ‘Scythe of Fire’ — once made her lair in caves near the peak of the mountain, and hunted across the fields of the Vorbergland for uncounted generations. While she has not been seen for more than a century, none can say for certain if she is truly gone or if she sleeps in the mountain still.</p>\n<p>The Drachenberg is treacherous, with steep sides that thwart climbers, and no easy routes to its sheer summit. Tough trees clog its foothills, they are sparse along its upper slopes and the top soil is very loose, which has caused more than one imprudent climber to slide free to a broken death. Even so, the brave and the foolish still attempt to climb the Drachenberg, for who knows what treasures may lie hidden within its unknown heights?</p>\n<p> </p>\n<ul>\n<li><strong>Interview with a Dragon Slayer</strong>: Caledair the dragon hasn’t been seen for generations, but that means nothing to Thogna Ingotfist, a Dragon Slayer. The guards of <strong>Mantikor Castle</strong>, at the base of the <strong>Drakenberg</strong>, say Ingotfist has been up there since the great wyrm was last seen, and hasn’t come down since. If the guards are to be believed, she’s found untold riches up there that she can’t use ‘being a Slayer and all — they have vows, see’. However, if you take Ingotfist a cask of Bugman’s finest beer, it’s said she’ll spill any secret when deep in her cups. All you need do is find her.</li>\n</ul>"
},
{
"id":"Dunkelberg",
"name":"Dunkelberg",
"description":"<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Southernmost of the Reikland’s major trade centers, the market town of Dunkelberg stretches across several hills along the banks of the River Grissen. The older, richer portions of the town sit high on the hills, giving the nobles, and the rising merchant class wealthy enough to afford the oldest townhouses, a commanding view of the surrounding countryside. Despite its ever-increasing size, travelers note Dunkelberg’s ‘rustic’ feel, with regular markets clogging its winding streets. There shoppers can purchase livestock; local produce; several excellent, fruity wines produced by the surrounding villages; and hand-crafted goods from across the Suden Vorbergland. Wide-ranging ‘bleachfelds’ extend from the town, where local linen is dyed white by the sun around crops. </span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Dunkelberg’s position near the lo</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">oming</span> <span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\"> @JournalEntry[The Grey Mountains]{Grey Mountains} and the</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\"> wild Graugrissen forest leads to regular raids by Goblin tribes. </span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">While the richer portions of the town are well fortified and protected by a high, stone wall, the rest lack any significant defens</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">es. As such, the poorer citizenry have learned not to grow too attached to their homes, belongings, or loved ones </span> </p>\n</div>\n<div>\n<blockquote>\n<div>\n<h3 lang=\"EN-US\" xml:lang=\"EN-US\"><em><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"none\">Orphan White</span> </em></h3>\n<em>Dunkelberg has an excess of orphans, the result of frequent goblin raids, diseases, and other unpleasant occurrences. rather than leave them underfoot, the local duke has established a number of orphanages to provide shelter and sustenance for the children; however, to earn their keep, he puts the orphans, clad in their distinctive white uniforms, to work in the bleachfelds. Visitors to Dunkelberg may be shocked to see so many urchins deployed as a labour force, though the callous disregard many of the wealthy of the town have developed toward orphan children is perhaps worse. Sister Alella, a local Shallyan priestess, has recently expressed concern over the wellbeing of these urchins, even claiming that a number of the children have vanished under suspicious circumstances, and is looking for help to uncover the truth of what’s really happening. <span style=\"font-size: 14px;\"> </span></em></div>\n</blockquote>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong>In Memory of Tylos:</strong> Fraus Kristen Meissen, Maude Schenkenfels, and Solveig ‘Aunty’ Zweistein, are at it again. These three wealthy dowagers have hated each other for decades, outwitting, out-marrying, and out-spending each other as the season demands. Their current focus is purchasing land farther and farther up the hills of Dunkelberg. Each competitive dowager now owns the summits of three equally tall hilltops, but none are satisfied. So, the only way is up, and each has commissioned tall towers be built atop their manors. Watching on in horror, Dunkelberg folk fear the rickety constructions will not only be an utter eye-sore, ruining the rustic aesthetic of the town, but will likely fall down, causing untold damage. Three merchants have gathered funds to pay mercenaries to shut the dowagers down and end their bickering permanently.</li>\n</ul>\n</div>\n</div>"
},
{
"id":"Eilhart",
"name":"Eilhart",
"description":"<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Known and celebrated by wine drinkers throughout the Old World, the vineyards around Eilhart produce the succulent grapes, and thus the wine, that shares its name. </span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Eilhart is widely considered one of the Reikland’s best white wines, valued not just for its crisp, light flavor, but also for its famously mild hangovers that grow no worse no matter how much of it was quaffed the night before</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">, or so Eilharters claim. Recently, Eilhart has recently also become famed in the Reikland, and as far afield as Marienburg, for its </span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">sharp, acidic beers making use of fragrant hops and local grain.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Given the excellent quality of its alcoholic beverages, Eilhart has become a popular destination for riverboat cruises, wherein epicures travel to the town to sample its wares from the many drinking houses, breweries, and vineyards on offer. Some claim the high number of visiting Bretonnians — drawn by the excellent wine — may account for the locals’ recent enthusiasm for beer.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong>Wine and Spirits: </strong>Günter Oppenheim isn’t the cleverest necromancer of the Reikland, but he is enterprising, if a little quirky. Whilst drunk on the best of <strong>Eilhart’s </strong>wine, a thought occurred to him: the quality of aged wine doesn’t come from the time that it sits, but its experience . Somehow, this resulted in him believing the finest wine would come from grapes tended by ghosts of murder victims. The problem is, it appears his theory is correct! The isolated Oppenheim Veinyard is now a booming success, it’s vines tended by shackled spirits. Rivals, unconvinced by Oppenheim’s success, will pay to discover the secrets lying behind the thick chains and creaking ‘KEP OWT!’ signs.</li>\n</ul>\n</div>"
"description":"<p>Que ce soit à cause de votre cran, de la chance ou d'une faveur divine, vous avez quelque chose de spécial. Le Destin et la Résilience représentent la façon dont vous sortez du lot.</p><p>Le Destin et la Résilience de départ des Personnages sont définis lors de la création de Personnage (@Compendium[wfrp4e-core.journal-entries.fFZETKVjrc2j4GGN]{Création de Personnage}). Tous deux disposent d'une valeur permanente et d'une réserve de Points. Vous pouvez dépenser vos Points afin d'obtenir de petits avantages, sachant que ces réserves vont se reconstituer au fil du jeu. Vous pouvez également choisir de réduire votre indice de Destin et de Résilience ; cela vous apportera un avantage significatif mais réduira définitivement l'indice correspondant et la taille de la réserve correspondante. Même si les Points de Destin et de Résilience peuvent être regagnés, cela n'arrive qu'à de rares occasions, donc dépensez-les avec parcimonie.</p><p>Seuls certaines rares personnes possèdent des Points de Destin et de Résilience. Dans la pratique, ce sont les Personnages Joueurs. Vous pouvez décider d'attribuer des Points de Destin et de Résilience à certains PNJ importants, comme ce nécromant qui est une némésis des PJ, ou une sommité locale, ou un chef de culte récurrent.</p><h3>Destin et Chance</h3><p>Chaque Personnage possède une destinée. Alors même si ce futur reste mystérieux et qu'il n'y a aucune garantie quant au fait qu'il soit glorieux, héroïque ou même agréable, il est voué à accomplir quelque chose d'important.</p><p>Pour représenter cela, vous commencez la partie avec un certain nombre de Points de Destin. Ce sont ces Points qui vous différencient du reste des habitants du Vieux Monde. Ils vont vous permettre de survivre même lorsque toutes les chances sont contre vous et de l'emporter là où les gens normaux échoueraient.</p><p>Le Destin est directement lié à vos Points de Chance. Les Points de Chance sont dépensés pour recevoir un bonus mineur, y compris la possibilité de pouvoir relancer un Test qui s'est soldé par un échec ou de prendre l'avantage lorsque la chance vous sourit, et leur nombre ne vas pas cesser de fluctuer au cours du jeu. Le Destin détermine le nombre de Points de Chance dont vous pouvez disposer et qui peuvent être sacrifiés lors des circonstances les plus difficiles afin d'éviter une mort certaine.</p><h4>Dépenser de la Chance</h4><p>Vous pouvez dépenser des Points de Destin de votre réserve afin de faire pencher la balance de votre côté : réussir à toucher avec ce tir d'arbalète compliqué que vous auriez manqué autrement ; ou peut-être faire glisser votre adversaire, ce qui donne la chance de porter un coup. Voici les trois options dont vous disposez :</p><ul type=\"disc\"><li>Relancer un Test qui s'est conclu par un échec.</li><li>Ajouter +1 DR à un Test après qu'il a été effectué.</li><li>Au début du round, choisissez le moment où vous allez agir, sans tenir compte de l'Ordre d'Initiative.</li></ul><p> </p><h4>Dépenser du Destin</h4><p>Vous pouvez sacrifier un Point de Destin pour éviter la mort et survivre même dans les conditions les plus improbables. Lorsque vous décidez de le faire, choisissez une des deux options suivantes :</p><ul type=\"disc\"><li><strong>Meursunautrejour</strong>:Aulieudemourir,votrePersonnageestmisKO,laissépourmort,emportéparunerivière,ou,danstouslescas,éjectédel'action;votrePersonnagevasurvivre,peuimportante
"description":"<p><em>@JournalEntry[Class Endeavors]</em><em>: Burghers, Peasants</em></p>\n<p>If you are looking to sow civil unrest, undertake the Foment Dissent Endeavour. By talking with local citizens, leading meetings, and involving yourself, you can direct conversations to slowly feed anger and resentment towards a specific individual, group, or institution. But this takes time, so Fomenting Dissent takes two Endeavours to attempt (and will also count as an Income Endeavour if you are in the Agitator career).</p>\n<p>To undertake the Endeavour, you must first attempt an <strong>Average (+20) Gossip</strong> Test to understand the local movers and shakers. If you succeed, attempt a <strong>Charm </strong>Test with the Difficulty determined by how unpopular the target may be. Rousing anger against an oppressive noble may be an <strong>Easy (+40)</strong> test, while raising a mob to protest the good work of a Shallyan hospice may be <strong>Hard (–20)</strong>. If you fail either of these tests, the Endeavour fails. </p>\n<p>If successful, you will find it easier to invoke the wrath of crowds upon your chosen target. During your next adventure, you can attempt a <strong>Charm</strong> Test to gather a rioting mob to accost the target, with the difficulty determined by the GM according to how well-planned the mob-to-be is. </p>\n<p>A single success means you gather enough angered townsfolk to confront the target, shouting insults, demanding justice, throwing rotting vegetables, and generally accosting the focus of their ire. An Impressive or Astounding Success may lead to uncontrollable lynch mobs, or even attempted burnings!</p>\n<p>Failure means folk have no stomach for wrath; failing by several SL may mean the target, or their sympathisers, become aware of your actions…</p>\n<p>Once you have the ear of a mob (successfully undertaking this Endeavour), you can attempt to rally the mob against a different target during an adventure, although this is more difficult, and the Difficulty of the <strong>Charm</strong> Test is two levels higher. </p>"
},
{
"id":"GM's Guide: Between Adventures",
"name":"GM's Guide: Between Adventures",
"description":"<p>These rules — whilst entirely optional — present a streamlined and semi-abstracted method of handling everything else the Characters get up to between adventures. Whilst this certainly isn’t the case for every campaign, one of the main themes of Warhammer is that the Characters are normal people and that adventuring is the exception, rather than the rule, of their normal lives.</p>\n<p>If this theme is present in your campaign, and that the Characters are normal people except in the rare occasions that they’re adventuring, the rules for Between Adventures should definitely be a focus for your reading as the GM. Think of the Between Adventures rules as an alternate phase of play — we have the Adventuring Phase and the Between Adventures Phase. When not engaged in one, we’re engaged in the other!</p>\n<p>With this phase mentality, as the GM you may choose to run Between Adventures as a handful of dice rolls, quick decisions, and then move on to the next adventure. Alternately, you may have a ‘break’ session between adventures, where you employ these rules, and allow the Characters to explore their normal lives and pursue their own goals. These downtime sessions act almost more like mini adventures, which grant a lot of agency to your Players to express what they want to do and want to get out of future sessions.</p>\n<h3>A Day In The Life</h3>\n<p>The Between Adventures Phase is the perfect time to consider and adjust a Character’s Career, because it’s the best time to determine<em> if it’s actually their Career at all! </em>Are you actually a Rat Catcher if you never catch rats? Are you actually an Artisan if you don’t follow a trade? If all you do is hunch through sewers and stab mutants, exactly how much of a Scholar are you really?</p>\n<p>Both GMs and Players should be vigilant during this phase, to determine just how much a Character is actually like their Career. But make sure that this isn’t prohibitive: a Merchant doesn’t have to act like a Merchant, but maybe if she’s acting more like a Duellist, a Career change is in order? Use these shifts in attitude to help build a Character’s story, rather than direct it, and you’ll find a far more three-dimensional Character comes of it.</p>"
"description":"<p>The largest wetland of the Reikland, the Grootscher Marsh spreads out on both banks of the Reik. It extends some fifty miles into the Reikland and Middenland from the border with the Wasteland, and is considered by many to be a cursed place, for it is the site of one of the Empire’s most famous military defeats of the last century: The Battle of Grootscher Marsh, where the Wasteland secured its independence from imperial rule.</p>\n<p>In modern times, the Grootscher Marsh remains the foul smelling fenland it always was, filled with ill-sounding birds and infested with River Trolls. In leaner years, when meat cannot be found for their rotting larders, the Trolls grow hungry and rumor holds they slip into the Reik to pluck the unwary from passing ships. Being sent to clear out the Grootscher Marsh is considered one of the worst punishment details imaginable by the State Armies of the Reikland; even the hardiest soldiers hesitate when ordered there.</p>\n<p>Travellers on the Reik occasionally report the sounds of strange, ominous horns echoing through the thick fogs that frequently coalesce across the marsh, and wise locals note Trolls don’t make use of such. Old hands on the Reik agree, and then swiftly change the subject…</p>\n<p> </p>\n<ul>\n<li><strong>A Tail of Misfortune: </strong>Whilst perusing a weaponsmith’s wares, a strange mace catches the eye; a bony cluster, like a cauliflower made from overlapping sharkskin scales, mounted on a handle of bog iron. The smith says she bought it from a man from the <strong>Grootscher Marsh</strong>, who claimed the growth was the tail of a bog monster. The mace-head is surprisingly well weighted, robust, and effective. The smith claims a canny group willing to brave the marsh could make a fortune if a reliable source for the mace-heads could be found. </li>\n</ul>"
},
{
"id":"Grünburg",
"name":"Grünburg",
"description":"<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Downriver from several major trading towns, Grünburg is no stranger to trade goods bound for the Reik, but it is in riverboat manufacture that Grünburg truly excels. The town’s boatyards are in constant operation, churning out the barges that keep the Reikland’s trade afloat.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\">The open fields to the south-east of Grünburg appear verdant and peaceful, but are known locally as the Battle Plains. It was here, long ago, the ruthless advance of the fearsome Orc Warlord Gorbad Ironclaw was finally stalled. Uniquely in Imperial military history, the Battle of Grünburg was almost entirely contested by mounted troops on both sides. This quirk of history has made the Battle Plains a site of interest for archaeologists, antiquarians, and grave robbers, all keen to excavate debris from beneath the blood-soaked earth.</p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Cutting Corners: </span></strong><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">A recent spate of sinking barges links back to the boatyards of <strong>Grünburg</strong>. The Merchants’ Guild believe the Boatbuilding Guild is cutting corners. The Guild is assembling a team to quietly investigate and gather proof so they can secure a refund. But, behind the scenes, the builders don’t seem to produce any waste from their craft. But others would have noticed if they were burning the off-cuts, as the barge-timbers are treated before being used. So, where’s all that shaved wood going? Perhaps the answer lies in the mysterious return of the Cult of the Wooden Man?</span></li>\n</ul>\n</div>"
},
{
"id":"Healing",
"name":"Healing",
"description":"<h3><strong>Healing</strong></h3>\n<p>In time, most injuries heal. But some are worse than others. The following explains how to heal Wounds and Critical Wounds.</p>\n<h4><strong>Healing Wounds</strong></h4>\n<p>You are considered wounded if you have lost any of your Wounds. </p>\n<p>Without medical attention, you can attempt an <strong>Average (+20) Endurance</strong> Test after a good sleep once a day. You Heal Wounds equal to the SL + your Toughness Bonus. For each day you spend taking it easy, you also heal an extra number of Wounds equal to your Toughness Bonus. </p>\n<blockquote>\n<p><strong>Foundry Note</strong>: This can be done automatically in the main tab of the character sheet.</p>\n</blockquote>\n<p>If you wish to Heal more Wounds than this, then you need to be attended by someone with the @Compendium[wfrp4e-core.skills.HXZaV1CJhmTvcAz4]{Heal} skill or you’ll need bandages, a healing poultice, or similar.</p>\n<p>There is no penalty for being wounded. Lost Wounds are considered to be small cuts, bruises, and other easily ignored injuries.</p>\n<h4>Healing Critical Wounds</h4>\n<p>If you have received any Critical Wounds, you are said to be Critically Wounded. Critical Wounds can be very serious. Refer to the appropriate Critical Table to see exactly what penalties you suffer for any Critical Wounds sustained. Critical Wounds do not count as healed until all conditions they inflict are removed, and all non-permanent negative modifiers are resolved. When you are Critically Wounded, you may still heal your Wounds using the normal rules.</p>\n<h3><strong>Medical Attention</strong></h3>\n<p>Several Critical Wound results and conditions cannot be resolved until you receive medical attention. This includes, but is not limited to, the following:</p>\n<ul>\n<li>Successful use of the Heal skill.</li>\n<li>Application of a bandage, healing poultice, or similar.</li>\n<li>Successful use of a spell or prayer that heals Wounds.</li>\n</ul>\n<h4><strong>Surgery</strong></h4>\n<p>Some wounds are beyond simple stitching and foul-smelling poultices. If you suffer a Critical Wound where surgery is required to attend to it (it will be marked: Surgery), you suffer the marked penalties until you visit an appropriately trained doctor or barber-surgeon, or somehow source a magical or divine surgery equivalent.</p>\n<p>Further, if you suffer an amputated body part, you cannot heal 1 of the suffered Wounds until a surgeon successfully treats it with a Heal Test. For more information on surgery, refer to the @Compendium[wfrp4e-core.talents.NP4EHyyh1yOLbsPU]{Surgery} talent.</p>"
},
{
"id":"Helmgart",
"name":"Helmgart",
"description":"<p>Set high in @JournalEntry[The Grey Mountains], the fortress town of Helmgart guards the border with Bretonnia from the eastern side of Axe Bite Pass. The Empire’s relations with Bretonnia have not always been civil, and while the ramparts of Helmgart are no longer lined with aging skulls in elaborate helms, they most likely remain in the castle’s cellars. These days, the soldiers of Helmgart are more often called upon to patrol the pass, protecting travelers and merchants from Greenskins, bandits, and other menaces.</p>\n<p>Helmgart’s keep was carved directly out of the mountainside by Dwarfs long ago. Three tiers of stout stone walls buttress a great granite mountain, dominating the surrounding terrain and offering an excellent view of the road below. Adjoining Helmgart proper, is a huge, imposing wall broken only by a single, long tunnel standing between the two, sheer mountainsides: the only route through to Bretonnia. Amongst the troops garrisoning the fortress are a number of storied regiments. Most famously, the gunners of Mackensen’s Marauders – a Reiklander State Regiment – are well known for their deadly accuracy, a fearsome reputation perhaps aided by the lack of cover on the road below the high walls. The fortress sits at one end of the great road that leads directly to Bögenhafen, and from there onto Altdorf.</p>\n<p>As guardian of the principle trade route into the Empire from Bretonnia, Helmgart is equal parts imposing citadel and bustling trade town. Here, Bretonnian merchants barter brandy, wine, fine fabrics, arms, and armor, while their Reiklander counterparts in turn funnel their province’s goods south. The local Dwarf clans, too, trade ingots of silver, lead, and iron, along with precious pieces of Dwarf-smithed metalwork. With so many merchants and traders, the Marketplatz of Helmgart is a bustling place, rife with endless opportunities and uncounted thieves.</p>\n<p> </p>\n<ul>\n<li><strong>The Creature of Helmgart Tunnel</strong>: Little more than a local legend, the Creature of Helmgart Tunnel is whispered of by tipsy guards and grinning merchants to scare their Bretonnian counterparts who are forced to travel through it. Despite the joke, there are countless eye-witness accounts from merchants who now refuse to enter the tunnel. One piece of damning evidence is that a merchant — Poncet Discret — recently fled the tunnel in terror, leaving behind his goods. When he returned to collect them, they were nowhere to be found. Discret, now convinced it’s all a scheme, will pay well if his stock is found.</li>\n</ul>\n<p> </p>\n<ul>\n<li><strong>Trick or Treat?</strong>: A gang of teenagers have gone missing in <strong>Helmgart</strong>. After almost a week of fruitless searching, their families are convinced they’ve gone up to @JournalEntry[Helspire] on some foolish, thrill-seeking adventure. The local Hedgewise believes Morrslieb will rise almost full in three nights time. So, the families are desperate: they will pay anything for someone to go to Helspire and get their offspring out alive! The only problem is, once found, the teenagers don’t want to leave. They’re here to see their sister , and she won’t like it if they leave...</li>\n</ul>\n<p><br><br></p>"
},
{
"id":"Helspire",
"name":"Helspire",
"description":"<p>Looming perilously in the peaks overlooking Axe-Bite Pass, the Helspire is a grim fortress, carved directly out of the living rock of @JournalEntry[The Grey Mountains] and inlaid with the bones of countless fallen. It appears long abandoned and as still as the grave; yet, on rare nights of occult significance, eldritch lights can be seen blazing along its battlements, casting eerie shadows across the pass, even in the blackest of nights. On such nights, the Helspire reveals itself as a citadel of the unquiet dead, and skeletal knights charge forth, scouring the mountainside, terrorizing both Reiklanders and Bretonnian alike. Little is known about the castle, and none living claim to have pierced its bleak walls or know who commands the legions of the undead that lurk therein. Some say a cabal of necromancers call it home, others whisper it is the vault of a vampire, and a few even murmur the fortress is commanded by a powerful Liche, in life a powerful sorcerer, clinging to undeath in the pursuit of bloody vengeance for some centuries old slight. Perhaps because of this uncertainty, the Helspire is said to be filled with riches looted from across the Old World, but none know the truth, as those who seek such treasures never return or never talk.</p>\n<p> </p>\n<ul>\n<li><strong>Trick or Treat?</strong>: A gang of teenagers have gone missing in @JournalEntry[Helmgart]. After almost a week of fruitless searching, their families are convinced they’ve gone up to Helspire on some foolish, thrill-seeking adventure. The local Hedgewise believes Morrslieb will rise almost full in three nights time. So, the families are desperate: they will pay anything for someone to go to Helspire and get their offspring out alive! The only problem is, once found, the teenagers don’t want to leave. They’re here to see their sister , and she won’t like it if they leave...</li>\n</ul>"
},
{
"id":"Holthusen",
"name":"Holthusen",
"description":"<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Nestled along the River Schilder, Holthusen is a major point on the trade route between @JournalEntry[Eilhart] and Marienburg. The town primarily deals in wine and beer, and the barrels in which they are stored. The coopers of Holthusen are rightly renowned for their sturdy barrels, most famously the </span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Holthusen Hogshead, allegedly stout enough to withstand direct cannon fire</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">, while leaving the precious drink within unscathed. The majority of the vintners and brewers of the western Vorbergland use Holthusen barrels; indeed, many age their stock here in specialized warehouses sunk deep into the ground to keep them cool.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Holthusen is enclosed in several rings of tall palisades and the folk of the town are frequently on edge, for while few bandits would dare to menace the town, wild Beastmen living deep in the nearby @JournalEntry[The Reikwald]{Reikwald} regularly attack without warning before melting back into the forest. Many citizens believe that the creatures have an insatiable thirst for wine, though some fear blood is their tipple of choice. Whatever the case, the town has taken to leaving barrels of cheap wine at the outskirts of the surrounding forest in the hopes the beasts will take their offerings and leave in peace. Of course, should any Witch Hunters hear of this appeasement, there will likely be a reckoning…</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<div>\n<h3 lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"none\">The Rime Tree</span> </h3>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"none\">in a clearing a few miles to the northeast of holthusen stands a tree unique in all the Reikwald: a magnificent pine locked in ice all year round. the rime tree, as it is called, never melts, and sends constant flurries of ice and snow cascading down onto the frosty undergrowth below. the tree is freezing to the touch and even the mightiest axe blows barely crack the thick ice coating its bark.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"none\">The site has been claimed by the Cult of Ulric, and is the major terminus for devout Ulricans on pilgrimages south of the Reik. For those of an arcane bent, the perpetually icy bark of the tree has certain useful – and therefore valuable – magical properties. But Ulricans are rarely happy to have wizards poking about their sacred sites, so obtaining some of the bark safely is something of a risky endeavour. Therefore, Lord Magister Schlotter of the Bright Order is willing to pay good coin for brave men to secure what he cannot.</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\"> </span></p>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"> <strong>Weinfest:</strong>Weinfestisanannual,invitation-onlycelebrationofthefinestwinestheReiklandhastooffer.This<strong>Holthusen</strong>festivalisdedicatedtoRhya,GoddessofFertilityandJoy.Everyyear,rogues,charlatans,andvagabondsattempttoswindletheguestsoutoftheirinvitations,allinthehopeoftastingfromtheGoldenCask—abarrelofwinelaiddownattheWeinfest100yearsprior.Thisyearisnodifferent,exceptforthefactoneofthe‘vagabonds’isaBeastmanBrayShamanindisguise.ThisBeastmanhascometobringforthaDaemonofSlaaneshitimplantedintotheGoldenCaskacenturybeforehand.Allitneedsdoistastethewinea
},
{
"id":"Income",
"name":"Income",
"description":"<p><em>General Endeavor</em></p>\n<p>This Endeavour covers the many ways you can make money between your bouts of adventuring. The majority will most likely work in a recognized profession — bounty hunters hunt bounties, riverwardens ward rivers, troll slayers slay Trolls — others may rely on a lucrative skill. Wealthier characters, such as Nobles and Merchants, might collect a stipend by (briefly) indulging their family, or collecting interest on their investments and business ventures. Roguish types have any number of means to acquire funds, though it’s best not to ask for any details. </p>\n<p>You should briefly narrate exactly how your character makes money. This is intended more for fun background detail than to have any direct consequences, though GMs may well gather useful or sinister ideas for future use depending on what you describe. You then acquire the income you’ll start your next adventure with, which is your standard income determined by your @JournalEntry[Status]. Certain results on the @Table[event]{Events Table} may directly affect your income. The money you get from an Income Endeavour is given to you after your money from the last adventure is spent (see Money to Burn ). </p>\n<p>In addition to acquiring funds for later use, if you are in the third or fourth level of a Career and undertake this Endeavour, you automatically maintain your standing in your career. See @JournalEntry[Endeavours]{With Great Power}</p>"
"description":"<p><em>General Endeavor</em></p>\n<p>Invent allows you to invent new trappings. This is done in two stages: Plan and Build. To Plan your new trapping, you first decide the trappings you wish to combine to create your invention. As examples, Pistols have been combined with other Pistols to create Repeating Pistols, and Pigeons and been combined with Bombs to create Pigeon Bombs. Let your imagination go wild. Once you have your plan, it’s time to make the blueprints, which costs 1 Endeavour to attempt. Take a <strong>Trade (Engineer)</strong> Test, with a Difficulty set by how outlandish your proposed trapping combination is as determined by the GM. If you succeed, you are ready to start Building. Each SL scored adds +1 SL to the attempt to build your invention, as the plans are well laid out and easy to follow.</p>\n<p>To Build the invention, you must either undertake a @JournalEntry[Crafting] or @JournalEntry[Commission] Endeavour. If it’s Crafting , you are building the item yourself, and you must have the appropriate Skills to do so for the trappings being combined; so, if you were combining Pigeons with Bombs, you would need Animal Training and Trade (Explosives). The Difficulty to craft the invention is always <strong>Very Hard (–30)</strong>, and the SL is set as normal. The raw materials needed to build the invention cost twice the listed price for the trappings being combined, and have an Availability rating equal to the most scarce of the trappings used in your invention. If you Commission the invention, you will likely need to undertake a Consult an Expert Endeavour first to find someone with the required Skills. That done, follow the Commission Endeavour as normal; it costs six times the listed price for the trappings to be combined to commission the work. The exact rules for your new invention are left to your GM to finalise.</p>"
},
{
"id":"Kemperbad",
"name":"Kemperbad",
"description":"<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">An ancie</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">nt town with a long and convoluted history, the Grand Freistadt of Kemperbad is known and celebrated for </span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">producing the finest brandy in the Reikland</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">. Though part of the Reikland, Kemperbad lies on the eastern bank of the Reik; historically the town has been fought over, and ruled by, nobles from Talabecland, Stirland, and the Reikland, changing hands time and again through a series of marriages, treaties, and wars. Since gaining a charter affording it the right to self-rule in 1066IC from Boris Goldgather, Kemberbad has been a Freistadt led by a local council.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Its prime location on the river, coupled with the ability to impose and retain its own taxes, has made the town very rich indeed. Because of this, the merchants of Kemperbad are legendarily ostentatious, dressing in outfits so gaudy as to shame a peacock, and costly enough to beggar folk of more modest means. Unsurprisingly, the neighboring nobility regard Kemperbad’s coffers with envious eyes, and some send agents to destabilize the town.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong>I, Emperor: </strong>It’s Stilwoche — Fashion Week — in <strong>Kemperbad</strong>, and everybody who’s anybody in the Reikland has come to flaunt their latest looks. It’s whispered that even Emperor Karl-Franz I is mingling with the crowd. Apparently going incognito so as not to cause a sensation or sway the runway judge, Johann van Ness. Unfortunately for all attending, this news has brought the Silver Spires, a Chaos Cult of Tzeentch, to the well-attended event. The Witch Hunter, Alprecht Kassel, knows the cultists are afoot. He is looking to hire spies to slip into the event to spot any wrongdoing before the Emperor’s true identity is uncovered. Should the group spot the Silver Spires, Kassel will be most disappointed: he’d told his cultists to be discreet...</li>\n</ul>\n</div>"
},
{
"id":"Leaping and Falling",
"name":"Leaping and Falling",
"description":"<p>Jumping to reach high ledges, leaping from rooftop to rooftop, or failing both and plummeting to your death are all essential parts of the WFRP experience. </p>\n<p>Simple Athletics Tests, or perhaps a Perform (Acrobatics) Test, will be enough to determine the outcome on most occasions, but sometimes knowing exactly how high you jump, how far you leap, or what happens when you fall is useful.</p>\n<h4>Leaping</h4>\n<p>You can leap your Movement in feet without having to make a Test. If you want to jump farther, this takes an <strong>Average (+20) Athletics</strong> Test if you have a run up of at least your Movement in yards; if you do not, the Test is <strong>Challenging (+0). </strong>On a success, each SL adds an extra foot to the leap. If you succeeded with +0 SL, you manage an extra 6 inches with your jump.</p>\n<h4>Falling</h4>\n<p>When falling, you suffer [[/r 1d10]] Damage, plus 3 Damage for every yard you fall. Any suffered Damage is reduced by your Toughness Bonus, but not any Armour Points you may be wearing.</p>\n<p>If you are purposefully falling — or, if you prefer, jumping downwards — you can attempt an <strong>Average (+20) Athletics</strong> Test to lessen the damage you may sustain. If successful, you count as having fallen 1 less yard, plus an extra yard less per SL scored. </p>\n<p>If you reduce the distance you count as having fallen to 0 or less, you will suffer no Damage from the fall.</p>\n<p>If more Wounds are suffered from a fall than your Toughness Bonus, you also gain the @Condition[Prone] Condition.</p>\n<p> </p>"
"description":"<p>Deep in @JournalEntry[The Reikwald] west of @JournalEntry[Altdorf], far from any easily traversed road, lies the Monastery of the Holy Word. This hallowed site is tended by the Sigmarite Order of the Anvil. The Order of the Anvil is responsible for keeping the laws that govern the Cult of Sigmar and maintaining all details of the cult’s practices.</p>\n<p>The Monastery of the Holy Word houses the order’s greatest treasure: the Testaments of Sigmar. Collected not long after Sigmar abdicated, the Testaments are a gathering of the written memories of warriors and citizens who knew Sigmar Heldenhammer before he ascended to godhood. Considered to be the most accurate collection of the things Sigmar actually said and the practices he maintained in life, the Testaments are some of the holiest works in the Reikland.</p>\n<p>It is not normally the practice of the Order of the Anvil to accept visitors, but the Monastery of the Holy Word is no normal monastery. Penitents seeking obscure details about the foundations of Sigmar’s Law will travel from across the Empire to query the black and green robed monks on doctrine.</p>\n<p>Nobles and exceedingly wealthy merchants who have repeatedly shown their devotion to the Cult of Sigmar will occasionally be granted leave to take a pilgrimage to the Monastery of the Holy Word. While none are allowed to read the original Testaments, or even to touch them, leave to gaze upon one or two of the original pages is deemed to be a sacred honor beyond price.</p>\n<p> </p>\n<ul>\n<li>\n<div><strong>Mission: Unmöglich</strong>: A shadowy figure in black and green robes contacts the Characters, flashing the icon of the Order of the Cleansing Flame, and the signet ring of the Grand Theogonist himself. There is a task that must be done: to refuse it will be a death sentence, but to accept seems little better. The Cult of Sigmar needs deniable agents to steal the Testaments of Sigmar from the <strong>Monastery of the Holy Word.</strong> There’s only two weeks to complete the job.</div>\n</li>\n</ul>"
"description":"<p>Riding into Combat, sword swinging, guns blazing, is not only terrifying for those on the receiving end, it also brings bonuses to the rider. Mounted Combat uses the same rules as any other Combat, with the following additions:</p>\n<ul>\n<li>For the purposes of your Move, riders count as having the Movement Attribute of their mount. Further, riders take Ride Tests for any tests to Run, Jump or similar, and use their mount’s Movement Attribute.</li>\n<li>Any melee attack from a Rider on a target smaller than their Mount gains a bonus of +20 to hit.</li>\n<li>If you are rolling to hit a mounted character, you choose whether to hit the rider or the mount. If you are in close combat, you also suffer a penalty of –10 to your Melee Test if you target the rider and are smaller than the mount (see @Compendium[wfrp4e-core.traits.8slW8CJ2oVTxeQ6q]{Size}).</li>\n<li>A Mount without the @Compendium[wfrp4e-core.traits.IPKRMGry6WotuS1G]{Skittish} Trait is effectively another combatant, and may use its own Action to attack Engaged targets.</li>\n<li>When Charging, you may use the Strength and Size rules of your mount for the purposes of calculating Damage.</li>\n<li>When riding, you suffer a penalty of –20 to any attempts to use the Dodge Skill unless you have the Trick Riding Talent.</li>\n</ul>\n<p><strong>Note</strong>: Most mounts are bigger than Characters, meaning they may cause Fear or Terror, and gain other combat advantages (see @Compendium[wfrp4e-core.traits.8slW8CJ2oVTxeQ6q]{Size}).</p>"
"description":"<p>Prayers to the gods are rarely answered by those not Blessed, but the gods do listen sometimes. Prayers offered in holy sites have a chance of receiving divine attention. If the offering, circumstances, and motivation are appropriate, the GM may secretly roll d100 to see if your prayers are heeded. On a roll of 01, they are. If you have the Pray Skill, the GM may increase that chance. When such prayers are answered, the results may not be exactly what you expect — the gods of the Old World do not simply grant wishes — but it will almost always be something that will help you achieve a goal that is important to the deity. This might be a bonus to a dice roll, or a one-shot use of a Skill or Prayer that is otherwise unavailable, or some other advantage.</p>"
},
{
"id":"Other Damage",
"name":"Other Damage",
"description":"<h3>Other Damage</h3>\n<p>The Old World is a dangerous place, hiding countless ways to die. The following covers some of the more common other ways you can receive Damage during play. </p>\n<h4>Drowning and Suffocation</h4>\n<p>If prepared, you can hold your breath for Toughness Bonus x 10 seconds without a Test. After that, you may start to suffocate or drown. If you are unprepared and suddenly deprived of air, you will start to suffocate immediately.</p>\n<p>Each Round you are being suffocated you lose 1 Wound. Should you reach 0 Wounds, you immediately receive the @Condition[Unconscious] Condition. After that, you will die of suffocation or drowning in Toughness Bonus Rounds.</p>\n<h4>Exposure</h4>\n<p>Every 4 hours spent in a difficult environment — such as sub-zero temperatures, a hot desert, or a howling storm — requires you take an Endurance Test. Extreme environments require a Test every 2 hours.</p>\n<p><strong>Cold</strong>: Your first failure causes a penalty of –10 Ballistic Skill, Agility and Dexterity. The second failure reduces all other Characteristics by –10. Third and subsequent failures cause [[/r 1d10]] Damage not modified by Armour Points, with a minimum of 1 Wound lost. If you reach zero Wounds, you immediately take an @Condition[Unconscious] condition. Certain Trappings provide bonuses and penalties to these Tests. See pages @Compendium[wfrp4e-core.trappings.Ieyr3r0Skl57DkAJ]{Coat} and @Compendium[wfrp4e-core.trappings.IFtoI87gZ4phMHy9]{Bedroll }.</p>\n<p><strong>Heat</strong>: Your first failure causes a penalty of –10 to Intelligence and Willpower, and adds a @Condition[Fatigued] Condition. The second failure reduces all other Characteristics by –10%, and adds another Fatigued Condition. Third and subsequent failures cause [[/r 1d10]] Damage not modified by Armour Points, with a minimum of 1 Wound lost. Stripping off heavy Trappings cancels 1 failed test.</p>\n<h4>Thirst and Starvation</h4>\n<p>Running out of provisions can be bad. Running out of water is worse. Endurance Tests to withstand thirst and hunger become increasingly difficult (cumulative –10 for every test). Characters without food and water cannot heal Wounds or recover Fatigue naturally.</p>\n<p><strong>Water</strong>: Every day without water requires you make an Endurance test. The first failed Test causes a penalty of –10 Intelligence, Willpower, and Fellowship. Second and subsequent failures reduce all Characteristics by –10 and cause 1d10 Damage not modified by Armour Points, with a minimum of 1 Wound lost.</p>\n<p><strong>Food</strong>: Every 2 days without food require an Endurance Test. The first failed Tests causes a penalty of –10 Strength and Toughness. Second and subsequent failures reduce all other Characteristics by –10 and cause [[/r 1d10]] Damage not modified by Armour Points, with a minimum of 1 Wound lost.</p>"
},
{
"id":"Politics",
"name":"Politics",
"description":"<p>The Reikland perceives itself as a progressive, civilised realm, standing apart from the backward barbarity of the other provinces. It is ruled by an Elector Count bearing the title ‘Grand Prince of the Reikland’ — the ‘grand’ appellation indicating the prince is an elector for the next emperor when the current one dies. The grand prince’s land is divided into a patchwork of individual fiefs governed by dukes, counts, margraves, high priests, abbots and other rulers. These provinces, whose lords swear directly to the grand prince, are collectively titled the ‘Reikland Estates’, most of which have been ruled by the same families or institutions for uncounted generations, affording them significant influence. The grand prince’s decrees are ratified by the ‘Reikland Diet’, an assembly comprised of the lords of the Reikland Estates. However, certain powers were reserved for the crown during Magnus the Pious’s Imperial Reforms two centuries ago, including: the right to summon and command the State Army of the Reikland, the raising of emergency taxes in times of crisis, the right to authorise new coinage, and the right to call a High Lord Steward’s Court should a powerful noble be charged with a crime.</p>\n<p>@JournalEntry[Reikland Council]</p>\n<p>@JournalEntry[The Reikland Diet]</p>\n<p>@JournalEntry[The Reikland Estates]</p>"
"description":"<p>Our emotions and instincts have a powerful impact on how we react in certain circumstances. These rules bring another level of drama to your game and help bring the Old World’s inhabitants to life.</p>\n<h3>Psychology Test</h3>\n<p>If you are exposed to one of the following Psychological traits, you may resist its effects by passing a Cool Test at the beginning of the Round, with the Difficulty set by the GM. A successful Test lasts until the end of the current encounter, although additional Tests may be required if circumstances change.</p>\n<p>Example: Brokk has Animosity (Elves). When the Dwarf encounters some haughty Elves quaffing wine and laughing loudly in a tavern, he Tests his Cool to control himself; he passes, so is not subject to Animosity, though he does choose to spit on the ground as he passes the sneering things. Later, when one of the Elves jostles his arm, spilling his ale, his GM asks Brokk to Test again. This time he fails. So, setting down his tankard, he turns around to ‘have a word’ with the offending Elf, unable to stop himself from launching into a tirade about exactly what he thinks of their so-called nimbleness!</p>\n<h3>Psychology Traits</h3>\n<p>The following are the most common Psychology traits in WFRP.</p>\n<p>@Compendium[wfrp4e-core.psychologies.Q2MCUrG2HppMcvN0]{Animosity (Target)}</p>\n<p>@Compendium[wfrp4e-core.psychologies.Ib2YQYChktDFN93y]{Fear (Rating)}</p>\n<p>@Compendium[wfrp4e-core.psychologies.DrNUTPeodEgpWTnT]{Frenzy}</p>\n<p>@Compendium[wfrp4e-core.psychologies.5hH73j2NgPdsLCZN]{Hatred (Target)}</p>\n<p>@Compendium[wfrp4e-core.psychologies.klCJX0mNpXYH5AIx]{Prejudice}</p>\n<p>@Compendium[wfrp4e-core.psychologies.meMkLEwdJIDLxM0B]{Terror (Rating)}</p>\n<p> </p>\n<h3>Custom Psychology</h3>\n<p>You can create your own psychological traits to reflect the events of your game. This is something that will vary depending on your group, and the style of game you choose to play. It is also an area that should be treated sensitively, and if in any doubt avoid anything that could upset a member of the group.</p>\n<p>In addition to the mechanical effects of these custom traits, they are a wonderful opportunity for roleplaying; taking on custom psychological traits allows you to show off or practice your roleplaying skills, and maybe earn some extra XP. See Advances in Chapter 2: Character for more about this.</p>\n<p>When making custom traits, you should consider both what provokes the trait to manifest, and what the effect will be. Will it make the character immune to some, or all other psychology traits? Will it offer a bonus in some situations? A penalty in others? As always, your GM is the ultimate arbiter in this situation. Sample bonuses or penalties a Psychological trait may offer include:</p>\n<ul>\n<li>+1/–1 SL to specified Tests</li>\n<li>Immunity to specified psychological traits</li>\n<li>Prescribed or Proscribed Actions and Moves</li>\n<li>Gaining Conditions</li>\n</ul>\n<p>@Compendium[wfrp4e-core.psychologies.EBmSCscpk4vEDCD3]{Camaraderie (Group)}</p>\n<p>@Compendium[wfrp4e-core.psychologies.Mu5dU4IcP58LBQwi]{Phobia (Target)}</p>\n<p>@Compendium[wfrp4e-core.psychologies.1y6Hv22y9C3UD8gX]{Trauma}</p>"
},
{
"id":"Pursuit",
"name":"Pursuit",
"description":"<p>Desperate chase scenes through busy markets and high-speed pursuits hanging from the back of careening coaches are the centrepiece of many exciting adventures. Here’s how to run a pursuit:</p>\n<ol>\n<li><strong>Determine Distance </strong>— The GM decides how far ahead the pursued are from the pursuers, and assigns a number to represent the size of the head start, called the Distance. Typically, this will range from 1 for those almost in reach, to 4 for those with a good lead, to 8 for those almost beyond reach when the pursuit begins.</li>\n<li><strong>Test</strong> — Everyone actively moving in the pursuit rolls a Test for their movement — typically this will be a Drive, Ride, or Athletics Test depending upon the circumstances. </li>\n<li><strong>Update Distance</strong> — The lowest SL of the pursued and the highest SL of the pursuers is compared, the difference between these is added to the Distance if the pursued won, and subtracted from the Distance number if the pursuers won.</li>\n<li><strong>Determine Outcome</strong> — If the Distance falls to 0 or less, the pursuers have caught their quarry! The pursued can then sacrifice their slowest member that Round to delay the pursuers as the rest continue to flee, or they can stop and confront their pursuers. If the slowest of the pursued is abandoned, the pursuers decide who stops to confront the unfortunate and who continues in pursuit. If the poor abandoned runner is not a priority target it’s quite likely the pursuers will continue their pursuit of their target. If Distance reaches 10+, the pursuers have lost their quarry and the pursuit is over… for now! If the Distance is still 1–9, the pursuit continues, return to step 2.</li>\n</ol>\n<p>As each Round passes, it’s important to describe what just happened in a fun and exciting fashion. If you score a large SL, describe people getting out of the way, giving you an opportunity to make ground. If you score a negative SL, describe tripping over crates, running into people, or slamming your coach against a wall, slowing you down.</p>\n<p><strong>Example</strong><em>: Eichengard and Sigrid are chasing three cultists through the streets of Altdorf. The cultists got a decent head start, so the GM gives him a lead of Distance 2. Each character rolls an Athletics Test to start the pursuit. Sigrid scores +3 SL; the cultists score +0, +2, and +2 SL; and Eichengard scores +2 SL. </em></p>\n<p><em>So, after the first round, the difference between the slowest cultist (0) and the fastest pursuing character (Sigrid with 3) is 3, meaning that the characters catch up with the cultists. The cowardly cultists abandon their slowest member in the hope of saving their hides, and Sigrid stops to subdue the abandoned aberrant. </em></p>\n<p><em>Next round the cultists start at a Distance of 1 (the difference between the next slowest cultist and Sigrid last round) so Eichengard just needs to beat them by +1 SL to catch up again.</em></p>\n<h4>Movement Modifiers</h4>\n<p>If some of the characters in the pursuit have a higher Movement, they gain a bonus SL equal to the difference in Movement. So, if you had Move 5 and you were chasing a Move 4 character, you would gain +1 SL on your pursuit roll.</p>\n<p><strong>Example</strong>: <em>Perdita is urging her horse forwards, trying to chase down two Bandits. Her horse has Movement 8, where the Bandits are on Movement 7 and Movement 9 horses. Thus, the first Bandit has an unmodified Test, Perdita gains a bonus of +1 SL, and the second Bandit gains a bonus of +2 SL when they all roll their Ride (Horse) Tests.</em></p>"
},
{
"id":"Ranged Combat",
"name":"Ranged Combat",
"description":"<p>There are some extra considerations that apply to ranged attacks: </p>\n<ul>\n<li>Ranged attacks cannot be opposed with Melee Skills unless you have a large enough shield, or if they are at Point Blank range, where it is also allowable to Dodge.</li>\n<li>You cannot make ranged attacks whilst Engaged, unless you are armed with a ranged weapon that has the Pistol Quality.</li>\n<li>If you use your Ranged Skill when you are Engaged with your target, the target may Oppose your attack with any Melee Skill.</li>\n</ul>"
},
{
"id":"Reiker Marshes",
"name":"Reiker Marshes",
"description":"<p>Lying between the Reiker Heights and the Hohesesienen Hills at the sluggish confluence of the @JournalEntry[The Reik]{River Reik} and the @JournalEntry[The Teufel]{River Teufel}, the Reiker Marshes are notoriously treacherous, and inexperienced captains frequently run aground in its deceptively shallow waters. Tattered flags and corroded signposts mark the most perilous sections, but these are woefully insufficient. River guides locally known as ‘huffers’ are available to guide boats through the waters for a reasonable price, most of whom gather in the towns of Prieze and Babenborn on the Reik, and in significantly fewer numbers in Buxhead on the Teufel. The waters are at their most dangerous in the five-mile stretch at the end of the Teufel where it meets the Reik. Locally called ‘Leopold’s Folly’ after the emperor who tried, and failed, many times to dredge the red-silted waters in order to make it safe for deep-drafted ships, wise barge captains avoid it completely, preferring to pay tolls to pass through @JournalEntry[The Grünberg Canal] rather than risk their crew and cargo.</p>\n<p> </p>\n<ul>\n<li><strong>Proof is Under the Poop Deck</strong>: The <em>Rhyal</em> , a dilapidated vessel of Strigany origin, has run aground in <strong>Leopold’s Folly</strong> and has lain there undisturbed for over a month. Rumours and superstitions surround the Strigany, with folks whispering that they’re in league with the dreaded Undead. So far, none are willing to approach the wreck for fear of what may lay within — not even the voracious scavengers found throughout the <strong>Reiker Marches</strong> — so it’s fair game for any soul brave enough to investigate.</li>\n</ul>"
"description":"<p><em>@JournalEntry[Class Endeavors] </em><em>Academics, Burghers, Courtiers</em></p>\n<p>Money talks, as they say. If you are looking to exert your influence and elevate your Status, you had best be willing to spread your wealth around. Any boost to your reputation will fade once the coins stop flowing, so you should exploit this advantage while it lasts. </p>\n<p>Characters can spend money to increase their Standing by +1 for the next adventure, after which the bonus fades. This costs your maximum Earning income — so, if you would normally earn 4d10 pennies, it costs 40d — and requires a <strong>Challenging (+0) Career Skill</strong> Test. If you succeed, your Standing increases by +1. If you score an Astounding Success (+6), it increases by +2. If you fail, you have just wasted your money. If you score an Astounding Failure (–6), your toadying has so infuriated your peers, your standing decreases by -1 (to a minimum of 0) for the entire duration of your next adventure.</p>"
},
{
"id":"Research Lore",
"name":"Research Lore",
"description":"<p><em>@JournalEntry[Class Endeavors]</em><em>: Academics</em></p>\n<p>This Endeavour allows you to seek greater knowledge concerning a specific subject, such as the site of a battle, a famed historical event, or an individual. The character must have access to an appropriate storehouse of lore, such as a library, the annals of a Dwarf Hold, the records of a Guild, or a Temple of Verena.</p>\n<p>Attempt an <strong>Average (+20) Lore</strong> Test, using the appropriate Lore Specialisation for the knowledge you seek. If you do not have the correct Lore Specialisation and are literate, you can still attempt to learn something, but it will take a <strong>Difficult (–10) Intelligence</strong> Test. If you succeed, you learn one piece of interesting, useful, or hidden knowledge about the subject researched; each SL adds another piece of relevant information. If you fail particularly badly (an Impressive or Astounding Failure)) you learn something false that you are convinced is true; to facilitate this, the GM may want to make this role in secret on your behalf. </p>"
},
{
"id":"Rottfurt",
"name":"Rottfurt",
"description":"<div>\n<div>\n<div>\n<p>Scores of settlements line the @JournalEntry[The Teufel]{River Teufel}, most easily forgettable, even interchangeable. Not so Rottfurt, whose name is spoken of in hushed, reverential tones by scholars and wizards throughout the Empire. Though primarily a village of shepherds, producing wool and mutton, Rottfurt also produces a famous — and famously pricy — sheepskin parchment: Rottfurt Silver. The parchment possesses a faint sheen, takes ink well, and resists fading far longer than other, lesser parchments.</p>\n<p>Because of this, the thick-wooled, pale sheep of Rottfurt are the village’s pride and afforded every comfort. They feed on the luscious grass of the nearby Hammastrat Heights and are generally allowed to wander as they will during the day. The shepherds contribute to a rotating militia, tasked with protecting their precious flocks at all costs.</p>\n<p>However, of late the livestock have been going missing; intriguingly, those on guard have always found themselves falling asleep, despite their best efforts. On waking, another sheep has vanished. What began as a minor frustration has grown to a full-blown obsession for the locals, with as many wild and spectacular theories flying around as there are stars in the heavens.</p>\n<p> </p>\n<ul>\n<li><strong>A Relic, Awoken</strong>: Horst Hahnemann — a young shepherd from Rottfurt — has really put his foot in it. Whilst herding his flock, the ground collapsed and he crashed into an ancient tomb filled with images of long-eared, skinny wolves and massive, horned beetles. Doktor Johannsen, an antiquarian of wide repute, has arrived in the village intent on investigating. He’s convinced that Horst has discovered a Nehekharan tomb. Indeed, he believes it may be the fabled tomb of Rahotep! Could this really be the same Rahotep — the mysterious figure who features in some of the recountings of the Life and Times of Sigmar Heldenhammer himself? Realising the potential danger, both from what may lay within and from grave robbers, Johannsen is looking to hire help for what lies ahead.</li>\n</ul>\n</div>\n</div>\n</div>"
},
{
"id":"Schädelheim",
"name":"Schädelheim",
"description":"<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Sitting near the @JournalEntry[Grootscher Marsh] at the confluence of the River Mos with @JournalEntry[The Reik], Schädelheim makes the most it can of its lucrative position on the trade route between Marienburg and the Altdorf, boasting a high number of inns and berths for passing ships and barges. Ferries here regularly run travelers back and forth over both rivers, and it is a hub for the disparate communities of the nearby marshlands. </span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Just south of the center of the town lies an ancient temple dedicated to Morr, the God of Death. The grand, crumbling building has presided over Schädelheim since its infancy, possibly even predating the town’s founding. Because of this, many of the locals have an especially strong afinity with Morr, a</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\"> situation rarely seen in the Empire outside Ostland</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">, and highly unusual for the strongly Sigmarite Reikland. This is something local Sigmarites are keen to rectify.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong>Worldwide Wake</strong>: <em>They at the Threshold</em> , a Morrian Doomsday Cult, have come to the attention of the Cult of Sigmar. Based in <strong>Schädelheim</strong>, and lead by Dokter Talima L. Siuder, a self-styled ‘Nehekharan Expert’. <em>They at the Threshold</em> believe Humanity as a whole is on the precipice of death. The cult also believe they are the undertakers of the entire Human species, and some members are more eager than others to hurry along this destiny. Of course, the Cult of Sigmar can’t interfere directly for fear of a religious incident, but they will pay free agents to ‘have words with’ Dokter Siuder.</li>\n</ul>\n</div>"
},
{
"id":"Schilderheim",
"name":"Schilderheim",
"description":"<ul>\n<li><strong>Tastes Like Chicken</strong>: Æpicarion — a wealthy merchant from Myrmiden in the Border Princes — has arrived in <strong>Schilderheim </strong>on his quest to eat one of every animal in the Old World. Now he has set his sights on the wildfowl of the region. The Schilderheim restaurateurs are more than happy to oblige, until, that is, people start disappearing. Townsfolk are certain Æpicarion is eating more than just wildfowl. Scared and desperate, they will hire any passing mercenaries to end the foreign merchant forever, or, at the very least, encourage him to move on. When such folk reach the Borderlander’s chamber, they will find Æpicarion dead, something having eaten its way out from inside his guts. Then the bodies start piling up, and the hired mercenaries are suddenly prime suspects; after all, who can be sure that it wasn’t them that killed Æpicarion?</li>\n</ul>"
},
{
"id":"Social Status and Standing",
"name":"Social Status and Standing",
"description":"<p>The rules regarding @JournalEntry[Status] are an incredible tool for building context and theme in your Campaigns. A Character’s Status often says more about their world than Class or Career, as it shapes their likely peers, living arrangements, and the logistics of their everyday lives. The following pages are set aside to expand those rules and give advice on how to use them.</p>\n<h3>Costs of Living</h3>\n<p>@JournalEntry[The Cost of Living] states that a Character is expected to spend approximately half their Status and Standing every day to maintain appearances, and that even this exorbitant amount is considered ‘frugal living.’ </p>\n<p>Whilst this number seems potentially prohibitive for Brass and Silver Statuses, when it comes to Gold Status, it is outright extortionate! And yet, these numbers reflect a very real situation for transient people, such as Warhammer Characters.</p>\n<p>Firstly, it’s worth remembering that a Character doesn’t begin to lose Standing until they’ve spent a week living beneath their expected expenses. However, recovering Standing requires this spending every single day for a week to regain one point. It’s easier to maintain a facade than to build one.</p>\n<p>These systems are in place to create an urgency to adventure. The Characters are not typical examples of their Careers, but rather desperate and extraordinary. Their lives exist in a state of constant change that few in the Empire enjoy (or suffer) by virtue of being the focus of our attention at the table. This need to spend money constantly results in a need to earn money — a lot of money — frequently as well, meaning Characters are more likely to take risks, bet on the wrong Middenball team, involve themselves in shady business, and meet dramatic fates. That is one of the central tensions built into the Warhammer world, and one of your greatest tools to exploit when building adventures.</p>\n<h3>Changing Status</h3>\n<p>A Character’s Standing is often in flux, and the folk of the Old World change their Standing often — by the whims of the Gods, the seasons, and through hard work. But changing one’s Status is rather perilous. It is a fundamental threat to the social order of the Empire. The growing middle class directly threatens the existence of the nobility, and in turn the place in the pecking order of favoured peasants. As such, few people look kindly on social climbers, and there is often a host of issues that comes along with increasing or decreasing one’s Status.</p>\n<p>As the GM, it’s your job to reinforce the central conflicts in the Warhammer world, and one of the starkest is the class struggle that underpins everything in the Empire. To reinforce this, consider not just how NPCs not of a Character’s current Status perceive them, but also those of their new and old Statuses after changing Careers. Old friends may now regard the Characters as out of touch or snobby, whilst new peers may see them as uppity or possibly admirable — having ‘pulled themselves up by their bootstraps’. Characters who drop Status may find themselves surrounded by people who consider the Character ‘too big for their britches’, and other such derogatory phrases.</p>\n<p>It’s also worth noting that the Empire, despite how it might seem, is steadfastly not a meritocracy — that is, the best person for the job isn’t always, or even often, the one who fills it. Privilege is everywhere in the Empire, and no one gets to high places alone. Consider who around the Characters may resent them for their rise (small as it may be), or who see them as their own ticket up the social ladder. Use these class struggles as an opportunity for the world to change around the Characters, and in turn for the Character to change their world.</p>\n<blockquote>\n<h3><span style=\"font-style: normal;\">Options:TransitionalStatus</span></h3>\n<p><em>ChangingStatusandStandingintheOldWorldismoredifficultthanmerelyfindinganewjob.Toreflectthis,youmighthaveachievingnewStatusandStan
"description":"<p>On the southern slopes of the Hägercrybs, in the @JournalEntry[Duchy of Grauwerk], sits a heavily fortified manor atop a windswept ridge. The manor is ancient, a holding of the von Bruner family, and currently ruled by Graf Steirlich: both the Graf and his imposing manor were named for a famous ancestor who was gifted the land by Emperor Mandred Ratslayer in 1138IC.</p>\n<p>The Graf is steely eyed and ambitious, with a ruthless streak as wide as the Reik. He is well thought of amidst the local smallfolk for his determination to root out bandits and hunt down other menaces that would dare impinge upon his property. Indeed, there are whisperings that he may be a little too willing to investigate unnatural occurrences, for dark rumors of corruption swirl around the scions of the von Bruner line.</p>\n<p>Certainly, the darkly handsome Graf is always on the lookout for stout hearts, stern wills, and strong sword-arms to help him maintain the peace, so few air their fears aloud.</p>\n<p> </p>\n<ul>\n<li><strong>The Hunt Is On: </strong>Graf Steirlich von Bruner is hiring guards for a gathering he’s holding at <strong>Steirlich Manor</strong>. The new hires are given one specific command: do not let the guests wander alone. Unfortunately, the young Lady Ioella von Walfen has disappeared, and she needs to be found. Anyone entering the lower rooms finds a great deal of hunting equipment, and a trophy room with human heads mounted on the wall. Those found here will be detained by the Graf ’s men, only to be let loose into the forest that evening as prey in the next Steirlich Hunt.</li>\n</ul>"
},
{
"id":"Stimmigen",
"name":"Stimmigen",
"description":"<p><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">The major bridge over the River Ober, coupled with access to @JournalEntry[The Vorbergland] canal system, ensures a great deal of trade passes through Stimmigen on its way to Ubersreik, making it one of the busiest market towns in the Suden Vorbergland. It is widely famed for its lush orchards, and is the source of the Reikland’s best known apple, the sweet, yet tart, Ernwald. The Ernwald only flourishes in Stimmigen’s environs, proving resistant to attempts to cultivate it elsewhere in the Empire. In addition to curious horticulturists and jealous farmers, the Ernwald has attracted a significant Halfling population to the area, whose delicious apple pies, pastries and crumbles — not to mention crisp cider — can be found in most local hostelries all year round, and especially during Pie Week at the start of autumn. This Halfling festival is celebrated by all in Stimmigen, an opportunity for rich and poor alike to enjoy tastings and eating competitions, and generally gorge themselves on all manner of sweet, baked goods. </span> </p>\n<p> </p>\n<ul>\n<li><strong>Two Thumbs Up: </strong>Proserpina ‘Pinny’ Applebee began serving rat-apple stew, now a local delicacy, to the folks of <strong>Stimmigen </strong>almost a decade ago. Gastronomes wonder at its rich taste, and doktors marvel at its almost revitalising effects! But when a travelling friar finds a human-sized thumb with a rat’s hooked claw at the end of it, rumours (and vomiting) spread like wildfire… Just what sort of rats has Pinny been cooking? The Stimmigen Cultural Concern is eager to find out — though Pinny will do everything in her considerable and unexpected power to stop anyone finding her sewer-based secrets.</li>\n</ul>"
},
{
"id":"Study a Mark",
"name":"Study a Mark",
"description":"<p><em>@JournalEntry[Class Endeavors]</em><em>: Rogues</em></p>\n<p>You use this Endeavour to observe a potential target and gain advantages during future criminal enterprises. A Charlatan may study a merchant in order to better impersonate them during a future scam, or a Grave Robber may linger about a Temple of Morr, watching the coming and going of the priests to get an idea of their practices and their Garden of Morr’s layout.</p>\n<p>Attempt a Challenging (+0) Perception Test, though the difficulty may be modified for especially easy or difficult marks. If you succeed, you may reverse a Test concerning your mark once during your next adventure. Note this on your character sheet. You can enact this Endeavour multiple times if you wish. Further, the GM should provide information (or disinformation!) concerning your mark according to the SL you scored.</p>"
},
{
"id":"Taking Your Turn",
"name":"Taking Your Turn",
"description":"<p>Combat is a dynamic, disorientating experience, with friend and foe desperately weaving around each other, blades flashing as thrust follows parry follows gunshot. </p>\n<p>The GM describes the situation — where everyone is, what your surroundings are like — and you can ask for more details to flesh things out and help plan your action. ‘How thick is the chandelier rope? Could an arrow cut it?’, for example. When it’s your Turn, you’ll make your Move and take Action! </p>\n<p>On your Turn you have a Move and an Action, you can take these in any order — it’s presumed you are probably doing both at the same time, and you can freely describe them as one combined manoeuvre. You can also skip taking an Action or Move, though you won’t get another opportunity until the next Round!</p>\n<p>Vivid descriptions of what you do will bring the Combat to life. Rather than declare your action is, ‘hit the Goblin’, it’s much more fun to say, ‘I Kick the chair in front of me towards the Goblins and lunge with my sword at the closest one’s throat’. You never know, the GM might reward you with the odd bonus for great roleplaying. This goes for the resolution of your Action too — the GM will describe the outcome, but you can certainly embellish it! </p>\n<h4>Move</h4>\n<p>In most circumstances, exact distances don’t matter too much. Use your Movement Characteristic as a guide to the ground you can cover, and the GM will let you know if the move will take more than one Turn. Reaching difficult places, perhaps by climbing or jumping, will also use your Action if you need to Test a Skill to get there (perhaps with a Climb or Athletics Test).</p>\n<p>If you are not already fighting someone, you can also use your Move to Charge into close combat, gaining +1 Advantage. For more on this, and for a detailed breakdown of movement speeds, leaping distances, and more, see @JournalEntry[Moving During Combat].</p>\n<h4>Action</h4>\n<p>In combat, your Action is used to do something. Whether that’s swing a sword at a Mutant, jump from rooftop to rooftop, or take a moment to gauge the situation, that’s up to you. Your Action is only limited by your imagination, the physical constraints of the fight location and the capabilities of your Character.</p>\n<p>Describe what you want your Character to do. The GM will then tell you if you need to make a Test to succeed at your planned Action. The results will then be narrated by you and the GM, ending your Action.</p>\n<blockquote>\n<p><span style=\"font-style: normal;\"><strong>Example</strong>: </span>MollilooksonnervouslyfrombehindabarrelasSalundraisbesetbytheflyingfistsofthreepubbrawlerskeentoputtheyoungcaptaininherplace.OnherTurn,Molli’splayerasksifthepubhasanupperfloor.TheGMconfirmsitdoes,andthatithasabalconyoverlookingthefight.Smiling,theplayerdeclaresMolliwillsprintupstairsandpushatabledownonthefighttohelpbreakitupusingbothherMoveandAction.Giventheupperfloorisn’tfaraway,theGMdecidesMollicangetthereinasingleRoundbutpushingthesmalltabletherewilltakealittleeffort.</p>\n<p>TheGMcallsforan <strong>Average(+20)Athletics</strong> Testtoheftthetableoverthebalcony.Molli’sAthleticsis34,sosheneedstoroll54orunder.Sherolls21,for+3SL,andthetableflies!Mollishoutsoutasthetabletips:‘Stopfighting!’TheGMstatesallcombatantsbelowmustperforman <strong>OpposedDodge</strong> Testagainstthe+3SLorbehitbythetable.Unfortunately,onlySalundrafailsthis,andthetablelandssquarelyonherhead…</p>\n</blockquote>\n<h4>FreeActions</h4>\n<p>Somethingsyou’llwantyourCharactertodowon’tcountasyourActionfortheround—suchasshoutingawarning, drawingyourweapon,ordrinkingapotion.It’stheGM’sdecis
"description":"<p>The people of @JournalEntry[Bögenhafen] claim Bögenauer, their town’s patron deity, is responsible for the commerce-blessed state of the Bögen. A relatively placid river with a clear, smooth, but not overly swift flow, the Bögen readily allows traffic to sail upriver nearly as easily as down. Its great depth allows larger river going vessels to navigate safely from @JournalEntry[The Reik] all the way to Bögenhafen. Though its source lies deep in the freezing peaks of @JournalEntry[The Grey Mountains], the Bögen turns warm as it flows through the hilly Vorbergland, which frequently causes heavy mists to gather along its banks. Most evenings, fingers of roiling fog rise from the Bögen, wrapping tendrils about nearby settlements and the surrounding @JournalEntry[The Reikwald]{Reikwald}. This is frequently thick enough to obscure vision, so thieves, smugglers, and worse use it to conceal their nocturnal activities.</p>\n<p> </p>\n<ul>\n<li><strong>Water's the Problem?</strong>: Waliyya el-Shah — an Arabyan Faylasūf living in @JournalEntry[Bögenhafen] — has noticed something peculiar. For years, she’s been measuring the temperature of the <strong>River Bögen</strong> before and after it moves into @JournalEntry[The Vorbergland]{Vorbergland} in an attempt to understand its oddities. Recently, she’s noticed an unseasonable increase in temperatures, which flare up at one specific thinning of the river, and she has a theory. The Imperial Society of Worshipful Philosophers won’t help, so she’s taken a loan to pay a group of armed escorts to help her investigate the hot source in the fog. And if she’s right, she’s going to need as much help as possible for what lies beneath the waters...</li>\n</ul>"
},
{
"id":"The Cost of Living",
"name":"The Cost of Living",
"description":"<p>As they wander the Empire, adventurers likely fill their purses with coins of all three denominations, perhaps poor one day, unexpectedly rich the next. However, outside adventuring, most lives centre on a single coin type as determined by @JournalEntry[Status]{Social Status}. </p>\n<p>Those seeking to maintain their Status must also keep up appearances. After all, if you repeatedly appear as poorer than you are, others will unsurprisingly think you’re poor. In practice, dressing and eating as expected, and using trappings that are fitting for your station, is enough for most folks to simply accept you at face value. What this requires in practice is left up to the GM to determine, using the following as a guide:</p>\n<ul>\n<li><strong>Brass Tier</strong>: The poorest members of society are unlikely to see a gold coin in their lifetimes. They live humble lives, subsisting on plain foods and sleeping in shared rooms, and have little appearances to maintain. Indeed, peers are more likely to call them out for having airs and graces for spending too much on fine clothes and food than they are likely to note spending too little.<br><br></li>\n<li><strong>Silver Tier</strong>: The swelling middle-classes may use pennies for ale and gold for major purchases, but shillings are their standard currency. They dine well, sleep in comfortable beds, and wear good quality clothing.<br><br></li>\n<li><strong>Gold Tier</strong>: The wealthiest elites rarely bother themselves with pfennigs. They eat luxury foods, sleep on satin sheets, and always stand out from the crowd due to their expensive garb and trappings.</li>\n</ul>\n<p>For GMs preferring hard numbers, spending around half your Status every day is usually enough to maintain appearances, though you may be living a little frugally. So, if you have a Status of Silver 4, spending at least 2 shillings per day will do for food and board, where if you have Brass 2 Status, you need only spend a pfennig a day.</p>\n<blockquote>\n<h3><em>Money Slang</em></h3>\n<p><em>Various slang terms are used for coins across the Empire. Here are some of the more common terms.</em></p>\n<ul>\n<li><em><strong>Gold Crowns</strong>: Marks, Karls, Gelt</em></li>\n<li><em><strong>Silver Shillings</strong>: Bob, Shimmies, Mucks</em></li>\n<li><em><strong>Brass Pennies</strong>: Pfennigs, Clanks, Shrapnel</em></li>\n</ul>\n</blockquote>"
},
{
"id":"The Cult of Manann, God of the Sea",
"name":"The Cult of Manann, God of the Sea",
"description":"<p><strong>Seat of Power</strong>: Marienburg, the Wasteland</p>\n<p><strong>Head of the Cult</strong>: Matriarch of the Sea</p>\n<p><strong>Primary Orders</strong>: Order of the Albatross, Order of the Mariner Major Festivals: Spring Equinox, Autumn Equinox</p>\n<p><strong>Popular Holy Books</strong>:<em> The 1000 Shanties, Tales of the Albatross, Liber Manaan</em></p>\n<p><strong>Common Holy Symbols</strong>: Five-tined Crown, Waves, Anchors</p>\n<p>Volatile Manann, the son of Taal and Rhya, is the capricious King of the Sea, Master of the Maelstroms, and Summoner of Storms. Known for his black moods and erratic temper, folk claim his cult is needed more than any other, for if ever there is a god that must be appeased, it’s Manaan. He’s depicted as an enormous, black-bearded man with seaweed in his hair and a great, five-pointed crown of black iron upon his troubled brow. He’s said to dwell at the bottom of the ocean, the rise and fall of his massive chest forming the waves and tides as the greatest monsters of the deep gather in his court.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Manann is worshipped along coasts throughout the Old World, wherever people make their living from the sea or live close enough for storms and floods to threaten their homes. Even those who know little of Manann will throw a coin or other small treasure into the water before beginning a sea voyage in the hope of a smooth crossing.</p>\n<p>The cult has a significant number of orders, mostly monastic, tasked to guard isolated, sacred islands. The Order of the Albatross is largest, comprised of priests who maintain temples across the Old World and bless merchant or naval vessels with their presence. Often accompanying them, the Order of the Mariner is the military arm of Manann, the cult’s templar-marines, sworn protectors of Marienburg.</p>\n<p>Manann’s clerics usually wear robes of dark greenish-blue or blue-grey, trimmed with a white wave-pattern.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>Manann’s temples are found in all coastal towns and cities, and in most river ports where seagoing vessels berth. The high temple is in the great port-city of Marienburg: a huge, lavishly decorated complex open to the tides. The Matriarch of the Sea, head of the Order of the Albatross, is based there, a woman who ostensibly leads the entire cult of Manann, although in practice the sea-god’s clerics are as mercurial as their god, and as likely to be stubborn as to serve. The cult also maintains many monasteries and abbeys on small isolated islands, most dedicated to one of Manann’s many saints. </p>\n<h3><strong>Penances</strong></h3>\n<p>Penances from Manann often involve hazardous, maritime pilgrimages, tests of sailing skills, or expeditions against the sea-god’s enemies, especially followers of the heretical cult of Stromfels, God of Pirates, Wreckers, and Sharks.</p>\n<blockquote>\n<h3 style=\"font-style: normal;\"><strong>Strictures</strong></h3>\n<ul style=\"font-style: normal;\">\n<li>Nowhistlingorswearingwhenatseaoronholyground.</li>\n<li>Neverharmanalbatross.</li>\n<li>FirstcatchtoManann.</li>\n<li>AsilverandfishtoeveryManannitetempleandshrineapproached.</li>\n<li>HuntdowntheservantsofStromfelswherevertheymayhide.</li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@Compendium[wfrp4e-core.prayers.ElmLfnrXliStS9CP]{BlessingofBattle}</p>\n<p>@Compendium[wfrp4e-core.prayers.TKHvOsihelBStO6i]{BlessingofBreath}</p>\n<p>@Compendium[wfrp4e-core.prayers.Cg2Q3TV66cpmheHS]{BlessingofCourage}</p>\n<p>@Compendium[wfrp4e-core.prayers.0r3moMIHXsBrcOyh]{BlessingofHardiness}</p>\n<p>@Compendium[wfrp4e-core.prayers.eBRjKAF6U0yR0KK8]{BlessingofSavagery}</p>\n<p>@Compendium[wfrp4e-core.prayers.GvaOlWY8iD5CO1WB]{BlessingofTenacity}</p>\n<h3>Miracles</h3>\n<p>@Compendium[wfrp4e-core.prayers.Geo6EAR39JzaP9P2]{Becalm}</p>\n<p>@Compendium[wfrp4e-core.prayers.i5DW3xX2lGu6Pps6]{DrownedMan'sFace}</p>\n<p>@Compendium[wfrp4e-core.prayers.nQ9Fydtqshroi11E]{FairW
"description":"<p><strong>Seat of Power</strong>: Couronne, Bretonnia</p>\n<p><strong>Head of the Cult</strong>: Grande Matriarch</p>\n<p><strong>Primary Orders</strong>: Order of the Bleeding Heart, Order of the Chalice</p>\n<p><strong>Major Festivals</strong>: None</p>\n<p><strong>Popular Holy Books</strong>: <em>The Book of Suffering, Livre des Larmes, The Testament of Pergunda</em></p>\n<p><strong>Common Holy Symbols</strong>: White doves, keys, heart with a drop of blood</p>\n<p>Shallya is the Goddess of Healing, Mercy, and Compassion. She is the daughter of Verena and Morr, and the sister of Myrmidia. Shallya is normally portrayed as a young, beautiful maiden whose eyes are perpetually welling with tears as she weeps for the world’s pain. It is said Shallya’s compassion knows no bounds, and in some myths — such as the stories of Ranald tricking her into granting him immortality, or Manaan trapping her at the bottom of the sea — she seems trusting to the point of foolishness. However, her cultists maintain her mercy is available to all, without judgment. True foolishness consists of presuming to judge who is worthy of Shallya’s grace and who is not.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Most Old Worlders think of Shallya’s cult as composed of healers and physicians, but her worshippers also include many who work to help alleviate suffering of other kinds: charitable souls who help the poor; workers in orphanages, asylums, and refuges; and even brave folk who go in search of lost and missing people on behalf of their loved ones. The cult is ruled by the far-reaching Order of the Bleeding Heart, which maintains all the temples, hospices, mercyhouses, and other holy sites. The significantly smaller Order of the Chalice tasks its mendicants to cleanse the Fly Lord’s influence, tackling the worst diseases and plagues wherever they may fester.</p>\n<p>Shallya’s cultists all wear white robes, often hooded, with a bleeding heart symbol embroidered on the left breast.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>The high temple of all Shallya’s cult is in Couronne, Bretonnia, built over a famous healing spring. Locals claim the magical waters were once poured there from the same chalice Shallya used to grant Ranald immortality, which they claim is the holy grail of the Lady, the patron Goddess of Bretonnia. Whatever the truth, it is a popular destination for pilgrims, many of whom travel there to be healed from intractable disease. Elsewhere, every town or city of any size has a temple to Shallya, and most smaller settlements have at least a shrine dedicated to her. Temples of Shallya normally consist of a courtyard with a temple on one side and an infirmary on the other, all constructed in southern styles. Larger temples have smaller subsidiary chapels, commonly endowed by local families, and are often connected to hospitals. Shrines are usually simple, often with the dove or heart of Shallya carved into stone, or with small fountains gushing eternal tears from simple statues.</p>\n<h3><strong>Penances</strong></h3>\n<p>Penances set by Shallya always involve helping the sick, poor, or downtrodden. A cultist might be sent to a village struck by a plague to tend the sick until the disease has passed. Shallya often tasks her servants to help the wounded at war, or patrol popular pilgrimage routes for those unable to complete their journeys due to ill health.</p>\n<blockquote>\n<h3><strong><span style=\"font-style: normal;\">Strictures</span></strong></h3>\n<ul>\n<li><em>Alwaysrenderassistancewithoutjudgement,basedonlyonaperson’sneed.</em></li>\n<li><em>Neverkillexceptinself-defenceorwhenfacingfollowersoftheFlyLord.</em></li>\n<li><em>HuntdownservantsoftheFlyLordwherevertheymayfester.</em></li>\n<li><em>Shallya’sworkisneverdone,soturnnottoself-indulgence.</em></li>\n<li><em>Nevertakeuparms;awalkingstickandcouragewillsuffice.</em></li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@Compendium[wfrp4e-core.prayers.TKHvOsihelBStO6i]{Blessi
"description":"<p><strong>Seat of Power</strong>: None</p>\n<p><strong>Head of the Cult</strong>: None</p>\n<p><strong>Primary Orders</strong>: The Order of Scalebearers, the Order of Lorekeepers, the Order of Mysteries, the Order of Everlasting Light</p>\n<p><strong>Major Festivals</strong>: Year Blessing</p>\n<p><strong>Popular Holy Books</strong>: <em>Canticum Verena, Eulogium Verena, The Book of Swords</em></p>\n<p><strong>Common Holy Symbols</strong>: Scales of justice, owls, downward-pointing swords</p>\n<p>Wise Verena, the Goddess of Learning and Justice, is the wife of dark Morr and the mother of Myrmidia and Shallya. She is generally depicted as a tall, classically beautiful woman, and usually carries a sword and a set of scales. As the patron of justice she is concerned with fairness rather than the letter of the law: she opposes tyranny and oppression as much as crime.</p>\n<h3><strong>Worshippers</strong></h3>\n<p>Verena is worshipped throughout the Old World, especially in the south. Her devout followers include scholars, lawyers, and magistrates, as well as some wizards of the Colleges of Magic, particularly of the Grey and Light orders.</p>\n<p>The cult of Verena has no rigid hierarchy: it is said that Verena alone heads the cult, and no mortal intermediary is needed because truth is self-evident and requires no interpretation. Temple priests from the Order of Lorekeepers are tasked to preserve knowledge and communicate it to the community. They keep up a voluminous correspondence with each other, exchanging information and news. </p>\n<p>Priests from the equally influential Order of Scalebearers are much sought after to act as judges, arbitrators, and go-betweens, because of their famed impartiality and mastery of the law. The Order of Mysteries is much smaller and less well-known, and contains warrior-priests who seek lost and forgotten lore, wherever it may lie. The last major order is the Knights of the Everlasting Light, templars famed for their sword skills, sense of fairness, and legendary bad luck. Verena’s cultists usually wear plain white robes, symbolic of pure truth and impartiality.</p>\n<h3><strong>Holy Sites</strong></h3>\n<p>Temples to Verena can be found in most cities and larger towns, generally situated in the administrative or university quarters. Most libraries and court-houses include a shrine to the goddess, and smaller shrines can be found in the homes of many scholars and lawyers. Temples usually have colonnaded facades, with symbols of the goddess and allegorical figures of learning presented in low relief. Inside is a large statue of Verena, normally seated with a book in her lap, a pair of scales in her left hand, and her right hand resting on the hilt of a sword. Smaller rooms lead off from the main temple, including a library and chambers for the attendant priests. Each temple has at least one meeting room where negotiations can take place under the eyes of the goddess.</p>\n<h3><strong>Penances</strong></h3>\n<p>Penances set by Verena normally involve the recovery or preservation of knowledge, the righting of an injustice, or the resolution of a dispute. Cultists may also be sent to recover a long-forgotten book of lore, or to mediate in a difficult quarrel. This could be anything from a farmers’ boundary dispute to unpicking the complicated politics of two realms on the brink of war.</p>\n<blockquote>\n<h3><strong><span style=\"font-style: normal;\">Strictures</span></strong></h3>\n<ul>\n<li><em>Neverrefusetoarbitrateadisputewhenasked.</em></li>\n<li><em>Alwaystellthetruthwithoutfearorfavour.</em></li>\n<li><em>Protectknowledgeatallcosts.</em></li>\n<li><em>Combatmustbealastresortwhenallalternativeroutesarefruitless.</em></li>\n<li><em>Neverbecomeatoolofinjusticeorheresy.</em></li>\n</ul>\n</blockquote>\n<h3>Blessings</h3>\n<p>@Compendium[wfrp4e-core.prayers.tEMwdlHM8A40h6HE]{BlessingofConscience}</p>\n<p>@Compendium[wfrp4e-core.prayers.Cg2Q3TV66cpmheHS]{BlessingofCourage}</p>\n<p>@Compendium[wfrp4e-core.prayers.iIfYOlNrL
},
{
"id":"The Darkstone Ring",
"name":"The Darkstone Ring",
"description":"<p>The wise do not venture to the Darkstone Ring. The path to this place of terrible and ancient power lies to the north of Blutroch the Altdorf-Bögenhafen road. When night falls, the six suggestively-carved stones glow green with a wan luminosity, flaring bright as Morrslieb waxes.</p>\n<p>At the center of the Darkstone Ring lies a monolithic slab of unidentifiable rock, permanently stained with the blood of the countless innocents sacrificed there down through the millennia.</p>\n<p>Despite the ring’s fell reputation, travelers seem drawn to its malevolent environs, lured by legends of mystical potential and lost artefacts of terrible arcane power. Not even frequent sightings of beastmen and cultists — especially around Geheimnisnacht — can deter these brave, some may say foolhardy, souls.</p>\n<p> </p>\n<ul>\n<li><strong>Inextinguishable: </strong>With fire, sword, and shot, folks have tried for generations to tear down the <strong>Darkstone Ring</strong>. Sometimes, the assault bounces off harmlessly; other times, the site is destroyed, only to appear again. This reappearance happens when the next the Chaos moon, ‘Morrslieb’, rises. Once, Captain Ottfried Kant, a famous Witch Hunter, destroyed the ring and camped there to make sure it never returned... A month later, he was found impaled on one of the black obelisks, which had grown through him. The Order of the Anvil will pay well, in gold and favours, for a weapon that will put an end to this blight once and for all. Rumour claims the weapon needed may be buried under the ring itself...</li>\n</ul>\n<p> </p>\n<p><br><br></p>"
"description":"<p>The forbidding peaks of the Grey Mountains are riddled with crumbling tunnels and topped with ruined skybridges from the time when Dwarfs ruled the region. But that era has passed, and only a handful of determined clans remain to defend their ancestral holds, with recently reclaimed Karak Azgaraz and towering Karak Ziflin being two of the largest still standing.</p>\n<p>The mountains and the tunnels beneath them are now overrun with Orcs and Goblins, Mountain Trolls, Skaven, and worse. While this makes the Grey Mountains especially dangerous, many claim the fallen Dwarf holds hide treasures lost to time, so the foolhardy and desperate are drawn to the ancient halls like moths to a flame. Few survive their greed.</p>\n<p>Clinging precariously to the craggy edge of the Grey Mountains, the southern lords of the Reikland have sunk many mines seeking to extract the significant mineral and metal wealth of the range. These are protected by lone watchtowers and high fortresses that stand guard against attack from the mountains, each surrounded by the rubble of older fortifications that failed.</p>\n<p>So high is the glacial spine of the Grey Mountains that it is all but impassable, forming a near impenetrable border between the Reikland and the Bretonnian duchies to the south-east. Only two reliable passes pierce the frozen heights: the welldefended Axe-Bite Pass guarded by the fortresses of Helmgart and Monfort, and the winding Grey Lady Pass leading from @JournalEntry[Ubersreik] to Parravon. Both passes are heavily patrolled and taxed, leading some impoverished merchants and smugglers to hire mountain guides to lead them across lesser passes such as the Crooked Corridor or Durak Way, an undertaking few would recommend.</p>\n<p> </p>\n<ul>\n<li><strong>Better Left Behind</strong>: Helset von Lilahalle, Markgravine of the isolated <strong>March of Falken</strong> in the <strong>Grey Mountains</strong>, is in a bind. One of her exploratory expeditions stumbled into a long-abandoned mine and found gold in its depths. Unfortunately, it also discovered Dwarfs from Karak Azgaraz long ago laid claim to it, and left legal carvings near the entrance to the lower levels. Before mining operations begin, Helset wants to hire discreet outsiders to make the carvings go up in smoke, thus crushing the Dwarf claim. However, the runes are not mundane, and any attempt to destroy them will warn the descendants of the original claimants. Further, should explosives be used, the resulting collapse will open caverns leading deep into the mountains. And, there, the reason the Dwarfs abandoned the mine will awaken...</li>\n</ul>\n<p> </p>\n<ul>\n<li><strong>The Larder:</strong> Rumours persist that travellers are going missing in <strong>Axe-Bite Pass</strong>, the primary thoroughfare through the <strong>Grey Mountains</strong>. One desperate, bedraggled guard claims to know the terrible truth: entire merchant trains are being taken, with all meat stashed in a living larder. The guard didn’t see what grabbed him — having narrowly escaped with his life — but he confirms the wares of every merchant taken are still in the mountains. So, the reward for any rescue is likely to be high. Is the guard lying, planning to lure any would-be saviours into a cannibal’s trap? Or perhaps merchant trains really are in trouble, maybe from hungry Stone Trolls, Giants, or worse?</li>\n</ul>"
},
{
"id":"The Grissenwald",
"name":"The Grissenwald",
"description":"<p>The south-westernmost end of @JournalEntry[The Reikwald] branches southwards along the Stirland border and thins out as it heads upriver towards the City-State of Nuln. This wide section of the forest is known locally as the Grissenwald, a tight woodland packed with distorted trees and twisted undergrowth, the depths of which are said to be swarming with Beastmen, Witches, and tribes of feral Mutants. Because of this, most local woodsmen travel in groups and seldom stay outdoors come nightfall, and its commonplace to find fluttering bills posted on roadside trees offering rewards for the retrieval of lost family and friends from the bowels of the forest.</p>\n<p> </p>\n<ul>\n<li><strong>The Ties That Bind</strong>: They say a witch stalks the <strong>Grissenwald</strong>: Angela Hebamme. Hebamme was once the most renowned midwife in the Empire. They say she was so talented that House Holswig-Schliesteins of Altdorf and House Liebwitz of Nuln both employed her, decades ago, to deliver their current scions. They say, in hushed whispers, that Hebamme wove powerful spells as she worked. These spells set the Empire on a course only she could foresee, before she fled from Imperial society. Now, many will pay a high price to hear what that witch has to say.</li>\n</ul>"
},
{
"id":"The Grünberg Canal",
"name":"The Grünberg Canal",
"description":"<p>The Grünberg canal is a recent addition to the waterways of the Reikland. Commissioned by Emperor Luitpold III as part of an extensive dowry paid to the previous Baron of Grünburg, it was completed in 2506IC and has seen heavy use ever since. The canal bypasses the treacherous shallows of the @JournalEntry[Reiker Marshes] overlooked by Castle Reikguard, and it now takes much of the @JournalEntry[The Teufel]{river Teufel’s} barge traffic heading for @JournalEntry[Altdorf]. Grunberg’s walls protect the tollhouse on the south end of the canal, and any barge wishing to pass it must pay a tax based on the length of the vessel entering the canal system. Queues are common at first light and dusk, but otherwise the tollhouse sees infrequent business. At the north end there is a lock-keeper’s house on the outskirts of Prieze that doubles as a barracks and stables for the twelve road warden paid to patrol the canal path and help any barges as required. This help typically comes in the form of impromptu protection taxes, which if not paid leave the offending barge open to bandit attacks. Attacks that inevitably follow for any who refuse to pay.</p>\n<p> </p>\n<ul>\n<li><strong>In the Huff: </strong>Oskar Griesgram of the <strong>Buxhead </strong>Huffers’ Guild is furious. His company has always kept its numbers low, which ensured leading barges through the treacherous mouth of the Teufel scored a premium price. But the <strong>Grünberg Canal</strong> has ruined everything, as now more barges pass down that artificial waterway than through the silty waters of <strong>Leopold’s Folly</strong>. Griesgram believes it’s time for action. Obviously, he can’t involve himself, but should an interested party accidentally blow up a section of canal, or maybe lead some terrible creature to make its lair nearby, he’d be happy to part with a percentage of his wages every month, as business would surely boom in response.</li>\n</ul>"
},
{
"id":"The Hagercrybs",
"name":"The Hagercrybs",
"description":"<p>Dominating the centre of the Reikland, the mist-shrouded Hägercrybs extend from the Princedom of Altdorf in the north all the way to the Freiburg of @JournalEntry[Ubersreik] in the south, and are so heavily forested that no road pierces through their heights from east to west, resulting in long journeys for those traveling from one side to the other.</p>\n<p>The foothills are mostly populated by sheep and their shepherds, but, antiquarians claim, the Hägercrybs were once the sacred burial ground of the Unberogens, the Human tribe of Sigmar Himself. Supporting this, ancient cairns can be seen rising from clearings on many of the highlands, some of which are also marked by looming menhirs. Perhaps because of these, the Hägercrybs have a foul reputation for being haunted, and few are willing to stray too deep into its forests. It is said those who do encounter thick fogs rising from ancient barrows, with moans of the dead echoing from within. Locally, such talk is nervously dismissed as the ravings of shepherds drunk on too much hard cider, for the alternative is to believe tales of ancient kings hungry for the blood of the living.</p>\n<p>Ignoring such talk, lords of the Hägercrybs repeatedly order mines be sunk into the hills in the search of rare metals and minerals. Most fail, their miners never seen again, but a handful are successful, and have brought considerable wealth to the area.</p>\n<p> </p>\n<ul>\n<li><strong>Holy Blood</strong>: Wanted posters proliferate the towns of <strong>Lichdechs</strong>: 10 Gold Crowns for the head of Kisa Grammle, recently of Altdorf. To be paid upon receipt of head by the Monastery of the Broken Haft. Investigation reveals Kisa is an enterprising antiquarian who rumour claims was digging in the Hägercrybs. When she was last in town, she was enormously excited about a find she claimed ‘would shake the Empire to its core!’ Just what did she find? And why are Sigmarite monks willing to pay so much to see her dead? Whatever the truth, any interested party best be fast, for not only are two Bounty Hunters already in pursuit, but so is an Ulrican friar. And a vampire.</li>\n</ul>"
},
{
"id":"The Latest News",
"name":"The Latest News",
"description":"<p><em>@JournalEntry[Class Endeavors]</em><em>: Rangers, Riverfolk</em></p>\n<p>This Endeavour allows you to learn the latest news from afar. Attempt a <strong>Challenging (+0) Gossip</strong> Test. If you succeed, you learn an interesting rumour; each SL adds another rumour, and they may even be connected to your upcoming adventure. If you fail particularly badly (an Impressive Failure) you learn something false you are convinced is true; to allow this, the GM may make this roll in secret on your behalf.</p>"
},
{
"id":"The Lore of Beasts",
"name":"The Lore of Beasts",
"description":"<p>The Lore of Beasts relates to Ghur , the amber wind, a cold, primal force associated with the savage wilds and the beasts living there. To those with the Sight Ghur seems to blow weakly in areas where the wilderness has been tamed and settlements constructed. This may explain why the Shamans of the Amber Order often take up a hermitic existence and shun their fellow men.</p>\n<p>The spells of the Lore of Beasts allow a Shaman to communicate with animals, request their aid, and even summon them to battle. Shapeshifting magic may also be used by the wizard to adopt animal forms. </p>"
},
{
"id":"The Lore of Death",
"name":"The Lore of Death",
"description":"<p>The Lore of Death relates to <em>Shyish </em>, the purple wind. It is attracted to places of death, such as battlefields, Gardens of Morr, and sites of execution. The wind is said to blow strongest during times of transition, so wizards of the Amethyst Order tend to work their greatest rites during the twilight before dawn, or during sunset. While <em>Shyish </em>is related to time and mortality, it is distinct from Necromancy, the illegal practice of raising and binding the dead, which uses the dark magic of Dhar in lieu of Shyish . Indeed, the Amethyst Order, much like the Cult of Morr, works tirelessly to combat the threat of Necromancy. </p>\n<p>Nevertheless, spells from the Lore of Death resemble Necromancy to the untrained eye. They can drain their targets of life force, spread fear among their enemies, and contact the spirits of the departed.</p>"
},
{
"id":"The Lore of Fire",
"name":"The Lore of Fire",
"description":"<p>The Lore of Fire relates to <em>Aqshy </em>, the red wind. <em>Aqshy </em>is a hot and searing wind associated with brashness, courage, and zeal and is drawn to empirical heat. The Pyromancers of the Bright Order are bold and hot-tempered and make for impressively destructive Battle Wizards.</p>\n<p>Many of the spells from the Lore of Fire are offensive in nature, enabling the caster to conjure up great balls of fire, or cause the blades of their allies to burst into flame. Even their non-offensive spells, such as crude healing magics, are still destructive in nature. </p>"
},
{
"id":"The Lore of Heavens",
"name":"The Lore of Heavens",
"description":"<p>The Lore of Heavens relates to <em>Azyr </em>, the blue wind. It cascades through the skies over the Old World, crackling through the heavens, like a great charged cloud. Astromancers of the Celestial Order, known for their calm and contemplative manners, use the wind to scry the future, the lens of <em>Azyr </em>influencing what they can see in the stars.</p>\n<p>Spells from the Lore of Heavens involve the manipulation of fate, throwing up protective barriers, or cursing a foe with an unnatural run of bad luck. On the battlefield, Astromancers also control elemental forces, blasting their enemies with bolts of lightning, or even drawing down shooting stars from the heavens.</p>"
},
{
"id":"The Lore of Life",
"name":"The Lore of Life",
"description":"<p>The Lore of Life relates to <em>Ghyran </em>, the jade wind. Free flowing <em>Ghyran </em>is associated with growth, fertility and nourishment. To those with The Sight, <em>Ghyran </em>appears much like a light rain, falling to the ground and pooling in eddying swirls. It sinks into the soil and is drawn up into the roots of plants from where it goes on to nourish all living things. The Druids of the Jade Order often prefer life away from the cities, attuned to the seasons and the natural world. </p>"
},
{
"id":"The Lore of Light",
"name":"The Lore of Light",
"description":"<p>The Lore of Light relates to <em>Hysh </em>, the white wind. <em>Hysh </em>is considered the most difficult Wind to perceive and manipulate, appearing diffuse even to those skilled with the Sight. This makes it tricky to manipulate but less unpredictable than other Winds. <em>Hysh </em>is associated with patience, intelligence, and purity. The Hierophants of the Light Order are acclaimed for their discipline, knowledge, and devoted opposition to Chaos.</p>\n<p>Spells from the Lore of Light are some of the most powerful, including piercing rays of blinding light, and those that banish Daemons and Undead creatures from the mortal plane. There are also more gentle applications of Hysh used to heal comrades or clarify thought.</p>"
},
{
"id":"The Lore of Metal",
"name":"The Lore of Metal",
"description":"<p>The Lore of Metal relates to <em>Chamon</em> , the gold wind. <em>Chamon </em>appears dense and heavy to Second Sight, sinking into the earth and coalescing within dense metals such as lead and gold. The Alchemists of the Gold Order have a reputation for being unusually prosaic in their attitudes for wizards, and many are as interested in learning the facts of physics and chemistry as they are in the working of magic.</p>\n<p>Spells from the Lore of Metal often involve the transmutation or alteration of metal. On the battlefield, alchemists have been known to cause fine steel armour and weaponry to corrode or melt, to weigh their foes down with suddenly dense armour, or to enchant their allies’ weaponry with uncanny power. </p>"
},
{
"id":"The Lore of Shadows",
"name":"The Lore of Shadows",
"description":"<p>The Lore of Shadows relates to <em>Ulgu </em>, the grey wind. To the Sight it appears a thick fog, gathering in pools wherever intrigue and deceit are practiced, rising into great storms and tempests when conflict breaks out. Wizards of the Grey Order, known as Grey Guardians, are secretive in their ways and given to uncertain loyalties. Despite this, the Grey Order is renowned for its wisdom and skill in negotiations, and is often called upon for diplomatic missions. </p>\n<p>Spells from the Lore of Shadows can be used to mask or obfuscate, confusing and disorienting their foes. In battle, the shadowy, insubstantial tendrils of Ulgu they wield can pierce to the heart of their foes, eviscerating the most well-protected troops, yet leaving armour eerily intact. </p>"
},
{
"id":"The Lorlay",
"name":"The Lorlay",
"description":"<div>\n<div>\n<div>\n<p>Possessing a breathtaking vista, the Lorlay is an imposing rock formation standing proud in the center of the Reik some 40 miles downstream of Grissenwald. The channels on either side of the jutting island flow swift and deep, and despite the relative narrowness of the river at this point, no crossing has been successfully constructed.</p>\n<p>Romantic legends abound of a beautiful, elven maiden, pale of skin and supple of limb, who swims in the fast-moving waters at dawn and dusk. Because of this, the Lorlay is popular spot for afluent Reiklanders’ to hold Taalite stag parties before marriage, and a surprising number of high-class inns can be found nearby. Tales of the singing water maiden are especially rife amongst the Reikland’s river-bound sailors, and if their stories are to be believed, she has been spotted by half the seamen of the navy.</p>\n<p> </p>\n<ul>\n<li><strong>Brother Dearest</strong>: A hauntingly tall Elf, with the grace of a panther and eyes like cut sapphires, is staying at an inn in <strong>Stirgau</strong>. He calls himself Rasiel Thrice-Scorned, and offers a purse filled with coins of a shape, quality, and purity that none in the village have ever encountered. He’s looking for a boat to take him out to the <strong>Lorlay</strong>. But, despite the reward, he hasn’t managed to find any takers. When turned down Rasiel Thrice-Scorned simply smiles and says, ‘<em>I’ve all the time in the world, and a few more years matter not for a family reunion.</em>’ Will the Characters take him out into the Reik?</li>\n</ul>\n</div>\n</div>\n</div>"
},
{
"id":"The Mos",
"name":"The Mos",
"description":""
},
{
"id":"The Ober",
"name":"The Ober",
"description":""
},
{
"id":"The Reik",
"name":"The Reik",
"description":"<p>The Reik carries more traffic and trade than all the other rivers in the Old World combined. Indeed, so massive is the river that almost half the fresh water of the Old World flows down its length, for it not only drains all the Reikland with its many tributaries, but most of the Empire beyond. By the time the Reik flows into the Reikland, it is already so wide it frequently appears more lake than river, leaving it impossible to bridge using standard engineering methods. As this immense watercourse approaches @JournalEntry[Altdorf] to meet the dark waters of the Talabec, both rivers split into a complex network of channels that spread outwards to form the foggy @JournalEntry[Altdorf Flats]. Many of the thinner distributaries caused by this are bridgeable, ensuring Altdorf is a natural center for trade as it is the only place where the Reik can be crossed on foot for many hundreds of miles. This single fact has secured Altdorf’s dominance of the area, both militarily and fiscally.</p>\n<p>Beyond the Altdorf Flats, the boggy channels reconverge and the Reik begins its long journey westwards to the sea. By this point, it is so wide the opposite bank sometimes slips into mist, and is so deep that even the largest sea-faring vessel can navigate without fear. Resultingly, warships of the Imperial Navy, some so large to have crews out-numbering the populations of smaller towns, not only patrol these waters, <strong>but are built there, most launching from the Reiksport, a deep-water harbour built on the shores of @JournalEntry[Altdorf]</strong>. Rocky islands are common in this last stretch, most of which are secured with ancient fortresses, overridden by river pirates, or abandoned completely, boasting nothing more than a handful of old smugglers’ coves.</p>\n<p> </p>\n<ul>\n<li><strong>Grandfather Reik's Isle</strong>: Sailors love swapping stories of <strong>Grandfather Reik’s Isle</strong> — a mythical island of the <strong>River Reik</strong> governed by the god of the river itself. The Cult of Manann in Altdorf is all too happy to support these stories, hoping to get ahead of their rivals in Marienburg, and claim Grandfather Reik is naught more than Manann. But others whisper that the Grandfather may actually by Stromfels — God of Sharks, Pirates and Wreckers. They state in hushed tones that ‘Reik’ sounds a lot like ‘Wreck’, and the river swallows more than its fair share of ships! But Grandfather Reik is neither, and it is not happy with such presumptions. So, the next folk to land on his island will be his messengers, whether they like it or not...</li>\n</ul>\n<p> </p>\n<ul>\n<li><strong>40-Feet of Fame</strong>: For 30 years, Terenz Gaubatz — Imperial Zoologist, and dedicated cryptoid debunker — has been haunted by the loss of ‘the General’. This supposedly 40-foot Stirpike was caught, butchered, and inconveniently eaten before Gaubatz could confirm its existence. However, recent sightings near <strong>Lengern </strong>on the <strong>River Reik</strong> talk of a school of the monstrous fish. Given their rumoured size, it’s possible the General spawned before it died. If so, a living specimen would be a treasure in and of itself (not to mention the gold Gaubatz would award its deliverer).</li>\n</ul>"
},
{
"id":"The Reikland Diet",
"name":"The Reikland Diet",
"description":"<p>The Reikland Diet, which meets as required in the Holzkrug Chamber of the Volkshall in Altdorf, is responsible for scrutinising decrees issued by the Grand Prince of Reikland, either passing them or returning them to the crown with suggested amendments.</p>\n<p>As most lords of the Reikland Estates don’t have time to attend the diet themselves, they generally send favoured children, spouses, relatives, or minions in their place, although decrees of significant import will often bring worried lords from across the Reikland to attend in person. Given the number of agents the Grand Prince of Reikland tasks to influence the Reikland Diet, most votes are a formality.</p>"
},
{
"id":"The Reikland Estates",
"name":"The Reikland Estates",
"description":"<p>The Reikland Estates are ruled by vassals of the Grand Prince of Reikland. Their rulers can do as they will with their lands, parcelling out fiefs to family and friends as they wish — though the creation of new hereditary titles requires the approval of the Prince of Reikland and the Reikland Diet. </p>\n<p>Each estate has a range of distinct legal and military obligations to the crown, but all are required to build and maintain at least one regiment for the Reikland State Army, soldiers typically used in peacetime as watchmen, road wardens, or guards. Most Reikland Estates are feudal, comprised of smaller fiefs ruled by vassals, many of whom hold hereditary titles that have existed for centuries.</p>"
},
{
"id":"The Reikwald",
"name":"The Reikwald",
"description":"<p>The Reikwald blankets almost all the Reikland outside @JournalEntry[The Vorbergland], only thinning around the jagged @JournalEntry[The Skaag Hills]{Skaag Hills} or where it is cleared by the towns and villages lining the Reik river and its many tributaries. Most travelers through the region prefer the relative safety of river travel to journeying along uncertain roads, and with good reason; the Reikwald is a favoured haunt of outcasts, cut-throats, and other lawless folk. While all major routes are patrolled by road warden, their numbers are too few and the roads too long, so it’s not uncommon to encounter upturned coaches and other signs of banditry. Te majority of the open clearings and abandoned ruins from past wars are claimed as camps by outlaws or by one of the herds of Beastmen roaming the deeper wood, and forays to clear these isolated places by regiments of the Reikland State Army are not uncommon. In most parts the Reikwald’s canopy is not so overgrown as to block sunlight, but its depths are frequently gloomy and heavy fogs are common, especially along the marshier stretches of the @JournalEntry[The Reik]{river Reik}. Scholars claim before the Empire was founded the Unberogen tribe of Humans ranged across this misty forest alongside older tribes whose names are now lost to memory. Concentric rings of carved standing stones called ‘oghams’ still exist from this era, though many are overgrown and almost impossible to find without a guide. Isolated communities still following ancient ways — old beliefs said to predate the coming of Sigmar — are said to hold such sites sacred. Intellectuals from the Colleges of Magic postulate terrible battles were once fought for these ancient, megalithic sites, and it’s not uncommon to find richer magisters funding explorations into the Reikwald’s depths to learn more about the magical stones.</p>\n<p> </p>\n<ul>\n<li><strong>Fake It 'Til You Make It Out Alive!</strong>: Highway robbery is good business, but now Mathilde Schlitz wants out. She intends to pin her run of crimes on monsters of the forest. To do this, she plans to pay someone to grab authentic Beastmen artefacts from one of their herdstones in <strong>the Reikwald</strong>. These can then be placed in strategic places to fool the road wardens. However, just before she makes her escape, Mathilde will let slip to the road wardens that ne’er-do-wells are trying to hide their crimes with profane artefacts, and where they can be found. One way or another, Mathilde will not be the one to blame.</li>\n</ul>"
},
{
"id":"The Schilder",
"name":"The Schilder",
"description":""
},
{
"id":"The Singing Stones",
"name":"The Singing Stones",
"description":"<p>West of @JournalEntry[Schädelheim], deep in a wooded valley, stands an ancient dolmen. Its stones are old beyond reckoning, arrayed in a spiraling pattern around a central arrangement of huge pillars capped with an enormous slab, resembling nothing more than a titanic altar. From the ground it is nigh on impossible to discern the intricate pattern of the stones, especially given the trees and bushes that have grown in amongst the menhirs.</p>\n<p>When a westerly wind blows up the valley, in from the Wasteland, the stones produce an eerie keening that echoes for miles around. While some locals claim listening to the stones’ song can give insight into problems or grant strange wisdom, others declare such nonsense is heresy, knowing nothing but trouble comes from trafficking in such ungodly power, and are more than willing to use violence to save the souls of the foolish.</p>\n<p> </p>\n<ul>\n<li><strong>The Sound of Music: </strong>After spending a horrible night underneath the arches of the <strong>Singing Stones</strong>, with its haunting cacophony playing on the howling wind, the party makes their way back to civilisation. The following night, around the hearth in a cosy taproom, a minstrel begins a tune on the mandolin. The song is the same as that sung by the Singing Stones — sounds not possible from a mandolin. No one else in the taproom seems to notice. When the musician stops her performance, the music keeps playing. The Characters discover that sleep cannot save them from the incessant singing. If they hope to survive, they must find its source…</li>\n</ul>"
},
{
"id":"The Skaag Hills",
"name":"The Skaag Hills",
"description":"<p>The rocky Skaag Hills lie to the west of the @JournalEntry[The Bögen]{River Bögen} and run along the southern bank of the Reik before falling beneath the trees of the Duchy of Gorland. Near the centre, the Reikwald recedes from the stony crags and layers of stratified rock rise to the scree-laden highlands of the Prie Ridge. A single road crosses the gentler slopes of the Skaag Hills to the south, starting at Trosreut in the shadow of @Scene[Castle Grauenberg] and wending its way through to Holthausen, but many minor tracks and trails also cross the region, most of which started as goat tracks.</p>\n<p>Once, the hillsides were bustling with small mines boasting rich veins of silver and iron. Down through the centuries most of these played out, leaving many abandoned settlements, many of which the forest reclaimed. Locals now approach such ruins cautiously, for hunters, outlaws, and far more sinister folk are said to make use of what intact buildings remain.</p>\n<p> </p>\n<ul>\n<li><strong>Ingot Before the Ore: </strong>Lady Femeke of <strong>Ottzel </strong>has got herself into a pickle. Desperate to bring some new blood to her dwindling village, she’s not only announced a newly discovered vein of silver in the nearby <strong>Skaag Hills</strong>, but, in her enthusiasm, sold several claims to mine it. But no such vein exists, and the miners are already on their way by the score. However, Femeke isn’t a woman to let pesky facts interrupt her fabricated silver rush. Using her new-found wealth, she employed Eldruc Ironeye — an eccentric Dwarf prospector — to search for a genuine silverlode before the miners return. So, Femeke’s in need of a few capable hands to protect her prospector from wild animals, Beastmen, Greenskins, and, Eldruc’s wife and her three brothers, who demand he come home and work off his debts. Immediately.</li>\n</ul>\n<p> </p>\n<ul>\n<li><strong>Unmarked, Unmissed: </strong>The dockers of <strong>Prie </strong>claim the <strong>Skaag Hills</strong> are the best place to hide a body. After all, there are uncounted pre-dug holes with no one for miles to check. So, when Karlus Lystadt, a jewel thief of wide repute, was beaten to death and buried for his crimes beneath the <strong>Prie Ridge</strong>, no one thought much of it… until rumours spread that the scoundrel had swallowed his last prize — a diamond as big as a chicken’s egg — before his demise. The hunt is on!</li>\n</ul>"
},
{
"id":"The Stone",
"name":"The Stone",
"description":"<p>Towering over one of the many islands in @JournalEntry[The Reik] by Essel, the massive promontory known simply as The Stone can be seen for miles around. A winding path coils up the steep, craggy face from the small, seemingly insignificant jetty at its base to the severe walls of the squat citadel crowning the rocky mount. Captains give it a wide berth when they pass, the more superstitious among them making an offering of salt and steel to Grandfather Reik to safeguard their passage. No pennants fly atop the grim battlements, though the occasional gleam from a guard’s helmet attests to the troops patrolling the ramparts.</p>\n<p>Unknown to most, the Stone is a secure prison containing dangerous criminals that, for various sensitive, political reasons cannot simply be executed. Some have powerful friends and family, or are themselves nobles whose crimes, if publicly acknowledged would cause scandal and shame to the great and good of the Reikland. Others are political hostages, held to ensure the compliance of wayward relatives. And, of course, a few simply know too much, their precious secrets safeguarded in The Stone against their future need. No-one really knows about the conditions within The Stone’s walls; no-one really wants to ask.</p>\n<p> </p>\n<ul>\n<li><strong>Ungelöst</strong>: Ru Bai Guo, a Cathayan, and Serafin Madej, a Kislevite, are in need of assistance. Ru is a staunch believer in the supernatural, with a particular fascination with ghosts. Serafin is a pragmatist, and dismisses any form of spirituality, even going so far as to deny the existence of the gods, believing they are nothing more than manifestations of living Human influence! The pair wish to prove or disprove the existence of ghosts by trapping one! They have found their strongest lead so far: the ghost of an inmate tortured to death by the guards of the <strong>Stone</strong>. But the Stone doesn’t admit visitors, so they need help to get locked up, protected on the inside, and then get out again. Foreign coin is as good as any, and they have more than enough to pay for this unusual job.</li>\n</ul>\n<p> </p>\n<p> </p>"
},
{
"id":"The Teufel",
"name":"The Teufel",
"description":"<p>The Teufel flows down from the mountains to @JournalEntry[Duchy of Ubersreik], then northwards to @JournalEntry[The Reik] through @JournalEntry[Auerswald] and @JournalEntry[Grünburg]. Its waters have a distinctly reddish hue caused by iron deposits in the mud and silt, though storytellers suggest it’s the unending wars between the @JournalEntry[The Grey Mountains]{Grey Mountain} Dwarfs and Goblins that have permanently stained the river red. A great deal of rain feeds into the Teufel and it regularly overflows, especially in spring, frequently flooding its mud-flled waters deep into the surrounding forest. Inns — often built high to avoid floodwater — are common along the Teufel, as are bandits, since much of the river runs through @JournalEntry[The Reikwald]. Road warden regularly patrol the banks of the Teufel and they are not fond of any that linger without good reason.</p>"
"description":"<p>Between the threatening peaks of @JournalEntry[The Grey Mountains] and the deep forests of @JournalEntry[The Reikwald] lies the Vorbergland, a hilly region extending the length of the Reikland known for its fertile valleys, rolling grasslands, and windswept plains.</p>\n<p>The productive south-eastern provinces around @Scene[Barony of Böhrn]{Böhrn}, @JournalEntry[Ubersreik], @JournalEntry[Stimmigen], and @JournalEntry[Dunkelberg] are known locally as Suden Vorbergland, and are the most heavily cultivated regions of the Reikland. They are peppered with many flourishing towns, villages, farms, and vineyards, and are often referred to as ‘Ranald’s Garden’ for the vast quantities of wine they produce for export.</p>\n<p>Further west, the Vorbergland is tormented by frequent Orc and Goblin attacks from the mountains, meaning much of the land is sparsely populated, little more than a hunting ground for wild animals and monsters from the peaks. This makes the local baronies and duchies a popular destination for game hunters and natural historians from the Imperial Zoo seeking to capture rare creatures, though only the unwise travel this region without a heavy guard and knowledgeable guide.</p>\n<p> </p>\n<ul>\n<li><strong>The Jabberslythe's Midwife</strong>: Reinholt Schent — a self-titled ‘Scholar of the Fantastic’ who claims to work for the Imperial Zoo — will pay dearly for the delivery of a very specific specimen. Some scholars believe that the most horrible of monstrosities, the Jabberslythe of legend, does, in fact, breed. What’s more, Schent believes there’s a pregnant example of the species haunting <strong>western Vorbergland</strong> not far from <strong>Hallt</strong>! Schent requires some stout fellows to witness and record the awful birth, then return with the newborn for study. He states this so matter-of-factly, it couldn’t possibly be difficult, could it?</li>\n</ul>\n<p> </p>\n<ul>\n<li><strong>Ranald Protects</strong>: The mysterious ‘Lady Münze’ patronises many low-class alehouses across the <strong>Vorbergland</strong>. She quietly whispers that the nobility grow fat from the labours of the vineyard workers, selling a single bottle for more than a peasant family will ever see in their lifetimes. ‘Ranald’s Garden, indeed,’ she scoffs, her disapproval clear on her sharp face. If engaged, Lady Münze seeks brave souls to combat this injustice by swapping a shipment of fine wines for a shipment of worthless vinegar. The swap will take place on the road between <strong>Dunkelberg </strong>and <strong>Konigsdorf </strong>on the <strong>Wissenland border</strong> — without being seen. Her words are dangerous, but her purse is very full, stitched neatly with the words ‘Ranald Protects’. She will richly reward those who pull off the swap, but provide nothing to those discovered.</li>\n</ul>"
},
{
"id":"The Vorbergland Canals",
"name":"The Vorbergland Canals",
"description":"<p>The Vorbergland Canals are an engineering marvel. Commissioned by the previous Archduke of Upper Teufel in conjunction with merchant houses from Nuln and Marienburg, the canals are the pride of the south, carrying trade from Wissenland across @JournalEntry[The Vorbergland] and back again. Comprised of five canals connecting five major tributaries of @JournalEntry[The Reik], the system links Nuln through to Carroburg, skipping the high taxes of Altdorf completely. Recently, the Dwarfs of Karak Azgaraz sent delegations to the lords of Suden Vorbergland demanding the canals be shut, claiming old treaties from centuries past were being broken by an unacceptably large display of shoddy workmanship. This has caused an uproar from graduates of the Imperial Engineers’ School who see the steam locks and clever water-pumps as a pinnacle of human engineering. </p>\n<p> </p>\n<ul>\n<li><strong>Cathayan Retirement</strong>: Lin Li Chun — a renowned but unlicensed Cathayan sorcerer — and her wife have decided to tour the Old World. They’ve crossed the Worlds Edge Mountains, feasted in L’Anguille, shopped in Marienburg, and now they’re cruising in the <strong>Vorbergland Canals</strong>. Guests of Reikland by the Emperor’s command, wherever they go, they’re at risk from ignorant locals, so local authorities are ordered to protect them to prevent a diplomatic incident with Cathay. However, in @JournalEntry[Ubersreik], where no formal command structure exists and the local State Army is stretched paper-thin, escort duties are contracted out to whomever is available. So, a disparate party finds itself keeping the elderly couple safe at all costs. Unfortunately, it seems Lin Li doesn’t understand that unlicensed magic is illegal. And will anyone care when the assassins arrive?</li>\n</ul>"
},
{
"id":"The Weissbruck Canal",
"name":"The Weissbruck Canal",
"description":"<p>Connecting @JournalEntry[The Bögen] and @JournalEntry[The Reik]{Reik} rivers — bypassing Middenland’s Carroburg taxes in the process — the Weissbruck canal sees steady trafficc year-round as trade flows to and from @JournalEntry[Altdorf]. A toll to use the canal is paid once at whatever end a vessel enters. The canal is 25-feet wide, with frequent berthing points and numerous places to stay along its length.</p>\n<p>Local bargees do not readily discuss it with strangers, but there are many unusual stories whispered about the canal. Supposedly, the Dwarf engineers that designed it unearthed pre-Unberogen artefacts when they first dug the waterway, and things have never been right in the area since. Some even swear that should Morrsleib — the smaller of the two moons — be full, one can sail the canal north to somewhere other than the Reik…</p>\n<p> </p>\n<ul>\n<li><strong>Wacky Races: </strong>If there’s one thing the nobility like doing, it’s proving how much better they are than everyone else — especially other nobles. Boyar Dominik Tyurin has decided that his next project will be a head-to-head yacht race down the <strong>Weissbruck Canal</strong>. The winner will receive a deed to an estate in Tyurin’s homeland of Kislev! The competition is fierce (and likely illegal), but the prize is worth it. All that needs be done is secure a yacht, pay the entry fee, and somehow navigate the tiny sliver of canal whilst 20 other entrants do the same. And they are a mixed bunch, including an engineer with a worrying number of tiny cannons, a merchant with an enormous barge dog, and a Gold Wizard with no sail on his yacht at all!</li>\n</ul>"
"description":"<p><em>General Endeavor</em></p>\n<p>The Training Endeavour allows you to train in a Skill or Characteristic outside of your Career, treating it as if it were in-Career. In addition to the normal XP cost, you must also pay money to the tutor. Training for Basic Skills and all Characteristics costs XP+1d10 brass pennies , where XP is the number of XP it costs to buy the Advance. Tutoring in all Advanced Skills costs double that amount. For more, see Advances, see page 43.</p>\n<p>You should be able to find a tutor for most skills, certainly in a city-state like Altdorf, but some particularly unusual skills may require you seek out the right instructor, likely by using the @JournalEntry[Consult an Expert] Endeavour — ‘Professionals’ who can teach you how to properly pick a lock generally don’t advertise, after all. Other skills, especially Lore Skills, often require an institution of learning, and some are flat out forbidden in the Empire. Finding a tutor capable (and willing) to instruct someone in proscribed matters — such as those relating to the Ruinous Powers or Necromancy — may be particularly dangerous, and perhaps an adventure to even source such an individual. Such tutors will also ask for far more than the ‘going rate’ for tutoring and will likely require a Significant Favour (see @JournalEntry[Do Me a Favor!]).</p>"
},
{
"id":"Travel",
"name":"Travel",
"description":"<p>Travelling in the Old World can be dangerous. Brigands, mutants, and beasts lurk in the shadows, an ever-present threat, perhaps joined by those specifically out to thwart the Players’ actions. Some parts of the Empire have been corrupted by magic, Chaos, Necromancy, or worse, and can easily consume the unwary traveller. Even the weather poses a threat!</p>\n<p>It’s up to you how you want to represent the dangers of travel in your game. Sometimes you’ll just want to get on with the adventure and deal with journeys with a simple description of how long the journey was, and the key points along the way. Most journeys will either be by road or by river, with road the more dangerous, and cheaper, option.</p>\n<h4>Travel by Road</h4>\n<p>The roads of the Reikland are often crude but reliable. The routes between major cities are relatively safe and well-maintained. However, far-flung routes can be little more than muddy tracks. Regardless of the quality, all roads need to be maintained, so most are tolled.</p>\n<p>There is an extensive network of coach routes throughout the province. The busiest routes have coaches running several times per day. The many Coaching Houses of the Reikland are in fierce competition, so the prices are often reasonable and reliability is good. The Four Seasons is the biggest coach company, and is represented along all the major routes.</p>\n<p>Roadside inns are often placed at the convenience of the Coaching Houses. Therefore, journeying by foot, especially away from the major routes, runs the risk of not reaching a safe place to rest before nightfall.</p>\n<h4>Travel by River</h4>\n<p>River journeys are often straightforward and perhaps even relaxing. However, this relies on finding a boat going to and from convenient locations. Dedicated passenger barges only travel between the major towns and cities, but can be bribed or persuaded to drop people off along the way. Getting to more obscure locations usually requires hitching a ride with a cargo boat, which can be difficult for large parties.</p>\n<h4>Travel Prices</h4>\n<p>The prices listed in Travel Costs do not include meals, lodging, or fodder, although coaches and passenger boats usually charge for the whole package for longer journeys. Package prices can be worked out by combining travel with food and boarding prices. On some ferries, lodging is not required, as passengers sleep on the vessel, either on deck or in a private cabin.</p>\n<p>Cargo barge travel-costs should be individually haggled with barge masters. Often, such passage can be secured for a greatly reduced price, or even for free, if the passenger is willing to work and they know what they’re doing.</p>\n<p>High class travel is available and de rigueur among the nobility, and can cost many times the listed price, typically ten times or more. Opulent passenger vessels ply between the great cities of the Empire, like the famous Emperor Luitpold plying the River Talebec between Altdorf and Talabheim.</p>\n<blockquote>\n<h3><span style=\"font-style: normal;\">Travel Costs</span></h3>\n<p><em>All the costs listed here are per mile travelled, and are loose guides only. Faster coaches and barges generally cost twice as much. Slower examples cost as little as half as much. Increase or decrease speed by +/– 1 for faster or slower examples. </em></p>\n<table style=\"height: 153px; width: 367px;\" border=\"1\">\n<tbody>\n<tr style=\"height: 17px;\">\n<td style=\"height: 17px; width: 75px;\">\n<h4><strong><em>Transport</em></strong></h4>\n</td>\n<td style=\"height: 17px; width: 93px; text-align: center;\">\n<h4><strong><em>Movement</em></strong></h4>\n</td>\n<td style=\"height: 17px; width: 99px; text-align: center;\">\n<h4><strong><em>Cost</em></strong></h4>\n</td>\n<td style=\"height: 17px; width: 87px; text-align: center;\">\n<h4><strong><em>Distance</em></strong></h4>\n</td>\n</tr>\n<tr style=\"height: 17px;\">\n<td style=\"height: 17px; width: 75px;\"><em><strong>COACH</strong></em></td>\n<td style=\"height: 17px; width: 93px; text-align: center;\"><
},
{
"id":"Two-Weapon Fighting",
"name":"Two-Weapon Fighting",
"description":"<p>Some warriors prefer to fight with a weapon in each hand — such as using a sword and sword-breaker, or a sword and a shield. The following applies when you are fighting with two weapons. </p>\n<ul>\n<li>You may use any one-handed close combat weapon or any pistol when fighting with two weapons.</li>\n<li>You may use either hand to make an attack. Attacks made using your secondary hand suffer a –20 penalty to any applicable Test.</li>\n<li>If you have the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} Talent you may be able to attack with both weapons.</li>\n</ul>"
},
{
"id":"Ubersreik",
"name":"Ubersreik",
"description":"<p>The town of Ubersreik is situated near Grey Lady Pass, one of only two major passes over @JournalEntry[The Grey Mountains] into Bretonnia. Because of this, the town regularly sees traders and travellers from across the Old World. The mighty fortress known as the Black Rock is connected to the walls of the town should any less welcome travellers attempt ingress. Ubersreik has had a long association with the nearby Dwarven clans of the Grey Mountains, and in a situation unique to Ubersreik, representatives of the city’s Dwarf population sit on the town council. One of Ubersreik’s more famous edifices, its spectacular bridge over the River Teufel, was built by Dwarfs during the time of Magnus the Pious. Widely regarded as one of the most impressive feats of engineering to be found in the Reikland, it connects the trade road which runs all the way from Bögenhafen to Dunkelberg then Nuln. Ubersreik deals in trade of all kinds, but is most well-known for ore and the skilled metal-work of the Dwarfs.</p>\n<p>For exhaustive details on Ubersreik, see the <strong>WFRP Starter Set</strong>.</p>\n<p> </p>\n<ul>\n<li><strong>Into The Inky Darkness: </strong>Reineke Rattenfanger, who hails from a long line of rat catchers, claims to have seen something new in the sewers beneath Ubersreik. Beady little eyes are one thing, but odd patches of sticky black gunk have been found daubed on walls left and right. Some, he swears, are number-shaped, like measurements or directions, with shapes that look like a large gate-structure. What’s more, he swears strange scratching noises have joined the usual skittering sounds of his quarry, like quill on parchment. Is it possible that the rats have learned to read and write? Whatever the case, Rattenfanger is looking for bodyguards, and folks could do far worse than getting such a knowledgeable guide to Ubersreik on their side. After all, the sewers grant access all over the town...</li>\n</ul>\n<p> </p>"
},
{
"id":"Uhland Bogs",
"name":"Uhland Bogs",
"description":"<p>A windswept peatland lying to the south of the County of the West March, the mossy Uhland Bogs are pierced through by the Westerfluss, the river that forms the natural border between the Wasteland and the Reikland. Towers of peat cut from the bog can be found stacked in the small villages near the mire, where dried blocks are used to fuel local fires in winter or shipped downriver to be sold along @JournalEntry[The Reik]. In the south-west depths of the bog a number of ancient, carved stones rise from the sodden land, drawing local cultists of Rhya and older deities to worship during important equinoxes. One group of these stones, called the Crowstones, has a particularly foul reputation, and the surrounding bog is permanently blackened. Locals warn never to travel to the stones near the festival days of Geheimistag or Hexenstag, for they claim crows gather in impossible numbers and unspeakable things rise from the bog to wreak terror upon the living.</p>\n<p> </p>\n<ul>\n<li><strong>Morr's Blood</strong>: ‘<em>Out near the <strong>Crowstones </strong>in the <strong>Uhland Bog</strong>, I found something you ’ave to see. This black rock here. There’s plenty of it up there. Look, I know it don’t look special or nuffin, but it stained my hands proper. Still black, see. So, I crushed it up, mixed in a little mordant, and what I got was the blackest black dye you ever saw. The dandies in Altdorf will go barkin’ for this stuff! Sure, I had the worst nightmares of me life afterwards, but they don’t need to know that, do they? All they want is proper blacks for their robes and such. And we can get that for ’em, right?’</em></li>\n</ul>"
},
{
"id":"Unarmed Combat",
"name":"Unarmed Combat",
"description":"<p>Not every fight in WFRP involves guns or swords. Many conflicts are settled with good, old-fashioned fisticuffs. A successful Melee (Brawling) Test for unarmed combat is handled in the same way as any other combat Test, but you have one extra option: you may enter a Grapple!</p>\n<h4>Grappling</h4>\n<p>Instead of inflicting damage with an unarmed attack, you can attempt to Grapple and immobilise your opponent. You must declare this is your intent before rolling to hit your opponent. If you win the Opposed Test, you and your opponent are Grappling, and your opponent gains the @Condition[Entangled] Condition. If you begin your turn Grappling, you may break the Grapple if you have a higher Advantage than your opponent, and do not count as being Engaged for your Move; otherwise, you must make an <strong>Opposed Strength</strong> Test for your Action. If you win, you can do one of the following: </p>\n<ul>\n<li>Deal SB + SL Damage using your Strength roll to determine the Hit Location affected. You ignore any Armour Points as you wrench arms and pull muscles.</li>\n<li><strong>Either</strong>:</li>\n</ul>\n<ol>\n<li>Give your opponent an @Condition[Entangled] Condition, or</li>\n<li>Remove an Entangled Condition from yourself, plus lose an extra one for each SL by which you win.</li>\n</ol>\n<p>If you lose the Opposed Test, you can do nothing but struggle as your opponent gains +1 Advantage.</p>\n<p>Those outside the Grapple gain a +20 bonus to hit the grapplers with the lowest Advantage, and a +10 bonus to hit to the grappler with the highest Advantage. </p>\n<p> </p>\n<blockquote>\n<h3><em>Options: Grappling With Skills</em></h3>\n<p><em>If you are Grappling, your GM may allow you to perform a Test other than an Opposed Strength Test according to the situation. Perhaps Language (Magick) to cast a spell, or Charm to wheedle your way free, or Leadership to order your grappler to stand down? As long as your GM is happy with this, roll those dice and see what happens. But if you fail, note that you will not be concentrating on the Grapple, so the GM may rule you gain an extra @Condition[Entangled] Condition, which could make things very tricky!</em></p>\n</blockquote>"
},
{
"id":"Unusual Learning",
"name":"Unusual Learning",
"description":"<p><em>General Endeavor</em></p>\n<p>It is one thing to pick up a Skill that can be readily practised, quite another to learn something for which one may have no aptitude at all. This Endeavour allows you to attempt to learn a Talent outside of your Career. There is no guarantee this attempt will be successful, meaning there is a good chance you will fail to learn the Talent you hope to acquire, expending XP and money to no avail. </p>\n<p>You can only learn a Talent if you have an appropriate tutor. In most big cities, this will not be a problem, but if the Talent is particularly obscure, or you are far from a large city, the GM may require you complete a Consult an Expert Endeavour first. </p>\n<p>Once you have acquired a tutor, the fee to train the Talent is [[/r 2d10]] shillings per 100 XP it costs to purchase the Talent. If you pay this fee, attempt a Hard (-20) Test using the Characteristic or Skill most relevant to the Talent as determined by the GM. If you succeed, you have learned the Talent. If not, you have failed this time but can try again with a future Endeavour and gain a +10 modifier for each failed attempt.</p>"
},
{
"id":"Weissbruck",
"name":"Weissbruck",
"description":"<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Originally little more th</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">an one of many tiny fishing villages along the @JournalEntry[The Bögen]{River Bögen}</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">, Weissbruck has in the past century grown rapidly into a bustling port for goods and travelers moving between Bögenhafen and Altdorf. Weissbruck’s change in fortune is due to its shrewd rulers, the Grubers, who decided to capitalize on the rich deposits of coal and iron found in @JournalEntry[The Skaag Hills]. This ready supply of much needed resources enabled the Grubers, with the permission and partnership of the Prince of Altdorf, to commission Dwarf engineers to construct a canal in 2462IC, which rapidly accelerated the town’s growth, bringing all manner of citizenry with it.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">While the output of the mines has slowed in recent years, trade has steadily increased. D</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">espi</span><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">te its rulers’ riches, Weissbruck retains something of the character of a typical mining town; burly miners and dockworkers ensure an uneasy peace, and the threat of violence is never far removed. As the mines’ output has diminished, more and more miners have descended from the Skaag hills, a growing, agitated, unemployed workforce with little to do but drink cheap rotgut and scowl at strangers.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong>Eyes in the Sky:</strong> The Grubers of <strong>Weissbruck </strong>plan significant expansion to their town. They are clearing trees for the construction. Gnoldok Malakaisson — a Dwarf gyrocopter pilot — recently flew over this new development. But when he looked down and observed the ground, he was shocked to his core. Gnoldok is certain of what he saw: the pattern of the new town plans is the same as the secret Dwarf Rune of Explosions , but on a terrifyingly large scale. No one in town believes him, especially not the Grubers. But two days ago, whilst drinking in the Trumpet, someone used explosives to blow his gyrocopter. He may be grounded, but feels honour-bound to do something about his discoveries, if only someone will believe him...</li>\n</ul>\n</div>"
},
{
"id":"Wheburg",
"name":"Wheburg",
"description":"<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">Wheburg is the first town encountered after leaving @JournalEntry[The Grey Mountains] on the road from @JournalEntry[Helmgart] to @JournalEntry[Bögenhafen]. Its proximity to the fortress of Helmgart ensures troops pass through regularly, and the town offers a sizeable barracks for visiting soldiers. Having survived the mountains’ extreme weather — to say nothing of ravaging armies of Orcs and Goblins, and potential monsters roosting on the nearby Drachenberg — most visitors arrive to Wheburg with a powerful desire to celebrate life. </span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"><span lang=\"EN-US\" xml:lang=\"EN-US\" data-contrast=\"auto\">To accommodate that need, Wheburg has become renowned for its hospitality, and its locals are widely regarded as the friendliest in the Reikland — for a price. The streets are lined with taverns, inns, and gambling dens, not to mention some less salubrious establishments where all the pleasures of the flesh are purveyed, and illicit substances may be procured. Tough fist-fights and petty crime are common, things rarely get too out of hand given the significant number of soldiers usually on hand to disperse any rowdy revelers (except, of course, when those revellers are, themselves, off-duty soldiers). Spending time in Wheburg prior to marriage has become something of a rite-of-passage for well-heeled Reiklanders, and it’s common to hear men and women calling out, ‘what happens in Wheburg, stays in Wheburg!’ from many a street corner.</span> </p>\n</div>\n<div>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<ul>\n<li lang=\"EN-US\" xml:lang=\"EN-US\"><strong>Wake Up Call: </strong>‘This Sonnstill, visit <strong>Wheburg </strong>for the celebration of a lifetime! Food, drink, and Cathayan fireworks, followed by a rendition of Detlef Sierk’s The Fires of Caledair! That’s right, the Wheburg Society of the Arts is here for the event of the season, with enough fireworks stashed around town to wake a Dragon! It’s almost as if that’s their plan… If so, it would be a terrible shame for those caught right in the middle of it all — but surely there will be a great reward for saving everyone, assuming there are any survivors left to pay.</li>\n</ul>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n<p lang=\"EN-US\" xml:lang=\"EN-US\"> </p>\n</div>"
},
{
"id":"Wörlin",
"name":"Wörlin",
"description":"<p>The small fishing hamlet of Wörlin is almost impossible to spot from the river. The settlement is surrounded by a number of small, rocky islets and promontories, and sheltered by thousands of bowing trees. These ‘Willows of Worlitz’ line the banks of the Reik for many miles around, and it seems none have any interest in using their lumber. A great deal of trade passes by Wörlin, but very little actually happens in Wörlin as most of the passing goods are bound for more lucrative markets.</p>\n<p> </p>\n<blockquote>\n<h3><em>The Root of the Problem</em></h3>\n<p><em>On the festival day of Sonnstill, the ‘hamlet circle’ — a council of the hamlet’s elders — gather to ‘water the willows’. This simple ceremony involves singing, dancing, feasting, and the slicing of a virile stranger’s throat, splashing blood across the thirsty roots of the Queen willow, quenching her sanguinary appetites for one more year. should the ceremony be completed, the Queen is pleased, and will ensure the hamlet’s safety from the children of the forest. should the ceremony be interrupted, the Queen awakes and summons her children, bringing braying Beastmen by the score to slaughter all in their path. But outsiders rarely consider such consequences when they have a knife to their throat.</em></p>\n</blockquote>\n<p> </p>\n<ul>\n<li><strong>The Wizard of Wörlin</strong>: The folk of Wörlin, and the surrounding towns, speak highly of a wizard who lives on the outskirts of the sleepy little village. Unusually tall, and uncountably old, the wizard trades charms and spells for rumours and favours. He’s looking for something and he’s growing impatient; perhaps he will pay for some helping hands? The folk say he is often heard mumbling the following rhyme: ‘A Gorgon by the river, a hole in the ground, where the old man of Mordheim goes around and around.’</li>\n</ul>\n<p> </p>"
},
{
"id":"Zahnstadt",
"name":"Zahnstadt",
"description":"<div>\n<div>\n<div>\n<p>Isolated Zahnstadt is considered by locals to be the ‘last village of the Vorbergland’, after which the rolling hills turn barren and cold before reaching upwards to the Greenskin-infested @JournalEntry[The Grey Mountains]{Grey Mountains}. In the shadow of those peaks, Zahnstadt skulks along the southern bank of the River Mos, deep in a dark valley with bleak crags rising to all sides. In summer, the sun only shines on the village for an hour or two at midday, hiding behind the surrounding cliffs in the morning, and creeping behind the mountains as the day lengthens.</p>\n<p>In the winter, there is no direct sunlight at all, locking the village in a gloomy cycle of twilight and darkness. Despite this, the folk of Zahnstadt are famous for their bright dispositions and perpetual cheerfulness, a trait outsiders often find forced and off-putting. Every house in Zahnstadt is brightly painted in a garish medley of different, often clashing colors. Its homely inn, the Wayward Sun, is famous for its ever-burning hearthfire and for the relentlessly cheerful songs that echo long into the night.</p>\n<p> </p>\n<div>\n<div>\n<div>\n<blockquote>\n<h3><em>The Sins of the Past</em></h3>\n<p><em>Zahnstadt has long been in the grip of something far worse than a lack of enriching sunlight: vampires. near the end of the third vampire wars, Janos von Carstein deserted the vampire lord Mannfred von Carstein’s depleted armies. After weeks of evading pursuit from his master’s vengeful minions, he chanced upon dark Zahnstadt and realized it was the perfect place to go to ground. Almost three-hundred years later, and he hides there still, and time has made him bold. he now sleeps beneath the Wayward Sun in an ostentatious, velvet-lined coffin, rising each evening to hold ‘court’ in the inn, forcing enthralled locals to sing happy songs of his homeland Sylvania. Rumour of this has not only reached the ears of witch hunters, but also the pawns of recently resurrected Mannfred von Carstein, who has ordered his traitorous son be brought before him. it would be unfortunate, indeed, should poor, unsuspecting souls happen to hostel in the Wayward Sun on the same night the witch hunters arrive to investigate, and the same night that Mannfred’s agents choose to extract Janos before the witch hunters uncover his true nature…</em></p>\n</blockquote>\n<p> </p>\n<ul>\n<li><strong>The Wolves of Ulric</strong>: A ragged band of Ulricans have built a temple to the Lord of Winter in the hollow of the mightiest crag near <strong>Zahnstadt</strong>. The band preach that the village is sacred to Ulric, for nowhere in Reikland is so frozen in winter, yet the folk survive. Zahnstadt locals are initially happy to welcome these newcomers. But when they start breeding wolves in their temple, and the howling begins, the villagers are eager to find someone to encourage the Ulricans to leave. This need becomes especially pressing when it becomes clear the rowdy cultists are somehow immune to the charms of the village’s mysterious benefactor…</li>\n</ul>\n</div>\n</div>\n</div>\n</div>\n</div>\n</div>"