Character Creation

Character Creation

This section deals with character creation, one of the most key aspects of the game!

In Warband, every player is part of a warband- a formal or informal collection of sellswords, pilgrims, knight errants, journeymen wizards and madmen- that (theoretically) work together for a common goal. The players each play a single PC making up part of the leadership of a single warband, which in the game are called 'Heroes'.

The first step of Character Creation is for the players and the GM to decide what kind of Warband they want to be. A collection of options are below. Warband types inform what races are permitted in the warband.

Warband Types

The first step is for the players to decide what kind of Warband they want to be. The type of Warband they are determines what races are allowed into the warband, which can have a huge influence on the playstyles and the goals of the players- a band of Old World mercenaries is going to act entirely differently to a Chaos Warband, which will act differently to a Vampire coven still!

Every Warband is divided into two different sections of character. The first type are Heroes. Heroes are the leaders and champions of a warband. They possess Fate Points and gain Experience. Every PC is a Hero within the warband.

Apart from the Heroes are Henchmen, who are hired hands, servants and minions of the Heroes. Henchmen are not as powerful as Heroes, do not possess Fate Points, and do not gain Experience. Nonetheless, every good Warband has a reliable staple of Henchmen. The type of Warband determines how many Henchmen a Warband can have, and what type.

The list of Warbands are below.

Old World Adventurers

Old World Adventurers are the most common form of Warband in the Old World, being made up of a mix of humans and sometimes Dwarfs and Elves. Sometimes they are sellswords, seeking the highest bidder. Othertimes they are adventurers seeking glory and fame, or a band of witch hunters out to purge the taint of Chaos. Commonly, Adventurer Warbands include a diverse set of people with an equally diverse set of motivations, which are not always compatible.

Advantages: Old World Adventurer parties are balanced and have many diverse options, allowing them to be designed to fit just about any role. They are also socially acceptable in most places in the Old World.
Disadvantages: Old World Adventurer parties have no real disadvantages.

  • Race Types: Old World Adventurer parties permit any Human except Chaos Warriors. They also take Dwarfs and non-Dark Elf Elves.
  • Class Types: Old World Adventurers may take any class legal for their races.
  • Henchman Types: Old World Adventurer parties permit any Henchman from the Human, Dwarf and Elf list.
  • Henchman Limit: Old World Adventurer parties may have 2 Henchmen per Hero.

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Chaos Warband

The forces of Chaos are a constant all-permeating existential threat in the Old World and beyond. Chaos, fittingly, comes in many forms- from the rampaging hordes of the northern wastes to the insidious cultists and heretics who form out of the corruption within society. Thus, a Chaos Warband can be very diverse, but all are united in common cause: the eternal ascendancy of Chaos.
Advantages: Chaos Warbands have access to a powerful and diverse array of hellacious options, not least of which is the option to start as a Chaos Warrior.
Disadvantages: Chaos Warbands are hunted on sight by nearly every other type of warband in the world.

  • Race Types: Chaos Warbands permit any Human. They also take Chaos Dwarfs.
  • Class Types: Chaos Warbands may not have Priests or Witch Hunters.
  • Henchman Types: Chaos Warbands permit any Henchman from the Human and Chaos list.
  • Henchman Limit: Chaos Warbands may have 2 Henchmen per Hero.

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Vampire Coven

The Vampires are a real and dangerous threat in the Old World. Masters of the undead, vampires are adept at getting their own way, beguiling mortals with their charm and magics. When guile no longer works, the Vampires are equally adept at tearing people apart. Each Vampire belongs to a bloodline- a sort of 'family' that shapes their abilities and goals. Despite this, many bloodlines lack any form of organisation or hierarchy and it is extremely common for Vampires of the same bloodline to fight others of their own blood. As a result, unless forced into obedience by a higher power, Vampires work willingly with other Vampires only rarely, and working with Vampires of other bloodlines is rarer still. Nonetheless, the result is an extremely dangerous force.
Advantages: Vampire Covens are probably the most dangerous form of Warband, especially early on. Each Vampire is extremely dangerous even before buying powers, and each Vampire is also a spellcaster. They also have large Warbands. They can also usually pass as human enough to get by.
Disadvantages: Vampires have very distinct weaknesses. Almost everyone knows what these weaknesses are. Furthermore, their Henchmen tend to be extremely poor at combat and even worse at anything non-combat.

  • Race Types: Vampire Covens permit Vampires and any Human except Chaos Warriors.
  • Class Types: Vampire Covens may not have Priests or Witch Hunters.
  • Henchman Types: Vampire Covens permit any Henchman from the Undead and Vampire list. They may also take Swains: beguiled and bound servants, which may be from any other list except Chaos, and must be living (eg. not undead) or animals. However, they may only have one Swain Henchman per Vampire Hero.
  • Henchman Limit: Vampire Covens may have 3 Henchmen per Hero.

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Greenskin Mob

Greenskins are an ever-present threat in the Old World. Endemic to the Old World's many mountain chains, Greenskins routinely raid the borders of other realms, and are locked in constant warfare with the Dwarfs of the Mountains.
Advantages: Greenskin Mobs are typically tough and large. They excel at melee combat.
Disadvantages: Greenskin Mobs suffer universally from animosity, meaning that without constant watch from the Warband's Chief, the Warband collapses into infighting at the worst of times. They are also hunted on sight by every other warband in the world.

  • Race Types: Greenskin Mobs permit Orcs and Goblins.
  • Class Types: Greenskin Mobs may not have Wizards.
  • Henchman Types: Greenskin Mobs permit any Henchman from the Greenskin list.
  • Henchman Limit: Greenskin Mobs may have 3 Henchmen per Hero.

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Skaven Warband

Skaven are a race of malevolent, spiteful and cowardly rat-men who live below the surface world, dwelling in tunnels and ramshackle cities of their own make. Skaven dream of dominating the world, but the biggest hurdle to this are the Skaven's own nature, as they constantly fight one another.
Advantages: Skaven Warbands are fast and large. They can fit almost any role as well.
Disadvantages: Skaven Warbands suffer from poor morale, and one ratman routing can cause the entire Warband to buckle.

  • Race Types: Skaven Warbands permit Skaven.
  • Class Types: Skaven Warbands may not have Wizards.
  • Henchman Types: Skaven Warbands permit any Henchman from the Skaven list.
  • Henchman Limit Skaven Warbands may have 4 Henchmen per Hero.

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Chief

Every Warband needs a leader, which is referred to as the Chief. You may decide the Chief at the start of this process or at the end, depending on how you want to play it. Either way, one Hero becomes the Chief. They call the final shots in the Warband. More to the point, the Chief Hero gains one extra Wound and the Leader trait.
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Races

Once you have determined your warband, you must now choose one of the many races below. Races determine your starting Ability scores, what classes you can choose, and access to certain special talents and traits. Furthermore, almost every race has a collection of 'cultures', of which you may pick one, which also informs your starting abilities.

All members of a race start with the same base Ability score line, which is then modified by culture, class and finally, a personal point to put wherever.

Unless modified by a bonus listed in their race, culture or class, all characters begin with the following Combat scores: 1 attack, 1 wound, 0 armour and 0 ward.

All Heroes (including the PCs) start play with a single Fate Point.
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Humans

Humans dominate the surface of the Old World and indeed, the world itself. They control most of the world's continents, excepting Lustria, Naggaroth and Ulthuan. They come in many forms and sizes, and form the bulk of the armies in the fight against Chaos- as well as the bulk of the armies of Chaos itself. Humans are relatively short-lived, but possess a dynamism that has given them the power to inherit the earth.

Humans possess average Ability scores, excelling at nothing but being poor at nothing either. They have the widest selection of classes and cultures, and possess two unique classes: Priest and Witch Hunter.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 4 4 4 4 4 4 0

Classes
Humans can take any class. They have two unique classes, which are Priest and Witch Hunter.

Traits
Name Subname Effect
Dynamism Chosen score You are a human, and possess a flexibility not common seen in the other races. During the Personal Point step of character creation, you may select two scores to augment instead of one.

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Dwarfs

The Dwarfs- or Dawi in their own tongue, which is called Khazalid- are an old race. Standing short and stocky by human standards, they are extremely durable and possess great cleverness of craft. Dwarfs possess a high natural resistance to magic and Chaos, but that also means that they cannot wield magic either- instead they must trap it into runes. For thousands of years, the Dawi have dwelt in the mountain chains of the world, digging vast and beautiful keeps out for themselves and growing wealthy off the metals and gemstones hidden in the earth. That said, the glory days of the Dawi are far behind them. Where once the Karaz Ankor- the Dwarfen empire- were unassailable, now practically every one of their homes is under constant assault, most commonly from the hated and vile Greenskin.

Indeed, hate plays a strong role in Dwarfen society. A critical element of Dwarf society is that of the grudge- of painstakingly keeping a record of wrongs done against them. The High King of the Dwarfs keeps the Great Book of Grudges, within which slights against the Dawi are recorded. Some of these grudges demand the wiping out of the entire Greenskin race for their part in ending the Dwarfen golden age, but some of these grudges may be petty by human standards- Dwarfs have been known to return after decades to a fortress they built for humans, level it and kill those inside, all because the owner of the fortress accidentally shortchanged the Dwarfs by a single coin out of tens of thousands.

The Dawi as a people tend toward dourness, practicality and direct, literal speech. Their language does not easily accommodate metaphor and simile. The exception, of course, is whenever they assemble to feast and revel- which is both often and not as often as they like. The Dawi are a people who hollowed out mountain chains so they could live in them- they do not do anything by halves!

Dawi are inventive, clever and produce exceptional works. Dwarf-made equipment is some of the best in the world. However, their society is extremely conservative, and this natural conservatism has stunted their technological growth. They have spent centuries- even millennia- on the cusp of a steam revolution, but have never quite managed to take that last step. Dawi society is familial, clannish and hidebound. The Dawi do much to honour the legacy of their forefathers, but unless something changes, and soon, it is a legacy that will soon end.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
5 4 4 5 3 4 4 3 0

Classes
Dwarfs may take any class except Wizard. They have two unique classes: the Runesmith and the Slayer.

Traits
Name Subname Effect
Hatred Greenskins You possess a fierce hatred for a particular group. You gain a +1 to Damage tests against the object of your hatred.
- Skaven You possess a fierce hatred for a particular group. You gain a +1 to Damage tests against the object of your hatred.
Magic Resistance 3 You possess a natural resistance to the effects of magic- a trait most famously associated with the Dwarfs. You gain an X bonus to Ward Save tests against magic, and can test Ward saves even against non-damaging hostile magic.
Stout - The Dwarfs are a stout and durable people. You ignore the Heavy and Slow qualities of weapons.

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Elves

The Elves are one of the oldest races in the world, and theirs is a history of glory and tragedy both. They are slender and tall, possessing a natural grace and beauty. They are more sensitive to magic than other races, and possess a fondness for nature that is often lost on the others as well. Most of the Elves in the Old World are the 'wood elves', but they also dwell within the great trading cities, and some still are visitors from the great Elven island-kingdom of Ulthuan.

The Elves have been fighting Chaos since before human civilization existed. For much of their history, they have served as the frontline against Chaos. Without the Elves of Ulthuan maintaining the great Vortex on the Isle of the Dead, the world would be overwhelmed in magical energy, bending it to the will of Chaos all too easily.

Elves do not always have good relationships with the other races of 'order'. As a collective people they have a long and bitter rivalry with the Dwarfs, which helps neither race in the long run. They tend to be aloof and seen as arrogant around humans, and clashes- especially between humans eager to expand into the woodland realms of the Wood Elves- are common. That said, the leadership of the Empire understands that without the aid of the Elves, the world would fall to Chaos.

The Elven language- Eltharin- sounds lyrical and subtle to the human ear. It is fond of metaphor and rhythm, and an important element in it is the sense of duality. Many words can be changed in a very small way to suddenly mean their opposite. Elves tend to gesticulate a good deal with their hands as they talk, as well.

Elves are intelligent, beautiful, exceptionally clever craftsmen and graceful warriors. However, their golden age is long since past.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 4 4 5 4 4 4 0

Classes
Elves may take any class except Wizard. They have one unique class, which is the Elf-Mage.
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Vampires

Vampires are the lords and ladies of the darkness, the Midnight Aristocracy. They are undead of the most dangerous kind: immortal and intelligent. Not only can they learn, but they have essentially forever to do so. This makes them an extreme threat- not to mention their peerless physical strength and speed. Each and every Vampire is also able to use magic. There are few champions capable of defeating a Vampire.

The origins of the Vampires lay in the Southlands, in the distant land of Nehekhara, four thousand years ago. The High Priest Nagash held sway over the courts of Nehekhara, and his Mortuary Cult taught the Kings and Princes of the dark secrets of eternal life. Women were excluded from these teachings and so, in frustration, Princess Neferatem studied Necromancy in secret. Co-opting parts of the Cult to her will, she attempted to emulate Nagash's Elixir of Life, which granted him immortality. Neferatem's attempts bore fruit of a sort: an elixir that would indeed grant the drinker eternal life, but a life that had to be maintained by drinking blood. In the reign that followed, Neferatem was renamed Neferata- 'Beautiful Death' and in her reign were born the Vampires.

Neferata and her Deathless Court- those 'trueborn' Vampires who drank of her original, and un-replicable, elixir of life- each founded their own bloodline of vampires, for all vampires possess the power of the Blood Kiss- to ritualistically sire a vampire by mingling the blood of vampire and of scion. The gift of the Blood Kiss is not given lightly, and only those humans who have done something to merit such a mighty gift deserve it. Thus, many vampires are already competent and powerful before being sired.

And it is humans who are sired. Although it is, presumably, possible to sire a vampiric dwarf, or elf, or orc, vampires possess a degree of racial snobbery regarding who they deliver their dark gift to, and are averse to non-humans. Indeed, when vampires feed, they usually prefer human blood- although the blood of others is just as refreshing, it simply lacks a certain taste; dwarf blood is too thick, elf blood is too sweet, but human blood is just right.

Vampires need to feed on blood. It is, in fact, their only physical need. Vampires have no need of food, drink, warmth, sleep or any other such need except their hunger for blood. Young vampires often feed on a nightly basis, but the older the vampire, the longer they can go without feeding- many manage to feed only once every few weeks. Some are satisfied with feeding once a year, whilst others can go decades or centuries without feeding. Vampires rarely drink more than a pint of blood in a single sitting- most victims survive, although a particularly greedy or inexperienced vampire will sometimes drain a victim dry. Nonetheless, many vampires feed more often than they need to, for blood simply tastes good and satisfies a vampire on a psychological level- feeding their predator minds- as well as physical.

If the hunger for blood is a weakness, then it is not the only weakness a vampire possesses. Vampires suffer from a variety of weaknesses upon them, known collectively as the Curse of Nagash. The number of weaknesses varies, as does their nature, but some vampires are weak to sunlight, cast no reflection or cannot be immersed in running water.

Vampires are beyond good and evil, at least in their own reckoning. They are amoral in the sense that they are too different for petty moral morals to apply to them. In this way, vampires are universally quite egotistic and see mortals as inferior, and as food. They may come to care in some way for the mortals under their concern, and protect them much like a shepherd might care for the sheep, but a vampire are an order of magnitude above their mortal cattle. Besides, keeping their minions loyal and willing has its own advantages.

Despite this, vampires still feel their human emotions, and many feel them with great passion and energy. It is not unknown for vampires to feel the bonds of kinship with their sire or their children, or even their family and friends before they became vampires. Vampires can even fall in love, not just with others but with mortals- the great Vlad von Carstein was one of these, and the undying love between the Count of Sylvania and his bride Isabella is a dark legend now.

Moreso than other races, vampires are heavily defined by their cultures, which represents the ancient bloodlines to which most vampires belong (even if these bloodlines have, in many vampires, become diluted or intermixed).

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
5 4 5 5 5 5 5 4 2

Classes
Vampires may take any class. More restrictions may apply due to their Bloodlines, however, laid out in the Cultures section.

Traits
Name Subname Effect
Blood Hunger - Vampires who inflict a wound in melee combat against an enemy who is not Undead or a Daemon gain the Regeneration (2) trait until the end of the next turn.
Caster Necromancy The Lore of Necromancy draws from the dark magic of Dhar. Unlike Death, it is unnatural and grants one unholy control of the dead. Necromancers and Vampires rely on this forbidden art for their power.
Fear - You are especially intimidating. Characters who wish to charge you must pass a Willpower test first; on a failure, their charge falters, and they end 2m away from you. When you charge an enemy, they must pass a Willpower test; on a failure, they suffer a -2 penalty to their to-Hit tests on their next melee turn. You are also immune to Fear from others.
Immune to Poison - Poisons have no effect on you. You treat poisoned attacks as though they were normal attacks.
Immune to Psychology - Your mind is simply your own, and nothing will shake that. You are immune to Psychology effects that compel behaviour, such as Fear, Terror, Frenzy, Stupidity and Animosity.
Natural Weapon - You possess a natural weapon. You take no penalties for unarmed attacks.
Painless - You feel no pain, or so little pain as to render such shocks insignificant. Whenever you are Stunned as the result of an injury, you instead become Knocked Down.
Undead - You are one of the living dead- a skeleton, a zombie, perhaps even a mighty Vampire. You gain the Fear, Painless, Immune to Psychology and Immune to Poison traits. Furthermore, you never Rout on failing a Morale test. This is true for Heroes and Henchmen, but Henchmen Undead who fail a Morale test take a single S3 hit, no defense saves allowed.
Curse of Nagash - All Vampires possess various weaknesses, although not all vampires share the same weakness. Roll a 1d10 five times and take the results below, rerolling if you gain a weakness you already rolled. Other weaknesses may be taken to replace a given weakness, including some of the GM's devising, but should be discussed. Whenever you spend your 20th and 40th Experience point, you may select a single weakness and remove it.
- Barriers You are unable to enter a structure owned by another unless you are invited in. Once you are invited, you may enter and exit freely.
- Daemonsroot and Witchbane You are one of those vampires- quite common- who possess a weakness to Daemonsroot and Witchbane, which are herbs. You take a -1 penalty to all tests if you are within 1m of such herbs, fresh or cut.
- Fire Some vampires- such as you- possess a particular weakness to fire. You gain the Flammable trait.
- Gromril The great metal of the Dwarfs can be anathema to some vampires. Hits from gromril weapons ignore the Painless trait.
- Ithilmar Elven Ithilmar is a rare silvery metal of great magic power- and some vampires cannot withstand its touch. Hits from ithilmar weapons ignore the Painless trait.
- No Reflection This famous weakness is, unfortunately, true for many vampires- a tragedy for such vain creatures. You cast no reflection and cast no shadow, making you easy to detect.
- Religious Symbols Religious symbols are a known weakness of some vampires, especially when held by the faithful. You treat the truly devout, when they are wielding religious symbols, as having the Fear trait, and you are not immune to it. Furthermore, you must pass a Willpower test to enter a holy site or grasp a religious icon, with penalties depending on how well-maintained they are.
- Running Water Running water is as much a symbol of life as stagnant water is a symbol of corruption. Should you ever find yourself within running water- which must be at least a meter deep, half a metre wide and have a current- you instantly take 1 S8 hit, no defense saves allowed, until you leave.
- Silver Silver is a known weakness of vampires, which is why silversmiths are always happy to see vampire hunters. Hits from silver weapons produce an extra wound, and ignore the Painless trait, allowing you to be stunned by them.
- Sunlight Sunlight is lethal to many vampires. Not coincidentally, Sylvania has the heaviest rainfall in the Empire. If you are in direct sunlight (not in the shade, completely wrapped in thick clothes etc), then at the start of every turn you take a single S5 hit, no defense saves allowed. Injury rolls from sunlight always result in Incapacitation, and vampires skip straight to the Severe Incident chart.

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Orcs

The terror of the Old World. Orcs and their lesser greenskin cousins cluster in the mighty mountain ranges of the Old World, such as the Grey Mountains or the World's End peaks. There they war incessantly with the Dwarfs for control of the mountainhomes, periodically raiding into the open lands of Bretonnia, Tilea, Estalia and the Empire. They have all but overrun the Badlands to the south of the Border Princes.

Orcs are large, green-skinned brutish creatures, double the mass of a human adult and much brawnier. They possess a simplistic intelligence and a deep love of violence and fighting, which is the main motivation for their society. Orcs govern themselves in the simplest ways possible: whoever is biggest and strongest becomes the leader, that is, the 'Warboss'. Orcs, then, are ruled by physical strength and put little stock in "cunnin'", but those warbosses who are actually smart enough to understand tactics and logistics tend to last much longer- and become that much larger and stronger.

Orcs love a good fight. Their love for this is so great that they need extremely little prodding to fight anyone. In fact, left to their own devices, orcs will gladly fight one another to the death over the pettiest of reasons or no reasons at all. They are not great craftsmen and their equipment tends to be a mix of looted gear and roughly-made, brutally savage 'choppas' and other such things. Orcs are generally nomadic (fights do not always come to you, after all), but some orcs develop a taste for 'angin' up their boots- usually in the blood-drenched halls taken from the Dwarfs.

Orcs possess a religion centered around the twin gods Gork and Mork, one of whom is cunningly brutal and the other is brutally cunning, although which is which is a matter for theological debate, usually conducted with fists. Veneration of Gork and Mork is simple in most Orc societies, simply because most Orcs pay little more than lip service to them. Gork and Mork are orcish gods- they do not answer the prayers of the weak. And only a weak orc would need to pray. Things are a little more different in some orcish societies, such as the Savage Orcs of the Badlands.

Fighting draws orcs, who crave more fighting. When this violent feedback loops builds up enough, it turns into a "Waaagh!", a massive invasion-cum-migration of the orcs into the territories of other races, looking for loot, food and a good scrap.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 3 5 5 4 3 4 4 0

Classes
Orcs may take any class except Wizard. They have one unique class, the Shaman, which they share with Goblins.

Traits
Name Subname Effect
Animosity - Greenskins are infamous for being willing to fight anyone at anytime, including each other. At the start of each Utility Phase, everything with this trait that is not Engaged in Melee, capable of shooting a target, within 10m of an enemy or was shot at in the previous turn must make an Insight test. Any who failed must then roll a 1d10 and consult the results below:
- 10 YOU WOT?! You are convinced that a nearby so-called 'ally' insulted you, and decide to get even, now. Pick a random ally: you attack them this turn to the exclusion of all else, in any way you prefer.
- 2-9 ZOG OFF! You dissolve into hurling inane profanities, obscenities and curses at your nearby allies. You may do nothing this turn, although if charged or shot at, you may attack back.
- 1 I'LL SHOW YER! Convinced that your allies think you're a big ol' weakling, you tear off toward the enemy. You move toward the nearest enemy as fast as possible, charging if possible. You are Fearless for this turn and the next.

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Goblins

Goblins are the smaller of the greenskins. They are nasty, sadistic and short. Goblins have little of the raw strength of Orcs, but possess a far greater deal of cunning and sinister intelligence.

Greenskin 'society' is built around the central principle that not only is might right, that rights are earned only by those with might. Goblins, who are generally quite weedy, fall quite low on the Greenskin food chain. Literally: it is not uncommon for Orcs to eat goblins themselves! Most goblins serve as servants or slaves to the Orcs, although some might find special niches in the lumbering Greenskin war machine- goblins have a talent with taming and controlling vicious animals, and often go to war mounted on the backs of wolves and giant spiders, where they serve as mounted archers or raiding cavalry.

Goblins, possibly because they live lives of constant mistreatment and bullying, possess a raw, vindictive streak. Beings who have the misfortune to be at a goblin's mercy quickly find that such a thing doesn't exist; goblins exult in their sudden power, torturing, tormenting and brutalising those beneath them. This makes them the fear of the peasantry of the Old World- after all, they're sneaky and vicious, and what could be worse?

In a fight, however, goblins are not very reliable. Their nerve breaks easily, and even if it holds they rarely manage to do much damage. Orcs routinely use them as cannon fodder to soak up arrows and other such nuisances, and shock cavalry the world over have found that a regiment of goblin spearmen will sooner drop their spears and run rather than brace for the impact. This makes most goblins a limited threat to any decent, well-led army.

It is the exceptions, however, that prove dangerous. Those few gifted goblins who are able to eke out positions of power in Greenskin society are, by pure nature, extremely dangerous. Any goblin to achieve such a position must make up for their physical weaknesses with guile, intelligence and ruthlessness. Orc hordes are generally not known for being led with anything approaching smarts, but a horde led by such a goblin is exactly that. With the brawn of the Orcs in the hands of a superior intelligence, a great and devastating power is unleashed.

No goblin living or dead highlights this risk more than Skarsnik, Chieftain of the Crooked Moon Tribe and Warlord of Karak Eight Peaks. Skarsnik grew up a slave in the tribe, who dwelt in the long-conquered Dwarfen mountain-hold of Karak Eight Peaks. He was small even for a goblin, yet possessed a fierce and burning intelligence. Skarsnik grew influential within his tribe, only to be caught trading with skaven and cast out, sold to slavery to a band of wolf goblin traders. He ultimately took other this band, and led it back to Karak Eight Peaks, subjugating goblin and orc armies on the way. To his surprise, he found that his old home had been taken over by Skaven. In a stunningly brutal campaign, Skarsnik outplayed and outmaneuvered the new rulers at every turn, slaughtered them in their thousands, and established himself as the lord of Karak Eight Peaks and the most powerful goblin in the Old World.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 3 4 4 4 3 4 0

Classes
Goblins may take any class except Wizard. They have one unique class, the Shaman, which they share with Orcs.

Traits
Name Subname Effect
Animosity - Greenskins are infamous for being willing to fight anyone at anytime, including each other. At the start of each Utility Phase, everything with this trait that is not Engaged in Melee, capable of shooting a target, within 10m of an enemy or was shot at in the previous turn must make an Insight test. Any who failed must then roll a 1d10 and consult the results below:
- 10 YOU WOT?! You are convinced that a nearby so-called 'ally' insulted you, and decide to get even, now. Pick a random ally: you attack them this turn to the exclusion of all else, in any way you prefer.
- 2-9 ZOG OFF! You dissolve into hurling inane profanities, obscenities and curses at your nearby allies. You may do nothing this turn, although if charged or shot at, you may attack back.
- 1 I'LL SHOW YER! Convinced that your allies think you're a big ol' weakling, you tear off toward the enemy. You move toward the nearest enemy as fast as possible, charging if possible. You are Fearless for this turn and the next.
Bane Elves You possess a deep fear of something. You treat X of any kind as having the Fear trait, unless you have at least three allies within 5m per X you see.
Infiltrator - You're particularly sneaky when it comes to fights. You may deploy last in any battle, as though you (and you alone!) had gained Advantage. You also gain a +2 bonus to Agility tests when attempting stealth or stealthy maneuvers such as pickpocketing, lockpicking or disarming traps.

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Skaven

Skaven are a race of malevolent rat-people who live under the ground. Selfish, spiteful and cruel to a one, they dream of the coming day when the Skaven are ascendant. Until then, they fight, plot, plan and betray- and that's just with each other!

It is not known exactly where or when the Skaven come from, as they themselves care little for history-keeping. They are a product of Chaos, although they do not take any pains to ally with the forces of Chaos. They live in great cities and warrens under the ground, which teem with ever-reproducing skaven until the population exhausts the local food supply, leading to sudden surges of invasion against their neighbours (or just as likely, massacres and mass cannibalism). Skaven resemble giant rats. They are fast and agile, and possess a manic sort of hyperactive intelligence. They are short-lived, and most die of old age in their twenties or thirties, although they are highly fecund and mature quickly. Most Skaven are male, and the female Skaven are kept enslaved and used for breeding. They are divided into clans, which each pursue a different path toward supremacy.

The pinnacle of Skaven 'government' is the Council of Thirteen, which is made up of thirteen seats. Four of these seats are permanently filled by the Warlords of the four Great Clans: Clan Skryre, Clan Eshin, Clan Pestilens and Clan Moulder. Of the remaining seats, seven are filled by the Warlords of lesser clans, of whom the most notable are Clans Mors (until recently, rulers of Karak Eight Peaks) and Clan Skab. A twelfth seat is occupied by the Seerlord, who is the leader of the Grey Seers- the religious and magical sect of Skaven society. The last and thirteenth seat is left empty, for it is set aside for the Horned Rat.

The Horned Rat is the god of all Skaven. Depicted as a giant rat with glowing green eyes and massive horns, the Horned Rat is important to every Skaven. Every Skaven lives in fear of the Horned Rat's wrath, and will exult in living up to his example- namely, eating as much as you can and kicking everything else down. The Horned Rat exults in betrayals, plots, decay, murder and all other forms of excesses that can be seen in Skaven society. The priests of the Horned Rat are known as Grey Seers, who are born with grey or white fur and small horns on their head. As noted, the Horned Rat has the thirteenth seat on the Council of Thirteen, but as the god himself does not see fit to take the seat, the Seerlord interprets his divine will (which, coincidentally, tends to mirror the Seerlord's own vote on the Council). That said, sometimes, the councillors swear they can see a shadowy figure sitting in the seat, shrouded in shadow with glowing green eyes…

Skaven have no care for others outside of how others can prove useful to them. Skaven care for only one thing- their own survival. Where Humans, Elves and Dwarfs can express a love of others and a fear for the future of their race as a whole, the Skaven possess none of these things- the Skaven are not going extinct any time soon. As a result, Skaven are extremely paranoid and constantly ridden with anxiety about threats real and perceived to their own life- the only thing of worth they really have. To this end, when Skaven fight, they fight on their own terms as best as possible, usually resulting in overwhelming numbers and ambushes. The moment it seems that the plan may be failing, Skaven panic and begin emitting a terrible musk that spreads utter fear throughout other Skaven.

At the heart of each Skaven is the sincerely held belief that they are the greatest Skaven to ever live. If a Skaven fails, it is because of external incidents- the weather, or the treachery of a minion or a superior, or some other excuse. If a Skaven succeeds, it is because of their obvious genius. This myopia means that Skaven struggle to truly identify merit and value in others. Because of the violence of Skaven society, this means that the only true way to measure merit is to survive. Indeed, Skaven society deeply encourages weeding out the weak, and even from birth, Skaven children are deliberately given less food than they need so as to encourage them to steal and murder others. Bonds of family or kin mean nothing to Skaven.

Some of the greatest obstacles to the Skaven's conquest of the world are the Elves and Dwarfs. The Skaven fear the Elves, who are as fast and clever as they are, and they hold the Dwarfs in contempt after three thousand years of warfare. The humans, the man-things as they call them, they hate the most, for everywhere the Skaven go, the humans are there first, the most reliable obstacle to their conquest. In fact, humans would be much more effective against the Skaven if it were not for the fact that many humans insist that the Skaven don't exist, or are a type of mutated rat, or are a type of beastman, or whatever the excuse is.

In truth, though, the greatest obstacle to the Skaven is the Skaven themselves. Their selfishness, infighting and inability to trust keeps them disunited and constantly at each other's throats. Should the Skaven unify, however, it would create a force capable of overwhelming the entire world.

Ability Scores:
Melee Ranged Strength Toughness Agility Insight Willpower Fellowship Spellcasting
4 4 4 4 5 4 3 4 0

Classes
Skaven may take any class except Wizard. They have one unique class, the Grey Seer. Skaven cultures may also have unique classes.

Traits
Name Subname Effect
Musk of Fear - When Skaven panic, they produce a powerful musk that signals to other Skaven that a major threat is nearby. This, naturally, results in Skaven running for their lives. So long as a Skaven is routing, all other Skaven in that warband take a -1 penalty to Morale tests.
Black Hunger - Hungry Skaven go berserk, forgetting all fear in their rage for food. At the start of the turn, a Skaven hero may declare that they are going to use the Black Hunger. For the rest of this turn they gain the Fast trait and +1 Attack, but at the end of the turn they take 1 S4 hit, no defense saves allowed.

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Unique Talents
Skaven have access to the following unique talents.

Name Effect XP Cost
Wall Runner You no longer need to make tests to climb vertical surfaces. Furthermore, you now climb at full speed instead of half. 1 XP
The Menace Below At the start of an encounter, you can declare that you are using The Menace Below. You do not deploy. Instead, roll a 1d5. On the turn with the number you rolled, or any turn later, you can deploy anywhere on the battlefield, including next to enemies. For the duration of this turn, attacks against you take a -1 penalty to hit, and you count all attacks against others as Flanking. 1 XP

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Cultures

The world is a diverse place. Humans are all over it, but many human societies are markedly different from others, made so by culture and environment. The same is true for many of the other races as well.

In this step, you may choose a single culture relevant to your race. Cultures add bonuses and special options, and also inform the origins of your character.

Human Cultures

The Empire

"Three things make the Empire great: faith, steel and gunpowder."
- Magnus the Pious

The Empire is the largest and most powerful nation of humans in the Old World, and maybe the most powerful outside of distant Cathay. It occupies a central place in the Old World, nestled between the Grey Mountains in the west and the World's End Mountains in the east. It is a large and varied land, full of dark, brooding forests, craggy mountains and rolling fields full of sullen farming villages. It is also home to some of the great bustling cities of mankind.

The Empire was founded around 2,500 years ago by Sigmar Heldenhammer of the Unberogen tribe. He unified the twelve warring tribes in what is now the Empire and became its first Emperor, driving out the greenskins in the meantime. He was the first wielder of Ghal Maraz- the Warhammer, and after he passed into the east, never to be seen again, he became deified as a god. Indeed, Sigmar, the Man who became a God, is the patron deity of the Empire and is worshipped nigh-universally there, making it unique amongst the nations of the Old World, although the other gods are worshipped too, especially Ulric (of whom Sigmar was a devotee).

Theoretically, the Empire is an imperial state, made up of the Grand Provinces (of which there are ten, two having been destroyed) and the free cities, all of whom are answerable to the Emperor. When an Emperor dies, the fifteen Electors of the convene to elect a new Emperor. Of these electors, ten are the governors of the Grand Provinces, known as the Elector Counts. Another is held by the Grand Theogonist, who is the supreme figure of the Sigmarite church. Another two are held by the Arch-Lectors, who are high-ranking members in the church (giving the Sigmarite church three votes in total). The fourteenth is held by the Ar-Ulric, the supreme religious leader of the Cult of Ulric. The fifteenth vote is given to the Elder of the Halflings of the Moot, who was made an Elector in the reign of Ludwig the Fat as a reward for good culinary service. These fifteen Electors choose a new Emperor from amongst the Elector Counts. The Elector Counts manage the affairs of their own provinces, but the Emperor has the supreme power to levy taxes, raise the armies, manage foreign affairs, enforce the law and wage war.

In theory.

In reality, the Empire is essentially a confederacy of semi-independent feudal states, with each Elector Count ruling as the more-or-less sole authority within their realm. The Emperor is typically no more than the 'first among equals' amongst this lot. Emperors who can enforce their will on the Elector Counts are rare, especially since the Counts are infamously protective of their independence and are quick to undermine the reign of any Emperor who tries to challenge them. Furthermore, as the Elector Counts make up the majority of the votes in the Electoral College, they have a vested interest in electing weak Emperors who will support the status quo. Furthermore, many Emperors have only won votes by promising concessions to the Counts, and the Counts retain the right to depose a sitting Emperor for being 'unfit to rule'. As a result, the authority of the Emperor has gradually eroded over time, and now they must rely on diplomacy and persuasion to get anything done. Most Emperors do not have what it takes to exert such will. Sometimes, truly competent and strong Emperors are elected, usually by accident or in times of dire crisis. The current emperor, Karl-Franz I Holswig-Schlestein, is one such emperor. Despite his youth, he is widely considered the greatest statesman the Old World has ever seen, Karl-Franz is extremely adept at maneuvering the treacherous waters of Imperial politics and state, and excels at pitting the Counts and other parties against one another. Karl-Franz is also a great warrior, a talented general and a patron of the arts and sciences.

The latter is important, for the Empire is the most technologically advanced nation of humans in the Old World. Blackpowder weaponry is becoming increasingly common and more reliable, even past the designs of the Dwarfs, and many Imperial armies sport artillery such as cannons, mortar and rocket batteries. The Empire is also home to the greatest schools of magic, known collectively as the Colleges of Magic, which sit in the capital city, Altdorf.

The Empire is a stratified society, where the landowning nobility enjoy privileges and wealth over the common man. That said, rank and power is not solely the monopoly of the noble-blooded. In the Empire, merit counts for something; universities and colleges allow the lowborn to gain educations and even positions of influence and political power. The burgomeisters- the rich merchant class who dominate the free cities- are a mighty political power in the Empire. The State Armies of the Empire are professional forces, and whilst positions of command are open only to the nobility, those who join are given good training, steady pay and the chance for advancement; many captains are drawn from the grizzled veterancy regardless of blood, and more than a few state troopers or militiamen have found themselves offered knighthoods for great valour on the battlefield.

The Empire is not always unified- and often its Counts will plot and even war on each other- and it is not always well-led, but it is, and has remained, the greatest bulwark the Old World has against the forces of Chaos for over two thousand years.

For the purposes of this Culture, the Empire covers the Grand Provinces (Reikland, Averland, Wissenland, Stirland, Middenland, Nordland, Hochland, Talabecland, Ostland and Ostermark), the Free Cities (such as Altdorf, Nuln and Middenheim) and the state of Marienburg, even though the latter is not technically part of the Empire. Each of these regions has a distinct culture, from the way they talk to the festivals they attended and even the careers they occupied. However, that is a little too granular for the purposes of this entry, and so it focuses on what makes the Empire unique: their disciplined, martial nature and their proud resistance against all dangers.

The language of the Empire is known as Reikspiel.

Score Improvements
Humans of the Empire gain +1 to their Willpower score.

Traits
Humans of the Empire gain the following traits at creation:
Name Subname Effect
Local Knowledge The Empire You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.

Unique Talents
Humans of the Empire have access to the following unique talents.

Name Effect Prerequisites XP Cost
Blackpowder Expertise You take a +1 bonus to hit with Blackpowder weapons. - 1 XP
Greatsword Expertise You take a +1 bonus to hit with Greatswords. - 1 XP
Halberd Expertise You take a +1 bonus to hit with Halberds. - 1 XP
Warhammer Expertise You take a +1 bonus to hit with Warhammers. - 1 XP

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Bretonnia

"Son of the soil, thou art born to labour and to serve, protected by thy betters. Thou shalt give unto thine glorious liege the taxes that he requires. Thou shalt labour all but feast days. And no more than a tenth-share shall you keep for kith and kin. Rejoice! For a Knight of Bretonnia provides your shield."
- The Peasants' Vow

The second largest and most powerful nation of humans in the Old World, Bretonnia occupies a fair and pleasant land between the Great Ocean and the Grey Mountains, and sits west of the Empire. It shares its eastern border with the Empire and the state of Marienburg. Along its southern border sits the Estalian Kingdoms. The southeast of the kingdom is dominated by the Forest of Loren, which no human dares go- for it is the home of the Wood Elves, and they guard their realm extremely well.

Bretonnia was founded just over 1,500 years ago by Gilles le Breton, the first King of Bretonnia. Gilles was the Duke of Bastonne, and came of age in a time when the sixteen tribes of the Bretonni and their dukes were being set upon by a massive invasion of greenskins. The isolated dukes fought vigorously, but without unity, and many began to fall. Gilles rode out to the city of Bordeleaux in the hope of crushing the greenskins before they became a force too large to stop. At that moment, a beautiful maiden appeared and offered to Gilles a golden Grail. "Rise and drink, Gilles le Breton, frst King of Bretonnia. Drink of honour and chivalry and of strength," bade the maiden, and drink he did. "Go forth in my name, Gilles le Breton. Go forth and in this sign conquer." And conquer he did. Gilles became the first of the Grail Knights, a living saint. He fought twelve battles, the last of which broke the back of the greenskins and the forces of Chaos in Bretonnia. Thus began the reign of King Gilles le Breton, who, along with his thirteen Grail Companions, became the first rulers of Bretonnia. In this age, the laws of chivalry were set down. In this age, the Lady of the Lake became the patron goddess of Bretonnia. Little has changed since.

Bretonnia is an extremely feudal society. All (official) political power is concentrated in the nobility, who own the land. The peasants work the land, and are at the total mercy of their feudal lords; peasants are often not even permitted to leave their land without noble permission. Sitting in between these extremes are an uncomfortable middle class- city 'peasants' who run the industries and handle the finances; often very wealthy, this middle class spends its time equally running rings around the nobility whilst knowing full well that it is extremely unwise to push the point too far with people who are very, very used to getting everything they want. The end result is a class tension that runs through the very heart of Bretonnia. Many on the lowest rungs- the rural, land-based peasantry- live in squalid conditions. They are forced to give 90% of their produce to their lords in tax, who then returns some of it to them. Designed to help move resources from one backwards little village to another as needed (this town has two cows, this town has no cows…) whilst also making them reliant on the lords, the end result is actually to trap towns in endless Chapters of poverty and desperation. Coincidentally, Bretonnia has a constant problem with outlaws, bandits and revolutionaries.

The nobility of Bretonnia ideally strive to live by a rigid code of chivalry, which guides them in living righteously. Thus the nobles of Bretonnia are referred to, collectively, as the Knights. They are the finest human cavalry in the world, and possibly the greatest cavalry in general- at least in the Old World. Male nobles are raised from birth to fight and ride, and trained in the sword, the lance, and in horse-riding. On coming of age, male nobles embark on the first step on the great 'path of Knighthood', and become Knights Errant; they begin travelling the world, hoping to prove themselves through acts of heroism and valour by putting down bandits and fighting the many monsters that infest Bretonnia (or, of course, beyond its borders). This is perilous, especially if travelling alone, and thus Knights Errant often travel together in bands of, essentially, well-armed highborn teenagers looking for trouble. They usually find it. They often don't survive it. Nonetheless, the pressure to go on Errantry is immense, and most nobles- even those with no intention of making war their career- at least make a show of it. Knights Errant remain such until they are offered a position by a Bretonnian noble, whether that be a fief or a position in that noble's household retinue. This makes them Knights of the Realm.

Knights of the Realm make up the core of Bretonnia's nobility. They are its administrators, governors, diplomats, and of course the backbone of its military. For most of Bretonnia's knights, this is the end of their journey up the 'ladder' of knighthood. From here, they will work their lands, defend it from invaders, answer their lord's call and in between all of that, find time for hobbies, such as plotting against neighbours.

For some Knights of the Realm, this is not enough, and their journey on the path of Knighthood continues when they take the Questing Vow. This marks their transition into a Questing Knight: a Knight who wanders the realm, seeking the Grail and the Lady of the Lake, the patron goddess of Bretonnia. They renounce their duties to their lord, set aside their lances and set out with nothing but their weapons, armour and horse. Questing Knights are much like Knights Errant, with the exception that they now seek signs of the Lady of the Lake guiding their path. The Lady is not an aloof goddess, and she takes a sincere interest in the Questing Knights of genuine intent; thus the signs they see are real, and form a pattern. Assuming they survive the challenges (which is not the norm), this pattern ends in a confrontation with the Green Knight- an immortal being, champion of the Lady, who challenges the Quester to a test of combat. Should the Questing Knight pass the test- which need not end in vanquishing the Green Knight- then they may meet with the Lady of the Lake. Should he be found pure of heart, virtuous, valourous and chivalrous, he is permitted to sip from the Grail of the Lady.

Knights who are permitted to sip from the Grail become Grail Knights. In this moment, they become something more than human; their lifespan is extended by centuries, and immense strength fills their bodies as they fight their foes. They become living saints, paragons of chivalry and embodiments of all that a Knight should be. The Grail Knights are amongst the mightiest warriors in the world, matched only by the Blood Dragons and the most powerful of Chaos Champions.

Grail Knights are rare, but they tend to travel. The King of Bretonnia is always a Grail Knight, and when a new king is to be chosen, one amongst the Grail Knights is selected to rule. The current king of Bretonnia is Louen Leonceour. He is said to be the greatest king Bretonnia has had in centuries, maybe the best sinces Gilles le Breton. He is unmatched in combat, and none are punished in his court for speaking their minds. Such is his sense of justice and righteousness that even the lowliest noble is permitted to address him over wrongs and concerns.

Bretonnia is a rigid, unchanging society, one in which everyone knows their place- on pain of violence or death. The Knights aspire to chivalry and justice, yet many mistreat their servants and peasants, or are simply blind to the suffering of the peasantry. The nobility see no problem with the state of affairs between noble and peasant. The peasants usually have a different view of matters, and this usually gets them killed. Peasants serve in the Bretonnian armies, usually as cheap cannon fodder or for doing the 'dirty work' that knights disdain, such as using a bow. Most peasants are forcibly levied into a liege lord's armies, but some serve willingly, hoping that great valour on the battlefield will result in knighthood. This has happened three times in fifteen hundred years. Bretonnia is deeply sexist, and any woman wishing to accomplish much must go disguised as a man. Women are not to serve in combat. Women are not to be knights. There has been one exception in fifteen hundred years.

Although the Bretonnians worship all the main gods of the Old World, none are worshipped greater than the Lady of the Lake. She is the ideal of Bretonnia, the source of chivalry and the judge of men's souls. She has no priesthood as such. Rather, her greatest representative is the Fay Enchantress, a powerful and unknowable woman who travels Bretonnia, rallying its knights and advising its people. as the Enchantress travels, she collects to her children with latent magical power. Of these, the girls sometimes return as the Damsels of the Lady. Of the boys, they are never seen again. The Damsels are the closest thing the Lady has to a priesthood, and in superstitious Bretonnia, the only legal magic-users in the realm (all others are put to death). They support the realm and its knights in battle, and dispense the Lady's will. Unlike other women in Bretonnia, the Damsels are beyond censure. They exist outside of its laws and its customs, and none would dare to criticise a Damsel, regardless of what she does.

The language of Bretonnia is called Breton.

Unlike other cultures, Bretonnia is so stratified that its nobles and peasantry live a world apart. Because of this, characters of this culture must choose whether they are Noble or Peasant, and gain different benefits based on those.

Nobles

Score Improvements
Bretonnian Nobles gain +1 to Melee.

Traits
Bretonnian Nobles gain the following traits at creation:
Name Subname Effect
Local Knowledge Bretonnia You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Unique Talents
Bretonnian Nobles have access to the following unique talents.
Name Effect Prerequisites XP Cost
Sword Expertise You take a +1 bonus to hit with one-handed swords. - 1 XP
Greatsword Expertise You take a +1 bonus to hit with Greatswords. - 1 XP
Lance Expertise You take a +1 bonus to hit with Lances. - 1 XP

Classes
Bretonnian Nobles have access to the unique Bretonnian Knight class.

Peasants

Score Improvements
Bretonnian Peasants gain +1 to Ranged.

Traits
Bretonnian Peasants gain the following traits at creation:
Name Subname Effect
Local Knowledge Bretonnia You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Unique Talents
Bretonnian Peasants have access to the following unique talents.
Name Effect Prerequisites XP Cost
Bow Expertise You take a +1 bonus to hit with Bows. - 1 XP

Classes
Bretonnian Peasants have access to the unique Damsel and Herrimault classes.
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Southern Realms

"Yes my son, Tilea is where you must go!' my father said, 'For from the city of Miragliano, the famous freebooter El Cadavo sets sail this very week upon a voyage to the west, to win new kingdoms and explore lands no man has ever visited before!"
—Memoirs of a Lustrian Adventurer

The Southern Realms are a catch-all term used to refer to the three 'realms' that make up the southern extent of human settlement in the Old World: Estalia, Tilea and the Border Princes.

The Border Princes lie south of the Empire, between the Black Mountains, the Vaults and the Black Gulf. It is a disparate, poor land, made of a hundred or a thousand different little 'principalities' that change yearly, or even monthly. It is populated by people from all over the Old World, and constantly at threat from Orc invasion.

Tilea lies in the south-southwest of the Empire, nestled between the Vaults and the Sea of Tilea. It is a hilly, fertile land, heavily populated and teeming with cities and city-states.

To the west of Tilea lies Estalia, which shares a border with Bretonnia. It is a sunny, hilly land, with the soil becoming less valuable the more south one goes.

Tilea and Estalia have the luxury of their main enemies being other humans, as opposed to Orcs or ravenous Chaos. In fact, although they are both described as 'realms', neither Estalia or Tilea are unified nations; each culture is divided amongst a dozen different petty kings, merchant princes and republics.

Tilea is a wealthy land. Its cities are old; in ancient days, Tilea was a thriving High Elven colony, and thus the region is influenced by this exposure in its architecture and culture. Like their High Elven predecessors, the Tileans are avid traders, trading as far away as Kislev and Norsca to the north, and as far as Lustria and Araby in the south. The wealth of this trade makes the cities of Tilea rich and prosperous. In fact, unlike in the Empire, the ruling class reflects wealth as opposed to simple noble blood, and much of the political power is concentrated in the hands of the merchant nobles, known as the Merchant Princes, who often rule over a city.

Tileans possess a fierce love of liberty and civil freedoms, and its cities have long and illustrious histories of deposing and killing tyrannical lords. Some of its cities are republics where the ruler is elected by vote- either by the wealthy or by the people- whilst many of its cities are dominated by the rich Merchant Princes. On the other hand, they rarely rule more than just their city; the Tileans are a disunited people, and most of their cities spend their time fighting the other cities. Usually this fighting is in the form of economic rivalry, but Tilea is rife with constant warfare of a more bloody kind. Unlike in the Empire and definitely unlike Bretonnia, the Tilean city-state armies are made up almost entirely of mercenaries. Indeed, the 'Dogs of War', as they're called, are one of Tilea's most famous exports, and Tilean mercenaries can be found across most of the Old World.

Estalia is similarly disunited, although instead of republics and merchant leagues, it is a land divided between petty kingdoms. The Estalians are a fierce people, and mostly take that fierceness out on each other, on the Tileans or occasionally, on the Bretonnians. The Estalians have a reputation for being explorers and conquerors- they claim to have been the first humans to colonise the Old World, and have more to do with distant Lustria and the Southlands than the other states do. Estalian explorers seek gold in the jungles of Lustria and seek plunder in the Land of the Dead. Many of them die, but some return with enough wealth to keep them comfortable for generations, and this is enough to inspire many to join the expeditions. The Estalians use mercenaries too, but rely just as much on local troops. They are famed for their swordsmen, known as Diestros, who often venture across the Old World, seeking adventure.

Estalia and Tilea have similar languages, and it is difficult for an Imperial to tell them apart. Despite that, the two cultures are ferocious rivals despite their similarities, and mistaking a Tilean for an Estalian (or vice versa) is an extremely easy way to start a fight.

The Southern Realms worship all of the gods of the Old World, but the most popular deity is Myrmidia, the Goddess of War and Strategy.

Score Improvements
Humans of the Southern Realms gain +1 to Fellowship.

Traits
Humans of the Southern Realms gain the following traits at creation:
Name Subname Effect
Local Knowledge Southern Realms You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Unique Talents
Humans of the Southern Realms have access to the following unique talents.
Name Effect Prerequisites XP Cost
Sword Expertise You take a +1 bonus to hit with one-handed swords. - 1 XP
Crossbow Expertise You take a +1 bonus to hit with Crossbows. - 1 XP
Trading Legacy Band Talent. Warband heroes may make one extra acquisition per Chapter. - 1 XP

Classes
Humans of the Southern Realms have access to the unique Diestro class.
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Norsca

"We, most favoured of the Gods, shall burn your lands, revel in your suffering, and destroy you. Despair! For all that remains for you is the taste of northern steel and the end of your world. Such is the will of the Gods."
-Hallbjörn, Norse Marauder

Far in the north of the Old World, past the Sea of Claws, lies the chill and rugged land of Norsca. A massive peninsula running east to west, it is a frozen land where the seas turn to ice and strange lights cast their fell gleam across the skies. Much of the land is tall and mountainous, teeming with monsters and the spawn of chaos. Between these mountains and the murderously cold seas live the Norscan people, who are as brutal and enduring as their land. To the north of Norsca lie the dreaded Chaos Wastes, where the foul corruption of Chaos has totally co-opted the landscape, to the point where ideas of 'nature' are laughable and naive there. This corruption naturally spreads south into Norsca.

The Norscans are, by the Empire's standards, a savage and brutal people. There are no great cities in Norsca, and the most permanent settlements tend to number in the thousands at most. Survival is even more tenuous in Norsca than it is elsewhere, for the law of the sword is all but paramount in the north. The Norscans do not bother themselves with writing. The items they make are simple, but well-made. Furs and leathers are common amongst the people, alongside solidly crafted metal armour. Their longships are superbly crafted and well-suited to the lethal seas that churn around Norsca. The northern coasts of the Old World live in constant fear of the sight of Norscan longships, for they constantly raid the small and weak coastal settlements, slaughtering and pillaging as they go.

The Norscans have a reputation for barbarity, but it is not the entire picture. There are, essentially, two Norscas. The southern Norscan tribes are fierce and hardy, and they raid the coasts, but they are willing to engage in trade with the 'civilised' peoples of Kislev and the Empire, too. The southern Norscans worship a diverse pantheon of gods, including but certainly not limited to the standard human Old World gods, some native gods, and some even worship Sigmar. A few of these are even allied with the Empire.

The northern Norscan tribes are a different matter. These are true savages, and if they once worshipped wholesome gods, then none now remember it; they have given themselves entirely over to the Ruinous Powers. The Tribes of the North vie with each other for the attention and glory of the Dark Gods, seeking to surpass each other in vile cruelties and excess. It is these men that form the bulk of the Chaos Warriors, the great terror of all that is decent and good.

Score Improvements
Norscans gain +1 to Strength.

Traits
Norscans gain the following traits at creation:
Name Subname Effect
Local Knowledge Norsca You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Strider Snow You are exceptionally fleet-footed in certain terrains. You ignore Difficult Terrain in the listed environment.
Unique Talents
Norscans have access to the following unique talents.
Name Effect Prerequisites XP Cost
Axe Expertise You take a +1 bonus to hit with one-handed axes. - 1 XP
Greataxe Expertise You take a +1 bonus to hit with Greataxes - 1 XP

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Classes
Norscans have access to the unique Berserker class.
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Chaos Warrior

"Is there one single greater threat to civilization than these savages? Physically powerful, armed and armoured with both steel and sorcery, filled with evil intent. Are they even Human? All the evidence is that they are not; rather, these creatures are spontaneously generated deep within the Pits of Chaos in the Icy Wastes north of Norsca, born from the cosmic flux of creation that is primal Chaos…"
—Albrecht Kinear

The Chaos Warriors are the ironclad core of the hordes of Chaos. They are men who have sold their souls on an altar to the Dark Gods, and in so doing have been infused with fell energy. They no longer eat, drink, sleep or have any other needs beyond that of war and battle. From the moment they damn themselves, they are destined to be sealed within a suit of imposing, nigh-unbreachable Chaos Armour.

There is little to say about the Chaos Warriors except that all are consummate killers who revel in death for its own reward. Everyone of them has the ambition to become mighty within the sight of their Gods. Some amongst them are devoted to only one of the four Dark Gods, but the result is the same: they commit fell acts of murder and depravity for their laughing, thirsting masters in the hope that one might favour them with a sliver of a second of attention and elevate them into something more.

Chaos Warriors are mainly of the Norscan tribes, but some are exiles from other lands. They must be hardy, strong and typically have a lust for death and glory.

There is a journey of sorts for the Chaos Warrior, a ladder of aspiration that they may climb. Chaos Warriors are fell and superior to normal men, but it is only the first step. Warriors who distinguish themselves may catch the attention of one of the Gods, who will mark them with its sign. These Warriors become Chosen, and are an elite and mighty force. They receive rewards and power for their devotion and service, and few can truly match such a powerful foe.

Amongst the ranks of the Chosen are those who aspire to become even greater. These 'Aspiring Champions' are few in number, for they represent a threat to the power of established champions and lords. Thus, many leave the warbands of their masters and form their own warbands. This leads to the constant warfare that distinguishes the Warriors of Chaos, as warband fights warband to prove who is the stronger.

An Aspiring Champion who has performed great deeds can become an Exalted Hero, amongst the mightiest of the Dark Gods' minions. The Exalted Heroes seek out others of their kind to engage in a ritual combat to the death; in this way they gain greater power for themselves, for every Hero is a worthy opponent. An Exalted Hero who excels at slaughtering their own may be marked for further greatness by receiving gifts, boons and blessed mutations from their dark patrons.

A truly legendary Exalted Hero will become something greater: a Chaos Lord. These infamous paragons of evil are the warlords of the armies of Chaos, leading scores of Warriors, marauders and monstrous creatures in a war against the whole world. Each is a juggernaut of the battlefield, nearly unstoppable, clad in powerful Chaos Armour or even Daemon Armour, and wielding weapons of might capable of breaking the backs of armies singlehandedly.

There is something beyond even a Chaos Lord, however. The mightiest of Lords, these true champions of Chaos, are rewarded with that sweetest of gift: to transcend their humanity completely and become an avatar of their God's energies. These are the Daemon Princes, Warriors who have ascended to Daemonhood. Daemon Princes often leave the mortal realm to lead armies of Daemons within the Realm of Chaos, where the four Gods war incessantly. Some remain, however, to lead the armies of their mortal followers. These fearsome demi-gods can spell the end of nations.

Score Improvements
Chaos Warriors gain +1 to Strength, Toughness, Melee and Wounds.

Traits
Chaos Warriors gain the following traits at creation:
Name Subname Effect
Fear - You are especially intimidating. Characters who wish to charge you must pass a Willpower test first; on a failure, their charge falters, and they end 2m away from you. When you charge an enemy, they must pass a Willpower test; on a failure, they suffer a -2 penalty to their to-Hit tests on their next melee turn. You are also immune to Fear from others.
Local Knowledge Chaos Warriors You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Unique Talents
Chaos Warriors have access to the following unique talents.
Name Effect Prerequisites XP Cost
Axe Expertise You take a +1 bonus to hit with one-handed axes. - 1 XP
Greataxe Expertise You take a +1 bonus to hit with Greataxes - 1 XP
Marks of the Gods
Chaos Warriors have access to the Marks of the Gods, which are the fell marks of one of the Dark Gods marking its bearer as a messenger of that God's will. The Marks are bought like Talents. You may only ever possess a single Mark of the Gods.
Name Effect XP Cost
Mark of Khorne Your Melee score permanently increases by 1. You gain the Frenzy trait. Wizards cannot take this Mark. 2 XP
Mark of Nurgle Your Toughness score permanently increases by 1. Melee attacks against you take a -1 to hit. 2 XP
Mark of Slaanesh Your Fellowship score permanently increases by 1. You gain the Unbreakable trait. 2 XP
Mark of Tzeentch Your Ward score permanently increases by 1. Whenever you cast a spell, you may reroll a single Spell Dice. 2 XP

Gifts of the Dark Gods
Chaos Warriors can purchase unique 'Gifts of the Dark Gods', shown below.

Name Effect Prerequisites XP Cost
Acid Ichor Whenever you suffer an unsaved Wound in melee, the instigator suffers an immediate Strength 4 hit. - 1 XP
Allure of Slaanesh You gain a +2 bonus to Fellowship tests to tempt, charm or seduce another. At the start of the Melee Phase, select one enemy in Melee with you; they must pass a Willpower test or lose one attack. Mark of Slaanesh 1 XP
Burning Body All of your attacks become Flaming, and you gain +3 to Ward saves against Flaming attacks. - 1 XP
Nurgle's Rot At the start of the Melee Phase, all enemies Engaged in Melee with you take a single Strength 2 hit, no defense saves allowed. Mark of Nurgle 1 XP
Poisonous Slime All of your attacks become Poisoned, and you gain +3 to Ward saves against Poisoned attacks. - 1 XP
Soul Feeder Everytime you inflict an unsaved Wound in melee combat, roll a 1d5. On a result of 5, you regain 1 lost wound. - 1 XP
Third Eye of Tzeentch You may reroll Ward Save results of 10. You must take the 2nd result. Mark of Tzeentch 1 XP
Flaming Breath You gain a natural ranged weapon, which counts as a 5m, Strength 5, Penetration 1 Flaming Wave Attack. - 2 XP
Scaled Skin You gain the Natural Armour (+1) trait. - 2 XP
Collar of Khorne You gain the Magic Resistance (4) trait. Mark of Khorne 3 XP

Classes
Chaos Warriors may not take the Scout class.

Equipment
All Chaos Warriors start with a suit of Chaos Armour, which cannot be removed.
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Elven Cultures

High Elves

"Though our fair homeland is beset on all sides, we shall resist, as our forefathers did before us. In these dark times, as our tainted brethren ravage our shores, we stand defiant and shall emerge victorious. For we are the Asur, the true kin of Aenarion, and Ulthuan shall never fall."
- Prince Tyrion, Defender of Ulthuan

The High Elves, who call themselves the Asur, are one of the oldest cultures in the world; old enough to have fought Chaos since its inception, and old enough to remember a time before orcs and humans. They have won glories greater, and sacrificed more, than the nations of the Old World will eever know.

The High Elves dwell on the grand island-continent of Ulthuan, in the middle of the Great Ocean. It is a ring-shaped island, with a strait in the south allowing the sea to fill the 'hollow' centre. Created for the High Elves at the dawn of time, Ulthuan is a paradise of picturesque snow-capped mountains, green plains and thickly forested hills. Beautiful creatures rarely seen in the Old World, such as unicorns, great eagles, phoenixes and mighty dragons make their home here, giving Ulthuan a sense of supernatural beauty. Nestled within this pristine setting are the cities of the High Elves, which are elegant citadels and capitals that shine in the sun.

When Chaos breached into the world, it did so on the backs of the Winds of Magic, which flooded the world in massive quantities. As armies of Daemons laid siege to the world, the Elves of Ulthuan- knowing nothing of war- beseeched their gods for help. Instead, they were answered by Aenarion, an Elf who had wandered the world and returned now in its moment of need. He beseeched Asuryan, the supreme god of the Elven pantheon, for aid at the god's own shrine, which was lit by an ever-burning phoenix flame. When Aenarion was given no response, he hurled himself into the flame- but instead of being burned, he was transformed. He emerged anew, the first Phoenix King of Ulthuan. Aenarion drove the Daemons from the shrine and, with the help of Caledor Dragontamer, the greatest wizard of those times, he began reforging the Elves into a people capable of war.

This was not enough to defeat the forces of Chaos, however- any victories were temporary, and war waged for a hundred years. Aenarion suffered a personal tragedy when the Everqueen Astarielle- the spiritual leader of Ulthuan and his wife- was slain by Daemons, and his children thought dead with her. In his grief and rage, Aenarion travelled to the shrine of a different god- that of Khaine, the God of War and Murder. For in this shrine sat the Widowmaker, the greatest weapon ever to dwell in the mortal realms. A warrior who commanded Widowmaker was unstoppable, but it was not meant for mortal hands, and those who wielded it would curse themselves and all of their descendants until the ending of the world. Aenarion drew it anyway. And indeed the sword made him a mighty warrior, but it also made him cruel and vicious. He took a new wife, Morathi, who bore him a son, Malekith. From his new capital in Anlec, in the far north of Ulthuan, Aenarion drew to him the bitterest, angriest, and cruellest of Elves.

It was then that the forces of Chaos struck in numbers never before seen. Caledor Dragontamer fled to the Isle of the Dead, in the very middle of Ulthuan's inner sea. Here he, along with his comrades, enacted a plan that bordered on the insane: to create a massive magical vortex capable of draining the Winds of Magic out of the world, the same winds that gave form and strength to the armies of Chaos. Aenarion, moved to act, defended his comrade and once-friend, slaying four Greater Daemons by himself. In the end, the Great Vortex was created- it wracked the earth and subjected Ulthuan to floods and disasters for three days. Furthermore, Caledor was trapped within it, forced to maintain the Vortex unceasingly for an eternity. Aenarion was mortally wounded, and retreated to the Isle of the Dead to bury Widowmaker into its stone. Then he, too, died, at the side of his dragon. Ulthuan was a shattered realm, but it had survived.

From this came the glory days of the Elves. The Vortex drained the winds and withered the Daemons of Chaos, and being faced with no other threats, the Elves rebuilt and began to explore the world. Their fleets charted the continents and covered the seas. They established colonies all over the world, the largest of which were its colonies in what we now call Naggaroth and Bretonnia. Their craftsmen honed their arts and its mages explored the depths of their power. They met with the Dwarfs and established an alliance, a pact between the two great empires of the ancient world. It seemed as though the Asur had entered an era of glory that would never end.

But end they did. In this time of plenty, Chaos began to re-enter the world- not in mass invasions, but in subtle ways. In Ulthuan it manifested in the form of the Cult of Excess- shadowy cults that indulged their every desire and want. Ulthuan, with its wealth and lack of danger, was an easy incubator for these cults. Bel-Shanaar, the second Phoenix King, was alarmed, and tried to work against them, with mixed success. It was at this time that Prince Malekith, son of Aenarion, who had been the ambassador to the Dwarfs, returned from his mission to find Ulthuan in disarray.

Malekith denounced the Cult of Excess and arrested his own mother, Morathi, for her involvement in them. This earned Malekith the trust of the King, and granted him the power to lead the purge of the cults. Malekith definitely found many cultists, at all levels of society. Indeed, when Malekith called a war council of Ulthuan's regional lords- the Princes- he told them the terrible truth: Bel-Shanaar was himself a cultist. With that, Malekith had the Phoenix King poisoned. Malekith's trap was sprung: the Princes were massacred, for Malekith had been working with the cults the entire time. Now that the King and the Princes were dead, Malekith claimed the Phoenix Throne for himself. Confident, he walked into Asuryan's flame- and was burned nearly to death. The flame rejected him. Malekith fled north to his stronghold in Nagarythe, where he raised his armies. With Ulthuan leaderless, he would claim by force what he could not claim with intrigue.

Thus began the Sundering- the catastrophic Elven civil war. It was a war of brutality, murder and ruthlessness, and it ended with Malekith attempting to destroy the Great Vortex. Caledor Dragontamer stopped him, unleashing a wave of force that shattered Malekith's realm and flooded it. Malekith and his people fled to the western continent of Naggaroth. From that moment on, they were known as the Druchii- the Dark Elves. And ever since, the Asur and the Druchii have been at war, taking no quarter.

This also marked the end of the friendship between Elf and Dwarf. Malekith- who knew of the Dwarfs' secret trading routes- raided them, his forces disguised as Asur. The Dwarfs- who, culturally, had no way of really understanding civil wars- didn't understand the ploy and accused the Asur of treachery. Crisis would've been avoided with a wise and sagacious Phoenix King. Instead the Elves had Caledor II, who was a fool. Caledor II ridiculed the Dwarfs and shaved the beard off their ambassador.

Dwarfs love their beards, as much as Elves love their long hair. This was a grave insult. All out war was the result, known as the War of the Beard to the Elves and the War of Vengeance to the Dwarfs. The war raged long, and accomplished little except to exhaust both the Asur and the Dwarfs. In the end, Caledor II died on the battlefield, and the Dwarfs stole the Phoenix Crown; his successor evacuated the colonies (although some stayed behind anyway) and retreated back to Ulthuan. The Dwarfs had won, but in the aftermath of this wasteful war, the Dark Elves would invade and the Dwarf Empire would be ruined by the Greenskins.

And so for centuries, Ulthuan spoiled, its lands ravaged by constant war between the Druchii and the Asur. Eventually the High Elves were victorious, crushing the Druchii and driving them from the continent. In the aftermath, the sixth Phoenix King (Bel-Korhadris) declared an age of rebirth and devoted his energies to rebuilding his broken nation. He reclaimed the foothills, slew the tainted monsters who had started occupying the land and built the Tower of Hoeth- which stands today as the greatest library and school of magic in the world.

And so it has been ever since, for the last two thousand years: the Elves go through Chapters of peace, only to be broken by invasions of Druchii or other horrors on their shores. Each time the Asur prevail and drive their foes back into the ocean, often at high cost. Today, Ulthuan is still a great power, but it is a shadow of what it once was, and its power is in decline relative to that of humanity.

Elven society is ruled by its nobility, the most powerful of whom are the Princes of the Kingdoms of Ulthuan. Sitting above them is the Phoenix King. Whenever a Phoenix King dies, the Princes choose his successor from amongst their number. The King is the political and military leader of Ulthuan, but he is not its only monarch: opposite the King is the Everqueen. The Everqueen is the spiritual leader of the Asur, and the most obvious connection between them, the land, and the gods. She is in her own way divine. Unlike the King, the Everqueen is hereditary, passing from daughter to daughter. When a King is declared, the King and the Everqueen are wed for a year, in which it is hoped the next Everqueen is produced. After this their marriage ends and they may seek their own consorts.

High Elf society is orderly and cultured. They are lovers of music and knowledge, and human visitors to Lothern- the current capital- are inevitably awed by the grandeur of the High Elves. Despite this, the Asur are also a strong and disciplined people, tempered by millennia of war. In Ulthuan society, every adult is required to serve as part of a militia, training for a month per year when at peace, and forming the core of Ulthuan's armies when at war. In the Old World, the word 'militia' conjures images of ill-disciplined and spineless peasants wielding makeshift weapons, but the militia of Ulthuan are a disciplined, highly-skilled force due to years of practice with their weaponry- making them more than a match for even the professional veterans of the Old World.

Despite this, the threat of the Cult of Excess is ever-present. Such is the loveliness of Ulthuan, and such are its defenses that it is easy for the nation to go relatively unthreatened for great periods of time. During these periods, the Cult of Excess creeps in, luring bored and naive Elves into a life of hedonism and cruelty. They inevitably end as agents of the Witch King Malekith, and thus Elven society is always on the look-out for signs of this danger. Political intrigue is a danger as well, and the court of the Phoenix King is a mess of plots and maneuverings by the Princes of Ulthuan.

At their best, the Asur are wise, thoughtful, noble and compassionate, filled with a love of the world and a willingness to defend it. At their worst, they are arrogant, haughty and dismissive of non-Asur, seeing the Wood Elves as sad relicts and humans as utterly inferior and not deserving of respect. They are, however, some of humanity's most reliable allies- and allies of the Dwarfs, if ever grudgingly-, and remain united in the face of the great enemy Chaos.

It is no secret to the Asur that they are a diminishing power. They have lost many things- powerful artefacts have been stolen or destroyed, and their greatest allies, the dragons, are ever fewer in number and harder to rouse from their slumber. Most critically, however, is a slow and steady drop in the Asur's population growth- they are simply having fewer children than they used to. No one knows why, but it's a situation that fills most Asur with an existential dread.

For now, though, they are still mighty. The Asur navy is the greatest in the world, and they control the global flow of trade, making themselves and their allies wealthy whilst starving their enemies. Their armies are disciplined and their magical powers are second to none.

Score Improvements
High Elves gain a +1 to Insight.

Traits
High Elves gain the following traits at creation:
Name Subname Effect
Local Knowledge Ulthuan You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Speed of Asuryan - The Asur of Ulthuan are graceful like all Elves, but their years of training hone it to a fine point. You take a +4 bonus to Initiative.
Valour of Ages - The Asur steel themselves when facing their most implacable of foes: their dark kin. If an encounter contains at least one Dark Elf enemy, you reroll all Willpower tests for the duration of the encounter.
Unique Talents
High Elves have access to the following unique talents.
Name Effect Prerequisites XP Cost
Bow Expertise You take a +1 bonus to hit with bows. - 1 XP
Spear Expertise You take a +1 bonus to hit with spears. - 1 XP
Martial Prowess You gain an extra attack per turn; this attack must be with a weapon you possess the appropriate Weapon Expertise talent for (eg. Spear Expertise). - 2 XP

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Wood Elves

“The Fay have entrusted this part of the forest to us. If we betray that trust, the trees themselves will weep. And the Fay will come, disembowel us, and hang our entrails from the branches.”
- Old Euric, Village elder

“We grant them that forest on sufferance. We watch them carefully, and if they become a threat to us or the forest, we will disembowel them and hang their entrails from the branches.”
- Lessiantar, Elven Warband Leader

At the end of the War of the Beard, the High Elves withdrew their armies from the Old World and evacuated the colonies. However, not all Elves went with the army back to Ulthuan. Some refused to leave the lands which were now their home. These Elves declared independence from Ulthuan, and the High Elves did not have the resources to push the point. These colonial Elves thus remained behind, forced to rely on their own wits and strength to survive in a hostile world.

The Dwarfs, who do not easily understand the difference between foreign factions, did not recognise this independence and were quick to wage war on the colonies. The colonial Elves were overwhelmed and slowly began to fall back, away from the open lands and cities that they had once held. Gradually, they began to withdraw into the forests of the Old World, which were dense, thick, dark and full of spirits who were hostile to the forest-destroying Dwarfs and Greenskins who were also pushing the Elves deeper into the wilds. In the gloom of the deep forest, the Elves and the spirits of the woods forged an alliance. From that day on, they became the Asrai- the Wood Elves.

Most of the Elves seen in the Old World are Wood Elves of one realm or another. Indeed, most of the great forests of the Old World- and there are many- contain some Wood Elf enclave, such as the Laurelorn Forest in the north of the Empire. The largest and greatest of these realms is that of Athel Loren, the great fey-forest that occupies much of south-east Bretonnia. Loren is full of strange and alien creatures, from the fickle dryads to the mighty and terrible treemen, who accompany the Asrai hosts to war, and ruled by Orion and Ariel- king and queen, but also avatars of the Elven gods Kurnous the Hunter and Isha the goddess of nature. Although many of the Wood Elf realms are technically in the lands of human nations, it is the rare and foolish human who tries to press their claim on the ancient forests.

Indeed, humans and Wood Elves live an uneasy coexistence. The Wood Elves are wary and watchful of those who would encroach on their forests, and have learned long ago to punish humans harshly for their indiscretions. For their troubles, humans- especially the peasantry- are suspicious and fearful of the Wood Elves, who tend to shoot first and ask questions later, and there are many stories of well-meaning peasants getting lost in the forests and never being seen again… Human peasants know better than to tempt the wrath of the forest, and human lords who ignore this simple wisdom soon regret it, for to fight the Wood Elves on their own territory is practically a suicide mission. That said, where boundaries are respected, reluctant diplomacy can ensue, and the Wood Elves have been known to treat with humans, granting them the rights to harvest wood in certain areas in exchange for resources. The Realm of Athel Loren even maintains treaties and alliances with the lords of Bretonnia, and sometimes, when a threat to Bretonnia is especially dire, the hosts of the Asrai will emerge to aid them.

As for the relationship between the High Elves and the Asrai, it is decidedly muted. The two have little contact, and furthermore their traditions and cultures have diverged drastically over the millennia. In some ways the High Elves look down on their woodland kin as being backward or lesser for not having seen the beauty of Ulthuan. For their part, the Asrai retain a degree of distrust for the High Elves and consider them arrogant for their absurd belief that they can defend a world that has already outgrown them, although it rarely comes to blows and the two peoples have been known to work together more than they have been known to fight. Wood Elves who become practiced mages still sometimes depart over the Great Ocean to Ulthuan, where they begin to learn High Magic.

The Wood Elves' relations with the other races is less warm. Elves and Dwarfs do not get on at the best of times, and the Wood Elves have a long and bitter history of having to defend their homes from the greedy axes of the stunted-folk. Greenskins often raid or invade the forests, and rarely leave. Most unusually, this breeds a superstitious fear amongst the normally fight-hungry Greenskins. The main nemesis of the Asrai, however, are the Beastmen, for the Beastmen deign to call the forests of the Old World their homes. Thus the Beastmen and the Asrai are constantly fighting over the same territory, made worse because the Beastmen despise the spirits of the forest and seek to corrupt them. The hatred between the Beastmen and the Asrai is deep and pure, and the two will fight until the End Times.

The term 'Wood Elf' is typically used to refer to any of the descendants of the colonial Elves who remained in the Old World. Despite this, not all Wood Elves strictly live within the woods, and not all Wood Elves are of Athel Loren as some suspect. Most of the Elves seen in the Old World are Wood Elves, wandering the realms for their own reasons. Some Elves no longer live in the woods, instead dwelling within the large human cities, where they share the Elven Quarters with traders and explorers from Ulthuan. These city Elves ultimately become a kin apart even from their own estranged kin, a mingling of many influences and ideals that no longer neatly fit into any real culture.

Score Improvements
Wood Elves gain a +1 to Ranged.

Traits
Wood Elves gain the following traits at creation:
Name Subname Effect
Local Knowledge Wood Elf Realms You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Strider Forest You are exceptionally fleet-footed in certain terrains. You ignore Difficult Terrain in the listed environment.
Forest Stalker - The Asrai possess now-intrinsic skill in the woodlands of the world. You gain an extra attack per turn whenever you are within a forested environment, and count any and all forest terrain as part of your deployment zone at the start of the encounter.
Unique Talents
Wood Elves have access to the following unique talents.
Name Effect Prerequisites XP Cost
Bow Expertise You take a +1 bonus to hit with bows. - 1 XP
Spear Expertise You take a +1 bonus to hit with spears. - 1 XP

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Dwarf Cultures

Imperial Dwarfs

"We sons of Grungni may have drunk deep from the bitter waters of misfortune, but we yet survive. Whilst a single Dwarf draws breath, we will fight the evils that assail us, and we will never, ever give up."
- Hengist Stonebelly, Dwarf Longbeard

Across the mountain ranges of the Old World dwell a mix of peoples and things. Adventurous humans dig perilously for riches in the rock. Orcs and greenskins encamp here, raiding downward into the soft lands below. The hated Skaven teem and multiply, hidden from the world in their under-warrens. Wyverns, manticores, trolls and giants all make their lairs here, terrifying and brutalising those who live near. Yet despite all these, there is only one true master of the mountains, and that is the Imperial Dwarf.

The term 'Imperial Dwarf' refers to any Dwarf that resides within the Karaz Ankor- the 'Everlasting Empire', the traditional home of the Dwarfs. These are the great mountain keeps that reside primarily in the World's Edge Mountains, but also in the Black and Grey Mountains, plus a few isolated keeps that belong to no specific mountain chain. Most Dwarfs are Imperial Dwarfs, and so the term is not, of course, used by Imperial Dwarfs.

Imperial Dwarfs embody the traits that come to mind when one thinks of Dwarfs. They are proud and fierce, with long memories for their friends and longer ones for their enemies. They are stern in war, glorious in victory, and amongst the greatest craftsmen the world will ever see. They are also conservative, hidebound traditionalists suspicious of change and extremely distrusting of outsiders, even their closest allies. They do not forgive, even when it would be wise, and they do not take great pains to understand foreign ways.

The Karaz Ankor is old. It existed before the coming of Chaos, eight thousand years ago. It is said that the Dawi- their word for themselves- came from the far Southlands, and slowly spread north up through the mountains. When they came to the World's Edge Mountains they found iron, gold and all other minerals in absurd abundance. The Dawi have a great love of gold and the other riches of the earth, and so it was here that they established their capitals and largest cities, such as Karaz-a-Karak, known as the Everpeak, the capital of the Empire.

The Dawi prospered, and when Chaos invaded the world, they took shelter within their deep keeps. When the storms of chaos faded, the Dawi emerged, having been taught of war, weaponcraft and runesmithing by their great ancestors Grimnir, Grungni and Valaya. It was in this time that they first encountered the High Elves in the form of Caledor Dragontamer. Initial suspicion of one another were put aside to fight the forces of Chaos, their mutual enemy. Grimnir the God-King traded goods and information with Caledor, and from this information Caledor realised that the only way to save the world was to drain the winds of magic. In this way, the Dawi played a critical part in saving the world. But they did so with more than information, for the Dawi numbered millions and fought bitterly and endlessly against Chaos, stemming the tide and limiting the damage it dealt to the Old World.

In the aftermath of the Chaos invasions, the Dawi entered a golden age. Their ancestor lords disappeared into the mountains, but stayed with them as the Gods of the Dawi. They grew rich, prosperous and full of knowledge about the world. They allied with the Elves, and happily traded with the Elven colonies in the Old World. They also fought alongside the Elves in cleansing the last of the Daemons out of the mountains. Yet no matter how great this peace was, it was not to last.

Dwarf trade convoys began to go missing. They were being raided, and on investigation, it became clear that the ones behind it were the Elves of Ulthuan. The Dawi did not understand why their allies would suddenly do this, but they confronted them with it regardless, demanding recompense and explanations. The young Phoenix King of Ulthuan was arrogant and dismissive, even of their most powerful ally. It was then that the Phoenix King seized the Dawi ambassador and slowly shaved his beard. He sent him back to the High King of the Dwarves, Gotrek Starbreaker, with a message: if you want even a coin of compensation, then come to Ulthuan and beg for it. It was the greatest insult in Dwarfen history.

Thus began the War of Vengeance between the Dawi of the Karaz Ankor and the Asur of Ulthuan. The Dawi quickly struck against the Elven colonies with the full might of their armies. They expected an easy victory, for the Dawi had based the strength of Ulthuan's armies off of the garrisons and militias it kept in its far-flung trade colonies. Thus, when the Asur struck back with massive armies of elite soldiers, mighty knights and unstoppable dragons, the Dawi were astonished and shocked. But the Dawi would not admit a mistake, especially to oathbreaking, beard-cutting Elf-scum.

The war waged long and bloody, and in the end Gotrek slew the Phoenix King personally at the fourteenth battle of Tor Alessi. He took the Phoenix Crown from his bloodied body. With that, he proclaimed the great Grudge settled. To the Asur he said: if you want your crown back, then come to Everpeak and beg for it. The shattered Asur withdrew from the Old World and took their armies with them. The Dawi had won. But this is where the Dawi's unwillingness to understand other cultures hindered them, for the raids on their trading convoys had not been done by Asur soldiers at all. For at the time, Ulthuan was being rent by a grand civil war. The Dawi may feud amongst one another, but they are bound by kinship and oaths and do not make war on one another except in the most grievous of circumstances. Thus, the Dawi did not really comprehend what was going on. Thus the raids had been conducted by the Dark Elves to stir up trouble. Between the uncomprehension of the Dawi and the arrogance of the Asur, the plan worked better than the Dark Elves could ever have hoped.

But the Dawi were not to enjoy their hegemony of the Old World, for catastrophe struck. The Skaven struck, unleashing a device of massive power that caused devastation and destruction a continental scale- focused on the World's Edge Mountains. In an instant, the Karaz Ankor was shattered; keeps collapsed, tunnels caved in, roads were blocked, and all communication between the holds suddenly ceased. It was a calamity, but for the unhappy Dawi, the Time of Woe had only just started.

As the aftershocks of the great earthquake were slowly subsiding, people came out of the east: humans, in massive numbers. But they were not invaders: they bartered cattle and other things to the Dawi in return for the right to pass over the mountains. No, these people were refugees, fleeing from the east. Volcanoes had erupted en masse and the mountains there had collapsed too, but it was not these that the humans fled: no, they fled the Greenskins.

And so did the greatest enemy of the Dawi finally arrive. Dwarf keeps went silent with little warning as the Greenskins flooded the mountains. The greenskins not only controlled the surface world, but also broke into tunnels and the great underground highways the Dawi used to travel. It was not just greenskins, either, for the Skaven also rushed upward, striking the Dwarfs from below. The Dwarfs were isolated, one by one, and before long half the World's Edge Mountains had been lost to the invaders. In this period of darkness, great keeps such as Karak Vorn- home to the world's greatest gromril mine- fell, as did Karak Azgal and the great Silverspire. But no loss was more keenly felt than the loss of Karak Eight Peaks, one of the wealthiest Dwarf keeps- and cities- in the world, second only to Everpeak itself.

Yet slowly the Dawi ground the invaders to a bloody stalemate. The refugees of the lost keeps began, in desperation, to spread westward toward the Grey Mountains and the Vaults, where they found rich mineral resources. Although not as wealthy as the World's Edge, these were lands safe- for now- from their enemies, a place where they could regain their strength. Nonetheless, the greenskin menace occupied all of Dawi society at all levels for centuries.

It was at this time that the Dwarfs noticed that they were not the only ones fighting the Greenskins. In the land west of the World's End Mountains were great tribes of humans, who often fought one another- but all fought the Greenskins. It was now that the Dwarfs realised they had found something they had been sorely missing: allies. The Dawi worked closely with these humans, teaching them skills and aiding them in many ways. Yet despite it all, the humans were still losing, as were the Dawi.

But fate had other plans. One day, the Greenskins ambushed a Dawi convoy containing none other than Kurgan Ironbeard, High King of the Dwarfs. The king was taken captive by the foul enemy. Yet before any foul depredations could be forced onto him, a human army fell upon the Greenskins, led by a bold warrior-prince named Sigmar Heldenhammer. Sigmar duelled the Orc warboss, but his primitive sword could not pierce the Orc's armour. King Kurgan, bearing witness to this heroism, broke free of his chains, fought his way to the Orc's tent, and recovered his own weapon- a rune-encrusted hammer called Ghal-Maraz, the Skull-Splitter. Kurgan threw the hammer to Sigmar, who caught it and, with mighty blows, smote the foul Orc dead. With the battle over, Sigmar attempted to return the hammer to Kurgan. In an act never seen before or since, Kurgan gifted the hammer to Sigmar to keep. In that moment, an alliance was forged that remains to this day, for Sigmar unified the quarrelling tribes and in doing so, founded the Empire. Sigmar became a God- in a way much like the Dwarfs' ancestors had. Sigmar's doctrine still demands that all aid be given to the Dwarf-kin, and the Dwarfs still have a great respect for Sigmar and his people.

The strength of this alliance was tested at the Battle of Black Fire Pass, when an orc invasion- the largest they had ever seen- tried to cross the mountains and into the lands of the humans. The Dawi held it back for a decade whilst Sigmar unified the tribes, before finally the humans came to their aid. In a bloody and brutal battle, Sigmar and Kurgan slew the Orc warboss and annihilated the Orc army, causing so many casualties that the Orcs would need a thousand years to rebuild their strength. In the aftermath, Kurgan gifted to the humans thirteen great gifts: twelve enchanted swords called the Runefangs, made for the twelve lords of the tribes; and a grand crown of gold and ivory, for Sigmar, the first Emperor.

Following this came an age of rebuilding. The Dawi began to reclaim their mountain-homes, and they found steady allies in the form of the Empire. The Empire proved eager buyers of Dawi goods, especially weapons, and this gave the Dawi a great source of wealth. The Dawi fought not just against the greenskins, but also against Chaos, coming to the Empire's aid during the Great Chaos War.

The Imperial Dwarfs of today live in what they call the Age of Reckoning. It is an age of vengeance, ushered in by High King Thorgrim Grudgebearer, an age where the Dawi push the Greenskins out of their ancestral homes once and for all and reclaim all that was theirs. King Thorgrim has declared that in his reign, the Great Book of Grudges, which has swollen fat with unanswered shames and insults, will be wiped clean. It is a bold claim, but these are bold times, and the Dawi are answering it in ever greater numbers.

Imperial Dwarfs place great ties on family and kinship; it is the backbone of their society. Every Dwarf belongs to a clan. Clans live together and fight together, and the goals of the clan are the goals of all. Many clans have their own homeland, a certain keep that their ancestors made. Sadly, many of these keeps have been lost, and so these clans wander the world- some live with other clans, whilst others have built new homes for themselves. Yet each clan is intertwined through marriage and brotherhood with the other clans, and the bonds of these kinships keep the Dawi strong.

Dawi society is nepotistic in nature, and most Dawi favour their family for rewards and positions. Nepotism is not a dirty concept to the Dwarfs, because most Dawi take their family ties seriously, and to abuse them by doing a poor job is a social insult. Insults are not forgotten in Dawi society, and those who insult a Dwarf can expect to be forced to do much in recompense. In this way, the Dawi maintain order amongst themselves.

Despite this nepotistic streak, the Dawi are fairly meritocratic. Most Dwarfs will enter a profession that best suits them, and progress in that profession relies on proving oneself. Any Dwarf can prove themselves, royal or not. Indeed, the Dwarf Guilds have great say in Dwarf society, for these guilds are the lynchpin of whole economies. These guilds are as hidebound as the rest of society, although they are also the home to great technological advances such as gunpowder weapons and flying machines. Dwarfs are exceptionally clever and inventive, but exhibit a cultural suspicion towards technology that has not been properly tried and proven. Thus, Dwarf equipment is some of the most reliable ever made.

Each Dwarf keep is its own internal kingdom ruled by its own king, who is essentially independent. Yet all kingdoms are part of the Karaz Ankor, and are expected to bow their heads to the High King, who reigns in Karaz-a-Karak- the 'Everpeak'.

Score Improvements
Imperial Dwarfs gain a +1 to Willpower.

Traits
Imperial Dwarfs gain the following traits at creation:
Name Subname Effect
Local Knowledge Karaz Ankor You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Strider Mountains You are exceptionally fleet-footed in certain terrains. You ignore Difficult Terrain in the listed environment.
Grudge Bearers - The Dawi do not forget a grudge. When faced with a hated enemy they are often implacable. If an encounter contains at least one enemy who you have a Hatred against, you reroll one Defense save per turn and gain +1 to all Willpower tests for the duration of the encounter.
Vengeance-Seekers - The Dawi are quick to anger and unfamiliar with forgiveness. Whenever you are Incapacitated, you automatically are treated as though you had rolled the 'Enmity' Severe Incident result. This does not replace your actual Incident roll (although if you should roll Enmity on this roll as well, just reroll it).
Unique Talents
Imperial Dwarfs have access to the following unique talents.
Name Effect Prerequisites XP Cost
Axe Expertise You take a +1 bonus to hit with axes. - 1 XP
Greataxe Expertise You take a +1 bonus to hit with greataxes. - 1 XP
Warhammer Expertise You take a +1 bonus to hit with warhammers. - 1 XP

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Grey Dwarfs

“Sigmar preserve us, but I often put much more trust in the Dwarfs than I do in my fellow Electors."
- Marius Leitdorf, Elector Count of Averland

The term 'Grey Dwarf' refers to those Dwarfs who live outside of the Karaz Ankor. It is usually used to refer specifically to those Dwarfs who now live within the human realm known as the Empire.

Dwarfs make up a significant proportion of the population of the Empire. They are its second most populous race behind humans- who in Dwarf tongue are called the 'umgi'. The Dwarfs are concentrated primarily in the major cities. Here, they act as a critical lynchpin of the local economy, for they manufacture high quality goods, lead classes and run many of the banking guilds. Dwarf-made goods are expensive in the Empire, but they are virtually guaranteed to be of high quality.

Dwarfs began migrating to the Empire early in its history. Dwarf traders were common sights only a few decades after Sigmar was crowned Emperor, and the Dwarfs appreciated the universal demand for their goods, which fetched high prices. Some Dwarfs began setting up shop permanently on Empire soil, acting as the fronts for franchises and trade companies. The humans of the Empire at the time were primitive in their craftsmanship (most Dwarfs say little has changed), and had not yet started to properly work iron. Some Dwarfs migrated to act as teachers, selling their skills. This was not seen as offensive to the Dwarfs, because there was both an economic and strategic benefit to improving humanity's technology.

What the Dwarfs found, regardless of whether or not they were merchants or teachers, was that human demand for their goods and services was inexhaustible. If humans needed a thousand swords made, then they would want them from Dwarfs. If they needed a fortress built, they would ask the Dwarfs. If they wanted to build a road that was straight instead of whatever rubbish passed as straight amongst the umgi, then they would ask the Dwarfs.

Thus, where at first migration to the Empire had been a trickle, it soon increased dramatically. This was especially true amongst the disinherited clans of the Dwarfs, the ones whose homes had been conquered by the Greenskins, Skaven and trolls. Whilst some of these clans migrated west to the Grey Mountains to seek their prosperity, others moved en masse into the Empire, selling their goods and skills for a tidy sum.

To this day, more than a few Imperial Dwarfs find the idea of setting up in the Empire tempting. Not just those who have lost homes, but those who have been dishonoured or outcast find shelter within the Empire too- especially those Dwarfs found to be 'too experimental' when it comes to technological innovation. Many of the Grey Dwarfs, of course, have been born and raised in the Empire for generations and have never been to a Dwarf keep.

By and large, the Grey Dwarfs are well integrated into the Empire. They have the promise of steady opportunities and the ruling bodies are typically sympathetic. The Sigmarite doctrine exhorts its followers to support and aid the Dwarf-kin wherever they are, so the Dwarfs will always find friends amongst the reverent in the Empire. The Dwarfs maintain a strong sense of respect and gratitude for the Empire, for it is both their home and the land of their closest allies. Sigmar's name is respected amongst the Dwarfs, even if they do not venerate him as a god. The Dwarfs fight for the Empire too, where they traditionally fight as part of the gunnery and engineering corps. However, all is not perfect. Grey Dwarfs are still Dwarfs, and so prioritise the bonds of kinship greatly. This has not changed the two and a half thousand years since the Empire was founded, leading to Dwarfs to be relatively insular in their habits. Most Grey Dwarfs live near other Dwarfs in little enclaves and quarters. This sometimes breeds resentment towards Dwarfs, especially when times are tough, as some- especially the destitute- accuse them of stealing jobs from good honest humans.

When all is said and done, however, the Dwarfs are an integral part of the Empire, and without them, it would be much diminished.

Score Improvements
Grey Dwarfs gain a +1 to Ranged.

Traits
Grey Dwarfs gain the following traits at creation:
Name Subname Effect
Local Knowledge The Empire You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Strider Urban You are exceptionally fleet-footed in certain terrains. You ignore Difficult Terrain in the listed environment.
Guild Contacts - The Grey Dwarfs are capable of tapping their ties of kinship for aid when necessary. You gain an extra acquisition per turn, and may reroll all acquisition tests.
Unique Talents
Grey Dwarfs have access to the following unique talents.
Name Effect Prerequisites XP Cost
Crossbow Expertise You take a +1 bonus to hit with Crossbows. - 1 XP
Blackpowder Expertise You take a +1 bonus to hit with Blackpowder weapons. - 1 XP
Artillery Expertise You take a +1 bonus to hit with Artillery. - 1 XP
Grey Engineer You ignore the first misfire with Blackpowder and Artillery weapons per encounter. - 1 XP

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Vampire Cultures

Von Carstein

Score Improvements
Von Carsteins gain a +1 to their Willpower and Fellowship scores.

Traits
Von Carsteins gain the following traits at creation:
Name Subname Effect
Local Knowledge Sylvania You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Pass as Human - Some Vampire bloodlines appear human enough to pass as such. You are not immediately identifiable as a vampire.
Unique Talents
Von Carsteins have access to the following unique talents.
Name Effect Prerequisites XP Cost
Bat Form You may declare Bat Form during the Utility Phase. You turn into a Vampire Bat, gaining its inherent traits and losing Pass as Human. Your equipment merges into your form and cannot be used. You retain your Insight, Willpower, Fellowship, Spellcasting, Attacks and Wounds scores, but all else copies the Vampire Bat form. You cannot cast spells. - 1 XP
Summon Creatures of the Night Band Talent. You pay no wages for Dire Wolves, Doom Wolves, Fell Bats and Bat Swarms, and these creatures can always be hired by your Warband. - 1 XP
Wolf Form You may declare Wolf Form during the Utility Phase. You turn into a Doom Wolf, gaining its inherent traits and losing Pass as Human. Your equipment merges into your form and cannot be used. You retain your Insight, Willpower, Fellowship, Spellcasting, Attacks and Wounds scores, but all else copies the Doom Wolf form. You cannot cast spells. - 1 XP
Beguile At the start of the Melee Phase, select one character you are Engaged in Melee with. They must take a Willpower test with a -2 penalty; on a failure, they must reroll all successful hits this phase and take the worse result. - 3 XP
Summon Storm During the Utility Phase, you can summon a storm that blots out the sun (preventing Vampires with the Sunlight weakness from burning) that lasts until the start of the next turn. If you are not in melee, and do not move during your Movement Phase, the storm creates a localised gust around you with a radius of 15m. Shooting into or out of this storm takes a -2 penalty to hit, and flying creatures cannot fly within the storm. - 3 XP

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Blood Dragon

Score Improvements
Blood Dragons gain a +1 to their Melee and Attack scores.

Traits
Blood Dragons gain the following traits at creation:
Name Subname Effect
Local Knowledge Blood Dragons You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Pass as Human - Some Vampire bloodlines appear human enough to pass as such. You are not immediately identifiable as a vampire.
Strength of Steel - Blood Dragons are bound to their armour to such a degree that it becomes part of who they are. Blood Dragons suffer no Initiative or Agility penalties for wearing armour or shields, and can cast spells normally whilst wearing it.
Blood Dragon Creed - Blood Dragons seek the perfection of martial prowess and physical form and so are traditionalist in their forms of fighting. They may not use Blackpowder or Crossbow weapons, as these weapons reflect only the unreliable strength of technology. They may use bows (although some probably think this cowardly too).
Unique Talents
Blood Dragons have access to the following unique talents.
Name Effect Prerequisites XP Cost
Honour or Death You gain a +1 to Melee tests, so long as you are engaged in melee with at least one enemy who is only engaged with you. Thus you lose this bonus if the enemy is engaged with you and an ally at the same time. - 1 XP
Dragon's Challenge You gain +1 Attacks, which may only be spent to attack enemy Heroes in melee. - 2 XP
Decapitator Your Critical Hits deal +1 wound. - 3 XP
Red Fury Every time you score an unsaved wound in melee, you may make another attack, up to a maximum of +2 per turn. - 3 XP

Classes
Blood Dragons may not take the Scout or Wizard class.
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Lahmian

Score Improvements
Lahmians gain a +1 to their Agility and Fellowship scores.

Traits
Lahmians gain the following traits at creation:
Name Subname Effect
Local Knowledge Lahmian Sisterhood You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Pass as Human - Some Vampire bloodlines appear human enough to pass as such. You are not immediately identifiable as a vampire.
Unique Talents
Lahmians have access to the following unique talents.
Name Effect Prerequisites XP Cost
Cat Form You can take the form of a cat at will. In combat, this is treated as you having the Infiltrator trait (cats are a bad fit for combat, even for vampires). - 1 XP
Court of Swains Band Talent. Swains (Henchmen recruited from non-Undead army lists) only require to be paid half their Chapter wages. - 1 XP
Mist Form You gain the Fly (10) trait. If you are forced to make an Injury roll, you may choose to use Mist Form to instantly escape from the battle without suffering any permanent incident. You may only use Mist Form if you have not suffered from a Curse of Nagash weakness this turn. - 1 XP
Quickblood You gain a +2 bonus to Initiative rolls. You also gain a +2 bonus your test when making Defense Saves using the 'Dodge' talent. - 2 XP
Transfix At the start of the Melee Phase, select one character you are Engaged in Melee with. They must take a Willpower test; on a failure, they lose one remaining attack, and you gain one attack which may only be used against them. Characters who are incapacitated whilst transfixed are always Captured as per the Severe Incident result. - 3 XP
Seduction Once per encounter, you may use Seduction as an action during the Utility Phase. Select one character you are Engaged in Melee with. They must take a Willpower test. On a failure, they switch to your side. At the end of each turn, including the one they were seduced on, they repeat the Willpower test; if they pass, they break free. They also break free if harmed by you or a member of your Warband. If the victim ends the battle seduced, they are Captured as per the Severe Incident result. Transfix 4 XP

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Necrarch

Score Improvements
Necrarchs gain a +1 to their Insight, +2 to their Spellcasting scores and a -1 to their Melee.

Traits
Necrarchs gain the following traits at creation:
Name Subname Effect
Local Knowledge Necrarchs You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Barrier Curse - For whatever reason, the Necrarchs are particularly vulnerable to the 'curse of barriers'. Necrarchs always possess the 'Barriers' weakness from Curse of Nagash (this is in place of their first weakness, so they roll only four times instead of 5).
Unique Talents
Necrarchs have access to the following unique talents.
Name Effect Prerequisites XP Cost
Army of Darkness Band Talent. All Skeletons, Zombies and Wights add a permanent +1 to their Strength and Toughness scores. - 2 XP
Nehekhara's Noble Blood You may reroll a single Spell Dice per spellcast, and gain +2 to Ward Saves against your own Miscast results. - 2 XP
Supernatural Horror You gain the Terror trait. - 2 XP
Loremaster, Necromancy Necromancy spells do not take up any spell memorisation slots. All Necromancy spells 3 XP

Classes
Necrarchs may not take the Champion class.
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Strigoi

Score Improvements
Strigoi gain a +1 to their Strength, Toughness and Wound scores and a -1 to their Fellowship.

Traits
Strigoi gain the following traits at creation:
Name Subname Effect
Local Knowledge Strigos You are considered to be able to speak the language of this place, and understand its customs. You take a +2 bonus to Insight tests to recall knowledge about the ways, customs, geography etc about the place in question.
Natural Weapon - You possess a natural weapon. You take no penalties for unarmed attacks.
Strigoi Form - The Strigoi body is twisted and unnatural. You may not wield any weapons or armour unless marked with the 'Strigoi-Fitted' Quality.
Terror - You're extremely threatening, forcing others to flee just by being near them! Terror works in the same way as Fear, except that instead of Willpower tests, your opponents must pass a Morale test when you charge them, or else flee! Unlike normal Morale tests, this happens after you charge them and not at the end of the turn. They skip their Attack round this turn. You are immune to Fear and Terror.
Unique Talents
Strigoi have access to the following unique talents.
Name Effect Prerequisites XP Cost
Curse of the Revenant You gain the Regeneration (2) trait. - 1 XP
Ghoul King Band Talent. You pay no wages for Ghouls or Crypt Horrors, and these creatures can always be hired by your Warband. - 1 XP
Bestial Hands Your Natural Weapon attacks gain the Magical and Armour Piercing (2) Qualities. - 2 XP
Flesh of Iron You gain the Natural Armour (2) trait. - 2 XP
Vile Claws Your natural weapon attacks gain the Poisoned Quality. - 2 XP
Winged Form You gain the Flyer (10) trait. - 2 XP

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Orc Cultures

Goblin Cultures

Skaven Cultures

Classes

After selecting your race and culture, your next step is to select a class. This broadly defines your role in the Warband. Classes typically provide a score boost, a trait (of which there is always one Aptitude trait) and some money to spend on certain equipment. Money granted by a class, unless specified otherwise, may only be spent on certain equipment; any left over is lost.

There are six 'core' Classes that are available to almost any person. However, some races and cultures have access to unique classes. These will be listed after the core classes.

The six core classes are:

  • Champion. Masters of combat who excel in both melee and ranged.
  • Defender. A front-line fighter who can take a lot of damage.
  • Scout. A swift specialist who excels at movement.
  • Tactician. A class focused on insight and planning.
  • Captain. A class focused on leading and inspiring in combat.
  • Wizard. A spellcaster capable of harnessing the fickle Winds of Magic.

Champion

Score Improvements
Champions may add +1 to one of the following scores: Melee, Ranged, Strength.

Traits
Champions gain the following traits at creation.
Name Subname Effect
Aptitude Offense Offense Talents cost 1 Experience less to buy, to a minimum of 1.

Talents
Champions may purchase any four of the 'Weapon Expertise' talents of their choice.

Equipment
Champions gain 50 crowns at creation to spend on weapons, armour and mounts.
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Defender

Score Improvements
Defenders may add +1 to one of the following scores: Melee, Toughness, Willpower.

Traits
Defenders gain the following traits at creation.
Name Subname Effect
Aptitude Defense Defense Talents cost 1 Experience less to buy, to a minimum of 1.

Talents
Defenders have access to the following unique talents.

Name Effect Prerequisites XP Cost
Hard Head Whenever you make an Injury Roll, you now count 1-6 as Knocked Down, 7-8 as stunned and 9-10 as incapacitated. - 1 XP
Shieldwall So long as you have a shield, and are adjacent to one other ally with a shield, you and all adjacent allies with a shield gain a +1 to Armour score. - 1 XP
Wall of Iron During the Utility Phase, you may decide to lose one Attack; in exchange, you gain a +1 to Defense saves this turn. - 1 XP

Equipment
Defenders gain 50 crowns at creation to spend on weapons, armour and mounts.
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Scout

Score Improvements
Scouts may add +1 to one of the following scores: Melee, Ranged, Agility.

Traits
Scouts gain the following traits at creation.
Name Subname Effect
Aptitude Agility Agility Talents cost 1 Experience less to buy, to a minimum of 1.

Talents
Scouts have access to the following unique talents.

Name Effect Prerequisites XP Cost
Low Profile Enemies cannot target you with ranged attacks unless you are the closest enemy to them. - 1 XP
Surefooted You gain the Strider trait, with the area being one of your choice. - 1 XP
Vanguard You gain the Infiltrator trait. - 1 XP

Equipment
Scouts gain 50 crowns at creation to spend on weapons, armour, gear and mounts.
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Tactician

Score Improvements
Tacticians may add +1 to one of the following scores: Melee, Ranged, Insight.

Traits
Tacticians gain the following traits at creation.
Name Subname Effect
Aptitude Insight Insight Talents cost 1 Experience less to buy, to a minimum of 1.

Talents
Tacticians have access to the following unique talents.

Name Effect Prerequisites XP Cost
Tactical Plan Band Talent. Once per turn, you may allow one ally to reroll a test they have just made and take the preferred result. - 1 XP
Tactical Genius Band Talent. You may use Tactical Plan twice per turn. Tactical Plan 1 XP
Vigilance Band Talent. When your Warband gains disadvantage at the start of an encounter, you may make an Insight test with a -3 penalty; on a success, your enemy loses Advantage and deploys normally. - 1 XP

Equipment
Tacticians gain 40 crowns at creation to spend on anything.
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Captain

Score Improvements
Captains may add +1 to one of the following scores: Melee, Willpower, Fellowship.

Traits
Captains gain the following traits at creation.
Name Subname Effect
Aptitude Fellowship Fellowship Talents cost 1 Experience less to buy, to a minimum of 1.

Talents
Captains have access to the following unique talents.

Name Effect Prerequisites XP Cost
Get Back Here You may spend a Fate Point during the Utility Phase to force one routing enemy to instantly rally, passing the test. - 1 XP
Get Stuck In Band Talent. During the Utility Phase, select one action (which may be from any phase). Any Warband members performing that action this turn may add a +1 to a single test made as part of that action. - 1 XP
The Lad's Got Talent Band Talent. Select one non-animal Henchman with Experience of 5 or higher. The Henchman now becomes a Hero. Henchman w/ 5+ XP 2 XP

Equipment
Captains gain 40 crowns at creation to spend on anything.
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Wizards

Score Improvements
Wizards add +3 to Spellcasting.

Traits
Wizards gain the following traits at creation.
Name Subname Effect
Aptitude Spellcasting Spellcasting Talents cost 1 Experience less to buy, to a minimum of 1.
Caster - You have the power to cast spells. You may cast any spell in the Lesser Magic lore, and can purchase spells from any Lore of Magic you possess, which are listed below. Magic comes in the form of eight basic arcane lores, plus specialised lores that are not open to everyone.
- Beasts Ghur, the Lore of Beasts. A wild form of magic, this feral school gives one control over the beasts and lets one become beastlike themselves.
- Death Shyish, the Lore of Death. A grim and feared lore, it is nonetheless distinct from Necromancy- the Lore of Death is associated with the natural order of life and death and the passing of things.
- Fire Aqshy, the Lore of Fire. A fierce and destructive lore, the practitioners of Fire tend to be fierce and quick to anger.
- Heavens Azyr, the Lore of the Heavens. Also known as Astromancy, the Lore of Heavens allows one to see omens in the stars and the sky, and to turn the weather and sky to their own ends.
- Life Ghyran, the Lore of Life. It is the lore of nature and of the growing earth, giving one a unique relationship with the world around them.
- Light Hysh, the Lore of Light. It is the lore of illumination and wisdom, and of life-giving energy. It is often used to counter the undead or Daemons.
- Metal Chamon, the Lore of Metal. It is the lore of knowledge and empirical study, and its practitioners are often known as Alchemists. It gives the wielder power over metal, and the ability to change the form of things.
- Shadow Ulgu, the Lore of Shadow. It is the lore of deception, illusion and confusion. It allows one to befuddle the mind and obscure one's own intentions.
- Chaos Undivided The Lore of Chaos relies on Dhar, or dark magic. It is the foul magic of the devotees of the Dark Gods of Chaos, and is associated with corrupting, destroying and changing.
- Tzeentch Tzeentch is the Chaos God of change, mutations, magic and hope. Foul followers of Tzeentch can expect powers that change their environment, produce powerful summons and raw offensive power.
- Slaanesh Slaanesh is the Chaos God of sensation, pleasure, excess and aspiration. The depraved followers of Slaanesh gain powers that alter others' perceptions and dominate their minds.
- Nurgle Nurgle is the Chaos God of decay and disease. The disgusting followers of Nurgle gain powers that ravage their enemies' bodies and corrupting all around you.
- Necromancy The Lore of Necromancy draws from the dark magic of Dhar. Unlike Death, it is unnatural and grants one unholy control of the dead. Necromancers and Vampires rely on this forbidden art for their power.

There are some rules regarding what Lore of Magic you may take at creation. You may only take one.
Humans in an Old World Adventurer band may take any of the 8 Arcane Lores (Beasts, Death, Fire, Heavens, LIfe, Light, Metal and Shadow).
Humans in a Chaos Warband may take the Lores of Death, Fire, Metal and Shadow, Chaos Undivided, Tzeentch, Slaanesh and Nurgle.
Humans in a Vampire Coven may take any of the 8 Arcane Lores except Life and Light. They may also take the Necromancy school.
Vampires may take any of the 8 Lores except Life and Light. They all start with the Necromancy school anyway, thus Wizard Vampires gain no benefit from selecting it twice.

Talents
Wizards may purchase 'Arcane Marks' related to their chosen Lore, outlined in that Lore's page.

Equipment
Wizards gain 30 crowns at creation to spend on weapons, gear, and Magic Implements.
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Unique Classes

Berserker

Score Improvements
Berserkers may add +1 to one of the following scores: Melee, Strength.

Traits
Berserkers gain the following traits at creation.
Name Subname Effect
Aptitude Offense Offense Talents cost 1 Experience less to buy, to a minimum of 1.
Berserker Pride - The Berserkers of the Norscan people rarely wear armour, as going into battle with bare skin proves one's strength and frightens the enemy. You may not wear Heavy Armour, but whenever you are Frenzied you also gain the Fear trait.
Frenzy - You work yourself up into a lathering rage. You may declare the use of Frenzy during a Utility phase. Once frenzied, you must charge toward the nearest enemies you see. You gain extra attacks equal to your base Attack score, but all attacks against you gain a +2 to hit, and you may no longer make Parry saves. You are immune to psychology. Should you be stunned or knocked down, your Frenzied state immediately ends and you may not re-enter it for the rest of the encounter.

Equipment
Berserkers gain 50 crowns at creation to spend on weapons and armour.
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Bretonnian Knight

Score Improvements
Bretonnian Knights add +1 to Strength.

Traits
Bretonnian Knights gain the following traits at creation.
Name Subname Effect
Aptitude Offense or Defense (pick one) Offense Talents cost 1 Experience less to buy, to a minimum of 1.
Code of Chivalry - Bretonnian Knights are sworn to a code of chivalry that dictates their actions. First and foremost, they may not use ranged weapons. If they do use one in desperation, then for the rest of this encounter and the next, they lose the benefits of, and cannot use, their Knightly Virtue or the Blessing of the Lady.
Blessing of the Lady - Knights can pray to the Lady for her blessings. You may declare that you are praying to the Lady in the Utility Phase of an Encounter's first turn. You may do nothing else that turn in any phase (except take morale tests). At the start of the second turn, you gain a +3 Ward Save bonus against ranged attacks of any kind. This ends if you Rout (even if you rally, you do not get it back that encounter!).
Knightly Virtue - The Knights of Bretonnia dedicate themselves to a Knightly Virtue. Select one of the virtues below at creation. If you Rout during an Encounter, you lose the benefit of your Virtue for the rest of the Encounter.
- Virtue of Audacity When fighting an enemy in melee, if their Strength is higher than yours, you may use their Strength in place of your own for melee damage tests against them.
- Virtue of Confidence During the Utility Phase, you may mark one enemy Hero (you issue a challenge at them). You gain a +1 bonus to Damage tests against your marked Hero. You may only mark one at a time, and may only change marks if your current mark is incapacitated or fleeing.
- Virtue of Discipline Enemies never count as Flanking you.
- Virtue of Duty You swear loyalty to up to three other characters. When you fight on their side in an encounter, they take a +1 bonus to Melee to-hit tests. If you are fighting in an encounter and none of them are with you, you take a -1 penalty to Melee to-hit tests.
- Virtue of Empathy You gain a +1 bonus to Fellowship tests, and all Henchmen gain a +1 bonus to their Morale tests if you are on the battlefield.
- Virtue of Heroism Whenever you roll a Critical Hit, you can decide that instead of dealing a 2nd wound, your target must instantly make an Injury roll.
- Virtue of the Ideal You gain an extra Attack in the Melee Phase, so long as you are engaged in melee with two or more enemies at once. (Stacks with Combat Master)
- Virtue of the Impetuous Knight You move double your Agility score when charging, and you reroll all damage tests made with attacks benefitting from a charge.
- Virtue of the Joust You gain a +1 bonus to damage tests with Lances, and they gain the Armour Piercing (1) Quality.
- Virtue of Knightly Temper If you score at least one unsaved wound on an enemy in a turn when you charged, you may instantly make another attack against an enemy in range.
- Virtue of Noble Disdain You gain a +2 bonus to to-hit tests against enemies who have made at least one Ranged attack during the encounter.
- Virtue of the Penitent You gain the Magic Resistance (3) trait and your attacks always count as being Magical Attacks.
- Virtue of Purity You automatically start each Encounter with the Blessing of the Lady instead of having to pray for it. You gain an extra Fate Point each Chapter.
- Virtue of Stoicism You are Immune to Psychology and may reroll any failed Morale or Willpower tests.

Equipment
Bretonnian Knights start with one Warhorse. They may spend 40 crowns on weapons and armour.
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Damsel

Score Improvements
Damsels add +3 to Spellcasting.

Traits
Damsels gain the following traits at creation.
Name Subname Effect
Aptitude Spellcasting Spellcasting Talents cost 1 Experience less to buy, to a minimum of 1.
Damsel's Trappings - The Grail Damsels are bound to the Lady of the Lake and follow stipulations known only to themselves. Apart from that, they have these restrictions: they may not wear armour of any kind, and may not use magical weapons. Disappointing the Lady may strip a Damsel's magical powers.
Grail Damsel - Grail Damsels have the power to cast arcane spells via the blessings of the Lady of the Take. They have access to Lesser Magic, and start with one of the three Lores of Magic below. They may gain another one of the below Lores after spending 20 XP, then after spending 40 XP.
- Beasts Ghur, the Lore of Beasts. A wild form of magic, this feral school gives one control over the beasts and lets one become beastlike themselves.
- Heavens Azyr, the Lore of the Heavens. Also known as Astromancy, the Lore of Heavens allows one to see omens in the stars and the sky, and to turn the weather and sky to their own ends.
- Life Ghyran, the Lore of Life. It is the lore of nature and of the growing earth, giving one a unique relationship with the world around them.

Equipment
Damsels gain 30 crowns at creation to spend on weapons, gear, and Casting Items and Magic Implements.
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Diestro

Score Improvements
Diestros may add +1 to one of the following scores: Melee, Strength, Agility.

Traits
Diestros gain the following traits at creation.
Name Subname Effect
Aptitude Offense Offense Talents cost 1 Experience less to buy, to a minimum of 1.
Diestro Styles - You gain a +1 bonus to Parry tests and an extra attack per turn, so long as you are wielding a sword and your off-hand is empty. You may not wear Heavy Armour.
Disarm - Whenever you score a Critical Hit in melee, you can decide that instead of dealing a 2nd wound, you select one of your enemy's weapons: they may not use it during their next Ranged or Melee phase (as appropriate).

Equipment
Champions gain 50 crowns at creation to spend on weapons and armour.
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Elf-Mage

Score Improvements
Elf-Mages add +4 to Spellcasting.

Traits
Elf-Mages gain the following traits at creation.
Name Subname Effect
Aptitude Spellcasting Spellcasting Talents cost 1 Experience less to buy, to a minimum of 1.
Arcane Supremacy - The Elves are masters of magic. Elf-Mages may choose two different Lores of Magic at creation instead of just one.
Caster - You have the power to cast spells. You may cast any spell in the Lesser Magic lore, and can purchase spells from any Lore of Magic you possess, which are listed below. Magic comes in the form of eight basic arcane lores, plus specialised lores that are not open to everyone.
- Beasts Ghur, the Lore of Beasts. A wild form of magic, this feral school gives one control over the beasts and lets one become beastlike themselves.
- Death Shyish, the Lore of Death. A grim and feared lore, it is nonetheless distinct from Necromancy- the Lore of Death is associated with the natural order of life and death and the passing of things.
- Fire Aqshy, the Lore of Fire. A fierce and destructive lore, the practitioners of Fire tend to be fierce and quick to anger.
- Heavens Azyr, the Lore of the Heavens. Also known as Astromancy, the Lore of Heavens allows one to see omens in the stars and the sky, and to turn the weather and sky to their own ends.
- Life Ghyran, the Lore of Life. It is the lore of nature and of the growing earth, giving one a unique relationship with the world around them.
- Light Hysh, the Lore of Light. It is the lore of illumination and wisdom, and of life-giving energy. It is often used to counter the undead or Daemons.
- Metal Chamon, the Lore of Metal. It is the lore of knowledge and empirical study, and its practitioners are often known as Alchemists. It gives the wielder power over metal, and the ability to change the form of things.
- Shadow Ulgu, the Lore of Shadow. It is the lore of deception, illusion and confusion. It allows one to befuddle the mind and obscure one's own intentions.

Equipment
Elf-Mages gain 30 crowns at creation to spend on weapons, gear, and Casting Items and Magic Implements.
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Grey Seer

Score Improvements
Grey Seers add +3 to Spellcasting.

Traits
Grey Seers gain the following traits at creation.
Name Subname Effect
Aptitude Spellcasting Spellcasting Talents cost 1 Experience less to buy, to a minimum of 1.
Caster - You have the power to cast spells. You may cast any spell in the Lesser Magic lore, and can purchase spells from any Lore of Magic you possess, which are listed below. Magic comes in the form of eight basic arcane lores, plus specialised lores that are not open to everyone.
- Horned Rat The Lore of the Horned Rat is a form of dark magic, or Dhar. It is exclusive to the verminous Skaven.
Unique Talents
Grey Seers have access to the following unique talents:
Name Effect Prerequisites XP Cost
Loremaster, Horned Rat Horned Rat spells do not take up any spell memorisation slots. All Horned Rat spells 3 XP

Equipment
Grey Seers gain 30 crowns at creation to spend on weapons, gear, and Casting Items and Magic Implements.
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Herrimaut

Score Improvements
Herrimault may add +1 to one of the following scores: Ranged, Strength, Agility.

Traits
Herrimaut gain the following traits at creation.
Name Subname Effect
Aptitude Offense Offense Talents cost 1 Experience less to buy, to a minimum of 1.
Strider Forest You are exceptionally fleet-footed in certain terrains. You ignore Difficult Terrain in the listed environment.
Knight Hunter - Attacks with Bow Weapons gain +1 Penetration and the Anti-Large (+1) Quality. You take no penalties when using the Stand and Shoot action. You may not wear Heavy Armour.
Informal Suppliers - You gain a +2 bonus to Acquisition tests to find special ammo types.

Equipment
Herrimaut gain 50 crowns at creation to spend on weapons, armour and ammo.
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Priest

Score Improvements
Priests may add +1 to one of the following scores: Toughness, Willpower, Fellowship.

Traits
Priests gain the following traits at creation.
Name Subname Effect
Aptitude Defense Defense Talents cost 1 Experience less to buy, to a minimum of 1.
Divine Caster - You are a divine caster, who draws upon the power of the Gods to cast magic. Divine Magic is safer than Arcane magic, but less powerful. The Gods are listed below, one of which is your patron.
- Manaan Manaan is the Old World God of the Sea, and is the patron of any who have to work on the waves and water. It is acquainted with both water and protection against random misfortune.
- Morr Morr is the Old World God of Death and Dreams. Priests of Morr perform funerary rites and ward graveyards against necromancers and graverobbers. They are duty-bound to aid trapped and lost spirits and ghosts and to destroy the unnatural undead.
- Myrmidia Myrmidia is the Old World Goddess of War and Strategy. She teaches war as an intellectual art and science. Priests of Myrmidia are war-priests, using their skills to aid forces in skirmishes, battles and wars.
- Ranald Ranald is the Old World Goddess of Fortune and Trickery. Priests of Ranald are often tricksters who use their patron's power in fickle ways- for that is the nature of luck.
- Shallya Shallya is the Old World Goddess of Healing and Mercy. Priests of Shallya are very often healers and diplomats who develop a great sensitivity to the suffering of others.
- Sigmar Sigmar was the legendary founder of the Empire, a man who became a God, and is the patron God of the Empire today. The Warrior-Priests of Sigmar possess the power to smite the Empire's enemies and protect its people from harm.
- Taal and Rhya Taal and Rhya are the Old World God and Goddess respectively of nature. Taal is the lord of nature and its creatures, whilst Rhya is the master of the earth and nature's fertility.
- Ulric Ulric is the Old World God of War and Winter. Popular in the Empire, especially in the north, Ulric was the God of Sigmar himself. Warrior-Priests of Ulric are fierce and brutal in war.
- Verena Verena is the Old World Goddess of Learning and Justice. She calls on her devotees to punish wrongdoing and bring justice to those who have none.

Equipment
Priests gain 40 crowns at creation to spend on weapons, armour and Casting Items.
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Runesmith

Score Improvements
Runesmiths add +1 to Insight and +2 to Spellcasting.

Traits
Wizards gain the following traits at creation.
Name Subname Effect
Aptitude Insight Spellcasting Talents cost 1 Experience less to buy, to a minimum of 1.
Runesmith - The Dawi cannot use magic like humans or Elves, but instead trap the Winds within their powerful Runes. You can use the Runesmith abilities charted in the Runesmith section.

Equipment
Runesmiths gain 40 crowns at creation to spend on weapons, armour, gear and Magic Implements.
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Shaman

Score Improvements
Shamans add +3 to Spellcasting.

Traits
Shamans gain the following traits at creation.
Name Subname Effect
Aptitude Spellcasting Spellcasting Talents cost 1 Experience less to buy, to a minimum of 1.
Caster - You have the power to cast spells. You may cast any spell in the Lesser Magic lore, and can purchase spells from any Lore of Magic you possess, which are listed below. Magic comes in the form of eight basic arcane lores, plus specialised lores that are not open to everyone.
- Big Waaagh! The Big Waaagh! Is the magic of the Orc Shamans. Much like Orcs, it is brutal, unsubtle, and grows stronger the more Orcs there are.
- Little Waaagh! The Little Waaagh! Is the magic of the Goblin Shamans. It is disdained by Orcs, but Goblins know that the Little Waaagh is brutally cunnin', just as Gork and/or Mork decree.

There are some rules regarding what Lore of Magic you may take at creation. You may only take one.
Orcs may only take the Lore of the Big Waaagh!.
Goblins may only take the Lore of the Little Waaagh!.

Equipment
Shamans gain 30 crowns at creation to spend on weapons, gear, and Casting Items and Magic Implements.
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Slayer

Score Improvements
Slayers may add +1 to one of the following scores: Melee, Strength, Toughness.

Traits
Slayers gain the following traits at creation.
Name Subname Effect
Aptitude Offense Offense Talents cost 1 Experience less to buy, to a minimum of 1.
Immune to Psychology - Your mind is simply your own, and nothing will shake that. You are immune to Psychology effects that compel behaviour, such as Fear, Terror, Frenzy, Stupidity and Animosity.
Slayer Oath - The Dwarf Slayers hold to an oath that shapes their actions and appearance (most obviously, the large orange mohawk). Slayers may wear no armour or shields of any kind.
Unbreakable - You're simply unbreakable and immune to the petty morale of combat. You never Rout.
Bonus Traits
A Slayer can gain extra abilities by slaying particularly noteworthy enemies. To count as having slain them, the Slayer must deal the lethal blow.
Name Subname Effect
Troll Slayer - Gained by slaying a Troll. You gain the Frenzy trait. Furthermore, you no longer lose Frenzy if you are Knocked Down or Stunned.
Giant Slayer - Gained by slaying a Giant. You gain the Painless trait.
Daemon Slayer - Gained by slaying a Daemon of Hero rank. You gain the Terror trait.
Dragon Slayer - Gained by slaying a Dragon. You gain a +3 to Ward, with an extra +2 against Flaming/fire attacks.

Equipment
Slayers gain 50 crowns at creation to spend on weapons.
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Witch Hunter

Score Improvements
Witch Hunters may add +1 to one of the following scores: Ranged, Agility, Willpower.

Traits
Witch Hunters gain the following traits at creation.
Name Subname Effect
Aptitude Offense Offense Talents cost 1 Experience less to buy, to a minimum of 1.
Hatred Casters You possess a fierce hatred for a particular group. You gain a +1 to Damage tests against the object of your hatred.
Magic Resistance 2 You possess a natural resistance to the effects of magic- a trait most famously associated with the Dwarfs. You gain an X bonus to Ward Save tests against magic, and can test Ward saves even against non-damaging hostile magic.

Equipment
Witch Hunters gain 30 crowns at creation to spend on weapons, armour, ammo and gear.
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Personal Point

In this step, you can choose one Ability score (not a Combat score) and improve it by one.

Humans can improve two different scores.

Aspects

Aspects are a special element to a character that strongly reflects their personality, background, a belief, relationship or something similar to those. They are defined by you, the player, via working out with the GM (and other players!) what they are and what they mean.

All PCs begin with two Aspects and may gain more as time goes on. They may also change over time.

Aspects are more than character traits: they also inform a mechanic. During gameplay, a character may spend a Fate Point and invoke an aspect to gain a benefit from it, one stronger than a usual Fate Point use.

  • Example: Bill makes a character named Oskar von Drak, an Imperial Champion. As part of his backstory, Oskar is a knight of the Knights Panther, an Imperial martial order. Oskar has the Aspect "Faces Every Challenge", meaning he always tries to prove himself and doesn't back down in the face of grim odds. In an encounter, the Warband's leader goes down and Oskar has to make a Morale test. Bill can spend a Fate Point to invoke Oskar's "Face Every Challenge" aspect and hopes to gain a bonus to his Morale test. The GM agrees and lets Oskar automatically pass it.

Aspects can also be used to complicate a situation. For example, an aspect may lead a character into doing an action they might not want to do. This is called a 'compel'. Any players- including the GM, who has the last say- can call for a compel when a situation arises for a specific character. If the GM (and the player) agree, then a consequence falls on that character. In return, however, the character either regains a spent Fate Point, or if they have yet to spend any, gains an extra temporary Fate Point that lasts until the end of the Chapter.

  • Example: Oskar and his warband survive that encounter and continue adventuring. In the course of their adventures they run across a particularly nasty opponent: a Blood Dragon vampire. The Blood Dragon does not confront the entire group, but instead throws down a challenge to one-on-one combat with Oskar. One of Bill's teammates, Tod, calls for a compel based on Oskar's 'Faces Every Challenge' aspect. Since it does say 'every' challenge and not just the sensible ones, Bill agrees that the compel is valid. He gains an extra temporary Fate Point, which he'll desperately need since he's now facing a Blood Dragon in single combat.

Aspects work best, then, when they have both positive and detrimental elements to them.
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Conclusion

This brings us to the end of the mechanical aspects of Character Creation. All that is left now is to work out your character's personality, appearance, background and, of course, a name.
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