Warpstone #28.pdf

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when it was announced that Ganlcs Workshop and
Black industries were no longer to publish WFRP.
However, it was not long before Fantasy Flight
Games were granted the licence to do so. As we go
to press the first WFRP releases fiom FFG are
eagerly awaited. (See pg. 5 for more on this story).
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Editors: John Fw1!
Associate Editors: John Keanc. \fanin O!ixcr. Clivc Oldficld.
Robin LOM it Stc\-c \Irjc+
WFRP fans are used to 'dark ages9etween
publishers but in realiq they are anything but. The
WFRP community has a reputation for keen and
vocal fans and this is reflected by the amount of
material that they have produced, often to an
extremely high standard, Without much looking, a
newcomer to the game can find a wide variety of
support material.
Wcbsitc Editor:
Stcvc Moss
John Kcane
..
Rnlph m
Mikc
Kcan c
Horslc y
The material that Games Workshop and Black
Industries produced was often viewed with mixed
opinion. Overall, the quality of the material they
produced largely improved during their tenure
with a number of books likely to remain firm
Darklands map by Trocls Hanscn
.
All uncrdited art by John Keane
Thanks to
Alfrcd Nuficr Jr Dav~d Chart. Jay Lltde. Davld Dean
at Midland Press Corp.. Adam.Anthony and Pctcr.
I favourites for some time. I do not think it
--
www.warpstone.org
coincidence that one reason for this improvement
I was the growing involvement of those from the fan -
community.
I
With such support I am convinced that WFRP will
continue to go from strength to strength. However,
Warpstone will not be here for much longer to
help the game grow. The last issue of Warpstone
will be issue 30.1 have always said that Warpstone
would not just disappear and this will allow us
time to fulfil our commitment to those who have
taken out subscriptions. We plan to ensure that the
last few issues are of the high quality you have
come to expect. Then it is over to you.
Thc follow 1112 back issircs arc still axailahlc:
Issue 12
Issue 17
Issue 25
Jssue 14
Issue 18
Issue 26
Issue 15
Issue 20
Issue 27
Issue 16
Issue 24
See u-itu:w~rps/one.oP.g
for prices and order form.
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dctails are also available at the website that will co\.er
the remaining two issues of Warpstone (issues29 & 30).
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KEP0R"rS FROM THE HEART OF CO~~ON
Ite\ie\r < of Knight\ rrl the Crd. K.nrt)m? 19t
the Damned and Lure of the Liche Lord.
"The founding of Bretonnia as a nation is
The dark sirlc try \Fan;hrrn and terror to
sailors, we detail the Lord of the Raging Sea.
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presented as little more than a series of heroic %)3
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"In the lore of Manann, Stromfels was a deity
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of the None who migrated across the Sea of
Claws to the northern frontier of the Empire."
battles."
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most controversial parts ol' the lyarhamn~er
background.
"The counhy porfmyd differed in many ways
from the glimpses offered in !he original
rulebook."
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campaign5 and some idea* ta help yorl do so.
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"Images of verdant vallcys of golden, rippl~ng
owmealous cultist RpORing them, but most <d
Old Worlders tend to be tolerant of all beliefs." :lP-ydap
corn beneath an azure sky and blazlng sun, do
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not easily evoke claustrophobic fear and
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paranoia."
unrrl\crs srjrllc
ancomfortable truths in this short rtorp that
act$ ar an introd~rction to Unveiling the Lady
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I3ackgrotrrirl on thc Ch,~o< arls ctf tlie
DasLlands and the mutants, the Tainted.
"Thc Imperial Dwarfs of Karaz Ankor arc
unlikely to speak of these ahominattons to
anyone outside their clans and holds given their
shame and hatred.'"
on page 18.
"SIowly pushing the door Mly open, Phillipe
Fhe truth hcllind the I.ad ot ttir I,:rhc .111d
the hidden corruption at the hrsrt of the
nobility.
"Prepare yourself. What I shall recount on these
pages are but fragments of the truth.''
i\ our fricntllr, guide to four rnrir iri
the City of the \\ hitr \\elf,
"When outsiders cnter the tavern, all
conversation ceases and eyes follow every
movement of the visitors (or perhaps victim)" &L
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br~ilt an the trade of salt and coal.
"Stone and steel are thc first friends of the
smelt steel with wmd alone."
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Issue Twenry*Eigbt - Pqe a
REVIEWS
hights of the hil: A Guide to Bretonnia
By David Chan
Published by Black Industries
Reviewed by Robin Low
as GMs can invent their own truth 'behind the official Bretonnian
history asthe driving force for an entirecampaign. Nevertheless,
I would have liked the Iack of credibility achowledged in the
text, together with hints or suggestions regarding what really
happened with Gilles and his knights. This could have easily
been done through quotes from NPCs and scholarly texts,
thereby avoiding any charges of Black Industries actively
deviating from the official WFB depiction of the setting.
Bretonnia's social structure is staggeringIy crude: there are
nobles and there are peasants. The nearest we get to anything
more complex is the rising merchant class (still regarded as
peasants by the nobility) and the Hetrimaults [peasant outlaws,
some with revolutionary tendencies). The idea that this type of
society has existed for the last one and half millennia is quite
simply ridicuIous. Unless, that is, some major force is at work
keeping it that way, A god of Law, perhaps? A particularly
contrary god of Chaos? Given what we know, a more likely
candidate is the Fay - the Wood Elves are quite clearly
manipulating the Bretonnians to some degree and have been
doing so since the time of Gilles. They bless some Bretonnian
hights with magical Gifts and take certain children, girls
becoming Grail Maidens and the boys vanishing forever. To
my mind, the activities (known and unknown) of the Fay are
the only reasonable explanation for why Bretonnian society is
so utterly stagnant,What's lacking is any hint of why the Wood
Elves might be doing this. One possibility is self-preservation,
fear of the strength of the humans should they be allowed to
develop, although their cousins in the Empire have survived
well enough. The FayiWood Elves clearly have an agenda,
potentially very interesting and useful to GMs, but KotG offers
no explanation or suggestions.
The social structure highlights another underdevelopedarea,
namely merchants and mercantile activities. The propping up
of the nobility by moneyed merchants is mentioned, and there
are hints that the merchants of the city-port of l'hguille are
looking to Marienburg as an example of a city gaining its
independence. However, merchants represent a major driving
farce for change within Bretonnia, both politically, with their
desire for greater economic freedom and power, and socially,
as they have the most contact with non-Bretonnians and new
ideas. House Agnew, which is mentioned in Sigmar b Heirs as
a merchant house "famous across the Old World" and "key to
the economic prosperity of Bretonnia", is not mentioned here.
There is a long tradition of scenarios beginning with PCs hired
to prote~t
By the time this review sees
print, Knights of the Grail
(KotG) will have been
available sometime. I am
confident most readers either
already have a copy or have
heard a great deal about it. For
that reason, I will not waste
space with any discussion of
the major changes from the
WFRP1 depiction of
Bretonnia to the WFB version
or a chapter by chapter
anaIysis of contents. Instead,
1wlll focus on aspects strlklng me as particularly significant.
However, I will state up front that despite the setting change
and some serious underdevelopmentof important aspects, KotG
is a good supplement - that is, as I read it I was inspired and
had ideas for characters, locations and plots that I would like
to use in a game.
The founding of Bretonnia as a nation is presented as little
more than a series of heroic battles between Gilles le Breton
and his knights against various evildoers. Seemingly, there is
little disputing this was how the Bretonni were united into the
Kingdom of Bretonnia; this is what Bretonnians believe and
that is that. Laurent de Pamvon, a "history scholar", makes
that clear in the opening quote of the history chapter, and it
makes smsewithin the context of the setling as described. No
formal scholarly groups within Bretonnia capable of debating
the evidence are mentioned: the peasants lack the skills, the
merchants are too busy making money, and the nobility has no
desire to challengethe stories oftheir heroic ancestors;Laurent
de Parravon is presumably a nobIe dilettante.
However, Bretonnia is not isolated from the surrounding
lands, with connections to the Empire via the northeast coast
and through the Gisoreux Gap and Axe Bite Pass, as well as by
sea. Trade and social contact is certain to have taken place
during the time of Gilles. With the recorded histosy of Bretonnia
beginning around 930 I.C. and physical connections between
Bretonnia and the Empire, it is highly unlikely that Imperial
scholars (probably in the form of Ulrican and Sigrnaritepriests)
failed to record stories coming out of this western realm. In a
nutshell, there should have been some alternative viewpoints
offered in the history chapter.
As it stands, the history of Bretonnia is as incredible as the
Arthurian myths that inspired it. This IackofcredibiIityis useful,
trading caravans, but the opportunityto use trade and
merchants as a hook for stories and to link the core setting of
the Empire with Bretonnia is missed.
The new monsters in KotG have come in for some criticism
This seems unfair given the complaints about the absence of
many WFRPI beasties from WFP2. ApparentIy we only want
the old monsters back, no new ones created. I find it hard to
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entirely agree with that when focusing on a new land, but
criticisms can still be made with regard to what and how
additions are created.
The feeblest new monster is the Iron Orc -just a tougher,
stupider Orc - and I would agree this is pointless. The Artois
Boar is entirely appropriate to Bretonnia, as boar hunting is
traditionally French, but they are just beefed-up Wild Boars.
Contrast this with the Bretonnian TruMe Hound, which is
recognised as a War Hound variant and gets background instead
of updated stats, The Derelich is of interest for its ability to
manipulate its physical environment through illusion.
Superficially, it looks like another undead creature with a
gimmick, but it is appropriate to the Arthurian setting where
ugliness and horror is often hidden by beauty. The failing here
is the Derelich's presentation as a simple lure-and-eat-victim
monster, but this does not prevent GMs using it as a more
interesting manipulator and possible patron. The Undead
Knockers, as the victims of mining accidents caused by greed
and carelessness, are a scenario seed in themselves: the PCs
are hired to clear a mine of monsters, but learn that the Undead
can onlyrest when the mine owner, the real monster, is punished
for failing topay for more pit-props and support miners' widows.
Of course, they are just presented as something else to beat up.
Similarly, Chasm Spawn, Lakemen and Dracoleeches are
combat monsters, offering little of interest without some effort
on a GM'S part.
The monster that has come in for most criticism is the
Hagranym: the intelligent, carnivorous horse. This is a shame
as it is a perfect WFRP monster. It is rooted in folklore, a transfer
of the malevolent fairy water horse to the mountains. It is a
mixture of creatures - horse, carnivore and intelligent being -
and frankly you do not get much more WFRP than that, As a
race, the Hagmnyms are manipulating the Orcs, and I see no
reason why individuals should not hide their natures and
manipulate NPCs and PCs for their own evil ends. And what
happens when the PCs get entangled in a romantic relationship
between a Knight's Pegasi and a Hagranym? Who gets custody
of the foal?Accusations of high fantasy be damned: that's pure
WFRP.
Perhaps unusually for mm, KotG offers new powers for
PCs in the form of Virtues of Knighthood and Grail Virtues, as
well as Gifts from the Lady of the Lake. I am unsure whether
this is a good thing or a bad thing in terms of the flavour of the
setting, although I do think some degree of corruption or
negativity shouId have been associated with these powers - in
WFRP, every silver lining should have a cloud. However, their
inclusion highlights the fact that WFRP has little to offer players
looking for exciting character options beyond careers. For many,
this is part of WFRP's appeal, but in terms of harsh financial
reality players outnumber GMs and any game company needs
to sell to as many of the potential audience as possible, How
can Black Industries sell to players and GMs alike, without
compromising the feel of the game? Answers to the forums,
please.
For all its many good points, KotG is frustrating at times. It
raises (perhaps unintentionally) some interesting questions
regarding the bigger picture, but stubbornly refuses to answer
them. This would not be sobad if it was at least ackmowledged
that there is a bigger picture. On the plus side, GMs have some
excellent starting points if they consider developing the setting
and its future. Having released a scenario, it seems unlikely
that WFRP will return to Bretonnia again in a hurry, so GMs
are probably free to guide Bretonnia as they see fit without the
worry of what future supplements might say.
Barony of the Damned: An Admure in Mousillon
By Ben Counter
Published by Black Industsits
Review by Stew Moss
Barony of the Damned was
released by Black Industries to
little fanfare. I had my doubts
that a Bretonnian adventure
would be useful to WFW fans
in general or to my group in
paflicular. I was wrong. Bamny
of the Damned was full of
surprises.
Written by Ben Counter, it is
a 96 page black and white
hardcover book with a colour
cover of a female knight on
horseback running the gauntlet
of Undead. Most of the inter~orartwork is by Tony Parker, the
artist used for most of Black Industries' 96 page books to date.
His artwork here is dark and evocative and captures the desolate
and pestilent atmosphere of the Bamny of the Damned. The
maps are drawn by Andy Law and Ha1 Mangold, and most are
well laid out and easy to read.
Barony oj'the Damned is divided into three main parts: the
first is a guide to Mousillon, the second details Mallobaude the
Black Knight and the third features the main adventure.
Mousillon is a very bleak and desperate region of Bretonnia, a
cursed place where the light of the Lady of the Lake does not
shine and the people live in despair and squalour. The book
does an excellentjob of conveying the senseof stagnant gloom
and misery that the inhabitants and visitors would feel in such
a forsaken place.
The guide examines the society of Mousiflon, religion, travel,
an extensive history of the Duchy and various geographical
locations. There is useful information on the various quarters
of the city of Mousillon and the swamp, "Cordon Sanitaire",
that separates Mousillon from the rest of Bretonnia. It details
the inhabitants, including a couple of new Mousillon-specific
careers. There is even a humorous mutation chart for providing
the afflicted peasants with the "Mousillon look".
The second section of the book offers information about the
renegade Duke of Mousillon - Mallobaude, the Black Knight
-and his followers. He is intent on destroying Bretonnia's ruling
order and with the help of Moudllon's nobles has begun
amassing a revolutionary army. This section also contains
descriptions of various individuals who are tying to help the
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