Legion 09 (december 2008).pdf

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Another month, another Legion. This issue's high-
light is an interview with David Chart, author of
Knights of the Grail and Spires of Altdorf . This is in
support of the Bretonnian mini-theme in issue 28 of
Warpstone , due out soon. Elsewhere you will find
cast-offs ( The Hinge Factor ), Bees ( The Bee
Keeper ) including a new monster among other bits,
and The Long Shot , which looks at Archery in first
edition WFRP. This was scheduled to be printed in
Warpstone , but as many readers no longer player
WFRP1 we decided to print it here. Nevertheless, I
recommend WFRP2 players check it out as there are
plenty of good ideas there. In a similar vein is The
Vengeful Marksman. Finally, there are rules for
pulling out arrows and bolts.
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Editors: The usual suspects.
Legion is a Warpstone publication. For more info check out www.warpstone.org
Warhammer, WFRP and the names of all prominent imagery, places and characters
within the Warhammer world are trademarks of Games Workshop Ltd. and are used
without permission. Warpstone recognises the status and ownership of all
copyrights, trademarks and registered names that may be used herein and the use of
the aforementioned within this publication should not be construed as a challenge to
such status and ownership.
Warpstone (ISSN 1465-6604) & Legion are independently produced magazines,
and not owned, licensed or approved by Games Workshop Ltd or FFG. All original
material is copyright to the respective author/artist.
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David Chart has long been associated with the Ars Magica RPG. He wrote
part two of the Paths of the Damned campaign, Spires of Altdorf , and the
Bretonnia Sourcebook, Knights of the Grail . We caught up with David as
part of our look at Bretonnia in Warpstone 28. Many thanks to David for his
taking part.
was some years ago now. Since a central part of the concept is no longer part
of the official background, I don't think it will ever see the light of day.
When you first started to write Knights of the Grail how aware were you
of the WFRP 1e material or the fan material? Did you appreciate the
controversy among WFRP fans that had accompanied changes to the
Bretonnian background over the years? Why do you think the subject of
Bretonnia evokes such a passionate response in many WFRP fans?
I was aware of the 1e material, naturally, but not really aware of the fan
material. I had rather missed the controversy, but it was immediately obvious
that Bretonnia had changed quite a bit from what I remembered. I'm not
surprised it was controversial.
Could you give us some background about yourself?
I was born, raised, and went to university in England. I started role-playing
when I was twelve, but didn't start writing professionally until I was at
university. I studied philosophy of science, which has proved less useful in
earning a living than writing RPGs. About five years ago, I moved to Japan,
where I currently live in the Tokyo sprawl along with about 30 million other
people.
As for why it evokes such a passionate response, doesn't everything? I think
WFRP fans are a naturally passionate group, used to keeping the game alive
through prolonged periods of
corporate neglect, so they tend to react
strongly. Since Bretonnia was,
essentially, completely re-imagined
between 1e and 2e, even more so than
Karl-Franz, it's hardly surprising that
it got a particularly vigorous reaction.
How did you come to write for WFRP? Were you a fan of the game?
Yes, I was a fan of the game right back to when Games Workshop were still
thinking about calling it WARP. I sent the White Dwarf articles back when I
was a teenager, and still have the encouraging rejection letter I got back
about one of them. I had another go at writing for the game while it was at
Hogshead, and got as far as James Wallis buying me breakfast. He was still
looking at my proposal when GW pulled the licence.
So, when Games Workshop commissioned Green Ronin to develop a second
edition, I expressed my interest. It's a bit ironic that, by the time I got to
write for the game, I was living in Japan and working through an American
company.
Another element is that it's very
different from the Empire, but I'll
come back to that in the question on
WFRP feel.
What was your proposal to Hogshead?
An adventure, set in one of the Reikland towns, in which the Lawful witch-
hunters of Solkan were as much of a potential threat as the (entirely genuine)
group of Chaos cultists. I seem to remember that there was a ritual
connected to Ranald involved as a possible way to prevent catastrophe; it
Did you like the new Bretonnia (i.e.
Arthurian version) when you first
read it?
Yes.
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How closely did you work with the writers of the WFB Bretonnia books,
if at all?
Not at all. I had the book and some extra design notes, but that was it.
WFRP is "the enemy within"; the hidden corruption in a society. Thus,
hidden corruption, or at least corruption that is not immediately obvious, is
an important feature of Bretonnia.
Was there anything you wished was included in Knights of the Grail that
was missed out, for space reasons or otherwise? Looking back is there
anything you would have done differently?
I would have liked to include Grail Maidens as a career path; I'm sure we
could have done something with their lack of autonomy to make them viable.
Why no grotty slums in Bretonnian cities (apart from Mousillon)?
They're all grotty slums. They just look pretty. That is one of the
fundamental ideas about Bretonnia: it looks pretty, but once you poke behind
the surface, things are a lot less pleasant. And, of course, it leaves space for
Mousillon to look different.
The main thing I'd do differently is the adventure; that seems to have not
been a hit with the fan base.
Whose idea was leaving the secret of the Lady deliberately vague (some
GMs want to be told this stuff rather than invent it)? Did you know the
secret?
I was told not to say much about the elves of Athel Loren, because that
would be a different book. Obviously, it's rather difficult to talk much about
the secret of the Lady without going into details about the wood elves, so it
was left deliberately vague. But I did know the secret; it is explicit that the
fey are elves, after all.
What would you do differently with the Knights of the Grail scenario?
I'm not sure. The feedback on problems was not very specific, so I don't
know which bits need the most work. I think I would change the presentation
of the latter part, though, to make it clear that the player characters really do
solve the problems, and that the NPCs (the Faceless and the Grail Maiden)
are background colour.
How is this different to the work you did with Spires of Altdorf ?
Spires was an adventure, so it was very different. There, it was a case of
trying to capture the feel of the city for people playing through the story line.
What is your favorite part of Knights of the Grail ?
I quite like the disclaimer in the front. This is actually a very difficult
question; I like (almost) the whole book. I think I most enjoyed creating a
social structure designed to ensure that the corruption and suffering was
almost all hidden behind a pretty facade. I really wouldn't like to live in
Bretonnia, even without the ravening hordes of Chaos, but I think it has a lot
of potential for adventures driven by the social structure.
How much did your previous work with Ars Magica influence your
WFRP work? Did your
background in studying the
medieval period provide
inspiration for the Bretonnia
background?
My medieval knowledge definitely
provided inspiration for the
Bretonnia background. Quite a lot of
the concepts are taken from the
middle ages, and just exaggerated a
bit to make them more Warhammer.
Ars Magica had less direct influence,
because it's a very different style of
game.
How do you define the 'Warhammer feel' you were trying to evoke with
Bretonnian?
It's a bit difficult to define, beyond "grim world of perilous adventure". The
"Warhammer feel" that I had from my earlier experience of the game was (a)
Germanic and (b) Early Modern. Since Bretonnia was supposed to be (a)
French and (b) High Medieval, I had to dig a bit deeper. As I mentioned
above, I think this is part of the reason why the Bretonnian revision provokes
such strong feelings; I suspect I'm not the only one who closely associated
the early modern Holy Roman Empire with the "WFRP feel".
Chaos has to be there, of course, but Bretonnia is a bit further from the
Chaos Wastes, so it should be more subtle. Another enduring aspect of
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If you were to develop Bretonnia further, how would you do so?
I'd develop peasant and town life in more detail. Knights of the Grail has a
bit of an emphasis on knights, which is appropriate for this book, but there is
at least as much potential for Warhammer-esque adventures among the lower
classes. The most oppressed peasants could see Chaos as offering a better
life, the least oppressed would have the freedom to set up blasphemous cults,
and wealthy merchants, deprived of any chance of legitimate political power,
would be even more prone to the blandishments of Chaos than those in the
Empire. What's more, the restrictions on peasants provide further
complications that can make the stories more interesting.
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In the south of the Empire live an old man and his wife. The couple keep
themselves to themselves on their small farm, which is found just a short
way from the main road to town. They keep goats and chickens, selling milk
and cheese and eggs at the market every fortnight when they trundle and
rattle into town on their horse-drawn cart. They also keep bees, which make
honey, dark and sweet, the most delicious for miles around.
What other areas of the Warhammer World would you personally like to
develop?
I'd like to do the Elves. Not the Dark Elves so much, and not really even the
Elves of Ulthuan; the Elves of Athel Loren and Laurelorn are the ones that
most interest me. So far, I've pitched this to every developer the game has
had (well, it was only a White Dwarf article for Games Workshop). Green
Ronin even said yes. And then, of course, things changed.
In the field behind the farmhouse a dozen hives buzz throughout the summer
months, with bees flying hither and yon seeking flowers and pollen. Most
people think it must be something in the local flowers that give the honey its
unique flavour. The old man and his wife know the truth, of course. They
know that the secret ingredient is blood.
What is next for you?
In WFRP terms, I'm currently working on a book for Fantasy Flight Games.
It's a multi-author book, and I'm doing less than a tenth of it, but I don't think
I can say any more than that at the moment. So far the process is going well,
so I hope I'll be able to work for them more in the future.
Many years past when the old man was young his farm was failing. In his
despair he went into the forest to take his own life. Beneath an ancient tree,
above him a buzzing bees' nest, he cut his wrists, unaware the tree had once
been a place of sacrifice to Khorne. The Blood God smelt the blood and
examined the mind of the man and appeared to him. Masquerading as a
fertility deity, Khorne offered the man success in return for blood. The man
accepted instantly and Khorne told him to take the bees and build hives for
them. In return for blood, to be fed to the bees, Khorne would ensure the
farmer would always have food on his table.
In broader terms, I'll be continuing developing Ars Magica , and I'm working
on my own RPG. At the moment, however, that's mainly a collection of
mechanic ideas that don't quite seem to work, so it may be a little longer in
development than I'd ideally like. Outside roleplaying, I've written a novel,
and experimented with internet-based distribution ( www.davidchart.com/
Novels/IceYearning/ ). In the nature of experiments, this hasn't been a great
success, but it hasn't been such a failure that I've written the idea off entirely.
I may well try again, with modifications.
Initially, the farmer fed the bees with his own blood and after he married, his
wife became part of the ritual. But as the number of hives increased, more
blood was needed and before many years had passed, it became necessary to
kill. One year a child went missing, but mainly it was travellers whom
nobody missed. One or maybe two a summer was enough. Over the years,
bodies have steadily accumulated in the earth beneath the hives.
Of course, one day either the farmer or his wife will die and it will be that
much harder to kill and conceal the bodies. Both may die on a particularly
cold winter's night and the hives get taken over by someone ignorant of the
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blood ritual needed to feed the bees. Either way, come one summer, the bees
of Khorne will not get their blood, and then they will swarm.
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Anyone wishing a career as a Bee Keeper should simply use the Peasant
career, making sure to choose Animal Care, Swim (jumping into the nearest
river or pond to avoid a swarm is common for apprentices keepers) and
Trade (Farmer) over the other options. Animal Care covers use of smoke to
make the bees sleepy, spotting signs of diseases that afflict bees and dealing
with both wild and farmed hives. Animal Care should also cover dealing with
other farm animals - bee keeping is seasonal and usually part of a broader
farming life. Animal Training is not appropriate for bees, but can still be
taken if the Bee Keeper deals with other farm animals.
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Bees are just one of many types of small creatures that gather to form
swarms. Individual bees are not normally especially dangerous, but a group
numbering in the hundreds if not thousands can be particularly hazardous.
Bee swarms are difficult to fight using normal weapons, and require fire or
magic to destroy, although smoke will make them sleepy and less aggressive.
Avoidance is the best strategy, although buildings cannot always been sealed
tightly enough to keep them out.
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Bee-keeping is relatively common in many parts of the Old World. It is
practiced on a large scale on farms with scores of hives spread across large
meadows, but since bees can fly, an individual with appropriate knowledge
can also have a single hive on a small plot. Unsurprisingly, the hives of the
Moot have a strong reputation.
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There are three useful commodities produced by bees: honey, beeswax and
imperial jelly. Honey is the main sweetener used in cooking throughout the
Old World, and so is particularly important. Beeswax is used in the furniture
and building trades for polishing chairs, chests and tables, floors, wood
panelling and banisters. Imperial jelly is a curious product of the Queen Bee.
Produced in small amounts, the nobility and wealthy merchants pay highly
for its alleged ability to maintain their youthfulness and longevity.
Skills: None
Talents: Fearless, Flier, Frightening, Hoverer, Natural Weapons
Special Rules:
Immune to Normal Weapons: Swords, clubs and other normal
weapons have no effect on bee swarms. Fire or magic is required to
kill them. Smoke either drives them away or makes them sleepy and
less aggressive, reducing their Attack Characteristic to 1, Agility to
10% and their Move to 1.
Ignore Armour: Members of a bee swarm can get though the chinks in
armour or take advantage of any exposed area of skin, so armour
offers no protection from their successful attacks.
Non-lethal: Bee swarms never make critical hits. (However, the Bees
of Khorne described above can be an exception at the GM's
discretion.)
Armour: None
Armour Points: None
Weapons: Sting (cannot be dodged or parried)
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