Warpstone 28 (winter 2008-2009).pdf
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l\(
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).
it <l\
i\
ILIc~~~I.c'I~I
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L.lh
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clo.lnhn
hood?
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CO Copthall
Road
West
ICIW~~I~IIT
,-
Middlcsex
. .
. ..
. .
.
-
. .
. ...
,
.
-
...
..
,
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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is an
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is not owned, licensed
or
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Iirorkshop Ltd or Fantasy Flight Games.
A11
original
rnatcrinl is copyright to the respective authorfartist.
Iarpstonc takes no responsibility for crimes against music
committcd in this
issue.
dctails
are
also available at
the
website
that
will
co\.er
the
remaining
two
issues of Warpstone (issues29
&
30).
-
F:
2."
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,
...-
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.
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-.
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ILI
Ill
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Nj3.
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Subsc~-lp~lon
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.
D'
presented
as
little more
than
a
series
of
heroic
%)3
25
&
"In
the lore of Manann, Stromfels
was
a
deity
I
of the
None
who migrated
across
the Sea
of
Claws
to the
northern
frontier of the Empire."
battles."
U-
,
*
.
-1
Ir~okhsch
at
thr dr\eloprnent ot nnc rll
thc
-
...
C
l
D.
most
controversial parts
ol'
the lyarhamn~er
background.
"The
counhy
porfmyd
differed
in
many
ways
from
the
glimpses
offered in
!he
original
rulebook."
rt~criiayir.,~Irh.~rni\.
WUP~.
-
campaign5
and some
idea*
ta
help
yorl
do
so.
"\Vcarcrs would always
nltl
the danger
of
an
-2,
,
.
6
i
ii>
?
"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
-
,,,F
not easily
evoke
claustrophobic
fear
and
s-
,.
:
<&?L
l
F*
paranoia."
unrrl\crs
srjrllc
ancomfortable
truths
in
this
short
rtorp that
act$
ar
an
introd~rction
to
Unveiling
the Lady
kr~irhl
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
:
Irc
t,ca~~riful
and
rr
clcoming
('hiteau
I
he
Seafire Hold
the!
calt
it.
a
E)\+
asl'hold
Fnaargh. Yothing
to
Fear
here.
Uo,
really.
br~ilt
an
the
trade
of
salt
and
coal.
"Stone and steel
are
thc
first
friends
of
the
smelt
steel with wmd alone."
Number
of Attacks
FP
Fatc Po~nts
IF
lnsan~ty
Polnts
SB Strength Bonus
WFR
Warhammer
banla~y
Rattle
gc
Gold
Crown
M
Movement
SL
Secret
Lsnguage
WFRP
Warhammer
Fanmy
Armour Points
GM
Game
Mastcr
Mag
Mag~c
SS
SecRt
Signr
Roleplay
(Second
Edition)
Black
Industries
Gu
Guilda
(Marienburg
Coinage)
NPC
Non-player
character
SW
Specialrst
Weapon
WFRBl
WFRI*
First Edit~on
1
B$
Rall~stic5kdl
GW
Games
Workshop
PC
Player
Character
T
Toughness
W
WIII
Power
Weapon
SkiZl
1C
Imperial Calmdnr
R
Range
TB
Touyhnew
Ronus
WS
l
lnt
intelligence
S
Strength
W
Wound<
xp
Experience
Potnts
b
".
a<,,
0r1rQue\t~r~g
Oa\~wr
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
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
Plik z chomika:
mamut123
Inne pliki z tego folderu:
Warpstone 28 (winter 2008-2009).pdf
(56751 KB)
Warpstone 27 (spring 2008).pdf
(46233 KB)
Warpstone 26 (autumn 2006).pdf
(29777 KB)
Warpstone 25.pdf
(37815 KB)
Warpstone 24 (autumn 2005).pdf
(32041 KB)
Inne foldery tego chomika:
A Propos de Rien
Alexiad
All Sinking, No Power
Argentus
Arrows of Desire
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