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The Imperial Office / The Water [a story]
« on: May 01, 2017, 11:25:37 AM »
The Water

[Lukas Handler's journal, found on the Ostland-Talabecland border during the summer of 2512]

21st of Vorgeheim

We crossed the river before dawn, then ran alongside the Freital road for six miles, under cover of the trees. When we reached the track to Grünfels we stopped and dismounted. The Captain sent Johan ahead. While we waited I checked the loose buckle on my harness, and Fritz passed around a flask of spiced apple brandy. The sun hid behind the clouds. A little drizzle was in the air.

Johan came back alone, for which the Captain cursed and threatened him. But Johan was not easily cowed, even by the Captain. I'd never known a man more careless of danger. He faced the Captain down, insisting that there was no need to take a prisoner. The village gates were open and the way was clear. Even if there was a squadron in the area, we'd be back across the river long before they could reach us. The Captain spat on the ground and ordered us to remount. We shadowed the track for two miles, deeper into the forest. Then the Captain gave us his orders: draw swords. Ride in.

There was a high wooden fence around the village - like the others - but the gate stood open, as Johan had said. They were confused, of course. 'Who were we?' they demanded, 'what did we want?' The Captain told them. 'We're not at war,' they said, and 'Crown Prince who?' That was as much talk as the Captain allowed. He gave the order to cut the stakes and set them up around the well in the middle of the village. It was enough. The villagers gave in.

'During the days of the Heresy,' the Captain told us later, 'the Ulricans would line up stakes like that, and they'd stick all the priests they could find on them. Sigmar's priests. They'd die slow.' He spat into the fire. 'That's what these people are. They haven't changed. They're not our brothers.' He drained his mug - of ale taken from the village. The air smelled of smoke. Some of us nodded. Johan shook his head. I said nothing.

22nd of Vorgeheim

We were up and moving before dawn again, following the road. The Captain told us he could scent prey on the wind. Perhaps he could: late morning we found a caravan of eight wagons under armed guard. The soldiers wore the hated red and yellow.  "Remember what they did to Crown Prince Hergard," the Captain said. "Remember Otillia the tyrant. Remember what they are." He need not have spoken. This was what we came for.

It was only when it was over that I realised we outnumbered the soldiers four to one, and that they were old men long past their prime. Even so they had killed Fritz and wounded Pietr. 'Wolves!' the Captain spat, 'mindless animals!' He set about one of the wagonmen with his fists. Some of the others did the same. Then we put Pietr - and Fritz's body - onto one of the wagons and set off for the river. The dead Talabecland soldiers we left on the road.

I rode beside a wagon for a while so that I could speak to the driver. He was a heavy man with the thickest beard I'd ever seen. His face was bruised. I told him that he'd be released once we reached our boats at the riverside. He only glared at me. I told him the war would only last until the Grand Duke admitted his crime and made reparations. He didn't answer. Eventually, I heard him mutter 'the Father of All will avenge.' He meant of course that Ulric would strike us down for what we had done. I wondered if it was true.

At the river we signaled for the boats to come. We loaded the wagons onto them, and the wagonmen too. They were to be prisoners. I looked away so I wouldn't see the eyes of the man I'd spoken to. We rode away and made camp.

23rd of Vorgeheim

The Captain wanted to do one more village before we went back. The land was wild there, the trees threatening and foreign. But late morning we passed a group of children playing beside a stream, and knew we were close. They waved at us, laughing, one of them raising a stick like a pistol and pretending to shoot at us. Will mimed being shot, then returned the gesture with his own pistol. The child dived comically into the mud, performing a death-scene worthy of the theaters in Altdorf or some other fine place. The Captain's brows furrowed. With a harsh word he urged us on.

When we reached the village the gates were shut. The Captain fired his pistol into them - only out of frustration, for he knew the shot could cause no real damage. From behind the walls, the villagers called to us to leave. 'The Baron's men are coming,' they said, 'and he's promised to kill any bandits he finds.' The Captain yelled to them that we were no bandits, but soldiers on campaign. 'What right have you?' a villager replied. 'Right of vengeance,' he told them, 'for Crown Prince Hergard.' The villagers insisted they knew nothing of Crown Princes. And how could they? Their world had nothing larger in it that this local baron they threatened us with. To them, the Elector of their province was just a name, and the Emperor himself almost a legend.

The Captain would not listen. He told the villagers about the stakes, and that we had seen some of their children nearby. Let them open the gates or face the consequences. He made Will go back and fetch one of the children. Will frowned, but he did it. He came back with a boy of maybe seven years. It wasn't the one who'd pretended to shoot at us. One of the villagers threw a rock over the fence, which whistled past the Captain's head. He discharged his pistol at them to keep their heads down, and he ordered Johan to cut a stake. Johan refused. I realised that the Captain really meant to do it this time. It wasn't just a threat. I found my pistol was in my hand though I hadn't known I was going to draw it. It was so easy to pull the trigger. I think I did.

24th of Vorgeheim

I rode alone through the night until I lost my horse to an unseen ditch and had to continue by foot. All that day I stumbled through the forest, flinching at every sound, certain that pursuit was only moments behind. I think I walked in circles, because I came across the corpses of my comrades hanging by nooses from the trees, and so knew that I had come back to the village. One of them was Johan.  Someone had painted a white wolf's head symbol onto one of the trees, with eyes that wept red like blood. I could do nothing. I ran.

This time I found my way to the river. I fell down beside it and rested, drinking a little of the water. It was very cold. It tasted sweet. Perhaps I only imagined that. There, on the far side, was Ostland. Here was death. I had no way of crossing, far from the boats that had brought us into Talabecland to raid and burn. Would the river god save me if I swam? I took out my journal to review the facts as I had recorded them. Did I deserve to cross the river? Did I want to? I thought about the Captain, who had been made by cruelty and hatred into something less than a man; and about the Grand Prince who had sent us, to the cheers of the crowds in Wolfenburg; and about the weak Emperor in Altdorf who had failed to control his subjects. I thought about Talabecland, our ancient enemy. I thought about the people I had found there, who only wanted to live their lives.

The light was failing so I lit a fire. I knew it would guide the pursuers to me. I thought about Lord Sigmar, and how he must surely have turned his face from his squabbling children. I thought about Ulric, the Father of All. And I thought about the river that divides us, one people from the other, and how important it was, and how it was only water.

Skirmish & Warband / Frostgrave
« on: August 05, 2015, 03:42:28 PM »
I've finally finished painting my first Frostgrave models.

Ice toad, chronomancer, apprentice, snow leopard.

The leopard chases some giant rat skeletons (the skeletons are from Mantic).

I didn't think I'd be able to paint the leopard properly, and sure enough I couldn't. Never mind.

I'm not sure if I want to add snow to the bases or not. It would probably look nice, but then I'd feel like I'd need to do if for any model I was using for Frostgrave... which would result in them looking weird next to the snowless models when I used them for other games.

Now I want to see Midaski's painted Frostgrave models!  :icon_razz:

Warhammer 40k Discussion / New Grey Knights book soon?
« on: August 13, 2014, 04:15:23 PM »
I heard that the Grey Knights are next to get a new book. Does anyone know more about this?

Warhammer 40k Discussion / Warlord traits
« on: September 26, 2013, 11:30:04 AM »
Every time I look at the warlord traits in the rulebook, I think, 'wow, what a load of random crap.' I assume they're for people who like mysterious terrain, and 8th edition warhammer.

How am I suppose to choose which chart to roll on when half of the abilities are useless? Is this supposed to be fun?

Does anyone like warlord traits? Which chart do you prefer?

Warhammer 40k Discussion / Invasion of the fat marines!
« on: August 08, 2013, 02:39:47 PM »

Yes, this is a real thing.  :icon_eek:


How would they walk!

WHFB The Electors' Forum / MOVED: Tequila
« on: April 12, 2013, 10:53:22 PM »

Warhammer 40k Discussion / New tau
« on: March 17, 2013, 10:21:39 AM »

Transformers, robots in disguise.

Warhammer 40k Discussion / Stormravens for everyone!
« on: February 16, 2013, 01:40:04 PM »
Well, for normal space marines anyway. New flier book:


Also, GW still don't understand multiple purchase deals. It is supposed to be cheaper if you buy more things, not exactly the same price!

Hobby and Fluff section / Empire of Wolves campaign army list
« on: January 30, 2013, 02:59:55 PM »

Empire of Wolves

Campaign army list

It is the imperial year 2217 and Sigmar's Empire is divided against itself, as it has been for more than eight hundred years. Hostile emperors rule in Middenheim, Altdorf, Talabheim, and Marienburg.

For sixteen years the Empire of Middenland has been ruled by Empress Duccia: murderer, reformer, tyrant. Now she is dead, and a successor to the wolf-throne of Ulric must be chosen at midwinter.

In all of the divided Empire, only the Emperor of Middenland is still chosen by election. Yet the election is a peculiar game of brutality and bribery that seems more like civil war, as the strongest lords of Middenland compete to demonstrate which of them is the most powerful, the most able to rule.

These lords assemble their mercenary armies and prepare to do battle for the support of their lesser peers. When the election comes one of them must be emperor, or Middenland will fall to its many enemies. Each of them is convinced of his absolute right to the throne. Each will take any risk, pay any price, kill anyone who stands in their way.

The wolves howl and winter closes in.

The following army list is designed to represent the armies raised during the Middenland imperial election. Such armies are very diverse in nature, and rely heavily on the personal qualities of their generals to hold them together.

General rules

This army list is not required to play in the campaign. Players may use standard army lists instead. Some of the rules and units used in this army list may be found in the Empire, Dwarf or Ogre Kingdoms army books. Note that this means the 7th edition Empire book, and the 6th edition Ogre Kingdoms book, not the more recent 8th edition versions!

In addition to the usual lord, hero, core, special and rare choices, this army list has a section dedicate to retinue units. These are not available for army list selection unless at least one character with the appropriate 'retinue' special rule is also selected. The retinue rule for that character explains which units may be selected, and whether they count as core, special, or rare.

For example, if you select a Halfling Captain for your army, you are then able to select units of Halfling Mercenaries as special choices and units of Halfling Rangers as rare choices.

Note that you are not required to select any retinue units if you do not want to. You can, for example, select a Halfling Captain without selecting any other Halfling units.

Mounted Infantry
Some infantry units ride horses to battle but dismount to fight. Such units have the Vanguard rule, but their vanguard move is 8" instead of 12". Any characters that have joined the unit may move with them.

The Army General
The army general may buy one command skill from the command skills list.

Command skills

Inspiring leader: The army general's leadership radius is increased by 6". 25 points.

Strategist: the player may move up to two terrain pieces up to 6“ in any direction, after assigning table sides but before either player deploys. Terrain may not be moved into other terrain, nor may it be moved off the table. If both players have a character with this skill, roll a dice to determine which may choose to use the ability first. No terrain piece may be moved more than once. 25 points.

Tactician: after both armies have deployed, but before deploying scouts, up to two friendly units may be re-deployed. If both players have a character with this skill, roll a dice to determine which may choose to use the ability first. 25 points.

Combat skills

Mercenary leaders are experienced, wealthy and cynical. During the long years it has taken them to achieve their status, they have accumulated distinctive methods of command and unique fighting styles.

Any character with the 'combat skills' special rule may buy one combat skill at the listed points cost.

Skills do not count towards the magic item allowance of characters. No character may have more than one skill (though the army general may have one command skill and one combat skill).

If a character wishes to buy a skill that another character in the army already has, then the skill will cost twice the normal amount for that character. Should a third character wish to have the same skill, the cost is three times, and so on.

Should two or more characters join the same unit, only one of the characters' combat skills will function. Choose which one (you may change which combat skill is in effect any time a new character joins the unit, or a character leaves).

Ambush: Infantry only. The character, and any infantry unit of no more than 30 models and not armed with pikes or dwarf pikes joined by him, may use the Ambushers special rule. 25 points.

Artillerist: if the character is within 3" of a friendly war machine, they may re-roll any one artillery or scatter dice for that war machine once per turn. Only one machine may be affected per turn. In addition, the character has the retinue rule (Ribaudequins and Siege Cannon as rare choices). 15 points.

Charging shot: the character, and any unit he joins, may choose to shoot when charging if armed with pistols or thrown weapons. These shots are made at the charged unit, and may not be made if the charged unit flees. First, move the chargers to the maximum range of their missile weapons, if they are not already closer than this. Then resolve the shots as normal. Then resolve any stand and shoot reaction from the charged unit. Finally, complete the charge. Panic tests apply as normal for either round of shooting. 25 points.

Contempt: the character, and any unit joined by him, is immune to panic. 25 points.

Defence in depth: a unit joined by the character has a maximum rank bonus of +4, not +3 as is normal. 25 points.

Fire and retreat: the character, and any unit he joins, may move up to half their movement rate directly backward at the end of the shooting phase, after firing at a legitimate target. This skill may not be used with move-or-fire weapons. 25 points.

Hopelessly stubborn: the character, and any unit he joins, is stubborn. 30 points.

Precision drill:  Infantry only. The character, and any infantry unit he joins, may make a single free reform at the start of their own turn before charge declarations are made. They may move as normal that turn, and may charge. 30 points.

Quick shot: the character, and any unit he joins, gains the rule 'multiple shots: 2' when shooting with a short bow, bow, long bow, light crossbow, javelin, or throwing axe. 25 points.

Superior marksmanship: the character, and any unit he joins, gains the rule 'ignores cover.' 20 points.

Whirlwind attack: the character, and all models in the front rank of any unit he joins, have the Devastating Charge special rule. 30 points.

The Empireof Wolves armory


The arquebus is a much larger firearm than the handgun, and correspondingly both more powerful and more difficult to load. It is especially popular in Estalia and Araby, but has recently been adopted by mercenaries from The Empire.
Rules: range 30", S5, armor piercing, move or fire, prepare shot

-Prepare shot: after firing, the unit must spend their next shooting phase reloading before they may fire again. They may not shoot while reloading, even if they carry other missile weapons. They may reload even if they have moved or are in combat.


A crude firearm that discharges a spray of shot over a small area, the blunderbuss is a popular weapon with robbers.

Rules: range 12", S3, d6 automatic hits.

-Automatic hits: there is no need to roll to hit when firing the blunderbuss.

Double-barrelled Hochland Long Rifle

For a substantial price, Hochland gunsmiths will create custom weapons to a buyer's specifications.

Rules: range 36", S4, armor piercing, move or fire, sniper, double-barrelled

-Double-barrelled: any model successfully hit by this weapon suffers not one but two hits. Roll to wound for each hit as normal.

Hunting rifle

Hunting rifles are expensive and difficult to obtain, but offer better accuracy and range than a normal handgun.

Rules: range 36", S4, armor piercing, move or fire


The halberd is a fearsome weapon, and is used to support large formations of pikemen.

Rules: +1 S, two-handed, armor-piercing

Horseman's mace

The maces, axes, hammers and swords used by cavalrymen are heavier and longer than those used by foot soldiers. The extra height granted by the horse makes these weapons horribly effective.

Rules: +1 S, mounted models only

Light Crossbow

The light crossbow can be spanned faster and more easily than the arbalest used by heavier missile troopers. Its mobility is balanced by its significantly reduced range.

Rules: range 20", S4


The pavaise is a large, portable screen for missile-armed soldiers to shelter behind. They are commonly used by Tilean crossbowmen, but are unpopular with Imperial mercenaries because they restrict tactical mobility.

Rules: + 2 armor save, -1 movement


Pikes are the primary weapon of Tilean mercenaries. Their extreme length makes them a tremendous hindrance both on and off the field of battle, but their effectiveness as a weapon more than compensates.

Rules: always strikes first (to the front of the unit only, and only if the unit has at least a +1 rank bonus), fight in 3 extra ranks (only if the unit has at least a +1 rank bonus), armor-piercing, two-handed, phalanx, awkward weapon.

-Phalanx: a unit must contain at least fifteen models armed with pikes, must have a rank bonus of at least +2, and must be in open ground, in order to use the phalanx rules. Cavalry, chariots, war beasts, monstrous cavalry, monstrous infantry, monstrous beasts, and monsters charging the front of the phalanx do not count as charging, and lose the 'always strikes first' rule if they have it. They also suffer -2 to hit the phalanx in combat (for the duration of the combat).

-Awkward weapon: any model armed with a pike may not enter buildings. They take dangerous terrain tests as if cavalry. They may not use missile weapons if equipped with them. Finally, a unit that is frenzied for any reason may not use pikes.

Note that a unit armed with pikes will fight in five ranks if they did not charge that turn, and four if they did. An extra rank may fight if the unit is in horde formation.

Dwarf Pike

Dwarf mercenaries occasionally use their own version of the pike, appropriately shortened to suit their stature. The dwarf pike is also used by halflings, but in even smaller numbers.

Rules: as pike, but fight in 2 extra ranks rather than 3.

Note that a unit armed with dwarf pikes will fight in four ranks if they did not charge that turn, and three if they did. An extra rank may fight if the unit is in horde formation.

Schools of Magic

Human wizards follow one of the four great magical traditions. Alchemists derive their power from potions, reagents, and mechanical devices. Shamans call forth elemental spirits and totemic animals. Sorcerers make terrible pacts with otherworldly entities. Theurgists implore the gods themselves to intervene in the mortal world.

All wizards must select one of the four schools of magic (chose when selecting the army list). Then, to determine each of the wizard's spells in turn, roll a dice to see which magic lore the spell comes from:

Alchemy: 1-3 = lore of fire, 4-6 = lore of metal

Shamanism: 1-3 = lore of beasts, 4-6 = lore of life

Sorcery: 1-3 = lore of shadow, 4-6 = lore of death

Theurgy: 1-3 = lore of heavens, 4-6 = lore of light

Roll on that lore to find which spell the wizard knows. The first time a wizard rolls a duplicate spell, he must replace it with the signature spell from the same lore (this is the only way to acquire a signature spell). Further duplicates must be re-rolled until new results are generated - the wizard may not choose his spells.

It is permissible for more than one wizard in the same army to know the same spell.

Common Magic Items

Use the points values given in the warhammer rule book.

Official Storyline / The history of The Empire
« on: January 30, 2013, 02:52:54 PM »
The Empire in 2217

A brief guide to the recent and more distant history of Sigmar’s Glorious Empire, in the dark days of civil war and fratricidal hatred

A revised and accurate edition of the original works by Ruprecht Breytenbach of Bechafen and Jacobus van der Tricht of Marienburg, prepared by Alexios Vement for the Averheim University Press in the year of Holy Sigmar 2419

The Empire, our mighty state forged at the dawn of history by Holy Sigmar from the twelve tribes of man, was never destined to last. For while Sigmar himself was able to control the tribal chiefs who would one day be known as Elector Counts, future Emperors were to find the task next to impossible. For centuries, Sigmar's Empire endured as a collection of independent (and often warring) territories, watched over by a mostly impotent Emperor.

But even this situation could not continue forever. Electoral and religious disputes led to war on a scale that had not been seen before, and to the foundation of first two, then three, then finally four, separate and antagonistic Empires. Only with the coming of the Blessed Magnus, at our darkest hour, would The Empire be restored. Yet in the times I write of the people had no knowledge of what was to come, and for many hundreds of lifetimes they saw the false Emperors make war, and so despaired.

On Empires and Emperors

Each of these Emperors claimed to be only legitimate heir to the throne of Sigmar. To each, their rival claimants were variously traitors and heretics. Yet as none of the 'Emperors' had been both elected by free and fair decision of their peers and crowned by the serving High Priest of Ulric or Sigmar, not one of them possessed even the shadow of a true claim. In the eyes of Holy Sigmar and Father Ulric, the Imperial Throne stood vacant.

Thus, in describing them, I could fairly call each claimant 'Emperor,' and the lands they ruled 'The Empire.' I have therefore retained the following naming conventions:

- The Emperor in Talabheim is the Otillia or the Otillian Emperor, and rules the Otillian Empire.

- The Emperor in Middenheim is the Emperor of Middenland or the Wolf-Emperor, and rules the Empire of Middenland or the Empire of Wolves.

- The Emperor in Marienburg is at times the Emperor of Marienburg, and at others the Emperor of Averland and Marienburg, with an empire named likewise.

- The Emperor in Altdorf is called the Sigmarite Emperor, and the empire named likewise.

The False God and the Wolf: The Otillian Empire, Ostermark and the Kislev connection

First to claim the title of Emperor without election was the Countess Otillia of Talabecland. A series of bitter wars had resulted in a feud between the states of Stirland and Talabecland, and Stirland's victory in the Imperial election of 1359 was the final insult. Small wonder that Otillia was so receptive to the Ar-Ulric, when he came to her with his fabricated evidence.

The Ar-Ulric had discovered proof that the Cult of Sigmar had been created by liars and demon-worshippers. The founder of the Cult was a man who later admitted (or so the Ar-Ulric's documents claimed) to have been a demonologist and a heretic. Here, at last, was a weapon for the resentful Ulrican clergy to use against the upstart Cult of the First Emperor. Here also was the excuse Otillia needed. Backed by the Ar-Ulric, she declared herself the rightful Empress, under Ulric the Father of All, and in so doing removed her province of Talabecland from Sigmar's Empire. Talabheim became the new headquarters of the Cult of Ulric.

In Otillia's domain, the Cult of Sigmar was suppressed with a determination that was as stubborn as it was bloody. Otillia's soldiers, under the direction of Ulrican priests, tortured and executed thousands of Sigmar's faithful, at times burning entire villages to the ground. In response, The Grand Theogonist of the Cult of Sigmar called for crusade against Talabecland. War after war followed.

So it continued. Otillia died and was succeeded by her daughter - who assumed the name Otillia as a mark of respect. Over time, passing by hereditary succession with female heirs taking precedence, this became the title carried by the Emperor of Talabecland and Talabheim: the Otillian Empire. In 1547, the Ar-Ulric moved the centre of Ulric’s Cult back to Middenheim, and at the same time the Elector of Middenland declared himself Emperor. The Age of Three Emperors had begun. The Otillian Empire waxed and waned in size over the years, yet it prospered and endured.

In 2146, the Otillian Empire became involved in the brief but bloody struggle over ownership of the province of Ostermark. Under the able command of Marshall Huppert Gernot, the Otillians secured the capital city of Bechafen and much of the surrounding area. With Stirland routed and the Middenlanders withdrawing upon the sudden death of Severin I to elect their new Emperor, only Kniaz Makari's Kislevites remained a serious challenge to Otillian domination.

The Otillia’s Ostermark campaign was more successful than she could have hoped. And yet, despite the pleas of her advisors, she could not tolerate the presence of large numbers of Sigmarites in her new possession. Empress Reinhilde sent Inquisitor-General Treitzsaur to Ostermark, with a mandate to convert every Sigmarite by one means or another. When his efforts were frustrated by Gernot, she recalled the Marshall under the pretext of defending the border with Middenland.

These actions were to cost the Otillia dearly. Treitzaur’s ‘spiritual crusade’ cost thousands of lives: not only those who were executed by the inquisition, but also those who were killed in the violent uprising that followed, and the many more who died from hunger and exposure during that terrible winter after they were forced from their homes. For weeks, Reinhilde refused to concede, spending yet more lives for the sake of her dignity. But at last she was forced to meet with the rebels, and at the so-called Diet of Bechafen in 2148 agreed to crown the Gräfin Helena as Elector Countess of Ostermark. Shortly afterward, Tzarina Tamara of Kislev persuaded the Otillia to allow Makari and Helena to marry, thus creating an understanding between Kislev and the Otillian Empire that remains strong to this day.

The terms of the agreement with the rebels also guaranteed the right of free worship for the Ostermarkers, and it was this concession that cut the Otillia most deeply. Even though Ostermark remained a vassal state of the Otillian Empire, Reinhilde could not view the situation as anything but a failure. When at last she died, in her bed at the age of eighty-three, her last words were to declare the toleration of the Sigmarite cult within her Empire to be the only regret of her long reign.

The Diet of Bechafen was to set in motion the eventual collapse of the Otillian state. Reinhilde's concessions in Ostermark weakened her iron grip on her own people. The demand for workers to aid in the reconstruction of Ostermark caused a manpower shortage in Talabecland, overcome only when a large number of Kislevites were encourage to immigrate. This change in the demographics of the population, together with the improved trading links with Kislev, brought new ideas to the Otillian Empire that overcame centuries of isolation. To begin with, this gradually increasing liberalisation came alongside military successes. Marshal Gernot's assault on the Empire of Middenland in 2152 increased Otillian holdings by nearly ten percent. In 2160, Otillian troops broke the Middenland forces in Nordland and helped to retake Salzenmund.

Yet by 2165 the tide had turned. Middenland, under yet another new Emperor, declared an end to its own toleration of the Cult of Sigmar. Buoyed up by new-found religious fervour, the Middenlanders retook their lost lands, swallowing up Hochland and Ostland in the process. As the power of the Otillian army waned, the Cult of Sigmar began to grow in Talabecland.

In 2190, the new Otillia declared a formal end to the persecution of Sigmarites. The announcement caused spontaneous rioting across the Otillian Empire. and resulted in the desertion of many of the most devoted Ulrican priests, knights and noblemen to the Empire of Middenland.

The Empire of Talabecland had been founded as an absolute monarchy, but the personality cult centred around Otillia herself was already in evidence when the first Empress died. Her crown was passed to her daughter, and thereafter, the Otillian throne was always the birthright of the eldest daughter, a unique example (in Sigmar's Empire at least) of female precedence. When the Ar-Ulricate retired from Talabheim to Middenheim in 1547, the Otillia assumed the title of 'Consort of Ulric,' and with it the primacy of the Cult of Ulric within Otillian lands. Thereafter, the Otillia was to be a focus of religious devotion, a living connection to Ulric, the Father of All.

By 2201, The Otillian Empire was a shadow of its former self. The Otillia ruled with the consent of an assembly of priests, guildmasters and lords that was similar in many ways to Marienburg’s ruling council. Emperor Marius V was both loved and hated by his subjects. Ostermark, ruled by Gabriela Steinhardt, the daughter of the Gräfin Helena, had become comparatively prosperous. Its workshops and foundries produced weapons for the Otillian armies, while its soldiers served alongside them as equals. Kislev, meanwhile, remained a collection of independent principalities under the nominal rule of Tzar Dmitri, a weak man who could do little to calm his squabbling nobles.

Winter's Dominion: The Empire of Middenland, Hochland and Ostland

The Imperial election in 1547 was to prove just as disastrous as that of 1359. The Grand Duke of Middenland had been led to believe that he would be the next Emperor, but instead found his life threatened by Sigmarist thugs when he attempted to cast his vote. Driven back to Middenheim, the enraged Grand Duke declared the holy elections a vile Sigmarite lie, and proclaimed himself the true and rightful Emperor.

Shortly afterward, the new Emperor of Middenland convinced the serving Ar-Ulric to depart from the Otillian Empire and renew Middenheim’s position as the centre of the Cult of Ulric. The Otillia replied by declaring herself the ‘Consort of Ulric,’ and excommunicating the Ar-Ulric and the entire Empire of Middenland.

The Emperor of Middenland was anxious to prove that he was no usurping tyrant, and to do so he instituted a new Electoral Assembly. To fifteen prominent nobles and clergymen of Middenland he granted electoral votes, held as proxies for the treacherous Elector Counts of the other provinces. These ‘Proxy-Electors’ immediately voted to legitimise the rule of the new Emperor.

Later Emperors used their powers to revise the Electoral Assembly, altering the weighting of the various proxy-votes, and even creating new Electors. In each case this was done to cement their own power, and to clear the way for their sons to succeed them on the throne. Yet these rampant displays of favouritism fed into the natural rivalries of the Middenland nobility. Again and again, the Empire of Middenland collapsed into brutal civil war.

In 2086, the young Emperor Severin I took the throne. He was a foolish and headstrong boy, and quite unable to control his new dominion. In 2100, he was almost killed by Otillian assassins during the Battle of Four Armies, and subsequently lay for many months in a deep sleep.

When he emerged from that sleep, Severin was a changed man. He reformed the Electoral system, removing the system of unequal weighting of votes and creating enough new Electors to balance the Electoral Assembly in a way that had never been achieved before. Under his leadership, the Empire of Middenland ceased to tear at its own body, and began at last to prosper.

In his last years, Severin’s mind drifted away from him. In 2146, he was steered into an alliance with the rogue prince Makari of Rahkov, and thence into war in Ostermark. Middenland’s attempt to gain control of Ostermark was ultimately a failure, giving lasting benefit only to their Kislevite allies. By 2148, Severin was dead. The Middenland Electors were unable to agree on a successor, and civil war began.

It was in 2151 that the former commander of the Middenland forces in Ostermark, Herzog Adalbert Richter, finally overcame his rivals and crowned himself Emperor Adalbert IV. The new Emperor was a cruel and petty man. His reign saw the end of Middenland’s long alliance with Nordland, and the commencement of a bitter war that still continues to this day. Middenland invaded Nordland, killing its Elector and seizing its Runefang at the third siege of Salzenmund. Adalbert’s assassination in 2157 brought a brief respite, but the next Emperor was to renew the attack. Salzenmund fell the following year.

In 2160, Nordland’s salvation arrived in the form of Otillian and Kislevite troops. The allied forces retook Salzenmund and drove the Middenlanders back. The defeat caused waves of panic to spread throughout Middenland. The belief in the invincibility of the Empire, forged during the reign of Severin the Great, disappeared: taking its place was a new-found religious fanaticism.

In 2165 the Emperor banned the Cult of Sigmar throughout his lands. That same year, Middenland soldiers ranged deep into Otillian territory, the standard of the White Wolf moving always before them. Hochland was absorbed by 2169, Ostland by 2175. The Empire of Middenland had become great once more.

2190 saw Emperor Marius V of the Otillian Empire proclaim an end to the persecution of the Cult of Sigmar within his lands. The result was an influx of devout Ulricans, especially priests and knights, into Middenland. First to take advantage of the situation was the young Proxy-Elector for Wissenland, Baron Titus of Delberz. Borrowing heavily from Marienburg’s merchant families, Titus assembled a large army of fervent Ulricanists. Swiftly gaining control of Middenheim, largely through bribery, the baron proclaimed himself Ulric’s chosen, appending the name of Middenheim’s legendary founder to his own. Emperor Titus-Artur I lost no time in creating twelve new Electors, all of them leading Ulrican priests. At the vote to confirm his office, thirty-four of the forty Electors gave Titus-Artur their support. Winter that year was fearful indeed: a sure sign of Ulric’s favour.

War with the North: Middenland and Norsca

Titus-Artur began a massive program of construction, regenerating the towns and cities of his empire with fine new public buildings (paying particular attention to Middenheim itself, and to Carroburg, home of his summer court). To fund this, he borrowed more and more money from Marienburg, and pushed for continual expansion of the Empire of Middenland into profitable new territories.

A fresh opportunity came from the north. The Norscans had always been a threat to the costal regions, especially to Marienburg. Now the Empire of Middenland had a substantial coast of its own, made up of land that had once belonged to Nordland. Several years of sporadic raiding led to a huge invasion in 2198 led by Thialfi Swiftaxe, uniter of the southern Norse. The Norse overcame two hastily-assembled armies sent against them, but were themselves defeated by an outnumbered army commanded by the Grandmaster of the Knights of the White Wolf, a brilliant general by the name of Lucius Wolfram. Wolfram himself slew the Norse Chieftan, thus delivering to Titus-Artur the overlordship of the southern Norscan tribes.

But Titus-Artur feared Wolfram's new-found fame and influence, and refused to reward him as was expected. Instead, he sent the Grandmaster to defend the Otillian border, appointing his most loyal courtiers as his liaisons to the Norse (appointments which would inevitably bring with them great riches).

This ungrateful move was a serious blow to the Emperor's popularity. A month later he had been poisoned, seemingly by Werner von Feuchtwangen, one of the new Electors he had himself created. Although Titus-Artur survived, he did so only at the cost of his physical strength. Thereafter, the Emperor trusted no one, commissioning an elite body of Norse Guardsmen to protect him at all times.

Official Storyline / A timeline of Imperial history, up to 2217
« on: January 30, 2013, 02:50:12 PM »
A timeline of Imperial history to the present day

- 1780   The legendary city of Skavenblight is founded in the Blighted Marshes

- 1500   The high elves leave the old world

- 700   Humans begin to settle in the elven ruins in what will later be known as Tilea.

-50   Artur, chief of the Teutogen tribe, founds the city of Middenheim.

-30   The Birth of Sigmar, to the Unberogen tribe of the Reikland, heralds the beginning of what will later be known as The Empire.

-20   Marius the Fen Wolf, chief of the Juton tribe, is defeated in battle by the Teutogen tribe.  He leads his people from their ancestral home, in what is now Nordland, into the Reik Marshes; there he begins a lengthy campaign to rid the area of Mist Demons (also called the 'Fimur').

-10   Marius discovers ancient elven ruins at the mouth of the River Reik, and founds his new city of Marienburg at that site. The foundations of the Rijker's Isle fortress are laid.

-8   Sigmar becomes chief of the Unberogens, and immediately begins to unite the tribes through a combination of conquest and diplomacy.

-1   Victory at the Battle of Blackfire Pass ends the threat of greenskin invasion for generations

1   The twins Lucan and Luccina found the city of Luccini.  In the following centuries Remas, Sartosa and Tobaro expand massively. In the north, Sigmar is crowned as the first Emperor by the Ar-Ulric.

40   The city of Talabheim is founded in a vast crater.

50   Sigmar abdicates and vanishes into the east. The rulers of the twelve Imperial states (Averland, Drakwald, Hochland, Middenland, Ostermark, Ostland, Reikland, Solland, Stirland, Talabecland, Westerland and Wissenland) select a new Emperor from amongst themselves.

73   A new cult, proclaiming Sigmar to be a god, rapidly spreads throughout The Empire. The Cult's leader assumes the title of Grand Theogonist. The Ar-Ulric is furious and refuse to recognise the divinity of Sigmar.

100   Dwarf runesmith Alaric the Mad at last completes the twelve Runefangs, ordered one hundred years earlier for the chieftains of the twelve tribes. Each of the state rulers, now called Elector Counts, receives one of the swords.

451   Dark elves and undead pirates raid the coast of Tilea. Sartosa is destroyed.

475   Vast numbers of orcs invade Tilea, causing immense damage

491   The Tilean states unite against the orcs.

500   The king of the Jutons is defeated by Emperor Sigismund the Conqueror, and the city of Marienburg becomes part of the province of Westerland.

632   Norse tribes begin to raid the coastland around Marienburg, and the city itself is sacked and burned.

765   The treaty at the Althing of Traktatsey brings the Norse raids to an end.

936   The van Daalen family, the ruling house of Westerland, form an alliance by marriage with the Beumanoirs of Moussillon, in opposition to the Duchy of L'Anguille.

978- The last orcs are driven from Tilea.

1010   The halfling province of the Moot is formed by Imperial charter.

1017   Sartosa is resettled by Norse sailors.

1053   The reign of the notorious Emperor Boris the Incompetent begins.

1102   Manann is declared to be the patron deity of Marienburg.

1106-1110   Beastmen gather in the Drakwald. The Elector Count of Drakwald is killed, and his province left without an heir.

1109   Marienburg is captured by the Norse chieftan Snorri Half-hand. The Baron of Westland flees to the fortress on Rijker's Isle.

1111   The Black Plague sweeps across The Empire. Middenheim adopts a policy of strict isolation, saving the lives of its citizens. The Norse abandon Marienburg.

1115-1124   A period of total anarchy ends with the ascension of Emperor Mandred Skavenslayer.

1152   Mandred's assassination leads to open war between the rival states of Stirland and Talabecland.

1240 Araby invades Sartosa.

1359   The count of Stirland is elected Emperor.

1360   The Ar-Ulric backs Countess Otillia of Talabecland in her seccession from The Empire. The two declare the Cult of Sigmar to be founded on a lie, and begin the persecution of all worshipers of Sigmar, in what is later called the Sigmarite Heresy. Civil war consumes The Empire again. The Norse raid Marienburg.

1366   Tilean mercenaries fight on both side of the Empire's civil war.

1414   Middenland and Nordland sign an agreement to divide the former province of Drakwald equally. The Count of Nordland claims the Drakwald Rundfang for his own.

1425   Bretonnian knights are defeated by Tileans in the Tournament of Ravola. Bretonnia pledges to never invade Tilea.

1448   Tilean mercenaries fight to free Estalia from Arabian rule. Tobaro is attacked by the Arabian sultan, but succeeds in driving him off.

1450   The Crusades against Araby begin. Many Imperial Knightly Orders are founded during this period.

1487 Dark elves raid Remas.

1492 Marco Colombo discovers the distant land of Lustria.

1501 Arabians are expelled from Sartosa by Luciano Catena of Luccini.

1547   The Ar-Ulric returns the headquarters of the Cult of Ulric to Middenheim. The Elector Count of Middenland declares the latest Imperial election a sham, and proclaims himself Emperor. This marks the start of the Age of Three Emperors.

1550   End of the Crusades.

1563   Tobaro is overrun by skaven.

1565   Meldo Marcelli drives the skaven out of Tobaro.

1699   The explorers Ricco and Robbio trek east along the silk road and visit the court of the Cathayan Emperor Wu.

1757   Sartosa becomes a haven for pirates.

1597   The Duke of L'Anguille invades Marienburg and begins a brutal five-year occupation.

1602   The Middenland Emperor sends an army to Marienburg, forcing the Bretonnians to withdraw.

1604   Baron van Buik, Elector of Westerland, forms a city council composed of the heads of important mercantile families. Marienburg begins a period of rapid growth, fuelled  by a massive expansion in overseas trade.

1707   The orc warlord Gorbad Ironclaw sacks the southern Empire and destroys the province of Solland. The Elected Emperor is killed at the siege of Altdorf, but the orcs are ultimately defeated.

1812 The Red Pox sweeps through Tilea.

1850   Marienburg is sacked by the Norse for the final time.

1877   A pig is elected Prince of Tobaro, and rules for 12 years before falling off the battlements of his palace.

1948   The Year of Four Tyrannies in Tilea.

1979   Marienburg bribes a majority of the Elector Counts, resulting in the election of Baroness Magritta of Westerland to the Imperial throne. The Grand Theogonist refuses to crown the Empress, stating that the electoral system has become irredeemably corrupt. Magritta is to be the last Elected Emperor. All three Emperors now pass on their crowns by dynastic succession, and Sigmar's Glorious Empire stands in ruins.

1993   Marienburg wizards are given legal protection, under the pretext of civil defence.

1999   Mordheim, the capital of Ostermark, is destroyed by the impact of a comet said to have been sent by Sigmar. The Elector, Count Steinhardt, is killed along with his entire family. A strange new mineral is discovered in the ruins of the city, and Marienburg is among those sending expeditions to acquire it.

2000   The League of Ostermark is formed. New art, technology and prosperity reaches Tilea.

2010   Vlad von Carstein, the ruler of Sylvania, reveals himself to be a vampire. His armies ravage Ostermark and Stirland. Vlad is apparently slain several times, but always returns.

2012   The genius inventor and artist Leonardo da Miragliano leaves Tilea for the Empire.

2051   Vlad is slain while besieging Altdorf, after the theft of his magic ring makes him vulnerable. His wife Isabella kills herself, and Vlad's vampiric underlings fall to squabbling amongst themselves.

2094   Konrad von Carstein defeats the other vampires and leads his armies against The Empire.

2100   The Battle of Four Armies. The three Emperors unite to defeat Konrad, but are unable to put aside their differences. The Emperors of Middenland and Talabecland arrange each other's assassination during the battle, and Helmut of Marienburg is killed by Konrad. All four armies withdraw from the field. Emperor Helmut is raised from the dead as a zombie under Konrad's control. His son Helmar swears vengeance.

2102   The Tilean town of Lambrusco employs the famous condottiere Ennio Mordini and his mercenary army in its war with neighbouring Organzo.

2103   Mordini is betrayed by his employer, and his army is massacred by the Organzans.

2108   Mordini emerges from the Apuccini Mountains at the head of a vast, skeletal army. He burns down Lambrusco and slaughters everyone within. The town is renamed 'Mordini,' and becomes the base for the undead warlord's campaign against all living things.

2121   The Battle of Grim Moor. A combined force of humans and dwarfs defeats Konrad's army. Konrad himself is slain by Emperor Helmar and the dwarf hero Grufbad.

2132   Mannfred von Carstein, the last of the Vampire Counts, attacks the Empire by surprise in the so-called Winter War. He lays siege to Altdorf, but is driven back by the necromantic magic of Vlad's Liber Mortis, wielded by the Grand Theogonist Kurt III.

2145   Mannfred is brought to battle at Hel Fenn by a vast allied army. Graf Martin Volker of Stirland slays the vampire, and is declared a hero.

Official Storyline / A map of the Empire of Wolves
« on: January 30, 2013, 02:49:25 PM »
The Empire of Middenland, and its closest neighbours

The political system in the Empire of Middenland in 2217

In 2215, a year after the fall of the Northern League and the corresponding increase in the Empire of Middenland's territory, Empress Duccia revised the electoral roll. The Empress reduced the forty electorships of her husband's reign to twenty-eight, and re-assigned all of the so-called clerical electorships to leading noblemen. The old system of 'proxy-electors' was abolished as the absurd pantomime it had always been. Duccia believed that the Empire of Middenland should not be afraid to exist on its own merits.

The new electoral assembly met for the first time in midwinter of that year, when the new electoral code was sanctified in the name of Ulric. The Duccian system, used for the first time in 2217, is described here.

The high priest of Ulric, called the Ar-Ulric, is both an elector and the master of the electoral assembly. He is responsible for calling the vote, and for ensuring that the electors are able to meet and vote safely. The Ar-Ulric must perform the coronation of the elected emperor, and can refuse to do so if he suspects that any type of fraud has taken place.

The eleven most powerful of Middenland's nobles are called the primary electors. They alone are eligible for election to the Imperial Throne. Primary electorship is hereditary, though an emperor can remove and re-assign it (Empress Duccia made and unmade primary electors many times during the latter part of her reign).

The remaining sixteen votes are held by the secondary electors. These were once called clerical electors, for historical reasons, though none of them were priests (they were called 'clerics' because Sigmar's original electoral system did not allow for the creation of new elector counts, except under the most unusual circumstances, but later-established precedent allowed for clerical votes). The secondary electors hold their votes at the emperor's pleasure: they are not hereditary, except by imperial command. Additionally, a secondary electoral vote is tied to a particular town or castle. Should the rule of that place pass to another (even by conquest), the vote passes also. The secondary electors are not eligible for election to the Imperial Throne.

Each of the twenty-eight electors has one vote, and all votes are equal. The election must be held on midwinter’s day, in the electoral assembly hall in the city of Middenheim. Electors must be present in person in order to vote, and at least twenty electors in total must be present for the election to proceed. Votes must be cast for a primary elector. Abstention is not allowed. The candidate with the most votes wins, though they must have at least ten votes in total for the result to be considered viable. The Ar-Ulric is able to overrule some of these conditions if the circumstances make it necessary, and has the casting vote in the event of a tie.

The Emperor is elected for life.

The electoral roll in early 2217

The Master of the Electoral Assembly:

The Ar-Ulric, Paul Schutzbar

The Primary Electors:

Grand Duke Ludwig von Rusdorf of Carroburg
Grand Prince Otto von Plauen of Wolfenburg
Grand Baron Achatius von Tiefen of Hergig
Baron Titus Augustus of Delberz
Count Georg von Urenbach of Grossfurre
Count Wilhelm von Sangershausen of Brass Keep
Baron Reuss von Hornhausen of Ahlenhof
Count Wladyslaw von Kerpen of Aukrug
Duke Marius Riccardi of Fort Denkh
Count Herkus von Altenberg of Leichlinberg
Baron Stibor von Orseln of Wahnsinningen

The Secondary Electors:

Burggraf Werner Zöllner von Rothenstein of Suderberg
Markgraf Ludolf von Wüllersleben of Castle Lenkster
Burggraf Heinrich von Wallenrode of Fort Schippel
Markgraf Mieszko von Swantopolk of Winsen
Burggraf Poppo von Schwarzburg of Bokel
Landgraf Gerhard the Elbow-high of Calden
Markgraf Dietrich von Queden of Senden
Burggraf Hermann von Plötzke of Kuttenholz
Landgraf Burchard von Plauen of Eldagsen
Landgraf Karl von Malberg of Schoppendorf
Markgraf Conrad von Braunschweig of Krudenwald
Landgraf Gunther von Jülich of Estorf
Markgraf Wolfgang 'the Fat' of Wurzen
Burggraf Martin Küchmeister von Sternberg of Leudaldorf
Altgraf Anno de Poniec of Esk
Markgraf Hartmann Cureus of Arenburg

The Imperial Office / Shadows over Bogenhafen game information thread
« on: June 08, 2012, 09:51:18 AM »
Basic careers

warrior careers
pit fighter
protagonist (sort of a professional bully)
troll slayer (dwarf only)
tunnel fighter (dwarf only)

ranger careers
bounty hunter
muleskinner (guy who runs a mule train)
outrider (not like the warhammer ones!)
rat catcher
runner (dwarf only)
toll keeper

rogue careers
bawd (I think this is a pimp!)
entertainer (various subtypes for this one)
grave robber
thief (subtypes again)
tomb robber

academic careers
alchemist's apprentice
artizan's apprentice (subtypes)
engineer (dwarf only!)
initiate (to a cult - choose a god)
physician's student
wizard's apprentice

Advanced careers
These can only be entered from certain basic careers. They aren't arranged into classes.

alchemist (spellcaster)
artisan (has subtypes - blacksmith, tailor, that sort of thing)
cleric (spellcaster. Must belong to a religious cult)
druidic priest (spellcaster)
giant slayer (dwarf only)
judicial champion
mercenary captain
outlaw chief
sea captain
(specialist wizards: illusionist, elementalist, necromancer, demonologist)

Skills list:
acute hearing
animal care
animal training
arcane language (various)
boat building
cast spells (various)
charm animal
concealment (rural or urban)
consume alcohol
cure disease
demon lore
dodge blow
drive cart
excellent vision
fire eating
fleet footed
follow trail
frenzied attack
game hunting
gem cutting
heal wounds
herb lore
identify magical artifact
identify plant
identify undead
immunity to disease
immunity to poison
lightning reflexes
lip reading
magical awareness
magical sense
manufacture drugs/magic items/potions/scrolls
night vision
palm object
pick lock
pick pocket
prepare poisons
public speaking
river lore
rune lore
rune mastery
scale sheer surface
scroll lore
secret language (various)
secret signs (various)
set trap
silent move (urban or rural)
sixth sense
speak additional language (various)
specialist weapon (various)
spot trap
story telling
street fighter
strike mighty blow
strike to injure
strike to stun
super numerate
trick riding
very resilient
very strong

Shadows over Bogenhafen

The year is 2512. Emperor Karl-Franz has already been on the throne for ten years, and his reign has brought peace and prosperity to The Empire. The greatest nation in the Old World stands firm against the enemies that threaten it from all sides. But what about the enemy within?

Bogenhafen is a prosperous trading town on the river Bogen in the Reikland. It is ruled by a council dominated by guild leaders and powerful merchant families. Every year, the Schaffenfest draws visitors from all over The Empire.  This year, it has attracted a small group of adventurers who have little idea of what fate has in store for them:

Heinrich Kanone des Untergangs, a bounty hunter
Mortus Basanduine, a wizard's apprentice
Klaus Metzger, a professional gambler
Julian Stonebridge, a dwarf engineer
Friedrich von Hersting, a minor nobleman

Julian has a map of the town, which conveniently also shows the rough layout of the Schaffenfest by the east gate.

[missed off the bottom: 38 = mourner's guild, 39 = tailor's guild]

If you can't read the map, maybe try downloading it?  http://i48.photobucket.com/albums/f207/sparky_sparkfire/WFRP/map3.jpg

The adventure starts soon!

Please post your characters here, Shadow over Bogenhafen players.

Also, see this thread for game rules and other information:


And here's a dice roller:


I'm going to run this warhammer roleplay adventure on the forum:

More info later!

Members of Cannon's D&D group, please post your character sheets in this thread! Then you can update them yourself as stuff happens.

Oskar Hollowhill

Halfling wizard

Level 3

Experience points = [was 1030 at L2]

STR 10  0
DEX 16 +3
CON 12 +1
INT 18 +4
WIS 10 0
CHA 8 -1

Saving throws:
-fortitude +3 (+1 halfling, +1 CON)
-reflex +5 (+1 halfling, +3 DEX)
-will +4 (+1 halfling)

Hit points: 13 (4+1)+(d4 roll of 3 +1)+(d4 roll of 3 +1)

Armor Class: 15 (10, +3 DEX, + 1 size, +1 deflection bonus from ring)

Initiative: +3 (+3 DEX)

Base speed: 20 feet

Base attack bonus: +1

Melee attack: +2 (1, +1 size)
Ranged attack: +5 (1, +1 size, +3 DEX)

Skills: (+6 skill points per level)
-concentrate 6 ranks  [total 7]
-spellcraft 6 ranks    (and +2 due to knowledge: arcana) [total 12]
-craft (alchemy) 6 ranks  [total 10]
-knowledge (arcana) 6 ranks [total 10]
-knowledge (the planes) 6 ranks [total 10]
-knowledge (geography) 1 rank [total 5]
-decipher script 1 rank [total 5]
-move silently 2 ranks (cross-class)  (and +2 because a halfling) [total 7]

- eschew materials (starting feat)
- scribe scroll (free wizard feat)
- craft wondrous item (L3 feat)


Spells known:
-all level 0 spells
-L1 spells: magic missile, summon monster I, sleep, endure elements, grease, unseen servant, silent image, shield, protection from law, identify, mage armor, color spray, alarm, hold portal, burning hands, floating disc, shocking grasp
-L2 spells: scorching ray, continual flame, darkness, spider climb, summon monster II

Spells available to cast:
- 4 L0 spells (prepared: detect magic, read magic, ghost sound, dancing lights)
- 5 Identify spells in L1 and L2 slots.
- 3 L1 spells (prepared: mage armor, grease, shocking grasp)
- 2 L2 spells (prepared: summon monster II, scorching ray)
not prepared currently, Oskar is in identify mode.

Other bonuses:
- +4 to hide
- +2 to climb, jump, move silently
- +2 save vs fear
- +2 to listen
- +3 to listen (bat familiar)
- +2 to listen when within arm's reach of familiar
- +2 to spot when within arm's reach of familiar
- +1 attack bonus with thrown weapon and sling
- +2 synergy bonus to spellcraft (knowledge: arcana)
- +2 synergy bonus to survival checks on other planes (knowledge: the planes)
- +2 synergy bonus to appraise checks relating to alchemical items (craft: alchemy)
- +2 synergy bonus to use magical device checks involving scrolls (spellcraft)

Weapon Proficiencies:
dagger, club, staff, heavy and light crossbow

Familiar: Rufus, the red-furred bat

- +3 to listen checks for Oskar
- Oskar gains Alertness when the familiar is within arm's reach (+2 to listen and +2 to spot)
- familiar has improved evasion, share spells, empathic link
- familiar has +2 to its natural armor class, and Int 7
- familiar can deliver touch attacks

-dagger (2g, 0.5 lbs)
-light crossbow (35g, 2 lbs)
-30 bolts (3g, 1.5 lbs)
-spellbook (free, 0.75 lbs
-backpack (2g, 0.5 lbs)
-3 days trail rations (1.5g, 0.75 lbs)
-bedroll (1sp, 1.25 lbs)
-blanket (5sp, 0.75 lbs)
-waterskin (1g, 1 lbs)
-pen and ink (8g 1sp, 0.1 lbs)
-scroll case and 3 sheets of parchment (1g 6sp, 0.5 lbs)
-2 torches (2cp, 2 lbs)
-flint and steel (1g, no weight)
-explorer's outfit: shirt, vest, breeches, belt, hooded cloak, no shoes! (free, no weight)
-'borrowed' spellbook containing Alarm, Endure Elements, Hold Portal, Protection from Law, Shield, Burning Hands, Floating Disk, Magic Missile, Shocking Grasp, Scorching Ray, Continual Flame, Darkness [sold for 100 in Dragonport]
- Ring of Protection +1
- 1 large pearl (for identify spell)
- scrolls of summon wombat I, sleep, grease, expeditious retreat.
- everburning torch (110g, 1 lbs)
- tanglefoot bag (50g, 4 lbs)
- flask of alchemist's fire (20g, 1 lbs)
- wand of Summon Monster I (49 charges remaining). The command word is Wombatomaticus.
- staff of fire [# charges unknown]
- ring of feather falling [probably - not identified yet]

- bag of holding II, containing various unidentified magical items]

Money: 356g 6sp 8cp (7.4 lbs) and 1200g - 400 for identify reagents, -65 for dinner, -2 for inn room.

Load: 22 lbs (light load = 24.75 lbs)

Alignment: lawful neutral
Size: small
Gender: male
Age: 37
Height: 2'11"
Weight: 33 lbs
Hair color: blond
Eye color: grey
Physical description: hollow cheeks, perpetual scowl, large squid tattoo on chest, hairy feet!
Personality: impulsive, acquisitive, arrogant, tactless, talkative

Unsuited to life as a farmer (unlike his three brothers) Oskar left his family at an early age in search of knowledge. He was accepted as an apprentice at a small wizard's college at the nearest city, but found himself the butt of every cruel joke. Despite his obvious intelligence, no one at the college - not even the tutors - was prepared to take a halfling wizard seriously.

Nevertheless, after years of study, taunts and beatings, Oskar had learned enough of the magical arts to set out on his own. He left the city and traveled the world, aiming to study at the best libraries and centers of learning. He also learned from some less respectable teachers: one of these, a mad hermit who claimed to know the secrets of the ocean of worlds, insisted on tattooing Oskar's chest with a sinister squid symbol. Oskar never speaks of what he learned from the hermit.

Oskar prefers to wear dark colors, and always takes a great deal of trouble to look neat and respectable. He takes particular pride in the thick hair on his feet, keeping it tidily brushed at all times (he expects others to notice and respect this). He is very conscious of his own dignity, reacting with fury if he thinks he is being talked down to or ignored.

The Brush and Palette / Empire!
« on: April 25, 2012, 10:17:39 AM »
I'm going to post all the new and old Empire stuff I paint in this thread. Starting with an unfinished wizard wagon!

The base isn't done, and it still needs crew. But everything about this model takes a long time! I also despair of transporting it anywhere, since it has a lot of thin plastic bits that snap off easily.

Also, before I started the wizard wagon I repainted Volkmar's war altar:

It looks OK.

On the way:

-completed wizard wagon
- 3 outriders
- laser cannon to go on a war wagon
- owlbear knights!

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