A PRIVATE WAR WFRP PDF

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Layout Assistance: John Foody First edition. First printing. The work was originally offered to Hogshead Publishing and rejected by them. It is not meant to commercially affect either company. This work is copyright the author, Tim Eccles. However, permission is given for free use of the work, subject to normal considerations and international copyright law upon quotation and with appropriate reference to the author. This does not mean that commercial or similar organisations can simply reproduce it, or translate it for foreign language works without permission.

This work is entirely fictional and is a piece of fantasy fiction. Any similarities to real persons, living or dead, are entirely coincidental. Solkan the Vengeful watch over this work and punish anyone who may offend him.

Full details of the current availability of this and future works can be found on the Shadow Warriors club website where I play. My thanks to Gerald Udowickzenco for setting up and maintaining the site. You will also find a write-up of the play- test campaign, and further material for running the campaign.

The site also offers a contact address to heap praise upon me or query anything you find in here, though I would appreciate not receiving personal abuse. The site can be found at www. For non-commercial use only. At the same time, it is offered as a sourcebook for those regions and as a matrix for the GM to develop other scenarios or for the PCs to create their own problems. Since this is an amateur publication, and has not the same demands of space and cost, I have expanded much of the support material into complete discussions of aspects of The Empire and its people.

I hope that this source material can be included in other adventures set elsewhere, and will form useful background to the WFRP milieu. I have tried to explain as much as possible of my views upon many of these institutions, social norms and modus operandi. Obviously it would be nice if others agreed they were valid and adopted them. The reason the information is here is in order to breathe life into the campaign.

However, I am told that social and political detailing of The Empire is not commercial. I find this sad, because what I have tried to do with this detail is not to write a definitive statement upon Nordland and Ostland in itself, but to use those ideas to bring this — and other scenarios set in the regions — to life.

I hope it has worked. The desire to cram so much information into the work has inevitably led to certain dryness in the text. I hope the quality and quantity of information makes up for this and simply allows for a better game. I can safely say I think! The adventure certainly should not play that way. The campaign is set within The Empire of the Old World, and conforms to the world presented by the officially produced supplements. The premise behind the game is that in addition to the usual international conflicts that may be occurring at any given time, and the actions of the enemy within, there are a whole series of private wars taking place at any given time.

Within WFRP, the Sigmar- Ulric conflict is thoroughly mentioned, but within this campaign PCs will be introduced into other religious conflicts between faiths in addition to conflict within each faith. No longer can they assume that all Sigmarites will act in the same manner or believe the same things. In addition to such religious conflicts are a variety of other civil disagreements between political rulers and economic groups.

Different regions of The Empire are in a state of almost constant war, banditry and border raiding are endemic, guilds are at war with each other over contracts and monopolies — even individual companies are prepared to bully, burn and kill for their businesses. It is worth noting two points about my own view of the world that are assumed within NPC behaviour during the campaign. They are not aware of the names of such gods, nor will they mention them. PCs who insist upon discussing the nature of chaos in public or name these gods will very quickly find themselves hanging by the nearest tree.

Encourage the players to role-play ignorance of the nature of chaos; this ignorance is one of the most powerful weapons of the enemy within. Certainly, Old Worlders know of the existence of chaos, but their stories are mostly of bogeymen and whispered atrocities. Secondly, the PCs will be required to interrogate their social superiors on a number of occasions.

It is imperative that they do so respectfully. Whilst most noble and upper middle class NPCs will deal with the PCs civilly, they will expect respect and deference. PCs who are rude, sarcastic or aggressive will be shown the door and possibly reported to the authorities. Whatever their status within the game, the PCs are adventurers, and this places them towards the bottom of the social hierarchy.

They need to realise this if they are to obtain aid from powerful NPCs, and make sure that they follow social norms if they expect people to help them.

Statistics are, in general, provided with the text for the particular scenario. However, where NPCs are likely to re-appear or form a continuing part of the adventure, they are reproduced in Appendix B, C and D to aid administration. In addition, characteristics are only generated where they are specifically necessary. Otherwise GMs should either pre-generate random characters, or refer to the standard profiles published elsewhere.

The Appendices also provide a variety of background information for the GM on the areas being visited during the adventure. The information is divided into general information concerning the Old World, and that specific to Nordland and Ostland. There is also a handout for PCs reproduced in Appendix J and K, which are aimed at helping experienced players acclimatise into the appropriate atmosphere and introducing new players to the basic concepts.

The various maps, plans and drawings are located as appropriate or in Appendix F. Care needs to be taken in running this campaign, since some of the NPCs can prove quite powerful, and should be intelligently run. However, most have little interest in the PCs. Some are already preparing to flee, and the PCs are simply a catalyst. Many of the NPCs are simply interested in escape, and will fight the PCs only as long as they seek to prevent this.

I should also point out that I am not a fan of the tendency to ascribe real world countries to those of the Old World. Of course, I do use historical material, but this is applied from many sources.

This is a fantasy setting, and I do not think that historical templates fit simply. The tendency to try and assign countries stems from a simplification of history that I cannot condone.

Therefore, you will find neither Ostland nor Garderike referred to as Poland, Hungary, Romania or the Czech Republic since they are not. If you really cannot play the game without it and a tag must be given, the region resembles the Baltic of the Baltic Crusades, and Ostland regards itself as Prussia in its superiority above the Latvian and Lithuanian heathens.

At its simplest, it is a chase. I am not aware of any WFRP scenario that offers a simple chase the crook adventure. Obviously, it is not that simple.

Most notably the PCs are forced to act as part of a team with a number of NPCs, who are at least initially more powerful than themselves.

Clever play should enable them to work both as a team and by themselves on a number of problems. The scenario also tries to offer an alternative view upon chaos, and its followers. Many of the cultists within the scenario do not regard themselves as such and those that do offer a more benign aspect to the worship.

As an option, the GM might even decide that the opponents to the PCs are in fact not chaotics. It is important that GMs stress to their players that this is a living vibrant world. Lots of things are happening, but very little is pertinent to this adventure.

Make the PCs believe that they exist in a world in which they are almost insignificant and remind them of the rules and norms of behaviour of this environment. At the risk of repeating the introduction, a number of people they will meet are very important people and will expect to be treated accordingly no matter what the PCs unproven suspicions might be.

Others will remember their treatment at the hands of the PCs and might bear grudges for further development. It is also important to stress to players that their characters are not experts in the study of chaos — even if the players are.

At the first mention of disease, they should not be broadcasting the name of Nurgle; few know the name, and those that do will immediately burn the PCs for heresy! Encourage the players to read Appendix J and play along. Of course, individual GMs are free to extend their influence within this adventure. The Mighty Quill are a small sect of Tzeentch cultists operating within the nascent Middenheim bureaucracy, and who attempt to reap chaos within the burgeoning paperwork of the city state.

They will misfile records, lose licences, and ensure that faulty permits are issued. In the right hands, an incorrect form for the shipping of grain or the requisitioning of arrows instead of crossbow bolts can lead to as much mayhem and death as a warband.

The Mighty Quill, however, do have a nemesis in the form of Max Weber 1 , who is a bespectacled scribe working in the Komission for Public Works. Having lost his family to the outbreak of Spotted Green Brainpox, he is determined to do what he can to stop the spread of chaos. He knows of the existence of The Mighty Quill, and has deduced certain of its members from analysing corrupted paperwork. His mission is to ensure that errors are corrected, and that the machinery of government works efficiently.

He also ensures that certain items reach certain contacts when necessary. It is Weber, as a matter of interest, who discovered that checks of the sewer outlets beneath the wall had been omitted from work details and reinstated them thus setting into motion the creation of our party of heroes. These events will become clear later.

Both The Mighty Quill and Max Weber possess a deal of power, in that they can control much of the resources of Middenheim through their bureaucratic paperwork. They have the power to destroy merchants by withholding travel permits or destroying chaos cultists by authorising patrols into specific areas. Both can misappropriate funds to support their causes. A much more overtly powerful cult, however, is that of The Medical Union.

Rather than following the common image of being a group of infected rabble, this cult consists of professionals within the Imperial medical community. As a chaos god, Nurgle is not simply interested in disease, but the spreading of many forms of bacteria — some of which will destroy other forms of infection. This makes it easy to corrupt physicians who might study infections, and inoculate minor forms, in order to cure them. It also means that certain Nurgle cultists, far from seeming sick, appear positively healthy as they are infected with apparently invigorating infections.

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