NPCs, Locations, Interesting Stuff.   Posted by The Keeper.Group: 0
The Keeper
 GM, 13 posts
 ...of secrets.
 ...of fate.
Wed 9 Dec 2015
at 01:35
NPCs, Locations, Interesting Stuff
I'll keep a running list of notable places and NPCs here, in separate posts that I will come back and update as new information is added, so that it won't stretch on and on with endless messages that you need to scroll back to find.

Check back every so often to refresh your memory, and if there is something you'd like explained in more detail just ask, and I'll give you as much information as your character(s) know about it.
The Keeper
 GM, 17 posts
 ...of secrets.
 ...of fate.
Fri 11 Dec 2015
at 00:15
Language Test Post
Check below for the languages you should have, based on the skills and background your character has developed and chosen.

Everyone can speak the basic default language for the world, Reikspiel.

If you can speak Breton: [Language unknown:  Haek man ureen re te eranc pr u res linderhat.]

For those who speak Old Classical (aka Latin): [Language unknown:  Outin eiet urnoon ith la eveol ckannc un ainvir'redres ec pewiwh reseaunceort a ul Acie Eindno.]

If you can read the language of Magick: [Language unknown:  Ess no ildiun ofear et caitfi i actabe un eveshepro, m ticicawhe seteenlin.]

If you are fluent in the language of the Kislev people: [Language unknown:  Beom po ntine ce ac ca thnce o hereentho a sanevesetwhe a ntewe nieeil.]

If you are no stranger to the alleys and seedier parts of town: [Language unknown:  Anyev utna reali si ncma tertrable oulmenill p rea eeent is daytraeau il anyersrat.]

And finally, when words aren't necessary: [Language unknown:  Leac llck ti ei ovesheate real somonsoer ha olpele ha osstdi.]

This message was last edited by the GM at 23:56, Fri 11 Dec 2015.

The Keeper
 GM, 19 posts
 ...of secrets.
 ...of fate.
Fri 11 Dec 2015
at 23:20
Additional Map Resources
I will have *some* maps available for use and viewing in the Game Maps section of this game, but when I find something interesting, or awesome, or just too big to put into the RPoL map file sharing system, I will post it here and let you guys know to look in this post.

For example, one of the biggest and most detailed maps you'll find of the Warhammer world can be found at this link:

I cannot tell you how impressed I am with this. Definitely worth a look.
The Keeper
 GM, 31 posts
 ...of secrets.
 ...of fate.
Sun 13 Dec 2015
at 20:31
Additional Map Resources
So, since we are going to use the non-traditional calendar of The Empire for our game, here is a brief overview of the system.

Scholars report that the Known World takes 400 days to travel around its sun (a much larger and hotter star than our own) and is orbited by two moons. The larger of these - known in The Empire as Mannslieb (or “Beloved of Manann”) - has a cycle of 25 days from full to full, and looks not unlike the moon of our world. The other - named Mórrslieb (or “Beloved of Mórr”) - is erratic, appearing now closer, now further away than its partner.

There are two main legends concerning the origins and nature of Mórrslieb. According to the first, it was once a gateway in the sky, through which daemons came to prey upon the people of the Known World. Mórr inflicted a great and terrible death upon them and fashioned the second moon out of the wreckage, so that mortals would never forget how the god had saved them. The second legend maintains that when Chaos first broke through into the Known World, a great block of warpstone was hurled high into the sky, where it now circles endlessly, spreading Chaos on the lands over which it passes. This legend is believed mainly by followers of Chaos who hold festivals when Mórrslieb is full. The truth remains a mystery.

The seasons are important to adventurers. Nobody is going to want to trek into the mountains at the beginning of Kaldzeit. Adventuring, like waging war, is best left to late spring, summer and autumn. Winter in the Empire is cold and inhospitable, and most people - adventurers included - would prefer to stay within reach of a warm hearth and a dry bed…people do not, however, always get want they want!

There are as many calendars in the Known World as there are races and countries but the one you will be referring to is standard throughout The Empire. The Imperial Calendar divides the year into 12 months of 32 or 33 days, with six days that fall between the months and are not numbered.  Four of these six are festivals connected to seasonal events - the summer and winter solstices and the spring and autumn equinoxes - while the other two mark the occasions when both moons are full. These last are greatly feared and even the most hardened cynics stay out of the eerie light cast by the moons on Hexensnacht (“Witching Night”) and Geheimnisnacht (“Night of Mystery”).

Month             Translation

Hexenstag        Day of Witching
Nachexen         After-Witching
Jahrdrung        Year-turn
Mitterfruhl        Spring Equinox
Pflugzeit           Ploughtide
Sigmarzeit        Sigmartide
Sommerzeit      Summertide
Sonnstill           Summer solstice
Vorgeheim        Fore-Mystery
Geheimnistag   Day of Mystery
Nachgeheim      After-Mystery
Erntezeit          Harvest-tide
Mittherbst        Autumn equinox
Brauzeit           Brewmonth
Kaldezeit         Chillmonth
Ulriczeit           Ulrictide
Mondstille        Winter solstice
Vorhexen         Fore-Witching

Within the Empire, major festivals and feast-days do not fall on a day of the week. Imagine it as: Monday, Tuesday, Midsummer day, Wednesday, Thursday… This gives the festivals an extra emphasis, making them stand apart from the rest of the week. Festivals and feast-days are not normal days, they are important events in the religions and beliefs of the Old World, and they are far more than a excuse for a day off. Anyone who expects to find people conducting normal business on a festival-day is going to be disappointed.

There are other feast-days in the calendar, but most of them are only observed in certain areas or by certain groups of people. A day sacred to Verena will be observed by scholars, scribes, lawyers and any profession linked to
learning or justice, for example. Towns and cities will have special holidays in memory of local heroes or major days in the area’s history, such as the ending of the siege, a famous victory, the overthrowing of a tyrant or the anniversary of the birth or death of a well-loved ruler.

Weekday        Translation
Wellentag        Workday
Aubentag         Levyday
Marktag           Marketday
Backertag        Bakeday
Bezahltag        Taxday
Konigstag        Kingday
Angestag         Startweek
Festag             Holiday

The reasons for such names are now largely forgotten and, while a market is still generally held on Marktag wherever you are in The Empire, Holidays vary according to the deity of the local temples and shrines. Of the eight days of the week, Festag is technically a day of rest, reserved for worship. Shops should be shut and no work or trade be done. However, this varies from area to area, depending on the harshness of the local ruler and the amount of hold that priests and temples have over the local community.

Credit to Sam Stockdale, a fellow WFRP GM, for collecting all this data and putting it on the net.
The Keeper
 GM, 51 posts
 ...of secrets.
 ...of fate.
Wed 6 Jan 2016
at 15:07
NPCs and Personalities
Avenn Marnholf: The duly appointed sheriff in town. He is crude, unkempt, and generally boorish, but wears a badge that was given to him by the mayor, who is a noble, and thus his word is law. Many people despise him behind his back, though none dare stand up to him for fear of receiving 'justice'.

Briene Shotswell: The widowed wife of the owner of The Twin Moons, the premier inn for travelers coming through town who are looking for good meals and a safe place to stay for the night. It is a clean establishment with a door guard and comfortable beds, and employs several hunters to keep the larder stocked with fresh foods from the forests nearby.

Calen Horste: The town tanner, whose shop was relocated to the east side of town when the old building was commandeered as a stable for the army's garrison, and then accidentally burnt to the ground in a shoeing mishap with one of their smiths. He is bitter and miserable, and hates most people he has to talk to for more than a few minutes, but his skill with leather and lace is without question, so many who need his goods or armor suffer in silence to place their orders.

Durak Granitefist: On loan from Karak Raziak, Durak is a very 'humanized' Dwarven engineer, directing the stonemasons in town during the rebuilding of Grunwald. He is fond of humans and their drink, but particularly their plentiful varieties of foods in the form of roasts, fish, and fowl, which his brethren in the mountains never experience. He is wealthy by any middle class standards, though most of it is sent directly to his family back in the Dwarf-hold city, and so lives modestly with his workers. He can be found wandering the city, directing the building of fresh guard towers [which never existed before the war], as well as a second set of docks slightly east of the current ones. Though busy, he is happy to stop and chat with folks...over a nice dinner they provide.

Gunstav Werbler: The current mayor of Grunwald, and a rather difficult person to pin down. He is rarely seen in public, always off on some 'diplomatic mission' to a nearby city, but the people seem not to mind, as his efforts have resulted in a fast rebuilding of the town and a return to relative normalcy in the business of riverboats and trading.

Hans Einsam: The head of the Cult of Morr, he is a man given to the tedium of gathering, cataloging, and deposing several hundred bodies in the last few months. He takes his work very seriously, giving every good citizen of the Empire the proper rites and ceremonies due them, regardless of wealth or position. He considers death to be the great equalizer, and as such has little use for pompous nobles and coin...though to be honest, rumor has it his coffers are a bit on the heavy side, with the number of people who died without families or wills to give direction as to where to distribute their wealth. He has a strained relationship with Sister Terunda, but outwardly respects her and the Shallyans for their attempts to lessen his burden.

Heiram Watstred: The deputy mayor. Prone to bouts of cowardice and bureaucracy, he seldom does anything or makes any decisions on his own without consulting the actual mayor, and, as the mayor is seldom in town, many tasks that could be accomplished quickly and efficiently end up taking two to ten times as long to complete. A minor son of a lesser noble, he is still a member of the ruling class, and as such, cannot be summarily replaced without good cause, though many have tried to convince him to leave his cushy job for greener [and safer] pastures.

Otto Biern: The de facto harbormaster for Grunwald, Otto controls the daily influx of shipments by river of supplies and people, both from up- and downstream, as well as ferries from Steinhof, directly across the water on the far shore. He has great respect for the people of that town, who gave mutual aid and relief to the people of Grunwald both times the enemy passed through the region. He is a tough, no-nonsense man in his forties who demands hard work for an honest day's wage, and appears to be immune to bribery by the various merchants and guilds that pass through his docks...making him rather unpopular with the middle and upper class.

Priestess Ishildr: The current 'mother superior' of the Shallyan hospital and relief effort in the town of Grunwald and surrounding villages. She is a sturdy woman in her early fifties, prone to smiling in a sweet [non-condescending] manner to most people's questions or comments, which makes it seem like she knows more about the world's affairs than she lets on. She is very helpful and generous, both to the townsfolk who need her help, and those individuals who assist her with tasks and quests, and is decidedly against violence in any form as a means to an end, though she understands that defending oneself is sometimes the only way to ensure survival.

Sister Terunda: The manager of daily operations in Grunwald and the giver of tasks to her subordinates, as well as the laborers assigned to her relief station. She is unbowed by her daunting task, and works with both a keen eye and a smooth efficiency, despite the conflicts that arise between returning refugees, eager merchants, greedy bandits, and political differences between factions in the town. She is a veteran of the battlefields, having seen action to the south and west, and though is easy to work with, brooks no disciplinary problems in her presence: you are either there to help others as she is, or you are not welcome in her presence.

Tobias: The citizen who stood up in defense of himself and his son against the ruthless 'justice' of Avenn, the town sheriff. He was slain by a crossbow bolt to the chest on the 20th of Sommerzeit, 2522 in the dining room of the Twin Moons tavern.

Werner Deitz: Owner and proprieter of The Running Salmon, a dockside tavern with a detached bunkhouse for river-born travelers to relax or spend the night in. He does a modest business in the winter but business picks up the better the weather, for obvious reasons. He is always too busy to do anything but give short replies to questions as he walks away, but has a mind for business and numbers, and can pick up a conversation started days earlier with no loss of momentum.

This message was last edited by the GM at 13:43, Thu 07 Apr 2016.