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Doomlord – Greater Daemon of Malal

March 24, 2022 4 comments

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Art by Tony Ackland

As I said in my previous post on the Lesser Daemon of Malal, the Renegade God was cut from Warhammer canon before Realm of Chaos was published. Two excellent posts from Awesome Lies and Realm of Chaos 80s give a fuller account. During my time on the project, I developed Lesser and Greater Daemons for him, based on existing art by Tony Ackland.

Before the decision was taken to cut Malal, I worked to include the Renegade God in my draft of Realm of Chaos. This included describing two Daemons for him: one greater and one lesser. By following my blog, Warhammer fans voted for both these creatures to receive stats for WFRP 1st and 4th editions. As always, what follows is to be regarded as a fan work and no challenge is intended to copyrights held by Games Workshop, Cubicle 7, or anyone else.


The mighty Doomlords are the most powerful servants of the Renegade God Malal. Massive creatures with hooves, horns, and tails, they fight the forces of Chaos with massive weapons and soul-sucking magic.

WFRP 4th Edition

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Traits: Armour 4, Belligerent, Bite +10, Champion, Corruption (Major), Daemonic 7+, Frenzy, Hatred (creatures and followers of Chaos), Horns +7, Painless, Size (Monstrous), Soul Drain (new), Tail +6, Terror 3, Unstable, 2 x Weapon +16
Optional: Fast, Elite, Hardy

New Trait: Soul Drain

When the Doomlord’s tail attack scores a critical on any creature without the Undead or Daemonic Traits, do not roll as normal. Instead, the tail-barbs seize the victim and the human-looking head on the tip of the tail bites deeply into the victim’s flesh, draining their soul in an instant and leaving their body a shriveled, dead husk.
Half of the victim’s Wounds (at the time the critical was scored) go to Malal as a soul sacrifice. The other half are added to the Doomlord’s own Wounds score, for the next round of combat only. If the Doomlord is wounded during the round, these additional Wounds points are used first.
This attack counts as magical.

WFRP 1st Edition

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Special Rules: 2 armour points on all locations. Subject to hatred against creatures and followers of Chaos (except Malal). Cause terror in all living creatures under 10 feet tall. Subject to instability. Immune to psychological effects except those caused by gods. Cannot be forced to leave combat except by such beings.

The Monsters so Far:

Zoats
Ambull
Viydagg
Mardagg
Mabrothrax
Jabberwock
Gargoyle
Toad Dragon
The Spectral Claw
The Mud Elemental
Ngaaranh Spawn of Chaos
Leaping Slomm Two-Face
Zygor Snake-Arms
Independent Daemons
Chaos Snakemen
Menfish
Golems
Giant Bats and Fell Bats
Lesser Daemon of Malal


And while you’re here…

Since 2020, I’ve been a director of Rookery Publications, a new indie TTRPG studio that I co-founded with some names that WFRP fans are sure to recognize: Andrew Law, Lindsay Law, Andy Leask, and Mark Gibbons. Our first product is available from DriveThru, and has garnered some good reviews so far. There is much, much more to follow.

If you like the idea of new, system-agnostic roleplaying products (which means that they have been designed to be used with any edition of WFRP, and indeed with any other ruleset) from our merry band, check the Rookery out on any of these platforms.

Discord is the the hub of a vibrant and growing Rookery community.

YouTube and Twitch each have a Rookery channel where you can find our weekly Inside the Rookery streams, where we chat with big-name guests from across the industry about all manner of things.

Inside the Rookery, along with the occasional Beside the Rookery streams, are supported by our Patreon campaign. If you like what the Rookery has to offer and would like to be part of our story, you can support us for a very low monthly commitment (and if you can afford more, we have higher tiers, too!), and get access to exclusive content like the Rookery masterclasses on game design and development and special publications like the just-released Mother Hoarfrost PDF.

And you can also find us on:
Facebook: https://www.facebook.com/RookeryPublications
Twitter: @RookeryP
Instagram: https://www.instagram.com/rookerypublications/

Oops!

March 14, 2022 Leave a comment

I was embarrassed to discover that I had not set up my Free League Workshop products for Vaesen correctly. Here they are, officially within the Workshop as they should have been from the start. Existing purchases should be unaffected.

There’s a new one as of today, too – the Norwegian brunnmigi or ‘well-pisser’. Honestly – no manners at all…


Do you like monsters? Then check out the collection I’ve done for Warhammer Fantasy Roleplay 4th edition, and find out how to persuade me to do more!

Also:

My Complete and Utter Myth and Monsterography

My Top Five Monster Books (that I worked on)

My Top Five RPG Monster Books

And while you’re here…

Since 2020, I’ve been a director of Rookery Publications, a new indie TTRPG studio that I co-founded with some names that WFRP fans are sure to recognize: Andrew Law, Lindsay Law, Andy Leask, and Mark Gibbons. Our first product is available from DriveThru, and has garnered some good reviews so far. There is much, much more to follow.

If you like the idea of new, system-agnostic roleplaying products (which means that they have been designed to be used with any edition of WFRP, and indeed with any other ruleset) from our merry band, check the Rookery out on any of these platforms.

Discord is the the hub of a vibrant and growing Rookery community.

YouTube and Twitch each have a Rookery channel where you can find our weekly Inside the Rookery streams, where we chat with big-name guests from across the industry about all manner of things.

Inside the Rookery, along with the occasional Beside the Rookery streams, are supported by our Patreon campaign. If you like what the Rookery has to offer and would like to be part of our story, you can support us for a very low monthly commitment (and if you can afford more, we have higher tiers, too!), and get access to exclusive content like the Rookery masterclasses on game design and development and special publications like the just-released Mother Hoarfrost PDF.

And you can also find us on:
Facebook: https://www.facebook.com/RookeryPublications
Twitter: @RookeryP
Instagram: https://www.instagram.com/rookerypublications/

Doombringer – Lesser Daemon of Malal

February 26, 2022 12 comments

Art by Tony Ackland

The history of Malal is well known. Created for the Kaleb Daark comic, he was cut from Warhammer canon over ownership issues. Two excellent posts from Awesome Lies and Realm of Chaos 80s give a fuller account.

Before the decision was taken to cut Malal, I worked to include the Renegade God in my draft of Realm of Chaos. This included describing two Daemons for him: one greater and one lesser.

No one had drawn or sculpted and Daemons for Malal, so I turned to the vast body of art that had been created for Realm of Chaos since the project was first begun several years earlier. The image above, with its birdlike skull, reminded me of Kaleb Daark’s weapon Dreadaxe, so I chose it for the Lesser Daemon.

Malal was cut, Mike Brunton wrestled Realm of Chaos over the finish line where so many others had failed, and this image was never used, so far as I know. The Daemons for each of the Ruinous Powers were set in particular forms, leaving this and many other Daemon images redundant and forgotten. So it was for more than 30 years.

Then last week, some Polish WFRP fans started to lobby for a treatment of this little beauty. As part of their fan project to bring the Old World to the Genesys system, they added Malal back into the lore and created a new treatment of the Lesser Daemon, naming it the Malignancy after the title of the Awesome Lies post. They asked me for stats, and provided enough blog follows and comments to unlock a new monster according to my promise of a little while ago – so here it is. I prefer the name Doombringer, but you can call it whatever you like in your own games. Trevor, for example.

As always, this post is to be regarded as a fan work and no challenge is intended to any copyrights held by Games Workshop, Cubicle 7, or anyone else.

Art by Barbara Szymańska

After the warriors known as the Doomed Ones, Doombringers are the most numerous servants of the renegade Chaos God Malal. They may be summoned by his followers to help fight the creatures and servants of the Ruinous Powers.

Doombringers are a semi-skeletal mixture of bird and beast, with hoofed legs, a head something like a bird’s skull, and arms that end in long, curving blades of razor-sharp bone. Their beaks are armed with sharp teeth. Their skin is pitch-black, contrasting with the gleaming white of their hooves, skulls, and blades in the favored colors of Malal: black and white.

They are fast and agile fighters, leaping and slashing with uncanny speed.

WFRP 4th Edition

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Traits: Armour 4, Belligerent, Bite 5+, Champion, Corruption (Moderate), Daemonic 8+, Fear 3, Frenzy, Hatred (creatures and followers of Chaos), Painless, Unstable, 2 x Weapon +9
Optional: Fast, Elite, Hardy

WFRP 1st Edition

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* For agility-based tests only. Manual Dexterity is 0

Special Rules: 1 armour point on all locations. Subject to hatred against creatures and followers of Chaos (except Malal). Cause fear in all living creatures under 10 feet tall. Subject to instability. Immune to psychological effects except those caused by Greater Daemons or gods. Cannot be forced to leave combat except by such beings.

The Monsters so Far:

Zoats
Ambull
Viydagg
Mardagg
Mabrothrax
Jabberwock
Gargoyle
Toad Dragon
The Spectral Claw
The Mud Elemental
Ngaaranh Spawn of Chaos
Leaping Slomm Two-Face
Zygor Snake-Arms
Independent Daemons
Chaos Snakemen
Menfish
Golems
Giant Bats and Fell Bats
Lesser Daemon of Malal
Greater Daemon of Malal


And while you’re here…

Since 2020, I’ve been a director of Rookery Publications, a new indie TTRPG studio that I co-founded with some names that WFRP fans are sure to recognize: Andrew Law, Lindsay Law, Andy Leask, and Mark Gibbons. Our first product is available from DriveThru, and has garnered some good reviews so far. There is much, much more to follow.

If you like the idea of new, system-agnostic roleplaying products (which means that they have been designed to be used with any edition of WFRP, and indeed with any other ruleset) from our merry band, check the Rookery out on any of these platforms.

Discord is the the hub of a vibrant and growing Rookery community.

YouTube and Twitch each have a Rookery channel where you can find our weekly Inside the Rookery streams, where we chat with big-name guests from across the industry about all manner of things.

Inside the Rookery, along with the occasional Beside the Rookery streams, are supported by our Patreon campaign. If you like what the Rookery has to offer and would like to be part of our story, you can support us for a very low monthly commitment (and if you can afford more, we have higher tiers, too!), and get access to exclusive content like the Rookery masterclasses on game design and development and special publications like the just-released Mother Hoarfrost PDF.

And you can also find us on:
Facebook: https://www.facebook.com/RookeryPublications
Twitter: @RookeryP
Instagram: https://www.instagram.com/rookerypublications/

Giant Bats and Fell Bats for WFRP 4

January 31, 2022 5 comments

I just noticed an omission in the adventure “The Return of the Gravelord” in The Horned Rat Companion. Stats were not provided for the Fell Bats in Gräber’s retinue. Fell Bats first appeared in the Vampire Counts army books for Warhammer, and to the best of my knowledge they have never received official stats for any edition of WFRP. Similar, though not as frightening, are the Giant Bats which were first described in the WFRP 1st edition rulebook. So here are stats for both.

As always, everything here is to be regarded as a fan work, and no challenge is intended to any copyrights held by Games Workshop, Cubicle 7, or anyone else.

Oh, and I’ll be adding another monster when the blog hits 350 followers. So if you haven’t followed yet, do it! And if you have, thanks – now, tell your friends!


Giant Bat

A Giant Bat measures almost four feet from nose to tail, and is covered with jet-black fur. The head resembles that of a dog, and the mouth is equipped with long, sharp teeth. These nocturnal creatures are capable of attacking and killing an animal the size of a Human. They are also cunning scavengers, feeding off the carcasses of larger creatures. According to legend, some Sylvanian Vampires have the ability to transform into Giant Bats.

The Move score given on the profile is for ground movement. When flying, a Giant Bat gains a + 10% bonus to Initiative in the first round of combat, unless attacking in illumination equivalent to daylight.
The natural ‘sonar’ of a Giant Bat allows it to ‘see’ up to 20 yards in total darkness. There is a 35% chance that the bite of a Giant Bat may cause Infected wounds.

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Traits: Bestial, Bite+4, Dark Vision (echolocation), Flight 60, Size (Small), Skittish, Wallcrawler
Optional: Fast, Infected, Infestation


Fell Bat

The Giant Bats of Sylvania grow to monstrous proportions, with bodies as long as a human is tall and wingspans of fifteen feet or more.

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Traits: Bestial, Bite+6, Dark Vision (echolocation), Fear 1, Flight 60, Size (Large), Undead, Wallcrawler
Optional: Fast, Infected, Infestation


And while you’re here…

Since 2020, I’ve been a director of Rookery Publications, a new indie TTRPG studio that I co-founded with some names that WFRP fans are sure to recognize: Andrew Law, Lindsay Law, Andy Leask, and Mark Gibbons. Our first product is available from DriveThru, and has garnered some good reviews so far. There is much, much more to follow.

If you like the idea of new, system-agnostic roleplaying products (which means that they have been designed to be used with any edition of WFRP, and indeed with any other ruleset) from our merry band, check the Rookery out on any of these platforms.

Discord is the the hub of a vibrant and growing Rookery community.

YouTube and Twitch each have a Rookery channel where you can find our weekly Inside the Rookery streams, where we chat with big-name guests from across the industry about all manner of things.

Inside the Rookery, along with the occasional Beside the Rookery streams, are supported by our Patreon campaign. If you like what the Rookery has to offer and would like to be part of our story, you can support us for a very low monthly commitment (and if you can afford more, we have higher tiers, too!), and get access to exclusive content like the Rookery masterclasses on game design and development and special publications like the just-released Mother Hoarfrost PDF.

And you can also find us on:
Facebook: https://www.facebook.com/RookeryPublications
Twitter: @RookeryP
Instagram: https://www.instagram.com/rookerypublications/

A Challenge for WFRP 4 Fans

January 15, 2022 55 comments

1 more follows to unlock the next monster!
Enter your email address over here —>
I promise I won’t spam you!

Total War: WARHAMMER - The Monsters - YouTube

In 2020, shortly after WFRP 4th edition was released, I wrote up a number of creatures from the darker corners of Warhammer’s history with 4th edition rules and stats. The series proved quite popular, with some entries attracting as many as 7,000 views.

Then, as deadlines loomed on the final instalments of The Enemy Within Director’s Cut, the series petered out. The posts are still popular, and I’d like to do more. So I’ll make you a deal:

Simply put, I would like this blog to have more followers. Currently it has 449, which is no real reflection of the traffic it gets. So, here’s what I propose:

In the comments section below this post, tell me about any creatures from any edition of Warhammer or WFRP, or any never-statted Citadel/GW miniatures, that you would like to see for WFRP 4. Whenever WordPress tells me that the blog has 450 followers, I’ll do one. I may run a poll to decide which, or I may just choose. I’ll do another at 500 followers, another at 550, and so on. As well as stats and rules, I’ll throw in any memories or anecdotes that come to me as I’m writing.

Of course, nothing I post on this blog is official – here, I’m just another fan and I’m not challenging any rights held by Games Workshop, or Cubicle 7, or anyone else – so take them for what they’re worth, and feel free to use, modify, adapt, change, and generally play around with anything from the links below, here, and anything I’ll write up in the future.

So go on – tell me about that Warhammer monster you’ve always wanted to see for WFRP 4. Or – heck, why not – tell me about the WFRP 4 monster that you’d like to see adapted for one of the previous editions. And then, follow this blog and tell all your friends to do the same.

I’ve no idea where this will end up going, but let’s find out together!

The Monsters so Far:

Zoats
Ambull
Viydagg
Mardagg
Mabrothrax
Jabberwock
Gargoyle
Toad Dragon
The Spectral Claw
The Mud Elemental
Ngaaranh Spawn of Chaos
Leaping Slomm Two-Face
Zygor Snake-Arms
Independent Daemons
Chaos Snakemen
Menfish
Golems
Giant Bats and Fell Bats
Lesser Daemon of Malal
Greater Daemon of Malal

So vote with your follows, and let me know what you’d like to see!

And while you’re here…

Since 2020, I’ve been a director of Rookery Publications, a new indie TTRPG studio that I co-founded with some names that WFRP fans are sure to recognize: Andrew Law, Lindsay Law, Andy Leask, and Mark Gibbons. Our first product is available from DriveThru, and has garnered some good reviews so far. There is much, much more to follow.

If you like the idea of new, system-agnostic roleplaying products (which means that they have been designed to be used with any edition of WFRP, and indeed with any other ruleset) from our merry band, check the Rookery out on any of these platforms.

Discord is the the hub of a vibrant and growing Rookery community.

YouTube and Twitch each have a Rookery channel where you can find our weekly Inside the Rookery streams, where we chat with big-name guests from across the industry about all manner of things.

Inside the Rookery, along with the occasional Beside the Rookery streams, are supported by our Patreon campaign. If you like what the Rookery has to offer and would like to be part of our story, you can support us for a very low monthly commitment (and if you can afford more, we have higher tiers, too!), and get access to exclusive content like the Rookery masterclasses on game design and development and special publications like the just-released Mother Hoarfrost PDF.

And you can also find us on:
Facebook: https://www.facebook.com/RookeryPublications
Twitter: @RookeryP
Instagram: https://www.instagram.com/rookerypublications/

We think it’s pretty cool.

Wights in D&D 3.5

October 3, 2021 1 comment

In Dragon #348 (October 2006), I wrote “Ecology of the Wight”. A lot of my original material was cut from the published version, so here it is. I hope you find it useful, or at least interesting.
I was hoping to include a link so you could buy the magazine online, but it doesn’t seem to be available on DriveThru or the DMs’ Guild. If anyone knows of a place where non-pirated copies can be obtained, please drop a link in the comments below. Thanks!


Advanced Wights: Non-Core Sources

This article [the one in Dragon] assumes that the DM is only using the three core rulebooks, but DMs who have access to additional rulebooks and supplements will find more options for producing advanced wight characters.

Libris Mortis

In addition to general notes on undead characters and NPCs, this sourcebook contains much that will be useful to a DM planning a wight-centered adventure or campaign. The evolved undead template allows the creation of ancient and powerful individuals with spell-like abilities. Feats like Improved Energy Drain, Spell Drain, and Life Drain increase the power of the energy drain ability that wights share with many other undead creatures. Monstrous prestige classes include the lurking terror with its enhanced stealth abilities, and the tomb warden (only available to a wight who has already advanced by other means) which confers many useful abilities within the confines of a particular tomb complex. New undead creatures include the slaughter wight, which could make a good leader or champion, and several other monsters that might be found alongside wights in a barrow-field or necropolis.

Monster Manual II

Of most interest is the spellstitched template (page 215), which confers spellcasting ability on an undead creature. With their high Wisdom, wights gain access to first through third level spells by spellstitching – and gain some useful save bonuses – while only increasing their CR by one.

Savage Species

The emancipated spawn prestige class (page 75) is available to creatures and characters who became the spawn of an undead creature such as a wight, and who regain their independence after their creator has been destroyed. As they advance in this prestige class, emancipated spawn gradually remember the skills and class features that they had while living. The wight template (page 136) can be used to create variant wights based upon any humanoid creature.


Wight Lairs

Unless they are under the command of a necromancer or some other master, wights normally lair in tombs. As their full name of barrow-wights suggests, they are often found in earthen burial mounds, but they can make their lairs in any kind of tomb complex or necropolis. A wight lair will usually be the original burial-place of the oldest wight in the pack (sometimes called the master wight); younger wights are usually the spawn of that first individual.

Wight lairs are usually cramped, dark places. Narrow passages and low ceilings hamper weapon-using intruders and favor unarmed wights. They use their knowledge of their lair’s layout, along with secret doors and passages, to spring close-quarters attacks without having to advance under fire from spellcasters and ranged weapons. Labyrinths of short passages allow a pack of wights to surround intruders and attack from all sides; their Hide and Move Silently skills give them a good chance of gaining surprise. Shifting walls and other devices are sometimes used to confuse and disorient outsiders.

Wights’ acute senses and stealth skills make them skilled and dangerous ambushers. When faced with a strong party, their usual tactic is to try to pick off enemies one by one, draining their life energy at leisure and turning them against their former comrades as wight spawn.

A Sample Wight Lair

The map shows a typical barrow where wights might be found. Built millennia ago to house the honored dead of a long-forgotten people, it is built of stone, filled in with dirt and rubble between the walls. Its front is dominated by a curved façade of monumental stones.

Inside, a narrow passage leads past a number of empty tombs (which might hold minor encounters such as rat or spider swarms) to an apparent dead end. The rubble is a decoy, though, intended to distract intruders while 4-5 wights use the secret passages to get behind them. They will not attack right away, but will follow stealthily until the adventurers are busy fighting the rest of the wights in the narrow confines of the two pillar rooms. Then they will mount a surprise attack, surrounding the trespassers and using their energy drain and create spawn abilities.

The four rooms at the far end of the barrow belong to the king and queen, who may be more powerful than the others (see Advanced Wights above). The treasury contains a little treasure (note that wights normally have none). The king’s tomb is hidden by a secret door in the back of his stone throne, and may contain some magical treasures or other special items.


Finding Wights

Wights are not only found in dark barrows on lonely, mist-wrapped moors. Here are a few ideas for placing them in other locations.

The Dead Below

From their headquarters in an abandoned catacomb beneath a city’s oldest cemetery, a powerful band of wights can use sewers, thieves’ tunnels, and other underground passages to reach almost anywhere. Moving mainly by night, they remain unseen and unheard as much as possible, ambushing unwary victims returning home from the city’s hostelries and other unfortunates who are outside after dark. Their ultimate goal may simply be to survive undetected, or they may have come to the city in search of an ancient treasure that was stolen from their leader by grave-robbers, and which now rests in the vaults of the thieves’ guild, or the academy of magic.

Fortress of Nightmares

The wights’ stronghold is heavily defended, both above and below ground, with multiple entry and exit points through small tombs and mausolea nearby. In addition, the wights may have control of swarms of vermin, rats, and the like, as well as alliances with other undead creatures – especially lawful evil undead – that make their home in the cemetery. These undead allies may not fight alongside the wights, but they might inform them of adventurers headed their way, or mount surprise hit-and-run attacks on living trespassers who are already engaged in fighting the wights.

The Forbidden Island

A remote island also makes a suitable home for a pack of wights, especially if it is dotted with the remnants of a lost civilization. If no living souls have set foot on the island for a long time, the wights’ hunger for life energy will make them particularly aggressive. Their first act will probably be to disable any watercraft or other means of escape from the island, and then pick off stragglers or scouts to reduce the visitors’ numbers before mounting an all-out attack by night. They may set traps in the thick jungle of the islands, or among the rubble-choked ruins.

Not Just Mummies

Desert tomb complexes – with or without pyramids – also make good homes for wights. Adventurers will probably expect to find mummies in such locations, and wights will take them by surprise, at least initially. If the wights are dressed in scraps of bandage, the confusion over their true nature may last beyond the first encounter – and nothing worries adventurers more than not knowing what they are up against. True mummies can act as leaders or elite fighters, and spellcasting mummy lords can make up for their comrades’ lack of magic.


My Complete and Utter D&D Bibliography

Everything I have published for various editions, starting in 1982. Includes links to some free downloads.
Click Here.

Rookery Publications

Golems in Warhammer

August 22, 2020 22 comments

Golems have a rather patchy history in Warhammer and WFRP. The conventional four types – clay, flesh, iron, and stone – were established in fantasy games by the AD&D Monster Manual back in 1977, and Citadel made a few Golem figures in the late 70s and early 80s.

From the first Citadel Compendium, 1983
Citadel Flyer, November 1986

No rules were published for Golems in Warhammer, although it might be argued that the Ushabti from the Tomb Kings army lists are a form of Golem.

A couple of Flesh Golems appeared in WFRP 1st edition adventures. Death on the Reik featured the Wittgenstein Monster, and a similar creature appeared in the adventure “The Curse of the Reichenbachs” in Death’s Dark Shadow. Golems were mentioned in the WFRP 2nd edition supplements Liber Necris and Renegade Crowns, but without game stats. A kind of Flesh Golem appeared in Forges of Nuln, but it was far from standard – if a Flesh Golem can ever be described as standard.

My earlier post on Gargoyles covered the living-statue type of that creature, and can be used for Stone Golems. Another take on Stone Golems is given below, along with the other three “classic” Golem types. As always, everything that follows is completely unofficial and should be regarded as a fan work. No challenge is intended to trademarks or copyrights held by Games Workshop, Cubicle 7, or anyone else.


Golems

Imbued with a semblance of life through magical and alchemical processes, Golems are Constructs of flesh or other materials. Most take humanoid form, but theoretically that can be any shape.

A distinction must be made between true Golems and the humanoid mechanical constructs made by some Dwarven and other engineers. Golems are animated by magic rather than engineering, while the others rely on steam and other power sources and move by the action of gears, wires, and levers.

Stone Golems include the massive Ushabti of ancient Khemri, animated Gargoyles, and other living statues. They are often created as guards, and given orders to attack anyone except their controllers.

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Traits: Armour 3, Construct, Dark Vision, Fear 1, Hardy, Immunity (poison, fire, electricity), Immunity to Psychology, Magical, Painless, Stupid, Territorial (one building or small area), Weapon +10

Optional: 2 Fists +10, Die Hard, Size (Small to Enormous), Magic Resistance 1-2, Ranged (Throw) +10

Iron Golems (and more rarely, Golems of brass or other metals) are also used as guards and troops, although they can only guard a location for a few centuries before becoming corroded and useless. Their great strength makes them useful as menials and labourers.

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Traits: Armour 2, Construct, Dark Vision, Fear 1, Hardy, Immunity (poison, fire), Immunity to Psychology, Magical, Painless, Stupid, Territorial (one building or small area), Weapon +9

Optional: 2 Fists +9, Die Hard, Size (Small to Enormous), Magic Resistance 1-2, Ranged (Throw) +9

Clay Golems are less durable than most other types but easier to make, and the secrets of their construction are more widely available. There are many tales of a Clay Golem being constructed by a learned priest or other scholarly individual as a bodyguard or servant.

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Traits: Armour 1, Construct, Dark Vision, Fear 1, Immunity (poison), Immunity to Psychology, Magical, Painless, Stupid, Territorial (one building or small area), Weapon +8

Optional: 2 Fists +8, Die Hard, Size (Small to Large), Magic Resistance 1

Flesh Golems are often made by necromancers, although they are not undead. Instead, they use alchemical processes to imbue a dead body – or a construct assembled from parts of several bodies – with a semblance of life and intelligence.

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Traits: Afraid (Fire), Construct, Fear 2, 2 Fists +7, Stupid, Territorial (one building or small area), Weapon +7

Optional: Die Hard, Size (Large)


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Warhammer History: The Gods and Daemons of Law

August 15, 2020 14 comments

In Warhammer’s earliest days, it was intended that the forces of Law and Chaos should co-exist, opposing each other in a never-ending war.

As Michael Moorcock had already discovered, though, the gods of Chaos are a lot more interesting than their lawful counterparts. The only trace of the gods of Law are a couple of miniatures and a few mentions in early Citadel publications and the first edition WFRP rulebook. For the last 30 years or more, the gods of the Old World have been the main opposition to the Ruinous Powers of Chaos.

To my knowledge, only three gods of Law were ever created for Warhammer, and all are described in the first edition WFRP rulebook.

Alluminas was the first, created by Rick Priestley in his draft of the WFRP rules that was waiting for me at the Games Workshop Design Studio in 1986. It (for gender pronouns seem unfitting) took the form of a cold and unchanging light, exemplifying a very static kind of order that is demonstrated by the fact that anyone struck by the light is paralyzed.

Arianka first appeared in the Third Citadel Compendium in 1985. Popular writers John Wagner and Alan Grant were hired to create a Warhammer-themed comic, and the result was the short-lived The Quest of Kaleb Daark. It was not clear what Arianka stood for, but she took the form of a beautiful young woman lying in a glass coffin in the city of Praag, awaiting the lost crystal keys that can free her. Like Kaleb Daark and his Chaotic patron Malal, Wagner and Grant retained rights to the character of Arianka, and all three were quietly dropped from Warhammer canon as Games Workshop set about establishing total ownership of their intellectual properties. Her brief mention in the first edition WFRP rulebook was her only appearance in the lore.

File:Chaos God Arianka.png

Solkan was my creation. As I worked on the “Religion and Belief” chapter of WFRP 1, I decided that the existing gods of law were too abstract – too “waffy,” to use the Studio slang term – to be of very much use in the game. Shamelessly stealing the name and image of Robert E. Howard’s Puritan adventurer Solomon Kane, I created a patron for witch hunters and all others who sought to take the fight to Chaos. As Warhammer lore developed over the next few years, though, Sigmar took over the role of witch-hunter god, and Solkan was effectively made redundant. I had some plans to introduce a secretive cult of Solkan in the White Dwarf Marienburg series, whose members were even more fanatical and frightening than the witch hunters of Sigmar, but that never came to pass.

By the time I left Games Workshop in October 1990, all three of these deities were effectively stricken from canon. I have never heard of any other gods of Law being mentioned in Games Workshop publications since then, but there are several fan-written interpretations online.

So why am I posting about the gods of Law after all this time? Am I going to create a whole lot of new, unofficial deities for a game that already has plenty? No. I was prompted to write this post by a couple of requests to cover these two miniatures – “Demons of Law” (the “Daemon” spelling had not yet been adopted) released in the C34 Demons and Elementals range in 1985.

To be honest, I’ve never been fond of these miniatures. They are nothing more or less than Christian angels from Medieval European religious art, and come from a time before even the three failed gods of Law had been thought of. They certainly have nothing to do with the Warhammer mythos as it developed.

With that said, here are some stats for WFRP 4. It’s hard to come up with a patron deity for these two from the Old World pantheon, though they might be least out of place in the service of the Lady of the Lake, the goddess of Bretonnia. But that’s just a thought.

As always, what follows is completely unofficial and should be regarded as a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.


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Traits: Blessed (God of Law), Distracting (Beauty), Divine 7+ (see below), Flight 100, Hatred (Chaos), Immunity to Psychology, Invoke (Gods of Law), Magic Resistance 4, Miracles (Gods of Law), Night Vision, Terror 2, Weapon +12, Zone of Law (see below)

New Traits

Divine (Target)

The creature’s essence is divine power, which sustains it completely. It does not require food, water, air, rest, or anything else that a living creature might need.

All its attacks are Magical. Roll 1d10 after any blow is received: if the creature rolls the Target number or higher, the blow is ignored even if it is a critical. Should the creature be reduced to 0 Wounds, its essence returns to the realm of Law immediately, removing it from play.

Aura of Law

The creature is wreathed in an aura of life and fertility which extends in a radius of 12 yards. No creature with the Corrupted Trait may enter this zone, and any creature with the Mutation Trait must make a Hard (-20) Willpower Test each round while within the zone, gaining one Fatigued Condition for each failure.

In addition, all spells and magical effects powered by Dhar or Shyish suffer a -30 penalty within the zone.


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Menfish – Another Lost Warhammer Race

August 8, 2020 32 comments

Menfish? Yes, that’s right. These creatures were briefly a part of Warhammer lore. As well as the ad above from the first Citadel Compendium (1984), they were written up in the first edition Warhammer rules:

Index
FF65-2 “Ferocious Man-Fish” miniatures were apparently re-coded from the older “Fiend Factory” range, which supported the White Dwarf column of the same name.

A few other humanoid fish types were released, such as the Fishman in the C38 Chaos Beastmen release and the early WH40K minitaure “Zhar d’uin, Piscean Prince,” but there was no further attempt to develop the Menfish concept or to create another aquatic or amphibious race.

Blazindragon left a comment in my post on Chaos Snakemen asking if I could cover the Fishmen for WFRP 4th edition, so here goes. As always, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.


Menfish

Menfish live in the underwater caves beneath the sea, and a few communities have been found in larger lakes. They live by fishing, mounting night-time raids on coastal villages, and sinking ships. Loyal only to their own kind, they attack the communities of Humans, Elves, Greenskins, and others without making any distinction between them.

The Sea Elves and other peoples have sent embassies to the Manfish communities of the northern seas proposing alliances against the forces of Chaos, but without success. It seems that the Menfish treat all outsiders as enemies, and only a handful of ambassadors escaped with their lives.

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Traits: Afraid (Fire, Sunlight), Amphibious, Animosity (other species), Bite +4, Cold-blooded, Night Vision, Swamp-strider, Territorial, Weapon +6

Optional: Armour 1, Hatred (other species), Ranged +6 (6 yards), Stealthy


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Chaos Snakemen – A Forgotten Warhammer Race

August 3, 2020 29 comments

Recently, Gideon over at the excellent Awesome Lies blog posted a very interesting and thoughtful piece on some of the more unique creatures in the Warhammer world. As well as the oft-discussed Zoats and Fimir, Gideon takes a look at a more obscure race, Chaz Elliott’s Chaos Snakemen.

Ad from the third Citadel Compendium.

Chaz tells their story himself, and gives some details about the background he had devised for them, in this interview on Captain Crook’s Funky Wenis Rodeo. Only five miniatures were ever made, and they were never formally written up for the Warhammer rules.

In 2015, Tim Prow sculpted a small range of Snakemen for the Antiquis Malleum project by Diehard Miniatures, and a few more have appeared on the Diehard Miniatures web page.

As far as I have been able to discover, though, no rules have ever been published for them – so here is my interpretation of them for Warhammer Fantasy Roleplay 4th edition. Needless to say, what follows is in no way official and should be considered a fan work. No challenge is intended to copyrights or trademarks held by Games Workshop, Cubicle 7, or anyone else.


S’Nethen (Chaos Snakemen)

Image stolen from the Diehard Miniatures web site.

A failed experiment by the Old Slann, the S’Nethen escaped from Lustria and fled north. Initially they planned to gather their strength and return to defeat the Old Slann and free Lustria, but the catastrophe of the warpgates and the creation of the northern Chaos Wastes made mere survival a struggle, and as centuries and millennia passed the proud S’Nethen degenerated into a barbaric and mutation-prone remnant of what they once were.

They should not be underestimated, though, for they have guarded their territory for millennia against the forces of Chaos, where other peoples have been assimilated or destroyed.

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Traits: Armour 1, Cold-blooded, Fast, Night Vision, Weapon +7

Optional: Armour 3 – 4), Bite +5, Constrictor, Corruption Minor), Dark Vision, Mutation, Ranged +7 (100), Size (Large), Spellcaster (Any), Tail +5, Venom (Easy – Very Hard)


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