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Posts Tagged ‘Citadel Compendium’

Medusas – Three Old Citadel Miniatures

July 9, 2022 6 comments

Citadel’s C18 Night Horrors miniatures were issued between 1984 and 1986. Most of them never received game stats for Warhammer or WFRP, and I have covered a few of them in earlier posts in this series.

The Stuff of Legends site has a complete listing of the range here, but for this post, I’ll concentrate on the Medusas.

There were three figures in total. One was a snake-haired hag, another had a snake body like the version of Medusa in the 1981 movie Clash of the Titans, and the third was armoured and dressed in a flowing robe (actually a simple head-swapped variant on an armoured wight figure from the same range).

To the best of my knowledge, Medusas (or Gorgons, as I prefer to call them, since in Greek myth Medusa was one of three sisters by that name) have never received rules or stats in any official WFRP publication, though a comment below shares some links to previous Warhammer incarnations. I’ve based my stats and rules more on the miniatures than these past versions, though. 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.


Medusas

These fearsome but reclusive creatures inhabit the remotest mountains of the southern Old World, from the Border Princes to eastern Tilea. They appear in several legends from Classical times, but their origins are unclear. While they are clearly creatures of Chaos, they appear not to be aligned with any one of the Ruinous powers, although a Medusa will occasionally ally with a Champions of Chaos or other warlord for the right price.

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Traits: Fear 1, Mental Corruption (Hateful Impulses), Mutation (Snake Hair – see below), Night Vision, Petrifying Gaze, Weapon +5

Optional: Armor 2, Champion, Mental Corruption (Unending Malice), Mutation (Snake Body), Ranged +9 (150)

Snake Hair: A Medusa’s hair gives her a +5 attack at Personal range, with Venom. This cannot be used in the same round as any other attack.

Snake Body: Movement -1, Tail +5 attack


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer
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: Andy 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.

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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.


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race

Chaos Snakemen – A Forgotten Warhammer Race

August 3, 2020 30 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)


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Menfish – Another Lost Warhammer Race
Golems in Warhammer

Zygor Snake-Arms: Another Old Citadel Miniature

July 18, 2020 24 comments

Zygor is the last of the worked examples from the “The Mark of Chaos” article in The First Citadel Compendium, published in 1983.  The article didn’t give Zygor much of a backstory, except that he started out as a Night Goblin.

The original description for 1st edition Warhammer.

Night Goblins

This Goblin subspecies lives underground. While slightly smaller than the average Goblin, their stealth skills combine with Goblinoid viciousness to make them a menace. Night Goblin fanatics are especially dangerous because of their psychotic ferocity and utter lack of fear.

Night Goblins have the same profiles as normal Goblins (WFRP, page 326), with the following additional Traits:

Traits: Enclosed Fighter (Talent), Stealthy, Tunnel Rat (Talent)

Optional: Berserk Charge (Talent), Dark Vision, Frenzy

Below is my re-imagining 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.


Zygor Snake-Arms, Night Goblin Mutant

Zygor’s Night Goblin tribe was wiped out by a Chaos band some time ago, but his ferocity led them to recruit him rather than killing him. Since then, he has pleased their dark patron well, and been rewarded with several mutations.

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Traits: Animosity, Armour 1, Enclosed Fighter (Talent), Fear 2, Hatred (Dwarves), Infected, Mutation (see below), Night Vision, Stealthy, 3 x Tentacles +7, Tunnel Rat (Talent), 3 x Weapon +7

Mutations: An asterisk (*) indicates that Zygor’s stats and Traits have been amended to reflect the mutation’s effects.

  • Fleshy Tentacles*
  • Headless* – Head hits count as misses
  • Tail*

More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer

Leaping Slomm Two-Face: Another Old Citadel Miniature

July 11, 2020 23 comments

Here is another creature from the  “The Mark of Chaos” article in The First Citadel Compendium

Slomm was one of three creatures presented as worked examples of the article’s Chaos attributes system.

Miniatures were made for all three, but Slomm was the only one to appear in two versions. According to the excellent Stuff of Legends web site, the original design, based on Tony Ackland’s illustration, did not cast well. By the time the second Citadel Compendium was published the following year, it had been replaced by a more upright version, and the original is now a collector’s item.

Slomm has sunk into undeserved obscurity, although there was a flurry of excitement in 2014 when some images of Tim Prow’s “Son of Slomm” project appeared on the Realm of Chaos 80s blog.

Tim’s Diehard Miniatures still produces the “Son of Slomm,” though I didn’t know until Garrett Sheehan pointed me to it. Thanks, Garret!

The two versions of the C27 Chaos Troll miniature for Leaping Slomm Two-Face. Both images were swiped from the internet, copyright original owners. Painted figure by Jani Kortesluoma.

Below is my re-imagining for Warhammer Fantasy Roleplay 4th edition, using the expanded Physical Mutations table in the Enemy in Shadows Companion and the free 4th Edition Conversion Rules from Cubicle 7. 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.


Leaping Slomm Two-Face, Chaos Troll

Trolls are often found among the forces of Chaos, and many show signs of corruption and mutation. Some acquire too many mutations and become Chaos Spawn. This fate almost certainly awaits Slomm, at some point in the future.

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Traits: Ambidextrous, Armour 2, Bounce, Die Hard, Fear 2, Frenzy, Infected, Mutation (see below), Regenerate, Size (Large), Stupid, Tough, 2 Tusks +9, 2 x Vomit, 2 Weapons +9

Mutations: An asterisk (*) indicates that Slomm’s stats and Traits have been amended to reflect the mutation’s effects.

  • Multiple Heads (new)*
  • Beast Head (Walrus – new)*
  • Long Legs*

Walrus?
There are no rules for a Walrus head in the Enemy in Shadows Companion, so I decided that Slomm’s tusks replace his normal bite attack, adding +1 to Damage because of their size.
The second miniature has much smaller tusks, and it would be appropriate to give it the Bite +8 attack common to all Trolls. The same is true of Tim Prow’s “Son of Slomm,” which has one dog head and one Rat-Ogre head.


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer

Mabrothrax: A Forgotten WFRP Monster

May 2, 2020 22 comments

This post completes my re-imagining of the three odd Elementals that appeared in the Third Citadel Compendium in 1985: the Life Elemental, the Death Elemental, and the Plague Elemental. In the WFRP 1st edition rulebook, I gave them different names and backstories, making them Demons (the “Daemon” spelling did not appear until Realm of Chaos: Slaves to Darkness in 1988) affiliated with the yet-to-be-organized gods of Law and Chaos.

Plague Elemental - Compendium 3

Plague Elemental Write-up

Oddly, the Plague Elemental was put in the C29 Large Monsters range, while the other two were in C34 Elementals and Demons. However, it was written up alongside the Life and Death Elementals in that issue’s “Bellicose Bestiary” column.

For WFRP 1st edition, I invented the name Mabrothrax and gave the beast to Nurgle, the Chaos God of plagues and pestilence. It made sense at the time, but when Realms of Chaos: The Lost and the Damned defined the Daemons and followers of Nurgle in 1990, the Mabrothrax was not among them.

The Mabrothrax reappeared in 2005’s Tome of Corruption for WFRP 2nd edition as an Apparition linked to Nurgle. Visions rather than monsters, Apparitions could not be fought or stopped, existing only to warn spellcasters that they are being too reckless in their use of magic.

So that is the history of the Mabrothrax in a nutshell (apart from this metal track that turned up in the Google search). Here is my suggestion for using the creature in WFRP 4th edition. Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.


The MabrothraxWFRP Mabrothrax

Also known as the Steward of Filth and Nurgle’s Handmaiden, the Mabrothrax is a favoured servant of the Plaguefather, and stands outside the normal hierarchy of his Daemons.

Its origins are obscure. According to some scholars it was once a Plaguebearer, raised up by Nurgle’s favour in the same way as the Masque of Slaanesh was elevated from the ranks of the Daemonettes. Others have suggested that it was a mortal Cult Magus who was elevated for his or her devotion.

The Mabrothrax is a large, hulking humanoid with thin, spindly arms and legs equipped with razor-sharp claws. Its body is a thin bag of skin filled with a soupy mess of entrails, excrement, and decay. Its head is dominated by a massive maw filled with sharp, jutting teeth.

M WS BS S T I Ag Dex Int WP Fel W
6 90 93 100 120 100 105 90 90 120 100 92

Traits: Bite +11, Claws (2) +9, Corruption (Major), Daemonic 7+, Dark Vision, Distracting (Stench), Disease (All), Fetid Blast (see below), Infected, Size (Large), Spellcaster (Nurgle), Terror 2, Unstable

Traits

Disease (All)

As a favored one of Nurgle, the Mabrothrax carries all diseases. Whenever a victim must Test for Contraction (WFRP, page 186), roll a D100 to choose a disease randomly:

01-10 – Black Plague
11-30 – Blood Rot
31-50 – Bloody Flux
51-70 – Packer’s Pox
71-80 – Ratte Fever
81-00 – Other or roll again (GM’s choice)

Fetid Blast

Once per round, the creature can unleash a blast of pestilential air (Range 10 yards, Damage +10, Blast 5, Distract, Ignores Armour). This attack is Infected. All living creatures affected by the blast must make a Hard (-20) Willpower Test or gain one Broken Condition – two if the victim has the Acute Sense (Smell) Trait.


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mardagg: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer

Mardagg: A Forgotten WFRP Monster

April 25, 2020 25 comments

Last week I posted about an obscure Warhammer monster called the Viydagg, also known as the Life Elemental. When the miniature was first released in 1985, it was packaged with its counterpart, the Death Elemental. Rules and stats for Warhammer 2nd edition were published in the Third Citadel Compendium, and I adapted them for WFRP in the 1st edition rulebook.

Mardagg - Compendium 3

I was writing at a time before the Warhammer mythos had become really coherent, with specific Daemons serving the four Ruinous Powers of Chaos. Like its companions, the Life Elemental and the Plague Elemental, the Death Elemental clearly couldn’t be an Elemental in the classical sense, so I renamed it the Mardagg and gave it as backstory as a servant of Khorne the Blood God. At the time, he seemed like the most logical patron.

Just two years later, though, Realm of Chaos: Slaves to Darkness began the process of developing and organizing the lore of Chaos in Warhammer, and the Mardagg did not find a place alongside the Bloodthirsters, Bloodletters, and other servants of brass-throned Khorne. Like the Viydagg, the Mardagg spent the next thirty years in obscurity. True, there was an Incarnate Elemental of Death in the 2012 Monstrous Arcanum from Warhammer Forge, but it was a quite different beast from the Mardagg.

People seemed to like my re-imagining of the Viydagg for WRFP 4th edition, and quite a few asked if I would do the same for Mardagg as well. So here it is. Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.


The Mardagg

Mardagg - Warhammer - The Old World - Lexicanum

The theologians of the Old World argue over the status of the being known as Nagash. It is no secret that he has spent millennia gathering power and trying to ascend to godhood, but the question of whether he has succeeded is a contentious issue.

Those who argue for his divinity often cite the existence of the Mardagg as proof, claiming that it is a an avatar  of Nagash just as the Viydagg is an avatar of the nature goddess Rhya. Others argue that it serves another, such as murderous Khaine or dread Morai-Heg, or some unnamed and ancient god of the Khemrian Liche-Priests.

The Mardagg appears as a hooded, skeletal figure, standing some ten feet tall and armed with a great scythe. Few have seen it at close quarters, though it has been sighted from a distance stalking across battlefields or striding through the night on some enigmatic business. Wherever it goes, death follows.

M WS BS S T I Ag Dex Int WP Fel W
6 90 93 100 120 100 105 90 90 120 100 92

Traits: Armour 2, Chill Grasp, Daemonic 7+, Immunity (Magic: Lore of Death, Lore of Necromancy), Night Vision, Size (Large), Spellcaster (Lore of Death, Lore of Necromancy), Squeeze of Death (see below), Terror 2, Tracker, Zone of Death (see below), Weapon +14

Optional: Blessed (Nagash or Khaine or Morai-Heg), Invoke (Nagash or Khaine or Morai-Heg). (There are no officially published Blessings or Miracles for these deities at the time of posting, so the GM should feel free to improvise.)

New Traits

Squeeze of Death

This is a ranged version of the Chill Grasp Trait. The creature points at a single living target within line of sight, then turns the hand over and closes the fist. Perform an Opposed Willpower Test. If the creature wins, the icy force of death crushes the target’s heart, causing 1d10+SL Wounds with no modification for Toughness Bonus or Armour Points. This attack is Magical.

Zone of Death

The creature is wreathed in an aura of death and decay that extends in a radius of 12 yards. Any living creature must make a Hard (-20) Willpower Test each round while within the zone, gaining one Fatigued Condition for each failure.

In addition, the wind of Shyish blows so strongly within the zone that all spells and magical effects powered by Shyish gain a +30 bonus to all relevant Tests, while all  spells and effects powered by Ghyran or Hyish suffer a -30 penalty.


More Like This

Zoats: From Warhammer to 40K (and back again)
The Ambull: From 40K to WFRP (again)
Viydagg: A Forgotten WFRP Monster
Mabrothrax: A Forgotten WFRP Monster
Jabberwock: A Forgotten WFRP Monster
Devil Eel: A New Monster for WFRP4
Gargoyle: A Forgotten WFRP Monster
The Toad Dragon: An Old Citadel Miniature Described for WFRP4
The Spectral Claw: An Old Citadel Miniature Described for WFRP4
The Mud Elemental: Two Old Monsters Combined for WFRP4
Ngaaranh Spawn of Chaos: A Very Old Citadel Miniature for WFRP4
Leaping Slomm Two-Face, Another Old Citadel Miniature
Zygor Snake-Arms, Another Old Citadel Miniature
Independent Daemons for WFRP 4th Edition
Chaos Snakemen – A Forgotten Warhammer Race
Menfish – Another Lost Warhammer Race
Golems in Warhammer

Viydagg: A Forgotten WFRP Monster

April 18, 2020 28 comments

The Viydagg is an artefact of a time before the Warhammer mythos had truly come together. It (or rather, she) has appeared in an official WFRP publication only once, in the Bestiary chapter of the WFRP 1st edition rulebook. I think it’s safe to say that neither Games Workshop nor Cubicle 7 has any plans to use her in the future.

The Life Elemental, Death Elemental, and Plague Elemental were Citadel miniatures dating back to before the publication of WFRP, and I gave them WFRP stats and backstories, along with new names since they clearly were not Elementals. The Death Elemental became a the Mardagg, a Greater Demon of Khorne (the ‘Daemon’ spelling came later), the Plague Elemental became the Mabrothrax, a Greater Daemon of Nurgle – and the Life Elemental became the Viydagg, a Greater Demon of Law who upheld the laws of life and nature.

The original miniatures ad, from the Third Citadel Compendium (1985). The same issue presented game stats for the Life, Death, and Plague Elementals in Warhammer 2nd edition.

The Life and Death Elementals. Image borrowed from the Stuff of Legends web site.

These three were left behind as the Warhammer mythos coalesced and developed. The Greater Daemons of the Ruinous Powers became standardized with the publication of Realm of Chaos, and the Gods of Law dropped out, replaced for the most part by Sigmar and his witch hunters. And that’s no bad thing.

Still, I decided that it would be a nice intellectual exercise to reimagine the Viydagg for WFRP 4th edition, adapting her backstory to fit the present state of the Warhammer mythos. See what you think – and let me have your comments, corrections, and suggestions in the comments below.

Needless to say, what follows is extremely unofficial, completely optional, and does not constitute any challenge to copyrights held by Games Workshop, Cubicle 7, or anyone else.


The Viydagg

The Viydagg is an avatar of the goddess Rhya, and appears in the Old World only in exceptional circumstances. Her name means “life-giver” in the ancient tongue of the Taleutens, among whom her worship was most widespread. Several Talabecland folk-tales tell of her appearing in the aftermath of the Great War against Chaos, restoring the land’s fertility and healing the blights left behind by the forces of Chaos. On a handful of occasions, she even entered combat against a Greater Daemon.

The Viydagg has the appearance of a beautiful woman more than ten feet tall. Flowers grow on her garments and twine through her hair. She normally goes about her work silently, ignoring the mortals around her, though devout followers of Rhya or Taal have sometimes been favoured with a word or two.

M WS BS S T I Ag Dex Int WP Fel W
6 90 93 100 120 100 105 90 90 120 100 92

Traits: Blessed (Rhya), Distracting (Beauty), Divine 7+ (see below), Invoke (Rhya), Night Vision, Size (Large), Terror 2, Tracker, Zone of Life (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 Rhya immediately, removing it from play.

Aura of Life

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

In addition, the wind of Ghyran blows so strongly within the zone that all spells and magical effects powered by Ghyran gain a +30 bonus to all relevant Tests, while all  spells and effects powered by Dhar or Shyish suffer a -30 penalty.


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