Friday, 27 March 2020

Liber Etcetera: Petty Piety

"Piety. Where would we be without piety? Probably much better off… 
Such terrible crimes have been committed in the names of equally foul Gods — and I don't just mean the Ruinous Powers. Our own patrons and 'saviours' use Humanity like a child uses their rag dolls: smashing them against each other until their heads roll from their shoulders, and a smile creases the lips.
You will forgive my simple heresies, dear reader.
And yet, it's not the common folk — the lay folk — who were the issue. No, the everyman's relationship with their deities was rather innocuous: a prayer here or there, a ward from a wasting sickness, a wish for things to improve. The problems were in religion itself — in the priests and the power structures and the politics.
Perhaps all this would have been avoided had we stuck with out Petty Piety?"

Introducing Liber Etcetera: Petty Piety!

Liber Etcetera: Petty Piety is an unofficial fan supplement for Warhammer Fantasy Roleplay 4th Edition, focusing on Religion. Petty Piety allows all Characters to engage in Prayer and the Sin mechanics — from lowly prayers in a gutter, to mighty requests for divine intervention! For more information, and for the download link, head over to the Itch.io page now! Petty Piety is also available in Spanish!

Petty Piety has Come

Petty Piety is an all-new supplement, with rules I've never written down before. Exciting!

Everything in it was born out of a frustration with the core Warhammer Fantasy Roleplay 4th Edition rules: I love the Sin mechanics, and the Pray Skill, (and the themes of religion in Warhammer in general), but I didn't like that they were reserved solely for Bless Priests. It felt… decidedly unWarhammer.

So I fixed it!

It's my hope that this system will be able to be worked into any Warhammer Fantasy Roleplay 4th Edition campaign, so that you can really feel the themes of religion and corruption in your home games. If you do work these rules in, please let me know!

Liber Etcetera: Petty Piety is the second of the "core releases" I intend to do through Liber Etcetera. These releases are all designed as larger-scale supplements — compared to my Little Liber series, and the Warhammer Cultures series (and any other series that starts up!), each detailing a larger aspect of the rules. The last release — Tides of War — can be found here!

Until next time (and the next release), I hope you have more Warhammer in your life.

Friday, 20 March 2020

Little Liber: Languages of the Old World

“Perhaps the most distressing aspect of the apocalypse, to my mind, is the loss of writing. Not the practice, but the written word itself. I always perused my vast collection of books, feeling somehow that I would find the time to read every tome I owned.
I suppose I was wrong.”



Little Liber: Languages of the Old World

Before I got into game design, I was a linguist. As you can imagine, language means a lot to me, which therefore means I have lots of thoughts on languages in the Warhammer setting, and in Warhammer Fantasy Roleplay 4th Edition. Today, I’m focusing on the rules side of things, and what I’d like to change to make it make more sense.

Language (Reikspiel) & Native Languages

Whilst I understand the mentality behind the lack of a Language (Reikspiel) Skill, I think it’s… a missed opportunity. It makes it very difficult to integrate Characters and sentient Creatures into the game as NPCs, or as Player Characters, who can’t speak Reikspiel. As such, I propose the following two changes:
  • Adding Language (Reikspiel) to the Language Skill on Warhammer Fantasy Roleplay 4th Edition, page 124,
  • And creating a new Optional Rule called ‘Native Language’.

Options: Native Language

Everyone in the Old World grew up around at least one language being spoken in the home — or whatever passed for a home — and as such developed an innate and native understanding of how to speak it. This understanding may not be the most refined, and speakers of any language continue to develop their language skills for their entire lives, but the basics become instinctual.

At Character Creation, each Character chooses a Native Language — the language most commonly spoken around them whilst growing up. Each Character automatically gains their Native Language as a Skill, with a free 10 Advances towards it.

The Read/Write Talent

To my mind, making Read/Write a Talent instead of a Skill as it was in 2nd Edition, is a great change… however, the Talent retains one of my main gripes with the 2nd Edition implementation. According to the rules as written, you either know how to write — every single language you know how to speak — or you don’t. For a setting that focuses so much attention on illiteracy (a theme I think is very much to Warhammer’s credit), this seems ludicrous.

Furthermore, we need to talk about scripts — the written forms of languages. Consider real-world languages: both Italian and English use the Latin alphabet, whilst Greek can be written with the Latin alphabet and the Greek alphatbet, etc. Not all languages are written with the same scripts, some languages share scripts between them, and other languages can be written with multiple scripts. 

So, I propose the following change to the Read/Write Talent:

Read/Write (Script)

Max: Intelligence Bonus

You are one of the rare literate individuals in the Old World. You are able to write a single script, which may cover one or more languages known. You can therefore read any piece of writing written in that script for a language you know.

Scripts of the Old World

Now that we have differentiated knowing a script from knowing a language, and how the two work together to enable someone to read and write, let’s determine which languages use which scripts! I’ll be basing this off the “Languages of the Old World” table on Warhammer Fantasy Roleplay 4th Edition, page 125, with some common sense thrown in, and real-world inspiration.

Each script comes with the languages that can be written with it. Ostensibly any language can be written with any script, if you have a good enough understanding of both, but the following are those with established rules and styles.
  • Fæderrun — Albion (Albionese). An abugida, where consonant-vowel syllables are written as a single glyph, derived from a combination of Old One writings, and ancient Norsii runes recovered from bygone skirmishes and trades between the two peoples. Fæderrun is an alphabet that relies heavily on angular runes — not dissimilar from Klinkarhun — typically carved into wood using chisels.
  • Gothic — Bretonnian (Breton), Classical, Estalian, Magick (Lingua Praestantia), Mootish, Reikspiel, Tilean, and Wastelander. Also technically used for Battle Tongue and Thieves’ Tongue*, though neither is a formal language, and both are seldom written. The Gothic script is an alphabet, first derived from an older ‘Remean’ script, used by the Remean Empire of ancient Tilea, and then adapted with the Klinkarhun script of Karak Ankor. The script became standardised across the Old World around the late 1000s, and has since replaced countless regional scripts. Gothic is typically written with ink on paper or parchment, using a quill or pen.
  • Hotha — Nehekharan. An ancient heiroglyphic abjad, relying on ideographs and pictographs to stand in for both concepts — as in the thematic first glyph — and the pronunciation. Hotha is notoriously difficult to read, as it was so highly politicised, and bound tightly to the Nehekharan religion and belief, that so many unspoken rules and tricks were worked into writing the language. Furthermore, glyph direction changes often, and in many places, changes form within a word or phrase depending on the function it plays. However, many Necromancers believe that only by studying Hotha can true sorcery be performed.
  • Klinkarhun — Khazalid. An alphabet of hard, bold lines, typically written using fine chisels on stone or metal, or heavy styluses on clay or ink and paper. Klinkarhun is also often bastardised by the Sigmarite Church to write holy texts, though these often stray so comically far from true Klinkarhun that many Dwarfs a) cannot read it, and b) refuse to read it. Most embarrassingly, some Sigmarites have Klinkarhun tattooed on their bodies, often conveying drastically different messages than they intended. It is worth noting that Dwarf Runes — that is, magical runes — are not written in Klinkarhun, and are an entirely different script. However, these runes can’t be ‘read’ so much as understood, requiring Lore (Runes).
    • Another script exists within Klinkarhun called Aldrhun, which is both the origin of Klinkarhun, and used alongside it. Aldrhun is a logographic script that abstractly represents whole words. Aldrhun's useage is waning, though often it is used alongside Klinkarhun — some words, specifically archaic or words requiring respect, such as the Gods, names, or important concepts are written in Aldrhun, whilst other words are written in Klinarhun. It is entirely possible to write all Khazalid words in Klinkarhun, but it might be considered uncouth, rude, or ignorant to do so for some words.
[Author's note: Think of this like Japanese, where both hiragana and kanji are used. Kanji can be written out with hiragana... but it's considered childish to do so. Kanji is required to 'properly' write Japanese. You might want to represent this in your games with an additional Read/Write (Aldrhun) Talent, counting its lack as a negative to social influence rules if you're attempting to impress or influence through written Khazalid.]
  • Kyslevic — Gospodarinyi, Ungol. Kyslevic is a curious script, in that is was specifically designed by a council of Kislevite scholars in 1819 IC. The script was an attempt to standardise the various regional scripts being used — including ancient Ungol scripts, Gothic, and traditional Gospodarinyi scripts hailing from the ancient Scythian peoples over the Worlds Edge Mountains. In truth, the scholars thought it made them ‘look bad’, especially considering the closeness of their native scripts to those used in Dark Tongue glyphs. Kyslevic was a compromise — using Gothic as a base, and adapting the shapes and forms to include Gospodarinyi and Ungol elements. It was hoped that this new alphabet would encourage national unity between the tribes, but instead merely allowed them to understand each other’s insults more readily…
  • Neshhe — Arabyan (Neheshkh). An abjad, derrived from Hotha, and heavily standardised across Araby, it is none-the-less segmented in its use. Various forms of Neshhe exist, though all the glyphs remain the same, which change their usages depending on the context — whether religious, personal, prose, artistic, etc. The study of Neshhe calligraphy is said to be a life's work, and one of the most noble of pursuits in many Arabyan cultures.
  • Rök — Norse. Rök is an alphabet ‘scavenged’ from Klinkarhun recovered from early wars fought between the Norsii and the Dwarfs. Given a lack of actual tutelage, the script was adopted and entirely bastardised — symbols weren’t matched to equivalent sounds, but merely used for whichever seemed right to individual vitki and wise-folk, and very little standardisation was developed. Even now, Rök lacks consistency, and is barely used outside of religious purposes.
  • Tartaen — Elthárin, Magick (Lingua Praestantia), High Magick (Anoqeyån). Tartaen is a highly ideographic language, relying not just on the glyph, but its context, size, closeness to other glyphs, and all manner of other factors, to determine its meaning. One Tartaen rune can represent a syllable, a word, a sentence, or in some extreme cases, an entire poem, book, or ideology. High Elf scholars spend decades debating over the specific meanings of each Tartaen rune, making the script almost impossible to be mutually agreed upon. However, the concepts are known well enough between individual runes that a written language is able to be used… though the exact reading of a passage may vary wildly from person to person. Tartaen is said to be the closest script to that used by the Old Ones.
*Thieves’ Tongue may also be crudely written using Secret Signs (Thief).

    That's All, Folks!

    That's all for today! Happy reading and writing, everyone! And stay safe out there.

    Wednesday, 18 March 2020

    Warhammer Cultures: Badlanders

    "They were fierce: not in the 'roving band of marauders' way, or in a manner comparable to an animal — which I take great umbrage with. No, they were fierce in the way a cliff-face is fierce against a tidal wave. In the way a rainforest is fierce against interlopers. They were fierce in that, regardless of what was thrown their way, they persisted. They even seemed to take a cynical pride in that fact.
    I wonder if any of them will survive this end. If anyone will, it will be they." 

    This article is also available in Polish!

    Warhammer Cultures: Badlanders

    The Warhammer World is full of diverse cultures, and their intermingling and antagonism is a core theme of the setting. Over the next while, I’m hoping to expand on the base cultures presented on Warhammer Fantasy Roleplay 4th Edition, page 24, to include this diversity for your games. Today, we’re going to look at Humans (Badlander)!

    (Note: I was going to release Humans (Southlander) today, as most folks asked for that one, but it proved to be a LOT longer than expected, and I'm still hard at work on it. Humans (Badlander) was a lot quicker, and I assumed releasing something would be better than nothing!)

    Humans (Badlander)

    The Border Princedoms are an unruly, largely lawless, generally arid stretch of petty nations south of the Empire, and east of Tilea, which spill over into the Badlands. The Princedoms are a true cultural crossroads, and are populated by warring Imperials, Tileans, Estalians, Bretonnians, Arabyans, and Cathayans from the Silk Road. In addition to these clashing cultures are a folk who have long lived in the region, and have been given the exonym 'Badlander', though they themselves go by many other names, such as the Blodrogoths, the Khyprians, folk of Morrschatten, and many others. These Badlanders are hardly unified in a single culture, but share many traits between their various creeds.

    Badlanders tend to be practical, hardy, enduring folk, who know the land well, and understand how to survive when the land and its rulers cares nothing for you. Versed in sucking up to the strongest leader, or smelling when the winds of fortune will change, the Badlanders have a knack for survival that goes beyond mere mucking in the dirt for scraps to eat. However, this practicality and willingness to do what's necessary, has given the Badlanders a reputation as lacking loyalty or honour, and having a cowardly streak that runs through every aspect of their culture. Badlanders, however, would prefer to fight another day than die for a pointless cause that will be forgotten in a month's time.

    Despite their proximity, it is rare for Badlanders to migrate to the Empire and beyond. Though greulling and near-impossible, the Badlanders see their harsh lifestyles as a blessing as well as a curse — free from the tyranny of the supposedly 'civilised' lands. Some Badlanders do make the journey into the Empire's heartlands to trade furs, herbs, and other goods that are not found further north, and some settle in the more temperate lands. Far more become stuck when the mountain passes close behind them, filling with Greenskins and winter snows, meaning the majority of Badlanders in the Empire are forced into the adventuring life, rather than choosing it willingly. However, that life suits the Badlander sensibilities well, and they have a tendancy to thrive where most soft Imperials die young.

    Human (Badlander) Skills & Talents

    Skills: Dodge, Endurance, Entertain (Storytelling), Gamble, Heal, Lore (Border Princes), Melee (Basic), Outdoor Surivial, Perception, Ranged (Bow), Stealth (Rural), Trade (Hunter)

    Talents: Coolheaded or Lightning Reflexes, Impudent, Linguistics or Nose for Trouble, 2 Random Talents

    New Talent: Impudent

    Max: 1
    The folk of the Border Princes have long been under the rulership of petty nobles, robber-barons, and common thugs who claim grandiose titles such as 'Duke', 'Kaiser', or 'Grand Potentate' with little more than a mile of land and a half-dozen men with clubs to show for it. This conditioning, whilst beating a sense of wariness in the Badlanders, has also engendered a natural rejection of class and status. To many, this marks the Badlanders as impudent, though the Badlanders consider others foolish for bowing before weak leaders. Other Characters gain no benefit to Tests made against you for having a higher Status or Standing. You still suffer the normal penalties for having a lower Status or Standing, however. See Warhammer Fantasy Roleplay 4th Edition, page 50 for The Effects of Status.

    Humans (Border Princedoms)?

    Some of you might be wondering where the Border Princedom culture is, and... well... it doesn't really exist? The Border Princedoms are a crossroads point — that is, they are more of a meeting point between different cultures than they are a settling point for a unique culture. As such, the vast majority of people born in the Border Princes are actually from an external culture — such as Tileans, Arabyans, or Imperials — but are disaporic in the Border Princes. Feel free to use the Diasporic Characters special rule in the Humans (Tilean) article, linked above, with the Humans (Badlander) profile here.

    What Next?

    I've long loved the Border Princes (ever since I started reading the Shadow of the Sun campaign, linked above) so doing this little write-up was a treat. But, always looking at the horizon! Next up will hopefully be the finished Humans (Southlander)!

    Friday, 13 March 2020

    Liber Etcetera: Tides of War

    "War. That's what I remember. Belching smoke. Fire, from cannons and worse. And blood. So much blood… 
    War wasn't the beginning of the End, nor indeed the end of the End, either. War was always there. That's not to say it was inherent, or Human nature, or any of that misanthropic nonsense. No, war is no more natural than the swirling darkness that closes in now. War is a symptom of a far greater disease.
    But that's pointless philosophy, now. Merely the ramblings of an old scholar, staring oblivion in the face. The most curious thing is, however, that now, at the end, I don't hear the cries of the Blessed come to raise us from Perdition, nor the wailing of the damned as daemons tear at their flesh… Instead, I hear a memory of a time now faded.
    Even still I can hear the Tides of War."

    Introducing Liber Etcetera: Tides of War!

    Liber Etcetera: Tides of War is an unofficial fan supplement for Warhammer Fantasy Roleplay 4th Edition, focusing on Mass Combat. Tides of War allows your Characters to experience high-stakes warfare as a lowly soldier, all the way up to a grim war leader. For more information, and for the download link, head over to the Itch.io page now!

    The Tides of War are Back

    Many dear readers may have tried out the old version of Tides of War, which worked but I was never truly happy with it. This new version simplifies things a lot, whilst integrating the 4th Edition rule set much better than 2nd Edition ever worked with it. Furthermore, I finally got a chance to add in Artillery Units!

    Liber Etcetera: Tides of War is the first of the "core releases" I intend to do through Liber Etcetera. These releases are all designed as larger-scale supplements — compared to my Little Liber series, and the Warhammer Cultures series (and any other series that starts up!), each detailing a larger aspect of the rules. Some of these releases, like Tides of War, will be an adaption of older fan material I had written for 2nd Edition, but other pieces on the horizon are all new!

    If any of you get the chance to run the system, please let me know, as I'm keen to hear how it handles in others hands.

    Until next time (and the next release), let me know in the comments if there's anything you'd like to see added to the game!

    Wednesday, 11 March 2020

    Warhammer Cultures: Arabyans

    "He was a curious fellow, and had I not known better, I would have sworn him my enemy. We would bicker long into the night, at every meeting, and at its end, he would kiss me on both cheeks and call me kin.
    I will never forgive my countrymen for the words they cast him with. I miss him to this very day, though I pray — impious as I am — that his God spared him this end…" 

    This article is also available in Polish and Spanish!

    Warhammer Cultures: Arabyans

    The Warhammer World is full of diverse cultures, and their intermingling and antagonism is a core theme of the setting. Over the next while, I’m hoping to expand on the base cultures presented on Warhammer Fantasy Roleplay 4th Edition, page 24, to include this diversity for your games. Today, we’re going to look at Humans (Arabyan)!

    Humans (Arabyan)

    Araby is a large, mostly arid land far to the south of the Old World, just north of the Southlands, and neighbouring the ancient kingdom of Nehekhara. The coasts of Araby are verdant and lush, but not far inland things become desolate, leading to a culture largely divided between these two different worlds. However, a shared religion, and rigid customs, keep these different ways of life in relative harmony. Despite this, the lands of Araby experience near-constant infighting as the divided rulers of the various coastal city-states jockey for power.

    Outsiders view most Arabyans as 'tricky', but this is largely due to a miscommunication of cultures. Arabyans prize cleverness above almost all other traits, and much of their society revolves around matters of wisdom and knowledge, with vast universities and colleges that teach all those with the wit to learn, rather than the merely rich, as is done further north. The Arabyans also value family and religion very strongly, though their views on both are often very much at odds with their neighbours. Family is earned, and of constant maintanence, in Arabyan society, rather than inherent. A trusted and beloved ward would be considered closer familially than a lazy and ignoble blood relative. Further, the Arabyan's worship of a single loving, if strict, God through servitude seems strange to most northerners, who are used to begging and demanding sollace from a pantheon of uncaring Gods.

    Most Arabyans that find their way to the Empire do so via the ports of Marienburg, as the Arabyans are unsurpassed as sailors — except by the High Elves — and have trade relations with every known culture around the globe. This means that, for the most part, Arabyans in the Empire tend to be more wealthy and learned than the common Imperial, giving them an air of mystery, aloofness, and casting them with the Evil Eye of jealousy (which is much feared in Arabyan culture). However, as with all folk, Arabyans come in all castes, and these outside perceptions are often ignorant at best, and downright ridiculous, at worst.

    Human (Arabyan) Skills & Talents

    Skills: Bribery, Cool, Entertain (Riddles), Evaluate, Gossip, Haggle, Intuition, Language (Neheshkh), Lore (Araby), Melee (Basic), Navigation, Sail

    Talents: Coolheaded or Savvy, Nazar, Read/Write or Seasoned Traveller, 2 Random Talents

    New Skill: Language (Neheshkh)

    Often called 'Arabyan', Neheshkh is a language that shares roots with ancient Nehekharan, and is spoken all throughout Araby, much of the Southlands, and in many nations around the globe. Indeed, it is the widest spread, and most widely spoken language, given the extensive trade network of Araby.
    (A note from the author: The original language of Araby is given as "Arabic", which I... don't really like, as it's so clearly just lifting real world Arabic into Warhammer. I've chosen to change it slightly to fit in with the rest of the real world but a little different aesthetic of the Warhammer World. "Neheshkh" comes from the Arabic script, "Naskh". I changed it to sound slightly closer to "Nehekhara", and to follow some of its implied syllable rules.)

    New Talent: Nazar

    Max: 1
    The Arabyan culture holds a deep reverence and fear of the Evil Eye — of Chaos, of magic, and of negative emotions. This fear has resulted in Arabyan folks devising many and varied personal wards against magic, which are surprisingly affective.. Arabyan Characters gain the Phobia (Magic Users) Psychology (Warhammer Fantasy Roleplay 4th Edition, page 191) which they may lose if they gain any Talents allowing them to perform Spells; and they gain the ability to spend a Fortune Point to perform an Opposed Cool Test, instead of a Language (Magick) Test to dispell Spells targetting them (though the Spell is only dispelled against them, and still affects other Targets) even if they aren't magic users. See Warhammer Fantasy Roleplay 4th Edition, page 237. A Character must be aware of the Spell being cast, and must be able to make eye-contact with the magic user, to use a Fortune Point in this way.

    What Next?

    Last time I wrote about Humans (Tilean) , and now Humans (Arabyan). I'm enjoying the Human kick, so I think I'll stay put, for now. But whether I'll write about the Southlanders, or the Border Princedoms, is yet to be seen! Let me know if you have a preference below!

    Wednesday, 4 March 2020

    Warhammer Cultures: Tileans & Diaspora

    "I remember her well — flowing black locks of hair, deep tanned olive skin, dark eyes that stared into my soul… For someone so included, she would have been considered very beautiful indeed. That is, right up until she tried to cut my throat." 

    This article is also available in Polish!

    Warhammer Cultures: Tileans & Diaspora

    The Warhammer World is full of diverse cultures, and their intermingling and antagonism is a core theme of the setting. Over the next while, I’m hoping to expand on the base cultures presented on Warhammer Fantasy Roleplay 4th Edition, page 24, to include this diversity for your games. Today, we’re going to look at Humans (Tilean)!

    Additionally, I’ve included rules for Characters from a cultural diaspora, to help accurately represent a world as close to Renaissance Europe — that Warhammer is based on — as possible.

    Humans (Tilean)

    Tilea is a fertile, mountainous region to the south west of the Empire, dotted everywhere with rolling hills covered in terraced farms, and walled city-states bristling with cannons and university spires. Tileans, like their country, are a fractious lot, overly focusing on honour and prestige, with the matters of privation less pressing due to their relative wealth.

    Tileans are seen to be untrustworthy, money-hungry, loud, boisterous, aggressive, and overly passionate about the smallest matters. In truth, Tileans care deeply about tradition, art, familial ties, honour, and faith, and are more concerned with their principals than their lives, necessarily. These hard stances often place them closer in the minds of most Imperials to Dwarfs than other Humans — and not in a flattering way — though the mountainfolk would be loath to hear of this comparison.

    Most Tileans find themselves in the Empire as scholars, merchants, or mercenaries, or the children thereof. Further, many come as pilgrims to the sacred sites of Morr and Myrmidia in the Empire, and often settle. Many Tileans intermarry with Imperial nobles due to the former’s propensity to arrive with vast wealth from their homelands, as well as preconceived romantic notions among Imperial nobles (Tilean men and women are often counted among the most attractive and eligible folk in an Imperial court, that is, when they’re not being scapegoated for whatever ills have occurred.) However, it is more likely that Tileans will bring their families, and will marry into existing diasporic Tilean communities which can be found in most cities and towns of the Reikland and Wissenland.

    Human (Tilean) Skills & Talents

    Skills: Art (Painting), Charm, Entertain (Comedy), Gamble, Gossip, Haggle, Intuition, Language (Tilean), Lore (Tilea), Melee (Polearm), Perception, Ranged (Crossbow)

    Talents: Doomed, Sharp or Suave, Tilean Rivalry or Vendetta, 2 Random Talents

    New Talent: Tilean Rivalry

    Max: 1
    Unlike the Empire's provinces, there is little to be made of a cohesive ‘Tilean identity’. Tileans tend to perceive themselves less in regard to who they are and are not, and more in terms of who their rivals are. Therefore, a Tilean’s rivalry is a core part of their personality, and drives much of what they do. You gain an additional Motivation called ‘Rivalry (Target)’ which grants a Resolve Point whenever you go out of your way to act contrary to, or to outdo, your rival. Your rival may be a Character, an organisation, or an entire nation (such as Estalia / Estalians).

    New Talent: Vendetta

    Max: 1
    Dwarfs aren’t the only folk who hold grudges. Many cultures — specifically, but not exclusively those found in Estalia and Tilea — believe in the almost supernatural power of vendetta, whereby a blood oath is sworn to see an enemy slain for some past grievance. You have placed a vendetta on the head of a specific person, and will stop at nothing until they have been slain. You must use one of your Endeavours to pursue your target or prepare for your target’s demise — whether Combat Training, Study a Mark, Commission, etc. If you do, you count as having an additional advance in the Luck Talent until you next perform an Endeavour. If you do not, you count as having −1 Status with Characters aware of your vendetta.


    Options: Diasporic Characters

    The Warhammer World is vast, and much of it is isolated and insular. However, trade flourishes in the cities and towns all across the Old World and beyond, meaning that folk travelling from very far away are not an uncommon sight in the lands of the Empire. These folk, though not often, sometimes choose to relocate to the Empire — whether as wealthy business owners, to safeguard international trade agreements, as refugees looking for a better life, or as anything in between. And, like any other people, these folk often have children. As such, it is not uncommon for cities and towns of the Empire to have whole communities of expatriate and naturalised citizens of foreign descent and culture.

    Folk who move, or are born outside of their native culture, are members of their culture’s diaspora. Sometimes, diasporic people are assimilated into their host culture — a Cathayan born in Altdorf, raised under Reiklander customs, is just as much a Reiklander as anyone else — but usually a degree of a person’s native culture is retained through family and community. Diasporic Characters may choose Skills and Talents from either their native or host cultures during Character Creation Step 4 — Skills and Talents, so long as at least one Skill, and one Talent (not including Random Talents), is chosen from each Species Skills and Talents list.

    Diasporic Characters raised in the Empire are assumed to be fluent in Reikspiel, but may not understand their native culture’s language, unless they take advances in it from their Species Skills and Talents.

    Note: Non-Humans can also become diasporic to Human cultures, as well — take Imperial Dwarfs, for example. Count these Characters as diasporic, above, though only regarding Skills. Talents are typically more innate, and most persist cross-culturally (though you may discuss with your GM to make some exceptions).

    What Next?

    Which culture should I focus on next? I'm currently tossing up between Araby and the Southlanders… If you have opinions on which I should tackle next, let me know in the comments!

    Tuesday, 3 March 2020

    Little Liber: More on Favours

    "Folks used to trust one another, that's how I remember it, at least.
    Well, perhaps not trust each other, but they at least trusted a person's word when it came to money or obligation. There was a time when all someone was was their word.
    Now, mind you, this was far from warranted. There have always been those willing, ready, and capable of bending the truth, and breaking promises. The saddest part is, they are almost always the ones with the purse strings.
    Perhaps that's why we're in this mess. Not because we stopped trusting each other, but because we kept getting burned."

    Little Liber: More on Favours

    The following Little Liber entry expands on the rules for Favours found on Warhammer Fantasy Roleplay 4th Edition, page 198. I love these rules, because they offer something — specifically, something narrative — above and beyond mere money as a form of currency. However, the rules as presented in the book don’t really work both ways, so that’s where I’m taking them for now.

    Additionally, Dwarfs view their word as more sacred than perhaps any of the other Species, so there is an additional special rule for them…

    Favours as Rewards

    In lieu of, or in addition to, receiving a monetary reward for completing a job for an NPC or group of NPCs, a Character can receive a Favour. A Favour counts as the equivalent monetary value of the NPC’s Social Status:

    • ×1 for Minor Favours,
    • ×3 for Major Favours,
    • and ×10 for Significant Favours.

    Additionally, for every Status Tier the NPC is above the recipient, the Favour’s worth is ×2, as having a high-profile figure ‘owing you one’ is a bigger deal than a nobody…

    GMs are discouraged from having their NPCs refuse to pay out on a Favour owed — otherwise, Players will grow to mistrust Favours, and won’t accept them. However, Favours shouldn’t be blindly paid out, and an NPC should still have autonomy in deciding if they will go through with whatever is requested of them. Compromise might be needed between the two Characters, when a Favour is called in.

    Also note that Dwarfs are far less likely to grant open ended Favours in this way, and will usually put stipulations on a Favour (E.g. A Major Favour pertaining to an honourable, non-violent act; a Minor Favour pertaining to introducing a Character to someone else; etc.)
    Example: Hans the Hustler (Brass 1) performs a job for Katerine “The Baron” Eule, a Crime Lord (Silver 5) in Ubersreik. Instead of paying Hans a load of cash — 2 whole Gold Crowns — she instead pays him 10 Shillings, and now owes him a Major Favour (worth 30 Shillings (Silver 5 × 3 (Major) × 2 (Silver Status over Brass)), or 1.5 GC). Hans, who doesn’t have a bank account, due to his poor Status, and fearful he will lose the hard-earned cash, takes the Favour instead. 10 Shillings is still a windfall for him, and having the Baron owe him a Major Favour could be majorly profitable!

    Bartering Favours

    Favours may also be bartered (Warhammer Fantasy Roleplay 4th Edition, page 291) in exchange for goods, with a Favour being worth the same value as above. However, several points need to be true for the Favour to be accepted in lieu of money:

    • The Character must be a trusted individual,
    • The Character must reasonably be expected to be contactable, and to stay put, until it is called in,
    • The NPC is not otherwise destitute and in need of money.

    Favours owed to a Character can also be bartered between parties, so long as the Character who owes the Favour knows the new recipient, and vice versa, and is disposed to help them. This form of Favour trading is rather common, especially among the upper classes.

    Breaking a Favour in this way reduces Status by a further −1 on top of the normal penalty for oath-breakers, due to the fact that most folk in the Old World care more about money than they do honour.
    Example: Hans comes down with a nasty infection, and visits Doktor Krupp at the Ubersreik Physicians’ Guild. He can barely afford the Doktor’s rates (5 Shillings for a check-up (perhaps he should have taken the full load of money from the Baron!)) so instead offers a Favour… except that his own Favours are nearly worthless, because he is only Brass 1, and a known Hustler! If he can provide some form of collateral, he could offer up 2 Major Favours worth a total of 1 Shilling, so that he only has to pay 4 Shillings for the work.

    That’s All, Folks!

    That’s all for today, friends! I hope you try out this addition to the Favour economy. Let me know in the comments if you give it a whirl, and how it works out!

    Monday, 2 March 2020

    February in Review…

    "As a young scholar, I used to be confounded by the views of my peers, that the steady pace of time was somehow frightful and terrible. My colleagues would lament, near constantly, over where time had gone, as if its forward march was not the most natural thing in the world.
    For me, time's passage has always brought succour: an end to temporary illness, a reprieve from the anxiety of unknowledge, the arrival of a long-sought blessing.
    Now that I can see the decidedly unnatural end to time itself, perhaps I understand them better. What could I have achieved had I feared for time running out? Though then, perhaps, I could ask the inverse:
    What have I managed to achieve with the belief that any time given is a gift?"

    February in Review…

    Every month, I'm going to look over the past 4-and-a-bit weeks, and share some thoughts on what I did, what went well, and what I hope to improve upon going forward. As with everything in Liber Etcetera, these thoughts will follow writing and roleplaying games, but will likely shed light on other aspects of my life, and the world around me. No promises, though: we might just get excitement about GAMES!

    So, what have I been up to?

    Star Wars: Fate of the Galaxy

    Early on in February, after a little hiatus of running roleplaying games, and on the spur of the moment, I conscripted three friends of mine to play a Star Wars On-Shot RPG. We decided to go with Fate Core, but in an act of serendipity, the very same day that I organised the play group, Evil Hat released Fate Condensed Edition! I quickly read through it all, and decided that is how we would play.


    First: Fate Condensed is a wonderful version of the Fate rules, which combines my favourite parts of Core and Accelerated. I used to carry around a copy of Fate Accelerated Edition everywhere I went, with Fate Dice and Fate Tokens just in case, but once the physical book gets here, I'm going to swap it out for Fate Condensed.

    Second: The play group decided we were going to run this Star Wars Fate game as intended, that means I went into it completely blind. We had no idea what era of Star Wars we were playing in, or what the story might be. To facilitate this, we ran a Session #0, where we made the campaign and the characters. Session #1 is still yet to occur, but it's going to follow on from here:
    Chancellor Palpatine has just initiated Order 66, and the Jedi Order is facing extinction within a matter of minutes as Clone Troopers turn on their former commanders.
    On Coruscant, Jedi Apprentice Frey-Lu, and the Clone ARC Trooper codenamed "Ripper" were transporting Captain Tavin Dro'Aygo — a Bothan smuggler and spy — to the Jedi Temple when the Order was initiated. Thanks to an old injury, Ripper's programming was interrupted, and he resisted Palpatine's command to betray his friend and ward.
    Together, the ARC Trooper and the Jedi Apprentice have freed their captive Bothan, as only a smuggler of his skill could get them both off the Republic capital world in one piece, and hopefully together reunite Frey-Lu with his Jedi Master, and figure out their next steps…

    Whilst intended to be a One-Shot, we are framing things in terms of a 'pilot episode' of a new Disney+ Star Wars animated series. If we all enjoy Session #1, we might expand it into a full campaign! We talked back and forth for many hours how this might pan out, and nailed down the above. Everyone is incredibly excited to face the Fate of the Galaxy together!

    Lady Blackbird

    John Harper's Tales from the Wild Blue Yonder, Chapter 1:Lady Blackbird is one of my favourite games, due to its simplicity and elasticity. Every single time I have run or played in it, it has been completely different… despite the fact it's following the same starting situation with the same pre-generated characters! As such, I decided it was time to run it again.


    We gathered a group of four players, plus myself, and set out with a whole cast minus Kale Arkam (who might make an appearance later?) and played across 3.5 hours. As usual for a Lady Blackbird game, we didn't get much further than escaping the Hand of Sorrow — the Imperial dreadnaught ship the characters have found themselves imprisoned aboard — but everyone left wanting more, so we've decided to do the unthinkable and have a Session #2!

    The version of the Wild Blue that has been envisioned by this group is incredible — full of ancient bloodline magic, laser-firing muskets, bionic eyes crossed with WW1 diesel-punk ragtime. I'm having a lot of fun dreaming up where the crew of The Owl might end up next, and have spent a good bit of time making Spotify playlists and Pinterest boards… Speaking of which, everyone interested in Lady Blackbird should immediately go listen to Dragons by Caravan Palace!

    WFRP4: Slaughter in Spittlefeld

    I had occasion to run Slaughter in Spittlefeld for Warhammer Fantasy Roleplay 4th Edition as a One-Shot the other weekend, and it was a blast! We changed a few things on the fly, as inspiration struck, and to account for the large group of Characters (all 6 from the Starter Set were used), but I was confident in doing so given I… well… wrote the adventure and all.


    But it was a wonderful experience, specifically because one of my old players from my first Warhammer Fantasy Roleplay 2nd Edition group managed to join us for it! He and I hadn't played a session together for over a decade, so it was a great chance to see how my GMing and his playstyle had changed. We're both very different, now, but enough was the same for a satisfying mix of Look How Far We've Come and Pleasant Nostalgia.

    I'm very proud of Slaughter in Spittlefeld, and now having run it specifically as a One-Shot, I can't recommend it enough. If you linger less on some scenes, unlike I did, it would easily fit into a convention scenario slot — just as intended.

    Dragon Warriors, Book #3 & #4!

    Lastly, and just yesterday, I found a book I've been searching for for literally 22 years: Dragon Warriors Book #3: The Elven Crystals. My quest to find this tome started when I was 6 years old, and was introduced to my first RPG: Dragon Warriors. I played it at a friend's place with his older brother, using Lego to represent our characters, and the dungeon we explored through. I fell immediately in love with the game, and the genre, and decided from then on that I would play roleplaying games for the rest of my life.


    At the beginning of the book, it talked about three books having been released: Dragon Warriors, Ways of Wizardry, and The Elven Crystals. My friends had #1 and #2, which they gave me given I enjoyed it so much, but said they never found #3 in the bookstore they first bought #1 and #2 in. After that, I started looking in used bookstores, whenever I got the chance. It started largely as a curiosity, then as a joke as I continued not to find it, until it became a bit of an obsession. Whenever I went to a new suburb or city, I would go to a used bookstore and have a quick (sometimes very not quick) look. I never found anything.


    Until yesterday, when I stumbled into a bookstore in Melbourne. I was looking for a different book that I've been searching for for a little while, when I spied out of the corner of my eye, four coloured spines. I knew that colour progression, and in disbelief, tore them down off the shelves. Not only was The Elven Crystals there, but the fourth book Out of the Shadows was, as well. The fourth book was announced and released after the first three were already printed, so it was never mentioned in them, and never entered my mind as something I might have owned, so I never looked for it. But now, by mere chance, I found them both!

    And that's been my February in Review! I hope you've all have a good month, and that the next one coming will be even better!