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GRIM AND PERILOUS ADVENTURE IN NORDLAND’S NEW HOPE

CREDITS Writing: Dave Allen, Samuel Poots, Anthony Ragan, Simon Wileman Salzenmund Design: Simon Wileman Production, Development, Layout: Dave Allen, Pádraig Murphy Illustration: Jared Blando, Benoît Blary, Alessandro Boer, Andreas von Cotta-Schønberg, Ralph Horsley, Dániel Kovács, Kyle Latino, Yugin Maffioli, Sam Manley, JG O’Donoghue, Scott Purdy Cover: JG O’Donoghue Editor: Brian Johnson Proofreader: Lynne M. Meyer Cubicle 7 Business Support: Tracey Bourke, Elaine Connolly, Jennifer Crispin, Andrena Hogan, Donna King, Kieran Murphy, Cian Whelan Cubicle 7 Creative Team: Dave Allen, Emmet Byrne, David F Chapman, Walt Ciechanowski, Zak Dale-Clutterbuck, Runesael Flynn, Dániel Kovács, Elaine Lithgow, TS Luikart, Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue Valued Assistance: Alfred Nuñez Creative Director: Emmet Byrne Publisher: Dominic McDowall Special thanks to the Games Workshop Team Published by: Cubicle 7 Entertainment Ltd, Unit 6, Block 3, City North Business Campus, Co. Meath, Ireland. Printed in China. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publishers.

Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2022. Warhammer Fantasy Roleplay 4th Edition, the Warhammer

Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated

logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved. Last Edited: 16 June 2022

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CONTENTS I

WELCOME TO SALZENMUND

VI

WALCHEBERG

XII

MINING IN THE EMPIRE

The story of Salzenmund and its place in the Empire today

The Temples of Manann and Sigmar and the inland seaport

The business of extracting wealth from the ground

Welcome to Salzenmund......................6 History.................................................7 Timeline of Salzenmund.....................12 Salzenmund Today..............................14 Ruling a City......................................16 Elector Count Theoderic Gausser.......18 Law and Order...................................25 The Military........................................28 Magic in Salzenmund.........................32 Religion in Salzenmund......................33 Non-Humans in Salzenmund.............37

Blaumantel........................................75 Magnusschild...................................79 Addasheim........................................82

The Silver Wolf Mine........................ 123 Mining for Fun & Profit................... 124

SEEUFER

Night Goblins haunt the Silver Hills

II

A VISITOR’S GUIDE

Everything you need to plan a trip to the city Entering the City................................39 Geography..........................................41

III

THE ZINNENTOR

Nordland’s seat of power and the city’s busiest districts Castle Salzenmund.............................44 Moltkeplatz........................................48 Entwasserung......................................52 Heulen................................................53 Schmutzmarkt....................................53

IV

ULRICSHOHE

The Temple of Uric, the markets and the Norscan slums The Temple Ward................................58 Holzermarkt.......................................63 Wolfsmatze.........................................65

V

GNISTREBERG

The entrance to the city and the place for the dead Totenschutz........................................68 Osthafen.............................................71 Reichsweg...........................................32

VII

The ruined ward Seeufer................................................87

OUTSIDE THE WALLS

Sites of significance beyond the city walls

VIII

Outside The Walls...............................88 The Silver Hills...................................90 Settlements.........................................91

SECRETS OF SALZENMUND

Strange goings-on behind the scenes of the city and its surroundings

IX

Secrets of Salzenmund........................95 Gnistre................................................95 The Haugfylk .....................................95 Smuggling Rings ................................97 Doktor Festus.....................................98 Brethren of the Storm Reaver ...........99 Khorne & Tzeentch.......................... 100

XIII

DA SHINY MOON TRIBE

Da Big Up-Down............................. 128 Da Shiny Moons’.............................. 130 Disposition....................................... 130 Encounters........................................ 134

XV

SMUGGLING

Trade without the taxes — what could go wrong? The Business of Illegal Business........ 138 Owler ............................................... 141

XV

NORDLANDER CHARACTERS Play one of the locals

Nordlander Characters...................... 142

INDEX . . . . . . . . . . . . . . . . . . . . 143

X

THE GRAND BARONY OF NORDLAND An overview of the province, its settlements and geography

The Coast.......................................... 102 Rivers and Marshes........................... 104 The Highlands.................................. 105 The Forests ....................................... 105 Settlements ...................................... 106 Dieter Helsnicht............................... 109 Gazetteer.......................................... 112

XI

ROGUE FOREST SPIRITS

Spites and their wayward manners Spites ............................................... 115 Disposition of Laurelorn Spites........ 116 Spiteful Encounters.......................... 117 Faces in the Forest............................ 118

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UP IN ARMS

Hear me you stalwart folk. Lend me those ears not still ringing from roaring cannon. We’ve Theoderic Gausser to thank for his vision, but you all warrant praise for turning the tides of fortune. Our Grand Barony takes direction from a prince of our province, not the Graf sat atop his gusty Fauschlag. We can earn just rewards for the wealth we seize from land and sea. Altdorf shall favour us, for Karl-Franz has placed profound trust in Grand Baron Theoderic and granted royal consent to the expansion of our nation’s Second Fleet, pledged to keep home harbour here in Nordland. The Middenheimers can gnash their fangs in envy! The grandees of Westerland shall have to keep one eye on their ledgers and another on the horizon! We have won a great victory, but we cannot yet rest. Thanks to your continued efforts Salzenmund shall win a bright future — strong, proud, and lined with silver.

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SALZENMUND

This place isn’t what it was. Folk round here used to have respect, used to have a respect for their elders, their priests, their betters. Folk used to have a proper respect for Ulric, who taught us how to prevail in our disputes and weather hard times. Now who have we for a role model? This pirate Gausser. A man who believes that if you see something you want you just snatch it, with no deed so dirty and underhand that it can’t serve as means to such ends. He is to stand as a leader to our people? This explains all the trouble you see down by the docks these days, the smugglers and ragamuffins, the pressgangs, and the brawling benighted berserk Norse. Best wrap up in your best wolfskin, batten down the hatches and stoke the fire — this year the winter winds shall bite us with all due fury.

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I



WELCOME TO

SALZENMUND

‘We don’t have the palaces of Altdorf, the arrogance of Middenheim, or the perfumed fops of Nuln, but we’ve got our pride. From the roughest flophouse on the Ormsdeep shore to the top of Castle Salzenmund, we’re a city of fighters. And we say what we mean.’ — Sergeant Astrid Hildbein, Jarlstor Guard At the heart of the Silver Hills is a deep lake known as the Ormsdeep. The surrounding peaks form a great basin, carved into hills by rivers and streams flowing from the highlands. On the slopes facing the lake lies Salzenmund, a small city and capital of Nordland. This is not a grand city like Altdorf, Middenheim, or Nuln. This is life on a smaller, but no less dangerous, scale. Salzenmund sits on the periphery of the Empire, with the vast expanse of the oceans to the north and the mysterious domain of the Eonir in the west.

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The River Salz flows from the lake, winding many miles to the Sea of Claws. Despite its inland location, Salzenmund has a rich maritime heritage. In recent times, the Emperor himself has committed the Imperial Second Fleet to Nordland, overseen by the ambitious elector, Grand Baron Theodoric Gausser. The new ruler displaced his rival, Baron Werner Nikse, to secure his position. Now Gausser surveys his province from atop Castle Salzenmund, plotting the conquest of lands he claims are his by right. Downhill from the castle, the powerful Nordland Silversmiths’ Guild counts the wealth it scrapes from mines in the Silver Hills. Belowground in old catacombs and abandoned mine tunnels, smugglers traffic contraband from the coast into the Empire. In the poorest wards, one encounters unmistakable traces of Norscan influence, from boisterous fighting pits to eccentric religious practices.

I

W E L C O M E TO S A L Z E N M U N D

Salzenmund is a city with ambition. Salzenmunders are blunt, good-humoured, and eager to prove themselves. No longer shackled to Middenheim, they are eager to show the rest of the Empire that they are their equals. They look across the expanse of Nordland, from the Drakwald to the Sea of Claws, and take pride in their land.

HISTORY

Salzenmund has rarely affected the great sweep of Imperial history. Through the centuries of invasions, politics, and schisms that shaped the Empire, it has been on the periphery of Sigmar’s domain. But it has its own story, shaped by a troubled relationship with greater powers in the Empire, Norscan settlement, and alliance and conflict with the Eonir.

Before Mankind

Long before Man ventured here, the Asur came to the northern Old World. They found rich lands, populated only by primitive tribes of Greenskins and Beastmen. The High Elves built towering coastal cities, such as Athel Toralien and Sith Rionnasc. Inland they established beautiful havens like Tor Lithanel in the Laurelorn Forest. In the Silver Hills, they raised watchtowers and hunting lodges on the peaks and in the valleys. During the War of Vengeance, Dwarf armies trekked through the hills to confront the High Elves. According to the Book of the Ancestors in Karak Azgal, Brok Stonefist’s throng camped by the Ormsdeep lake. His miners reported no precious metals or minerals of interest in the hills, so Stonefist decreed they should march to destroy the elgi. When a Dwarf throng was lost to the Laurelorn forest spirits, the mountain folk relinquished their attack on Tor Lithanel. They built forts in the Silver Hills to contain the Elves and later abandoned them to return to the mountains. The Grey Lords were Asur exiled from Ulthuan for sorcerous experimentation. One of these ‘Grey Lords’ desired dominion over elemental beings. Grey Lady Athiastra Weavecaller conducted experiments in the Silver Hills, culminating in a summoning ritual atop the future Zinnentor. Over five nights, she coaxed a powerful Elemental spirit from the wind of Chamon, a silver being which writhed and transmutated itself to escape her control. When Athiastra collapsed from exhaustion, the creature transformed into a shining serpent and slipped into the stone that surrounds the lake.

The Was Jutones

When Humans migrated north to the Silver Hills, they adopted the crest of the tallest peak as a defendable outpost. They raised wooden dwellings on the slopes and named the peak ‘Jutone’s Nest’ after their tribe. They sunk piles into the Ormsdeep shallows and built halls over the water. In time, they discovered silver and the settlement grew. The Jutones thanked Olovald for fish from the lake and began to pay respects to ‘Gnistre’, a god they believed dwelled in the waters and rewarded sacrifice with silver. In the decades before Sigmar’s birth, the Jutones’ high chief was Marius. His people were harried from the north by Norsii, confined in the east by the Udose, and threatened by Teutogens in the south. The latter proved most dangerous — when the legendary Artur defeated Marius in combat, the humbled chieftain  declared that Olovald told him to take the tribe west. Their destiny lay in the marshes at the Reik’s mouth, not here in the hills. The Jutone chiefs consented until only Adda the Stalwart refused. As chieftainess of the Was Jutones, she insisted the tribe remain stewards of the Silver Hills. When the other chiefs led their folk west to found Westerland, Adda entrenched her people in the village of Salzenmund.

A Silver Kingdom

As the Empire grew in the south, the ‘Nord Lands’ remained beyond the border, surrounded by Ostland, Westerland, Drakwald, and Middenland. Sigmar’s first people feared the Laurelorn, so Salzenmund persisted far from the nascent Empire. Seeking divine protection, the Was Jutones built an impressive temple to Ulric. From the 5th century, Salzenmund became chief town of a small independent kingdom ruled by petty monarchs known as the Silver Kings. The first Silver King was Thumm Feldpick, an exiled Karak Norn miner of dubious reputation. Feldpick used a few simple Dwarf mining techniques to double the silver yield, became wealthy, and was crowned king by the grateful townsfolk. When Feldpick left the town with a cartload of silver, he passed his crown to the man with the best beard. Stories of Salzenmund’s wealth reached Wilhelm ‘Bullshanks’, second son of the Graf of Middenlanwd. The Middenlander marched to conquer the petty kingdom, taking Salzenmund and dethroning the last Silver King from his Zinnentor fortress. The ‘Nord Lands’ became the new Barony of Nordland and part of the Empire.

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Politics, Plague,

and

Northmen

For four hundred years, Salzenmund flourished as a vassal of Middenland. The principality was ruled by the Moltkes, a proud warrior dynasty from Middenheim who guarded Salzenmund’s silver wealth from the greed of the Drakwald elector to the south. In 1070 IC, Emperor Boris ‘Goldgather’ Hohenbach arranged for the Moltkes’ imprisonment in Altdorf and secured both town and province for his lackey, Duke Voltimand Salzwedel, who was happy to give silver to the Emperor in exchange for territory and an Electoral vote. The Black Plague devastated the province. The malady spread from trade towns and the coast to Salzenmund, wiping out most of the Nordland population. When Norse raiders landed on the coast and sailed up the Salz, they found settlements choked with corpses. The Skaeling Harald the Roarer took Salzenmund, but the castle held out. Duke Osric was safe at the Emperor’s court, while his daughter and son, Carin and Markus, resisted the Norse assault. In 1114 IC, the Skaven assaulted the town in force, taking Harald and the besieged Salzwedel heirs by surprise. Norse and Salzenmunder formed an uneasy alliance to push the Skaven into the hills, where they skulked in the valleys, waiting for a chance to return. Duke Osric died alongside the Emperor in Carroburg and soon rival factions vied for power as Skaven despoiled Nordland. Duchess Carin sought help from Graf Mandred von Zelt of Middenheim, and after an arduous march north the legendary Emperor broke the Skaven at Dietershafen. On the rest of his campaign, Carin rode with Mandred and forged new alliances with the nobility of other provinces. She returned to Salzenmund with a fresh army, routed the demoralised Skaven, and married a Moltke in a political alliance.

MANDRED AND CARIN The Ballad of Mandred and Carin is a folk song that suggests the two were lovers. It recounts her beseeching him for aid, their perilous trek through the Laurelorn, and the liberation of Dietershafen from plague-ridden Beastmen.

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Golden Age

After Mandred’s assassination, the Empire plunged into the Age of Wars. In contrast to the tumult elsewhere, Salzenmund prospered. The town rebuilt and expanded while the Moltke rulers restored Nordland’s soldiery, mindful of the civil war raging across the Empire. In 1244 IC, Count Einrich Moltke defeated several armies of Orcs and Beastmen before his famous victory over the necromancer Dieter Helsnicht, the Doomlord of Middenheim. The count returned from the Battle of Beeckerhoven in triumph, gloating that it took a Nordlander to deal with a Middenheim problem. In 1267 IC, his son Gottfried secured a momentous victory against Dark Elf corsairs from the Black Ark  Ecstasy of Pain. The Druchii had taken countless captives from northern Bretonnia and wiped out the army of Duke Phillipe of Lyonesse, but when they made landfall on the Nordland coast, they met stiff resistance. The Dark Elves were routed into the sea and Count Gottfried brought back a substantial chunk of masonry smashed from the Black Ark by a warlock under his command. The stone was dragged many miles by ‘freed’ Bretonnian captives as a trophy and it became the foundation of a new western wall of Castle Salzenmund. This was a historical high point for Salzenmund and Nordland alike. Count Gottfried grew arrogant, proclaimed that the town and province were the finest in the Empire, and laid claim to the disgraced province of Drakwald. But pride comes before a fall.

Daemons

and

Despots

In 1375 IC, Count Adalbert ‘The Bear’ Moltke tried to end the Age of Wars by brokering an accord between Ottilia and the Nuln emperor at Castle Salzenmund. At a crucial moment in negotiations, eight figures appeared around the castle and sacrificed themselves. The nobles looked on in terror as blood gushed upward to form a swirling vortex in the sky. It yawned open, a daemonic army of Khorne poured forth, and the slaughter began. Salzenmund was in ruins. For years, a mere handful of survivors huddled in shacks on the Walcheberg while priests sheltered in the temple of Ulric. The streets elsewhere were lost to weeds and wild animals. Castle Salzenmund stood shattered on the hill, a reminder of the horror that befell the town.

I

W E L C O M E TO S A L Z E N M U N D

From a leaderless province emerged a tyrant — Duke Hjalmar of Hargen. Where politics failed, Hjalmar used force to destroy rival claimants to the title of Elector Count. By 1401 IC, he had pulled together the province and established a new seat at Dietershafen. He treated Salzenmund with contempt, turning it into a prison camp for the priests, nobles, and merchants who displeased him. Somehow Hjalmar became Emperor for six years, before a timely assassination. In a rare moment of agreement, the electors agreed that Nordland should lose its Electoral status, and the province fell apart. Salzenmund was once again the heart of a principality only, encompassing the Silver Hills and ruled over by a restored Moltke line.

HJALMAR THE TYRANNICAL

During the Age of Wars, Imperial politics were in such a mess that Hjalmar became the first and only Nordland Emperor — a compromise candidate chosen by a deranged Grand Theogonist and a wholly divided Electoral College. He tried to unite the Empire with the same crude, brutal methods of suppression that worked in Nordland, but this time they failed. During the ‘Harrowing of Ostland’, Hjalmar was killed with a tent peg, hammered through his eye as he was abed. The assassin, a disgruntled captain of infantry, confessed and was carried through the streets of Altdorf by a grateful populace. Hjalmar is barely remembered today — just one of a series of terrible emperors from the Age of Wars. Nordlanders take no pride in their only emperor. His memory brings only shame to the province.

RESTORATION By 1420 IC, Prince Ludger Moltke ruled over a handful of farms, villages, and a ramshackle town amongst the ruins of the former Nordland capital. When Count Brakh Metalmane led a Chaotic host from the Middle Mountains to attack Beeckerhoven and then Salzenmund, Ludger had no hope of holding out… until the coming of Jarl Asvaldr. Asvaldr was a Norscan with dominion over several Nordland coastal settlements. His people had fought against and alongside the Men of the Empire, and the Jarl decided on this occasion to side with Ludger. The combined force defeated the invaders and Ludger married Unni, the Jarl’s daughter, who gave birth to Angmar Moltke.

Angmar grew up fighting with Skaeling warriors on seaborne raids. When he came of age, he returned to Salzenmund with a host of Norsemen and Dwarfs, where his dying father implored him to reunite the province. Angmar vowed he would. Within days of inheriting the title, the new count took his warhird through the province, offering protection from Ostland, Beastmen, and bandits in exchange for tribute and fealty. Angmar restored Nordland through diplomacy and implied threat. His legacy lives on in Nordland’s feudal politics and the remnants of Norse law practised in Salzenmund. Angmar and his retinue were keen seafarers, and he helped establish the Cult of Manann in the city.

The Curse

and the

Pact

The resurrection of Nagash in 1681 IC brought terror to the Old World. For one night, the dead stirred and walked the land. In Salzenmund, the bones of ancient sacrifices floated to the surface of the Ormsdeep and assembled into multi-limbed monstrosities that clambered into the streets, draped in algae and dripping wet. They snatched up countless townsfolk and dragged them screaming into the lake. Dieter Helsnicht was seen simultaneously in many locations throughout the town, charged with unholy power. By morning the undead had collapsed once again. In Castle Salzenmund, Einrich Moltke III was found frozen in death, surrounded by the inanimate bodies of his ancestors. There was not a single mark on his body. He left no heir. The Doomlord had his revenge — the Moltke line was extinct. The Barony of Nordland was inherited by KrentzBildhofens of Middenland, while the Principality of Salzenmund was claimed by Sovereign Countess Eleonore Gausser. Eleonore was both a pragmatist and a visionary — and one of Salzenmund’s greatest leaders. When the count of Westerland marched to take the town, he was surprised to meet a large, well-trained army on the open field. Eleonore proved a capable wartime leader, inspiring the troops by fighting at the fore alongside them. Yet it was Eleonore’s diplomacy that destroyed Westerland’s forces. Years prior, Eleonore made secret overtures to the Queen of Tor Lithanel. At a crucial moment, Marrisith sent swift cavalry and deadly archers to help rout Westerland’s army.

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Wealth

and

Wizardry

From 1910 IC onwards, the town’s guilds rose to prominence and the nobility courted their prestige and wealth. When merchant knight Lord Gunter Ostrein married the daughter of Count Reinard Gausser, their progeny began the Ostrein line of princes. The Ostreins brought an entrepreneurial spirit to Salzenmund. They opened the town to Wood Elves, Dwarfs, Halflings, and even wizards. They loaned silver to Stirland, Talabecland, and Middenland nobles to bring more wealth to the city. In 2016 IC, the childless Count Wolfgar Ostrein was carried off by a giant eagle while hunting. He was succeeded by Talius the Exalted, first of the Magister Counts. In such a vast, fragmented domain as the Empire before Magnus, witch-hunters and Sigmarites struggled to assert their prohibition of wizardry. Talius was an opportunist who heard of events in Salzenmund and saw an opportunity.

THE BATTLE OF ELSTWATER KEEP In 2015 IC, a Middenland army marched into Nordland to take a small castle on the edge of the Schadensumpf. Count Wolfgar and a Salzenmund army rode south to defend the border keep. As a vastly superior force of Middenlanders assailed the castle, Count Wolfgar took an hourglass and placed it on the wall. He asked simply that the defenders fight until the sand ran out. The Nordlanders held off the attackers until the last sands ran through the glass, whereupon an almighty storm drove off the Middenland army. The hourglass is now a symbol of defiance in Nordland, adopted by the separatist movement to represent resistance to Middenheim. He came to the city and used illusionist magic to grow his influence amongst the powers-that-be. In 2020 IC, with the support of ensorcelled nobles, generals, and guildmasters, he took control of both town and province to become Count Talius the Exalted. Today, nobody knows anything about Talius’s true name, appearance, or his real ambitions. He seems to have been a devious but benevolent autocrat. Talius founded a school for poor children, introduced the Cult of Verena to the town, reduced taxes, and improved trade with Ostland and Middenland. He also restored Nordland’s Electoral status through further trickery. In 2050 IC, Talius disappeared and passed his title to a former apprentice — Countess Ludmilla Gausser, more commonly known as ‘The Sapphire Mask’. Several more Magister Counts followed Ludmilla by the same tradition of master to apprentice, although it soon became primarily a dynasty of Gaussers. The era of Magister Counts came to an end when Count Ernald Gausser inherited the title, a man who couldn’t even read, let alone cast a spell.

The Time

of

Four Sieges

The years between 2121 IC and 2184 IC are known as the ‘Time of Four Sieges’. The Norse shaman Sorn Ghoulskin sought the secrets of necromancy. His warhost came to Nordland to plunder the wisdom of Dieter Helsnicht and explore the ruins on Wrecker’s Point. He became fixated on Salzenmund and attacked with his warhird in 2121 IC.

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Ghoulskin besieged Salzenmund for two years, his dying thralls raised as zombies to bolster the army. In a lastditch attempt to break the town, he fashioned a Necrofex Colossus from the wreckage of the prison hulk Iron Fetter. This walking mass of timber and carcasses pounded at the Crimson Bastion until the siege was broken by Baron Jorgen Nikse and his army supported by Middenheim troops. In the aftermath, the high priest of Ulric, Stefnir Nymus, declared that secular rulers had failed and the town was now under the rule of the White Wolf. Nymus was a fanatic who brought harsh salvation to the town and made apocalyptic proclamations from the steps of the temple of Ulric. He banished the nobility and denounced the Grand Theogonist as an agent of Chaos. He pledged allegiance to the Wolf Emperor and condemned anything he associated with the ‘soft’ southern Empire. After 15 years of austere rule, the exiled nobility returned to Salzenmund with tidings that Ar-Ulric himself had denounced Nymus. After a short siege, the self-appointed hagiarch of Salzenmund was executed by the mob and the gates thrown open. During high summer in 2168 IC, the forest itself marched on Salzenmund. For several centuries, Nordlanders encroached on the Laurelorn and built logging camps on the western banks of the River Demst. An Eonir host descended on Salzenmund, mobilising so swiftly that the City Guard were barely able to prepare defences. Ancient Treemen and Branchwraiths assaulted the walls as archers picked off defenders from an impossible distance. Eventually Count Algar II surrendered to the Highborn Vatheleir. She acknowledged his apology and swiftly decapitated him. The Eonir were gone within the hour. The final siege brought out the best and the worst in the town. When High King Helvar Ironaxe sailed up the Salz, the townsfolk rallied under the command of the Knights of the North Star and kept the undisciplined Norscans at bay. The drunkard Count Gunter hid in his wine cellar. After the surviving Norscans fled home, a disgruntled Town Council pressured the count to grant them a town charter, which they secured in 2190 IC.

INCURSIONS & ALLIANCES Baron Thorsten ‘Redhelm’ Nikse was a bloodthirsty man and an enthusiastic hand-to-hand combatant. After he took the throne in 2291 IC, he did his best to avoid the tedious business of ruling in favour of fighting Beastmen or Norscans wherever he could find them. When Chaos began to rise in the north, he didn’t wait for Magnus’s call. He and his army boarded ships on the Ormsdeep to ‘take the fight to the enemy in Norsca’. The sole survivor of this expedition returned ten years later, describing the last sight of Baron Redhelm hacking into a mutated leviathan with a boathook as the waves took them both. Redhelm’s son Roderic was only a year old when he inherited Salzenmund, so the town and province were run by the grandmaster of the Knights of the North Star, Lord Herbert von Laue. He guided the town on a steady path and brokered peace with the Elves of Laurelorn, on instruction from Magnus. The period after Magnus’s victory saw a new optimism for the united Empire. In Salzenmund, there was a resurgence in the worship of Sigmar. The Town Council raised funds to construct the Temple of Sigmar Protector on Walcheberg. With the establishment of the Colleges of Magic, wizards came to Salzenmund to look for lost relics of the Magister Counts. The new Emperor was unwilling to grant Nordland an Electoral position, but he granted the town an Imperial charter naming it a city. In 2368 IC Baron Ludwig Nikse married Brunhilde Todbringer. The Treaty of Schoninghagen settled the fate of Nordland and Salzenmund alike — both were once again tributary to the City of the White Wolf. The Gausser family were enraged and refused to accept the treaty’s validity.

The Turmoil

Recent years have fundamentally changed the balance of power in Salzenmund. When Baron Helmut Nikse died, his son Werner saw fit to bring the city closer to Middenheim. He married his daughter Anike-Elise to Graf Boris Todbringer, but the alliance provided little advantage to Salzenmund — in 2502 IC, it was the new Emperor Karl-Franz who marched north to fight invading Norscans on the coast, rather than Graf Boris Todbringer. After the recent turmoil in the Empire, Theoderic Gausser and a confederation of allies threw off Middenheim rule.

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TIMELINE OF SALZENMUND Being a summary of the major events in the recorded history of Salzenmund and its environs.

CIRCA –4400 IC

The lands now known as Nordland are settled by the Asur as they colonise the Old World. The Silver Hills are left as hunting grounds for the rulers of Tor Lithanel and Athel Toralien.

CIRCA –1700 IC

Dwarf throngs march through the Salz Valley to attack High Elf colonies. Brok Stonefist says there is nothing of worth in these hills, other than victory over the treacherous Elgi.

–1200 IC

Grey Lady Athiastra Weavecaller summons a silvery Elemental entity. It escapes her control and plunges into the bedrock.

CIRCA –500

Primitive Human tribes venture north to settle the Silver Hills. They build a stockade on the tallest hill and longhouses on the edge of the Ormsdeep.

–20 IC

Battle of Jutones’ Fate. Jutone High Chief Marius the Fen Wolf is defeated by Artur of the Teutogens. He leads his tribe west to the mouth of the Reik. Chieftainess of the Was Jutones, Adda the Stalwart, remains with her people in the Silver Hills.

–1 IC

The First Battle of Black Fire Pass. Adda leads a band of scouts on the periphery of Sigmar’s army, later forgotten by all but the most attentive scholar. The ‘Nord Lands’ are not part of Sigmar’s new Empire.

CIRCA 150 IC

The wooden temple of Ulric is built at the summit of Ulricshohe.

520 IC

The first Silver King is crowned; a mysterious figure in the city’s history, Men have forgotten his identity. He was, in fact, an itinerant Dwarf miner from Karak Norn.

12

738 IC

The Treaty of the Leaf between the Eonir and the ancestors of the Nikses. Humans are permitted to settle east of the River Demst.

767 IC

Wilhelm ‘Bullshanks’ of Middenland kills the last Silver King, takes Salzenmund, and is granted lordship of the Silver Hills and all land to the coast. The Barony of Nordland is now part of the Empire.

1070 IC

Emperor Boris ‘Goldgather’ imprisons the Moltkes and gifts his ally Duke Voltimand Salzwedel the province and an Electoral vote. In exchange, much of Salzenmund’s silver flows into the Drakwald emperor’s coffers.

1113 IC

The Black Plague spreads to Salzenmund. Half the population dies, making the town easy pickings for Norse chieftain Harald the Roarer. While Grand Duke Osric Salzwedel idles at Emperor Boris’s court, his children hold Castle Salzenmund against the Norse marauders. When the Skaven attack, the Norse and Nordlanders join forces to hold the inhuman invaders at bay.

1114 IC

News of Duke Osric’s death in Carroburg triggers a squabble for the Electoral seat. Moltkes, Salzwedels, Nikses, and Norse lay claim to the province.

1119 IC – 1125 IC

Duchess Carin Salzwedel petitions Count Mandred of Middenheim to relieve Nordland from the Skaven. They ride to liberate Dietershafen. Carin later drives the remaining Skaven from Nordland.

1244 IC

Battle of Beeckerhofen. Dieter Helsnicht ambushes Count Einrich’s army. Moltke rallies his remaining forces and defeats the Doomlord.

1268 IC

After defeating Dark Elf corsairs on the coast, Count Gottfried Moltke declares Nordland the greatest province and lays claim to the fallen province of Drakwald and the Laurelorn Forest.

1375 IC

Count Adalbert Moltke attempts to broker peace between Ottilia and Emperor Wilhelm II at Castle Salzenmund. Cultists open a gate to the Blood God’s realm and a host of Khornate daemons attack and slaughter all they meet. Salzenmund is ruined and all but abandoned.

1401 IC

Nordland is taken by force as Hjalmar of Hargenfels murders his rivals. He takes Dietershafen as his Electoral seat and turns Salzenmund into a prison.

1414 IC – 1420 IC

Hjalmar becomes Nordland’s first and only emperor, who tries to reunite the Empire with violence. He is assassinated six years later, Nordland loses its Electoral status and fragments into separate counties.

1520 IC

The Huscarl Prince Angmar reunites Nordland as a province. The foundations are laid for the first temple of Manann.

1547 IC

Age of Three Emperors. Salzenmund declares tentative allegiance with the Wolf Emperor in Middenheim, but prefers to stay out of direct conflict.

1563 IC

High Duchess Berga Moltke declares war on Sigmarite Ostland in a shameless coastal land grab.

1666 IC

The Dark Feast. Prince Gunthold the Bold is killed when celebrating his apparent victory over an army of Slaanesh worshippers.

W E L C O M E TO S A L Z E N M U N D

1681 IC

Night of the Restless Dead. The dead rise from the catacombs and lake to drag townsfolk to their death. Count Einrich Moltke III is killed by the Doomlord.

1681 IC – 1723 IC

High Duchess Eleonore Gausser oversees a golden age for Salzenmund. She founds the Knights of the North Star, establishes a new temple of Manann, and negotiates a pact with Tor Lithanel.

1700 IC

Count of Westerland’s army routed by an alliance of Salzenmund and Eonir.

1988 IC

Alfrich Gausser-Ostrein sets out to protect the coastal town of Debnietz. He arrives to find the inhabitants flayed and hung from the cliffs by Dark Elf raiders. ‘To do an Alfrich’ is Salzenmund dialect for poor timekeeping.

2015 IC

Battle of Elstwater Keep. Count Wolfgar defies Middenland’s territorial ambitions.

2020 IC

Count Talius the Exalted becomes the first of the Magister Counts. He orders the construction of a magical tower, leads the Salzenmund Guard to fight off an army of Barrow Kings in the Silver Hills and, through sorcerous trickery, persuades electors in Nuln to restore Nordland’s Electoral vote.

2083 IC

Green Pox grips the town. Magister Count Florian Gausser duels with a Nurglite sorcerer over the Ormsdeep and defeats him, ending the plague.

2121 IC – 2184 IC

The Time of Four Sieges. Over a period of 63 years, the town is attacked by the undead, an alliance of exiled nobles, the Eonir and the Norse. Baron Jorgen Nikse is instrumental in breaking the first siege and his family rise to prominence.

2123 IC – 2338 IC

The Nymus Hagiarchy. Salzenmund is ruled by the fanatic Ulrican priest Stefnir Nymus, who decrees Ulrican law. When Ar-Ulric denounces Nymus, he is executed by the mob.

2190 IC

The beleaguered Count Gunter signs a charter confirming Salzenmund’s status as a free town. The Town Council is instituted, with each ward sending a representative under its banner.

2268 IC

Nordland’s silver mining industry suffers an effective collapse due to mismanagement and raids by Goblins and Beastmen. The ‘Silver Famine’ that follows affects much of the Empire and debases currency until the reign of Magnus the Pious.

2302 IC

Incursions of Chaos. Baron ‘Redhelm’ Nikse fights countless Chaotic enemies in the Silver Hills and wipes out a pack of Skinwolves in the forest near Kurtwallen. He sails for Norsca but dies at sea wrestling with a mutated leviathan.

2305 IC

The grand Temple of Sigmar Protector is built, inspired by Magnus the Pious’s victory in Kislev. Astromancer Ceruleos turns the Tower of Talius into the Grand Orrery.

2310 IC

Under secret orders from Magnus, Lord Herbert von Laue brokers peace with the Queen of Tor Lithanel. The Eonir give the city’s cult of Morr the Bowl of Oblivion as a gift.

2368 IC

The Treaty of Schoninghagen. After marrying Brunhilde Todbringer, Baron Ludwig Nikse signs the treaty which brings Nordland and the Principality of Salzenmund under Middenheim rule.

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2375 IC

A landslide destroys many buildings on the eastern slope of Zinnentor and countless lives are lost.

2421 IC

Goblin Warlord Grom the Paunch rampages north after devastating the Empire’s provinces to the south. His horde burst through the Crimson Bastion, raze Seeufer, and almost immediately decamp for the coast.

2429 IC

Battle of Grootscher Marsh. The Nordland nobility lend enthusiastic support to Emperor Wilhelm III’s doomed attempt to prevent Marienburg’s secession.

2480 IC

Erik Redaxe sails longships up the Salz to attack the city. They are defeated by a Salzenmund army led by Baron Helmut Nikse, but the elderly lector of Sigmar is taken hostage. Salzenmund pays the ransom demanded by Redaxe and the warhird sail laughing back to Norsca.

2490 IC

Baron Werner Nikse succeeds his father. Nikse grants Theoderic Gausser the position of Nordmarshal to placate the rival noble family.

2502 IC

Anike-Elise Nikse marries Boris Todbringer, bringing the Barony of Nordland closer to Middenheim. Baron Werner faces increasing hostility in Salzenmund as Gausser fights against Norsemen on the coast alongside the new Emperor Karl-Franz.

2512 IC

The Turmoil. The Empire is wracked by conflict and dissent. Theoderic Gausser topples Werner Nikse with the support of the southern provinces, coastal Nordland nobility, and the Cults of Sigmar and Manann. The Cult of Ulric remain neutral. Nordland regains its Electoral status and Gausser becomes elector.

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SALZENMUND TODAY

Sights

The city is awash with optimism. The Turmoil continues to have repercussions but Salzenmund has emerged stronger, independent, and restored to Electoral status. Southerners will no longer forget Salzenmund or make snide references to Norscans. The Nordlanders think their time has come!

As the sun rises over Gnistreberg, the count’s heralds blow a long reveille from the towers of Castle Salzenmund. The trumpet blasts echo from the hills and resound throughout the streets.

But tensions persist. Relations with the Eonir are strained. Marienburg continues to thrive, stealing trade and keeping Salzenmund forever in its shadow. The Nordland separatists may have triumphed, but there are still those who cling to the security of subservience to the mighty Middenheim.

The People

Salzenmunders are known as boisterous, tactless, and good-humoured. They are quick to anger and just as quick to laughter. They value straight dealing and honesty over guile and politicking. They speak literally and don’t favour allusion or metaphor, although storytelling is a prized skill — Salzenmunders tend to explain everything through anecdote or lengthy accounts of personal experience. They accept that physical conflict is often inevitable and rarely practice restraint where a fist or a boot could resolve an issue. Violence is rarely far beneath the surface. Salzenmunders also take a pragmatic, pluralistic attitude to religion, an approach that is less common elsewhere. Trinkets, amulets, and symbols of multiple gods are popular — Salzenmunders can be superstitious and like to feel protected by unearthly powers. Salzenmunders usually wear their hair long, typically braided or loose. Men often sport beards and moustaches waxed into points. They keep themselves clean — Nordlanders like bathing and Salzenmunders are no exception. Gold Status citizens are a little too eager to show other Imperials that they can fit in with high society elsewhere. They adopt typical Empire fashions — slashed sleeves and hose are popular, as are fur-trimmed cloaks and feathered hats. Silver Status citizens are a little more distinctly Salzenmund. They favour woollen clothing in bold colours and trousers loose above the knee. The poorest citizens wear furs, boots, and animal skin caps to keep out the wind. People dressed in nautical attire are a common sight — woollen smocks with laced necks, baggy breeches and round, flat caps, often made from sealskin.

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Morning

and

Sounds

The morning mist over the lake clears as the bells toll in the Green Bell Tower to mark the day’s beginning. From the belfry in the castle gatehouse, ‘Old Piet’ peals in response. Armoured wagons roll slowly down the Reichsweg towards the Crimson Bastion, accompanied by a troop of outriders and a mounted official in dark blue robes. This is a shipment of silver for trade elsewhere in the Empire, overseen by a master of the Worshipful Guild of Nordland Silversmiths. Children run alongside, whooping and cheering. Fishermen row their boats ashore across the surface of the Ormsdeep, bringing in the morning catch. They head to Schmutzmarkt to sell their wares.

Noon

It’s a typical windy day in Salzenmund. A ferocious gale blows through the valleys. Citizens wrap woollen cloaks and scarfs tightly to their bodies as they struggle through the streets. A cart gets loose and rolls down one of the city’s steep hills. The carter runs shouting after it, and several urchins and dogs join in cheering and barking. The cart comes crashing to a halt against a water pump, shedding pots and pans which continue tumbling down the hill. The City Guard kick beggars from the street as Count Gausser and his entourage pass through on horseback. The elector looks irritable and seems to be arguing with a man dressed in an admiral’s uniform. A Wolfship comes up the Salz from the coast, sails furled and the crew rowing hard to bring it to the wharves in Steinhafen. A crowd of gulls follow it from the sea, hoping for rich pickings in the city. A hairy man with a plaited beard sits on a street corner and regales a small crowd with tales of Count Angmar the First’s many triumphs. He shares a fanciful tale of how Angmar conquered the seas before uniting Nordland.

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Evening

The setting sun silhouettes the statue of Manann atop the temple on Walcheberg. From the steps of the temple, the wavelord himself calls the first watch. Revellers roll from a dockside tavern on the Steinhafen, strip naked, and dive into the cold lake from a jetty — a traditional and effective way to sober up at the end of a night’s hard drinking. High on Ulricshohe, the huge rings of the Grand Orrery release a metallic groan as they turn to track the stars. The windows in the observatory emit a faint blue glow. On the lakeshore between Seeufer and Osthafen, there is a faint sound of splashing oars. A covered lantern reveals the occasional glimpse of hooded figures with a large wooden crate in their boat. A crowd pours from the Steinhafen Pits, thrilled by the bouts they have seen. They scuffle with one another, halfjoking and half-serious, seemingly unable to calm down after the bloody spectacle they have witnessed.

The Year Winter

in

Salzenmund

Snow falls on the city and the Ormsdeep often freezes. Citizens hack at the ice to create channels for shipping. During Ulriczeit, the temple of Ulric holds daily twilight services where citizens pray for fighting courage and give thanks to the Wolf God for letting them survive the year. At Mondstille, the city falls silent for an hour at dusk, to honour those who lose their lives to the winter’s chill. Priests of Ulric light fires around the city walls to symbolically keep cold and wolves at bay. On Hexenstag, the day before New Year, it is traditional to gather with family and tell stories of the year gone by. Each person in the household must recount a significant event, and others will embellish and interject to make the memory more potent.

Spring

Spring in Salzenmund is the time for new ventures. Campaign season begins as the military set out on expedition and ships put out to sea for trade and exploration. The weather remains cold until the end of Jahrdrung, when rain turns the steep streets into perilous slopes.

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At Mitterfruhl, the city celebrates the end of winter. The high priests of Ulric and Manann conduct a joint ceremony in the temple of Manann. Locals throw offerings into the Ormsdeep and pray that the Salz will carry their sacrifices to Manann and bring them his favour. On the 25th of Sigmarzeit, Salzenmund celebrates Silberfest. The whole city comes out to watch colourful litters borne through the streets, each carrying a child dressed to represent a particular guild. The final litter is the ‘Silver King’, patronised by the Nordland Silversmiths’ Guild. At the end of the parade the ‘Silver King’ meets the prince of Salzenmund as an equal. The litters are carried to the waterfront, where the children take to boats and sail onto the Ormsdeep carrying lanterns to light their way. Finally, the Silver King reaches the centre of the lake and jumps into the water. In modern times someone fishes him out.

Summer

The first months of summer are lean months in Salzenmund — before the first harvest and animals are fat enough for slaughter, food stores run low and the markets sell produce that is spoiled or at least past its best. Salzenmunders rely heavily on salted food and fish. One week before Sonnstill, Salzenmunders hang flowers from doorways to recognise Liebedag. This is a celebration of love and romance, treated with the typically blunt approach of Salzenmunders. Couples give one another gifts and explain exactly how the items’ value equates to the strength of their affection.

Autumn

In late autumn, vast quantities of cut timber float down the Salz to season over winter. The wind whips leaves from the surrounding woods into the city, which settle in deep drifts. As autumn turns to winter, livestock are slaughtered and brought into the city with the harvest. Salzenmunders are often more aggressive during autumn and fights break out more frequently as the nights draw in. On the 10th of Erntezeit, locals play a boisterous ball game between Walcheberg and Ulricshohe. Dozens of citizens from each hill take sides to compete by carrying their own ball to the top of the other hill by any means necessary. It’s a rough match but reasonably goodnatured.

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RULING A CITY ‘Who rules Salzenmund? Count Theoderic of course. He restored our honour and took back the city for Nordland.’ — Hanna Pedurssen, Addasheim merchant ‘I’ll tell you a secret, lad. This place isn’t run by the count, Baron Werner, nor the burgomeister. It’s the silversmiths. They got all o’ us under their thumb. Don’t let on that you know or they’ll slit yer gizzard.’ — Willi Liebreich, Reichsweg beggar ‘I’ve given it a lot of thought and I’ve decided that Salzenmund is ruled by whoever is standing over me with an axe at my throat. Good day.’ — Gerhard Olsonn, Schmutzmarkt innkeeper Salzenmund is a free city, the capital of a feudal province, and the seat of a prince. When an outsider wants to know who rules Salzenmund, they will get several different answers depending on who they’re asking. It’s complicated. The Principality of Salzenmund is ruled by Theoderic Gausser, who is also Elector Count of Nordland. The city itself is governed by the burgomeister and the Council, under the rights of the Charter, which was granted by a former elector count in 2190 IC. Property within the city is owned by the prince; the elector count; the Cults of Ulric, Manann, and Sigmar; the guilds; and the nobility. Only the most diligent lawyer can work out exactly who has jurisdiction over which aspects of life in the city, so most people take a pragmatic approach — do what you’ve always done or follow the rules of the person most likely to punish you if you step out of line. This confusion leads to tensions. Count Gausser doesn’t understand why he can’t get his own way in his own city, and finds the rule of law a major inconvenience. The burgomeister and guilds frequently need to remind the nobility that they live in a free city and are subject to tax on their property. It’s never quite clear who can command the citizen soldiery to muster for war — so they tend to go along with an order regardless.

One principle cuts through the confusion. Anywhere in the Empire, power carries an implicit threat of violent coercion. In Salzenmund, that violence is much closer to the surface. The military, rather than a civilian watch, enforce law and order. Noble families and guilds pay soldiers to protect their interests. Trial by combat is far more prevalent in Salzenmund than almost any other provincial capital. This is undoubtedly a legacy of Norse influence — in Norsca, might is often right. That said, money and spiritual power still matter. The Silversmiths’ Guild’s wealth and heritage command respect throughout the province and beyond. It has effective dominion over the city’s other guilds and, by extension, the burgomeister. Salzenmund also relies on the sea, hence the Cult of Manann is more influential here than any other non-coastal settlement. The Cults of Sigmar and Ulric each have their own sphere of influence and most Salzenmunders will follow the instruction of either cult when told. Thanks to Gausser and his allies, Salzenmund is enjoying a resurgence of influence. After several hundred years, Nordland is finally independent from Middenheim and has regained its Electoral vote. Gausser usurped Baron Nikse with support from Nordland’s coastal nobility, mercantile interests, the studied neutrality of the Cult of Ulric and, quietly from the shadows, politicians in Altdorf. Most citizens celebrated these events and took great pride in their newfound independence, rejoicing that the wolf ’s jaws were no longer around their neck. Money is flowing into the city as the Second Fleet of the Imperial Navy expands and merchants see lucrative opportunities.

EYES ON THE NEST Eyes in Ostland, Marienburg, Middenheim, and Altdorf are turning to Salzenmund as people speculate about Gausser’s ambitions. A freelance spy could make a fortune if they were to uncover the right intelligence. Perhaps the Characters’ party are approached by an unassuming gentleman who makes a proposition: if they can bring him information of Gausser’s plans, he will pay handsomely. It’s not too difficult to get into Castle Salzenmund, and he can help them secure guards’ uniforms. The spy is working for himself, but his customers include the Black Chamber, the Purple Hand, and Marienburg’s Fog Walkers.

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The Gaussers

The Gaussers are an old Nordland family who trace their lineage back to a Was Jutone chieftain, Gansser the Patient, who they claim was the first of the tribe to acknowledge Sigmar’s divinity. They are descended from Sovereign Countess Eleonore Gausser, one of the city’s most beloved historical figures. Eleonore oversaw the construction of the Cathedral of Manann, established the Knights of the North Star, defended Salzenmund from the count of Westerland in 1700 IC, and signed a pact of alliance with the Eonir. For the past few centuries, the Gaussers had remained powerful, but were side-lined by the Nikses who have dominated since 2209 IC. Middenheim has kept Nordland and its capital in check, while the Gaussers seethed. Although Nikse tried to win Theoderic’s support by making him Nordmarshal of the State Army, the Gaussers wanted to right centuries of perceived wrongs. The real architect of the new order was Dowager Baroness Ingrid Gausser, the count’s mother. She restrained her son’s short temper and schooled him in diplomacy. Under her direction, he cultivated connections with powerful people in Altdorf, as she gathered intelligence on the other electors, the politics of Middenheim, and the other powers in Nordland itself. This careful plotting culminated in the 2512 IC coup, which returned the Gaussers to the Nordland throne and the Principality of Salzenmund for the first time in almost 300 years. Theodoric Gausser does not trust easily. He maintains a small retinue of loyal advisors. The High Steward of Nordland is the main governor of the province — Lord Gustav Nachtmann has a head for detail. Gausser makes a fine figurehead while Nachtmann gets on with the complexities of practical statesmanship. The other people in Gausser’s confidence are warriors — Nordmarshal General Gunter Fredhoff, Lord Harmann Barthelm (commander of the Household Guard), Grandmaster von Pretzer of the Knights of the North Star, and the ferocious Egil Durchwald, Gausser’s judicial champion. Theodoric is married to Countess Malin, his wife of 32 years and younger sister of Baron Ludolf Köhler of Dietershafen. The marriage is a political alliance with little affection and two heirs. Lena Gausser is 30, married to a minor Averland noble and happy to stay away from Salzenmund. Theoderic’s son, Lord Ostwin, is 32 and lives at the Gausser holdings near Oldenlitz.

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He craves the approval of his father and has named his eldest son Theodericsson in his honour. The Elector Count intends to send this grandchild to join the Reiksguard when he comes of age, to cement relations with KarlFranz and Reiksmarshal Helborg. The 14-year-old Theodericsson is already 6 feet tall and burly. Theodoric spent the last ten years securing political allies in Altdorf and the Empire’s other provincial capitals, to the extent that many believed he was already ruler of Nordland before Baron Nikse was deposed. With the assistance of Count Siegfried von Walfen, he has cultivated support from the Cult of Sigmar, the court of Karl-Franz, the southern provinces, and Ostland. This was enough to recover the Electoral vote for Nordland. That said, few trust Gausser — he used blackmail as much as bargaining to win support. The new Elector Count has ambitions. As Nordmarshal he ordered a seaborne assault on Fjordlingtribe, a Norscan settlement, in 2506 IC. The Nordland army was repelled by a band of Norscan triplets called the Glottkin. Gausser was humiliated and swore to restore his homeland’s pride through revenge on the Norse. Now he intends to prove that Nordland no longer needs the aid of other provinces to defeat the Norse on their own soil. Gausser’s involvement with the new Second Fleet of the Imperial Navy is part of this ambition. More troubling are his territorial aspirations within the Empire. Gausser intends to reclaim coastal land from Ostland that was historically part of Nordland. He also intends to assert his right to the northern reaches of Hochland. Nordland really has no true claim to Bergsburg and Krudenwald, but Gausser has instructed scholars to find some precedent for annexing this territory. Most ambitious, the Elector Count believes that Marienburg belongs to him — one of his titles is ‘Duke of Marienburg’ after all. This is one claim he has shared with Altdorf and which has tacit support from the Emperor’s court. Many patriots want to see the merchant city brought to heel, although Nordland is nowhere near powerful enough to mount an invasion yet. These aspirations need armies — and armies cost money. Gausser is profligate, spending freely on the basis that he can always borrow or tax the people to fund his campaigns. For example, he has already commissioned a personal Greatship from the Dietershafen shipyards.

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Elector Count Theoderic Gausser

Theoderic Gausser has acquired many titles — Count of Nordland, Prince of Salzenmund, Duke of Marienburg, Lord of Laurelorn, High Duke of the Silver Hills. It’s not enough. He wishes to prove that he and Nordland are the equal of those that overlooked them in the past. He is an abrasive character, impatient and short-tempered. At the age of 54, he has the restless energy of a man half his age. A decade as Nordmarshal hardened him in battle and he is proud to be a man of action — far better to strike than sit pontificating on morality. Gausser is most at ease with other warriors, preferring the company of generals and captains to priests and politicians. He has particular respect for Reiksmarshal Helborg and Emperor Karl-Franz, who he saw prove themselves in the Battle of Nordland Fjord in 2502 IC. Despite his temperament, Gausser is pragmatic. He pays respects to the right cults, speaks warmly to his peers when necessary, and recognises that Nordland cannot recover from centuries under Middenheim rule without some compromise. Gausser is tall and sturdy, with a warrior’s bearing, a handsome, lined face, and a grey-blonde beard. In public, he often wears blue-lacquered armour, a green cloak, and a gold skullcap helmet — a constant reminder that he was Nordmarshal. In conversation he stares into the eyes of his interlocutor and rarely gives away any sign of concession.

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THEODERIC GAUSSER — NOBLE LORD (GOLD 7) M WS BS S 4

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Ag Dex Int WP Fel W

58 38 40 41 59 43 42 51 61 45 18

Skills: Bribery 56, Charm 57, Consume Alcohol 58, Dodge 62, Entertain (Speeches 78, Storytelling 78), Gamble 57, Gossip 84, Intimidate 65, Intuition 68, Language (Battle 72, Classical 57, Norse 61), Leadership 88, Lore (Empire 71, Heraldry 62, Nordland 85, Politics 82, Warfare 79), Melee (Basic 78, Cavalry 72, Fencing 69), Outdoor Survival 80, Perception 72, Perform (Dancing) 45, Ranged (Bow) 59, Ride (Horse 72, Griffon 71), Secret Signs (Silversmiths) 68, Swim 60, Track 62 Talents: Beat Blade, Combat Master, Combat Reflexes 2, Commanding Presence 3, Dealmaker, Disarm 2, Distract, Doomed (There ‘til the last, but the Lord of Tentacles shall have his due), Etiquette (Guilders, Nobles, Soldiers), Feint 2, Furious Assault, Hardy, Inspiring 2, Iron Will 3, Luck 2, Noble Blood, Public Speaking 3, Read/Write, Reversal, Riposte 2, Savvy, Step Aside 2, Stout-hearted 2, Suave, Tenacious, War Leader, Wealthy 3 Trappings: Full Plate Armour (Best Quality); Royal Garb (Best Quality); the Griffon Razortalon; the Nordland Runefang, Crow Feeder; the Shield of Angmar, Hafskjold (Defensive Quality is enhanced so that the bearer benefits from +3 SL to Melee Tests they make when opposing incoming attacks); Grand Barony of Nordland, Barony of the Silver Hills, Principality of Salzenmund, Wardenship of the Four Ports

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Dowager Baroness Ingrid Gausser

Theodoric Gausser’s mother is 71 years old and physically frail. A small regiment of ladies-in-waiting and servants escort her between her chambers in the Prince’s Tower in Castle Salzenmund. She has not left the castle in eight years and wiles away her time with needlecraft or attending to correspondence. Many courtiers make the mistake of underestimating the baroness. Her body may be weak, but her mind is one of the sharpest in the city. The Gaussers have always believed they are the rightful rulers of Nordland. Ingrid fumed that Theoderic would be denied his birthright. INGRID GAUSSER — NOBLE MAGNATE (GOLD 6) M WS BS S 4

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Ag Dex Int WP Fel W

26 29 21 22 42 22 46 69 65 47 12

Traits: Animosity (Middenheimers, Nikse family)

Skills: Bribery 58, Charm 56, Gossip 77, Intimidate 73 (uses WP), Intuition 59, Language (Elthárin 72, Norse 73), Leadership 62, Lore (Empire 82, Heraldry 75, Nordland 79, Politics 87), Melee (Fencing) 28, Perception 75, Play (Lute) 52, Ride (Horse) 34 Talents: Briber, Coolheaded, Dealmaker, Etiquette (Nobles), Luck, Noble Blood, Read/Write, Schemer, Suave

Trappings: Courtly Garb (Best Quality), Embroidery, Extensive Correspondence

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After many years of careful plotting, she steered her son to make alliances to ensure the powers-that-be would support him taking the throne. The final leverage came as she resigned herself to dying without success. An agent of Karl-Heinz Wasmeier gave her a wealth of compromising information on other electors and, most critically, the suggestion that Anike-Elise Nikse had been a cultist of the Dark Prince. Now the baroness seeks agents to secure Gausser hegemony in Nordland — she is wise enough to know that Middenheim will not be complacent and she must work to protect her achievements at all costs.

PURPLE FINGERPRINTS Baroness Ingrid Gausser plotted for years to elevate her son Theodoric to his current position. The final pieces fell into lace when an agent of the Purple Hand gave her compromising information on other electors, and enough circumstantial evidence to suggest that Graf Boris Todbringer had married a Chaos cultist. Now certain manipulated parties want to know what else the baroness learned and how she came by the information. Count Alberich Haupt-Andersson of Stirland was amongst those ‘persuaded’ to support Nordland’s claim to Electoral status. Now he’s in Altdorf looking for a trustworthy band to find out how Gausser knew that about his private life — and what else certain parties might know.

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Noble Households

The noble houses of Nordland lack the political finesse of their southern neighbours and tend to rally around the most powerful amongst their number. The most important clans in the province are the Gaussers, the Nikses, the Köhlers of Dietershafen, and the von Hargenfels. The latter two families are coastal baronies with historic maritime links. The Köhlers have centuries of association with the Imperial Navy and the halls in their dockside palace are lined with portraits of numerous admirals and sea lords. They are allies of the Gaussers, for now. The von Hargenfels are a strange family, once powerful in Salzenmund. Baron Klement rarely visits the city and sends his steward to conduct business there. Rumours persist that the family are ensorcelled by the Eonir or lackeys of the Smuggler Queen. The Margravinate of Forstmark is Nikse territory, the Ulrican heartland of Nordland. The family’s ancestors negotiated the Treaty of the Leaf in 738 IC, the first pact with the Eonir to allow Human settlement of the ‘Nord Lands’. The Nikses have long allied and intermarried with the Todbringers of Middenheim. It is an unequal accord, reflected by the tributary relationship of Nordland to the City of the White Wolf. When the Nikses first ruled Salzenmund, they were renowned warriors who lead the province in battle, but Baron Werner has a reputation as a subservient retainer to Graf Boris who spent more time in Middenheim than Salzenmund. All the major noble families have residences in Salzenmund, although the Nikses have recently moved out of the castle into their draughty property in Moltkeplatz. The minor nobles in the city fear for their continued position since the coup, and remain steadfastly obedient to Count Gausser. The Nachtmann family have a large property in Moltkeplatz and a favoured position in Gausser’s inner circle. Lord Gustav is high steward of Nordland and his older brother Baron Ulf Nachtmann commands a battalion of the State Army.

LOCAL DEVICES

Top: The arms of Theoderic Gausser; Middle: The Arms of Werner Nikse; Bottom: The arms of Baron Ottmar von Neurath of Norden.

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Lady Helga von Plutz is never seen outside her cobwebbed residence, but she writes countless letters to friends and acquaintances voicing her support for the count and his mother, whom she considers a friend, despite not seeing her for many years. The Bedauer-Schmidt family come from a long line of explorers and merchants who became wealthy with plunder from their excursions across the seas — their mansion is the ‘Lustrian House’, a notable landmark on Zinnentor. Lord Cornelius Bedauer-Schmidt continues to make astute investments in overseas adventures. The von Macht family have an impressive past – the first preceptor of the Knights of the North Star was a von Macht. The last baron of Westerland was Paulus van der Maacht, whose daughter married into the Gaussers — hence Theoderic’s claim to the Wasteland. Today the family is impoverished and wholly dependent on their usefulness to the Elector Count. Elderly Heinz von Macht keeps one set of good clothes and a sword for occasions when he is summoned to the palace.

LEGEND OF THE HAUGFYLK

On dark evenings, when the wind howls through the Salzenmund hills, the citizens move closer to the fire and tell tales of the Haugfylk. They whisper that whenever the city is imperilled by invasion or subversion, the greatest Nordlanders in history come to the aid of the people. When the Goblin Warlord Grom invaded, the shade of Adda the Stalwart appeared to Baroness Astrid Nikse in her bedchamber and bid her to be patient, that the Greenskin horde would grow restless and abandon the city. When High King Helvar Ironaxe besieged the city with his warhird, Count Angmar Moltke guided the hand of the defenders and emboldened the Knights of the North Star in a charge that broke Ironaxe’s huscarls. At the Battle of Elstwater Keep, they say that the voice of Countess Eleanore whispered to Count Wolfgar and urged him to stand firm against the Middenlanders — just as she had defied the count of Westerland. Tales of the Haugfylk give great comfort to Salzenmunders. It is tremendously reassuring to think that their count brings not just his own knowledge and judgement to rule the province, but also the wisdom of the best that came before.

SALZENMUND’S COAT OF ARMS

The city’s coat of arms displays the eagle and ship design seen on the provincial heraldry of Nordland. These are ancient icons of the province that have been displayed on its banners since the Age of Wars. Scholars of heraldry dispute the origin and meaning of these symbols, though conjecture has it that the white ship may be a truly ancient design dating back to Elven heraldic devices used before the War of the Beard. The eagle represents the Silver Hills, and has strong associations with ambition and strength. Since Theodric Gausser was elevated to the status of Grand Baron and Elector he has decreed that the field upon which the white ship of Nordland is displayed be changed from red to blue. This is likely a sign of his wish to be associated with Nordland’s military, who traditionally prefer uniforms of blue and yellow. The white wolf is a clear sign of the importance of the cult of Ulric to the city, and the black boar is important to local folklore. The silver crown dates back to the reign of Moltkes, representing the wealth of silver near the city. The axe is supposed by some to betray that family’s interwoven ancenstry with Norscan settlers. The motto ‘Bold Steadfast Defiant’ is one of Grand Baron Theoderic Gausser’s recent additions, replacing the Nikse motto of ‘Fierce to our Foe, Loyal to our Liege’.

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Baron Werner Nikse

Baron Werner never enjoyed a good reputation in Salzenmund. He knew that his role as baron of Nordland was dependent on patronage from Middenheim, so even by his own admission he neglected the city and the concerns of the coastal baronies. Despite the accusations of his detractors, he was sincere in his devotion to his home province and believed that only through alliance with Middenheim could it withstand the many threats it faces. The Werner Nikse of today is chastened by his experiences and, in private moments, admits that he may have been mistaken in neglecting Nordland and the city. He was shocked and disbelieving at the insinuation his daughter Anike-Elise consorted with the ruinous powers. If he regrets appointing Theodoric Gausser as Nordmarshal, he does not say this in public — he is seeking to salvage a working relationship with the Elector Count. If that reveals an opportunity for a counter-coup … so be it. Despite his travails, Baron Nikse is a convivial personality and disarmingly down-to-earth.

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He is interested in everyone he meets. He is well into his fifth decade and eager to clear the family name while keeping quiet about his continuing connection to the powerful Todbringer family. WERNER NIKSE — NOBLE MAGNATE (GOLD 6) M WS BS S 4

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Ag Dex Int WP Fel W

50 33 38 43 38 35 35 48 37 48 14

Traits: Armour (Plate and Mail) 3, Weapon (Axe) +10

Skills: Bribery 55, Charm 69, Consume Alcohol 58, Gamble 54, Gossip 56, Intimidate 48, Intuition 48, Language (Norse 58), Leadership 50, Lore (Heraldry 53, Middenheim 65, Nordland 75, Politics 58), Melee (Basic 61, Fencing 55, Parry 59), Perception 47, Play (Crumhorn) 40, Ride (Horse) 42 Talents: Briber, Carouser, Coolheaded, Dealmaker, Doomed (One comes, then two, then a thousand…), Etiquette (Nobles), Noble Blood, Public Speaker, Read/ Write, Suave Trappings: Margravinate of Forstmark, Barony of Skogholm, Axe of Redhelm (Ceaseless Cleaving: if a hit from the weapon deals Damage, it inflicts an additional 2 Wounds), Courtly Garb (Best Quality), Full Plate (Best Quality)

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The Office

of

Burgomeister

The burgomeister leads the city government, with oversight of the city’s trade, laws, defence, and finances. They sit at the head of the City Council, attend the Council of Trades at the Guildhall, and represent the city’s interests to the prince of Salzenmund and the nobility of Nordland. It is theoretically a position of considerable responsibility and power — the reality depends on the individual. The burgomeister cannot override the recommendations of the Council, but he can ensure that a decree or decision is effectively diluted into oblivion or prioritised as critical business. The position comes with a townhouse by the Radhaus, a nice gold chain, and some strange traditions. For example, the Salzenmund burgomeister must eat a spoonful of salt before every meeting of the Council. He welcomes the gods, by name, to the Radhaus each morning when the doors are opened. Every Mitterfruhl and Mittherbst, a captive Goblin is delivered to the Steinhafen Pits and the burgomeister must enter the ring and kill it with the ceremonial mace that comes with his office. A strong burgomeister can direct the citizens and the prince of Salzenmund alike. The previous incumbent, Walter Lebensohn, was such a man — a legendary wit, ‘Laughing Walter’ was a rotund, well-loved figure. He was famous for his jokes, incredible negotiating skills, and profligate embezzlement. Salzenmund secured three great cannons from Nuln for a relative pittance thanks to Lebensohn. Sadly, he met his end when one of the aforementioned cannons slipped its carriage and rolled over him. A more pliable burgomeister will find themself dominated by some combination of the Silversmiths’ Guild, the City Guard, or the prince of Salzenmund. The current burgomeister, Maximilian von Kirscheschlage, has yet to take the measure of Count Gausser. He himself is undoubtedly under the sway of the Silversmiths and the other guilds.

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City Council

In 2190 IC, under increasing pressure from merchants tired of paying tribute to an unstable feudal nobility, the beleaguered Count Gunter Ostrein signed a charter confirming Salzenmund’s status as a free town. The first Town Council was instituted, led by the Burgomeister Dankmar Hasel. Each ward sent a representative, along with the guilds, landowners, religious and military authorities. The Council exists to raise taxes and make and enforce bylaws. In particular they protect the rights of Salzenmund in trade, but also discuss matters of warfare and how the city responds in periods of strife. They issue edicts and pass laws which they can enforce through fines, imprisonment, or a day in the Schmutzmarkt pillory. The majority of the Council are the wardens. Each represents a city ward and carries the ward’s banner. In many cases the warden literally acts as standardbearer when citizens are mustered for battle, which may explain why so many are combative during meetings. Other members of the Council are the city treasurer, the captain of the City Guard, five guildmasters selected by the Guildhall, representatives of six noble houses, Lawspeaker Ola Verensdatter, and the burgomeister. Council meetings are rowdy affairs held around a great fire pit in the Radhaus, a tradition said to date back to the tribal councils of the Jutones, although people outside Salzenmund insist it’s a Norse practice. All councillors can speak freely regardless of their station in life, but alliances and cliques have their preferred spokespersons. Raised voices are inevitable and the occasional fight breaks out when discussion gets heated. A recurring controversy is ‘what to do about Marienburg’ — there is consensus that Salzenmund is suffering as the Wastelanders steal trade from the Empire, but passions run high about how aggressive or overt a response is appropriate.

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Burgomeister Maximilian von Kirscheschlage Von Kirscheschlage was an ambitious councillor. As warden for Addasheim he believed he could bring clear, rational thinking to the Council, and eventually ascend to the role of burgomeister through competence and fairness. His first council meeting under Burgomeister Lebensohn swiftly disabused him of that notion, when Laughing Walter knocked the Totenschutz warden off his bench with a well-aimed tankard. Kirscheschlage adapted and eventually became burgomeister through extensive guild and warden backing. Three years later he’s realised the role is a thankless task. Every day he is besieged by special interests trying to get his attention and support. As more responsibilities pile on his head he’s become anxious and cynical. When a helpful scribe from the Silversmiths’ Guild offers to help with his administrative tasks, he’s more than grateful. One of them even does a passable imitation of his signature, which gives von Kirscheschlage a welcome opportunity for a moment of peace with his pipe.

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Maximilian has a stony expression and rarely cracks a smile. What he wants is to figure out how much work Count Gausser is going to create for him and how to destabilise Marienburg trade with minimum effort on his part. MAXIMILIAN VON KIRSCHESCHLAGE, BURGOMEISTER (GOLD 1) M WS BS S 4

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Ag Dex Int WP Fel W

31 34 30 33 42 46 43 49 33 50 12

Traits: Weapon (Mace) +7

Skills: Animal Care 52, Bribery 65, Charm 60, Climb 45, Consume Alcohol 43, Cool 48, Dodge 51, Drive 61, Evaluate 59, Gamble 54, Gossip 65, Haggle 63, Intimidate 35, Intuition 46, Language (Norse 54), Lore (Law 56, Nordland 64, Politics 54), Melee (Basic) 46, Perception 57, Research 52, Swim 40

Talents: Briber, Coolheaded, Dealmaker, Doomed (The choking grasp, the spirits have spoken), Etiquette (Guildsmen, Nobles), Nimble Fingered, Public Speaker, Read/Write, Schemer, Suave Trappings: Ceremonial Mace, Robes of Office, Townhouse

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The Powers That Be

The Principality of Salzenmund

The first chieftains extended their power from the Jutone’s Nest as far as a man could run in a day. When Wilhelm of Middenland took this territory and the surrounding hinterland, he labelled himself ‘prince’ to contend with his older brother who was heir to Middenheim and Middenland. The Salzenmund arms depict the ship of Nordland and the golden eagle of the Silver Hills on a shield supported by the Wolf of Ulric and the legendary black hog of Salzenmund.

The Silver Hills

Within the Principality of Salzenmund, the Barony of the Silver Hills encompasses the highlands in which the city is located. Petty nobles in this region are under the thumb of Count Gausser. The Silver Hills heraldry represents the golden eagle which is also seen on the Salzenmund and Nordland arms. Such creatures nest in the heights of the hills, on cliff edges and in the fringes of the forests.

The Gausser family

One of Nordland’s oldest noble families, the Gaussers have long felt that Salzenmund and the province were theirs by right. The Gausser arms reflect the many titles and claims they have acquired over the years, and since the Turmoil they have amended their crest to reflect their position as elector counts. The heraldic shield is that of Nordland, a ship on a red field surmounted by a simple silver crown. The supporters are an axe-wielding merman (to reflect the Gaussers’ claim to the Wasteland) and a golden eagle (representing the Silver Hills). Under the shield is a motto suspended between twin anchors, ‘From the Sea to the Forest’.

Margravinate of Forstmark

The ancestral territories of the Nikse clan lie to the south of the Silver Hills on the borders of the Laurelorn. Their arms show a Nordland ship on a shield over a red cross on a blue field — an emblem clearly reminiscent of the family’s close allies the Todbringers of Middenheim.

The Nordland Silversmiths’ Guild

All the major craft guilds in Salzenmund have their own heraldry. The preeminent guild is that of the silversmiths, who have more power than even their wealth and reputation would otherwise bring. Their arms depict a crowned silver man representing their patron god Gnistre against a blue field, and a pair of black scales on a yellow field.

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LAW AND ORDER Salzenmund law is informed by the Norslaug, a code brought to the city by Norse rulers in the past. This legal system emphasises individual honour and the regulation of violence rather than its elimination. Trial by combat is common in Nordland and all nobles and many merchants have a judicial champion to fight on their behalf. Others take pride in fighting for themselves. There are also complex rules regarding insults — which ones are grounds for retaliation and which are acceptable raillery. Salzenmund has an old tradition of the lawspeaker, who can recite the laws of the city by rote. Originally this served to help the illiterate understand what was forbidden by law and what was permitted, but it later evolved into a profession akin to a judge. The tradition continues and Lawspeaker Ola Verensdatter represents the city’s laws to the Council. She is still expected to memorise and recite the laws without reference to notes. There is no dedicated city watch in Salzenmund, which visitors find disconcerting. Instead, law is upheld within the walls by the City Guard, who patrol in pairs looking like what they are — professional soldiers. They have little interest in investigation, preferring to halt crimes in progress rather than deal with them afterwards. Inevitably private citizens turn to others to uncover crimes already committed and bring them to the attention of the authorities, so there is a thriving business for private investigators. When someone is accused of a crime, they’re taken to the courthouse, imprisoned, and eventually tried. The lawspeaker recounts the relevant laws and the accused tells their story, the accuser theirs, and the lawspeaker delivers a verdict on the advice of a jury of eight townsfolk. The accused can also choose trial by combat to ‘determine’ their guilt or innocence. Punishments range from fines to exile, imprisonment, service on a wargalley, or execution by a means chosen by the lawspeaker. A favourite for murderers is to tie them to the body of their victim and throw them into the lake.

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The Nordland Silversmiths’ Guild

The Nordland Silversmiths’ Guild has been an important part of Salzenmund life since before records began. Today it has considerable political, economic, and spiritual power within the city, well beyond its ostensible role as a craft guild. The Guild originated with the Jutone shamans that offered fealty and sacrifice to Gnistre in exchange for wealth. Over centuries, this veneration became the core of a fellowship for those who worked or traded silver. They preserved the rituals and strange ceremonies directed towards their patron god. As Salzenmund’s guilds took a more prominent role in the life and government of the city, the Silversmiths’ Guild took precedence. It grew in influence and extended into interests beyond mining and silversmithing. The ruling families of Nordland recognised the wealth and prestige the Guild commanded, and in 1954 IC Count Reinard von Hargenfels married his only daughter to Lord Arnulf Ostrein, grandmaster of the Guild. Their progeny began the Ostrein line of Salzenmund rulers. In 2190 IC, it was the Silversmiths’ Guild that pressed for a town charter and freed the merchants from feudal dominance. The Guild effectively controls the Council of Trades, and other guilds look to it for direction. All members have an interest in the silver trade, from mining to craft to exports. The wealthiest also trade other goods or invest in anything from shipping to adventurers’ expeditions. The Guild maintains a private regiment, the Guild Sentinels, and provides endowments to several other Salzenmund institutions, including the University. Every prince of Salzenmund for over 2,000 years has been inducted into the Guild to represent a symbolic allegiance to the source of the city’s wealth. Even now, Gausser participates in some of the secretive and possibly compromising rituals dedicated to Gnistre. The current guildmaster is Herr Antal von Rammel, who is quiet and unfailingly polite to everyone he meets.

Trade

The Salzenmund Strand is a minor trade route that carries goods from Kislev, Norsca, and the Empire via the city. They travel through Ferlangen, Neues Emskrank, and Norden on their journey. Seaborne trade moves up the Salz to the wharves of Steinhafen and Osthafen,

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where it is loaded onto carts and wagons travelling south. Any trade goods from the Silver Hills tend to ship via Salzenmund. Wagons enter through the three main gates to the warehouses in Osthafen and Steinhafen. There is also a lively trade in contraband via the Olhauser Wharf. Salzenmund merchants trade primarily in commodities, notably timber, silver, ice, and salt. There is a lesser trade in lead, a by-product from silver mining. Ice is taken from the Sea of Claws and floated up the Salz during the coldest months. It’s then packed in straw and sent as far afield as Altdorf. Timber sold in the city is mainly earmarked for shipbuilding — there is no shortage of lumber elsewhere in the Empire, but Nordland trees grow tall and straight, perfect for masts and keels. The salt trade is notorious for cut-throat competition, leading to feuds that cross the ties of friendship and family. The Lunhotten brothers stand as an example of how bitter these rivalries can become. Each trades with a different saltworks on the coast and ships their produce to the city by barge. Otto Lunhotten berates his brother’s salt as ‘merely dust and sand‘ whereas Gunther Lunhotten says Otto sells ‘boiled seal piss’. Whatever the truth, both make a good living selling to southern markets. Exports of manufactured goods are less significant, but Nordland woodcraft and silverware are in demand throughout the Empire and beyond. Trade in Salzenmund is overseen by the Council of Trades and the Merchants’ Guild, composed of the wealthiest members of other guilds and a handful of powerful traders. The guild is currently raising gold to support Gausser’s potential assault on the Wasteland.

City

as

Seaport

If you ask a Wissenlander or Averlander where to find Salzenmund, they will either give you a blank look or tell you it’s on the coast. After all — Nordlanders are all fishermen aren’t they? Or Norscans. Or both. Despite Salzenmund’s location miles inland, the city is inextricably linked with the sea — both in the popular imagination and in reality. Its setting lends Salzenmund a maritime air. Streets cascade down to the water’s edge, just as they do in Hargendorf or Neues Emskrank on the coast.

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Buildings are constructed with mast-like flagpoles and wooden arches resembling a boat’s bow. Each morning, the citizens are woken by the sound of gulls crying as they swoop above the city. Even the Ormsdeep is reminiscent of the Sea of Claws, rising and falling with the tide, its waters slightly briny. Centuries of Norscan raids have driven Nordland’s nobility and merchants inland, to seek the relative security of a city more defensible than Dietershafen, Hargendorf, or Norden. While much of Nordland’s limited power comes from the sea, those who hold that power prefer to shelter where they can hold onto it, rather than seeing it hacked to pieces by barbarians from the frozen north. The economy relies on trades related to the sea — there are sailmakers, chandlers, naval victuallers, and other maritime professions based in the city, while timber floats down the Salz to the shipwrights on the coast. The inns of Steinhafen are frequented by marines and sailors on leave, while the Imperial Sea Lords visit the city to talk naval business with the elector. Many oceangoing expeditions are conceived and financed here, and plunder is one of the main sources of the city’s wealth. The Salz is too shallow for a Greatship, but seagoing galleys are a relatively common sight on the Ormsdeep and it’s even possible to see the occasional Wolfship on the lake.

The Imperial Sea Lords & Nordland Naval Chamber The Imperial Navy defends the coasts, protects trade routes, and transports the Empire’s armies overseas — as well as fighting seaborne adversaries and indulging in plunder. Since Marienburg’s secession, the Empire has been reliant on Wastelander captains and the First Fleet for sea power. The latter is ageing, primarily river-borne and insufficient to deal with increasing Norscan and Dark Elf raids. Emperor Karl-Franz has decided to support Elector Count Gausser in strengthening a Second Fleet. The Imperial First Fleet is based in Altdorf and officially commanded by Sea Lord Adalmann von Hopfberg, currently confined to the Great Hospice. During lucid moments, he dismisses the Second Fleet as a folly, and Sea Lords in Altdorf tend to agree — Nordlanders are savages more suited to splashing around on the coast than serving the Emperor’s navy. The Emperor himself disagrees and has commanded High Chancellor Hochsvoll to provide funds for the Second Fleet.

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The nascent fleet is based in Dietershafen and overseen by Sea Lord Ludolf Köhler the Second, son of the current baron. He and Gausser have commissioned new officers and several admirals, primarily drawing on the extended Köhler family, a long line of noble sailors. The equally nautical von Hargenfels family have been deliberately overlooked. Lord Tyrkel von Hargenfels has recently transferred to the First Fleet on the assumption that his career prospects under Köhler were limited. Despite the nepotism, naval officers commissioned must prove themselves exemplary sailors. Upon commission, each is gifted a golden whistle to denote service to the Imperial Navy and Nordland. The Second Fleet is a source of great pride in Salzenmund. The flurry of shipbuilding has invigorated the local economy and Sea Lord Köhler is something of a celebrity in the city, welcomed with enthusiasm when he visits. His father and Gausser have convened the Nordland Naval Chamber, consisting of the elector count, Wave Lord Sider, Baron Ludolf, Sea Lord Köhler, and Astromancer Xavier Köhler. The latter is the sea lord’s brother, and while Magisters must relinquish their titles to become wizards, he remains influential. Sea Lord Köhler officially answers to the elector count, but in practice it is his father who makes decisions with Gausser. The Chamber has several ambitions: 0 Rapidly build the Second Fleet, primarily with versatile, modern Wolfships. 0 Construct a new deep harbour at Norden for Greatships. The Empire needs a better oceangoing fleet to exploit the riches of Lustria and other farflung destinations. 0 Keep the Norden harbour secret from other naval powers. 0 Maintain and extend the chain of sea forts and beacons on the Nordland coast, including the island fort at Nordenwatch. 0 Launch an invasion of Marienburg (more Gausser’s ambition, with possible backing from the Emperor) or Norsca (the preferred objective of Baron Köhler) or Albion (Wave Lord Sider and Xavier Köhler).

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LOYALTY IS FOR DUPES Ship’s Captain Daan van der Kroek is looking to do a deal. After Admiral Kronenheim of the Second Fleet seized his Marienburg vessel off Wrecker’s Point, the captain was whisked to Salzenmund to be imprisoned for piracy. Cheerful Captain Kroek had a better idea and in the last month he has given Sea Lord Köhler an extensive breakdown of ships in Marienburg’s employ, the locations of Wasteland sea defences, and the likely movements of trade vessels in and out of the great city. This sounds too good to be true — and Sea Lord Köhler would like to find out if it is.

THE MILITARY Like any province or city state in the Empire, Nordland has a standing army of professional soldiers paid from taxes and subservient to the elector count. The Army of Salzenmund forms the core of the Nordland State Army, and at any given time its regiments could be on campaign in the province itself or fighting alongside other states in alliance against a common adversary. In times of war, the Nordmarshal drafts trained citizens and every ward is expected to supply troops for the army. Alongside the state troops and citizen soldiers, there are knightly orders, mercenaries, ship’s companies and temporary militias raised to defend Salzenmund and sally forth against its enemies. The Army of Salzenmund is composed of numerous battalions, including the City Guard. These companies serve to protect the city, maintain peace within the walls, and uphold the law. Their yellow, blue, and black uniforms are a common sight on the streets of Salzenmund. Count Gausser’s hold on power is recent and he must be sure the military are still on his side, so he keeps the commanders close. There are two generals often found in Salzenmund. The Army of Nordland is commanded by the Nordmarshal, formerly Gausser’s role; the count recently appointed General Gunter Fredhoff, a bluff veteran campaigner who never liked serving under Middenheim. The commander of the Household Guard oversees Gausser’s personal troops. This role is currently taken by Lord Harman Barthelm, an old friend of the elector count. This was a controversial choice as his son Malthe shot the ‘Princess’ Katarina Todbringer during the recent Turmoil. Barthelm has disowned his son to keep the peace with Middenheim, but it’s not clear how sincerely he regrets his offspring’s actions.

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Guard Captain Sigrun Neiding

Twenty-eight years ago, Druchii reavers landed on the Nordland shore and took the villagers of Broghur as slaves, spiriting them back to their Black Ark before the Nordland military even knew they were there. The Sea Devils regiment were despatched from Dietershafen, but they discovered only empty houses, dead bodies, and a young girl hiding in a cellar with a missing left eye and a dead Dark Elf at her feet. Sergeant Jan Neiding took the girl and raised her alongside his own family. Sigrun Neiding joined the State Army before secondment to the City Guard. Her command respect her as someone who always leads from the front. She oversees the regiments within the city and on patrol in the hinterland. She is a hands-on disciplinarian, happy to assert her authority with physical correction if her word is not sufficient. Alongside her military responsibilities, she is trying to set up a small spy network to serve the city, but without much success so far — subtlety is not a natural Nordlander trait. Neiding is tall and has Nordlander looks, with her one pale eye and ash-blonde hair worn in a plait. She always wears her armour in company and her sergeants believe she has no life outside work. In truth, she is solitary and spends her spare time trying to learn more of the Druchii and the threat they pose. CAPTAIN SIGRID NEIDING HUMAN GUARD OFFICER (SILVER 4) M WS BS S 4

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Ag Dex Int WP Fel W

50 33 48 52 39 51 29 40 31 30 17

Traits: Armour (Plate Armour) 2, Ranged (Bow) +10, Weapon (Halberd) +8, Weapon (Sword) +8, Weapon (Two-handed Axe) +8

Skills: Athletics 66, Charm 33, Consume Alcohol 62, Cool 46, Dodge 61, Endurance 58, Entertain (Storytelling) 35, Evaluate 43, Gamble 45, Gossip 38, Haggle 33, Heal 46, Intimidate 63, Intuition 49, Language (Battle Tongue 43, Norse 45), Leadership 38, Lore (Soldiers 55, Nordland 43, Warfare 43), Melee (Basic 60, Polearm 65, Two Handed 65), Perception 54, Ranged (Bow) 43, Swim 57 Talents: Hatred (Dark Elves), Pure Soul, Shieldsman, Sixth Sense, Stout-hearted, Strike Mighty Blow, Strike to Stun, Tenacious, Unshakeable

Trappings: Bow and Quiver of 10 Arrows, Great Axe, Halberd, Livery of the Salzenmund City Guard, Suit of Plate Armour with Helm, Sword

FAMOUS REGIMENTS IN SALZENMUND

The Nordland Seahawks are a celebrated regiment with superior training and armaments, which Gausser likes to second to other provinces as an example of Nordland fighting prowess. Captain Harald Driest is a womaniser who took a commission to avoid discovery by any of the nobles he’s cuckolded in Salzenmund and Dietershafen. The City Guard always includes one regiment of Seahawks on rotation. The Boar’s Teeth Company take pride in their skill with shield and spear. They are usually charged with patrolling the walls, as Captain Neidling believes that they are too happy taking bribes to patrol the city and enforce the law. The Steinhafen Guard are recruited from veteran sailors who have chosen to take the count’s schilling to fight on dry land. They are versatile fighters, happy to take to the field with swords, boarding axes, or halberds. The East Watchers are a unit of archers typically deployed in the Sentries. Many Nordland missile troops are recruited from woodsmen, but the East Watchers are professionals who take pride in wearing immaculate Nordland uniforms.

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Nordland’s Knightly Orders

There’s a joke amongst the Empire’s military orders that a Nordlander can ride a horse as well as a cat can swim. The province has always taken pride in the quality of its infantry, and the soldiery are most comfortable fighting in the forest, hills, or on the deck of a ship rather than prancing around on horseback. Nevertheless, only a foolish general forgoes the opportunity to field a regiment of knights, and there are several orders with chapterhouses in Nordland. Given that the major religions in Nordland are those of Ulric, Sigmar, and Manann, it is no surprise that all three have templars active in the region. There are several battle companies of White Wolves in Nordland, including one deployed in Salzenmund as temple guards, another in the Silver Hills nearby, and more in Castle Midfast on the Middenheim-Erengrad road. They are popular in rural areas, although Nordland separatists believe they are agents of Middenheim. There are Knights Griffon quartered in the prominent temples of Sigmar in Dietershafen, Norden, and Hargendorf, while Fiery Heart templars guard the Temple of Sigmar the Protector in Salzenmund. Wherever the Cult of Morr fear the return of the undead, there are small companies of Black Guard quartered in temples to the God of Death.

KNIGHTS OF THE NORTH STAR The Order of the North Star is little known outside Nordland, yet its knights are champions of the elector count. It is a secular order, originally founded by Countess Eleonore Gausser. The first Grandmaster, Lord Olster von Macht, was a favoured mercenary captain charged with raising a banner of horsemen to protect Nordland, Salzenmund, and their lord. Since inception, the Knights of the North Star played an important role in defending the city and the Silver Hills. The grandmaster traditionally advises the prince of Salzenmund in military matters, and for a time Grandmaster Herbert von Laue ruled the city on behalf of the infant Baron Roderic Nikse. The Knights’ heraldry depicts a stylised white north star on a deep blue field. In battle, they wear armour lacquered in deep blue and black. The Knights accept novices from the Gold and Silver classes within the city, providing they can prove their fighting ability and that they are Nordland-born. Before becoming a novice they must swear an oath to defend Salzenmund, Nordland, and the elector with their life. On becoming full knights they serve on the battlefield and patrol the Silver Hills, monitoring and countering any threat they find.

Manann’s knights have a greater presence in Nordland and Ostland than anywhere else in the Empire. The Sons of Manann patrol the coast but they have a chapterhouse to guard the temple of Manann in Salzenmund. The Knights Mariner have greater links with Marienburg which makes them less popular, although they have a minor preceptory in Dietershafen. Secular orders are uncommon in Nordland. The Knights Panther have no permanent presence in Salzenmund and only a small chapterhouse in Beeckerhoven. More prominent are the Knights of the North Star, an order native to Salzenmund sworn to fight on behalf of the elector count.

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The Order has a secondary clandestine duty known only to the Inner Circle. Grandmaster Herbert von Laue was a sworn servant of Magnus the Pious, acting on his behalf to stabilise Nordland after the Empire’s unification. He brokered peace with the Eonir on behalf of the Emperor and smoothed relations with Middenheim. A secret pact was made between the Grandmaster and the Emperor — the Knights would surreptitiously champion the Emperor’s interests in Nordland, but this must not conflict with their role as guardians of the province. This split loyalty has yet to be tested.

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Grandmaster Artur

von Pretzer Commander of the Knights of the North Star Artur joined the Order as a squire and rose through the hierarchy with a sincere dedication to his duties to Salzenmund. He is not the most accomplished combatant in the Order, but he is the most diplomatic and polished in dealing with the city’s rulers. His fellow Inner Circle knights respect his leadership and appreciate his willingness to take up the political burden of the Order, leaving them to concentrate on less complicated matters. Von Pretzer looks preoccupied and serious — not a man to enjoy a joke. He can be good company, but the burden of responsibility weighs heavy on his head. Von Pretzer is typically in the castle in his official capacity or visiting the various Salzenmund authorities, including Guard Captain Sigrid Neiding. Gossip suggests the two are lovers, but von Pretzer prefers men. The Grandmaster is well-connected within Salzenmund, Dietershafen, and Beeckerhofen. He maintains a coded correspondence with Duchess Ullana Velten, high chamberlain of the seal on the Emperor’s Council of State. He sends intelligence from Salzenmund in exchange for the stipend Magnus earmarked for the Order. Von Pretzer was a supporter of Gausser’s ascent to count of Nordland, as he believed it served both the province

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and the Emperor better than the status quo in which the principality was a vassal of Middenheim. Now his informants in the castle suggest Gausser is looking to Ostland and Hochland for territory, which is a matter of great concern. Von Pretzer has no doubt the Emperor would want him to stay Gausser’s hand, but he has yet to decide how to act. MAXIMILIAN VON KIRSCHESCHLAGE, BURGOMEISTER (GOLD 1) M WS BS S 4

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I

Ag Dex Int WP Fel W

53 32 55 39 47 42 29 38 54 35 16

Traits: Armour (Plate) 3, Weapon (Lance) +11, Weapon (Sword) +9

Skills: Animal Care 44, Athletics 57, Charm 50, Charm Animal 67, Consume Alcohol 43, Cool 55, Dodge 57, Endurance 48, Entertain (Storytelling) 37, Evaluate 42, Gossip 40, Heal 43, Intimidate 62, Language (Battle Tongue 52, Norse 43), Leadership 36, Lore (Chaos 44, Heraldry 53, Nordland 58, Warfare 47), Melee (Cavalry 58, Parry 68), Ranged (Bow) 35, Ride (Horse) 52,Secret Signs (Knightly Order) 43, Trade (Farrier) 38 Talents: Combat Reflexes, Coolheaded, Disarm, Doomed (The Red Child claims thee as the torrent rages), Etiquette (Nobles, Military), Fearless (Elves), Read/ Write, Savvy, Schemer, Shieldsman, Strike Mighty Blow, Very Strong, Warrior Born, War Leader Trappings: Courtly Garb (Best Quality), Lance, Plate Armour (Best Quality), Pristine Sword

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MAGIC IN SALZENMUND Outside Nordland, few people have heard of the ‘Magister Counts’, who ruled the province from 2020–2103 IC. This was the Time of Three Emperors, a lawless era when witch hunters and Sigmarites struggled to assert their authority across a fractured land. Talius the Exalted used trickery and illusions to take control of Salzenmund and Nordland in 2020 IC. For 83 years, rulership was passed from one mage to another. While the Magister Counts were viewed with suspicion, warlocks throughout the Empire began to whisper that Talius and his successors had amassed a large collection of magical tomes and artefacts. When the Colleges of Magic were founded by Magnus the Pious, several newly-licensed Magisters travelled north to establish a presence in the city, hoping to find some remnant of the Magister Counts’ collection. Ceruleos of the Celestial College laid claim to the Glass Tower of Talius and it became the Grand Orrery. Gold wizards travelled to the Silver Hills, intrigued by the unusual patterns of Chamon that move through the peaks and valleys. None have ever found Talius’s library, but rumours persist that it is still somewhere hidden in the city. Today, Salzenmund has a small population of wizards. Several Astromancers are resident in the city, most notably Magister Steglitz at the Grand Orrery and Xavier Köhler of the Imperial Navy. The hilltops and clear northern skies are conducive to working the temperamental wind of Azyr. Magistra Sabine Flamius is a senior scholar at the University of Salzenmund, where she furthers research into the alchemical properties of silver. During the spring and summer, Ghyran flows in from the verdant valleys surrounding the city to pool on the surface of the Ormsdeep, and Jade Wizards are sometimes seen in the city at this time of year. The Eonir have mages, but few are ever seen in the city. The exception is Spellsinger Ceifilithair, a Laurelorn Wood Elf fascinated by Humans and their clumsy use of magic. He has a long association with the rulers of Salzenmund and even shared some basic spells with Human wizards — most notably those which create storms of arrows and magic missiles.

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Magistra Sabine Flamius

Sabine Flamius is a genius. As a child, she mastered literacy and arithmetic before she was five years old, far outstripping her tutors. At the University of Nuln, she ranged far and wide in her interests, from engineering to ancient history to cosmography. The professors were relieved when she discovered her magical abilities and left for the Gold College in Altdorf. Flamius’s current research interests are the alchemical and supernatural powers of silver, which is why she deigned to join the University of Salzenmund. In exchange for sporadic lectures and some battlefield support for the Army of Salzenmund, she is largely left to her work. Flamius has also developed an interest in the entities known as ‘Elementals’. Related to this, she has a theory that Gnistre is not, in fact, a minor god, but lacks evidence to prove her hypothesis.

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Unfortunately, Sabine’s intelligence is not complemented by her social skills. She is impatient around people, who can’t keep up with her fast-moving brain. While she understands the theoretical importance of emotion, she takes pride in approaching the world logically and objectively. Other people are either useful or in the way. Flamius is overly fond of wearing a mask, both literally and figuratively. Recently, Flamius made a troubling discovery — a small golden feather is growing from her forearm.

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RELIGION IN SALZENMUND Salzenmunders are pragmatic when it comes to faith. They see the gods as almighty beings to fear, who must be placated if you need their protection. Rather than risk the wrath of the gods, Salzenmunders play it safe and show respect for most of the Empire’s pantheon. While the city has its share of religious zealots, people are generally tolerant of others’ religious beliefs — after all, you never know which god is planning your doom. That said, natural forces, history, and culture have favoured certain cults. Sigmar, Ulric, and Manann are predominant, with notable high priests of all three gods established in the city. They are not humble clerics — the Lector of Sigmar, High Priest of Ulric, and Wave Lord of Manann each insist on a degree of independence from their respective cult leaders in Altdorf, Middenheim, and Marienburg.

MAGISTRA SABINE FLAMIUS, HUMAN ALCHEMIST (SILVER 4) M WS BS S 4

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Ag Dex Int WP Fel W

33 28 24 43 29 33 45 60 42 22 14

Traits: Weapon (Sword) +6

Skills: Channeling (Chamon) 52, Cool 47, Dodge 38, Endurance 47, Evaluate 63, Haggle 25, Intimidate 31, Intuition 34, Intuition 35, Language (Magick) 75, Lore (Magic 75, Metallurgy 75, Nordland 65), Melee (Basic 36, Polearm 38), Perception 39, Research 70, Ride (Horse) 38, Trade (Goldsmith) 55 Talents: Aethyric Attunement, Arcane Magic (Chamon), Argumentative, Detect Artefact, Iron Will, Petty Magic, Read/Write, Savvy, Second Sight, Sixth Sense Spells: Petty: Bearings, Dazzle, Dart, Drain, Light, Shock, Spring, Twitch, Warning

Arcane: Aethyric Armour, Aethyric Arms, Blast, Bolt, Teleport

Lore of Metal: Crucible of Chamon, Curse of Rust, Enchant Weapon, Feather of Lead, Fool’s Gold, Forge of Chamon, Meteoric Ironclad, Prismatic Refraction of Habermas, Transmutation of Chamon Trappings: Alchemical Laboratory, Grimoire, Horse, Magical Licence, Map of Silver Hills marking paths of silver ore, Enchanted Staff

Morr and Shallya are venerated specifically as protectors. The priests of Morr maintain a vigil against the undead, and Mother Agata at the temple of Shallya is ever watchful for the threat of plague. A small, educated populace pays respect to Verena, primarily as a patron of learning — she has little influence on justice in a city where the law is cruder than elsewhere in the Empire. Salzenmund has an unusual proliferation of minor gods. Stovarok is a Nordland god of storytelling who is always invoked at the end of a fine tale. Loerk is a slender, mercurial god who brings good cheer, dancing, and carousing to inns and drinking halls. Elves recognise him as a crude Human representation of their god Loec, but realise that the trickster god no doubt finds the clumsy Human misappropriation rather hilarious. In Holzermarkt, Steinhafen, and Osthafen there are small shrines to Villich, the silent, muscular god of smithing and shipbuilding. The most significant of the city’s minor gods is Gnistre, a patron deity that brings the city wealth from silver. Worship of Gnistre has ancient roots in the Was Jutone tribe, who venerated him in the form of a faceless, shining silver figure who bathed his worshippers in metallic light. In the intervening millennia, the character of the god became confused with the petty monarchs known as the Silver Kings.

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Today, Gnistre is patron of the Nordland Silversmiths’ Guild, and those involved in the Nordland silver trade pay their respects to him. Even the prince of Salzenmund pays homage to ensure Gnistre continues to bless the city with wealth from the hills. The god is said to dwell deep in the lake, although other stories say he moves through the bedrock of the Silver Hills, trailing silver ore behind him.

The Cult

of

Sigmar

The territory that became Nordland was not part of Sigmar’s original Empire. The Was Jutones were, at best, a disputed footnote in the first emperor’s united peoples. Despite (or perhaps because of ) this, Sigmar is an important deity in Salzenmund, revered as a benevolent warrior god who guards his people from the depredations coming from the north. Salzenmunders’ worship of Sigmar is suffused with a pervasive sense of guilt — after all, many of them are descended from Norse raiders, and the Norsii were one of Sigmar’s hated foes. Perhaps for this reason, the historical rivalry with the Cult of Ulric is muted in the city. Most people are content to worship both gods and leave the partisanship to rural Nordlanders in the south or distant Sigmarite fanatics. Veneration of Sigmar is political as well as spiritual — it is an affirmation from Salzenmund that the people are independent from domination by Ulrican Middenheim. There are three temples to Sigmar in Salzenmund. The Temple of Sigmar Protector is pre-eminent as the seat of the Nordland lector (see page 80), the Hammer Temple in Entwasserung serves the lower classes, and the tiny Temple of Sigmar’s Blessing stands on the Reiksweg close to the city’s main gate.

BALLS TO ARMISTICE

In the past there was open conflict between Sigmarite and Ulrican in the city, but now that antipathy lives on in a more benign form – the autumn ball game (see page 15). Most years this is a hard-fought match with a few broken bones but little real animosity. This year, Ulrican provocateurs want to inflame latent resentments by bringing weapons to the match. When the Characters get tangled up in the crowds of players and supporters, can they uncover the Ulricans and prevent an outburst of religious violence?

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The Cult

of

Ulric

The south of Nordland is Ulrican country — a rural expanse of woodland and highlands physically and culturally close to Middenland, the Empire’s heart of Ulrican worship. After many long eras of dominion by Middenheim, Salzenmund is suffused with the Wolf God’s influence, from the ancient temple of Ulric to the muddy slums of Wolfsmatze. Carvings of Ulric’s rune, wolf heads, and claws are commonly found around doorways, to ward against harsh winter and, in ages past, actual wolves. The citizens know that unless they placate him, the Lord of Winter may freeze them all in their beds. The High Priest Eric Granholm is typical of his forebears in asserting some degree of independence from Ar-Ulric in Middenhim. As such, Salzenmund worship of Ulric is more idiosyncratic than in Middenland and unusual traditions and sub-cults prevail. Amongst the poorest citizens, he is often called ‘Olric’, a name associated with a more bloodthirsty Norse interpretation of the god. Just like their subjects, rulers of Salzenmund pay respect to Ulric. The more well-to-do worshippers of Ulric in the city do not believe Gausser’s professed faith in their god and would prefer an overt Ulrican like Baron Nikse to oversee the city and province.

THE SALZENMUND CIRCLE

Ulricans are not given to academic speculation — their god is a wild warrior who favours deeds over pontification. The Salzenmund Circle are an exception. They are a small cadre of academics, priests, and educated nobles with a deep interest in Teutogen history and a political philosophy devoted to the cause of Ulric. They believe the Empire needs an Ulrican overlord, a true acolyte of the god to command the people to prove themselves through constant battle. From their comfortable studies, the Circle members propose that Teutogen descendants subjugate the other provinces and, when this is done, sail north to conquer and colonise Norsca. The Salzenmund Circle is not a secret society, but they keep their more extreme beliefs veiled behind more palatable propositions. They have some influence in northern politics — Professor Otto Krogh of Salzenmund University was a member of Baron Nikse’s court. The Nordland scholar, Doktor Henk Fulsson of the Collegium Theologica, has connections with the Cult of Ulric in Middenheim. They have established links through intermediaries with the Sons of Ulric in southern Nordland but while they share many beliefs, the Circle would never publicly approve of violent zealots. Since the Turmoil, the Circle’s members have shifted support to Nordland’s Middenheim loyalists, providing a respectable face for the more extreme fringes of the movement.

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The Cult

of

Manann

Many miles from the sea, Salzenmund is home to the grandest temple of Manann in Nordland and arguably the most politically influential temple of the sea god in the Empire. The wave lord in Salzenmund represents the faith of Nordland’s coastal peoples, its seaborne trade, and its fleet. The Cathedral of Manaan in Marienburg may be the centre of the Cult in the Old World, but the priests there hold little sway in a city where the Wasteland is derided as a traitorous rival. Given the importance of Manann to Nordland, the wave lord is a powerful figure in the province and city alike. The head of the Cult has acted as a kingmaker and arbitrated in political disputes in the past — it’s a wise move for any Nordland ruler to cultivate an alliance with the Sea God’s priesthood. Citizens in Salzenmund revere Manann as a bringer of good fortune to the city. He is a god to be feared and honoured rather than loved, but this is not so different to how Nordlanders see most deities. Most Salzenmunders pray at the main temple on occasion, and those who rely on the sea for their livelihood join the congregation whenever Mannslieb is full.

RELATIONS WITH OTHER CITIES AND PROVINCES Marienburg

The great port city at the mouth of the Reik has dominated sea trade since the time of Sigmar. It is of little concern to Marienburg’s Directorate that Salzenmund is now ruled by a different dynasty — Nordland’s trade is negligible and the Emperor would never sanction an invasion, no matter what claims the Salzenmund nobility make to the Wasteland. Should Nordland get any ideas, a blockade of the Reik and a quiet word with Karl-Franz will put Gausser back in his box. The view from Salzenmund is quite different. Whether delusional or not, Gausser and many of the Nordland nobility and merchant classes want to see Marienburg humbled. They are concocting several schemes to undermine the port city’s power. When he can be sure of success, Gausser will show his hand with an invasion — so long as other electors support him.

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Altdorf

In the halls and chambers of the Imperial Palace the powerful gather to discuss the Empire with a renewed interest in Nordland. What was formerly a peripheral vassal of Middenheim is once again an Electoral seat, partly reliant on Karl-Franz for its renewed status. High Chancellor Immanuel-Ferrand Holswig-Schliestein sees the situation in Salzenmund as an opportunity to keep Graf Boris in his place, provided Gausser remembers his place. Salzenmunders are generally favourable to Altdorf and the Emperor, but they don’t want to simply exchange Middenheim for another master. Trade is good with the south and the Imperial Navy’s Second Fleet is being improved with the Emperor’s coin. The Emperor’s Plenipotentiary, Herr Gustav Leutze, is welcome in Castle Salzenmund — Gausser and Salzenmund’s powers-thatbe intend to stay on good terms with Altdorf for the time being. Unbeknownst to them, the Knights of the North Star are always watching to ensure that the Emperor’s interests are protected.

Middenheim

Graf Boris and Ar-Ulric wait patiently for Nordland’s new elector count to make his first mistake. They have learned something of his character and believe it inevitable that the upstart will soon upset his supporters in the southern Empire, leaving the province open to Baron Nikse and Middenheim rule. Todbringer is still enraged by the actions of the Nordland separatists — the attempt on his daughter’s life and accusations that his departed wife was a cultist. But he knows that now is not the time to reclaim his birthright. The two cities are tied by culture and a shared history, so antipathy exists mainly between the upper echelons and a minority of Salzenmunders who either feel strongly about separatism or loyalty to Middenheim. Most citizens are too concerned with day-to-day struggles to worry overmuch about who lords over them. General sentiment is in favour of separatism, but many Salzenmunders have family or business in the City of the White Wolf and would prefer peaceful relations to the current frosty rapprochement.

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DIPLOMACY ELSEWHERE

Ostland, Nordland, and Ostland have never been good neighbours — the exact location of the border is always in dispute and there are villages which still aren’t sure which province they are in. For the time being, Wolfenburg and Salzenmund eye each other warily. Bjornlings. Relations with the Norse are complex. The threat of raiders is ever-present, but the less savage coastal tribes will trade with Salzenmund, and a cautious diplomacy continues with King Ulric of the Bjornlings. Merchants from Salzenmund are sometimes found in Skjold, Ulfsland, or Trassel, but Salzenmund’s rulers refuse to visit unless under the banner of war. Hochland. Like Nordland, Hochland has recently regained independence. Grand Baron Aldebrand Ludenhof has proposed an alliance to Count Gausser — both are northern provinces at risk of domination by more powerful neighbours. Gausser expressed an interest, while plotting to assert a very dubious claim over the lands around Bergsburg and Krudenwald in the north of Hochland.

Nordland Separatists

Many Nordlanders resented Middenheim rule. The independence movement became more active over the past twenty years, leading to the events of the Turmoil when the more violent separatists attempted to kill both Heinrich and Katarina Todbringer, a manipulation orchestrated by the hidden (purple) hand of Karl-Heinz Wasmeier. Calmer heads in the movement regretted such outrages, but Nordland’s subsequent independence inadvertently rewarded violent insurrection over political pressure. Now that the separatists have what they wanted, the movement has splintered. More militant factions demand increased aggression against Middenland and Ostland. Others are disappointed that their lot in life has not notably improved with independence and agitate for a myriad of other political causes. In Salzenmund, the separatists’ hourglass symbol has become a proud badge of Nordland patriotism. There have been incidents of violence in Ulricshohe, with gangs of restless separatists looking for trouble now that their cause has won. Captain Espen Heitsvoll is a commander in the State Army who marched with Gausser on Castle Salzenmund during the coup. He and his men were lauded as Salzenmund heroes in the months afterwards and now he’s looking for something else to do with the popular support he enjoys.

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Middenheim Loyalists

Officers in the Nordland State Army, Ulrican priests, and several powerful nobles are brooding about what went wrong. They know Baron Nikse had become complacent, but to allow Gausser and his insurrectionists to take the Nordland throne is unconscionable. Something must be done. But what? Those loyal to Middenheim know their options are limited and have yet to form a coherent movement. Only a minority of Salzenmunders miss the old regime and support for Middenheim rule comes mainly from southern Nordland. What the loyalists need is a leader — a warrior who proves themself more than equal to Gausser and can reforge the alliance with Middenheim. This won’t be Baron Nikse. He is a spent force and too eager to make amends with the new elector count. Professor Otto Krogh of the Salzenmund Circle is looking to find a charismatic warrior that he can shape into the figurehead they need. Ulberta Verräter works in the castle as a chambermaid for Baroness Ingrid. She is also a spy for Middenheim, reporting back to the city via a hooded man she meets once a month in the Laughing Frog inn. She’s learned that the Dowager Baroness was the real architect of the coup and that there are plans to extend Nordland territory.

PURPLE TRACES

After travelling the province, the Verenan investigator Elena Dreher has made a terrible discovery — there was undoubted influence of a Chaos cult on the separatist movement during the Turmoil. When she stumbles into Salzenmund she is paranoid and desperate, believing cultists are on to her and suspecting them everywhere she looks. She needs some outsiders to help her uncover the truth … but how to do this? There aren’t many powerful Salzenmunders who want their newfound independence tainted by association with the Ruinous Powers.

BLAME THE WOLF

Maxmillian Knuck was a leading light in the Nordland separatists. Whatever the weather, he ranted on street corners from dawn to dusk to drum up support for his cause. Now that Nordland is independent, he has taken to blaming any misfortune on sabotage by agents of Middenheim. Should anything go wrong in the city or province, Knuck can be found in taverns whispering that the White Wolf’s agents are responsible. The Characters’ party are approached by Nastassia, a Middenheim spy who would like Knuck silenced — not because he’s right, but because he’s stirring up unnecessary trouble. Can they help without proving his point?

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NON-HUMANS IN SALZENMUND

Salzenmund, so it is not uncommon to see small groups of Eonir walking through the streets trying to hide their condescension to the Human inhabitants.

Salzenmund is an overwhelmingly Human city, but as with any major settlement in the Empire, there are small populations of non-Humans resident within the walls.

Asur are almost never seen in Salzenmund. Troubled relations with the Eonir and the unsavoury character of Nordlanders deter them from visiting the city. Recently there have been rumours that a pair of High Elves purchased the old Ostrein mansion on Moltkeplatz. It seems unlikely that Asur would choose to live in a Human building, no matter how grand. People swear they’ve seen haughty-looking Elves coming and going at dawn and dusk when the streets are quiet.

Dwarfs

Dwarfs are uneasy in Nordland. The loremasters of the Grey and World’s Edge Mountains can recount countless grudges against the Eonir, dating back to the War of Vengeance when the Dawi armies besieged the Elf cities. The few Dwarfs who live in Salzenmund are overwhelmingly Imperial in outlook — more traditional Dwarfs grumble that they are practically Manlings. There are two small clans in the city — the Cragforge clan, who are miners and metalworkers, and the Grumsson clan who do whatever takes their fancy. The Cragforge clan live on Zinnentor just below the Astmauer. They are respected in the city and two are members of the Silversmiths’ Guild, privy to some of its secrets. The elder brother Thorgard finds the Human rituals ridiculous, but the younger brother Halmak finds them fascinating. He believes the Cragforges can trace their ancestry back to Thumm Feldpick, the original Silver King. He has not yet worked out how to prove this, but with help may be able to make a legal claim to some of the city’s wealth. The Cragforges disapprove of the Grumssons, as they consider them frivolous and ‘flash’. This may be because the latter trace their origins back to Norse Dwarfs that settled in the city when Count Angmar came to the throne. Drakmir Grumsson is the patriarch of the clan and a famous fighter in the Steinhafen Pits. His family work in numerous different professions across the city, from the legally dubious (Drok, who smuggles for Dag Olhauser) to the more reputable (Hetta, a member of the City Guard) to the bizarre (Runk, who juggles fish). Everyone in Salzenmund knows the Grumssons for their outgoing nature and their flaming red hair.

Elves

Eonir often visit, but very few remain within the city walls longer than necessary. If they must dwell here, they prefer the Mundurwald beyond the walls, where they can remain amongst their people. But the queen of Laurelorn needs spies, diplomats, and scouts present in

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Halflings

Although Halflings find Salzenmunders a little rough and patronising, the small folk are popular in the city because the locals find everything that they say extremely funny. There is a common belief that Halflings are an endless source of dry wit. Every pronouncement, no matter how serious, is taken as a joke. Most Halflings find this irritating, but others embrace the opportunities afforded by the stupid big folk — free drinks, offers of hospitality, and so on. There are members of the Skelfsider clan in Entwasserung, doing odd jobs to survive. A family of Hayfoots live in Steinhafen, from where they trade with their brethren to the south. Some Halflings prize Nordland salt for their recipes and the Hayfoots have cornered the market.

Ogres

Ogres have been welcome in Salzenmund since the time of ‘Redhelm’ Nikse, who hired them as mercenaries on many occasions. For their part, Ogres respect that Salzenmunders’ accept violence as part of life. Ogre mercenaries who want to go to sea or fight on foreign shores will typically stop at Salzenmund on their way to the coast.

A BLOODY-HANDED CATCH

When Ernst Poldun pulled in his nets he found more than a haul of fish. The red stone statuette was clearly of Elven manufacture — a beautifully-wrought representation of an armoured Elf wielding a cruel blade, undamaged despite thousands of years at the bottom of Drosselspule Bay. When Poldun sold the statuette to Doktor Anacletus Jage of Salzenmund University, he was relieved to feel an unfocussed anger dissipate. Doktor Jage has yet to study his new possession, but he may not have the opportunity — the Eonir have heard of his acquisition and the ruthless blackmarketeer, Nayadaryn Frostweald, is eager to seize it from his hands.

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Relations With

the

Laurelorn

Envoy Galstra Treeborn of Tor Lithanel is troubled. Her mistress Queen Marrisith strives to maintain cordial relations with Humans, while Lord Lindialoc of House Elwyn wishes the Nordlanders humbled — as Warden of Frost he protests that they encroach on his territory, despoiling ancient groves and taking sacred trees as mere timber. For their part, the Human lord Gausser speaks from both sides of his mouth, pledging alliance while plotting clumsily for his own advantage. Somehow Envoy Treeborn must reconcile these irreconcilable positions. Since the first Human tribes came to settle the hills and coast, the Eonir have watched the changing fortunes of their primitive neighbours with vigilance and lofty tolerance. The queen of the Laurelorn knows these simple creatures can be frustrating, but she also sees they are capable of great accomplishments. The shared history of Laurelorn and Nordland are testament to this. From the first covenant to agree the limits of Human expansion, there have been moments of allegiance and times of war. The Eonir helped Mandred ‘Ratslayer’ pass through their realm to reach Dietershafen during the Black Plague. Their armies fought alongside the Empire during the Incursions of Chaos. Eonir and Nordlander often join together to hunt Beastmen and Goblins on the borders of their respective realms.

For their part, the powers in Salzenmund prefer to keep congenial relations with the Eonir. Like previous rulers, Gausser fears the mysterious Wood Elves who dwell so close to his domain. But it pains him to hear the thinly-veiled mockery of other electors, who joke that he cannot claim to rule a province if half ‘his’ lands are in the possession of Elves. When the elector count and his advisors meet with the Eonir in the Mundurwald, During antagonistic eras, the Eonir have hunted, all these matters weigh heavy on Eonir and Nordlander killed, and destroyed Human settlements, including an alike. attack on the city of Salzenmund in 2168 IC. In recent centuries there have been few serious disputes between Even a ruler as overbearing as Gausser can’t control his Salzenmund and Tor Lithanel. If cooler heads prevail people’s curiosity and greed. There are countless Human over ambition and grievance, then this state of peace will incursions into the Laurelorn, from scholars intrigued continue. Queen Marrisith aims to keep the peace with by ancient ruins to traders looking to take rare herbs or Salzenmund as she has foreseen a great cataclysm where timber. Most Nordlanders respect the Eonir, but there are Man and Elf must fight together for survival. always those who test the limits of the treaties. However there are tensions in the Ward of Frost, where Human loggers continue to test the patience of the Warden Lindialoc — east of the River Demst, there are no clear borders between Nordland and Eonir lands. The stretch of coast between Hargendorf and the Wasteland border is disputed — Storm Warden Kaia Fanmaris tolerates Human fishing villages, but locals live in fear of her magicks and the Eonir’s willingness to trade with Norse and even Dark Elves.

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EYES OF THE NAGGAROTHI

The Ostrein mansion is inhabited by Elves, but not Asur. Three Druchii have settled in the city, intent on uncovering secrets in Nordland. The sorceress Ucelia Erevien believes the stones stolen from the Black Ark Ecstasy of Pain bear an inscription of ritual words to unlock immense power. She is looking for a means to explore within the castle to find out. The brothers Iuldran and Urier Kharnioch have been sent by Karond Kar to steal any secrets the Eonir have uncovered in the Laurelorn. Thanks to Erevien’s magicks, all three remain incognito in Salzenmund. When they travel abroad in the city or beyond, they disguise themselves as Asur or Eonir.

SALZENMUND

• A VISITOR’S GUIDE • ENTERING THE CITY From whatever direction a traveller approaches Salzenmund, the spires of Castle Salzenmund loom tall on the horizon. It is an unmistakeable landmark for all who travel to the city.

ENTERING SALZENMUND The City Council keep entry at the gates cheap to encourage trade. 1 shilling for an individual on foot, a horse costs 1 shilling extra, and a cart, wagon, or coach is 2 shillings more. Knights, nobles, Wood Elves, farmers, and city guild members are exempt. Boat passengers pay 1 shilling when disembarking, but the City Guard are lax about charging everyone. Within the walls, private individuals are not permitted to wear plate armour, but chainmail is acceptable. The Guard do not permit people to carry polearms (quarterstaffs excepted), flails, or black powder weapons larger than a pistol. Two-handed weapons are permitted.

Most visitors approach from the Grand Way, the road that climbs steadily uphill from Beeckerhoven’s Achteseltor Gate through the highlands to the Crimson Bastion (see page 74). Wolf Runner coaches run from Middenheim to Salzenmund, although the Four Seasons are looking to compete with them and have recently extended their routes north to the city and Dietershafen.

Why Visit Salzenmund?

Others travel south from the coast, either by boat on the River Salz or on the riverside road on the edge of the forests. Those on the road will eventually pass the ruins of Seeufer before they enter the city through the Lake Gate (page 86).

Politics

Where

to

Stay?

Salzenmund’s hostelries don’t match the standards of Altdorf or even Middenheim — if they want quality, wealthy visitors should stay with wealthy hosts. Prices are as per WFRP, page 302. Fine — The Rampant Griffon (Walcheberg), The Hunter’s Hearth (Ulricshohe) Average — The Silver Pike, Wenwoch’s Rest (Walcheberg), Trout and Anchor (Zinnentor), The Last Chisel (Ulricshohe), The Honest Burgher (Gnistreberg) Poor — Shipwright’s Arms, The Rope Walk (Walcheberg), The Mallet (Zinnentor), The Red Crab, The Traveller’s Welcome (Gnistreberg)

Salzenmund may be hidden away in the Silver Hills, far from the heart of the Empire, but there’s intrigue and opportunity for any party of adventurers that ventures north to the capital of Nordland. Powerbrokers in Altdorf, Middenheim, Marienburg, and Wolfenburg have turned their eye to Salzenmund and each have their own agenda. The Imperial Navy’s Second Fleet is burgeoning in the north. Sea power is shifting — which creates discomfort in Altdorf ’s First Fleet. Patrons in high places are looking for resourceful parties to find out what Gausser plans to do with his new Electoral role. Vested interests will send their agents to thwart or support new developments in Salzenmund and Nordland.

The Sea

For those who distrust traitorous Marienburg, Salzenmund is a gateway to the Sea of Claws and the world’s oceans. Merchant venturers, explorers, scholars, nobles bent on conquest, and anyone looking to make a fortune on the high seas … all may journey to the city to set sail from the Nordland ports. In Salzenmund, it’s always possible to secure passage or join an expedition to lands beyond the waves.

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Nefarious Pursuits

If you’re involved in smuggling, you’ll know how much contraband comes through Salzenmund. Anyone who wants to make connections or find a dubious cargo could do worse than ask around Osthafen. The Low Kings of Middenheim and other criminal gangs are forever tempted by the Silver Train (see page 63) — so any party looking to pull off a spectacular heist will make powerful friends and enemies in the underworld.

Ancient Mysteries

Forgotten tomes and whispered knowledge tell intriguing tales of Salzenmund, which scholars, mystics, and inquisitive characters may want to pursue. Gold Wizards are fascinated by Nordland silver, stories of the Silver King, and the mysterious god Gnistre. The Cult of Morr and more dubious characters have picked up scraps of lore about the legacy of the undead in Salzenmund. Many wizards have heard of Talius the Exalted, but none yet have found his library.

RAIDERS AND TRAITORS When Grom the Paunch decided to go to sea after rampaging through the Empire, his erratic path brought the Goblin warlord to the city. The horde of Greenskins razed the ward of Seeufer before wanderlust and boredom took them north along the Salz Valley. With swathes of farmland ruined by Grom’s Waaagh!, the nobility tried to raise taxes on merchants, only to meet fierce resistance. The guilds were chafing at the ‘Silver Laws’ introduced by Emperor Leopold and simply refused to pay. It was an important reminder to the Grand Baron that Salzenmund was now a free city rather than a feudal holding. When Emperor Wilhelm III attempted to suppress Marienburg’s independence, Salzenmund provided troops for the Battle of Grootscher Marsh. The emperor was defeated and the Nordlanders returned to the city to lick their wounds. A wave of anti-Marienburg sentiment still lingers in the city today. With the secession of Marienburg, smuggling became more lucrative. Salzenmund became an increasingly important waypoint for contraband coming from Dietershafen, Hargendorf, and the secluded coves of the coast. Smuggling gangs dug a warren of tunnels from properties in Osthafen into the Gnistreberg, where they could store illicit goods away from the eyes of the authorities.

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The Eonir

Queen Marrisith and her people are a quiet power within the Empire, although most Eonir rarely leave their home in Laurelorn. Those seeking to petition the queen must journey there for an audience. The Asur, Asrai, and even Druchii have complex relations with the Eonir, as do the rulers of the Empire. Eonir characters are drawn to return to the Laurelorn from time to time. Those who want to liaise with the Wood Elves of Laurelorn will likely find Salzenmund a good base or staging post on their journey west.

Hunting Heresy

Witch hunters and religious zealots have their suspicions about Salzenmund. It can’t be healthy to have so much Norse influence, and who knows what cults and sinister practices are lurking below the surface of a supposedly civilised city? Those investigating the ‘enemy within’ may find that the trail leads north.

Lying Low

When people in the Reikland or Middenheim are after you, it’s good to have a place where you can blend in without completely leaving the Empire. What better place than Salzenmund? It’s out of the way and you can remain anonymous if you keep your head down.

STRANGE INFESTATION A small tower on the Walcheberg wall has an inexplicable problem. Every morning, the walls are covered in tiny lizards, crawling on the stone, coming in through the arrow slits, and sheltering under the roof slats. Each day there are more. Nothing the guards do makes a difference. And now they’re starting to bite.

THE UNDERMINER Salzenmund’s walls are sturdy enough, but years of silver mining in Gnistreberg created a network of tunnels, some of which have been forgotten and lost to time. If an attacker knew, they could exploit these to breach the walls. Oldor Brakgrimm is a Dwarf engineer with a grudge against Salzenmund after he was insulted in the Trout and Anchor inn. He noticed the tell-tale signs of undermining below the Gnistreberg wall and he plans to sell this information to Middenheim. Perhaps that way the Manlings will learn some respect?

S A L Z E N M U N D : A V I S I TO R ’ S G U I D E

GEOGRAPHY ‘As I came upon the town of Salzenmund, I had the most peculiar notion. The gods had plucked this place from the coast and planted it here, deep in the hills. With such an expanse of water and the houses scattered on the hillsides around the lake, it is most out of place. The notion passed and my mind turned instead to the stench of my travelling companions.’ — Histories of the Northern Lands by Gustav Jubalheimer Salzenmund stands amongst the Silver Hills, a highland region in the heavily-forested province of Nordland. The city itself spreads across the slopes of four hills, facing inwards around a deep lake known as the Ormsdeep. The surrounding highlands and valleys are patched with woods and moorland, with farms sheltering in the valleys close to the city itself. Atop each of the city’s hills are some of the most significant buildings — the ancient temple of Ulric, the temple of Manann, the cemetery and, most impressive of all, Castle Salzenmund with its vertiginous towers offering a spectacular view over the Silver Hills and beyond. Below the hillcrests, streets and buildings cascade down the steep slopes towards the water’s edge. If you sit in a boat in the middle of the lake, you can see almost the entire city laid out on the hillsides around you. Several rushing streams and a river feed the Ormsdeep, carving valleys between the city’s hills as they go. The River Grafenfluss is the only watercourse suitable for navigation — it carries barges and small boats along its slow winding length through valleys and dales from Grafenrich. When it reaches Salzenmund it streams through a watergate by the Rhyasgatter before passing under Black Hog Bridge to empty into the Ormsdeep. The Aalbach rushes in through a barred gate on the south wall between Ulricshohe and Gnistreberg. Inside the walls, its channel is broad enough for small boats to ply their way between the hills, but beyond the city it is too shallow and rocky. A small stream, the Tommflyde, meets the Aalbach inside the city. Eels nest at the confluence, but Salzenmunders think it’s bad luck to eat them.

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There are woods growing close to the city walls. Flachsfrau Wood (see page 89) spreads across the western slope of Zinnentor, and Mundurwald (see page 90) is a short walk away. To the north, the Salz flows into the thick foliage of Jutonswald. The Grafen valley is mossy and verdant, with trees clinging to the steep banks of the river right up to the Rhyasgatter. The Grand Way is the most significant road from Salzenmund — it leads to the greater Empire, via Beeckerhoven and the Middenheim-Erengrad Road. This road is busy and well-maintained, because successive rulers of Salzenmund have wanted to make a good impression on those coming to the city. That said, ‘grand’ may be something of an overstatement. The route is paved for much of its length and tolls are levied to fund frequent Road Warden patrols; these travel in trios wearing smart uniforms. The Oldenlitz and Grafenrich roads run into the Silver Hills through valleys and across green hillsides. On high ground, these tracks are windswept and lonely, but in the valleys there is ample shelter from trees and rocky overhangs. The Oldenlitz road carries mining traffic into the city via the Jarlstor, the city’s eastern gate. The road running alongside the Salz to Neues Emskrank is hazardous and renowned for banditry. Most Nordlanders know it is better to sail downstream than risk the road. There are stories of forest spirits which lure travellers into the trees never to be seen again. In times past, a road ran from Castle Midfast directly to Salzenmund through the forests of Nordland’s eastern territories. It provided a direct route to Middenheim, which continued along the Salz road before branching off towards the coast. This was once the main route north, but now the southern section is overgrown with trees and brambles. Only the occasional broken flagstone or the overgrown shell of an inn tell of its former role. The burgomeister wants to clear the Old Salzenmund Road to make travel and trade with the south easier. He does not know that a herd of Minotaurs have made their home in a ruined shrine of Ulric on the route.

The Redefleiss runs from the hills near Oldenlitz to Salzenmund, passing over several cascades on its way. The water is tainted, as many feeder streams along its length carry runoff from the nearby mines.

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The Ormsdeep

All of Salzenmund looks onto the Ormsdeep. Almost every home, inn, temple, or guildhouse can see the mirrored surface of the lake. It gives the city its form, and its presence pervades all aspects of life. When the Jutones came to the Ormsdeep, they found a place that would nurture them. The lake gave them fish and water and began to take on spiritual significance. They came to believe that a god lived in the waters below and made sacrifices in return for wealth. Years later, the Ormsdeep’s fascination endures. There are myths and legends which live on to this day. Some believe that the last Silver King sits on his throne on the lakebed, attended by gleaming fish and waiting until the End Times before he will surface. Older tales suggest it is Gnistre who dwells beneath. Several monstrous lake beasts are said to reside in the depths — slithering things and bony abominations that surface for prey before disappearing again for many lifetimes. The lake is unfathomably deep. Its inky depths have never been penetrated by the living. A priestess of Manann, Yolanda Wittel, cast a water-breathing miracle and tried to explore the abyss. She was underwater for several hours and people assumed she was lost. When she surfaced, she spoke of underwater caves that burrowed into the hillside, forests of lake weeds, and a channel gouged from the rock, lined with pure silver. Wittel went to her grave insisting that the Ormsdeep goes down forever. Like the Salz, the Ormsdeep is tidal, rising and falling just a few inches each day. It is also slightly briny, which defies explanation given its location in the hills. A travelling Elven scholar, Alaitryn Swiftheart, speculated that there is a magical portal deep below the surface, linking it to the ocean.

River Salz

The River Salz is a torpid river which flows lazily from the Ormsdeep to the coast, where it drains into the Nordland Fjord at Neues Emskrank. It is a tidal river that carries cargo, timber, and even seagoing ships from Salzenmund to the Sea of Claws.

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The river flows north out of Salzenmund past the Walsturm tower down a steep-sided channel. The banks are high and difficult to climb, so the few settlements on the river have steps down to the water where passengers and cargo are loaded and unloaded. Before the coast, the only settlement of any size is Stavern, where the Salz passes far beneath a bridge which carries the Great North Road on its route to Dietershafen. The Salz cuts through the Klauhügel headland before draining into the Sea of Claws at the port of Neues Emskrank. The Salz is broad and deep enough for fairly large ships to sail into the city. Fish, amber, ice, and salt come to Salzenmund on merchant vessels from the coast, and timber and other Nordland produce flow downstream. Less welcome craft also use the river; Norse raiders attacking Salzenmund have always approached on the Salz — most recently Eric Redaxe’s longships attacked the city in 2480 IC.

TRASH AND TREASURE Below the Ormsdeep surface there are submerged ledges and rocky shelves close to the shore, where centuries of detritus has come to rest. The severed head of Hjalmar the Tyrannical’s statue teeters on the edge of a shelf below Zinnentor, 30 feet below the surface. A mountain of bleached Skaven bones are piled on an underwater promontory 55 feet down, the legacy of Salzenmund’s liberation during the Black Death. Countless objects of value are lost amongst the rubbish of centuries, if only people can find a way to explore the depths.

Natural Defences and Fortifications

Salzenmund’s location was chosen by early Human tribes for its safety. The Jutone’s Nest provides an excellent vantage point to look down on the Silver Hills, and the very first building was a primitive fort where Castle Salzenmund now stands. The steep sides of the hill made it difficult to assault and kept wild animals at bay. Early chieftains sat atop the fort and laid claim to all that they could see. Today, the count and his generals watch from the top of Castle Salzenmund for any possible threat approaching the city. They have a commanding view of the surrounding valleys, roads, and river from such a height.

S A L Z E N M U N D : A V I S I TO R ’ S G U I D E

Thanks to its position and size, the castle has remained unbreached during the city’s many sieges. Chunks have been dashed from the walls, but assailants struggle to get enough artillery or troops up the steep slopes of the hill to effectively bring them to bear. Only a Daemon horde of Khorne has ever razed the castle, and that was because they emerged from a portal in the sky. Across the rest of the city, the hills provide a degree of protection, offering Salzenmund’s defenders high ground against attackers. The weak point in the city’s defences is the River Salz, which is too broad for a watergate. The Walsturm watches over the river with heavy cannon and the City Guard deploy their most reliable and observant soldiers in the tower. There is also a Wargalley, Harwulfa, assigned to patrol the river close to the city.

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THE SPECTRAL SENTRY

The spirit of a deceased member of the City Guard haunts a stretch of the wall on the south side of Ulricshohe. Some nights when Morrsleib is full, his ghost appears in the sky beyond the city and drifts towards the battlements, moaning and whispering to itself. It is a hideous apparition with a face bloated as if drowned, skin decaying and rent open by the claws of some spectral creature.

The defensive walls follow the hills and valleys around the city, undulating up and down with the ground beneath. They have been built and repaired over many years so there is no consistent style, other than the granite used in their construction. This was quarried from Walcheberg in the distant past, and outside the city in more recent centuries. It is a resilient red-grey stone with coarse grains, much admired by Dwarfs for its durability. The mountain folk are less impressed with how it’s been used — the walls were built over the years without Dwarf help, and while they’re serviceable, they don’t look as impressive as other Empire cities’ defences.

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•THE ZINNENTOR• Nordland’s seat of power and the city’s busiest districts

THE ZINNENTOR ‘It’s more than just a castle or a hill. It’s a symbol. Thousands of years of our history happened on these slopes. It may not mean much to arrogant southerners or patronising Middenheimers, but it’s where everything started for us.’ — Lady Gertrude Nachtmann, patriotic Nordland noble ‘When he’s up at the top of the Prince’s Tower, old Gausser can look down on the whole province and on all of us. Must be nice.’ — Edwulf ‘Stench’ Dankmemmer, Entwasserung gong farmer Castle Salzenmund towers over the surrounding land from atop ‘Jutone’s Nest’, the summit of Salzenmund’s tallest hill. The turrets and crenelations of Nordland’s seat of power are visible for miles around, and it is

these battlements that give the hill its common name of ‘Zinnentor’. Further down the slopes, several streets are lined with defensive walls and vantage points, constructed after the Time of Four Sieges. The crest of Zinnentor is home to the city’s elite. Many Nordland noble families keep a residence here in order to be close to the seat of power, along with the more powerful merchants and guildsmen. In contrast, some of Salzenmund’s poorest communities cling to the lower slopes, living geographically and metaphorically below their social betters. Uphill from Kratzerbahn, the buildings on Zinnentor are dug into the steep sides of the slope. Many extend into the hill itself, with rooms and corridors carved from the rock — although such a practice is now forbidden by the count, since an unfortunate merchant’s excavations broke into a subterranean brewery below the castle.

CASTLE SALZENMUND

At the western end of Moltkeplatz stands a stone gateway with a massive stone ship above the entrance arch — the heraldic symbol of Nordland. On either side of this gate is a small wooden guard post, housing several of the Castle Guard — these are an elite regiment, famous for their expensive blue, yellow, and black uniforms and the traditional axe and shield which they have wielded since their founding in the time of Count Angmar Moltke. Beyond the iron-bound gates and past the portcullis stand the towering heights of the castle itself. Although it does not cover a large area, it is a colossal structure due to the exceptional height of the seven towers. Castle Salzenmund has been repaired and extended many times over the centuries. The architecture is a patchwork of various styles, from ornate gothic ornamentation to plain stone blocks of sturdy Dwarf construction.

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T H E Z I N N E N TO R

A portion of the western wall is fashioned from dark, smooth stones smashed from a Dark Elf Black Ark. The unplanned character extends to the towers and halls, connected by walkways and elevated courtyards with little thought for the overall layout. Within the castle, corridors meet at arbitrary angles or mismatched heights. Windows may look out over miles of Nordland countryside or straight at a wall. It’s confusing for visitors and residents alike. The haphazard interior of the castle has its advantages. The halls are riddled with concealed corners, forgotten corridors behind tapestries, and dusty cavities between rooms. Hiding is easy and eavesdropping likewise. The castle is a continuous structure with the seven towers, walls, and gatehouse all connected around the central courtyard. The enclosing walls are roughly four storeys high and each tower considerably higher. Castle Salzenmund casts a literal and metaphorical shadow over the city.

Gatehouse

The gatehouse is a formidable defence of utilitarian construction. A broad archway leads into the castle proper, with a double portcullis and murder holes for protection. The gatehouse contains the castle’s lesser armoury of polearms and shields, along with dormitories for the Castle Guard on duty. A huge bell called ‘Old Piet’ (after a former captain of the Guard with a particularly loud voice) hangs on the top floor, ready to raise the alarm in the event of attack. Getting into the castle is surprisingly easy, provided visitors are willing to give up their weapons and show a mark of identification — such as a guild membership or letter of introduction. Once in the castle they can move relatively freely in ‘public’ areas such as the courtyards or Great Hall. Other doorways are guarded — with greater or lesser force depending on who or what is behind them.

Courtyard

The central courtyard is surprisingly small and shadowed by the tall surrounding towers. The corners are lit by torches, but still provide enough seclusion to hide or discuss private matters without risk of discovery. During the day, the courtyard is busy, with castle servants crossing the cobbles on errands, kitchen staff carting food to the Great Hall, and courtiers strutting about or conspiring with one another. By tradition, those of lower rank must face the wall when the count crosses the courtyard, but Gausser only expects this when he’s in a bad mood.

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Tower of Hounds

South of the gatehouse is the Tower of Hounds, a solid seven storey rectangular construction topped by the castle’s tallest turret projecting from its eastern corner. The Tower of Hounds was built by Dwarf artisans who eschewed ornamentation in favour of solid stonework and defence. It houses most of the castle’s servants, including the castellan. The atmosphere inside is like a crowded tenement building, with residents bustling about, arguing, and going about their lives. The single turret is the Reveille Tower from which the counts’ heralds sound the hours each morning. The lower floors of the Tower of Hounds are home to a small barracks and the kennels — which give the tower both its name and distinct aroma.

Tower of Sagas

The Tower of Sagas flanks the gatehouse on the north wall. This is a tall, narrow tower of 11 storeys, covered in gargoyles, complex relief-work, and ornate tracery around the arched windows. The bottom four storeys are attached to the Great Hall, but above that the tower is hollow and every inch of the interior walls is lined with all of the surviving documents in the province’s official records. Countless deeds, charters, tithes, and pacts are stored here, while the upper storeys are the entirety of the castle library. Narrow wooden walkways provide access to the shelves. The keeper of records (currently Erich von Niddering) is master of the Count’s Chancery, overseeing a small army of scribes, legalists, and clerks who attend to the collection and produce new documents. On the second floor is a small shrine to Manann, panelled with wood salvaged from wrecked Nordlander vessels. A covered walkway joins the eighth floor with the Tower of Gales, accessible from a door nestled between the Map Stores and the Genealogy Collection.

The Bronze Tower

The Bronze Tower is named for metal plates hammered onto the top two floors. These gleam magnificently in the sunlight. In cloudy weather a keen observer can discern runes beaten into each sheet of bronze, commissioned by Count Torben Ostrein as protection against the undead and Daemons. Creatures with the Unstable trait lose double Wounds when inside.

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This tower is mainly used to store centuries of detritus. The ground floor is devoted to the castle stables, coach house, and smithy. On the first floor are living chambers for visitors whom the count does not particularly respect. The remaining eight floors are a dusty labyrinth of unused furniture, tapestries, armour, rusting weapons, forgotten crates, and even a war wagon painstakingly reassembled on the fifth floor then abandoned to woodworm. The beautiful interior panelling and a wide grand staircase show that this was once a prestigious part of the castle — in fact, these were the count’s chambers until 1910 IC. Now the only residents are rats, pigeons, bats, and a family of fugitive servants camped out in the old shrine of Sigmar on the eighth floor. A boarded-up walkway connects the Bronze Tower with the Tower of Banners.

Tower of Banners

One of the castle’s smaller towers, the Tower of Banners’s exterior walls are decorated with pennants, flags, and standards taken from enemies vanquished by the armies of Nordland. Crude Greenskin rags hang alongside elegant Elven banners and the remains of Middenland and Ostland standards. Inside the tower are more trophies, including a heavily guarded treasure house for the Nordland crown jewels and plundered artefacts. The upper floors are dominated by a chapel to Ulric, with the castle’s resident priest, Hal Rotwand, in attendance — subservient to High Priest Erich Granholm. A closed walkway joins the chapel to the old count’s chambers in the Bronze Tower. The Hall of Shrines is divided into small niches devoted to minor deities such as Gnistre, Karog, Haleth, Arkhar, Loerk, and Stovarok. Some are represented by carved effigies, other shrines have painted triptychs or altars. The Tower of Banners is haunted by the unquiet spirits of standard bearers slain while defending their regiments’ colours. They represent several species and periods in history.

The Tower of Autumn

The Tower of Autumn is a small, neat tower, fashioned mainly from the dark red stone taken from the Black Ark Ecstasy of Pain. Much of the exterior is covered by a thick growth of ivy — which is very easy to climb.

T H E Z I N N E N TO R

Inside, the Tower of Autumn has an airy, spacious feel. A staircase spirals continuously around the interior walls, giving access to cavernous hall-like rooms with high ceilings decorated with martial scenes from history.

The tower takes its name from strong winds that blow inland from the Sea of Claws. A stone archway on the roof leads onto a windswept walkway to the Prince’s Tower.

On the ground floor is a small chapel of Sigmar, tended by priests sent on rotation from the main temple in Magnusschild. It houses a relic given to Count Einrich Moltke by the Grand Theogonist after his victory against Dieter Helsnicht — supposedly the shinbone of Sigmar’s close friend Wolfgart.

The corridors are lined with an impressive collection of tapestries and paintings, and the rooms leading from them host the offices of feudal power. The chancellor, the chamberlain, the steward, the treasurer, and Nordland’s military leaders meet here to undertake the business of rulership. A whole floor is devoted to the count’s Griffon Razortalon, with a caged entrance on the north wall from which she can fly forth.

The other floors contain the count’s personal armoury and a large sparring chamber. The Nordland Runefang Crowfeeder is housed here in a display case surrounded with protective wards. The Shield of Angmar and the Elstwater Keep Hourglass are also kept here.

The Prince’s Tower

This tower houses the count’s apartments — the bedrooms, withdrawing rooms, and private chambers of the prince of Salzenmund, his family, and close retainers. Count Theoderic Gausser is eager to show that Nordland is no provincial backwater, but there is a little too much effort put into the furnishings, which are all quite new. The exterior is reminiscent of the Middenpalaz in Middenheim, with similar bold architecture. The northern aspect is dominated by a large arched window that lets in brilliant sunlight to the count’s grand bedchamber. Around this room is a wooden gallery, which gives access via a stone walkway to the roof of the Tower of Gales. A further architectural eccentricity is the cloister running around the perimeter of the roof. When the count wishes to intimidate a visitor he often takes them for a turn about the ‘Upper Quadrangle’, where each vaulted arch offers a view over the Silver Hills and a potential plummet to one’s death. In the centre of the quadrangle is an unidentifiable, weathered equestrian statue. The fourth floor of the tower has a private reception room with access to the rooftop garden of the Upper Ward.

The Tower of Gales

The battlements and turrets of the Tower of Gales are lined with statues, as are countless niches in the walls. These depict various figures from Nordland history, some celebrated, others less so — Baron Gunter Ostrein’s niche may be halfway up the nine storeys, but someone with a recurrent digestive problem has remarkable aim.

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Another walkway passes to the Tower of Sagas from the offices of the chamberlain.

Great Hall

The Great Hall is a large vaulted chamber, with long tables and a raised dais at the eastern end. On this stand the Nordland and Salzenmund thrones, separate since the province was founded. The walls support a wooden viewing gallery and stained-glass windows, including the monumental Countess Eleonore window on the south wall. During the day, retainers and courtiers meet here to gossip and plot. At night, it becomes a feasting hall. Gausser holds many feasts in honour of Nordland regiments, their captains invited to eat in his presence. These occasions are often rowdy, and loud regimental songs can be heard deep into the night.

Old Hall

The Old Hall was the original heart of the castle. It is half-timbered and the interior is a dark, wood-lined chamber reminiscent of a Norscan hall. It is still used when the count wants to solicit favour with the Cult of Ulric or guests from more barbarous places. The castle’s kitchens are in the west wing of the building.

Upper Ward

The Upper Ward is a garden courtyard atop the west wing of the Old Hall. The lawn is surrounded with flagged pathways and planters containing hard-wearing shrubs. When the weather permits, the Countess Malin likes to walk around the small garden — it is here that she initiated her affair with Captain Dreist of the Nordland Seahawks.

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Granary, Larder, and Stores

During the day, Moltkeplatz is busy with merchants, councillors, and nobles with their entourages. At night the streets are quiet and lit with few torches — away from the square itself, the only activity is a City Guard patrol or the occasional sedan chair passing in the dark.

Below Ground

The Moltkeplatz banner features a winged tower, borrowing from the extinct Moltke family’s arms. The well-to-do residents are always keen to provide infantry for the city’s muster and they’re quite sure the servants appreciate the opportunity to fight for Salzenmund.

This building houses a substantial stock of foodstuffs and timber, guarded by the Honourable Company of Yeoman Vermintakers, five rat catchers greatly valued by the count and his castellan. Castle Salzenmund descends deep into the hill. There are countless corridors, musty stone stairways, and cellars underground, many of which have been forgotten. The ale cellar. A small brewery for the castle with an adjoining wine cellar full of terrible vintages, other than several fine bottles of Elven wine. The dungeons. A complex of dank, moss-choked cells and pits underneath the Tower of Hounds, including Hjalmar’s torture chamber. There are two well-appointed cells for privileged prisoners, complete with shafts to let in daylight. The well. A deep shaft plunges down from the castle kitchens to the level of the lake outside. A concealed doorway halfway down provides access to a cavern full of silver bullion kept in reserve. The Library of Talius the Exalted. Only the keeper of records and the count know of this small room deep in the hill. They suspect (correctly) that it houses heretical tomes and forbidden magic, so keep it to themselves.

The grand square in front of the castle is a focal point for the city, used as a parade ground where Nordland’s regiments march past under the watchful eye of dignitaries viewing from the castle gatehouse. The whole square lies flat from east to west, paved with stone flags worn to a shine by thousands of feet. At the eastern end, overlooking the city, is an imposing statue of Count Einrich Moltke, trampling a small Dieter Helsnicht and manticore under his armoured foot. On the north and south sides of the square, steep embankments cut into the castle mound. On parade days, the public sit on these banks to watch the display.

The Radhaus

The escape tunnels. A long spiral staircase winds down from the Prince’s Tower into an unassuming townhouse in Schmutzmarkt. Another tunnel descends from under the high table in the Old Hall to the count’s boathouse on the lakeside.

Salzenmund’s city hall is a long half-timbered building made from red sandstone and straight black timbers. This is where the City Council meets, independent of the ruler of Nordland in Castle Salzenmund, but frequently in its shadow — both literally and figuratively. The building contains a long chamber where councillors sit in session around a great fire pit. See page 23 for more details of the Council.

The Enduring Chamber. The only living people who know of the Enduring Chamber and its inhabitants are the count and Baron Nikse. See page 95 for more on the Enduring Chamber.

Elsewhere in the warren of corridors are the City Scriptorium and records. The burgomeister has a suite of offices in the clock tower, which contains a pigeon coop for sending messages across the city.

MOLTKEPLATZ

Moltkeplatz is the affluent ward surrounding the castle, where the houses are grand (by Salzenmund standards — Altdorfers will likely be unimpressed). Most buildings here are unique, and it is a matter of pride to own a mansion as close to the castle as possible.

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Moltkeplatz

The Courthouse

An imposing building with an interior courtyard, the Courthouse reveals much about legal practice in Salzenmund. The main chamber hosts trials by the lawspeaker (see page 26). The interior courtyard is marked out for trial by combat, with a sunken square large enough for orderly battles between plaintiff and accused, or their judicial champions.

T H E Z I N N E N TO R

DEDICATION, AND DENIAL OF SERVICE The priest of Ranald, Jan Hinde, has a new scheme to wind up the authorities. He acquired a flock of carrier pigeons and plans to fasten confusing messages to their legs, then release dozens when he sees the burgomeister sending his own messenger bird from the Radhaus. Now he needs help to launch the pigeons from Moltkeplatz and somehow ensure at least a few reach the same destination as the real bird.

PERPETUAL BLEMISHES Two patches of flagstones on either side of Moltkeplatz are marked with red-brown stains. No amount of rain or scrubbing can get them clean. Even when the flagstones were removed and replaced, the stains eventually returned. In 1375 IC, two of the Eight Summoners sacrificed themselves on these spots, opening a rift from which Khornate Daemons poured forth. If the wrong people discover the origins of the stains, they may be able to use their residual power to summon denizens of the Blood God’s realm.

Prozessionstrasse

The widest road in the ward, Prozessionstrasse winds from Rhyasgatter through Entwasserung to Moltkeplatz. As the name suggests, it is a processional route for those travelling to and from the castle. When the count sets forth, he rides down Prozessionstrasse in great pomp with retinue in train. When dignitaries come to visit, they pass along the road accompanied by fanfares and crowds. The buildings lining the Moltkeplatz stretch of the road are rich residences and expensive hostelries.

The Eagle’s Longhouse

A folly in the heart of the city, the Eagle’s Longhouse is a faithful recreation of a Jutone chieftain’s dwelling, complete with a doorway framed by massive tusks from a Norscan war mammoth. It was commissioned by the mad Baron Helmut Nikse during the period when he believed he was an ancient chieftain. The Longhouse is a wattle-and-daub hall with a thatched roof, now used as an armoury for the City Guard.

IV

Astmauer

Between Moltkeplatz and Entwasserung runs a long boundary wall separating the two wards. It serves to keep the poor people of Entwasserung from wandering into Moltkeplatz. The original wall was built from wood, but it is now made from smartly dressed stone. The Moltkeplatz side is scrubbed clean each week by household servants. The Entwasserung side is covered in moss, graffiti, and lean-to hovels.

Black Hog Bridge

Passing high over the slums of Entwasserung is Black Hog Bridge, its tall stone piers rising from the Grafen valley. The bridge is wide enough for two carts to pass and carries a great deal of traffic between Moltkeplatz and the guild district of Holzermarkt. Stone boars are mounted at either end of the parapets. When a criminal is found guilty of a particularly heinous crime such as murder or treason, it is traditional to hang them from Black Hog Bridge — the convict has a rope put around their neck and secured to the parapet. The plaintiff then pushes them off and their body is left to dangle as an example to others. The remains are consumed by crows or fall onto some unfortunate poor person in Entwasserung.

THE LEGEND OF THE BLACK HOG

Many years ago, a Jutone warchief was hunting with his warband in the hills. The winter had been harsh and many animals had starved, so the hunting was poor and the warband were vexed. Just as they were ready to turn for home, the warchief’s daughter spied a black boar being attacked by a monstrous Skinwolf. The hunters hoped to take the hog for themselves, so they took up their spears and the warchief led them on. The Skinwolf was enraged. It snarled and tore at the warchief with its claws. They fought for hours in a running battle, back and forth across the hilltops. Eventually the Skinwolf fell exhausted from the tallest crest into the deep lake below. The hunters surrounded the boar and the warchief raised his spear. But then the animal spoke to the warchief’s daughter. ’Are thou no better than yon wolf beast? Spare my life, make thy hall on this hill and I offer thy people sanctuary from harm.’ The hunters were taken aback — this was no earthly beast, but a spirit of nature. The warchief accepted, at which the boar stood on its hind legs and walked through a door that appeared on the side of the hill. Since that time, the descendants of the Jutones have been protected across the hills of Salzenmund.

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The Plutz Residence

Members of the Plutz family are a rare sight in Salzenmund these days. The servants still come and go, and Helga von Plutz is a lively correspondent with old friends, but the family almost never leave their house. Forty years ago, Helga Plutz received a small green amulet as a gift from her husband. After wearing it for a few days, she found she was changing. One morning she woke to find a set of black, pupil-less eyes growing in her hairline and, over the following week, the stubs of small, segmented legs erupted from the sides of her torso. Slowly her mind accepted her transformation and she felt no guilt when she devoured her husband in his sleep. Soon after, she laid hundreds of eggs and spun webs to keep them safe. When they hatched, her brood appeared to be normal children. But as they grew they developed subtle arachnid qualities — thick hairs on their limbs, clawed feet, or extra arms. Most died or killed their siblings, but a few of Helga’s spawn survived to continue the Plutz line.

Helga still lives, a hideous half-Human creature squatting in the attic amongst the rafters. On occasion she scuttles out to sit on the roof and watch citizens go about their business. Successive generations of her offspring live in the house too — some too bestial to ever leave, others able to pass as Human unless subjected to close inspection.

COME INTO MY PARLOUR… Aric von Plutz hankers for company with people who don’t wrap their food in silk before crunching it up in their mandibles. Sadly, eight eyes and large chitinous fangs make socialising a little challenging. He plans to lure in some normal, cultured people to make conversation and talk with him about the outside world.

A DISTRACTING YARN Lord Bedauer-Schmidt likes to invite adventurers to his evenings, eager to hear of their travels and whether they see potential for organised expeditions. The Characters’ party are invited to join a small gathering to talk of their own exploits. Another adventuring party are also attending, telling fabulous tales of the Lost Isles of Elithis. Will the Characters realise that the other party are merely distracting Lord Bedauer-Schmidt while their accomplices attempt to steal a priceless Khuresh Blood Naga crown?

The Lustrian House

Tucked away on a secluded lane in Moltkeplatz is a peculiar townhouse. The front door is flanked by two thick stone pillars, carved with strange angular reptilian faces and obscure glyphs. Likewise, the corners of the building are fashioned from upright lizard statues supporting stone lintels. The motifs continue across the exterior, with carved timbers and panelling reflecting Lustrian themes. The house is owned by Lord Bedauer-Schmidt, a wealthy merchant descended from a long line of explorers. The family made their fortune through loot from the New World and foreign trade, which is now threatened by Marienburg. Inside the house is a treasure trove of trophies and strange items from Lustria, the Southlands, Cathay, and Ind. Lord Bedauer-Schmidt — A cultured, sociable man with no family or heir. He has an effortless charm and an inexhaustible selection of tales from his forbears’ expeditions around the world. He occasionally hosts social events for nobles, merchants, academics, and artists in his home. There are just two topics which break his affability — the city of Marienburg and the fact that, despite his ancestry, he has never left Nordland.

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Temple

of

Verena

The temple of Verena stands at the corner of Buchweg and Luchstrecke. It is a modest building which combines a classical colonnaded facade with a wooden hall. It is in poor condition — moss grows on the stone pillars and there are cracks in the timbers. The wooden owl above the entrance is beautiful and lifelike — it was a gift from the Eonir in 2507 IC. The temple has a difficult role in Salzenmund society. The simplistic legal system of Salzenmund is at odds with Verenan beliefs, and while the temple is a patron of the city’s lawspeaker, the Cult has struggled to influence legal practice in Salzenmund. The temple library is mediocre but well-maintained — anyone who treats the books with respect is welcome to consult them. High Priestess Lisbeth Mueller — Sister of the Middenheim high priestess. Mueller has some curious theories about how people make moral decisions. She believes all Humans are fundamentally good and that unethical decisions are the product of small Daemonic entities entering the mind to corrupt their reasoning.

THE TEMPTATION GAME High Priestess Mueller wants to test her theories. She intends to put people into situations where they must make a moral decision, and monitor them for minute Daemonic influences. She needs help to set up the experiment and to find subjects of both virtuous and dubious moral character.

University

of

Salzenmund

Compared with the venerable academic establishments of Nuln and Altdorf, the University of Salzenmund is little more than a provincial college of limited repute. It was established in 2309 IC by the Nordland Guild of Silversmiths for scholars resident in the city, and to extract money from wealthy Nordland families who want to give their sons and daughters a ‘university’ education. The faculty is small and undistinguished, characterised by academics who lack either the prestige, ability, or social skills to fit into more celebrated seats of learning. Students are accepted on the basis of monetary donation by their family, so most come from moderately well-todo Nordland families who lack the means to send their children somewhere more prestigious.

IV

The University campus comprises a brick-built college with a large gate, a porter’s lodge, and a small internal quadrangle. This is surrounded by four stairways which lead to the scholars’ studies, where they teach and conduct their own research. There is a lecture hall with seating for up to 30 people — lectures are open to anyone who can prove scholarly status, regardless of whether they are affiliated with the University. There are six scholars attached to the university, including Magistra Sabine Flamius (see page 32): Professor Otto Krogh — Chancellor of the University. Krogh is a keen historian, an advisor to the burgomeister on matters concerning the history of the Silver Hills and military engagements in the northern Empire. He is appears affable, but disorganised. He is the most active member of the Salzenmund Circle (see page 34). Master Stefan Ellendan — Professor of Sciences. A stubborn academic who speculates about the affinity of living beings to the element of their origin — so, the Dwarfs live in stone as they originated in earth and so on. One of the more active lecturers, he refuses to accept any evidence that runs counter to his theories. Doktor Anacletus Jage — Chair of Theology. Jage is ancient and looks like a strong wind would snap him in two. For many years, Jage served in the temple of Ulric. He founded the Salzenmund Circle in 2480 IC to advise Nordland’s rulers. He avoids students at all costs. Anders Polk — Porter. Polk sits in the porter’s lodge seemingly at all hours. He refuses entry to anyone whose appearance he dislikes — including students and visiting scholars. He sees everything and knows more secrets about the academics and students than anyone else. A former member of the City Guard, he is surprisingly adept at swordplay. On the rare occasions he leaves the college he can be found fishing, and anyone who can talk rods, lines, and bait will earn his trust.

A BLASPHEMOUS OMISSION ‘Eber Keiler’ was once a scholar at the University, although the name was a pseudonym used when she wrote her notorious Lexikon, a philosophical study of supernatural entities and their true names. Although it is not a proscribed tome, a missing chapter includes words that supposedly give power over Daemonic heralds of the Ruinous Powers. Heretics and demonologists across the Empire would pay handsomely for any leads on the missing chapter’s location.

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ENTWASSERUNG Entwasserung is the most deprived ward in Salzenmund. It is a slum, packed with mouldering dwellings and destitution. Large families are crammed into small rooms, eating whatever they can get to avoid starvation. The ward’s name means ‘drainage’ — a literal description, as rainfall, effluent, and worse flow down the hill from Moltkeplatz through the streets to the River Grafenfluss. The area is permanently damp and a condition known as Dank Lung is common here — many residents suffer from a hacking cough that takes years off their lives. The Entwasserung banner shows a bearded head with a stream of water pouring from its mouth. When the ward is forced to raise troops, a wretched crowd gathers at the Hammer Temple before marching forth with the priest at their head.

Südliche Prozessionstrasse

The southern stretch of Prozessionstrasse is the only metalled road in the ward and most traffic hurries through the area to avoid the stench and misery around them. By day, the road is lined with beggars and rough wooden stalls selling any old rubbish the traders can hope to sell for a few pennies.

Rhyasgatter

The city’s southern gate leads to the arable valleys of the Silver Hills, via the road to Grafenrich. Local farmers bring produce and livestock through the gate on market days to sell in Holzermarkt and Schmutzmarkt. Travellers leaving through Rhyasgatter say a prayer to the fertility goddess, and citizens leave woven corn dolls in alcoves as an offering for a bounteous harvest. On certain nights, Salzenmunders who want to become pregnant visit the gate and pray for a healthy child. The gate is extremely strong and has never been breached. The guard here sit in small watchtowers atop the gatehouse and are notoriously lax and complacent.

The Hammer Temple

A small temple devoted to Sigmar, the Hammer Temple is subservient to the Temple of Sigmar Protector in Walcheberg. In contrast to the riches on display there, the Hammer Temple tends to the poor benighted souls of Entwasserung.

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The building is one of the only constructions in the ward not made from wood, and the bricks are crumbling from the permanently damp air. It leans precariously against one of the piers of the Black Hog Bridge. Inside, the temple is a single room lit by candles, with a sparse stone altar marked by an image of Ghal Maraz and a twintailed comet. The temple is attended by a low-level priest, Father Franz Polderson, and an initiate. The people of Entwasserung may be desperate, but they still put their faith in the gods. To them, Sigmar is their hope of deliverance — should they show him sufficient devotion, he may elevate them from poverty. Father Franz Polderson — Friend of the poor. Franz is a devout follower of Sigmar who believes that the poor masses will save the Empire when the End Times come. By patiently tending to their spiritual needs, he prepares for troubling times ahead. Polderson’s piety helps him bear the depressing reality of Entwasserung without complaint. Karsten Blant — ‘Slow-witted’ initiate. Everyone pities Karsten because he seems so stupid and dutiful, following Father Polderson’s orders and running errands. Nobody realises he is a gifted actor with acute powers of observation. Karsten works as a spy for Witch Hunter Captain Zusse (see page 80), scrutinising the desperate people of Entwasserung for signs of corruption.

The Crow Tree

A crooked tree grows almost horizontally from the hillside in the depths of Entwasserung. It is long dead and has never sprouted leaves in living memory. Crows are drawn to its branches for unknown reasons, roosting there at night. Locals tie rags to the lower branches to bring good luck. On summer nights, the local drunks gather at its roots and perform odd, reeling dances as the sun goes down — but none of them can explain why when they sober up.

T H E Z I N N E N TO R

ESCAPE TO THE WAVES One way to escape life in Entwasserung is to join the Navy. Each spring, the Sea Lord sends a smartly-dressed recruiter to find suitable cannon fodder to take the lowest positions in the Second Fleet. There is great competition for these places, and when a Character is accidentally selected during the recruitment drive, they make a lot of enemies in Entwasserung.

THE BELLOWER’S FOLLOWERS The flagellant Bellowing Waldemar has been delivering deafening rants in Entwasserung. He has inspired a small, devoted following amongst the desperate locals. They were swayed by the zealot’s apocalyptic ranting — which troubles Father Polderson, who prefers his own, more theologically-valid proclamations of doom. The priest would welcome anyone who can help him stop this worrying new movement before it takes hold.

THE HJALMAR REVIVAL Hjalmar the Tyrannical was one of the most corrupt and brutal rulers the Empire has ever known. When he was killed, the people of Salzenmund toppled a huge statue in his image and rolled the head into the Ormsdeep, by the Entwasserung shore. Mikel Zortbluse is an academic who thinks that the Empire needs a firm boot on its neck — and Hjalmar should be reappraised as a model ruler. He and a small coterie of malcontents want to foment disorder in the city and, at the crucial moment, when the burgomeister and count’s rule cannot contain the anarchy, they will unveil the head of Hjalmar’s statue. First they need to recover it from the lake.

IV

The Heulen banner depicts a crucible bearing a stylised lion’s head. When the ward musters a company, most are household servants, who prefer to fight with crossbows rather than hand-to-hand.

Temple

of

Shallya

The temple of Shallya is a modest building on the banks of the Steinfluss stream. It is built from pale limestone around a covered courtyard, with a large arched entrance from the street. On the left of the courtyard is a small infirmary. The priestesses’ and attendants’ cells are on the right. In the centre of the entrance arch is a bare plinth missing a statue — where there was once a memorial to Doktor Festus, the Shallyans keep the empty plinth as a subtle reminder of his betrayal. The Salzenmund temple owes fealty to the temple in Altdorf rather than Middenheim. Head Priestess Agata was mentored and ordained by Matriarch Gustavson — she is considered a strong appointment for Salzenmund. Next door is a separate orphanage and a laundry staffed by the children.

HEULEN Heulen is a low rise between the Steinfluss, which cascades down the north slope of Zinnentor, and the valley that rises to Walcheberg. The Taubenbrucke and Kopfsteg bridges join the ward to Zinnentor, but most traffic passes through to the Jarlstor. Heulen is small and fairly peaceful. It is dominated by the Salzenmund Hospice which overlooks the lake. The buildings are neat and uniform, made from local stone and painted timber. The handful of residences belong to middle class members of the professional guilds — physicians, scribes, scholars, and similar. The streets are quiet both day and night, although the Trout and Anchor inn by Jarlstor is a popular destination for travellers and locals alike.

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Mother Agata

von

Durch

Mother Agata is the no-nonsense head priestess of Shallya in Salzenmund. On meeting her, it is immediately obvious that she is not a typical Shallyan priestess. Mother Agata is large, loud, and posh. Her privileged Reikland upbringing shows in her every bold pronouncement and confident order. She has the air of someone who expects to be obeyed, and she takes her faith extremely seriously, in a hearty, backslapping way. She has a muscular hatred for the followers of Nurgle, stronger than most Shallyans and untinged by pity. Rather than meekly tend to the sick, Mother Agata has gone on the offensive. She has established an intelligence network throughout Nordland’s major towns — her agents report on early signs of plague or the possible presence of Nurgle cultists. She has built an alliance with the temples of Sigmar and Ulric in Salzenmund. Should news of Chaotic plots reach her ears, she will send for the priests of each cult to strategise on annihilating the threat.

Mother Agata has a specific calling from her cult’s leaders in Couronne. She is charged to use her intelligence network to track Festus the Leechlord and thwart his every scheme. AGATA VON DURCH HIGH PRIESTESS (GOLD 1) M WS BS S 4

T

I

Ag Dex Int WP Fel W

35 31 35 45 30 40 26 45 51 42 16

Traits: Weapon (Quarterstaff) +5

Skills: Animal Care 48, Art (Writing) 30, Athletics 50, Charm 52, Cool 57, Endurance 55, Entertain (Storytelling) 52, Entertain (Speeches) 45, Evaluate 50, Gossip 49, Heal 58, Intimidate 43, Intuition 35, Leadership 54, Lore (Heraldry 52, Nordland 53, Theology 55), Melee (Basic) 45, Perception 35, Pray 47, Research 50 Talents: Bless (Shallya), Commanding Presence, Doomed (His delusion, your conclusion), Etiquette (Cult, Nobles), Hatred (Followers of Nurgle), Impassioned Zeal, Noble Blood, Pure Soul, Read/Write, Savvy, Strong Minded Trappings: Staff of office (Quarterstaff), Plain Robes, Symbol of Shallya

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Salzenmund Hospice

The Salzenmund Hospice is a large brick building on grassy grounds, with halls to care for the seriously ill, cells for the insane, and a wing devoted to childbirth, where itinerant priestesses of Rhya often assist the Shallyans. Admission is by referral from the temple of Shallya or the Salzenmund Guild of Chirurgeons, Physicians, and Barbers. There is a fee, but those unable to pay may be subsidised by the Shallyans. Serious or extremely contagious cases are taken elsewhere — for example, those with Black Plague are transported to the Seuchenshof Hospice near Ostland. Mutants and particularly worrying cases are given experimental treatments, then quietly euthanised without the knowledge of the Shallyans — Doktor Tanweben regrets this pragmatism, but needs must. It is common knowledge that the Hospice was founded by Doktor Festus, whose subsequent fall to Nurgle is not widely known, although there’s a general sense that he was somehow disgraced. Hidden in the cellar, behind a locked door, is a bricklined hole. It descends 20 yards to a huge waterlogged cavern, choked with the bones and rotting carcasses of the mutated and diseased. Some patients weren’t quite dead when dropped into the pit and they survived by eating corpses. The pit is a lair for a pack of ghouls who swim through the dark water in search of fresh bodies. Doktor Albrecht Tanweben — The Salzenmund Hospice is officially run by Lady Gertrude Nachtmann, but she avoids the place as administration is ‘not her strength’. It falls to Doktor Tanweben to make the place work. Once handsome, the good doctor is prematurely bald and stooped. He looks like he has the weight of the world on his shoulders. Tanweben does his best, but there is simply too much for one man. He feels acute guilt about euthanising those who he cannot help, but he had it on good advice from a wise correspondent that he was furthering the cause of medicine. Orderly Lotta Rigtach — There are rumours that Rigtach is descended from a legendary lost Norse tribe. She is 6 feet 5 inches tall, extremely muscular, and practically silent. She has a close connection to Tanweben and nobody else.

IV

KILL OR CURE

Mother Agata’s contacts have learned that someone in Beeckerhofen is conducting odd experiments on the sick. Every case is the same — during the heights of fever, a hooded woman visits the patient and applies a spongy poultice to their brow. The next morning they wake, far healthier than ever before and completely recovered … before dying suddenly a few days later. It is not clear whether the hooded woman is a rogue physician, a cultist, or something else entirely.

THE LEAKING PIT

A pale body is found floating in the Ormsdeep close to Heulen. The emaciated corpse has sharp teeth, long filthy nails, and a twisted snarl. The Cult of Morr identify it as a ghoul, but nobody can explain how it got there. Unknown to Doktor Tanweben, a fissure in the bedrock provides a tight escape route for adventurous ghouls to swim into the lake.

The Trout

and

Anchor

An inn with reasonable food and lice-free beds, the Trout and Anchor is something of a Salzenmund institution. The innkeeper, Old Ulf Demeer, is a former sailor and relentlessly dour. He has a determined prejudice against Elves, Dwarfs, non-Nordlanders, Nordlanders from anywhere but Heulen, nobles, working people, Sigmarites, Ulricans, and most followers of Manann. Despite Demeer’s brand of hospitality, locals enjoy the Trout and Anchor for its ales, comfortable taproom, and the spectacle when anyone sets the innkeeper off on one of his rants.

Ratcatcher’s Bridge

A stone bridge from Heulen to Addasheim over the Redefleiss, Ratcatcher’s Bridge is wide enough for carts to cross from one hill to the other. Along both sides are stone seats where opinionated locals gather to gossip and debate absolutely anything that crosses their mind. There is little discord — conversation is friendly, although injokes abound. Food, Bretonnians, and the Druchii are favoured topics at present.

Jarlstor

The city’s western gate leads to the Oldenlitz road. Its name is a tribute to the Norse jarl Asvaldr, whose host helped break the besieging army of Count Brakh Metalmane in 1425 IC. The gate is flanked by two tall stone towers with 20-foot wooden doors between them. The doors are decorated with elaborate carvings of intertwined brambles. The Jarlstor is notable as the main entrance for silver entering the city. Members of the City Guard and a small detachment of Guild Sentinels provide additional security.

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Memorial

to the

Lost Brigade

At the eastern tip of Heulen, overlooking the lake, stands a large stone plinth surmounted by bronze casts of knights parading on horseback. Each bears the arms of a different Nordland noble family from two hundred years ago — these represent the Glorious Brigade, the contingent of knights lost during the Great War against Chaos. The names of the knights are carved around the plinth in Classical. Salzenmunders have a romantic attachment to the legend of the Lost Brigade and if anyone is seen disrespecting the memorial (vandalising, climbing on it, laughing, speculating disrespectfully about their fate) the locals will be furious, and mob justice may prevail.

THE LOST BRIGADE

One of Salzenmund’s enduring legends dates from the Great War. When Magnus called on men from the fractured Empire to ride north against the army of Asavar Kul, the sons of Nordland’s noble families buried their differences and banded together in a mounted brotherhood known as the Glorious Brigade. Gaussers, Ostreins, Nikses, Hargenfels, and Köhlers donned their armour and mounted warhorses. They paraded forth through the Crimson Bastion to the sound of trumpets and cheering from crowds lining the walls. They were never seen again. There were no accounts of them joining Magnus’s army and no record of their passing beyond Beeckerhofen. The city mourned the loss of Nordland’s gilded sons. The nobility still commemorates the Lost Brigade each Hexenstag at the temple of Morr.

DAM AND BLAST Ulf Demeer has gone too far. After arguing with a Dwarf engineer in the inn last night, he insulted the Dwarf’s ancestors. Oldor Brakgrimm wants revenge. He is going to sink several barges in the Steinfluss under the Kopfsteg Bridge to form a dam. The stream will flood its banks — and the inn. If this doesn’t work, Brakgrimm has a small barrel of gunpowder that looks exactly like a keg of Hochland Fine Ale.

THE ICONOCLAST The Lost Brigade are a cherished Salzenmund legend, so when their memorial is defaced, the citizens are outraged. The culprit is found and, before being lynched, shouts a terrible tale. Nils Kohnen was a mercenary who fought a band of undead champions in Kislev. Each one bore the marks of mutation — and the arms and armour of the celebrated Lost Brigade. He insists that the sons of noble Nordland were never lost, but joined with the adversary. Could it be true?

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SCHMUTZMARKT Schmutzmarkt is the poorer of the city’s two commercial wards. While Holzermarkt is the preserve of the guilds, Schmutzmarkt is the ‘dirt market’, where shoddy and dubious goods are hawked from dingy shop fronts and temporary stalls. Much of the city’s (notoriously poor) fresh produce is sold here, with fish from the coast and low quality cloth and wool from the Silver Hills. The backstreets harbour pawnbrokers and dealers of used goods. This includes a healthy black market, where almost anything can be purchased if you know the right people. The Schmutzmarkt banner is a stylised black bird on a blue background with two silver circles to represent trade. The citizens who fight under the banner are known as the ‘Ne’er-do-wells’ and come armed with a motley collection of weapons — everything from pilfered zweihanders to Estalian rapiers to antique arquebuses.

The Bahnen

The Bahnen comprises a network of cramped streets crammed with tiny booths and shops selling specialist goods. There are apothecaries, wood carvers, haberdashers, and other small traders bartering with locals and one another. The lanes smell strongly of herbs and pitch — not an unpleasant aroma on a warm day.

The Hall

of

Whispering Masks

The Hall of Whispering Masks is a single-room shop tucked away in a yard behind Prozessionstrasse. Inside the windowless room, the only light comes from a few candles. The walls are covered in carved wooden masks, some crude, others beautifully wrought from pale, exotic woods. The masks vary from grotesque, bestial faces to innocent representations of beauty — and no two are alike. The shopkeeper is a quiet man known only as Knud, who spends his days carving new masks and apparently selling none. He insists that the masks will choose their wearers and not the other way round, so anyone wanting to make a purchase is unlikely to be found suitable. Norscan shamans are known to use masks in their spellcasting. Knud is descended from a line of Bearsonling shamans and continues his family tradition hoping to find someone worthy of channelling the gods represented by his masks. They are magical and give the wearer some of the character of the god they represent — the magic lasts for some time after a mask is removed.

T H E Z I N N E N TO R

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ENCHANTED MASKS

Knud may give a mask to someone he deems worthy, or they may obtain one by other means. Should they wear it, choose the most appropriate personality for the Character or determine randomly what they get: Random (d10)

Character

Mask Type

Example Masks

Effects

1–2

Angry, Warlike, Proud

Aspect of Kharnath

Hound, Bold Man, Enraged Woman, Bull, Spiked Mask

Gain Frenzy and Magic Resistance Talents. Cannot cast Spells or pray for Blessings and Miracles. +30 WS, +10 I, –20 Fel

3–4

Humorous, Pessimistic, Kindly

Aspect of Neiglen

Crow, Smiling Man, Starving Woman, Pitted Wood

Gain Hardy Talent. –20 to all attempts to resist Disease. +20 T, –10 Ag, +5 Fel

5–6

Greedy, Lustful, Friendly

Aspect of Shornaal

Beautiful Man, Leering Woman, Serpent, Dragonfly

Gain Ambidextrous and Distract Talents. +10 I, +20 Ag, +10 Fel, -15 WP

7–8

Cautious, Cunning, Patient

Aspect of Tchar

Eagle, Sly Woman, Trickster, Swirling Patterns, Faceless

Gain Scheming and Second Sight Talents. +20 Int, +10 WP + 1 Corruption point if exposure Test is failed.

9–10

Moody, Acquisitive, Flexible

Aspect of Mermedus

Fish, Drowned Man, Carved Scales, Eel, Seaweed-covered Face

Gain Furious Assault and Sea Legs Talents. +50 to Swim Tests You can breathe underwater.

If someone wears a mask for more than an hour or benefits from any of its effects, they are exposed to Moderate Corruption. The mask can be removed, but the effects remain for d10+4 days. Once removed, the mask loses its enchantment.

Taubenbruck

The bridge to Heulen has narrow buildings on either side, so from street level it resembles any other narrow street. The cobblestones in the middle of the bridge are arranged to resemble Shallya’s dove — the temple of Shallya and Salzenmund Hospice are both visible from here.

THE RAG TRADE Old Sven is a Schmutzmarkt fixture. From dusk until dawn he sits in the Bahnen with a messy heap of old rags and threadbare garments that he sells for pennies. If you’re not too choosy about the state of your clothes — or you’re happy to spend time mending — they’re a bargain. One of Sven’s most reliable suppliers is an outlaw from the Oldenlitz road, who sells his victims’ clothes. Unfortunately for Sven, he’s just acquired a very distinctive mustard-coloured cloak belonging to a friend of Dag Olhauser. The man went missing last week and Olhauser is looking for information.

THE CURSE OF THE MOLTKES The official histories tell that on the night that Dieter Helsnicht murdered the last Moltke, Einrich III, the body lay undiscovered until the high steward found it at dawn. In truth, a woman named Hilde shared Einrich’s bed that night. As the Doomlord drifted in through the window with his company of revenants, she hid behind a tapestry and witnessed everything. Paralysed with fear, Hilde eventually recovered her wits and picked her way across the floor to take several items of jewellery from the count’s body — including the Moltke seal. Hundreds of years later, the seal is still in the city, and has somehow ended up forgotten in a Schmutzmarkt pawn shop. It contains a fragment of Einrich Moltke’s spirit, and over the years it has absorbed the souls of others who have owned it, leaving them hollow and deranged. When an insane pawnbroker presses the seal into a Character’s hand, can they undo the curse before it’s too late?

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• ULRICSHOHE •

The Temple

of Ulric, the markets and the Norscan slums

‘We’ve got all we need here on Ulricshohe … temple, market, tavern, home. Why would we waste time anywhere else?’ — Erika Naggschmid, Holzermarkt shoemaker ‘I worry what they get up to in those hovels down in Wolfsmatze. It’s like walking a thousand years into the past. Muddy alleys, everyone in furs, and they’re all really hairy. Even the kids.’ — Ranulf Uppkalst, clerk of ledgers at the Guildhall The third highest hill in Salzenmund plays host to the city’s main commercial district and a warren of poor housing known as Wolfsmatze. Rising above it all is the city’s most distinctive landmark — the ancient temple of Ulric. The inhabitants of Ulricshohe fit the stereotype of a Nordlander — they’re generally hairier and more likely to wear furs than other Salzenmunders. The influence

of Ulric is apparent on every street, with wolf emblems carved into door lintels and small shrines on street corners. People go almost everywhere on foot, with wheeled traffic never climbing higher than the Silversmiths’ Guild. The hill’s eastern slope descends to the Aalbach, a wide stream that flows beneath the Hebenbrucke and Stelzbrucke bridges into the Ormsdeep. Both connect Ulricshohe to Gnistreberg, although inhabitants of the latter would prefer Wolfsmatzers stayed on the other side of the Aalbach. On the western slope of the hill, the streets of Holzermarkt look onto the Zinnentor across the high Black Hog Bridge. At the lakeside, there are several small wharves to service the markets and artisans transporting goods and commodities to and from Holzermarkt. When snow comes to Salzenmund, people say that it falls longer on Ulricshohe and drifts deeper. The people seem perfectly happy in the cold. They put another log on the fire, take out their warmest furs, and trust to their god that the food will last the winter.

THE TEMPLE WARD

The Temple of Ulric is its own ward, represented on the Council by the high priest. This covers the temple building and nearby property and land owned by the Cult. This includes a small number of residences, a chapterhouse for the Order of the White Wolf, and the anomalous Grand Orrery. Like any city ward, the temple raises a regiment when asked to muster for the city. Ulricans are always ready for battle, so when the temple takes to the field, all servants and temple attendants pick up their axes. They march with the warrior priests and White Wolves under the Gunnolf banner, which shows the Wolf of Ulric trampling a Daemon.

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ULRICSHOHE

Temple

of

Ulric

Winter in the Silver Hills is harsh and the original Human settlers feared the Wolf God as much as they revered him. These people worshipped nature gods such as Olovald, Taal, Rhya, Gnistre, and Haleth, but above all they raised shrines to Ulric. Outside Middenheim, Salzenmund has the most celebrated and impressive temple to Ulric in the Known World, completely unique amongst the God’s places of worship. It may be the oldest building in the city — for over two thousand years it has dominated the skyline of the Silver Hills, standing in proud reverence to the God of Wolves and Winter. The building has stood for many centuries, even surviving the Daemonic incursion of 1375 IC when much of the town was razed. The basic structure has endured two thousand years, but it has seen many repairs and additions. The floorplan is hexagonal, with a cavernous great hall within. The inside is cold and dark, blackened by centuries of smoke and lit only by the eternal flame and flickering candles around the walls. A series of niches commemorate great Ulrican figures from Nordland’s history, including the Wolf Priest Gunnolf who defied Khorne’s Daemons, and Hulda, the mysterious oracle of Ulric who guided Emperor Mandred through the Laurelorn during his campaign to rid Nordland of Skaven.

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The resistance movement against Gausser is strongest amongst priests and worshippers who wish to see a Middenheim ally returned to rule. Others feel a sense of independence, that Nordland has its own connection to Ulric that needs no intermediary in Ar-Ulric. High Priest Erich Granholm is perhaps the most prominent advocate of this position. Denfather Holger Blatzmeir — Granholm’s deputy is the much-loved denfather. Despite his 65 years he remains as huge and imposing as when he was captain of the City Guard. Witty and quick to anger, Holger is a Salzenmund character with a sincere, simple belief in his god and city. When he feels the temple needs more worshippers for a ceremony, he stalks out into the streets and physically drags people inside.

People from throughout the city come to worship at the temple, and followers even travel from southern Nordland, where the cult of Ulric is strongest. Ceremonies are loud and supplicants to the Wolf God are expected to join in with full voice, whether they are a pauper or the elector count himself. Gausser has made a point of attending the temple many times since ascending to his position — he knows it is good for the city’s Ulricans to see him venerate their favoured god. Nevertheless, there is strong proMiddenheim sentiment amongst the faithful and reluctance to accept the victory of Nordland separatists.

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Lord Wolf Erich Granholm High Priest of Ulric

The high priest of Nordland is an important position in the Cult of Ulric — only in Middenland is the Wolf God more prominent in the minds of men. Granholm takes his responsibilities seriously and dedicates himself both to Ulric and to the many ‘packs’ of followers to be found in the region. He sees himself as a champion of Nordland, the god, and his worshippers. Granholm was born in Kronven in southern Nordland. His father and mother were scouts in the baron’s army, and when Erich was old enough he learned to stalk and kill Beastmen in the forest. He always felt a warrior’s affinity with Ulric, and after several years hunting Greenskins and beasts, he became an initiate in Forstfast, over the years ascending through the ranks to his position in Salzenmund. The high priest looks every one of his 56 years, his weatherbeaten skin and fierce demeanour a testament to his faith. He wears his beard long and unkempt to remind himself and others that Ulric does not prize vanity over courage. He wears full regalia in the temple, but elsewhere prefers practical robes that allow free movement. Erich Granholm has no animus with the Cult in Middenheim, but he feels no subservience to the priesthood there. He is a proud Nordlander who balances

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good relations with the deposed Baron Nikse with growing respect for Count Gausser, whose ambitions for the province meet his approval. Otherwise, Granholm prefers action to politics. Several times a year he takes a party of followers into the wilds to hunt the foul creatures that infest the woods and hills of his province. LORD WOLF ERICH GRANHOLM HUMAN LECTOR (GOLD 2) M WS BS S 4

T

I

Ag Dex Int WP Fel W

53 30 43 45 40 45 31 46 52 49 19

Traits: Armour 2, Ward 2, Weapon (Frostbane) +8

Skills: Animal Care 56, Art (Writing) 46, Athletics 55, Charm 57, Cool 60, Endurance 55, Entertain (Speeches 54, Storytelling 57), Gossip 54, Haggle 54, Heal 56, Intimidate 53, Intuition 50, Language (Battle Tongue 56, Norscan 51), Leadership 59, Lore (Nordland 51, Politics 56, Theology 56), Melee (Basic) 58, Outdoor Survival 51, Perception 55, Pray 59, Research 56

Talents: Acute Sense (Smell), Bless (Ulric), Combat Aware, Doomed (A storm shall pass and so shall thee), Etiquette (Ulricans), Hardy, Hatred (Beastmen), Invoke (Ulric), Master Orator, Orientation, Read/Write, Resistance (Chaos), Savvy, Strong-minded, Suave, Very Strong Trappings: Breastplate, Frostbane (Axe, Magical, ignores Armour), Priestly Robes, White Wolf Skin, Wolfjaw Talisman (grants Ward 2)

ULRICSHOHE

The White Wolf Chapterhouse

The White Wolves are Ulrican templars charged with protecting the temple and its priests. The Black Company are billeted in a barracks and work in a strict rota to guard the temple doors, patrol the perimeter, and accompany the high priest when he travels around the city or elsewhere. Salzenmunders respect the White Wolves and in times of war they are usually in the vanguard of a Nordland army.

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THE LEGEND OF THE TEMPLE

When a forgotten Was Jutone warchief lay dying, he commanded the building of a magnificent temple to Ulric, to show the Wolf God his tribe were as faithful as the Teutogens. The wolf priest directed carpenters to raise the temple on a wide meadow by the lake. Soon a harsh winter came and froze the labourers in their beds. The wolf priest knew Ulric was displeased, so he searched for the finest timber and most skilled craftsmen in the Silver Hills. The next temple was larger, overlooking the lake from a craggy promontory halfway up the hill. On the eve of completion, a pack of ravening wolves strayed into the town and tore the builders from their beds. Once again the wolf priest prayed to Ulric and once again he told the people that Ulric was insulted. For five years, the wolf priest scoured the lands far and wide for the greatest crafters of wood. The people of Salzenmund feared their god’s wrath and no expense or effort was spared in building the new temple. They used the straightest, strongest timbers to build an edifice reaching into the cold northern sky. Every roof stave was decorated with ornately carved wolves. The huge doors were crafted from Lornalim wood, traded from the Eonir.

The Chapterhouse is an austere building resembling a small wooden fort. Within there are stables, a hall, dormitories, and a forge. It’s a miserable place, and the knights prefer to only sleep and train in the Chapterhouse, spending as much time as possible elsewhere.

This time Ulric showed his pleasure — the eternal flame lit spontaneously and has burned there ever since.

Beyond the city, there are several battle companies of White Wolves assigned to Nordland, all under the authority of the main Nordland chapterhouse which stands just outside Grafenrich. First Knight Burghred Haestor — commands the Black Company but he’d rather be in his native Middenheim. Haestor looks down on Nordlanders and privately calls them ‘fish lovers’ and ‘dirty Norscans’. He believes his posting to Salzenmund was punishment for making an unkind joke about Lord Stefan Todbringer when he was stationed in Middenheim.

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The Grand Orrery

Talius the Exalted was a devious sorcerer, but he accomplished much as ruler of the province. The most visible example of his legacy is the Grand Orrery, once the Glass Tower of Talius. The original building was raised in 2040 IC to his exact specifications, with huge glass windows on each of its six walls. The location and architecture may seem to mock the Cult of Ulric, but Talius chose this spot as it stands on a line of power, part of the network of ley lines which cross the land. After the last Magister Count passed, the tower remained empty for many years, supposedly haunted by the spirit of Talius.

FULCRUM OF AZYR

The Great Orrery draws down the elusive wind of Azyr to help Astromancers with their magical research. Any Characters attempting Casting or Channelling Tests for spells from the Lore of Heavens in the tower receive a bonus of +2 SL. Should this bonus make the difference between success and failure, pass a Challenging (+0) Willpower Test or gain 1 Corruption point.

When the Colleges of Magic were established, the Astromancer Ceruleos returned to Salzenmund to claim the Glass Tower of Talius on the authority of Emperor Magnus. The Celestial Order repurposed the tower, replaced smashed glass with stone and erected a massive orrery at the apex. It became a northern outpost of the Order, where Astromancers channel Azyr for their studies. Magister Steglitz is the most senior Astromancer at the Grand Orrery. He is a harsh, inflexible man who dislikes company. He believes that the heavens obey ordered rules, as opposed to the confused and unpredictable rabble of humanity. He detests anything potentially touched by Chaos and resents that the Grand Orrery is so close to the Norscan influence on Nordland.

NOT ON MY WATCH The Imperial Sea Lords value Astromancers’ power to predict the future and control the weather. Lord Xavier Köhler is a senior naval officer and a Celestial Wizard who sometimes commandeers the Grand Orrery to meet with Imperial Sea Lords and show them discoveries of maritime import. Magister Steglitz resents Köhler pulling rank and invading his territory. After a disastrous demonstration with an exploding astrolabe, Köhler suspects Steglitz of sabotaging his equipment. He can’t accuse him directly without causing upset within the Order.

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ULRICSHOHE

HOLZERMARKT Holzermarkt stretches around the hill from the south wall to the Stelzbrucke bridge. As a commercial hub, it is one of Salzenmund’s busiest wards, with a market on most days of the week and streets busy with trade traffic and citizens spending coin. Stand at the crossroads where the Guildhall, Silversmiths’ Guild, and Black Hog Bridge meet and it’s said that you’ll see almost everyone who matters in Salzenmund. Holzermarkt’s craft courts are small courtyards surrounded by artisans’ homes and workshops. These shared yards encourage collusion and guild politicking, which keeps prices and standards high. The Holzermarkt banner shows weighing scales surmounted by a fish. Ever since Salzenmund received its charter, the warden of Holzermarkt has been the guildmaster of the Silversmiths’ Guild. During muster, the ward raises three regiments — halberdiers, swordsmen, and bowmen.

The Nordland Silversmiths’ Guildhouse

The reputation of Salzenmund silversmiths has brought the guild great wealth and influence, which is apparent from its grandiose guildhouse on Silbestrasse. The silversmiths have political influence in Nordland well beyond their commercial success — for more details on this see page 28. The guildhouse stands three storeys tall, with a slender turret rising another ten feet from the facade, high above the steep-pitched roof. This turret features a large clock facing towards Castle Salzenmund. The walls are built from red brick, inlaid with relief images of the silver trade — mining, refining, transporting ingots, and smithing. At the centre is a carving of Gnistre, depicted as a crowned, muscular figure that radiates light from its skin.

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THE SILVER TRAIN

Every month, a train of fortified wagons travels from Oldenlitz with silver ingots from the mines. It runs along the road to Salzenmund before arriving at Jarlstor, where the guildmaster and master smiths greet it with a ritual of thanks which has remained unchanged for thousands of years. The wagon train is escorted by dozens of elite guild sentinels, while outriders scout ahead for bandits. Every driver, guard, and scout is vetted by the Silversmiths’ Guild and has close family living in Salzenmund.

A BRISK TRADE Last week, Witch Hunter Captain Zusse ordered a large number of silvered swords and silver bullets from the guild. Word got out in Holzermarkt and people are starting to worry — what horrors does he anticipate? The Silversmiths’ Guild are overwhelmed with panic commissions for silver weaponry, and while this is lucrative, it’s also a concern. There are wild rumours that a vampire army is marching through the Silver Hills, that the city’s dead are about to rise from their graves, or that Zusse is in league with the silversmiths to drive up the price of silvered weapons.

FIT FOR THE REIKSMARSHAL’S TABLE The master of the Cutler’s Guild is Gottfried Bohne, head of the Bohne family whose silver tableware has graced the emperor’s table since 1889 IC. He has just been visited by a herald who rode all the way from Altdorf with a special order. His Highness Karl-Franz should like to commission a full set of silverware as a gift for Reiksmarshal Kurt Helborg’s High Table at the Reiksguard Chapter House. The herald stipulated that each knife, fork, and spoon must have a handle fashioned to resemble a creature vanquished by the Reiksguard — a Beastman, an Orc, a Vampire and so on. Unfortunately for Master Gottfried Bohne, he’s never seen such monsters. Can the Characters’ party help?

The building is guarded by two Guild Sentinels, members of the private regiment funded by the guild to protect their interests and the Silver Train. Entry is by invitation or membership only. All guild business is conducted behind these closed doors, including the secretive ceremonies and rituals directed by Herr Antal von Rammel, the guildmaster. The city’s silversmiths have their workshops as close to the guildhouse as possible, proximity being a fair reflection of their standing in the Nordland silver trade.

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The Guildhall

Salzenmund’s guilds meet frequently to discuss trade, resolve disputes, and debate matters affecting the city. The Council of Trades is a formal assembly of guildmasters that meets every other month at the Guildhall, to agree matters regarding control of trade, prices, and quality. The room dedicated to this purpose is the Merchant’s Hall, a wood panelled chamber with the crests of the city’s guilds displayed on the walls. These councils sit for long hours, as like most Nordlanders, the guildmasters love telling stories and like to make their point with whatever anecdote comes to mind. The largest guilds in the city have their own guildhouses, but the smallest lack premises and use the Guildhall for their own business. On any given day, one may bump into craftsmen from small guilds such as the Cordwainers, Fullers, Casketmakers, or even one of the two members of the Worshipful Company of Girdlers.

NO NEW GODS TODAY, THANK YOU

Mistress Hanna Belding of the Furriers and Skinners Guild is a forward-looking business innovator. She wants to build a shrine to Handrich in the Guildhall, to bring good fortune to the city’s trade and wealth to its merchants. The more traditional guildmasters maintain that Handrich is a Wastelander god and ‘we’re better than those marsh-addled swindlers’. Belding thinks she can convince the religious reactionaries if they witness a miracle from the God of Trade. Doesn’t matter if it’s not entirely genuine …

Market Hall

The Market Hall is a former cloth hall which has grown from its original purpose into an indoor market dedicated to small or transient stallholders. A single-storey building, it is dark within, lit only by ship’s lanterns somehow acquired in bulk by a forgotten benefactor. In exchange for ten shillings, a trader can set up their pitch and sell anything they like, provided it’s not illegal or explosive. The earlier you arrive, the better the location. Inside, there are dozens of wooden stalls and benches crammed with a diverse range of goods, from crockery to taxidermy, wigs to crumhorns.

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The front of the Market Hall is a long arcade of wooden arches where yet more traders hawk their wares. The arcade opens out onto the Lappenplatz square, where there are markets on every day of the week other than Festag. Storytellers and street entertainers attract small knots of onlookers and loafers. In the middle of the square is a well and a large weighing scale, where an officer of the City Council ensures tradesmen do not rip off their customers. That said, Klara Reisenholm is eminently bribeable and happy to put a surreptitious foot on one scale for the right price.

Woodcrafters Market

Salzenmund has a thriving trade in carved wood, evident in its architecture and exports. Craftsmen showcase their skills at the specialised market where they can present examples of their work and sell smaller items to discerning customers. The market stalls offer all manner of goods carved to a high standard, including furniture, religious icons, weapons, eating utensils, and toys. The woodcrafters are a tight-knit community and look out for one another. Anyone causing trouble at the market will make many enemies.

THE HAUNTED FOOL

Young Sigbarich bought some excellent timber from a merchant in the Lappenplatz. He carved it into an exquisite sculpture of a jester with subtle movement and a lifelike expression. It’s so good that he’s sold it three times. Each time, the buyer returned after a week, complaining they couldn’t sleep with it in the house and it definitely moved when they weren’t looking. Sigbarich doesn’t know that the timber came from a dead Tree Kin from the Laurelorn — and the spirit trapped within does not rest easily.

BEHIND THE CURTAIN

The Market Hall was built in an old quarry and the rear section goes back much further than one would expect. Behind a tatty yellow curtain, there are several more chambers where Dag Olhauser’s smuggling operation stores and sells contraband to discrete customers. If a Character explores the shadows at the rear of the Market Hall, they may stumble upon something which brings them unwanted attention.

ULRICSHOHE

WOLFSMATZE If a traveller comes to Salzenmund looking to have their prejudices about Nordlanders confirmed, they should venture into the muddy streets of Wolfsmatze. Amongst the confused muddle of wooden shacks and dilapidated hovels, there are countless examples of loud, strapping women and plain-speaking men with plaited beards. The people here are poor, boisterous, and proud, and there is an undeniable Norse influence. There are a few rough drinking halls amongst the low houses, but most of life seems to happen out on the streets. It’s common to see people carousing, arguing, bathing, and doing business in the open, no matter the weather. The Wolfsmatze warden is selected by the person in the ward who can shout loudest. Most Salzenmunders look down on Wolfsmatze, but in times of war they are glad of the ferocious band of warriors who venture forth for the muster. The Axemen of Wolfsmatze fight under a banner bearing a serpentine dragon biting its own tail.

Redhelm Drinking Hall

The largest building in Wolfsmatze is the Redhelm Drinking Hall, a long timber structure with low walls and a thatched roof. Inside is a single room, lined with long tables and benches. The air is thick with a beery fug and the sound of boisterous singing and endless toasts to ‘Olric’, ‘Old Redhelm’, and whoever bought the last round. The drinking hall takes its name from Baron ‘Redhelm’ Nikse, who preferred to carouse here in Wolfsmatze rather than get bogged down in the boring responsibilities of governing a province. Redhelm was always good for a drink and a fight, so it seemed natural to name his favourite hostelry in his honour. The drinking hall is open from midday until dawn. It is not for the faint of heart. Most patrons are Ulricans, mercenaries, or Wolfsmatze’s toughest residents. Ale is served by put-upon potboys who learn how to duck blows and sing sweetly for their own preservation. Patrons can soak up the booze with one of landlord Svend Mennger’s sausages of dubious provenance, which he serves with stale bread and mustard so hot it can make an Ogre weep.

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SURPRISE HERRING

Patrons in the Redhelm Hall enjoy a practical joke, especially if someone gets hurt. One favourite trick is to buy a round and put a herring’s head in the bottom of one tankard, handing it to an unsuspecting drinker. When they discover the herring, everyone sings The Dance of the Herring and the victim must perform said dance on the table, then tell a funny story to the whole hall. A Character may be surprised when the biggest, hairiest person in the hall offers them a drink. When they find the herring, they have an opportunity to make a lot of big hairy friends or make a lot of big hairy people angry if they don’t respect tradition.

The Bohsen Spring

Towards the southern end of Wolfsmatze is a small yard with a pool of fresh water, fed by a spring bubbling from the hillside. This is the main source of fresh water for the locals, who don’t trust the Aalbach or the Tommflyde because that’s where they tip their excrement and rubbish. There is an unofficial rule in Wolfsmatze that the Bohsen Spring is kept clean, and anyone caught fouling the water is taking their life into their own hands — more than one careless outsider has been beaten badly after washing their boots in the pool. The spring has become a meeting place for idlers and gossips. If you want to know what’s going on in Wolfsmatze, Entwasserung, or Reichsweg, someone here will probably have the details, provided you’re willing to hear a rambling anecdote or two. Elzie Lindt seems to know everyone and everything that goes on in Salzenmund. A matronly woman with many sons and an easy laugh, she can usually be found holding court at the Bohsen Spring, sharing the latest gossip and picking up scraps of new information to add to her limitless knowledge of other people’s business.

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Shrine

of the

Raven

The denizens of Wolfsmatze respect many gods alongside Ulric — some would say they are indiscriminate, but they explain that you need many gods on your side when you’re poor. There are carvings and runes to Taal, Sigmar, Manann, Gnistre, Haleth, and Stovarok hidden in niches in streets and alleys throughout the ward. The Shrine of the Raven is dedicated to an obscure Norscan spirit animal called Chokan, a raven supposedly blessed by Morr. The moment a newborn leaves their mother’s womb, Chokan visits them in secret and tells them the story of their life from beginning to end — if only a baby could understand, they would know their fate. Chokan follows you until you die, appearing at moments of significant change and finally at your death. Visitors to the Shrine implore Chokan to tell them once again the story of their life and, perhaps, change it in their favour. The Shrine is a neat wooden shack with a stylised raven painted above the door. Inside, cheap amulets and shiny stones are suspended on leather thongs from the

ceiling and walls. These are offerings to Chokan, who is represented by a statue of a half-man, half-raven hybrid. There is no priest of Chokan — he is, after all, an obscure spirit. However, there is a shrinekeeper known only as Mother Osa, who offers divination inspired by Chokan. The Shrine is visited by people from across Salzenmund, typically, but not exclusively, those of the lower orders.

CHOKAN’S BLESSING

A band of Norse traders are docked in Osthafen and they stop in at the Shrine of the Raven to ask Chokan for good fortune at the market. When they emerge, one of the party looks absolutely stricken. Tonight they will return and Chokan will give them a blessing of immense wealth, in exchange for a sacrifice which they have been told the raven spirit demands.

Shrine

to

Suth

In the depths of Wolfsmatze, at the end of a confusing warren of walkways and dead ends, stands a crude wooden shack daubed in flaking red paint. Two elderly brothers live within, eking out a miserable existence on their hard pallets and living off cheap meat, stale bread, and water. For as long as anyone can remember, Gunnar and Ralf have tended a small altar dedicated to a minor god known as Suth. Few people know about the shrine and even fewer give it any attention. Those who pay respects to Suth come at sunset and bring offerings of raw meat or small animals they have killed themselves. They ask Heinous Suth for strength in combat and promise him the souls of their adversaries. Until recently, Gunnar would recount Suth’s conquests and explain that he and his brother wait for the Red Child, which is Suth reborn in the world. Heinous Suth is in fact a Daemon Prince of Khorne who has not been seen in the Old World for many centuries. In millennia past, he was venerated by those who wanted power and conquest through violence — Human tribesmen might invoke his name or offer a sacrifice before a battle or raid. At his height, he attracted his own followers who marched to war in his name, but he is now remembered only in mouldering tomes and by two elderly brothers in Salzenmund.

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ULRICSHOHE

Olaf Knutssen

Wolfsmatze Agitator

As Olaf tells it, Salzenmund and Nordland were once much mightier than they are today. On street corners and wharves he tells long, angry tales about the golden years, when leaders of great stature lead the people to power and prosperity. These were the jarls, who combined the best of the Norscan with the best of the Men of the Empire. Werner Nikse was a lapdog. Gausser is a weasel. The burgomeister is a wooden puppet. If only Salzenmund could return to the days of the jarls, it would become truly ascendant once more.

BLASPHEMOUS NATIVITY

Two months ago, the brothers found a bundle outside the Shrine to Suth. When they looked within, they found a newborn, who shrieked with rage until they brought her inside. Both knew that this was no ordinary infant, as her skin is hairless and bright crimson. Gunnar and Ralf knew instinctively to wean her on blood, which they bought from butchers and fed her still warm from the slaughter. The girl’s appetite is prodigious and she has grown swiftly — after just two months she resembles a child of three years with cloven feet. Keeping her concealed is proving difficult and she does not respond to her foster parents’ discipline with anything but rage. It may not be long before she turns on them or escapes the shrine.

V

Knutssen draws quite a crowd. He’s a skilled storyteller who brings vivid imagery to the stories of Angmar, Harald the Roarer, and Redhelm Nikse. His face is expressive and he is a talented mimic — switching from booming stentorian voices for his heroes to weak, conniving tones for those who hold them back. The agitator has greater ambitions than street entertainment. He wants political office and intends to contend the role of Wolfsmatze warden. The incumbent Henk Lundgren is growing old and his lungs aren’t as powerful as they once were. OLAF KNUTSSEN HUMAN AGITATOR (BRASS 2) M WS BS S 4

T

I

Ag Dex Int WP Fel W

34 35 30 29 30 27 34 35 39 50 10

Traits: Weapon (Hand Axe) +3

Skills: Bribery 55, Charm 57, Consume Alcohol 34, Cool 47, Dodge 33, Entertain (Storytelling) 59, Evaluate 40, Gamble 39, Gossip 60, Haggle 55, Intuition 35, Language (Norscan) 43, Leadership 55, Lore (History 38, Nordland 42, Politics 40), Melee (Basic) 39, Perform (Acting) 35

Talents: Ambidextrous, Gregarious, Impassioned Zeal, Public Speaker, Read/Write, Savvy, Suave Trappings: Hand Axe, Loud Voice, Rough Clothing, Makeshift Podium (Empty Salt Crate)

67

• GNISTREBERG • The entrance to the city and the place for the dead

‘I swear they’re all asleep up there on the hill. The whole of Totenschutz is a halfway house to the Garden of Morr, I reckon.’ — Krista Jagvand, Steinhafen stevedore ‘It’s our lookout. The Bastion, the Sentinels, and even the Bell Tower. On a clear day we can see miles down the Grand Way and if there’s anything bad coming, we make ready.’ — Captain Holtz Weisser, Salzenmund Greatsword Travellers approaching Salzenmund from the south are greeted by the city’s eastern hill, which rises gradually behind the Crimson Bastion. Gnistreberg is the lowest of the city’s four hills and has fewer living inhabitants than the others — the western slope is dominated by the city cemetery. The hill was once devoted to silver mining and below the streets it is riddled with tunnels, though the ore is apparently long exhausted. Most of the surviving

excavations are now catacombs to house the city’s dead, lined up in countless grave niches inside the hill. The Grand Way enters the city through the main gate and becomes the Reichsweg, which runs along the valley at the bottom of the eastern slope, carrying most road traffic entering the city from Middenland, Ostland, and provinces to the south. In times past it joined Seeufer to the rest of the city, but now the road passes through the Lake Gate before running through the ruined ward, alongside the Salz and towards the coast. Away from the busy Reichsweg, life on Gnistreberg is quiet. It may be the influence of the thousands of dead beneath their feet, but the locals tend to be more introverted than the rest of the city. The pace of life is slower and the population slightly older.

TOTENSCHUTZ

The Totenschutz ward covers much of Gnistreberg, from the Garden of Morr on the western slope to the crest of the hill. Most buildings are low, timber households — there are very few hostelries and only a handful of traders. By day, the streets are sleepy and traffic unhurried. Other than the occasional funeral procession, little of note happens in Totenschutz. It can feel isolated and lonely, especially with its constant reminders of death. It’s said that a joke told in Totenschutz will always fall flat. The people here are seen as trusting and credulous — many Salzenmund stories hinge on gullible Totenschutzers being fooled by anyone with an ounce of wit. At night, ferocious watchdogs patrol the streets, trained by the Cult of Morr to attack anything which smells of death. Fortunately they can be trusted to leave the living unharmed — assuming they haven’t recently been in close proximity to a corpse.

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GNISTREBERG

There are also City Watch patrols accompanied by initiates of Morr or even a knight from the Black Guard. Many Salzenmunders think the Cult is paranoid, but few begrudge the sense of security their vigilance brings. The Totenschutz banner is a black rose (of Morr) on a blue background. The muster is drawn from sons and daughters of older householders, who welcome any opportunity to escape the slow life of the ward.

The Temple

of

Morr

A low, sombre building festooned with robed gargoyles, the temple of Morr is a spiritual gate to the afterlife and a physical gate to the enclosed cemetery and catacombs. The walls around the Garden of Morr are tall and made from the same dark stone, with crenellations resembling a defensive bastion. This is significant — a legacy of the ancient threat of Dieter Helsnicht which reverberates down the centuries. Since his defeat at the Battle of Beeckerhoven in 1244 IC, the Cult of Morr have posted a contingent of Black Guard to monitor any potential return of the Doomlord or those inspired by his legend. Within the cemetery are countless mausolea of Nordland nobility, dating back over 1,500 years. The catacomb entrance is a forbidding stone gate on the peak of the hill, where the watcher of the catacombs is permanently posted — traditionally an elderly member of the Black Guard with instructions to fight any who try to enter or exit. Watcher Mila Denkel performs her lonely responsibility with unusual good humour. A spiral staircase leads down into old silver workings, each corridor lined with niches containing centuries of dead Salzenmunders.

THE BOWL OF OBLIVION

The temple possesses the begemmed Bowl of Oblivion, a powerful relic of the cult that was originally a gift from the queen of Tor Lithanel. Suffused with the power of the divine, this item can be used to grant protection from the undead. However, should it be consecrated with an inverted, midnight ceremony, it can also be an instrument for summoning and controlling the unliving. The Bowl is secured in a beautiful silver shrine at the entrance to the catacombs. The Bowl was originally created in honour of the Eonir god Sarriel, Lord of Dreams, who has some mysterious metaphysical relationship to Morr. Why Queen Marrisith gifted it to the Cult in Salzenmund is a mystery known only to the Eonir.

VI

High Priest Wigand Teidegger — Vigilant watcher of the dead. Father Wigand Teidegger of the Order of the Shroud is a former captain of the Knights Raven and shows a remarkable amount of vigour for a priest of Morr. He is purposeful in surveying potential threats from the undead in Nordland and beyond. In his cell in the temple, Teidegger has a map of the province marked with sites suffused with known quantities of Dhar. Captain Wolfram von Guntersson — Commander of the Black Guard. The Black Guard’s chapterhouse houses a small regiment along with their black mounts. Von Guntersson is a tall, bald man of few words, which is fortunate because he knows many secrets about Gnistreburg, Nordland, and the coast. He has been entrusted with guarding the decapitated body and head of the vampire Lady Hirkeit. He knows which catacombs have been bricked up and protected with magical sigils … and he’s heard the whispers which come from within the sealed corridors.

FROM THE DEPTHS

The high priest has a good relationship with Wave Lord Sider. The two have a shared concern about reports of the drowned returning from the sea — a phenomenon which has become more common in the last few years. In late night discussions, they speculate that a motivating force, some liche or necromancer, is operating from Wrecker’s Point. Now they need someone to investigate.

THE HIRKEIT LEGACY

Salzenmund’s priests of Morr harbour a centuries-old secret. Lady Petra Hirkeit was the witch hunter credited with keeping Salzenmund safe during the Vampire Wars which swept the Empire during the 21st century. Secretly, she was also a Lahmian vampire who considered Salzenmund her own domain. Hirkeit conspired to keep the warlike von Carsteins at bay by removing their servants in Nordland. Although she was unmasked and beheaded by the high priest of Morr in 2345 IC, the cult kept her decapitated remains hidden in a separate sealed vault under the temple, surrounded by wards and symbols of Morr. Last night her head and body disappeared.

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The Green Bell Tower

The Sentries

There is only one bellringer, an eccentric old man who lives in the tower and never speaks. Nobody knows his name or why he rings the hour with such strict discipline, but he provides a useful service to the city, so the City Council has set aside a small stipend to supply him with bread, meat, and beer. Some believe his weathered purple robes suggest a previous life as an apprentice at the Amethyst College in Altdorf. Others say that he has been here for hundreds of years, kept alive in perpetuity by Morr to fulfil his duty marking the hours to the end of the world.

These squat stone turrets are unpopular with the City Guard, who find them eerie and unsettling. During the siege by Sorn Ghoulskin’s undead army in 2121 IC, many defenders died here and hundreds of zombies were destroyed. Not all the corpses were cleared and the ground beneath the wall is riddled with bones and skulls which occasionally come to the surface during heavy rain.

High on the hill stands the Green Bell Tower, Gnistreberg’s tallest monument — the most significant of Salzenmund’s many bell towers. When the great bell peals and echoes across the four hills, people trust its timekeeping more than any other’s. The tower takes its name from its weathered stonework, green with age.

Hebenbrucke

One of two crossings between Totenschutz and Wolfsmatze, the Hebenbrucke is a drawbridge which can be raised to allow small boats to pass on the Aalbach inside the city wall — it is not navigable beyond that point. The other bridge, Stelzbrucke, is raised higher above the river.

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The city wall crests Gnistreberg in Totenschutz and provides an excellent vantage point looking towards Beeckerhoven. On this stretch of wall there are three identical towers known as the Sentries. For some unknown reason, each is named for a season — from west to east they are the Spring Sentry, Summer Sentry, and Autumn Sentry. Soldiers maintain that the temple of Ulric on Ulricshohe is the Winter Sentry.

The Road

of

Winds

The Road of Winds is the main thoroughfare in Totenschutz. It takes its name from a peculiarity whereby the buildings and geography somehow channel winds from the Salz Valley into powerful gales which blow through the street. The houses here have bolted shutters and many missing tiles. There is no debris on the road as the strong winds constantly scour it clean.

GNISTREBERG

VI

OSTHAFEN

SALZWEDEL’S EFFIGIES

When Countess Carin Salzwedel oversaw reconstruction after the Black Plague, she had priests of Ulric and Sigmar bless eight stone effigies, four of each god. They were buried on the peaks of the city’s hills to protect the people from dark forces — so long as they remain respectful towards both gods. The effigies have long since passed into legend and none know where they are buried. The Characters are contacted by an itinerant Sigmarite priest visiting Salzenmund. While praying, she had a vision where the eight effigies rose spontaneously from the peak of each hill. Six were intact although pitted with age, but the two on Gnistreberg bore the hallmarks of corruption. What could it mean? Should the Characters strive to unearth the effigies to discover the truth? Or is that exactly what the ‘Sigmarite’ wants them to do?

THE BIG GUNS

Salzenmund has never relied heavily on artillery, but the Sentries are a prime location for a battery overlooking the Grand Way. The investment is considerable and the City Council, elector count, and City Guard are not yet convinced that the expenditure is worthwhile. Enter Herr Viktor van Schmitt, Imperial engineer and cannon salesman. He wants to stage an artillery display to showcase his wares — so he needs a big, attention-grabbing event to get the approval of the authorities.

Salzenmund has two working waterfronts, Steinhafen and Osthafen. In contrast to the rowdy good humour of Steinhafen, Osthafen is a place for quieter and less public business. If someone wants to transport goods in or out of the city without much attention, they will use one of the Osthafen wharves. The ward has only a small number of residents — the majority of buildings are warehouses or connected with trade. There is one inn and the dockworkers and labourers here aren’t especially friendly to outsiders. The alleys are dark and damp, which is exactly how the locals like them. By day Osthafen is a place of serious industry, with goods moving between boats and wharves without fanfare or fuss. At night, the same labourers wear dark clothes and use sign language to signal to one another. At all times of day, the ward’s considerable population of stray cats keep the rat population down. The Osthafen banner is a small sail emblazoned with crossed fishes, the ensign carried aloft by the youngest man mustered into service. The regiment is composed entirely of burly stevedores with dubious reputations, countless tattoos, and very bad tempers — when they’re forced to march for the city, they’re a disturbing sight.

THE MORRITE VIGIL

The Cult of Morr maintains an unusually militaristic presence in Salzenmund. In part, this is because they fear the return of Dieter Helsnicht. The Cult’s annals recount the Night of the Restless Dead in 1681 IC, when the corpses of myriad townsfolk were reanimated in the catacombs and crashed through the seals keeping them below ground. The bones of ancient sacrifices floated to the surface of the Ormsdeep and assembled into multilimbed monstrosities that clambered dripping into the streets and dragged countless citizens screaming into the lake. Dieter Helsnicht was seen simultaneously in many locations throughout the city, infused with power from the wind of Shyish. By morning the broken cadavers had collapsed once again, with many fresh dead to accompany them back to their catacombs. In Castle Salzenmund, the last of the Moltkes was found dead, surrounded by the bodies of his ancestors. High Priest Teidegger worries that no one knows why Sorn Ghoulskin attacked the city in 2121 IC. Ghoulskin was a Norse shaman who raided Nordland in search of knowledge. He seized and translated the library of daemonologist Heinrich Strasser from his lair on the coast. He scoured the ruins of Wrecker’s

Point and sailed home in a longship laden with engraved stone tablets. Finally, he communed with drowned spirits that were once part of Dieter Helsnicht’s army. For some reason he became fixated on Salzenmund. In summer of 2121 IC, he brought an army of Norse to the Silver Hills, where they sacrificed thousands of thralls to come back to life as an unstoppable throng of zombies. He resurrected the long-dead body of Chaos Lord Count Metalmane and pressed him into service as leader of his undead knights. The necromancer had also assembled a Necrofex Colossus to break the city’s defences. The siege was lifted after two long years and Ghoulskin was apparently destroyed. With his defeat, none were any wiser about what he hoped to achieve at Salzenmund. Teidegger has speculated that Ghoulskin sought the Bowl of Oblivion, the Library of Talius, or some other object of power beyond his knowledge — perhaps one of the notorious Books of Nagash? For now, the high priest maintains a constant vigil over the Silver Hills and beyond, looking for signs of necromancy.

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The Olhauser Warehouse and Wharf

The Osthafen warehouses on the waterfront are serviceable, but not especially well-maintained. The exception is the Olhauser Warehouse, which is kept in pristine condition. The Olhauser Wharf has an efficient team of stevedores with heavy beards and thick sealskin jackets. Olhauser’s men are renowned for working in all weather and offering a prayer to Ulric at the beginning and end of the day. Anywhere else, this piety might open them up to ridicule. Salzenmunders know better than to laugh at anyone connected to Dag Olhauser. The Olhausers are a merchant clan who ostensibly trade in agricultural goods from Middenland and the Rol Valley — oats, wheat, pickled turnips, and similar. They do not have a market beyond the Silver Hills, so they store their wares in the Olhauser Warehouse and transport them to destinations from there. Behind the sacks, crates, and barrels is the real Olhauser merchandise — contraband. From Bretonnian brandy to fine lace to rare tomes, almost anything illegal or heavily-taxed could come through the Olhauser Warehouse. For the right price, even fugitives can be smuggled in or out of the city. Goods smuggled from ships are landed on isolated stretches of coastline or under the eyes of Hargendorf ’s corrupt excisemen. Contraband makes its way up the Salz to Osthafen, where it’s taken into the Warehouse, then secreted in the tunnels behind. From here, the wares can pass out in many directions. Some goods are sold in secret at the Market Hall. Others are stored in underground chambers until they’re safe to transport. The Fish — an Altdorf smuggling gang — have their most northerly outpost in Osthafen and much of Olhauser’s contraband travels into the Empire via their network. Elsbet Ulmar is the Fish warchief who liaises with Olhauser at the Warehouse. She spends most of her life on the road, travelling between Salzenmund and Delberz to check that every link in the smuggling chain is secure and to escort especially valuable cargoes. To the casual observer, Elsbet is a travelworn coachwoman in her late thirties. She drinks in the Laughing Frog, but socialises only with the handful of Fish in the city and her Olhauser contacts.

The Tunnels

Anything which needs concealing away from Osthafen or transporting in secret to elsewhere in the city is spirited away into the tunnels under Gnistreberg.

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These are abandoned silver mines for the most part, although they’ve been extended over the years. There are four entrances to the tunnels — one in an abandoned Guard post by Hebenbrucke, another under the Olhauser warehouse, the third in the Laughing Frog inn, and the last outside the city walls in the shadow of the Sentinels.

The Laughing Frog Inn

The Laughing Frog stands on a street corner leaning precariously over Osthafen towards the lake. The inn is timbered and has many dirty diamond-paned windows which let in little light. A steep staircase leads up to the front door. On frosty evenings, many a customer has slipped on the stairs and taken a fall. Inside, the Laughing Frog is not especially welcoming. The only real light comes from the fireplace and ship’s lanterns hung around the walls. The clientele are surly dock workers and boatmen who prefer to stick to their own business. The landlady Inga Golvic serves unknown customers quickly and encourages them to drink up just as swiftly. There are two rooms upstairs, but they’re always occupied. The Laughing Frog is where the Olhausers’ henchmen organise their illicit business. In the cellar is a wide doorway leading into the tunnels.

CAREFUL WITH THAT PICKAXE!

A gang excavating more tunnels for Olhauser discovered an abandoned silver mine with many galleries and caverns for storage. One overzealous labourer accidentally broke through to a sealed chamber in the catacombs below the temple of Morr where, unbeknownst to the smugglers, three unquiet spectres dwell. Although the breach was hastily boarded up, the spectres have awakened and pass through the barrier at night to attack unwary smugglers when they are alone. The Olhauser clan need disposable troubleshooters to investigate what’s going on.

OLHAUSER INCANDESCENT

Dag Olhauser will not knowingly smuggle goods which have a connection to the Ruinous Powers. This morning, a crate of stolen wine was broken by accident in the Warehouse and his men discovered a false bottom. Inside was a copy of Richter Kless’s Liber Chaotica — a blasphemous book which can get the possessor burned without trial. Olhauser is furious. He wants to find out who sent the book and who is the intended recipient. He will pay good money and provide muscle for the Characters if they help.

GNISTREBERG

VI

Dag Olhauser

Upstanding Smuggler

Dag Olhauser is a citizen in excellent standing and a stalwart member of the temple of Ulric’s congregation. He is also responsible for most contraband passing through Salzenmund. If you want to move almost anything through the Silver Hills and would rather the authorities didn’t know about it — Olhauser is your man. Olhauser is a taciturn man in his fifties, with steel grey hair swept back from his large forehead. His wife Lotta and countless blonde children are rarely seen outside Holzermarkt, but Dag spends most of his time at the Warehouse, keeping the books and overseeing his team of Norscan longshoremen. He diligently works long hours at both the legitimate and illegal businesses conducted from his establishment. A small number of citizens know Dag is the Salzenmund connection of Nordland’s Smuggler Queen, Gunna van Sperren of Hargendorf. Dag is her trusted friend and few in the province would cross Olhauser for fear of his patron. Olhauser is not troubled by the authorities. He has strong connections with the temple of Ulric and because of his deep faith in the Wolf God he strictly refuses to traffic goods which may have a connection to necromancy or the Ruinous Powers. DAG OLHAUSER MASTER SMUGGLER (SILVER 5) M WS BS S 4

T

I

Ag Dex Int WP Fel W

35 29 31 35 48 49 39 45 40 47 13

Traits: Armour 1, Weapon (Sword) +5

Skills: Athletics 55, Bribery 52, Charm 53, Consume Alcohol 45, Cool 50, Evaluate 55, Gossip 57, Haggle 57, Intimidate 41, Intuition 58, Language (Norscan 50, Wastelander 50), Leadership 50, Lore (Nordland 48, Riverways 55, Salzenmund 55), Melee (Basic) 45, Perception 51, Row 41, Sail 59, Secret Signs (Smuggler) 50, Stealth (Urban) 59, Swim 41 Talents: Briber, Mimic, Sharp, Sixth Sense, Suave Trappings: Expensive Wolfskin Cloak, Fine Townsman’s Clothes, Sword

REICHSWEG The main road into the city from Beeckerhoven is the Reichsweg, so named because it leads ultimately to the rest of the Empire. Within the city walls, the road is lined with taverns and seedy residences which run along the lower eastern slope of Gnistreberg. Reichsweg is part of Totenschutz and not a ward in its own right, but it is so different from the rest of Gnistreberg that everyone treats it as separate. The people living by the Reichsweg are known for sharp practice and criminal behaviour, preying on gullible travellers and the unwary as they enter the city. There are few families and permanent residents in the area, but those who stay tend to have a connection to the priest of Ranald, ‘Jan Hinde’. Followers of the Trickster God are common in Reichsweg and come to pay respects and coin whenever Hinde sets up his shrine in whichever cellar, attic, or backroom he chooses that day. At night, Reichsweg is second only to Steinhafen for entertainment and carousing. The inns and a gambling den stay open into the early hours, but visitors all too often find themselves robbed or conned at the end of the long night’s revels.

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The Crimson Bastion

If you approach Salzenmund from Beeckerhoven you come first to the Crimson Bastion. It is a statement to all arrivals that Salzenmund should be taken seriously — it is not simply a provincial backwater. Or as one Imperial plenipotentiary put it, ‘it’s a sure sign that some former ruler was desperate to convince himself and others that Nordland matters.’ The Crimson Bastion is an impressive sight, whether or not it’s trying to compensate for feelings of inadequacy. The large gatehouse stands tall over the Reichsweg, imposing as both a defensive structure and sight for travellers looking to enter the city. The stone walls are covered with red plaster and emblazoned with the city’s coat of arms. A row of flagpoles fly the banners of Nordland, the city itself, and the most notable noble families. The gate passes through a large arched entrance in the base of the bastion, with two sets of sturdy oak doors and a portcullis between. The arch is big enough for two large coaches travelling abreast or a full regiment of spearmen marching with their weapons aloft. The Bastion is large enough to act as the main barracks for the City Guard. There are dormitories and a mess, as well as a small armoury. The Salzenmund Greatswords are garrisoned in the Crimson Bastion and each day they can be seen patrolling the walls on the city’s eastern flank. Guard Captain Sigrun Neiding surveys the city from her chambers in the Bastion’s roof, where she has private rooms and a command post. She has a telescope permanently trained on the Grand Way.

The Honest Burgher

The inn called the Honest Burgher has quite a reputation. The upper storeys lean over the Reichsweg as if looking for easy prey amongst newcomers to the city. The Burgher is a galleried inn, leaving plenty of vantage points for patrons who want to see who is coming and going. Guests can stay in the upper rooms, but landlady Gerta Margach will ask anything from a handful of pennies to several hundred gold coins a night, depending on how much she trusts or likes the person asking for board. If you’re looking to make contact with the criminal fraternity in Salzenmund, you can start at the Honest Burgher — anyone with Secret Signs (Thief ) will see markings on the door jamb and wooden tables to make that obvious. Likewise if they use Language (Thieves’ Tongue) inside, someone will offer their services for the right price. This includes cut-throats, burglars, beggars to act as lookouts, and smugglers — Dag Olhauser always has a few of his gang in the Honest Burgher listening for potential opportunities or threats to his operation.

FULL DISCLOSURE

‘Jan Hinde’ is a priest of Ranald and conman, known to the people of Reichsweg as a pedlar, but to citizens elsewhere by one of many other names. To the Sigmarites of Magnusschild he is old Adlar Deichmann, pious veteran of many campaigns for the Emperor. In Ulricsberg and Entwasserung he is Hagan Felsson, the loud red-bearded bawd covered in Ulrican tattoos. Nobody knows ‘Hinde’s’ real name or identity, which is exactly how he likes it. But someone has just nailed a printed list of his aliases to the door of the Honest Burgher. Who is sending him a message? And who can help him find out while he lies low?

FORK IN THE ROAD WARDEN

Nordland’s road wardens are notoriously corrupt. They take bribes from highwaymen, carry contraband for smugglers, and deliberately delay coaches and wagons when someone pays them to do so. On their way to Salzenmund, the Characters find a road warden by the side of the road with a pitchfork in his back, his purse taken and his horse bolted. They are only a half hour’s walk from the Crimson Bastion and there’s a standing reward of 5 GC for finding a road warden’s killer. Was it a dodgy deal gone wrong or a disgruntled traveller sick of corruption?

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• WALCHEBERG • The Temples

of Manann and Sigmar and the inland seaport

‘It’s the only halfway civilised part of the city, as far as I’m concerned. They even speak proper Reikspiel if you can find one of those charming Knights of the North Star. You have to ignore the docks though … and obviously avoid the Nordlanders as far as possible.’ — Baroness Gisela Burgrave, Altdorf noble ‘I’m told they used to graze goats up there, before they built the Cathedral. You might say that they still do, but not to their faces.’ — Bjorn Klossen, Ulrican initiate The city’s northern hill rises from the lake to a broad crest which looks down onto forested slopes towards the coast. The Walcheberg is dominated by one of the city’s most distinctive buildings, the temple of Manann. Elsewhere on the hill, the architecture has a more typically Imperial construction than found on the other hills, with more stone and half-timbered buildings. Due to the greater presence of Sigmarites on Walcheberg, some Salzenmunders call it ‘Imperial Hill’, with approval or disdain depending on how they feel about the Emperor and southerners in general.

BLAUMANTEL Blaumantel is a small ward comprising a strip of streets and a square at the hill’s crest, incorporating the temple of Manann and surrounding buildings. It is named for the blue cloaks traditionally worn by Nordlander priests of Manann. The Cult’s influence is all-pervasive in Blaumantel — there are merchants and artisans specialising in maritime professions such as nautical cartography and instrument manufacture. The few residents are associated with the temple, or merchants who earn their wealth from the sea. By day, the area is reasonably busy, with sailors venturing to the temple to offer prayers, and merchants meeting in the Merchant Venturers’ Guild or Exploration Society. At night, the streets are almost deserted, as there are no hostelries in Blaumantel, although the temple is open throughout the night and can offer a berth for sailors without accommodation elsewhere.

Most streets on Walcheberg are narrow and best suited to travelling on foot. The exception is Rundweg, a broad curving route that divides the lakefront ward of Steinhafen from Magnusschild. Most days, Rundweg is lined with traders peddling street food and religious charms, along with a handful of Sigmarite oddballs ranting about the coming End Times. Below the waterline on Walcheberg’s lake shore, the bedrock is cracked by wide horizontal fractures filled with aquatic weeds. These dark fissures are home to crayfish which can grow up to 2 feet long. Salzenmund fishermen catch these crustaceans and sell them on Schmutzmarkt, although it is traditional to throw back the first catch of the day to placate the Clawmother — supposedly the progenitor of them all.

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Despite its distance from the coast, people believe you can smell the sea in Blaumantel — a miraculous reminder of Manann’s presence. It’s actually the drains, but that’s far less evocative. The Blaumantel banner is a trident superimposed over a stylised compass rose. When called to join the Salzenmund muster, Blaumantel offers a detachment of crossbowmen, drawn from the ward’s servants. Their masters are more likely to serve at sea than on land.

The Cathedral of Manann Resplendent

Standing atop the Walcheberg, the Cathedral of Manann Resplendent is testament to the Sea God’s importance in Nordland. The first temple was built in 1450 IC, but the current building was commissioned by Sovereign Countess Eleonore Gausser two hundred years later. It was funded by a colossal haul of treasure seized from the notorious pirate Gregorius Segnetti (the so-called Scholar Pirate) after his capture off Nordenwatch. Most Manannite temples are simple constructions, but this is an impressively tall affair, dominated by a pentagonal central tower, topped with a huge statue of the Sea God.

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A high belfry overlooks the city and on a clear day with a telescope you can see the sea from the northern arch. The building is fashioned from stone quarried in Eiger Bay, carved with wave reliefs and stylised representations of fish and shells. These are punctuated with broad windows styled as stone portholes. The Lustrian hardwood main doors are flanked by two pools of seawater, full of kelp and saltwater fish. The interior is dark, lined with weathered stone and lit only by sea lanterns and narrow streams of sunlight coming in through the round windows. The chancel is shaped like the prow of a ship facing north, which represents the temple as a great vessel carrying worshippers towards their god’s realm. There are a handful of living barnacles growing on the interior stonework and the hammerbeam roof incorporates figureheads from celebrated Nordland ships. The most notable feature inside is a colossal skeleton suspended from the ceiling. These are the remains of a huge serpentine whale that found its way up the Salz as far as the city. It supposedly wrapped itself five times around the temple of Sigmar until the high priest of Manann smote it with his trident. Based on the skeleton, five times is an exaggeration, but the story is a popular one with Salzenmunders.

WA L C H E B E R G

The Cult of Manann is not much given to complex religious offices. The High Priest Otto Sider oversees an ever-changing command of four lesser priests, who are constantly coming and going on sea journeys. A crew of initiates are responsible for the upkeep of the temple, including the day-to-day business of worship and administration. The Sons of Manann are one of the god’s templar orders who are normally found on the coastline. Ten knights are stationed in the temple to guard the building and accompany the wavelord when he wants to make an impression at the castle. The temple has several attendant buildings in Blaumantel. A small library adjacent to the temple holds nautical charts, a collection of ship’s logs, and a handful of scholarly tomes. The librarian Lars Platzen tells visitors that if they want anything ‘too clever’ they’d be better off visiting the monastery of Manannsheim. The temple maintains a large dormitory, where homeless sailors can spend the night if they find themselves without accommodation. In return for a bedroll and a ration of fish and beer, they must serve the temple by keeping it clean and ‘shipshape’. Father Aelfrich Kalt. While Otto Sider is away from the temple indulging in politics, Father Aelfrich tends to those who come to pray to the Sea God. Usually found pacing the vestibule, the elderly priest has a down-toearth character and provides blunt but wise counsel to any who seek favour with Manann. He is well known to people in Steinhafen and Osthafen and enjoys a drink in the Silver Pike. Brother Hafner Tegmann. Tegmann leads the temple’s Sons of Manann. He is a bearded brute with one eye and a sour temper. The knights under his command know that his word is law and any time they step out of line they could ‘sink the ship’ (endanger the temple). Unknown to his men, Tegmann drinks copious amounts of rum to drown his sorrows since his family was killed during a Norse raid on his hometown of Wulfhafen. Gudrun Metzger. Running a temple as large as the Cathedral of Manann Resplendent is a major undertaking. The matronly Metzger is a cult attendant who wears many hats to keep the Cult functioning in Salzenmund — she coordinates the treasury, ensures upkeep of the building, oversees the Cult’s estates in the city, organises services and festivals, and anything else that Sider deems

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too menial. She is a whirlwind of activity, knows almost everything about the Cult in Nordland, and is almost completely overlooked by the priests.

Fischplatz

The small square in front of the Cathedral takes its name from its flagstones, which were selected for the fossilised sealife embedded in their stone. Bony fish, coiling shells, and strange tentacled beasts are forever preserved in the paving underfoot. Old navy hands like to hang around in the square, catching up with acquaintances and yarning about times at sea. Captain Staunt is an example, a smart older gent famous for his handling of a Wolfship squadron on the Sea of Claws. The premises around the square are mainly offices concerned with prestigious maritime interests. The Merchant Venturers’ Guild. This is an exclusive company of merchants who meet behind the strong oak doors of their Fischplatz townhouse to talk overseas trade. There is a dispute between members on whether they should pursue profit by investing in Marienburg interests or remain patriotic and stay loyal to Imperial trade. The Exploration Society meet in a tall building on the north-western corner of the square. The interior walls are covered with maps of the Known World, frequently consulted by society members. This is a private club for explorers, scholars, and those who sponsor voyages of discovery. The society professes an academic or naval interest in exploration, but many of the Merchant Venturers are also members of the Exploration Society.

LOG HEIST Last week, retired Captain Albertus Eissner was found dead in his bed, soaked in brine and apparently drowned. His crew never spoke of the last voyage they took on the merchant galley Gertrude out of Neues Emskrank, but now his former First Mate Hans Leibknecht is panicking. He approaches the Characters, asking them to get hold of the Gertrude’s log from the temple library, where it was taken from the captain’s home after his death. He believes that the captain made dark pacts with ocean spirits to get them home safe — but perhaps he’s just after Eissner’s reputed treasure?

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Wave Lord Otto Sider

WAVE LORD OTTO SIDER HUMAN LECTOR (GOLD 3)

High Priest of Manann

Otto Sider was formerly a navigator on the Greatship, The Conqueror’s Triumph, which sailed the world’s oceans on behalf of the Emperor. He was a member of the Cult of Manann’s Order of the Albatross, the priestly caste of navigators and pilots. On board the The Conqueror’s Triumph, he measured the stars and plotted many a course around the world, visiting the Southlands, Araby, Albion, and even the Asur port of Lothern. He was an accomplished navigator and when ashore, his captain trusted him in diplomacy with the local powersthat-be. After many years at sea, he realised that he could turn his political acumen to a greater purpose — extending the temporal influence of his god. In person, Sider is more polished and guarded than the average Manannite priest, lacking the ‘brine and bluster’ that characterises their caste. He is usually arrayed in expensive priestly robes decorated with nautical imagery integrated into the fine-woven blue, turquoise, and white brocade. Sider always carries his badges of office, a staff topped with a silver trident and a gilded block-andtackle engraved with intricate patterns. He has a sharp expression and wears his beard long and forked.

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M WS BS S 4

T

I

Ag Dex Int WP Fel W

38 34 30 43 35 47 35 55 51 46 16

Traits: Ward 2, Weapon (Staff) +6

Skills: Athletics 53, Charm 70, Consume Alcohol 50, Cool 66, Endurance 58, Entertain (Speeches 61, Storytelling 65), Evaluate 60, Gossip 65, Heal 61, Intimidate 45, Intuition 45, Language (Albion 59, Wastelander 61), Leadership 70, Lore (Nordland 61, Politics 62, Sea 60, Theology 70), Melee (Basic) 53, Navigation 50, Perception 41, Pray 70, Sail 52, Swim 40 Talents: Acute Sense (Sight), Bless (Manann), Etiquette (Manann Cult), Orientation, Pilot, Read/ Write, Sea Legs

Trappings: Block-and-tackle Talisman (provides Ward), Fine Robes, Trident staff

A WAVE OF DISQUIET

A fiery agitator is stirring up the sailors on the dockside. He claims the wave lord has placed himself away from the sea, defying Manann in exchange for power over men. Piet Neiberg wants to rile up the mob and march on the Cathedral. He demands the Cult put a mariner in charge, not a high-falutin’ navigator. In truth, Neiberg is an actor, paid by Ulrican agents from Middenheim to undermine the wave lord for supporting the separatist movement.

WA L C H E B E R G

Preceptory of the Knights of the North Star

The Order of the North Star have long protected Salzenmund and Nordland as champions of the elector count. For over eight hundred years they have advised rulers, defended the city, and once even ruled the Principality of Salzenmund as regent. For more details on the Knights of the North Star’s political role, see page 26. The Order is small and tends not to stray beyond the borders of Nordland — officially as they are defenders of the province, but unofficially because of their clandestine mission on behalf of the Emperor. Their Preceptory sits on the western heights of the Walcheberg, with a commanding view of Salzenmund and the Salz valley. The building consists of an unadorned stone stronghold with a single tower, a great hall, an armoury, cells for the knights, small shrines to Sigmar and Ulric, stables, and a proving yard. A high fortification runs around the complex, with tall double gates guarded by two knights and a sergeant. Lord Wenzel Adenauer. The Order’s banner bearer, Adenauer is a brash young man who longs for the Knights of the North Star to venture further afield. He dreams of crusades and voyages to foreign lands, to conquer in the name of Nordland. Von Pretzer has not entrusted Adenauer with the secret of the Emperor’s patronage of the Order, as he does not trust his discretion. Lorekeeper Clothild Baasch. The Knights of the North Star have a small library, filled with the annals of the Order and an honour roll of celebrated knights. Lorekeeper Baasch sits in her dusty chamber surrounded by thousands of scrolls and tomes, many of which she has committed to memory. She also has the responsibility to inform the high chancellor of the Empire of any matters relating to Nordland politics which may be of interest to the Emperor. Immanuel-Ferrand Holswig-Schliestein has become interested in the province since the Turmoil brought new opportunities to centralise power in Altdorf.

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YOU HAVE NO AUTHORITY HERE!

The Reiksguard are in Salzenmund as official representatives of Grandmaster Kurt Helborg. Reikscaptain Conrad von Mackensen demands an audience with Count Gausser and refuses to accept the presence of Grandmaster von Pretzer, as he doesn’t see what a provincial knight would have to add to Imperial business. The Reikscaptain is ignorant of the Order’s mission for the Emperor and he cannot be told, but von Pretzer is worried that von Mackensen’s blunt arrogance could undermine Karl-Franz’s relations with Nordland. Can the Characters help?

MAGNUSSCHILD If a visitor from the Reikland comes to Salzenmund, they will find themself most at ease in the streets of Magnusschild. The half-timbered buildings are decorated with comets and other Sigmarite symbols, and one may even hear the occasional southern accent. The ward is dominated by the Temple of Sigmar the Protector, the seat of Nordland’s lector and primary temple in the province. Magnus the Pious is a popular Emperor in Salzenmund and the ward takes his name — referring to him as a shield against the depredations that come from the lands beyond the Sea of Claws. Locals are mainly from the lower and middle classes, small merchants and craftsmen as well as most of the city’s Sigmarite poor. They are sometimes referred to by other Salzenmunders as ‘Altdorfers’, a Nordlander catchall term referring to southerners in general. This is not an insult, but there is some good-natured ribbing about the perceived ‘airs and graces’ of those from the south. The Magnusschild heraldry is a gauntlet holding Ghal Maraz on a blue field. When the banner is carried into battle, the ward raises a substantial regiment of well-drilled halberdiers lead by Sergeant Aldwin Sipfeln, a veteran of the Nordland State Army.

TESTING THE DEFENCES

The Knights of the North Star want to hire a group of mercenaries to simulate an attack on the city, in order to test the defenders’ response. They’ll be very well paid, expected to dress in Norscan attire and act accordingly. A group of willing participants have been recruited, but there’s room for a few more — the Characters perhaps? The first knight overseeing the exercise assures them that the City Guard are warned and won’t use deadly force to repel the ‘invasion’. Unfortunately, some of the recruits’ fellow attackers are the real deal …

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Temple

of

Sigmar Protector

The Lectoral seat is a grand temple embedded into the slope halfway up the hill, projecting outwards towards the Ormsdeep. The facade is dominated by a huge bronze statue of the armoured Sigmar holding a shield and Ghal Maraz. It is immediately obvious that the god’s representation faces directly towards the temple of Ulric atop Ulricshohe — in supplication, comradeship, or defiance, depending on who you ask.

Chapterhouse of the Templars of Sigmar The Salzenmund branch of the Witch Hunters’ Order is located in a plain wooden tower uphill from the Temple of Sigmar Protector on Dunstigweg. The building contains an office, quarters, a small stable, and a large, thick-walled cellar with two secure cells and a separate subterranean chamber for interrogation.

The Temple is impressive on the outside and even moreso within, where the Nordland wealthy like to show their devotion to the Empire with lavish donations of gold, silver and religious gifts. There are several relics of note, including Grand Theogonist Siebold’s chasuble and three of the Emperor Mandred’s toe bones. While most Sigmarite Salzenmunders attend Throng at one of the city’s smaller temples, the Temple of Sigmar Protector plays host to a more vaunted congregation since Nordland was restored to Electoral status — many of the city’s great and good want to be seen as devoted citizens of the Empire. Lector Germund Vorstell is officially a tributary to High Capitular Werner Stoltz in Middenheim, but he now has a direct relationship with the leaders of the Cult in Altdorf. He commands priests in the city’s smaller temples and high priests elsewhere in the province. A company of Templars of the Fiery Heart guard the Temple.

The Street

of the

Cliff

At the eastern end of Magnusschild is the Street of the Cliff, a road which traces the curve of the hill from the city wall to Plotzweg. One side of the street is a rocky cliff face with small single-roomed houses carved from the rock itself, entered through rough-hewn doors in the cliff. These are crude, cramped homes where some of Walcheberg’s poorest residents live.

ADDA’S HOARD The Cult of Sigmar has adopted Adda the Stalwart as Nordland’s first Sigmarite, so Capitular Rolf Inzerbaum is excited to hear that during excavations for a new cellar in Moltkeplatz, a gang of labourers found a long-forgotten chamber. In ancient Jutone runic script, inscriptions on an empty stone sarcophagus proclaim the glory of Adda Jutonsdattar in this, her final resting place. Among several silver and bronze artefacts is a spear, inscribed ’Adda commanded me made’ with several enchanted Chaos runes. Such a revelation strikes at the heart of Nordland mythology and threatens to undermine the reputation of one of the city’s most revered ancestors.

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Witch Hunter Captain Gustav Zusse is something of a historian who studies Nordland’s past to uncover forgotten heresies and threats which may persist to this day. There are some promising lines of enquiry into the identity of the Eight Summoners from 1375, several theories about the origins of Gnistre, and the troubling legacy of Talius the Exalted. Zusse is a scholarly fanatic who is content to play the long game in order to uncover great acts of heresy. He is always looking for agents who can help him research his theories and do the legwork while he records everything in his journals. Zusse has two witch hunters under his command, who take charge of the more routine accusations and burnings in the Silver Hills.

SHADOWS OVER ALBION Recently, Witch Hunter Lutz Keller had finished interrogating a former sailor who was found exclaiming drunken heresies in a Wolfsmatze alley. After hearing his testimony, the witch hunter immolated himself. His notes from the interrogation are a confusing mess — references to a hidden Dark Master, the mists of Albion clearing, and a coming war overseas. What could it mean?

WA L C H E B E R G

Lector Germund Vorstell High Priest of Sigmar

Most people expect Vorstell to be a humourless zealot, ever-alert for threats from beyond the sea and backsliding amongst the Norse-tainted population. Few expect a relaxed pragmatist who tolerates Nordlander peculiarities as part of ‘Sigmar’s rich tapestry of peoples’. Vorstell is an Altdorfer by birth who worked his way up through the Cult hierarchy in the Reikland before he was despatched to Salzenmund as lector. The grand theogonist wanted a trustworthy figure to champion the faith in the north as support for High Capitular Stoltz against the domination of Ulric. If Vorstell ever had any missionary zeal, it is long gone — he’s comfortable that Sigmar plays a role in Nordlander life and he doesn’t mind too much how they choose to worship Him provided that they do. Some of his high priests think he’s dangerously lax, but none can argue against his appeal to Salzenmunders — attendance at Throng has improved in all the city’s temples since he took office.

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Now in his late forties, Vorstell is clean-shaven and handsome. He’s charismatic, easygoing in conversation, and enjoys a joke. Life in Salzenmund suits him well, as he prefers the air to Altdorf ’s fogs and ecclesiastical intrigues. He has a good relationship with High Priest Erich Granholm and Wave Lord Otto Sider, as well as Count Theodoric Gausser. GERMUND VORSTELL HUMAN LECTOR (GOLD 2) M WS BS S 4

T

I

Ag Dex Int WP Fel W

36 25 35 40 38 47 30 41 46 46 15

Traits: Weapon (Warhammer) +7

Skills: Athletics 53, Charm 60, Consume Alcohol 43, Cool 55, Dodge 50, Endurance 50, Entertain (Speeches 52, Storytelling 53), Gossip 56, Heal 51, Intimidate 45, Intuition 48, Leadership 55, Lore (Heraldry 47, Nordland 45, Reikland 46, Theology 48), Melee (Basic) 47, Perception 44, Pray 58, Research 51 Talents: Attractive, Blather, Bless (Sigmar), Bookish, Coolheaded, Doomed, Etiquette (Sigmar Cult), Read/ Write, Savvy Trappings: Fine Priestly Robes, Silver Twin-tailed Comet Amulet, Warhammer

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ADDASHEIM The ward of Addasheim faces the slopes of Moltkeplatz on Zinnentor. While the area is not quite equivalent in terms of prestige, it harbours the wealthiest residents of Walcheberg and some of the most pleasant streets. Around one hundred years ago there was a mania for fountains amongst the inhabitants, and now the ward has small ornamental examples on street corners, in courtyards, and spouting from walls. There is a constant sound of gentle splashing and trickling water — it’s not the best place to visit if you’re in desperate need of a privy. Addasheim is mainly a residential district, with smart townhouses belonging to wealthier burghers who don’t quite have the lineage or funds to live in Moltkeplatz. The ward banner depicts a well surmounted by a horizontal spear, representing Adda the Stalwart’s weapon.

THE NORTHERN SCHOOL OF SALZENMUND

Around the turn of the second millennium, Salzenmund became the unlikely home of a celebrated artistic movement known as the Northern School. Under the patronage of the Ostrein Counts and the ascendant guilds, the artists established their own style with recurring themes and allegories. The work of painters such as Holger, Irminus, and Leibzeit are associated with vistas of typical northern working scenes overlain with mythological motifs and symbolism. The movement is long finished, but the artists’ workshops were in Addasheim and the ward is associated with their endeavours. Famous works include the following: Fraewulf’s Lament by Leibzeit. Sailors and fishermen work their trade on the coast, with spectacular brushwork as the sun rises above the waves. The mythical tribal chieftain Fraewulf bids a tearful farewell to Sigmar as he departs the Empire forever. In The Hall of the Silver King by Holger. A band of miners work underground in a vast cavern, under the beneficence of a crowned figure on a throne who shines silver light throughout his subterranean realm. A bull and a wolf cower from the king, apparently allegories for Middenheim and Wilhelm of Middenland. The Blessed Ones by Hals. It’s disputed whether ‘Hals’ was part of the Northern School, but his artistic style certainly borrows from the work of Irminus and Holger. This blasphemous painting supposedly depicts a forest glade with revellers cavorting with Daemons around a pool — but few who have seen the painting have remained sane enough to be describe it.

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The Adler Academy

The austere wooden buildings of the Adler Academy echo the dry learning that occurs within. Here the respectable sons and daughters of the nobility are schooled in matters which will make them good Imperial citizens, guardians of the status quo, and exemplars to their betters. The Adler Academy was chartered by Talius the Exalted, intended as an institution to elevate the poor from their condition. But over the centuries it became a place where privileged children are sent by their parents to remove any embarrassing Nordlander traits which might make them seem barbaric in the south. There are thirty pupils aged between 4 and 14 years, instructed in two classrooms by initiates of Verena and Sigmar. Any child who speaks out of turn, gets an answer wrong, picks their nose, or looks bored will be subjected to punishment — typically a beating. Sister Frobel runs the Academy and teaches grammar, elocution, deportment, and arithmetic along strict Verenan lines. She keeps the classrooms as cold as possible because she believes it sharpens the mind and disciplines the spirit. Brother Luppert teaches Imperial history and rhetoric with a strong Sigmarite bias. He is a deadeyed marksman with a piece of chalk at twenty paces. Sister Tennetz gives lessons in Classical language and law. She is detail-obsessed and can spend hours correcting the slightest error in pronunciation.

STIRRING IT UP Adela von Macht is a very intelligent girl of 12, and she has had enough of the tutors at the Academy. She realised that they all have their own dogmatic views and there was no point arguing with them, so she’s come up with a better scheme. She intends to drive all of them insane. Her intention is to fake religious ‘miracles’ from Sigmar and Verena, telling the tutors to mend the error of their ways. She has gold and wants to pay discrete helpers, ideally including a wizard, to set the whole scheme in motion.

WA L C H E B E R G

Salzbad Baths

There are several bath houses in Salzenmund, but the Salzbad Baths are the most celebrated. Located close to the Ormsdeep shore at the bottom of the Addasheim slope, they are housed in an impressive wooden building, the interior decorated with beautiful stone flagstones carved with patterns to invoke flowing water and steam. Bathing is a popular leisure activity amongst all classes and the Salzbad Baths are popular with people from all walks of city life — it is a place where anyone with 3 pennies can enjoy the hot and cold pools, the steam room, sauna, and subterranean ice chamber, which is kept frozen all year round with ice shipped into the city. There are attendants on hand to provide birch twigs for an invigorating massage or to drag out anyone who collapses from the heat in the sauna. Salzenmunders like to invite visitors to the city to join them at the Salzbad Baths, but most outsiders are suspicious. There’s something disturbingly Norse about keeping yourself so clean.

IT CAME FROM THE LAKE Last night, after a long soak in the Salzbad Baths, a few people emerged with small leeches attached to their bodies — annoying but easily remedied with a burning taper. But Kurt Mauser stumbled from the baths looking extremely pale and feeling ill. He decided to sleep it off and went home, not realising that he is now host to the worms of Varn’agtk, a cult magus defeated over the lake in 2083 IC. The leeches that feed on Mauser venture out of his body at night to seek out other victims. When they have drunk sufficient blood they will burst from Mauser’s corpse and reassemble as Varn’agtk resurrected.

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The waterfront is dominated by warehouses and a huge wooden crane, powered by two belligerent donkeys on a treadmill. The businesses here are mainly maritime concerns — chandlers, sailmakers, and so on. Everyone knows everyone who works in Steinhafen. It’s a tightknit, raucous community that comes together when in trouble or threatened. Several dockside inns offer a lively evening out — the Silver Pike, the Shipwright’s Arms, the Rope Walk, and Wenwoch’s Rest. By day these are busy with stevedores, sailors, and traders taking a well-earned break and an ale. As the sun sets, this crowd is joined by travellers and anyone looking for a rowdy night. By midnight, the dockside is alive with the sound of drunken shanties, patriotic singing, and the occasional scuffle. Behind the docks is a warren of narrow streets lined with tall wooden buildings that lean into one another like drunks after a heavy night. These are residences, doss houses, and shops of individual traders eking out a living from the docks. The Steinhafen warden is Harbourmaster Osgar Semper, a retired marine with a fearsome reputation and a large, notched cutlass. When mustered, he leads a company of stevedores and labourers under the Steinhafen banner — a crossed oar and boat hook. On the battlefield they are a supporting detachment to the professional soldiers of the Salzenmund Harbour Guard.

STEINHAFEN Steinhafen is Salzenmund’s busiest waterfront, a ward which spreads across the northern shore of the Ormsdeep. Its wharves are always busy with everything from small skiffs to the largest ships that sail up the Salz. Valuable cargoes are loaded and unloaded throughout the day, and it is the main point of departure and arrival for passengers heading to the coast or beyond.

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The Steinhafen Pits

Before Thorsten ‘Redhelm’ Nikse inherited Nordland, he set sail to raid Albion. His ship was lost in the mist and eventually made landfall on the Norscan island of Horvenghaast, home to the notorious ‘Duelling Circles’ where combatants fight to the death. When he became count, he established the Steinhafen Pits to emulate the exemplary pit fighting he’d witnessed on his journey. He brought Norscan champions for the bloody entertainments at the new arena on the waterfront. Redhelm even proved his own fighting prowess on several occasions, besting his opponents in full view of his subjects. Pit fights have always been a popular form of entertainment in Salzenmund, undoubtedly a legacy of Norscan influence. The two arenas are circular fighting pits, open to the elements and surrounded by stepped seating where the crowds watch from a (fairly) safe distance. Entrance can cost anything between 2 brass pennies for an afternoon contest between amateurs to 2 GC for a major or particularly spectacular match. There is a larger-than-life statue of Redhelm Nikse at the gate, arms thrown wide in triumph and looking suitably ferocious.

PICK YOUR BATTLES

The Steinhafen Pits are open every day. Pitmistress Wenhuld Eldrid organises all manner of fights: Paired Challenge. Two opponents fight for prize money in the smaller of the two fighting circles. These contests include scheduled prize fights, ‘all-comers’ events, and duels of honour. It is traditional for the victor to throw the loser into the lake. On many occasions, the city permits a contest to the death — and ‘accidental’ deaths happen rather frequently. Beast Bout. One or more champions fight against captured beasts in the larger circle, for a prize determined by the crowd dependent on the threat presented by the opposition. The definition of ‘beast’ is quite loose and can include everything from natural creatures like wolves or bears to monsters like Orcs, a Troll, or even a Demigryph. The ever-imaginative Eldrid schedules some unusual bouts — last year’s ‘Man vs. 30 Snotlings’ contest is still talked about with enthusiasm. Duelling Circles. A Duelling Circle is a ritualised battle between teams of 8–12 opponents in the larger arena. Each team is lead by a captain, who cannot fight his opposing number. If one of the captains is incapacitated or killed, the other team wins. They can take all equipment from the losing team as spoils, and 25% of all wagers on the battle.

Wenhuld Eldrid. A former fighter, Pitmistress Eldrid retired from contests after losing her left arm. She managed a small stable of fighters before taking over the establishment. She is a battle-scarred woman in her fifties, always on the lookout for a new spectacle to entertain the crowds. The Magnificent Mandiel. When Mandiel fights, the crowds flock to the Pits. Mandiel isn’t the largest or the strongest, but she is a sensational performer and intelligent enough to defeat her opponents without taking injuries. Mandiel is something of an enigma, an Elf who won’t talk with others of her kin and seems content just to entertain the crowds of Salzenmund. Nath’m’yogg the Chivalrous. Nath’m’yogg is an Ogre who spent many years in Bretonnia trying, in vain, to maintain a career as a mercenary. Like most Maneaters, he took inspiration from the local warriors — in this case, the Knights of the Realm. Now he fights wearing an oversized knight’s helm, a grubby surcoat, and a longsword. Nath’m’yogg always kneels to pray to the Great Maw before a fight, then lays into his opponent with no more chivalry than any other Pit fighter.

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WA L C H E B E R G

FROM OUT OF TOWN Two Elves have been asking about Mandiel around Steinhafen. They want to know whether she has a specific rune tattooed on her back. They seem wary about letting her know they’re in Salzenmund and strangely reluctant to attract too much attention. They dress like Eonir highborn, but are in fact Dark Elves from the city of Karond Kar, currently resident in Moltkeplatz in secret. Mandiel is an heir to a Druchii noble family — are they here to bring her home, kill her, or something else? And why has she spent so long in Salzenmund of all places?

THE REDHELM COVENANT Thorsten Nikse set down a commitment on behalf of the rulers of Salzenmund that if any Man, Ogre, or Dwarf wins eight successive fights in the arena, they must be given the freedom of the city and 100 GC from the treasury. For reasons best known to Redhelm, this arrangement was bound by magic so that any who broke the promise would be cursed to die in agony. When the Characters are in the audience, Suthvar the Aesling wins his eighth battle and immediately receives a gift from Khorne — a colossal flesh-hound bursts through a rent in reality to join him. The pair immediately attack the crowd. No decent Imperial could allow the Chaos Champion Suthvar and his hound to live, so troops are flocking to the Pits to destroy the threat. But Magistra Sabine Flamius has told the count that if he doesn’t grant Suthvar the spoils of the Redhelm Covenant, he will suffer the curse within hours.

VII

The Walsturm

The Walsturm is a broad circular stone tower overlooking the River Salz where it leaves the city. It stands 60 feet tall, with two full storeys dedicated to six cannons directed downriver. Should any raider attempt to enter the city by ship, they will face a fusillade of cannon fire. The tower takes its name from the extraordinary whalelike beast that swam upriver in 2251 IC and crawled onto the Walcheberg foreshore to wreak havoc. After the wave lord defeated it, the corpse was dragged to the Cathedral of Manann Resplendent where its skeleton hangs today.

THE WRATH OF KAROG A band of foresters rush from the Jutonswald, the thick forest to the north of the city. They are terrified and implore the guards at the Walsturm to throw down ropes so that they can get to safety quickly. They are injured, apparently lashed with whips or sharp branches. One of them raves about ‘the wrath of Karog’ and prays loudly to Taal to call off his huntsman.

Harbourmaster’s Office

Standing over the lake on huge timber piles, the Harbourmaster’s Office is a two storey building where Harbourmaster Osgar Semper holds court. The upper floor has wide windows from which he looks over the lake, surveying the water’s edge for unauthorised shipping. The lower storey is packed with countless volumes of ships’ registers for all vessels owned by Salzenmund interests and ledgers recording all trade conducted ‘at the water’s edge’ on the Ormsdeep since 2387 IC. The harbourmaster is responsible for maintenance of all Salzenmund docks, extracting levies from any ships using the wharves, and recording all vessels entering and leaving the Ormsdeep. Semper has two clerks to maintain the records and liaises with the City Guard and Harbour Guard who keep the peace in Steinhafen. The clerk Ernst Hockmeyer is a double agent. He works for the burgomeister and passes false information on trade to Marienburg’s Fog Walkers.

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• SEEUFER • The

ruined ward

‘Don’t go down there. Just stick to the road and hurry past. There’s nothing a decent person wants in those ruins.’ — Osrik Ratenau, Blaumantel lamplighter ‘Karl can get you the wyrdstone — 25 gold, take it or leave it. Meet him at sunset by the sunken well in Seeufer. Don’t bring nobody except yourselves, right?’ — Freja Satz, Entwasserung fence On its eastern bank, the Ormsdeep tide laps against toppling masonry and sunken flagstones, all that remains of the Seeufer ward. Amongst reeds and boggy water, broken walls mark former warehouses, inns, and homes which once lined the busy Reiksweg. Rotting wharves sag into the lake, where in times past, traders unloaded their wares onto wagons to sell in the south. Instead of streets, there are now weeds, scattered cobbles, and a few sickly birch trees. Salzenmunders avoid Seeufer and advise travellers do the same, because the only people you find in the ruined ward are those you’d be better off avoiding.

Seeufer was a lively dockside abuzz with road traffic to and from the wider Empire and the coast. In 2420 IC, Goblin warlord Grom the Paunch devastated Stirland, Talabecland, and Middenland, then attacked Middenheim. Driven by some savage urge, he then decided to head for the coast and, in doing so, marched with numberless hordes through Nordland. The Waaagh! sacked countless villages and towns as it surged north. Salzenmund lay directly on Grom’s warpath. While refugees from the hinterland flocked to shelter behind its walls and towers, the citizens mustered to defend themselves. From atop Castle Salzenmund, Baroness Astrid Nikse surveyed the legion of rabble pouring through the valleys. She readied the city for siege. The first clash was a disaster. Grom’s army crashed through the Crimson Bastion and camped on the eastern bank of the lake. They razed Seeufer and killed or captured everyone they found. Crude rock-lobbers hurled stones into the rest of the city, but after a few days Grom grew restless. He wanted greater glory elsewhere, so he bawled out his underlings and marched north to the coast. Seeufer was left flattened and fouled by the Greenskins. Over the following decades, the ruins sank into the lake. There were several abortive attempts to drain the land and rebuild, but the costs were prohibitive. All that remains today are a handful of intact buildings close to Gnistreberg and an expanse of sodden ruins.

The Lake Gate

The Reichsweg leaves Gnistreberg via the Lake Gate, a functional stone portal built with stone salvaged from Seeufer. Traffic passing through runs along the lakeside towards the coast, but most sensible travellers prefer transport by boat from Osthafen. The Lake Gate guards are famously miserable.

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SEEUFER

VIII

The Wagonzaun

Just outside the Lake Gate is a large stone enclosure where wagons can be left ‘secure’ while their owners are in the city. Bringing wheeled vehicles into hilly Salzenmund isn’t practical, so most unload their goods and passengers in Gnistreberg and leave the carts, coaches, and wagons in the Wagonzaun for the duration.Inside the enclosure is a stable and a low-ceilinged tavern in one corner, which serves only beer and a horrible fish sausage bought solely by unwary travellers. Prices to use the Wagonzaun are unexpectedly reasonable — 10 pence per night per wagon. The gate is locked between sunset and sunrise.

The Ruins

The remains of Seeufer are a maze of sunken walls and submerged streets. There are routes through the ruins which have firm footing and others which lead only into mud. Falling into the mire is risky — it’s easy to get sucked down into the muck and drown. More than one body has been disposed of in this way. There is also a species of grey-speckled giant leech which lurks below the waterline and can move surprisingly quickly in search of a host. Seeufer is a good place for clandestine meetings, close enough to the city but sheltered away from prying eyes. It’s also a good place for an ambush, so anyone planning a meeting should keep their wits about them. Smugglers use the Seeufer ruins when their business is too risky for Osthafen. At night, you can see bobbing lanterns moving amongst the broken walls as Dag Olhauser’s crews land their cargoes. Two stone jetties are kept in reasonable condition for this purpose, although during the day they are concealed under loose driftwood. Vagabonds, beggars, and itinerant tinkers sometimes camp in the ruins, figuring that it’s safer than staying on the hillsides and cheaper than paying the gate toll. It’s not a safe place, but there is a certain camaraderie amongst roving folk, and if they share food then they may be welcomed around a fire and shown a slightly less soggy place to bed down. A small band of flagellants are encamped at the northern end of the ruins, directly across the river from the Walsturm tower. These Sigmarite fanatics are making a nuisance of themselves to traffic on the Reichsweg, howling prayers at travellers, mutilating themselves in public, and begging for alms. The city authorities have not yet decided how to deal with them. Their leader is ‘Bellowing Waldemar’, so-called because the man can’t speak at low volume and never shuts up about the imminent End Times.

BELLOWING WALDEMAR HUMAN PENITENT (BRASS 0) M WS BS S 4

T

I

Ag Dex Int WP Fel W

39 27 45 42 29 41 33 31 45 34 16

Traits: Distracting (the shouting), Frenzy, Prejudice (non-Sigmarites), Weapon (Flail) +6

Skills: Athletics 43, Charm 42, Cool 55, Dodge 51, Endurance 52, Gossip 39, Heal 41, Intimidate 50, Intuition 35, Leadership 44, Lore (Empire 36, Sigmar 41), Melee (Flail) 45, Outdoor Survival 41, Perception 40

Talents: Beserk Charge, Doomed (Plucked from the battlefield, a final descent), Flagellant, Frenzy, Implacable, Lightning Reflexes, Public Speaker, Stone Soup, Strong Legs Trappings: Deafening Voice, Flail, Nails in Skull, Placard, Tattered Robes

A BAD INFLUENCE Bellowing Waldemar sometimes gets into the city with his followers to preach doom from street corners in Magnusschild, Holzermarkt, or Schmutzmarkt. The burgomeister and guilds want to get rid of the smelly fanatics, especially as some of their rhetoric about the End Times is quite persuasive and there are signs of Salzenmunders taking them seriously. Rather than send in the Guard and risk backlash, the Council needs a clever plan of attack. Perhaps the flagellants are deviating from Sigmarite orthodoxy? If so, Witch Hunter Captain Gustav Zusse could be a suitable solution.

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OUTSIDE THE WALLS

The city’s immediate hinterland is one of steep hills, wooded valleys, and fast-flowing streams. No hill is as high as the Jutone’s Nest, but this is an elevated landscape and there are vertiginous drops and cliff faces amidst the grassy hill country. Farms line the valleys around Salzenmund, where crops and animals are cultivated to feed the city. Shepherds tend their flocks on the slopes and bring wool to Holzermarkt for sale in spring. There are no deep forests, although there are stretches of woodland scattered across the hillsides close to the city walls. There are barrows and standing stones on the hilltops, remnants of earlier Human habitation. Less than a mile from the Ormsdeep, the River Salz flows past the village of Tettens, known for its three rival windmills. Each miller hates the others and competes to grind more flour for Salzenmund. Sabotage is not unknown. There is one silver mine close to the city. The Gallows Pit is owned by the Altdorf merchant Anselm Burgrave in

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partnership with Antal von Rammel. Ore is processed onsite for transportation on the Grafenfluss to Salzenmund, each barge guarded by Guild Sentinels. Thanks to the Salzenmund Guard, threats to travellers are limited. Ragged bands of mutants occasionally shelter in the woods and attack the unwary. Likewise, the city sometimes sends out soldiers to kill packs of predatory Beastmen. There is a recurring problem with small bands of Norse marauders left behind by raids. These become brigands, robbing and murdering farmers and travellers close to the city.

Lake Jardaso

Three miles west of Salzenmund, the Oldenlitz road descends into a trough-shaped depression that seems gouged from the landscape. Lake Jardaso laps gently at the verge of the causeway, the far bank hidden by a thin mist that drifts constantly across its surface. Unlike the Ormsdeep, Jardaso is shallow and elongated, stretching over a mile.

O U T S I D E T H E WA L L S

Some distance along the bank, there is a lonely inn, the Cartwheel, and a small shrine to Ulric and Taal, shared by the divine brothers. During the winter and spring, the inn is often flooded by lake water.

The Howling Kings

Southeast of Salzenmund, upon a heath whipped by cold winds all year round, sit four enthroned statues facing one another as at four points of a cross. Each is around 24 feet high and carved from dark granite not found in the Silver Hills. The craftsmanship is crude and the stonework badly weathered, but some detail remains discernible. The sculptor is a mystery to even the Eonir. All four statues are humanoids with the same unusual feature — the backs of their heads are hollow and their mouths open. When strong winds sweep over the heath, they are channelled through the heads and sound a specific note. On occasion two or three of the Kings howl in unison, but they have never been heard howling all together. The first King is naked and clutches a granite stump in his left hand, perhaps a broken weapon or sceptre. His expression is one of pity, seemingly directed at the King opposite. When the wind blows through his head, the mouth emits a low rumbling note. He is known as the Sorrowful King. The statue opposite wears robes and is the best preserved. On his bare arms are discernable carvings representing swirling tattoos or warpaint. This King wears a lascivious, hungry expression on his goatlike face. The Hungering King’s howl is high and fluting with a more musical quality than the others. The third King is emaciated and water collects in a shallow pool on his lap, carved by either erosion or the artisan’s hands. He wears a simple crown and long hair hanging down the back of his throne. The face has a slack expression, with eyes stretched wide and mouth hanging open to an unnerving extent. Wind makes the Idiot King sing with a soft gurgling tone. The final statue is most weathered. One whole side of the Trickster King has fallen away, taking his left arm, shoulder, and a large chunk of the throne. The remainder of his torso has an indented pattern suggestive of scale armour. In his right hand he holds a tree trunk with roots burrowing into the ground. The Trickster King wears a cunning smile to complement his wily, half-closed eyes. The wind rarely passes through his head, but when he does howl, it is a polyphonic shriek.

IX

Flachsfrau Wood

The western slopes of Zinnentor are blanketed by woods. Oak, sycamore, and beech trees descend down into vales and spread across the hillsides. This is the Flachsfrau Wood, over which Castle Salzenmund looks west towards the Laurelorn. Flachsfrau Wood belongs to the Nikse family. They employ a small gang of foresters to maintain the woodland as hunting grounds, and when they ruled Nordland they used it to entertain visiting dignitaries. Graf Todbringer of Middenheim was often invited to come hunting with Baron Werner in the woods — occasionally he actually accepted. There are deer, boar, wolves, and bear as quarry. Despite losing status, Baron Nikse still uses Flachsfrau Wood for hunting and politicking. He’s trying to get Gausser to hunt boar with him, hoping to make a pragmatic alliance with the new elector count. Nikse is also courting others on hunts — High Priest Granholm, Lord Bedauer-Schmidt, and members of the Salzenmund Circle amongst them. There is a small temple to Taal and Rhya (in her aspect as Haleth, Goddess of Hunting), attended by itinerant priests. Any Salzenmunder who wishes to pray to the gods must travel two miles to reach the temple.

TELLTALE TROUT The waters of Lake Jardaso teem with trout. When the Characters visit the Cartwheel, they are served a fish which, when cut open, reveals a dull bronze ring in its stomach. The other patrons cut open their fish to find similar jewellery — primitive beads, bronze discs, and even an amber brooch. Somewhere out in Lake Jardaso, the fish are feeding on a sunken fortune. Now everyone in the Cartwheel is thinking the same thing.

UNKNOWN HARMONIES The Eonir spellcaster Ceifilithair is intrigued by the Howling Kings. He theorises that they respond to the winds of magic along with the mundane wind — and they could be made to sound a sorcerous harmony that resonates for those who can see magic. Rather than wait for this to happen naturally, he is looking for wizards — even fumbling Humans — who can help ‘play’ the Kings by channelling the winds of magic.

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S A L Z E N M U N D : C I T Y O F S A LT A N D S I LV E R

Mundurwald

Few Eonir are willing to enter Salzenmund. The Wood Elves dislike the ugly city and the elite Cityborn do not deign to enter its walls. But Queen Marrisith is wise. In the first days of the Empire, she ordained the Eonir must treat with the primitive savages in the hills. She commanded treesingers to cultivate a wood close to the Human settlement. The Mundurwald sprouted from the earth, a place for the Eonir to watch and, when necessary, meet with the Human rulers. Mundurwald is a light, high-vaulted wood of elegant ash trees. Light dapples through the leaves and small brooks babble across the forest floor. It is a pleasant place, even during winter, but Salzenmunders know better than to hunt or take timber from the Mundurwald — it is significant to both the Eonir and the rulers of Nordland. Whenever the queen of the Laurelorn or her high councillors desire an audience with the elector count, they send a missive to request a meeting in Mundurwald. Likewise, if the ruler of Nordland needs to parley with the Eonir, they petition Tor Lithanel to come to the wood. At the heart of the Mundurwald is a clearing surrounded by banked earth, forming an agora. This is neutral ground, a place where Man and Elf can meet on the understanding that no weapon will be raised against the other and no magicks employed. There are always Eonir in the Mundurwald, although no permanent residents. Waywatchers observe the city from afar and meet spies who report on the disposition of Salzenmund’s rulers. Galstra Treeborn, Elf diplomat, uses the Mundurwald to meet and conspire with both Eonir and Human contacts. Some more adventurous Elves, including Forestborn and Younger Kindreds, stay in the Mundurwald to meet with Humans out of curiosity or a desire to escape the tense class hierarchy in the Laurelorn. On occasion these Humans are paid or ensorcelled to act as spies for the Eonir.

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THE LILAC GROVE Deep in the Flachsfrau Wood, less than a mile from the city walls, is a grove of lilac trees. When they are in bloom, the area is suffused with the sickly-sweet scent of the lilac flowers. Anika-Elise Nikse once frolicked here, with a clique of debauched admirers taking their first steps on the road to damnation under the Dark Prince, Slaanesh. After she departed for Middenheim, the cult fell apart — some died, others left for Middenheim or elsewhere. Hals Krimmen is the sole cultist remaining. He visits the grove from time to time, trying to recapture the glamour of his past misdemeanours and attract the attention of his fickle god.

THE ROOT OF THE PROBLEM Highborn Vatheleir commanded a host during the siege of 2168 when the Eonir sought recompense for Nordlander incursion in the Ward of Frost. During the siege, she commanded a spellsinger to sow maelim seeds beneath the city walls. These plants resemble common weeds, but with magical incantations the roots contract, pulling down anything built atop them. Vatheleir has subsequently learned that the breed used was corrupted by vicious spirits and the roots can spasm at random intervals or even combine into carnivorous, mobile predators. She has come to the Mundurwald to find Humans who can quietly find and destroy the maelim weeds before they wreak havoc on Salzenmund.

THE SILVER HILLS ’The hills ain’t too high, but you can get lost in those valleys. It’s lonely up there and blasted cold in the winter. Stick by your fireside and let the miners and the lumbermen deal with the Elves and the Gobbos and whatnot.’ — Adal Kloben, Beeckerhoven road warden (retired)

The Lie

of the

Land

The Silver Hills are a land of rolling, low peaks and dark valleys, broken by glassy lakes and rushing streams. There are no soaring peaks such as one finds in the Middle or Grey Mountains here — this is true hill country, a sea of green highlands sheltering under the northern skies. Most of the region lies within the Principality of Salzenmund and the Margravinate of Forstmark to the south. At the northern extent, the Silver Hills are separated from the Enchanted Hills by 20 miles of lowlands, including the fertile Rol Valley. In the south, the hills give way to the Schadensumpf and the Drakwald Forest, while the eastern slopes descend to the River Demst and the Laurelorn Forest beyond.

O U T S I D E T H E WA L L S

Many valleys in the Silver Hills are forested, with fastrunning streams playing between the roots and boulders of the mossy valley floor. In the northern expanse, there are swathes of spruce forest, while south of Salzenmund there are mixed woodlands of oak, beech, and other deciduous trees. As one climbs up the tallest hills, the trees become more stunted, until there are only sparse bushes and heather. On the bare slopes, groups of granite boulders and projecting spurs of rock break the surface of the moors. There are stone circles and megaliths on certain hilltops, some sacred to Taal and Rhya, some older than the coming of Humans to this land. There are many broad valleys throughout the hills and abundant long, narrow lakes fed by countless small streams. Other than the Salz, no major rivers flow through the region, so it is traversed mainly on foot or horseback. Roads run between settlements over valley floors or along low ridgeways, most no more than rough tracks pounded firm by centuries of travellers. There are scattered settlements here, and sparse agriculture. Towns and villages nestle in the vales amongst the trees, their steep wooden roofs visible from the heights. The people here are proud Nordlanders, inclined towards the gods of nature, but most pay respects to Sigmar to keep them safe in their homes. They live by mining or selling timber to the merchants in Salzenmund and Beeckerhoven. Others herd sheep, goats, or cattle on the hillsides, bringing them home when twilight heralds the dangers of the dark.

IX

The hidden valleys and secluded woods also provide refuge for bands of mutants and Norse marauders left behind by seaborne raiding parties. The Nordland State Army will try to destroy these threats each campaign season, but it’s challenging to find and eradicate such enemies in the maze of valleys, dells, and old mine workings.

BACK TO THE OLD COUNTRY During the War of Vengeance, Brok Stonefist and his throng besieged and destroyed Kor Immarmor. The Asur settlers dispersed, some retreating to the Laurelorn and others abandoning the Old World to return to Ulthuan. The ruins were reclaimed by the forest. Centuries later, some Eonir drifted back to live amongst the broken towers of their ancestors. Lord Ferahail of Ellyrion has learned that his grandfather once lived in Kor Immarmor and he would like to see what, if anything, remains of his birthright. He made overtures to Tor Lithanel, but the Eonir snubbed him — now he’s looking for some primitive locals to help explore the ruins and get around the presumptuous Wood Elves who claim it as their own.

SETTLEMENTS Beeckerhoven

The Middenheim-Erengrad road runs along the border of Nordland from Middenland to the coast, passing through small towns and coaching inns on the way. One of the most significant settlements is Beeckerhoven, the gateway to Nordland.

Cityborn Eonir live in the Silver Hills, hidden in their own enclaves. Many of them are descended from the inhabitants of their ruined city Kor Immarmor. For the most part, the Wood Elves avoid Nordlanders in the Silver Hills, although they occasionally meet to trade or to ally against a common adversary.

Beeckerhoven is a busy town with impressive gates and less impressive walls. It is always busy, with traders and travellers passing north and south or embarking on the ‘Grand Way’, the road which leads into the Silver Hills and Salzenmund. A bustling caravanserai plays host to coaches, wagons, and carts from Nordland, Middenland, Ostland, and the Reikland. This is a cosmopolitan town, more so than Salzenmund itself.

The hills are dangerous. Several Goblin tribes lurk in the valleys and skulk underground, including the Yelloweye and Shiny Moon tribes (see page 127). The Greenskins fear Elves and larger Human settlements, but they are always keen to pick off groups that look weaker than them. In the southern woods, Beastmen herds assail and trample isolated homesteads and villages. Sometimes they grow numerous enough to range as far north as Salzenmund.

The town has an important status for Nordlanders. It was here that Count Einrich Moltke defeated Dieter Helsnicht and his army of undead — a moment of great pride in Nordland history. Successive barons and counts realised that Beeckerhoven may be the only sight that many have of their province, so they make their presence felt. There is an impressive garrison with pristine uniforms and several cannons, and an eye-watering tax of 1 GC on travellers when they want to leave the town.

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S A L Z E N M U N D : C I T Y O F S A LT A N D S I LV E R

There is also a mint producing silver shillings bearing the Nordland and Beeckerhoven arms. Above the main gates hang over-sized banners of Nordland, the Principality of Salzenmund, and the Elector Count. The woods around Beeckerhoven are renowned for ‘compass timber’, the heavy, naturally crooked branches which are cut and used for the curved parts of ships. This wood is in high demand and there is some competition between the town’s timber merchants to obtain appropriately wonky bits of tree.

DEAD DOUBLE-DEALER

The burgomeister of Beeckerhoven is thoroughly corrupt. Herr Hans Kleppitt takes bribes from anyone who wants a favour — the Salzenmund City Council, the Imperial plenipotentiary, Middenheim, Four Seasons coaches, Old Hetta the tinker … he has no scruples. In exchange for money, he makes things difficult for his benefactors’ enemies. He changes the town’s bylaws and instructs the Watch to cause trouble for his targets. When Kleppitt is giving a speech in the marketplace, an arrow flies from the roof of the Goldsmiths’ Guild and embeds itself deep in his eye. A lot of people stand to benefit from his death, but many have just seen their meal ticket drop dead in the square. Who did it?

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Rol Valley

Between the Silver Hills and the Enchanted Hills runs the River Rol, which marks the boundary of the Principality of Salzenmund from the Barony of the Kalb Estates. The Rol is really a network of trickling streams which babble through the wide valley and provide excellent irrigation for farming. The Rol Valley is five miles wide and the breadbasket of northern Nordland. Crops grow in abundance in the fertile soil, to be sold as far afield as Hargendorf, Norden, Salzenmund, and even Middenheim. The Rol Valley is a wide lowland dotted with fields, farms and copses of trees. Life here seems sheltered from the perils of the deep forest or the windswept coast. For thousands of years, men and women have tilled the soil and tended to their crops in the valley. Swathes of grain ripple gently in the breeze as laden carts groan under the weight of fruit from the orchards and vegetables from the ground. The only settlement of any size is Burkal, a sleepy village which comes to life on market days when farmers come to sell their wares and gossip.

O U T S I D E T H E WA L L S

One particularly important crop grown in the Rol Valley is hemp. The Imperial Navy’s shipbuilding programme requires large quantities of rope, so the Sea Lords have requested more land be turned over to the production of hemp fibres for cordage. It is also used to make sailcloth and the seeds are used as animal feed. With the gold on offer, an increasing number of farmers are turning to hemp cultivation.

THE PUTREFYING STRAIN

Marienburg’s merchants have noticed the increase in shipbuilding in Nordland and they want to sabotage these endeavours to keep the competition at bay. The smart minds of House van Haagen have a subtle plan to ruin the Nordlanders’ efforts at the source. They have secured a sack of hemp seeds infused with a rotting blight. If they can plant a handful in each field, next year’s crop will be infected and the fibres weak and worthless.

Kurtwallen

North of Salzenmund, a mile from the River Salz, is the village of Kurtwallen. The inhabitants live a basic existence in the forest, hunting and trapping animals for fur and meat. It is a relatively new settlement, established in recent years to colonise the forest. The founding families built their homes and stables under the boughs and selected Eckhardt Gottbold as village elder. During the Incursions of Chaos, this area was overrun by mutants and other monstrosities roused from the forest by the waxing of the Ruinous Powers. Amongst their number was a pack of Skinwolves — foul were-creatures mutated by Tzeentch. These beasts ranged across the north, even howling at the gates of Middenheim itself. Impatient to rid his lands of this menace, ‘Redhelm’ Nikse took a warband and joined with a force of White Wolves to hunt down the beasts, wiping them out close to where Kurtwallen stands today. The wolves near Kurtwallen are wilder and more vicious than elsewhere, and Gottbold is concerned that there is something unnatural about them. He is a faithful follower of Ulric and each night he leads the villagers in prayer that they and their livestock live through the night.

THE HOWLING SEASON

Eight months ago, the trapper Adolf Jager felt he could no longer live in Kurtwallen. He chose to build a cabin in the woods not far from the village, where he could practise his trade. Unfortunately he settled close to the grave site of the Skinwolves and the pervasive influence of Tzeentch has twisted his mind and body. Now he is a Skinwolf himself and able to command the wolves of the forest.

IX

Oldenlitz

The heart of Nordland’s mining country is Oldenlitz, a small town south-west of Salzenmund. It grew at the centre of a cluster of silver mines renowned for the plentiful supply of ore they produce. Each month, the Silver Train brings ingots from the town to Salzenmund — an occasion marked with some ceremony by the town council and scrutiny by the Guild Sentinels of the Nordland Silversmiths’ Guild. Oldenlitz is the only settlement outside Salzenmund with a shrine to Gnistre. Oldenlitz stands on an island in Lake Damenlaub, a broad expanse of water fringed with spruce trees. A causeway stretches from the lake shore to the gatehouse, wide enough for two wagons to pass. The island restricts the town from spreading, so the streets are narrow and the buildings taller than in a typical Empire community of this size. Such a location is eminently defensible and the Oldenlitz Guard have a proud history of repelling attacks from Goblins and Beastmen. The silver industry dominates the town, but there is a brisk trade in wool and root vegetables, especially turnips. A small community of Halflings live in the hills to the west where they grow huge, healthy specimens of the root vegetable. Each year they compete to grow the largest and the competition is getting out of hand. There are rumours that sinister magic is being employed to swell turnips to gargantuan proportions. Two miles on the road to Salzenmund, one passes the fortified manor of Gaussfurt, the ancestral home of the Gausser family. Lord Ostwin Gausser bides his time here with his family, striving without success to join his father’s inner circle in Salzenmund.

ON SHAKY GROUND Below Oldenlitz is a network of drowned corridors and deep chambers. The island was once a large shrine to Atharti, the Elven goddess of Seduction. When Malekith purged the colonies of cults, he and his army levelled the lake shrine and left the ruin to drown. When the Jutones came to Lake Damenlaub they settled on the foundations and built their primitive dwellings. The Eonir know little about the lost shrine, but Prince Aesryn has expressed an interest in learning more. Wood Elves come to Oldenlitz to investigate and show an unusual interest in cellars and drains.

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Hohenaspe

Grafenrich

A small village council is overseen by Elisa, an 11 year old girl with wisdom and maturity well beyond her years. Although she does not leave the village, it is Elisa who tells the villagers when Goblins are abroad and when to shutter their houses before a storm. Many in Hohenaspe believe she is blessed by Taal or Rhya. This might explain her more eccentric commands, like burying the carcass of a bear under the village hall or planting three rings of salwort around each house.

Grafenrich is divided in two by the slow-flowing Grafen, with the ‘Oben’ quarter atop a cliff on the western bank of the river and the ‘Utern’ quarter against the east bank on the valley floor. A single broad bridge links the two halves of the town — from Utern it crosses the river before leading directly into a large sloping tunnel in the cliff, which emerges in Oben.

Just north of Oldenlitz the tiny village of Hohenaspe perches on a round hill inside a copse of aspen trees. The wooden buildings rise from the crest of the hill, clustered around a tall timber meeting hall. The people of Hohenaspe are simple, honest folk who respect nature by venerating Taal, Karog, and Karnos.

If a traveller follows the River Grafen upstream from Salzenmund, they will eventually reach the grey-roofed cottages of Grafenrich. This is a small market town where timber is sold and floated downriver to Salzenmund. Barges also take agricultural goods and a small quantity of silver and lead. A rocky towpath runs alongside the Grafen, carrying road traffic to and from Salzenmund.

Visitors to the town usually stay in one of the inns on the Utern riverside, where they are repeatedly told how different those ‘up cliff ’ are from people down here. Any difference is impossible to distinguish for anyone who hasn’t lived in Grafenrich their whole life. Both sides even have identical temples of Sigmar, tended by the twin priests Fathers Darik (Oben) and Rauf (Utern) Wenden. When the Emperor’s court wants to deal with the Eonir without Salzenmund as an intermediary, Grafenrich is the traditional meeting place. A grassy amphitheatre outside the town is all that remains of an ancient stone circle, where representatives of the Emperor and Queen Marrisith can meet.

FICKLE FRIENDS Since she was a baby, the little people have come to Elisa at night to play. Spites, Shrikes, and Mischiefs have taken a liking to the girl because they love her pretty red hair. Each night they creep through the aspens to bring her gifts of sweet berries and whispers from the forest.

WITH HOOF AND HORN Farms near Grafenrich are being attacked by a band of Beastmen. A handful of survivors say that the leader of the herd is a Human champion who wears furs and horns in imitation of a Bestigor. Lady Mila von Riddar governs Grafenrich on behalf of the elector count. She has a horrible suspicion that the leader of these Beastmen is her brother Bors, an Amber Wizard who lives in the hills to the south. She last saw him two years ago — could he really have fallen to Chaos?

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All they want in return is songs and games … until now. A Despair has joined the other spirits, and she asks Elisa a small favour. She must have a young man killed and crammed inside a particular hollow elm tree with parsley stuffed in his mouth. All the other Spites are excited about this new game, but Elisa is horrified. What can she do?

SECRETS OF • SALZENMUND •

The people of Salzenmund have a reputation for blunt honesty, but that doesn’t mean they’re honest or open about everything they do. There are as many secrets in Salzenmund as in any Empire city — from hidden cults to unknown entities and dubious underworld organisations.

GNISTRE

Salzenmunders venerate Gnistre as patron of the silver trade and the wealth it brings. He’s typical of minor gods across the Empire — obscure, local, and limited to a very specific purview. But Gnistre is not a god — it is an Incarnate Elemental of Chamon. It has no interest in mortals who offer it sacrifice and prayer. It is an elemental spirit born of a magical wind, dragged into being by the conjuration of Grey Lady Athiastra Weavecaller. The Elf wizard strived to bind the spirit and failed — it escaped her control and sought refuge within the rock of a nearby hill. When the first Humans came, they delved into the hillside for shelter. They found a vaulted cavern glittering with silver. Floating in the centre was a mercurial entity, gleaming and twisting. A Jutone shaman unwittingly freed the spirit, and the Elemental turned into a great silver serpent that swam through the earth. The shamans told tales of the god they called Gnistre, the bounty of silver it left behind, and how they believed it must be placated. This practice evolved over time into the rituals practised by the Silversmiths’ Guild and half-remembered ceremonies that are now part of Salzenmund life. Gnistre has no fixed form; it embodies the principle of transmutation inherent within Chamon. On the rare occasions it appears to mortals, it mimics their shape as a silvery humanoid or becomes flowing and serpentine. When it moves through the bedrock of the Silver Hills, it transmutates stone, leaving trails of silver ore behind it. Gnistre does not have hopes or desires — it simply needs

to return to the Wind of Chamon rather than remain trapped in its present form. Scholars like Sabine Flamius have suspicions about Gnistre’s true nature. This is a source of fascination to the Gold Order, for the existence of Incarnate Elementals of Chamon has long been suspected, but never confirmed. With the right knowledge, a Magister could dispel or bind the Elemental. Pressed into service, it could bring untold wealth and destroy the wizard’s enemies.

THE HAUGFYLK

When a new ruler takes the Nordland throne, they will spend a first night in Castle Salzenmund. At the darkest hour of the night, a pale blue light appears in their bedchamber. This leads them to a secret trapdoor and a dusty stone staircase delving deep into the Zinnentor, far below the cellars and dungeons of the castle. They find themself in front of an ancient door. Beyond is the Enduring Chamber, where the Haugfylk sit in undeath, waiting to give the new count their counsel. The Haugfylk are spirits of Nordland’s past rulers, preserved in undead service to the Throne of Nordland. They dwell in the Enduring Chamber, disembodied spectres that drift around a large stone table fashioned from a menhir which once stood near Hargendorf. Why the Haugfylk manifest is unknownto them. They only know that they exist to advise the ruler of Nordland, to preserve the province and guide his actions. Adda the Stalwart — Leader of the Was Jutones at the time of Sigmar. She determined that her people would stay in the Silver Hills. Adda counsels resolution in the face of adversity.

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Count Angmar Moltke — A Skaeling huscarl who reunited Nordland and Salzenmund through both argument and intimidation. He advocates action and conquest over contemplation and compromise. The Sapphire Mask — Countess Ludmilla Gausser, Magister Count. An enigmatic figure who only ever left Castle Salzenmund to conduct sorcerous research. She advises trickery and deception. Count Alfrich-Gausser Ostrein — A grim pragmatist who used diplomatic skill to open up the city and foster trade. He recommends diplomacy and bargaining. Unknown — A cowled figure, little more than dust and bone. It does not speak but indicates assent or disagreement with slow gestures. Only the count and Werner Nikse know that the Haugfylk are real. Most rulers were reluctant to consult them — they are terrifying, they contradict one another, and they’re the undead. However, they do know things that the living do not. Old secrets and hidden wisdom are theirs to reveal. Theoderic Gausser has met the Haugfylk once. They provided good counsel and a prescient warning about Middenheim spies. Angmar insisted the count expand Nordland’s domains into Hochland.

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Gausser has not dared return to the Enduring Chamber, but the presence of the Haugfylk nags at his mind. Every night he spends in Castle Salzenmund, he knows they sit waiting, far beneath him in their cold chamber. Every time he seeks hidden information or faces a difficult choice, he is tempted to return to the Enduring Chamber.

THE ORIGIN OF THE HAUGFYLK In 2184 IC, Salzenmund was besieged by High King Helvar Ironaxe. Count Gunter Ostrein hid in his wine cellar, drinking to numb the pain and avoid taking action. The people reviled him and he was desperate. One night, in a moment of sobriety he cried out to the gods to give him counsel. What should he do about it? The gods did not reply. Instead, a pale, slender Elf appeared in Ostrein’s chamber and proposed a deal. Ostrein would receive the wisdom of generations if the Elf could have the entire village of Fraesdorf in exchange. The desperate Gunter agreed, and the Elf departed. Two days later they returned and lead Gunter to a chamber deep beneath the wine cellars. The count watched in horror as the Elf performed a ritual over an excavated menhir, sacrificing a captured Norscan as the spirits of the dead howled around the chamber. As they coalesced into five forms, the Elf bowed ironically to Gunter and left. The inhabitants of Fraesdorf disappeared overnight.

SECRETS OF SALZENMUND

SMUGGLING RINGS Smuggling in Nordland is controlled by Gunna von Sperren, the ‘Smuggler Queen’, who rules her illicit empire from the most impressive mansion in Hargendorf. Dag Olhauser runs the Salzenmund operation with her blessing, the most important hub in the network of smuggling routes. The Smuggler Queen trusts Olhauser. Unfortunately, his scruples mean he won’t smuggle certain contraband, so the Smuggler Queen runs two rings without Olhauser’s knowledge. Both route through Salzenmund and both take secrecy extremely seriously.

The Respectable Companions

The Respectable Companions are a chain of smugglers who traffick in forbidden and corrupting items. If a Magister wants to obtain a banned tome of necromancy or a mercenary captain desires a Norscan runeblade, the Respectable Companions can smuggle it to them — and often source the item through whatever unpleasant means necessary. The Respectable Companions charge a great deal for their services and each member of the chain is aware of the risks they take. The Smuggler Queen keeps a secret ledger of the Companions’ customers for potential blackmail. The Salzenmund Companions are Sigunn Bodmer who runs an apothecary in Holzermarkt and her contact Father Holger Zuven of the Temple of Sigmar Protector. Both are motivated by greed. They recently heard, through an intermediary, that a wizard in the city wants to acquire bound Elementals from the legendary Golden Magus, which the famed sea captain keeps on his ship the Flaming Scimitar.

Esben’s Gang

Esben’s Gang are run by the Smuggler Queen’s nastiest son, Esben von Sperren. They smuggle living beings. Esben’s gang can transport abductees unseen and mostly unharmed to wherever the customer needs them. They will take any deal, from transporting Human sacrifices to moving creatures like Orcs or Beastmen for those willing to pay the price. Esben’s Gang are resourceful and inventive in finding ways to move living beings in secret — they have powerful sedatives, carts with false bottoms, and other tools of concealment at their disposal.

X

If someone recognisable wants to escape incognito, they can contact Esben’s Gang to help them disappear in secret. These customers travel in less discomfort, but concealment does require a certain amount of inconvenience. Esben doesn’t get his hands dirty — he conducts all gang business from Hargendorf. In Salzenmund, he has a trusted lieutenant in Wolfrich Voigt of Entwasserung. Voigt runs his own crew to move the cargo through the city. Behind the back room of his house, he has a secure chamber dug into the hill. This is where he imprisons or restrains whoever or whatever he is transporting. Voigt is planning to contact Elsbet Ulmar (page 72), the representative of the Fish in Salzenmund. He thinks the Altdorf gang would appreciate a more morally flexible partner in Salzenmund than Dag Olhauser. If Dag discovers the activities of either the Respectable Companions or Esben’s Gang in Salzenmund, he will be furious. The Olhausers are powerful players in the underworld and their leader would not take kindly to rivals that could upset his operation. It is uncertain whether he would find out that the Smuggler Queen orchestrates these other smuggling rings — he would certainly feel betrayal and an underworld war would rage in Nordland.

THE NIGHTINGALES

On several mantelpieces and writing desks in Salzenmund, one may find a tiny, exquisitely-carved likeness of a nightingale. These trinkets are made from golden, fine-grained wood of such lightness that they seem almost ready to fly away of their own accord. The nightingales are gifts from the Eonir, which they give to those Humans who have performed a great service or helped their people, sometimes without realising it. To receive a nightingale is a true accolade. Most who possess one are delighted, and grant the curiosity pride of place in their home or place of work. What the recipients don’t realise is that each nightingale is enchanted by a Spellsinger to hear everything said in its vicinity. The trinkets are sung into shape while charms are woven into the grain of the wood. When the High Council of Tor Lithanel wishes to know what is discussed behind closed doors in Salzenmund, the Spellsingers bid the nightingales take flight to join them and tell their tales before returning.

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DOKTOR FESTUS The story of Doktor Festus is well known in the city. He was a popular, generous physician known for self-sacrifice in the name of healing, a favoured son of Salzenmund. He only charged a fee to those who could afford to pay and, due to his prowess, the richest would pay handsomely for his services. With his wealth he founded several hospices across Nordland — the Salzenmund Hospice among them (see page 55). The Cult of Shallya believed Doktor Festus was favoured by Shallya and would one day become a venerated soul. His inventiveness in formulating new unguents and salves helped Nordland overcome a wave of plagues, including Screaming Ague, Blacklegge, and Ghoulpox. It was Gnashing Fever which caused Festus’s downfall. As his patients died around him, he cried out to Shallya for help — but it was Nurgle that replied. Festus’s mind was flooded with knowledge of every ailment and infection. He was driven mad. What remained was a champion of Nurgle with a burning desire to spread disease and experiment on the living. He became the Leechlord. The general populace assume Doktor Festus disappeared and give the matter little thought, although rumours circulate that he somehow fell from grace. The Cult of Shallya in Salzenmund know the truth. When the horrified priestesses discovered Festus’s fate, they chose to martyr themselves by travelling to plague-stricken Dhazhyn in Kislev.

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Doktor Festus now roams the Empire and beyond, seeking new diseases and experimenting on people as he goes. He spends a great deal of time in Altdorf ’s sewers, cooking up horrible potions and plotting. He has another laboratory outside Salzenmund in the cellars of an abandoned fortified manor house, in the forest a few miles from Tettens. The old track which leads from the road is completely overgrown and records of the house are lost in the dusty archives in Castle Salzenmund. Festus’s lair stands in a clearing, its walls crumbling with damp and the worm-riddled door hanging from the frame. Festus lets the manor itself rot and keeps to the cellars, where he brings experimental subjects and composes missives to the Tinean Fellowship.

The Tinean Fellowship

The Tinean Fellowship is a loose confederation of physicians who correspond on matters anatomical and medical. They are orchestrated by Doktor Festus, who presents himself as a learned doctor sharing information on rare diseases. He encourages experimentation, with the secret aim of infecting the healthy and spreading disease. Only the inner circle of the Fellowship know Festus’s true nature and the real ambitions of the cult. There are several members of the Tinean Fellowship in Festus’s home town. He is acutely aware that Mother Agata of the temple of Shallya seeks his whereabouts. Festus takes perverse delight in fostering cultists under the nose of the high priestess, but he’s not inclined to risk discovery. Doktor Tanweben of the Salzenmund Hospice is inadvertently furthering Festus’s aims — it was the Leechlord who recommended he experiment on mutants and terminal cases, then dispose of the bodies in the pit (see page 55). Festus knew the layout of the building like the back of his warty hand — after all, he founded the Hospice. He also sent Orderly Lotta Rigtach to observe and assist Tanweben.

SECRETS OF SALZENMUND

Klaus Hicker is another unknowing cultist. Hicker is a travelling physician who crosses the Silver Hills in his cart, helping those who can afford to pay for his services. He aspires to establish a prestigious practice in Salzenmund and sees the Fellowship as a means to ingratiate himself with more exalted medics. Festus suggested to Hicker that he wash open wounds and amputated limbs with water from the Aalbach, which is fouled by runoff from Wolfsmatze.

BRETHREN OF THE STORM REAVER The Brethren of the Storm Reaver worship the god Stromfels, Lord of Predators and Ravener of the Sea. They believe their god is the true face of Manann, a raw, powerful master of the waves who delights in unleashing his wrath on mankind. Stromfels is a god of wreckers and pirates, those who believe that they can take what they want by force. The Brethren of the Storm Reaver are active on the Nordland coastline, especially on Wrecker’s Point, the headland on the far west of the province. The cultists are a loose affiliation of wrecker gangs who seem to have the uncanny ability to foresee the passing of ships on which they prey. There is nothing mystical about this — it is information passed to them by their cult’s leader, Captain Staunt, a priest of Stromfels who lives in Salzenmund.

Captain Valir Staunt

Staunt grew up serving in the Imperial Navy. For years he captained a squadron of Wolfships, leading sorties on the Sea of Claws against pirates and Norse marauders. He gained a reputation for recklessness and savagery, sailing perilously close to enemy vessels to launch boarding actions heedless of cannon fire.

X

Admiral Kronenheim gave Captain Staunt permission to do whatever necessary to deter raiders from attacking the Empire coastline. Staunt took pleasure in hunting down enemy ships and leaving their crews to drown. He soon turned to piracy, sinking any ship he could capture regardless of allegiance. He revelled in sending souls to the bottom of the sea in honour of his new master Stromfels … and none lived to tell the tale. Staunt retired on a naval pension and moved to Blaumantel. He is a grizzled gentleman of 56 who dresses in immaculate naval wear and walks stiffly with a cane, the legacy of a sea battle against a Slaanesh Hellslicer. Staunt is a common sight around Blaumantel, just another retired seaman saluting old comrades and living out his declining years. Captain Staunt’s respectable appearance hides his real character. He consults the harbourmaster’s register and hangs around Steinhafen looking for targets. He marks them as sacrifices with a hidden shark rune, then sends word to Brethren on the coast. Sometimes Staunt voyages to the coast to join the hunt himself. He also conducts murderous ceremonies in Seeufer. The Brethren take victims trafficked by Esben’s Gang and summon predatory eels from the Ormsdeep to devour their prey. Now, Captain Staunt has set his sights on Otto Sider. To sacrifice the wave lord to the Lord of Predators would be the greatest achievement of his life.

CAPTAIN VALIR STAUNT — HUMAN PRIEST, FORMER SHIP’S MASTER (SILVER 1) M WS BS S 4

T

I

Ag Dex Int WP Fel W

51 31 30 39 43 46 47 41 42 48 13

Traits: Armour 1, Weapon (Cutlass) +5

Skills: Animal Care 46, Athletics 61, Charm 53, Climb 45, Consume Alcohol 46, Cool 46, Dodge 61, Endurance 54, Entertain (Sing 52, Storytelling 51), Evaluate 44, Gamble 50, Gossip 60, Intimidate 35, Intuition 45, Language (Wastelander 46), Leadership 51, Lore (Nordland 44, Stromfels 47), Melee (Basic 66, Brawling 66), Navigation 48, Perception 49, Row 35, Sail (Ship) 56, Swim 45, Trade (Carpenter) 51 Talents: Animal Affinity, Bless (Manann*), Holy Visions, Impassioned Zeal, Read/Write, Sharp, Suave Trappings: Cutlass, Eel Bait, Smart Nautical Attire, Symbol of Stromfels

*for the purpose of rules, Staunt uses the same blessings as a priest of Manann. Any similarities are pure coincidence.

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KHORNE Khorne revels in relentless bloodshed and the indiscriminate violence of the northern tribes, demanding ever more skulls for his throne. The Norscans and other peoples under the shadow of Chaos bellow their dark master’s name to the skies in the throes of slaughter. The shadow of the Blood God can have a more subtle influence. Across the Old World, the lust for violence lurks in the subconscious of many Men. Each act of bloodshed or slaughter is a small invocation of Khorne, no matter where it happens. In Salzenmund, Khorne holds more sway over the minds of the populace than any sane person realises. The cataclysm of 1375 IC brought a host of Daemons to Salzenmund. The thin veil between the mortal world and the Realm of Chaos was rent asunder and it has never fully healed. The people of Salzenmund are a little quicker to anger, a little more prone to violence, and a little more excited by bloodlust than the average Empire citizen. It’s rare that this emerges as overt Khorne worship in the city — on those occasions it’s short-lived, as an open follower of the Blood God will throw themself into slaughter without hesitation.

The Eight Summoners

Nobody knows who opened the portal in 1375 IC, just that eight robed figures performed a bloody rite that seemed to instigate the event. Their motive is equally obscure. Witch Hunter Zusse (page 80) has a theory that the Age of Wars favoured the Blood God, and his worshippers were intent on killing any who promoted peace. The identity of the summoners may be lost to history, but details of their ritual is not. In the Castle Salzenmund library there is an unmarked lead scroll case, forgotten and gathering dust behind A Treatise on Cabbage Cultivation in Northern Climes. The illiterate servant who tidied it here did not realise that the case contains a blood-inscribed incantation and a description of the ingredients needed to reopen the portal.

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Dreams

of the

Crimson Warrior

Those who dwell in Salzenmund occasionally experience ‘red dreams’. These are nightmares that bring visions of horrific carnage where the sleeper is in the retinue of an armoured Crimson Warrior. The Chaos champion leads them to slaughter everyone they know. When the dreamer wakes, they can’t recall anything, other than rivers of blood and a feeling of exhilarated rage. Very occasionally, a sleeper recalls their nocturnal journeys and temporarily loses their mind. They enter a berserker rage and lash out at all who come near. This is known as Morning Fury. The popular explanation is too much red meat, unseasonably warm weather, or Elven witchcraft. Anyone who stays in Salzenmund for eight consecutive nights has a 1% chance of dreaming of the Crimson Warrior. If this happens, the Character needs to pass an Easy (+40) Cool Test to avoid recalling the events of the dream and entering a Frenzy. On a failure, they will attack anyone nearby, including friends and allies.

The Steinhafen Pits

Each fight in the Pits strengthens Khorne’s influence in the city. In Horvenghaast, fights in the duelling circles are a ritual sacred to the Blood God. When ‘Redhelm’ Nikse adopted the practice in Salzenmund, he unknowingly imported a little of that power. It can be seen in the faces of the crowd, the cries for death, and the fights which break out when the Pits close at night. Anyone watching a fight at the Pits has a 5% chance of a red dream that night (10% if they saw someone killed). The subsequent Cool Test against Morning Fury is taken at Average (+20) difficulty.

The Red Child

Almost nobody pays any attention to the shrine to Suth in Wolfsmatze (page 66). Even fewer people in the Old World know that Suth was a Daemon Prince of Khorne. The two shrine attendants, Gunnar and Ralf, are uneducated and inarticulate — so even if asked they would struggle to explain what Suth is and what he represents. Now that the Red Child has arrived, the city could receive a loud awakening. She is indeed Suth reborn into the world, but she must undergo trials and battles to earn her the right to daemonhood — just as any other champion of Chaos. First, she’ll need to slaughter her keepers …

SECRETS OF SALZENMUND

TZEENTCH Tzeentch is a god of cunning and deception. It has insinuated itself into power structures and the minds of conspirators and wizards across the Empire. Salzenmund is no exception, although unlike most places, the city has a form of innocuous folk worship of the Great Schemer — praying at the Shrine of the Raven. The Norscan spirit animal Chokan is an aspect of Tzeentch, a northern barbarian’s interpretation of the god’s mastery of fate and destiny. The Shrinekeeper Mother Osa is not a cultist or sorcerer in disguise; she is a mystic who genuinely believes that Chokan is a spirit of nature who can help people see their fate. She can spirit walk to commune with Chokan and seek his wisdom. This is a practice common amongst shamans of Tchar, the Great Eagle — as the god is known by those dwelling in the shadow of Chaos. Paying respect to Chokan can bring great reward at a considerable cost. The supplicant must bring something shiny to the shrine and hang it within as an offering. They then kneel in front of the statue of Chokan and implore him to grant knowledge of their fate. Mother Osa enters a trance and talks out loud with Chokan, who speaks through her with a croaky, hectoring voice. Most of what Mother Osa shares is impenetrable and meaningless. But on 5% of occasions, supplicants hear something lucid pertaining to their fate — which they forget until it becomes relevant. Roll on the following table: D100

RESULT

01–33

A pivotal moment. Chokan tells of a single instance which will alter your fate. Increase Fortune by 2 points. This may take you over your maximum — when you regain points at the next session they will be equal to your Fate as usual. The next time you spend a Fortune point, gain 1 Corruption point (with no Test to resist).

34–66

67–00

Clear foresight. Chokan tells of recurring patterns in your future. Gain the Luck Talent. The next time you spend a Fortune point, gain 1 Corruption point and Test as usual (against Cool) to avoid another point.

Fate revealed. Chokan tells you of a coming event where your fate splits between life and death. Gain 1 Fate point. The next time you spend a Fate point, gain 2 Corruption points (with no Test to resist).

X

If a Character receives any of these rewards, they are temporarily affected by visions from the Realm of Tzeentch. From time to time, they’ll catch a glimpse of something blue and pink writhing in their peripheral vision. Birds near them seem to sing weird syllables, almost like Human speech. When they glimpse their reflection, for a split second they’ll see themself hideously mutated. This is extremely unsettling but any Corruption is factored into the table above. These visions subside after nine days.

CHOKAN’S TALE

Only when the Player uses their reward from Chokan should you tell them what they learned at the shrine. For example, ‘Chokan saw you cut down by the notched blade of this dead thing … your lifeblood leaking into the forest floor. This recollection came to you in a flash of insight just now. You watch yourself like a spectator as your body steps to one side and the blade misses you by a hair’s breadth.’

Tzeentchian Cults The Purple Hand

Since Karl-Heinz Wasmeier disappeared, the Salzenmund Purple Hand has been in disarray. The former Magister Magistri from Middenheim commanded them to do his bidding and support the Nordland separatist movement. He used the cultist Gustav Hammun to pass secrets to Baroness Ingrid to further undermine Middenheim rule. Now the former cell of nine is leaderless and lost. Before disappearing, Wasmeier had Hammun killed and three other cult members have gone missing. The remaining five cultists await orders from someone important in the cult. A member of Egrimm van Horstmann’s Cabal is heading to the city to take over the cell, in the guise of a Magister Magistri from Wolfenburg. A real Magister Magistri from Wolfenburg is also on her way to Salzenmund to do the same.

The Red Crown

The Jutonwald forest north of Salzenmund is wild and the Eonir have less presence there. Deep in the forest, 10 miles from the city, is an encampment of mutants and Norse marauders left behind after raids. Every few weeks, they receive a visit from Lukas Hofer of Stavern, a cult wizard of the Red Crown. He brings food and conducts rituals to bring them favour from the Changer of the Ways. The band are restless and plan to raid Tettens soon.

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THE GRAND BARONY OF

• NORDLAND •

‘This land is the frontier of Sigmar’s domain. We hold the line on the shore and at the forest edge. We’re proud folk and we have every right to that pride.’ — Werther Lehmann, Dietershafen shipwright ‘I know all about Nordland, ladies and gentlemen. In the south they live in the woods, eat leaves, and wish they were from Middenland. In the north they live in rockpools and marry fish. In the middle they sit on little hills and spend their silver on last century’s fashions. And the Elf queen tells them all to comb their hair and wash their faces.’ — Seymour Taungar, Altdorf wit ‘They’re an uncouth folk and the coast is miserable as Morr’s realm. But they build them tough up there. I don’t know what effect their troops have on our enemies, but by Sigmar they frighten me.’ — Baron Heinrich von Torlichhelm, grandmaster of the Knights Panther Nordland is the Empire’s northernmost province and the most important stretch of coastline in the land. It is a remote region and sparsely populated, where a desolate shoreline contrasts with rolling highlands and deep woodland. The province borders Middenland along the line of the Great North Road which passes from Middenheim to Marienburg. In the west, the Nordland frontier ends at the edge of the Laurelorn Forest where the Wasteland begins. To the east, the border with Ostland has shifted many times over the centuries — although it has always been west of the Middle Mountains. A huge tract of Nordland belongs to the Laurelorn Forest. This is Eonir land and not truly under the elector count’s rule, a matter best not mentioned in the company of Nordland’s nobility.

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Nordland’s people can be divided into three cultures. The broad strip of land along the shore supports rugged coastal communities. These people revere and fear Manann and live from fishing and maritime trades. In the south, settlements are surrounded by woods close to Middenland both physically and culturally. They rely on the forests, and favour Ulric and alliance with Middenheim. The central highlands around the Silver Hills are the most populous lands in the province, a little wealthier than elsewhere and more open to the rest of the Empire.

THE COAST

The Nordland coast is the cold, windswept northern frontier of the Empire. The sea laps continuously over miles of desolate sands, heathland, and jagged cliffs. The skeletons of half-buried wrecks litter the coast, run aground on hidden sandbars or submerged rocks.

Wrecker’s Point

Before the Jutones and the coming of Sigmar, the western peninsula was a primitive kingdom ruled by a figure known only as ‘Pallidus’. All that remains are weathered outlines of cyclopean ruins and immense broken statues that hint at ancient glories. This is a remote and lawless place, scoured by Norse raiders and the Reavaz, a Goblin tribe roaming the headland on mangy wolves and skirting the coast in crude wooden boats. A handful of Nordland settlements eke out a living from the land and sea, uneasy neighbours to the Wood Elves’ Ward of the Storm — the Tower of Se-Athil stands sentinel on the west coast. The archipelago of small islands extending from the north-east promontory are known as Manann’s Teeth, the home of wreckers who menace the seaways.

THE GRAND BARONY OF NORDL AND

Eiger Bay

The vast sweep of the Eiger Bay encompasses Nordland’s two most significant ports — the naval anchorage of Dietershafen in the east and disreputable Hargendorf at the western edge. It is a long stretch of sandy heathland and dunes, broken by gorse and trees bent at angles by sea winds. Two offshore islands lie a few miles from the mainland. Lugern is covered by forest. There is a stone circle in the centre of the isle, overgrown by trees. Odner is almost featureless — a barren, low-lying island with very little plantlife. At the highest point is Fort Odner. The marine garrison hate their posting on the barren island. Some go mad, hallucinating Norse sails on the horizon. Others disappear into the sea caves never to be seen again.

THE STORMGUARD

The Cult of Manann are sworn to hunt the followers of Stromfels and put an end to their cruelties. The Stormguard are the vanguard against this enemy — an order of priests dedicated to uncovering and destroying cults of Stromfels. Their temple is hidden in a cove between Hargendorf and Broghur in Eiger Bay. Stormguard priestess Boeld Heller is pursuing the Brethren of the Storm Reaver, in particular the cult leader. She suspects that he or she is a person of good standing in Salzenmund but knows no more than that.

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The Klauhügel Peninsula and Drosselspule Bay The Klauhügel Peninsula is the elevated headland where the River Salz carves a deep fjord to the sea and emerges at Neues Emskrank. East of the peninsula is a flat stretch of coastline encompassing Drosselspule Bay. The water is choked with copious tangles of kelp that attract fish and gulls in great numbers. Superstitious fishermen believe the weed hides a sunken city swallowed up by the sea in one night, perhaps a grand Elven city destroyed during the War of Vengeance. Along the bay, yellow-grey sand rises to eerie dunes that stretch for miles, where packs of wild dogs and worse hunt for unwary travellers. North of the bay is the island monastery of Manannsheim, an isolated community of monks devoted to the Sea God. Each year, erosion gnaws at the cliffs and claims more of the buildings. The monks worry that Manann is venting his slow fury at some unknown wrong.

Kriedeklippe Bight

Kriedeklippe Bight is a small bay close to the Ostland border, with high cliffs and secluded coves. East of the village of Kriedeklippe is a stretch of cliff resembling a huge, bearded face, affectionately known as ‘Old Man Brimflod’, a legendary Triton and son of Manann.

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LOST SETTLEMENTS

It’s a precarious existence on the Nordland coast. Many towns and villages have been lost to raiders and the elements, such as: Handelsee — In 2173 IC, Duriath Blackspear of the Black Ark Tower of Infinite Pleasures launched a night raid on the town of Handelsee. When the Nordland army reached the town they found ruins and not a single body or survivor. Debnietz — In 1988 IC, Count Alfrich Ostrein arrived in this village on Wrecker’s Point to find the inhabitants flayed and nailed to the cliffs. In 2483 IC the village was attacked again. The Dark Elf reaver, Dastan Coldeye, looted an Empire treasure fleet at harbour and razed Debnietz. Nordlanders believe the site is cursed, and leave the ruins to the seabirds. Waldvin — In 2298 IC, Scyla Anfingrimm, champion of Khorne, beached his longships on the shore and butchered the farmers of Waldvin, saving only the leaders, whom he nailed to the prows of his ships. Manann took pity on the village and washed the cottages and all the bodies into the sea.

Nordenwatch

The fortified island of Nordenwatch is dedicated to protecting the coastal towns. The garrison commander Captain Eadburga Hutter keeps her troops and cannons under a strict regime of readiness. The Imperial Navy have enlisted the aid of the Celestial College to provide Nordenwatch with an enchanted glass so that Captain Hutter can pass messages instantaneously to the Admiral’s Palace in Dietershafen.

RIVERS AND MARSHES River Salz

The river that runs from the Ormsdeep to Neues Emskrank is detailed on page 42.

River Schaukeln

The River Schaukeln rushes into the sea from the Laurelorn Forest, passing through the Wood Elf city of Tor Lithanel. Its waters are fabulously clear, and Nordlanders believe drinking them can stave off mutation. The river mouth is at Leihafen, an isolated fishing community where they bottle and sell the waters to unscrupulous merchants.

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River Demst

The Demst marks the border between the lands of the Eonir and the Silver Hills to the west. It rises in the Misty Hills, deep in the Ward of Rain, from the Tarn of Tears to the cascade of Rainbow Falls. It tumbles through ravines and deep valleys to Forstfast, under the bridge at Schlaghugel to the Sea of Claws at Hargendorf. The Treaty of the Leaf ordained Humans could only settle east of the Demst, but Men have short memories and considerable greed.

River Eiger

The Eiger is a broad, shallow tributary that drains much of the Enchanted Hills. For the last 10 miles before Dietershafen it waters fertile marshes used as pasture by farms and villages close to the town.

River Hilf

Rising in the foothills north of the Middle Mountains, the Hilf flows past Frote, through the Bramble Hills to the estuary at Norden. It passes under the dark boughs of the Forest of Shadows where Dieter Helsnicht dwells in his hidden fortress. From time to time, misshapen corpses wash from the Forest to be discovered at the Schuten crossing.

Teufelsumpf

At the foot of the Klauhügel Peninsula is a salt marsh, a fog-shrouded wilderness which Men avoid. Norse settlers once established a village on small islands in the marsh. Within a few generations the village was decimated by plague, and the survivors were sacrificed by a one-eyed demon and her retinue. All that remains are rotting, weed-draped wooden buildings, slowly collapsing into the bog. The lonely village of Dreizack somehow survives on the shore, but the villagers travel only by boat, refusing to risk a journey through the Teufelsumpf.

TEMPLE OF THE RED CORAL

This small temple of Manann takes its name from the strange red coral growing in the cold sea thereabouts. The reef seems to grow and shrink in size with little obvious explanation. The priests have taken to swimming in the sea, trying to interpret Manann’s will in the changing state of the coral.

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THE HIGHLANDS Silver Hills

The highlands around Salzenmund are detailed in Chapter 2: A Visitor’s Guide.

Enchanted Hills

This range of rolling hills and fertile valleys stretches from the Salz over the Demst Vale and into the Laurelorn. The hillcrests rise from the coastal plain before sinking into the verdant canopy of the forests to the south. The eastern range is the pastoral breadbasket of Nordland, cleaved by gentle streams into broad valleys lined with farms and pasture. The locals believe the soil is blessed by Rhya and in the Demst Vale she is revered above all other deities. There are stone circles and cromlechs found across the landscape — sure signs that this was once a haven for the Old Faith. After a harsh winter in Norsca, the Enchanted Hills are a common target for raids — even the savage folk of the north need grain and fattened sheep. The Norse believe the fertile valleys are blessed by Shornaal, their fecund god of desire.

THE DARK FEAST AT SCHLOSS HÜVENGARD

On a lonely mount in the Bramble Hills stands the empty shell of Schloss Hüvengard. The great hall is choked with bracken and stagnant water, ivy clings to the towers, and owls roost in the count’s chamber. This was once a fortress belonging to Gunthold the Bold. It was also where he met his terrible fate. In 1666 IC, Gunthold rode to the castle to celebrate victory over a band of Slaanesh worshippers dwelling in the Forest of Shadows. Cultists infiltrated the castle and spiked the victory feast, leaving Gunthold and his captains lost in ecstatic reverie. The cultists threw open the gates and Chaos warriors burst into the great hall, fell upon the revellers, and consumed them in a second, darker, feast.

THE FORESTS Laurelorn Forest

The immense woodland realm of the Eonir encompasses much of the province, and the forest itself extends beyond the Demst and into the Silver Hills. For details see Archives of the Empire: Volume 1.

Bramble Hills

Forest

The people of the Bramble Hills are poor and mostly overlooked by the Salzenmund and Wolfenburg nobility. They are known for clannishness and speak a thick dialect which outsiders find intimidating.

Hangman’s Wood

The Bramble Hills are a matter of contention between Ostland and Nordland, despite the poor quality of the soil and few natural resources. The wooded slopes bear the scars of countless invasions and border skirmishes, villages razed by territorial disputes and ruined farmhouses overgrown by brambles and bloodsedge.

The Hidden Range

A region of deep gorges and cascades deep in the southwest Laurelorn. Strange water spirits abide within and few Humans have ventured here. There are legends of a fountain of youth, which supposedly explains how the Eonir live so long.

Misty Hills

The highlands north of the Shadensumpf rise above the southern expanse of the Laurelorn Forest, within the Eonir Ward of Rain. For more details see Archives of the Empire: Volume 1.

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of

Shadows

The Forest of Shadows is one of the Empire’s greatest, most notorious forests. The Nordland expanse is forbidding and dangerous. Huge, twisted trees shut out the light and strange lichens grow in the gloom. Restless Wraiths and unbound Skeletons stalk through the shadows, while colonies of giant spiders vie with Beastmen and Goblins to eat any unfortunates who venture too far from the track. This tract of forest spreads between the Enchanted Hills and the coast. It is known for game, from mundane animals like deer and wildfowl to more unusual beasts such as Demigryphs. The Kustlandhaus is the elector count’s hunting lodge, where Gausser often brings his inner circle for trophy hunting. Giant owls nest in the oldest trees and the count is eager to bag one of these magnificent birds. Deep in the woods is a haunted battleground from some forgotten conflict. Each night, the spirits of Jutones and Norsii battle in unending combat.

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SETTLEMENTS Dietershafen

Dietershafen is the Empire’s most important coastal seaport. The shipyards bustle with activity as shipwrights build new vessels for the Imperial Navy’s Second Fleet. The celebrated Dietershafen Harbour Guard patrol and drill on the waterfront. Victuallers haggle for mountains of salt-dried stockfish, vast quantities of small beer, and crates of ship’s biscuits. Overseeing this is Baron Ludolf Köhler who hopes to build a fleet surpassing that of Bretonnia or Marienburg. Baron Köhler is a powerful noble, second only to Gausser in Nordland. The two formed an alliance to depose Baron Nikse and bring the Emperor’s support for a Second Fleet to Dietershafen. Köhler’s son Ludolf the Younger is an Imperial sea lord and his other son Xavier is an Astromancer attached to the Navy (see pages 29 and 62). His daughter Helene is an explorer, currently in Lustria. The town is thriving. A steady stream of timber flows into the city and merchants make fat profits from freespending sailors. Dwarf artisans work at considerable expense to improve the town walls — historically a weak point in the port’s defences. If you can use a hammer, sail a boat, or fight, you can find work in Dietershafen. Dietershafen’s original site was where the Old City stands today. The people here are poor but proud. They keep their stone houses in good condition — every morning they scrub the doorsteps clean with saltwater. Fish, livestock, and vegetable markets are held each weekday. The Baron’s Palace towers above the streets, an island of privilege in a sea of humble dwellings and shops. The wealthier New City is separated from the Old City by canals. This is the main harbour, with its dry docks, ropewalks, drying sheds, cranes, and the other features of a thriving port. Pride of place is the Admiral’s Palace, a permanent stronghold for the Admiralty in the town. There are several temples of Manann, each dedicated to a different aspect of the god. For example, a poor temple in the Old City is devoted to Manalt, the patron of fishermen. The temple adjoined to the Seafarers’ Guild venerates Manas, Lord of the Tides and patron of navigators.

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Overlooking the port is Manann’s Lantern, a rocky hill surmounted by a stone tower. This is the main temple of Manann and a lighthouse. During the autumn months, a thick fog called the Breath of Stromfels rolls in from the sea and shrouds the town. Manann’s Lantern has saved countless ships from running aground in the fog. The Battle of Dietershafen was one of Mandred Ratslayer’s outstanding victories. Clan Skyre had occupied the town, enslaved the inhabitants, and sold the docks to Clan Skuttle, which was building a Skaven fleet. Mandred’s army sneaked into the town under cover of fog to fight through the streets to Manann’s Lantern. Clan Skyre engineers had constructed the ‘Far-Claw’ on the gutted lighthouse, a devastating device mounted on a crane. Mandred turned this contraption on the Skaven, smashing the Clan Skuttle fleet and, alongside Baroness Carin Salzwedel, freeing Dietershafen from occupation.

THE CAPTAINS OF MURAKASH

Captain Murakash was supposedly a commander in the Imperial Navy who became corrupted by the Ruinous Powers. His acolytes strike fear into all who serve at sea, from the humblest dockhand to the Imperial Sea Lords themselves. The ‘Captains of Murakash’ infiltrate a ship’s company and launch a bloody mutiny. Once they have the helm they sail north to an unknown destination. Nothing else is known about the cult, although Brother Wechster of the Temple of Manann’s Lantern has been charged by the Sea Lords to investigate and thwart this menace.

Dunkelkiefer

The Jutone Riding is the westernmost county of Nordland, encompassing the remote, desolate headland known colloquially as ‘Wrecker’s Point’. The isolated region consists of small hamlets, scattered farmsteads, and a few wretched fishing villages. Foremost amongst these pitiful settlements is Dunkelkiefer, where there is a market, a wooden fort, and very little else. Dunkelkiefer stands amongst the ancient ruins of a far older and much more impressive town. Dwellings and shacks are built to incorporate broken stone walls and statues into their framework, and the village tracks follow the paved routes of the old settlement. Nobody knows the origin of the ruins — they cover a far larger area than Dunkelkiefer although most are lost beneath clumps of pine trees. Occasionally the villagers unearth a tablet with an inscription bearing the name ‘Pallidus’ or a small stone figure of a skeletal king seated on a throne.

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The largest building in Dunkelkiefer is a tumbledown manor, built from the shell of an ancient temple or meeting hall. This is the seat of Margravine Marta van der Kratt, who rules the Jutone Riding. The van der Kratts were cursed by a witch several generations ago, which has made them paranoid and disinclined to venture outdoors, although their daughter Hilda has joined the equally cursed Knights of the Everlasting Light. In lieu of any leadership from the Margravine, Dunkelkiefer and surrounding villages are overseen by General Gustav von Emmerick, a retired commander from the Nordland State Army. He has made it his mission to rid Wrecker’s Point of the Reavaz Goblin tribe and monitor threats from the west. Von Emmerick travels between Salzenmund, Hargendorf, and Dunkelkiefer. He is trying to beat the locals into an effective fighting force and commanded them to raise a wooden fort north of the village. This base of operations has a small armoury, von Emmerick’s quarters, and a large collection of surveyor’s maps of the headland. The general has commandeered a company of the Sea Devils regiment to fight the Reavaz and keep an eye on the Wood Elves. The regiment are posted in Wulfhafen within reconnaissance distance of the Tower of Se-Athil.

Hargendorf

Hargendorfers have a bit of a reputation. They’re not entirely trustworthy, there’s something shifty about them … as if they’re always up to something a little dubious. While they’re famous for their dry sense of humour and hospitality, not many Nordlanders would trust them to guard their horse while they use the privy. The people of Dietershafen think Hargendorfers are workshy ne’er-dowells hanging around the docks looking for something to rob. In return, Hargendorfers say people from Dietershafen are pompous lickspittles who’d scuttle their own ship if a noble commanded it. Hargendorf is some distance from the main Nordland settlements, located on the east bank of the Demst. It’s a busy port, where ships stop for provisions and trade vessels buy salt, fish, sheep, and wool. Given its remote location, not much trade offloads at Hargendorf, which makes it ideal for more illicit business. The real power in Hargendorf is not Baron von Hargenfels but Gunna von Sperren, better known as the Smuggler Queen. Thanks to her, a fair proportion of the cargo landed in Hargendorf is contraband, ready to be trafficked into the Empire

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via Salzenmund. Her toughest enforcers are the corrupt excisemen and Watch who are completely in her pocket. The Hargenfels’ noble residence is right by the port, a shabby schloss long past its better days. In contrast, Gunna von Sperren’s extravagant mansion overlooks the town from a mount at the southeastern corner of the walls. Just outside the town are other trades — salt pans along the shoreline and a ship-breaker’s yard crowded with half-destroyed ships. The town is constrained by its walls, which were built after the Bretonnian Navy laid siege to the town in 2308 IC. As more dwellings, markets, and trading establishments are built within the town, the streets get narrower and the buildings taller. Now Hargendorf is a warren of enclosed streets overshadowed by ramshackle wood and plaster buildings. The port is a confusing maze of wooden wharves jutting out into the Sea of Claws. At the furthest point from the town, balanced on tall wooden piles, is the temple of Manann. Fashioned by shipwrights, it resembles the forecastle of a Greatship. After passing through lapstrake doors, there is no rear to the building — it opens onto the sea. On stormy days, worshippers stand in prayer and get thoroughly blessed (soaked) by their god. The von Hargenfels are fairly relaxed about the town’s reputation and their subservience to the Smuggler Queen. Baron Gunther is an eccentric with a dilettante’s fascination with the Old Faith and numerous romantic partners. The baroness is a Tilean painter with an artistic temperament and numerous romantic partners. The heir, Tyrkel, is in the Navy (see page 29) — the family have a long nautical heritage, second only to the Köhlers of Dietershafen. The other son, Baron Bastian, is a wastrel adventurer known for squandering large amounts of gold on strange expeditions.

A BIGGER SQUIG

There is excitement on the waterfront about an incident in a cave a few miles west of the Demst. The only survivor from a band of lumbermen came back to Hargendorf babbling about a gigantic round creature, all mouth and legs. This was a Colossal Squig, goaded from its subterranean home by Skaven.

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The channels are being dredged and new docks built on the east of the town wall. Von Neurath’s ancestral home has been repurposed for naval invention. A host of Imperial engineers now live onsite, developing bizarre weapons and vessels — heavily-armoured ships using new alloys, swivel guns with rifled barrels, and submarines. The latter are being developed with stolen Dwarf technology and the assistance of Herr Wolfgang Kugelschreiber of Nuln, who has been coerced into working for the Navy.

Forstfast

Norden

Norden has an advantage over other ports, in that it’s located close to the Middenheim-Erengrad road, a major thoroughfare for trade and other travel. Until recently, it was an open town where merchants from Middenheim, Nordland, and western Ostland traded goods with ports around the Sea of Claws using large flat vessels suited to the shallow sandy channels around Norden. But the town is no longer open to outsiders. Carts and wagons are turned away several miles from Norden by halberdiers from the State Army. A trading post at the Manann’s Crown coaching inn in Salzmorast allows merchants to trade without getting close to the town. When Gausser, Köhler, and the Emperor agreed to expand the Second Fleet, they realised that Dietershafen was well-known to Marienburg and other powers. Everything happening there would be seen by potential enemies. But Norden was overlooked — the port silted up centuries ago, so the channels are only deep enough for ships with very shallow drafts. This was fine for trade but not war or ocean exploration. With the blessing of Gausser, High Chancellor HolswigSchliestein recruited the aid of Baron Ottmar von Neurath as liege lord of Norden. This wasn’t difficult — von Neurath lives in his Altdorf residence and has avoided Norden for most of his life. Nordland put a cordon around the town and set about establishing a new deep-water port, far enough inland to keep the work away from seaborne spies. A continuous patrol of Wargalleys in the surrounding waters deters prying eyes from getting too close.

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South of the Silver Hills is Forstfast, an ancient settlement and seat of the Nikse clan for over two thousand years. It is a large village built around a fortress overlooking the Demst on the border of the Eonir realm. It was here in 738 IC that the ancestors of the Nikses signed the Treaty of the Leaf with the Wood Elves, the first accord between Elf and Human in Nordland’s history. The fortress and village have the feeling of a frontier settlement. Residents and visitors are always conscious that the other side of the river is forbidden territory. Forstfast attracts chancers and opportunists who hang around planning to make their fortune stealing rare herbs or lornalim timber from the Eonir. Most eventually give up and live out their lives as drunks or pedlars in Forstfast, accosting travellers to tell them fantastical tales of what happened when they crossed the Demst. Baron Nikse maintains a garrison of foresters and huntsmen to protect the village. To the south are several beastherds that roam east of the Demst to keep away from the Eonir. In comparison, the people of Forstfast, Skogholm, and Kronven are easy pickings. An especially vicious herd of Pestigors has recently emerged from the eastern Schadensumpf and several logging camps have already fallen to their depredations.

Kriedeklippe

Kriedeklippe is a small fishing village, the last coastal settlement before the Ostland border at the eastern extreme of the province. Thanks to abundant shoals of fish in Kriedeklippe Bight, the population are currently enjoying a period of prosperity. The priest of Manann, Father Tangbart, claims Manalt has blessed the town. The truth is less gratifying. Two years ago, a colossal sea monster expired just outside the bay, riddled with corruption and weighed down by Chaotic tumours. The gigantic rotting carcass lies on the seabed, attracting massive populations of scavenging fish, gorging themselves on tainted flesh.

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Neues Emskrank

The history of Neues Emskrank is a story of folly and misguided aspiration. When Marienburg seceded, a consortium of investors came together under the guidance of the charlatan Jens-Pieter Riemanns. He promised his benefactors two new ports to rival the greatest in the Old World. Elector counts, merchants, and nobles all backed the scheme for construction in Nordland and Ostland. The peaceful village of Pugsblatter was purchased and renamed, the population turfed out, and work began. A new castle, quay, houses, warehouses, and stores were hastily constructed to welcome the imminent influx of trade. It failed miserably. A combination of bad luck, poor planning, and the hidden hand of Marienburg left Neues Emskrank nothing more than a punchline to sailors’ jokes. Ships never arrived, cargoes rotted in warehouses, and the town flooded. The investors sold Neues Emskrank back to Nordland and Riemanns was thrown in debtor’s prison. Today Neues Emskrank is decrepit. Half the buildings stand empty and waterlogged wrecks wallow in the wharves. The surviving trade is in fish, timber, and provisioning ships from Salzenmund. Neues Emskrankers are surly and unfriendly. There’s plenty to be sullen about — every year another mouldering house collapses and the nets haul in more strange, inedible sealife.

Frote

The Barony of Schattenwald is a county on the eastern edge of Nordland on the route into the Middle Mountains. Frote squats on the River Hilf, a small town of low buildings and independent spirit. The people of Frote have no real affinity with the Nordlanders to the west. They consider themselves closer to Middenland — on a clear day they can see the Fauschlag in the distance but they can’t see Castle Salzenmund. Their new liege lord is Baron Fredhoff, a favoured ally of Gausser and the Nordmarshal of the Nordland State Army. Suffice to say, the locals are not impressed. Frote has a recurrent Orc problem. The Foulbone clan are an offshoot of the Red Tusk tribe that migrated north into the Forest of Shadows. The Orcs are reverting to a primitive state as their weapons and armour fall apart. Now they’ve taken to raiding villages in the Barony and even assaulting Frote itself. The town council have raised a regiment of militia, the Lifeguard of Frote, who have so far proved resilient in defence of the town.

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DIETER HELSNICHT The Doom Lord of Middenheim

The story of Dieter Helsnicht is a tragedy of intellect over reason. He was born in a time when Middenheim was an island of tolerance for wizardry. The young Dieter was a magical prodigy who soon mastered the fundamentals of spellcasting. His innate curiosity drove him to research further what these strange powers could achieve, by looking to the past for ancient wisdom. He learned of Katam, Pallidus, Kadon, and other ancient sorcerers, but it was not enough to simply read of their exploits. Helsnicht travelled to the Border Princes to search for lost knowledge, then further afield, eventually reaching Nagashizzar, the abandoned citadel of Nagash. Here Dieter met his destiny. He returned to Middenheim a changed man, pale and greying but invigorated with new fervour for sorcery. His insatiable appetite for knowledge had opened him up to dark influences and he began to practice necromancy in secret. The rest of his story is a popular folktale in the northern Empire — a triumph of good over evil. Ar-Ulric confronted Helsnicht and his followers, and the necromancer fled to a fortress deep in the Forest of Shadows. He plotted his revenge over decades, improving his mastery of dark magic and raising an army of skeletons and zombies. He scouted the territory and worked to raise new undead creatures — in 1230 IC he heard of a Merwyrm terrorising the Nordland coast. Journeying to Massenfels, he summoned a Necrofex Colossus which killed the sea monster and stole its corpse for his army. After years of planning, he eventually attacked the army of Count Einrich Moltke at the Lake of Woes. The Nordland force was annihilated but for a handful of survivors. The dead joined Helsnicht’s army and he marched on. A resurgent Nordland force joined battle with Helsnicht’s unholy army at Beeckerhoven, with allies from Kislev and Middenheim. The Nordland count was victorious, and the Doom Lord fled back to his fortress to brood and plot. Since then, the Doom Lord prefers to stay in his hidden fortress, researching dark magicks and inventing rituals to construct undead beasts more monstrous and powerful than those he commanded at Beeckerhoven. Helsnicht has brewed evil concoctions to prolong his unlife and stave off the attentions of Morr.

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He is utterly insane — obsessed with knowledge, revenge, and necromantic invention. He has even taken to eating the brains of other necromancers to inherit their wisdom and power. Helsnicht has made several sorties from his fortress over the centuries, including attacks on Middenheim. On the Night of the Restless Dead he appeared in Salzenmund, swollen with necromantic power, to wreak revenge on the Moltke line. There are rumours that he flies forth at night on his manticore to seek obscure secrets in ruined towers and from sinister allies. More frequently, he uses revenants as agents to acquire new knowledge, capture necromancers, and steal interesting corpses. The Doom Lord has remained secure in his fortress for centuries. The authorities and cults assume he is long gone, but the Cult of Morr and Witch Hunters remain vigilant, trying to trace any signs that he continues to conduct foul experiments and plan new campaigns. Helsnicht’s lair has never been discovered. He uses complex shadow rituals to confuse those who come near and commands a pack of skeletal hunting beasts to kill any who get close. In person, Helsnicht is a wretched sight. He wears a black skullcap over his gaunt, deathly face. His robes and high collar are dusty and moth-eaten from centuries of neglect. Years of seclusion have destroyed any social graces Helsnicht ever had. He talks to himself, sneers, and laughs without reason, and he speaks in a croaking baritone.

Helsnicht’s Revenants

Helsnicht’s followers from Middenheim continue to serve him more than one thousand years since their deaths. He raised them as wights and uses enchantments of Ulgu and Shyish to conceal their decomposing appearance so they can move amongst the living. The revenants travel the Empire doing their master’s bidding, even recruiting their own living agents to further their reach. They look like normal humans, wear innocuous clothing, and try to blend in, although their speech may sound a little archaic. REVENANT AGENT OF THE DOOM LORD M WS BS S 4

T

I

Ag Dex Int WP Fel W

35 35 35 30 20 30 25 40 50 35 14

Traits: Armour 1, Dark Vision, Die Hard, Painless, Regeneration, Undead, Weapon+7

110

Motivations

Helsnicht still burns with frustration at his defeat at Beeckerhoven. He resents the fragility of his skeleton and zombie troops and seeks to find more mighty servants. He has experimented with a Necrofex Colossus and raised countless monsters made from large beasts, but his appetite for necromantic innovation is insatiable. Helsnicht is currently obsessed with legends of Morghasts, winged heralds of death. The Doom Lord also seeks to steal knowledge from rival necromancers and vampires. They may have uncovered wisdom that Helsnicht has overlooked, so he sends revenants into the world to seek them out, steal their work, bring them as captives, or destroy them. He is jealous of all who might exceed his knowledge and relishes the chance to eat their brains. Finally, the Doom Lord is looking for further means to revenge himself on Middenheim, the Cult of Ulric, and the province of Nordland. He’s not inclined to let things go.

Dieter Helsnicht

as

Adversary

The Doom Lord works tirelessly to create a powerful undead army. Any party that uncovers evidence of his research may be able to thwart his intentions — by destroying his revenants or preventing him from acquiring new ingredients, grimoires, or exotic corpses. A whole campaign could consist of tracking the Doom Lord’s activities across Nordland, Middenland, and further afield before tracing them back to his fortress in the Forest of Shadows. The final confrontation would give the Characters a chance to destroy the Doom Lord once and for all … until he comes back in a few years. Helsnicht could also work as a hidden patron. His revenants can pass as Human and frequently hire their own agents. They could hire the party to hunt down a necromancer or vampire on behalf of their master, or they could be asked to confiscate a lost tome such as the Book of Arkhan or Grimoire Necronium, or hunt down an artefact like the Black Periapt. Helsnicht also wants the corpses of monstrous beasts — perhaps the Characters are recruited to source a Demigryph cadaver or the head of a Dragon.

THE GRAND BARONY OF NORDL AND

DIETER HELSNICHT, NECROMANCER LORD M WS BS S 4

T

I

Ag Dex Int WP Fel W

48 36 45 40 50 48 32 54 50 20 17

Traits: Dark Vision, Immunity to Psychology, Ward 7, Weapon (Chaos Runesword) +8

Skills: Animal Care 64, Channeling (Death 61, Necromancy 70), Cool 54, Dodge 53, Evaluate 69, Intimidate 60, Intuition 65, Language (Classical 64, Khemri 63, Magick 69, Tilean 59), Leadership 39, Lore (Magic 64, Necromancy 82, Warfare 69), Melee (Basic) 65, Perception 65, Research 79, Ride (Horse 55, Manticore 63), Trade (Apothecary) 59 Talents: Aethyric Attunement, Arcane Magic (Death, Necromancy), Artistic, Bookish, Combat Aware, Concoct, Detect Artefact, Doomed, Hatred (Middenheimers, Nordlanders), Instinctive Diction, Iron Will, Magical Sense, Petty Magic, Read/Write, Savvy, Seasoned Traveller, Second Sight, Sixth Sense, Speedreader, War Wizard, Well-prepared Spells: All Lore of Death and Necromancy spells

Trappings: Chaos Runesword (+SB+5, Penetrating, Damaging, Hack, Unbreakable); Dusty but dramatic Robes; Hidden castle with extensive library of grimoires, necromantic laboratories, and no friends; Manticore Mount (see page 323 of WFRP, add Trained Trait), Rod of Flaming Death

XI

ROD OF FLAMING DEATH

The Rod of Flaming Death is topped with a carved skull, stained dark red. Its eye sockets glow with magical fire and the jaws clatter continuously. In battle, it spits bolts of magic in the form of flaming skulls, which wreathe their target in greenblack flames. The Rod of Flaming Death can cast Bolt once every 3 turns, provided the user does not channel or cast any other spell during that turn. If the Bolt causes damage, the target must take an Average (+20) Cool Test or gain a Broken Condition. Dieter Helsnicht or any wielder with the Undead Trait can use the Rod unharmed. Any other wielder receives exposure to Moderate Corruption each time they fire a bolt.

REVENGE IS A DISH BEST SERVED REPEATEDLY The Characters are hired by a wealthy merchant, Frieda von Thessich. She wants to ensure her family’s mausoleum in Totenschutz is intact — she worries that robbers have broken in to steal valuable artefacts. This is a ruse — she is a disguised revenant of Helsnicht, using the Characters to probe the Cult of Morr’s wards in the cemetery. Dieter Helsnicht plans to raise the dead of Salzenmund en masse and needs to know what protection they are under.

111

GAZETTEER OF THE PRINCIPALITY OF SALZENMUND Settlement

Size

Ruler

Produces

Garrison/ Militia

Pop

W

15,000

4

Government, Luxuries (Silver), Timber, Trade

350a/ 3,000b

20a/70b/ 100c 10b/80c

Notes

SALZENMUND

4

Elector Count Theoderic Gausser

Beeckerhoven

3

526

3

Timber, Trade

Grafenrich

3

190

2

Oldenlitz

3

210

3

Gaussfurt

1

n/a

n/a

Grain, Timber, Trade Grain, Luxuries (Silver), Wool Government

Tettens

2

103

2

Grain

8c

Fortified manor, ancestral seat of the Gausser family –

Odisheim

2

160

1

Wool

10c



Silbertief

2

Elector Count Gausser Elector Count Gausser Elector Count Gausser Elector Count Gausser Elector Count Gausser Elector Count Gausser Elector Count Gausser

115

2

10b/15c

Silver mining village

Hohenaspe

1

55

1

4c



Kurtwallen

1

Elector Count Gausser

Luxuries (Silver and SemiPrecious Stones) Subsistence

31

1

Subsistence

10c



Köhlen

1

73

1

Metal, Timber

8c

Rivalry between miners and woodcutters

Elector Count Gausser Elector Count Gausser

5a/15b/ 28c 5a/10b

Capital of the Grand Barony, High Temple of Ulric and Temple of Manann Resplendent Busy town on the Middenheim-Erengrad Road – Surrounded by Silver Mines

GAZETTEER OF THE GRAND BARONY OF NORDLAND Settlement

Size

Ruler

Pop

W

HARGENDORF

3

Baron Gunther von Hargenfels

2900

3

Schlaghügel

2

138

Massenfels

1

Beilen

1

Ueblingen

1

DUNKELKIEFER

2

Wulfhaven

1

Schadelbruck

2

Leihafen

4

DIETERSHAFEN

3

Broghur

1

Baron von Hargenfels Baron von Hargenfels Baron von Hargenfels Baron von Hargenfels Margravine Marta van der Kratt Margravine van der Kratt Margravine van der Kratt Margravine van der Kratt Baron Ludolf Köhler Baron Köhler

Hørup Skovby Burkal STAVERN

1 2 2 3

Alfhausen

1

Baron Köhler Baron Köhler Baron Köhler Baroness Anika Kalb Baroness Kalb

Produces

Garrison/ Militia

Notes

20b/300c



2

Luxuries (Salt), Saltfish, Smuggling, Wool Grain

15c

82

2

Saltfish, Timber

8c

74

2

Grain

3c

Ancient stone circle at the heart of the village Devastated by Dieter Helsnicht in 1230 IC –

56

3

Grain



Unusually fertile soil

193

2

Trade

25c

Built amongst ancient ruins

41

1

Saltfish

2b/5c



38

2

3c



62

1

Saltfish, Luxuries (Salt) Subsistence

4c



4,600

3

45

2

25a/25b/ 350c 5c

Anchorage for the Imperial Navy Second Fleet –

39 225 301 428

1 1 1 2

8c 6c 25b/50c

94

1

Government, Saltfish Luxuries (Amber), Saltfish Grain Grain Grain, Stone Grain, Timber, Trade Grain, Timber

– – – On Middenheim-Erengrad road. Bridge over River Salz –



Settlement

Size

Ruler

NEUES EMSKRANK

3

Dreizack

1

Heiligdorf

2

Manannsheim

1

Nysted

1

LUFTBERG

2

HÜVEN

2

WILHELMSKOOG

2

Elector Count Gausser Baron Ewald von Laue Duchess Luisa von Huven Baron Justus Wittig

Ockholm

1

Baron Wittig

82

Wittigholm

1

Baron Wittig

25

SKJALDBERG

2

160

Varrel

1

Seuchenshof SCHUTEN

1 2

Baron Ulf Nachtmann Baron Nachtmann / Cult of Ulric Cult of Shallya Baron Helmuth Adenauer

NORDEN

3

Baron Ottmar von Neurath

Beelen

1

Salzmorast

Elector Count Gausser Elector Count Gausser Elector Count Gausser Cult of Manann

Garrison/ Militia

Pop

W

1,700

2

Saltfish, Trade

40b/100c

Failing port town

38

1

Subsistence

5c



352

1

Grain, Saltfish

20b/90c



5b/10c

Island monastery of the Order of the Triton –

30

Produces

n/a Subsistence

Notes

68

2

Stone

5b

118

2

Grain, Timber

10c

208

2

134

2

Grain, Luxuries (Furs) Luxuries (Salt), Saltfish Subsistence

An impressive Temple of Ulric overlooks the village Deep in Bramble Hills

5a/25c



5c



10a

Seat of Baron Wittig (aged 4)

10b/25c



10b

Nearby monastery of the Order of the Winter Throne Hospice treating Black Plague Stop on the Middenheim-Erengrad road, home of the Brombeerstrauch Inn

43 37 325

1

n/a Government 2

Grain, Luxuries (Furs), Trade 1 Luxuries (Furs), Timber n/a Subsistence 2 Grain, Trade

3c 15b/8c

2,100

3

Luxuries (Amber), 20a/50b/ Saltfish, Trade 200c

Port only suitable for vessels with shallow draft

Baron von Neurath

72

1

Grain, Wool

9c

2

Baron von Neurath

135

3

5c

Kriedeklippe

2

Baron von Neurath

162

2

Luxuries (Salt), Trade, Wool

Often mistaken for Beilen, to the amusement of Nordlanders On banks of shallow salt lake

Saltfish

10c

1

Imperial Navy

95

2

Subsistence

5b/5c

Recent abundance of fish

Nordenwatch

Wool

15a/20b/15c

Fortified island north of Norden

Gelting

FORSTFAST

1

3

Baron von Neurath

40

Baron Werner Nikse

428

1

2

Grain, Timber

5a/10b/

Part of Ostland for most of its history –

Kronven

1

Baron Nikse

62

1

Subsistence





Skogholm

1

Baron Nikse

75

1

Luxuries (Furs)

5b/15c

Fortified Village

Tyrvad

2

Baron Nikse

103

1

Grain, Timber

5c



Zelebhorn

2

Baron Nikse

219

2

Trade

12c

Vesterrup

1

53

1

Subsistence

5c

Auld Troldved

2

Baron Nikse (nominal)

Market town near MiddenheimErengrad Road

Baron Nikse

0

1

n/a



Castle Midfast

1

Cult of Ulric

56

FROTE

3

1,900

2

Timber, Trade

10a/50b/200c

Dünsen

2

Baron Gunter Fredhoff

Baron Fredhoff

Baron Fredhoff

129 59

2

Grain

10b



Dorfmark

1

Baron Fredhoff

48

1

Luxuries (Furs)





Voervinholm

Marklohe

1

1

Baron Nikse

92

1

Timber

n/a Subsistence

1

Grain



25a/10c

5c



Currently ruled by bandits and beholden to no one

Recently occupied by Goblins Chapterhouse of the Knights of the White Wolf

On route to Middle Mountains



Size: 1=Hamlet, 2=Village, 3=Town, 4=City. W = Wealth (see Death on the Reik Companion, page 71). Garrison/Militia = A Garrison is made up of standing, professional soldiers, available at most times. A Militia is raised from the local populace, and available only seasonally. The letter after the number refers to quality. a - properly drilled, well trained and equipped soldiers. b - average troops, moderately trained and equipped. c - poorly equipped troops, possibly required to bring their own equipment which is generally of poor quality. Trade rules can be found in the Death on the Reik Companion, Saltfish and Stone are introduced as Trade Goods in Up in Arms (count them as Grain and Metal respectively if you don't have Up in Arms).



SPITES OF THE LAURELORN

Those travelling Nordland’s woods are warned not to follow the ‘Elf Lights’. These colourful wisps glow with all the colours of the seasons, dancing away between the trees to the sound of distant laughter. Almost every log cutter or miner has a story of someone who tried to follow the lights, only for the forest to swallow them up. In truth, these lights are but one form of the Laurelorn’s forest spirits. Collectively known as Spites, these creatures are shapeshifters, changing their form as need and whim take them. Some appear as birds and animals, or strange creatures made from twigs and leaves. Still others take the form of tiny Elf-like folk, mimicking their Wood Elf allies. Their temperaments are as changeable as their appearance and even the Eonir approach Spites with caution. Both the Humans and the Eonir who call this region home have learned to live with the Spites. Most Humans treat them with fear and superstition, leaving offerings of fresh milk or colourful baubles in places the spirits are thought to frequent. Eonir also leave offerings, often in the hope of treating with these beings for assistance. Sometimes, Spites might take a liking to a person, carrying out small tasks for them in return for whatever the Spite might feel is due. Other Spites, though, feel nothing but bitterness. This usually manifests as nothing more than malicious trickeries. Sometimes, however, the Spites’ anger at those invading their woodland home leads them to attack. For those subject to such assaults, it can be as though nature itself has turned against them. The wind slices their flesh and small creatures swarm across their skin. All the while, glittering eyes watch from the trees, laughing merrily at their quarry’s cries for help.

114



A Forest Fading

The Laurelorn’s magic is slowly fading, and with it its Spites. Some older Eonir recall times when every glade, stream, swamp, pathway, or hill had its attendant spirits. However, with each passing year, fewer lights flicker between the trees, and those Spites who remain grow more desperate in their search for preserving magic. Places where magic still pools strong have become oases for Spites. Spirits of all kinds are forced together to scrape what little sustenance they can. Though they are all part of the same wood, Spites differ in temperament a great deal, and jealous rivalries are fast to break out. Lord Lindialoc, the Eonir Warden of Frost, has found himself forced to act as mediator for such disputes (as have several bewildered travellers who the Spites have arbitrarily bewitched and appointed as adjudicators) and is growing concerned. More and more, the Spites fight amongst themselves, trying to claim territory and magic for their own. Each conflict spells death for some forest spirits, in turn hastening the Laurelorn’s demise. This fuels much of Lindialoc’s efforts to ensure Human logging encampments keep to their ancient pacts. Lately, however, he has begun to wonder if there might be something else behind the Spites’ behaviour.

LEST YE BE JUDGED

A swarm of Mischiefs and a Despair both lay claim to a glade where an overgrown standing stone lies cracked in two. They have both resided there for decades, but as the years pass tempers have begun to flare. To resolve their dispute, they need an unbiased judge. These hapless wanderers look like good candidates ...

S P I T E S O F T H E L AU R E L O R N

SPITES

SHRIKE TEMPLATE

Spites are found throughout the Laurelorn, gathering wherever magic is strongest. Some act as guardians, defending sacred glades or slumbering Treemen. Others are watchers, reporting back to their Eonir allies. Still more serve no purpose save whatever takes their fancy.

Spite

The following are the characteristics for a generic Spite. These spirits might appear as miniature Elf folk, or thorny humanoids with autumn-leaf wings. Sometimes they ride animals, though such mounts are usually an extension of their own being and as such are included in their characteristics.

4

T

I

Ag Dex Int WP Fel W

40 48 19 10 30 62 50 25 63 41

1

Traits: Arboreal, Fast, Magical, Size (Tiny), Wallcrawler, Venom (2)

Skills: Charm Animal 46, Dodge 68, Language (Eltharin 40, Reikspeil 40), Perception 38, Stealth 70

Talents: Blather, Flee!, Magical Sense, Night Vision, Rover, Second Sight Trappings: Claws, Teeth, or Sharp Sticks

Options: Consume Alcohol, Flight (6), Size (Little to Small), Swarm, Territorial

The Diversity

of

Spites

There are as many types of forest spirits as leaves on the ground, and a Spite might be any or none of them. This infuriates Human scholars, much to the amusement of the Spites themselves. All the same, Spites can fall into certain categories, depending on their behaviour. The following templates are applied to the base characteristics above to create different forms of Spites.

Shrikes

M WS BS S

T

- +10 +5

+5 +10 -

-

I

Ag Dex Int WP Fel W +6 -5

- +10 -

Traits: Flight (8), Fury, Swarm, Tracker Skills: Melee (Basic) 58, Track 47

Talents: Berserk Charge, Careful Strike, Strike to Injure

Mischiefs

Mischiefs are infamous for their capacity to bewitch mortals. They take on the appearance of glowing wisps, or strangely luminescent figures, leaving those who see them in a trance-like sleep. MISCHIEF TEMPLATE

SPITE M WS BS S

III

Shrikes are fast-moving, malicious Spites, often encountered in large swarms. They appear as birds, or tiny red-capped warriors, and are relentless in their attacks, taking vicious glee in slicing their enemy’s most vulnerable points.

M WS BS S

T

- +10 -

- +10 -

-

I

Ag Dex Int WP Fel W - +20 +10 +15 -

Traits: Distracting, Flight (6), Spellcaster (Petty) Skills: Channelling 56, Charm 62, Perform (Dancing) 65

Talents: Attractive, Distract, Mimic Spells: Marsh Lights, Sleep

Terrors

Terrors are rarely seen in the daytime, preferring the dark and shadows. Their greatest joy is in frightening people, finding their expressions of utmost terror hilarious, and they compete with one another to adopt the most frightening forms they can imagine. TERROR TEMPLATE M WS BS S

T

-

- +20 -

+5

-

-15

I

Ag Dex Int WP Fel W -

+5 +10 +10 -

Traits: Distracting, Terror (2)

Skills: Charm 58, Intimidate 64, Melee (Basic) 52 Talents: Menacing, Shadow

Despairs

Despairs are solitary spirits with a greater command of magic than their fellows. They choose to appear as tiny, withered crones, and are rarely seen by any, save perhaps favoured Eonir. Despairs are skilled at following the skeins of fate and their appearance is said by Wood Elves to presage death.

115

III

S A L Z E N M U N D : C I T Y O F S A LT A N D S I LV E R

DESPAIR TEMPLATE M WS BS S -

-10 -10

T

I

Ag Dex Int WP Fel W

- +15 +15 -20

- +20 +10 +10 -

Traits: Dooming, Spellcaster (Lore of Life), Ward Skills: Charm 47, Channelling 60, Entertain (Prophecy) 71, Intuition 55

Talents: Detect Artefact, Menacing, Sixth Sense Spells: Forest of Thorns

Dooming: The Dooming trait works as if the creature had the Blessed (Morr) Trait and access to the Dooming Miracle. However, Despairs are not beholden to any Human god, and while their abilities mirror those of priests of Morr, they are an innate talent of the Spites. The Spite uses its Willpower for Dooming, not the Invoke Talent.

ATTENDANT SPITES

Some Spites take a liking to certain Eonir, or even Human, spellcasters, and may choose to accompany them. This will usually be in return for some great favour, though there are cases of a Spite attaching itself to someone simply because it liked the sound of their voice, or the colour of their hat. An attendant Spite is treated as a Hireling, as per the rules in WFRP page 309. They can assist the Character in combat, or provide information related to herbs or forest creatures. Instead of money, the Character must feed the Spite magic each day. This is treated the same as casting a spell, with a CN of 3. Should the Character fail the roll, the Spite loses its shape for the day, becoming a small, glowing light no brighter than a candle flame. Failing three days in a row leads the Spite to abandon the Character. Alternatively, the Character can be considered to know the Lore of Hedgecraft spell Godspakt, details of which can be found on pages 10 and 11 of Blood and Bramble.

DRYADS AND NAIADS

Spites are kin to other nature spirits, such as Dryads or Naiads, and some scholars even claim they are one and the same. Certainly, such creatures are able to command the Spites’ respect where few mortals can, and will sometimes have groups of them serving as attendants. Spites who serve Naiads may swap the Arboreal Trait for Amphibious.

116

DISPOSITION OF LAURELORN SPITES Lacking the martial prowess of Dryads, Spites rarely form warbands. However, if a sacred grove is threatened, or at the request of a well-respected Eonir, the Spites may put aside their differences and bring all their anger to bear. The forest itself answers their call, with creatures and plants joining the attack. From such events arises the term ‘A Murder of Spites’. The following list represents a full Murder of Spites, of the sort found defending magical locations. Such gatherings rarely last longer than one encounter, returning to their individual goals once the threat has passed. 0 Two Terrors, leading the charge and attempting to break the enemy’s will. 0 One swarm of Shrikes, which pursue their enemy long after the battle is won. 0 Six regular Spites. 0 One Despair, at the centre of the gathering. 0 Three Mischiefs, which stay to the flanks. If the battle is not in the Spites’ favour, they peel off to fetch help from any nearby Eonir. 0 Two wild boars, or two wolves, or one bear, obeying the Spites’ commands.

Tactics

A Murder’s frenzied assault follows few tactics, unless directed by an Eonir spellcaster. However, they do tend to follow certain patterns. Terrors lead the charge, seeking to distract their enemy, tormenting them with terrifying images straight from their nightmares. They are often the only warning the enemy gets before the Shrikes reach them, a screaming, chittering swarm which attacks relentlessly, only stopping when either their prey is dead or the Shrikes lose two thirds of their initial number. While the fighting continues, animals make their way towards the fray, answering some unheard call. These attack from the flanks, providing the Spites with a welcome distraction. The longer the fight goes on, the more animals respond.

S P I T E S O F T H E L AU R E L O R N

Meanwhile, Despairs use their limited control of magic to hinder the enemy, causing plants to wrap limbs and weapons, or calling out dismal images of their foes’ deaths. Should battle turn against the Spites, Mischiefs try to lead the enemy towards more dangerous foes, such as nearby monsters.

The Ruins of Kor Immarmor

Since its destruction during the War of the Beard, the Laurelorn has slowly retaken the Elven city Kor Immarmor. With the trees have come Spites, eager to claim what magic still lingers. Some Eonir believe this to be the right way of things, the forest spirits reclaiming what was already theirs. Others worry what such magics might do to them, especially should any soul-gems remain.

SPITEFUL ENCOUNTERS

Taking on a full Murder of Spites is a rare occurrence. Characters are more likely to encounter smaller groups, interested in mischief rather than bloody retribution. These can be an annoyance for experienced Characters, while those who have just begun their journey might find such encounters a struggle. Below are three examples in which Characters might encounter a party of Spites, tailored to be easy, medium, or hard. Feel free to adjust these further, depending on the story you are telling.

Thieving Little… Easy Encounter

Spites delight in causing mischief. Those who find travellers camping beneath the trees will not hesitate to start playing their games. Usually, this starts as petty theft. Characters find precious items disappearing from their packs and reappearing in someone else’s. As the night wears on, the Spites make as many terrifying noises as they can think of. Someone settling down to sleep will be woken by a vicious roar by their ear, while those left on watch are tormented by vague rustlings, the sound of scraping metal, or distant, childlike singing. If the Spites are not caught, they will follow the group, finding new ways to torment them. Leaving out offerings can entice them to negotiate, but if fought the Spites will flee when half their number are lost.

III

Killing Spites ends their pestering, but ensures harsh retribution. A Thieving Little… group consists of: 0 Three regular Spites. 0 One Terror. 0 One Mischief.

Join

the

Dance

Medium Encounter

Follow the flickering lights and you may hear strains of sweet music calling. The more you listen, the more beguiling it becomes. Your muscles twitch to the rhythm, your feet itch to join. You move faster and faster, chasing the light, until you spill out into a clearing filled with dancing Spites. Then the music takes you. Fickle as they may be, all Spites have a fascination with music. On certain nights, they gather and hold raucous celebrations, dancing and ‘inviting’ mortals to join them. Those who join the dance find themselves caught up, unable to free themselves unless through great force of will, until the Spites grow tired of their games, leaving the mortal exhausted and aching. Mischiefs surround these gatherings, drawing in other Spites and mortals. They care little who their new partners are, only that they dance or sing or make sport for them. Anyone wandering into these celebrations must make an Average (+20) WP Test to resist the urge to start dancing. To break free once enchanted, they must first be made aware of the need to do so by another, before making a Challenging (+0) WP Test. Dancing Spites don’t mind people walking among them, but turn violent should they try to take away the spirits’ dancing partners. They might be open to a trade, however. A Join the Dance group consists of: 0 Two Mischiefs, up to half a mile from the celebration. 0 Four regular Spites, busy dancing. 0 A swarm of Shrikes, hiding in the branches. 0 One Terror, who is busy dancing. 0 Four mortal dancers, comprising two Humans, one Eonir, and one Ungor. Should the Characters be left to dance, they eventually wake up on the ground, covered in cold dew. Roll a d10 and halve the result, rounding up, to determine how many days they have been dancing for. The dancers gain Fatigue Conditions equal to the number of days spent dancing.

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III

S A L Z E N M U N D : C I T Y O F S A LT A N D S I LV E R

Attempted Murder Hard Encounter

Humans have long-standing agreements with the Eonir, granting rights to specific logging sites. But the forest recognises no such treaties. On occasion, a Dryad will lead an assault in retribution. Even other Dryads may hesitate to go against their Eonir allies’ edicts, but Spites rarely worry about such things. The first sign of attack is a gathering of lights swirling through the trees. They grow in strength and number, weaving their way towards the logging encampment and cutting off all escape. Then the silence of the woods breaks into a cacophony. Spites surge from the tree line, attacking anyone they see. The Dryad drives the spirits on, whipping them into a frenzy of violent retribution. There may be little reason for such an attack. Even Eonir encampments aren’t immune, the Dryad’s rage turning upon those who have failed the woods. An Attempted Murder band is subject to Frenzy as long as the Dryad leading it lives, and consists of: 0 One Dryad, leading the charge. 0 Two swarms of Shrikes, which pursue their enemy long after the battle. 0 Six regular Spites. 0 One Despair, staying by the Dryad’s side. 0 Two Terrors, patrolling the flanks and driving away enemy reinforcements. 0 Two wild boars, or two wolves.

FACES IN THE FOREST A number of Spites call the Laurelorn’s Ward of Frost, the region of woods south of Salzenmund, their home. They are often well-known by the people who live in this contested border land, and some have allied themselves with the Eonir, carrying out tasks on their behalf. Below are four Spites which Characters may encounter in this region.

The Glitter-Wing Guard Mischiefs

The Glitter-Wing Guard were tasked to watch over the Humans and ensure they keep their logging agreements. By day, they take the form of beetles and other insects,

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hiding amidst the leaves to observe the foresters at their work. By night, they transform into a mockery of the Eonir courts, strutting about as tiny Elf lords and delivering judgement on those they deem to have broken the accords. Little happens in the Ward of Frost that the Glitter-Wing Guard do not know about. Those cutting trees where they shouldn’t are considered theirs to do with as they wish. Sometimes, these wood cutters are found weeks later, dazed and confused, with stomachs full of leaf mulch. Others are not so lucky.

I SPY

Tasked to find the reason behind a series of disappearances happening on the road, the Characters have been advised by a group of wandering Forest Born Eonir to seek out the GlitterWing Guard for answers. As they approach the Guard’s favoured grove, a faint smell of smoke reaches them. The air grows hotter and soon fire can be seen crackling from tree to tree. The Spites fly around like angry hornets, fighting the flames and one another.

The Spirit Wind Shrike Swarm

Ever since the necromancer Dieter Helsnicht ravaged the north, the Laurelorn has experienced occasional outbreaks of undead. To deal with these, the Eonir engaged the Shrikes who together form the Spirit Wind. If one were to get above the trees, they might see these spirits in flight, easily mistaken for a flock of starlings. However, they are strangely twisted, feathers glittering like a beetle’s carapace and heads smooth and eyeless. If the Spirit Wind senses an abundance of death magic, they swoop down upon their target, tearing it to shreds in a flurry of scraping claws and thorn-covered wings. There can be no reasoning with these Spites, for they are relentless in their duty. Human and Forest Born Eonir alike have learned to fear the sound of their cawing as an ill omen, and should someone in their home be at death’s door, they barricade all entrances, in fear the Spites will take them.

RAISE THE ROOST

The Spirit Wind are circling an Eonir encampment near Oldenlitz. They have not attacked, yet, but nearby Humans are unnerved by their presence and tension is brewing between them and the Elves. The leader of the Eonir needs to find out why the Spirit Wind are following them, and quickly.

S P I T E S O F T H E L AU R E L O R N

Leafbeard Hans

Clacklecloak

Leafbeard Hans appears as a face made from leaves, which suddenly sprouts from a tree trunk. The jovial figure speaks in whatever language is native to those listening, challenging everyone to the Leafbeard’s riddles. Upon accepting the trial, Hans explodes into a swarm of leafwinged insects, reforming only when those challenged arrive at the answer.

Clacklecloak is a solitary Spite. She lives in the banks of the River Demst, burrowing deep into the rich river mud. She always wears a long cloak, woven from weeds and covered with precious jewels, glittering shells, and other beautiful odds and ends. The rattling sound of this garment gives the Despair her name.

Spite Swarm

In actuality, Hans is not one spirit. They are a swarm of Spites, who together form the leafy face. They use their riddles to lure people into situations where, by their actions, they might help keep the Laurelorn’s magic alive, or else die and rid the woods of another intruder. Hans has a strong sense of fair play and doesn’t hesitate to offer rewards. However, if they feel cheated, their mouth gapes open and the whole swarm pours forth to take revenge.

HANS’S RIDDLES

Despair

As with other Despairs, Clacklecloak has the gift of Dooming, able to see into the future with more clarity than those Humans gifted with the sight. In return for worthy additions to her cloak, she may be willing to share these insights, and is often sought out by Eonir wishing to learn the right path to choose. However, Clacklecloak has a malicious streak, and delights in leading people into the clinging muds which surround her home, the sound of her coat drawing them to their doom.

THREADS OF FATE

Hans’s riddles relate to locations in the Laurelorn, within or close to the Ward of Frost. More information can be found in Archives of the Empire Volume 1.

Should a Character pay Clacklecloak’s price, she might share something of what the future holds. Below are four examples:

PILLAR OF THE AZURE MAN

’You dance on strings not your own. The puppet master hides behind your own door.’

He looks over water|Blue as he,|Stone warden|Of an Azure Sea.

KOR IMMARMOR

‘You will walk on paths left by ones of old. A guide lies in whom you least trust.’

Ruined wonder|Of elder days.|Elf-made towers,|Dwarf-made graves.

‘Look to the sky. There a castle sleeps which holds your answers, and our doom.’

VALE OF KHAINE

‘The seas give up their dead. Follow them to their grave, lest it claim the living instead.’

A bloody hand|Tends this vale.|With whispered deaths,|Our kin prevail.

III

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XII



MINING • IN THE EMPIRE

‘There’s silver in them there hills, an’ it’s up to us t’get it out!’ — Freya Bichern, Oldenlitz miner feeling the call of duty Old legends say the Dwarfs taught early Humans how to mine safely, and the Dwarfs themselves claim they had to show the Manlings how to ‘dig proper, lest they bring a whole mountain down on their gormless heads.’ Regardless, mining is vital to the Empire’s economy, with mines operating in all the Grand Provinces, from small claims worked by individuals hoping to strike it rich, to vast complexes operated by guilds under noble charter. This chapter uses silver mining as an example, but most of the processes apply to other mining enterprises in the Old World.

Tools And Hazards

The popular image of mining is a dirt-covered man whacking away with a pick and shovel, filling barrows and carts with ore, eagerly looking for a glint of precious metal. It’s not far off, but it is incomplete. Mining requires a variety of tools and devices to deal with the challenges of extracting the precious ore — and surviving. Elevators take miners either into the mine itself, if accessed by a vertical shaft, or between levels of a mine dug horizontally. A team of mules or a crew of miners operate winches that both raise and lower the platform and power a conveyor line of buckets to bring ore up. Digging brings a constant danger of flooding. While some mines use ‘bucket brigades’ — miners bringing buckets of water to a conveyor to be dumped at the surface — large operations use pumps to keep the tunnels dry. Either by a waterwheel at a nearby river or falls, or a team of horses turning a large gear, a mechanical device powers a series of pistons that pumps the water to the surface, whence wooden pipes carry it to a nearby stream or pond, along with the waste residue of excavation.

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Miners underground can quickly exhaust the available fresh air, so mines maintain bellows that pump fresh air into the tunnels, either operated manually for tunnels near the surface, or by teams of men, animals, or waterwheels for the deeper shafts. To warn of foul air, miners keep small birds in cages with them. Because they are more sensitive to toxic air, the birds’ distress serves as a warning. Rock is often too hard to break efficiently, so miners will resort to more drastic means — fire and explosives. Once widespread and still used today when black powder isn’t available, miners pile wood against an ore-bearing wall and set it ablaze to heat the rock, then hit it with cold water to swiftly cool it. Hammer and pick then make short work of the now-fractured rock. The preferred tool of most modern Imperial mining guilds, however, is black powder. Either stacked in small kegs against an ore seam or packed into clay tubes and slipped into holes drilled in the wall, explosives are a fast, efficient way of breaking ore loose. After everyone has evacuated the mine first, of course.

Processing

Digging is just one part of a mine’s business. The next stage involves separating the metal from the dross and getting it ready for shipment.

WHAT IF I DON’T HAVE ALL THIS STUFF?

For the miner truly on their own and with limited resources, options are few. Most take the raw ore with some promising samples and sell it to a guild smelter. The profits aren’t as great, but it can be enough to keep body and soul together while they look for that lucky strike.

Ye Typicale MyneXII MINING IN THE EMPIRE

Washing, Sorting, And Crushing

The first stop is the washing and sorting house, where ore is dumped into a large trough through which water flows. In silver mining, miners scrub and sort each piece looking for lead glance, a sulphurous lead mineral that often contains silver. Workers discard the rejected pieces outside the camp, while keeping the promising ones. Rubble passing inspection is still too large to process, so next it goes to the crushing house. Using a process first developed in Estalia called arrastra, the ore is slowly ground between large millstones until the rocks are the size of pebbles.

Assaying And Smelting

Miners take the crushed ore to the furnaces of the assaying and smelting house. There the assayer, a master miner or even a skilled apothecary, takes a sample and places it in a cupel, a porous container. He places this into a small furnace. The assayer heats the sample to just below the melting point of silver. They watch as the unwanted materials melt away to be absorbed by the cupel, leaving behind lumps of silver. These the assayer checks for purity and weighs to see how much silver might be present in the ore, and then gives the signal to either take the ore to the smelters or, if the outlook is poor, dump it. A similar process takes place at the smelting furnaces, where shirtless miners work in intense heat to first roast large volumes of lead glance, removing sulphur, and then melting it to extract the silver. The process is dangerous, both from the risks of heat exhaustion and the gases released. Guild regulations require ample ventilation and water, but enforcement is erratic and corner-cutting is common. The miners then take the silver to other furnaces, sometimes in another building, where it is melted again and poured into moulds to make ingots for easy transportation by barge or armoured wagon. The leftover dross, often containing lead, copper, and other metals, is either bundled for sale to other guilds, or dumped in a slag pile, where the leaching metals can find their way into the water supply.

Bellows Shaft Bottom Pump First Tank Second Pump Second Tank Third Pump Trough The Iron Set in the Axle First Pump Rod Second Pump Rod Third Pump rod First Piston Rod Second Piston Rod Third Piston Rod Little Axles Claws

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Miners

While anyone can grab a shovel and start digging, mines are specialised operations requiring skilled help. The Miner career covers all of these, though others may find themselves employed at a mine, too. At the bottom of the hierarchy are the ‘picks’, those who dig, break, and haul — and take most of the risks. Usually these are Tier 1 Miners, the equivalent of guild apprentices looking to work their way up. However, much to the annoyance of the guild, there is nothing special at this level preventing anyone else from doing the job. Mine owners looking to cut expenses often hire anyone who can grab a shovel and bucket. The guilds resent this and, if they find someone ‘cheating’, are prone to send an unhappy group of burly miners to ‘have a chat’ with the offender. MINER (BRASS 4) M WS BS S 4

T

I

Ag Dex Int WP Fel W

35 30 40 35 30 30 30 30 35 30 13

Traits: Armour 1, Weapon (Pick) +8

Skills: Climb 40, Cool 45, Consume Alcohol 45, Endurance 45, Intuition 40, Lore (Local) 40, Melee (Two-Handed) 45, Outdoor Survival 40, Perception 40, Swim 50 Talents: Strider (Rocky), Sturdy, Very Strong

Trappings: Charcoal Stick, Crude Map, Davrich Lamp, Hand Weapon (Pick), Lamp Oil, Leather Jack, Pan, Spade

Tiers 2 and 3 represent the experienced personnel, the ‘tunnel bosses’. These are the men and women who supervise day-to-day operations. In the tunnels, they make sure their crew meets its daily quota — and that no one tries to take home ‘free samples’. They also oversee the digging and bracing of tunnels, the use of explosives or fire, and monitor safety. Tunnel bosses also maintain the aboveground machinery and supervise the crushing and smelting houses. While responsible for making everything run smoothly, the temptation to give oneself a ‘bonus’ is great.

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At the top is the Mine Foreman, a Tier 4 guild member who oversees a mine complex as the owner’s agent. Not only supervising the miners and the mining camps, the Foreman arranges the delivery of supplies and the transport of finished product. They also command any guards hired to protect the complex, giving them an armed force to keep raiders out — and unhappy miners quiet.

Absentee ownership is common at established, productive mines, the wealthy, often noble owners having far better things to do than hang around slag heaps and fumes all day. In Nordland, where miners are part of the Silversmiths’ Guild, the guild’s masters almost never visit their mines, leaving the dirty job of supervising to senior miners. This can lead to resentment on the part of miners of all tiers, who wonder why they risk life and limb, while the silversmiths make all the profit.

Economic Effects

Nordland is a major source of the Empire’s silver, and its economic health depends on steady productivity. Silver is in demand not only for coin, but also to create luxury items for the wealthy. Temples require it to adorn statues and icons to their gods, while the Gold College uses it extensively in its research. Shortages can devastate the Empire’s economy, and the worst, so bad that it is remembered centuries later, was the ‘Silver Famine’ of 2268 IC. As the Empire broke down into warring principalities, and as threats from Greenskins and Beastmen grew, it became difficult to keep Nordland’s mines running. Beyond attacks on the mines, some forced into abandonment, it grew hard to maintain the needed machinery as it broke down or was wrecked. Soon silver coins became scarce and then vanished altogether from parts of the Empire. The money economy was replaced by barter, and people were reduced to subsistence levels, many fleeing the towns and cities. The crisis lasted until Magnus the Pious restored order and the mines reopened. But every blessing contains a curse, as the old Middenheimer saying goes. With silver again flowing and the economy growing, the demand was so great that the mines produced all they could. By the time of Magnus’s successor, Emperor Leopold, a great inflation gripped the land, as too much silver chased too few goods. The Electors began to mint debased coinage, silver mixed with copper, but this only devalued the money, making matters worse. Finally, the working poor whose brass pennies couldn’t even buy bread had had enough, leading to riots in Nuln and other cities. The crisis ended with a series of decrees from Leopold, the ‘Silver Laws’, regulating production and stabilising prices, limitations that to this day still chafe Nordland’s rulers.

MINING IN THE EMPIRE

THE SILVER WOLF MINE Deep in the hills lies an isolated but profitable silver mine called the ‘Silver Wolf ’, a concession granted to the Gold College by the Nordland Silversmiths’ Guild in return for unspecified services. To the Guild, this is a simple matter of letting the College extract its own payment, leaving them the problem of guarding and transporting ore. The College, however, has an ulterior motive — intrigued by the being called ‘Gnistre’, the College uses the mine site to conduct clandestine research to determine the entity’s true nature and if its powers can be tapped — research that would outrage the Guild if discovered.

Mine

and

Mining Compound

Located beyond Grafenrich along the River Grafen, a tributary of the Salz, the Silver Wolf mine is the result of a lucky discovery roughly ten years ago. Rushing to Salzenmund to register his claim, the prospector lost his rights when the Guild asserted a superior prerogative. They swiftly turned it over to the Gold College. Rumours of corruption abounded, but nothing was ever proven. In the years since, the College, hiring the services of Guild miners, built what to all appearances is a standard mining operation. Dug into the side of a hill, the mine is a series of three horizontal tunnels: the top, main tunnel and two others accessed by elevators, the deepest being 100 feet below ground. Each follows rich veins of lead glance. Fitting the College’s reputation for using the latest methods, the miners regularly use black powder to fracture the veins for easier removal. Because of nearby river and waterfall, flooding is a danger, especially on the lower levels. The College paid engineers to build an extensive pumping system powered by a waterwheel at the falls, which runs day and night. The water is piped out to the Grafen, which occasionally turns odd colours from the metals dumped into it. A great bellows at the mine entrance pipes air to the lower levels whenever miners are at work, teams of donkeys turning a wheel that keeps the air flowing. There is talk of opening a fourth level, but the miners are resistant, arguing that the current digs are by no means exhausted, that the air pumps are inadequate, and that there is too great a risk of catastrophic flooding. The College is looking into possible sorcerous means of dealing with the water problem.

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The mine compound is of standard type, with two key differences. The first is the ‘powder room’, where the blasting powder is kept away from any of the other structures. Built of heavy stone and with iron doors, it is meant to contain any accidental explosions. No flames are allowed within 20 yards of the structure. Usually a part of the smelting facility, Silver Wolf ’s assay house is a separate, windowless building. The only person allowed inside is Gregor Odenbaum, the Gold Wizard who acts as assayer and, officially, runs the entire facility for the College. The miners place samples for analysis in a pass-through cubby, which Gregor then collects. Theoretically this is for Gregor’s safety, but many have wondered why this extra measure is needed. The remainder of the compound includes a kitchen and garden for the miners, stables for draught and food animals, a well, and a small office for the Foreman, Clemens. A wood palisade surrounds the compound, giving security from animals and bandits wandering in, while a troop of six mercenaries provide security. Once a month, an armoured wagon arrives to take ingots of lead and silver to Grafenrich, there to be shipped to Salzenmund for further distribution.

UNHAPPY NEIGHBOURS.

The Silver Wolf mines sit on the edge of the Margravinate of Forstmark, ruled by the Nikses, and within the claimed bounds of the Ward of Frost, ruled by the Eonir House Elwyn (Archives of the Empire 1, page 85). The mine waste has poisoned the Grafen downriver for over a mile, and the Eonir are upset that their trees are sickening. House Nikse, meanwhile, claims rights to the mine and demands taxes. The Elves show up to complain and negotiate, while Nikse soldiers arrive to ‘protect their lord’s rights’. The Characters, realising Clemens and Gregor are useless, must negotiate this delicate situation before it breaks out in open violence.

FIRE IN THE HOLE!

While the Characters are at the mine, Clemens fears Gregor is getting too close to uncovering his secret and may have told them, so he has resolved to murder them all. Luring them to a side passage of the deepest level, he traps them with a cave-in, then lights a slow fuse to a barrel of black powder and flees, knowing the crew will believe his claims of a horrible accident. The Characters survive, however, the explosion revealing an unknown cavern. What lies within, and can they escape to expose the corrupt foreman?

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Clemens Bertwald

Corrupt Mine Foreman

A failed apprentice, Bertwald was allowed to remain with the Gold College working in College-owned mines. Showing talent and rising rapidly, he won a post at Silver Wolf, a sign of great trust. But Clemens was still bitter over his failure, believing he had been cheated. To get back at the College, he embezzles by stealing silver ingots that are painted with lead to look unremarkable. He accomplishes this through his supervision of the smelting house, having corrupted two of the staff there. The ingots then ship out with the monthly wagon, to be recovered by a gang in Grafenrich with whom he splits the profits. To cover his treachery, Clemens alters the accounts to make the mine’s yield seem less than it is. CLEMENS BERTWALD HUMAN FOREMAN (SILVER 4) M WS BS S 4

T

I

Ag Dex Int WP Fel W

40 30 48 38 38 27 31 35 31 35 13

Traits: Armour 1, Prejudice (Gold Wizards), Weapon (Pick) +8, Weapon (2-Handed Pick) +9

Skills: Channelling (Chamon) 36, Charm 40, Climb 53, Consume Alcohol 43, Cool 36, Dodge 32, Endurance 43, Evaluate 40, Gossip 40, Intuition 42, Language (Magick) 40, Leadership 40, Lore (Geology, Local, Magic 40), Melee (Basic, Polearm, Two-Handed 45), Outdoor Survival 40, Perception 42, Secret Signs (Miner) 40, Stealth (Underground) 32, Swim 53, Trade (Engineer, Explosives 36)

Talents: Aethyric Attunement, Argumentative, Careful Strike, Craftsman (Explosives), Embezzle, Night Vision, Petty Magic, Read/Write, Rover, Second Sight, Strider (Rocky), Sturdy, Strike Mighty Blow (1), Strong Back, Strong-minded, Tenacious, Tinker, Tunnel Rat, Very Strong Spells: Dazzle, Dart, Purify Water

Trappings: Crew of Miners, Davrich Lamp, Great Weapon (Two-handed Pick), Hand Weapon (Pick), Helmet, Lamp Oil, Leather Jack, Trade Tools (Engineer), Writing Kit, 100 GC in silver bars hidden under the floor of his office

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MINING FOR FUN & PROFIT A mine can be more than just a differently appointed dungeon, and the running of a mine can serve as the tentpole for a series of adventures. This section offers guidelines to do just that.

Prospecting

and

Getting Started

Before anything else, the would-be mine owner needs something to mine, a source of metals or minerals. Characters looking to get rich aren’t interested in tin or talc — precious metals and gems are what they want. But how to find them? Miners at Tier 1 possess plenty of Skills and Talents for working and surviving outdoors, the Prospector is ready to dig, but where? While Lore (Local) might provide some leads, the Prospector largely relies on chance — hearing rumours, finding an accurate map, even just stumbling across a lucky find. Even then, unless they have picked up the Evaluate Skill at Tier 2, they cannot be sure whether they really found gold, or just fool’s gold.

MINING IN THE EMPIRE

At Tier 3, Master Miner, the miner comes into their own as a real seeker after riches with the Lore (Geology) Skill. With this, the Character need no longer rely on dumb luck, dodgy maps, or rumours, but can strike out into the wilderness and use their knowledge to find the most likely places to explore. And with the Trade (Engineer) Skill, their shafts are less likely to cave in on them.

little more than rebels. A miner caught in such a situation is lucky to get off with a stiff fine and the confiscation of all his goods. Miners in the Dwarf realms are a special case, for the two groups often find themselves in conflict. Crossing into lands claimed by a Dwarfhold, Humans take what they say they have worked for, while the Dwarfs see them as thieves and looters.

But, having opened a mine, the miner faces the problem of making it pay. Small operations can get by with just the one miner hacking away, but a large find will require many miners and expensive, specialised equipment, such as pumps and furnaces. A miner can acquire help at the guildhall and, with the Trade (Engineer) Skill, can oversee the building of these devices. Until then, the Character will either have to buy them, have them imported to the site, or pay others to process raw ore.

To avoid hard feelings and even violence, the two Species established ways to settle disputes. In some regions, special courts decide these cases, as with the Court of Equity in Altdorf, which has jurisdiction over disputes with the holds in the Grey Mountains. In others, joint commissions of Dwarfs and Humans arbitrate conflicting claims. All this assumes legal, proper claims, however. Freelance miners surreptitiously digging on Dwarf land often find out just how swift — and final — Dwarf justice is.

Other Relevant Careers

One doesn’t have to be a Miner to run a mine — other Careers can get in on the game. Some have about as much chance as a Prospector, relying on chance to find a strike — perhaps even less if they lack skills for wilderness survival. But other Careers can have a reasonable chance at success, because of the Skills and Talents they acquire during their trade. Scholars can have any sort of Lore Skill, from Geology to History to Law, that might provide them with clues about the location of a lode, or an abandoned mine waiting to be re-opened. Engineers have the skills needed to dig deep and build anything they need. They may even be eager to test new, experimental devices. And Merchants, though not skilled in scientific lore or engineering, have the funds and organisational skills to put together a mining operation — the wealthy backer rather than hands-on digger.

Legitimate or Illegal?

Mining laws in the Empire are extensive, vary by region, and are often contradictory. In some Grand Provinces, mining rights are the property of the elector, who licences them to others. This is the case in Nordland, although the elector historically delegates mining and licensing rights to the Silversmiths’ Guild. In others, mining rights belong to the local authority, or even to whoever can register a claim first. In provinces where licencing exists, the authorities take a dim view of independent operations, treating them as

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Getting Dirty, Getting Rich

The Income Endeavour (WFRP, page 198) suffices to determine the income of a single miner operating on their own or working as an employee. But what if the Character has struck out on their own enterprise? The rules following provide some guidelines for determining income from a Character-owned mine.

How Large a Strike?

A Character spending at least a week exploring an area — assuming it is an area the GM thinks could hold mineral wealth — can make a Very Hard (–30) Perception Test to see if they find something. The Perception Test can be modified by various factors. PROSPECTING FACTORS Factor Modifier Character (or accompanying friend) passes an +1 SL initial Challenging (+0) Lore (Geology) Test. Character (or accompanying friend) possesses the +1 SL Second Sight Talent and can recognise Chamon. Character (or accompanying friend) passes an +1 SL initial Difficult (–10) Lore (Local) Test. Character (or accompanying friend) passes an +1 SL initial Challenging (–20) Gossip Test. The entity known as Gnistre has been in (or under) +2 SL the vicinity recently. Additional 2 weeks or more spent searching.

+1 SL

Other prospectors are searching around the vicinity.

–1 SL

Area has been picked over by prospectors before. Area has been picked over by Dwarf prospectors before.

–2 SL –4 SL

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Use the following table to determine the degree of success. Size of Strike SL

Miner

+0 to +1

Result Motherlode. Up to twenty miners can work the mine. Rich Vein. Up to ten miners can work the mine. Lucky Strike. Up to five miners can work the mine. Hardscrabble. Up to two miners can work the mine.

–0 to –1

Nothing. Try elsewhere.

–2 to –3

Nothing. Broken tool. Nothing. Broken tool. Suffer a fall of d10 yards. Nothing. Prospectors stray into the territory of Beastmen, Goblins, or Dwarfs. Run!

+6 or more +4 to +5 +2 to +3

–4 to –5 –6 or more

Hireling

Weekly Cost 1 GC 10/–

Foreman

12 GC

Engineer

6 GC

Alchemist

6 GC

Lawyer

3 GC 12/–

Staff and Equipment

Running a mine costs money, except for a hardscrabble mine, which can be worked by the owner alone. Each member of staff only works a single mine, so if you own several mines but only employ one foreman you must choose which mine the foreman works at. The Hireling rules in Up in Arms can be used to quickly generate personality quirks and work ethics for individual members of staff.

Benefit Each week the Miner produces d10–1 GC of silver ore. Their own wages must be paid out of this. An injured, corrupt, or unproductive Miner may be replaced, though this costs 3 GC for the first week as the new Miner is hired and learns the ropes. If using the Hireling rules from Up in Arms, a Foreman can ensure all Miners have a productive work ethic. Any events that require a Leadership Test may be made against the Foreman’s Leadership of 70. Maintenance costs for equipment no longer have to be paid. Any events that require a Trade (Engineering) Test may be made against the Engineer’s Trade (Engineering) Skill of 65. Each Miner produces 10 shillings extra of ore per week. The owner may also benefit from the Alchemist’s Lore (Geology) of 65 if a new find is discovered. You may ignore the Legal Entanglements Event and the Maintenance spent on Guild Membership is halved.

MINING EQUIPMENT Item

Maintenance

Benefit

20 GC

1 GC each Month

You may ignore the Suffocation Event.

Elevator

20 GC

1 GC each Month

Each Miner produces 10 shillings extra of ore per week.

Guild Membership

20 GC

20% of profits

Pumps

40 GC

2 GC each Month

Mitigates certain Events. Your status improves by 1 Tier for the purpose of Charm and Gossip Tests and you may take the Skills Language (Guilder), Secret Signs (Guilder), and the Etiquette (Guilders) Talent as if they were available to your career.

Caged Canaries Fortification

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Cost

Bellows

1 GC

40 GC





Helps to mitigate the Bad Air Event. You may ignore the Attack! Event.

You may ignore the Flooding Event.

MINING IN THE EMPIRE

Mine Events

At the end of every month, or during any period of downtime, the owner of the mine must roll to see if any event occurs at the mine.

01–50: Quiet Month

Nothing occurs this month, and the mine operates as it usually does.

51–53: Petering Out

79–83: Labour Strike

The Miners want to be paid more money. If you are a member of a guild then mutinous elements of the workforce are easily replaced. Otherwise you (or the Foreman) must make a Challenging (+0) Leadership Test. If the Test is failed the Miners stop working unless their pay is increased by –/6 per week.

84–87: Corruption

It isn’t possible to draw as much wealth from the mine as it was previously. If the strike was a Motherlode, it becomes a Rich Vein. If it was a Rich Vein, it becomes a Lucky Strike. If it was a Lucky Strike, it becomes Hardscrabble. If it was Hardscrabble, it stops producing altogether.

Randomly determine a member of the workforce. They steal 2d10 shillings worth of ore from you each week. At the end of the next month, you may make a Hard (–20) Gossip Test to work out which member of staff it is, but if the Test is failed they learn of your investigation, and abscond with d10 GC worth of ore.

54–55: New Find

88–90: Bad Air

56–65: Flooding

91–94: Suffocation

66–68: Inspired Workforce

95–97: Cave In

Another promising area is discovered. If the owner is actively managing the site they may make a Challenging (+0) Perception Test to discover a new strike. If they are not, then one of their employees claims the area and sets themself up as a competitor. Unless the mine is equipped with pumps, it floods; d10 Miners must make Challenging (+0) Swim Tests or be drowned, and the mine cannot be worked for two weeks. Everyone seems to be getting on well with their work this month. Each miner produces an extra 1 GC worth of ore.

69–74: Attack!

Claim jumpers, robber barons, or Greenskins try to seize the mine. If the mine is fortified, the attackers seek easier pickings elsewhere. Otherwise 2d10 employees are lost. If this reduces the employees to zero the mine is overrun by the attackers. The guild help organise a military force to retake the mine if you are a paid-up member.

75–78: Legal Entanglements

Someone contests your claim in court. If you have a Lawyer as an employee, or are a member of a guild, this is settled without further consequence. If not, d10 months of productivity are lost and you must either hire a Lawyer during this time or lose the mine unless you pass a Very Hard (–30) Charm Test.

XII

Noxious and explosive gasses seep into the mine. Each Miner must make a Difficult (–10) Endurance Test or succumb to the gas. If you have equipped the mine with Caged Canaries this becomes an Average (+20) Endurance Test. Miners in the deepest parts of the mine use up their air supply. If the mine is equipped with bellows, there is no detrimental effect. If not, d10 Miners are lost. A large section of the mine collapses. The owner of the mine, or an Engineer employed at the mine, can take a Difficult (–10) Trade (Engineer) Test. If this is passed, the early signs of the cave-in are spotted in time and the only consequence is a lost week of work as Miners are employed in excavating earth and placing props. If not, 2d10 Miners are trapped and must pass a Difficult (–10) Climb Test or are lost.

98–99: Equipment Malfunction

A randomly determined piece of equipment wears out. The owner of the mine, or an Engineer employed at the mine, can take a Hard (–20) Trade (Engineer) Test. If this is passed, running repairs rescue the equipment in time; if not, a new piece of equipment must be sourced.

00: New Seam

Another seam of ore is discovered in the mine. An additional five Miners may be employed to work the site.

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• DA SHINY MOON TRIBE • Da Shiny Moon Night Goblins are a wretched lot. They hide in a warren of caves and old mine shafts that riddle through the rock of the Silver Hills. Here, they found refuge from the Elves and Humans who hunted them, but little else. They claw out a miserable existence from whatever meagre scrapings they find, taking petty revenge upon miners who wander too close. Lacking the fungi favoured by their brethren and constantly on the verge of being driven from their homes, Da Shiny Moons have learned the best way to survive is to stick it to ‘em before they know you’re there. They take vicious delight in luring their victims into traps. A miner might chase after a glimpse of silver, certain in their luck, only to be surrounded by glinting red eyes. The Goblins then take whatever silver the miners dug up for themselves, for Da Shiny Moons value the metal above all else. Scrawny and malnourished, Da Shiny Moons hate sunlight even more than most Night Goblins, shrouding themselves in whatever rags they can scavenge.

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They never leave their mines during the day, unless desperation forces them. Their emblem is Da Moon Wurm, little more than a crude squiggle. This is how they view the being Humans think of as Gnistre, and they are careful to leave offerings of stolen jewellery or bound captives to stay on its good side.

DA BIG UP-DOWN

Da Shiny Moons encountered Da Moon Wurm shortly after entering the mines, following the trails of silver ore it left as it swam through the rock. They had little concept of what the thing might be. They knew it wasn’t quite a god, like Gork and Mork, but after it passed through one foolhardy gang and turned them into glistening silver statues, they realised it had power. They followed Da Wurm deeper into the hills, until it brought them to a flooded cavern. This had once been a Dwarf fortification, made during the War of Vengeance. The Dwarfs flooded it, making it easier to extract what meagre mineral wealth the hills then boasted, sending boats laden with supplies in and out from Lake Jardaso.

THE SHINY MOON TRIBE

When the Goblins looked down, they saw a silver moon trapped in its waters. In reality, it was merely light from Mannslieb shining down an air shaft, but the Goblins took this as a sign. The moon could be brought down from the sky, trapped underground — and with it, perhaps, the whole order of the world could be changed. Da Shiny Moon Goblins began gathering Da Moon Wurm’s leavings, making them into a new moon for it — Da Unda Moon. This, they hope, will bring about Da Big Up-Down, a time when Da Moon Wurm will take their moon up into the sky, dragging the subterranean world up with it. Those who hunted them will be forced to hide, and Da Shiny Moon Tribe will hunt them instead. But to accomplish this, they need silver. Lots of silver. And those Humies keep nickin’ it!

Da Shiny Moon Goblins

Da Shiny Moon Tribe lacks the rich supplies of subterranean fungi and Squigs which make other Night Goblin clans a force to be reckoned with. Instead, they rely on caution, cunning traps, and good old-fashioned sneakiness. During the day, they stay clustered around their underground lake. At night, the Runts are kicked out of the tunnels to scavenge and aren’t allowed back in until they’ve foraged up some grub.

Shiny Moon Night Goblins

Most of the tribe are typical Night Goblins, albeit a bit smaller and scrawnier. Their hard-won survival has taught them the value of caution and sneakiness, only fighting head-on when they have advantage in numbers. They stay close to their home tunnels, digging out fresh silver ore for Da Unda Moon, or staging raids on miners and travellers who come too close.

Skulkas

Skulkas are nasty pieces of work. They are experts at sticking their enemy right where it hurts, before scarpering back to safety. Da Shiny Moons boast plenty of Skulkas, hiding in the mines, daggers ready for any who come too close. SHINY MOON SKULKAS M WS BS S 4

4

T

I

Ag Dex Int WP Fel W

30 38 30 30 20 39 35 30 20 20 11

Traits: Afraid (Elves), Animosity (Everything), Armour 1, Infected, Night Vision, Ranged (Shortbow) +5, Stealthy, Weapon (Sword or Spear) +7

Skills: Athletics 44, Climb 35, Dodge 45, Endurance 40, Melee (Basic or Polearm) 35, Ranged (Bow) 45 Trappings: Spear and Shield or Shortbow and Quiver of 10 Arrows, Sword, Robe

T

I

Ag Dex Int WP Fel W

40 35 30 35 28 45 32 30 26 18 11

Traits: Afraid (Elves), Animosity (Everything), Armour 1, Infected, Night Vision, Stealthy, Tracker, Weapon (Dagger) +5 Skills: Athletics 50, Climb 35, Cool 30, Dodge 50, Endurance 42, Intuition 35, Melee (Basic) 45, Perception 38, Set Trap 40, Stealth (Underground) 52

Talents: Enclosed Fighter, Strike to Injure, Tunnel Rat Trappings: Robes, Dagger (One or Two), Traps

Runts

Da Shiny Moon Tribe relies on its Runts to fetch food. They rarely survive long, falling prey to forest spirits, Wood Elves, Humans, and other creatures. Those who do gain a level of cunning rare among Runts from other tribes. SHINY MOON RUNTS M WS BS S 4

T

I

Ag Dex Int WP Fel W

20 30 20 26 20 35 30 25 20 20

6

Traits: Afraid (Elves), Animosity (Everything), Infected, Night Vision, Size (Small), Weapon +4

Skills: Climb 28, Dodge 40, Outdoor Survival 30, Ranged (Net) 40, Set Trap 32 Trappings: Knife, Net, Robe

SHINY MOON GOBLINS M WS BS S

XIII

NETS

Nets, weighted down with rocks, are a favoured Night Goblin weapon. Da Shiny Moons set traps with them, catching up unsuspecting creatures or hapless wanderers to take back to the tribe. Weapon Net

Group

Night Goblins

Reach

SB x 2

Damage -

Qualities Entangle (Strength 40)

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Snotlings

There are very few Snotlings among Da Shiny Moon Tribe, since they represent too valuable a food source to let run around. Still, where you get Greenskins you get Snotlings, and hunting the little creatures is a favourite Shiny Moon pastime. For more information, see WFRP, page 326. SHINY MOON SNOTLINGS M WS BS S 4

T

I

Ag Dex Int WP Fel W

20 15 25 20 20 30

-

15 30

-

6

Traits: Bestial, Broken, Infected, Night Vision, Size (Small), Skittish, Weapon +4 Trappings: Sharp rocks

ALL DA TRAPPINGS

Da Shiny Moon Tribe use the following traps in and around their mines, both to catch food and to kill intruders. Deadfall – A net (see above) or rocks (1d10 + 3 damage) fall from above. This trap may be spotted before it is triggered on a Challenging (+0) Perception Test. Once the Deadfall has been sprung, it can be avoided by making a Difficult (–10) Dodge Test. Spiky Pit – A hole opens up, a yard deep and lined with spikes. A victim falling in suffers 1d10 + 6 damage. This trap may be spotted before it is triggered on a Difficult (–10) Perception Test. Once the Pit has been stumbled into, injury can be avoided by making a Difficult (–10) Athletics Test. Snare – The victim gains the Prone and Entangled Conditions. The Snare counts as Strength 25. This trap may be spotted before it is triggered on a Very Hard (–30) Perception Test.

DA SHINY MOONS’ DISPOSITION There are never many Shiny Moon Goblins. They rarely venture above ground and are more likely to be found in the Silver Hills’ mines and tunnels. If the Characters are outside during daylight, the chances of meeting a Shiny Moon Goblin are very low. Even Runts hide during this time, though it is always possible to find a straggler, barred entry for failing to bring back grub.

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Generally, Da Shiny Moons can field the following forces. Adjust these in accordance with your Characters’ strength and preparation. 0 Scavenger Runts — a party of 8 Runts, led by Netl Birdsnatcha. Three are armed with nets, the other five with short bows. 0 Six Night Goblins guard the mine entrance, armed with spears and shields. They won’t open the door to any save a Runt with food. 0 Six Skulkas, led by Skurrik da Sneeka — armed with poisoned daggers and traps. The Skulkas attempt to lure adventurers away, catching them in traps. 0 Grimik Snek and Gibla Mooneye stay near Da Unda Moon, along with 3d10 Shiny Moon Night Goblins scattered around the underground lake’s shores and its surrounding tunnels. 0 1d10 captives mining silver, overseen by four Shiny Moon Goblins with spears and shields. The captives are a mix of Humans, Elves, and Mutants. Uniform: Robes stitched together from plundered scraps. Emblem: Da Moon Wurm Warcry: Bring ‘Em Down! Down! Down! Tactics: Shiny Moon Goblins can’t bear a stand-up fight. They lay traps and carry out ambushes, waiting for when their enemy’s guard is down. When they encounter resistance, they flee deeper underground. The Skulkas form their main defence. They let enemies catch sight of them, before slipping away. The enemy then find themselves lost in the dark, while malicious sniggers echo around them. While Da Shiny Moons avoid direct confrontation, they enjoy attacking those weaker than themselves. If their Runts report someone wandering the hills, Goblins head out to capture them.

THE SHINY MOON TRIBE

XIII

That was until they tried to raid a Silver Train. The Humans were waiting. Da Shiny Moons only survived by scurrying deeper into the hills than they had before, collapsing tunnels as they went. The experience left Grimik bitter and scarred, but cautious. He learned the lesson well. Da Shiny Moons could not afford to attack like that again. Sneakiness and cunning, those were the ways. Any Gobbo who risks alerting the surface world to them is tied up and left for Da Moon Wurm to turn into silver. Now, Grimik sits and broods on his past glories, and on the Elf who cut his face up. He knows the younger Gobbos want to take his place as Boss. They think he’s old. Cowardly. Weak. Well, as long as he’s got his bangstick, they won’t try nuffin’. If he has his bangstick, Grimik Snek remains da Boss.

Dis Is My Bangstick!

Grimik’s bangstick is a Blunderbuss (WFRP, page 295). The other Goblins are both in awe of it and terrified by it. However, Grimik has no idea how to take care of the thing, and more often uses it as a club than a firearm. Its Dangerous Weapon Flaw is exacerbated so that rolls of 7, 8, or 9 on either die result in a Fumble, not just 9s.

Grimik Snek

Chief Unda da Hills

Grimik is old, by Goblin standards. He sits before Da Unda Moon, leaning on the bangstick he stole from Humies long ago. Ragged scars run across his face, and he keeps his hood thrown back so every Gobbo knows he tangled with Elves and lived. Grimik once dreamed of raising a great Waaagh! One night, he sneaked out and stole a gun from a prospectors’ camp. It blasted a hole the size of his head through the previous chief and secured his position as da Boss. He led raids on Human and Elf settlements, making off with silver and captives before anyone could fight back. Da Shiny Moon Tribe grew, their tunnels filling with plunder. More and more, they dared the world above, Grimik delivering victory after victory. He proved himself a master of sneaky fighting, planning ambushes and setting traps, always knowing when to sound the retreat.

Never Forget a Pointy

Grimik has never forgotten the Elf who scarred his face. Ythli Ivyborn is a Ghost Strider who patrols the Silver Hills, reporting back to the Warden of Frost. Occasionally, Grimik sends Skulkas out to find out what she’s up to. They rarely return. GRIMIK SNEK – SHINY MOON CHIEF M WS BS S 4

T

I

Ag Dex Int WP Fel W

49 55 40 50 48 45 30 42 47 30 18

Traits: Afraid (Elves), Animosity (Everything), Armour 2, Hatred (Ythli Ivyborn), Infected, Night Vision, Ranged (Blackpowder) +6, Weapons (Spear +8, Sword +8) Skills: Athletics 48, Cool 60, Dodge 50, Endurance 55, Intimidate 44, Intuition 53, Leadership 51, Melee (Basic) 54, Perception 49, Ranged (Blackpowder) 57, Stealth (Underground) 56 Talents: Combat Aware, Enclosed Fighter, Flee!, Menacing, Tunnel Rat

Trappings: Battered Blunderbuss, Improvised Shot and Powder, Robes, Sword and Shield

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Gibla Mooneye

Desperate Underling

Da Shiny Moon Tribe does not boast many shamans. This is partly due to the lack of mind-warping fungi Night Goblin magicians rely on, and partly due to Gibla Mooneye. Once the tribe’s least powerful shaman, Gibla rose to prominence with the simple application of a barrel of gunpowder. Gibla’s plan did not go without a hitch, costing him an eye, which he replaced with a lump of silver left by Da Moon Wurm. This unlocked a new world for the runty shaman. Now he sees everything in lines of flowing silver, curling around concentrations of metal and those gifted with magic (who he makes sure to stab good and proppa before they can rival his own ability). This also lets him see wherever Da Moon Wurm has passed, finding the silver left in its wake. Though not addled by fungi, Gibla is extremely paranoid. Anyone gifted with magic is a threat, while bigger Goblins are all looking to stick ‘im. Da Big Up-Down is his one chance at real power. The more silver they feed Da Unda Moon, the more magic he’ll get, but waiting for the Humies to dig it up and then stealing it is slow, and Gibla is getting impatient.

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Against Grimik’s orders, Gibla has started sending Goblins out after captives. These he sets to work digging up Da Moon Wurm’s silver, driving them on with frenzied desperation. Grimik, for his part, is sure the shaman will stir up the surface dwellers’ wrath. Which might not be the worst thing, if he can make sure they find Gibla first. Little Waaagh! Magic: If you have a copy of Empire in Ruins, Gibla may be given the spells Gork’ll Fix It, Sneaky Stabbin’ and Vindictive Glare. GIBLA MOONEYE – SHINY MOON SHAMAN M WS BS S 4

T

I

Ag Dex Int WP Fel W

25 35 30 34 40 38 43 46 35 22 12

Traits: Afraid (Elves), Animosity (Everything), Infected, Night Vision, Weapon (Moon Staff) +6,

Skills: Channelling 40, Cool 38, Dodge 50, Entertain (Storytelling) 34, Intuition 45, Language (Magick) 49, Lore (Magick 49, Metallurgy 50), Stealth (Underground) 45 Talents: Arcane Magic (Little Waaagh!), Detect Artefact, Luck 2, Petty Magic, Second Sight, Tunnel Rat Spells: Blast, Bolt, Dazzle, Shock

Trappings: Dagger, Makeshift Staff, Robes, Silver Eye

THE SHINY MOON TRIBE

Skurrik

Netl Birdsnatcha

Among Da Shiny Moon’s Skulkas, Skurrik is something of a legend. The Goblin rarely returns to the underground lake where the rest reside, preferring to stick to the mines surrounding it, where he dreams up ever-more elaborate traps and ambushes. For Skurrik, there is no satisfaction greater than hearing a distant scream and knowing another group of miners have stumbled into one of his little surprises.

Netl Birdsnatcha is a victim of his own success. By now, he should stand amidst Da Shiny Moon’s smelly rank and file, rather than being stuck with the Runts. However, he proved too good at getting grub, and is still thrown out with them every night.

da Sneeka Sneaky Back Stabber

Skurrik is a master of stealth and cunning, blending in with the stony terrain thanks to his dust-covered robes. Often the first warning his victims have is when a lump they assumed was a rock suddenly leaps up and drives a dagger into their kidney. His favourite trick is to paint his face silver and pretend to be a mine spirit. Statues of these diminutive creatures decorate many mining settlements, thought to bring wealth and stave off accidents. It is a reputation Skurrik is happy to make use of, and more than a few miners have disappeared chasing what they thought to be a sure sign of their good fortune. Lately, Skurrik has discovered a new trick. There is no shortage of small mining ventures competing for the Silver Hills’ wealth. And where there’s competition, there’s fighting. Skurrik found leaving a few scraps with rival insignias lying about his traps inevitably leads to more chaos. Humies start yelling ‘sabotage!’, which quickly leads to brawls, or even acts of retribution if Skurrik’s lucky. Meanwhile, the sneaky Goblin gets to sit back and watch the fun while barely lifting a finger. SKURRIK DA SNEEKA – SHINY MOON SKULKA M WS BS S 4

T

I

Ag Dex Int WP Fel W

35 35 30 40 46 50 35 30 25 20 13

Traits: Afraid (Elves), Animosity (Everything), Infected, Night Vision, Weapon (Dagger) +5

Skills: Athletics 55, Cool 28, Dodge 55, Intuition 48, Melee (Basic) 49, Set Trap 42, Stealth (Underground) 60 Talents: Careful Strike, Enclosed Fighter, Strike to Injure, Trapper, Tunnel Rat Trappings: Dagger, Traps, Robes

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Disgruntled Runt

Netl realised Humies will do anything for silver and began sneaking away silver from Da Unda Moon and taking it to Human settlements. Soon, families found themselves being offered a small fortune for chickens by a strange figure, shrouded in rags, who communicated by pointing, grunting, and (because Netl’s Reikspiel is improving) swearing. Netl never told anyone, but gained a reputation as the Runt who could find the best grub. While at first he revelled in the status, when the time came for him to take his place as a full-grown Goblin, he was infuriated to find the way barred. That was when Netl dreamt up his plan. Why should Da Big Up-Down just mean the Pointies and Humies get krumped? Why not da big Gobbos? It’s da Runts who does all da work, while they sit on their warty arses. What if da Runts were in charge? NETL BIRDSNATCHA SHINY MOON RUNT BOSS M WS BS S 4

T

I

Ag Dex Int WP Fel W

25 30 20 26 20 35 30 25 20 20

8

Traits: Afraid (Elves), Animosity (Everything), Infected, Night Vision, Weapon (Sword) +7

Skills: Athletics 40, Climb 38, Dodge 45, Endurance 32, Language (Reikspiel) 28, Melee (Basic) 40, Outdoor Survival 35, Ranged (Net) 45, Set Trap 40, Stealth (Underground 45, Rural 37) Talents: Hunter’s Eye, Tunnel Rat Trappings: Net, Robe, Sword

HE SAID, SHE SAID

Two rival mine owners have gone to the Silversmith’s Guild in Salzenmund demanding retribution, each accusing the other of collapsing their tunnels. The Guild have been dealing with many such accusations lately and need to find out who’s responsible without disrupting the flow of silver. Meanwhile, a survivor claims this was no work of Man. The spirits have turned against them, he says. And Sigmar help anyone who goes into those mines.

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ENCOUNTERS WITH DA SHINY MOON TRIBE Da Runts Easy

Runt scavengers are the most common Shiny Moons to be found above ground. Even these Goblins have learned sneakiness is best for survival, and won’t attack welldefended warbands. However, they are not above digging pits or dropping nets on a vulnerable enemy. Their traps can be found throughout the mountains and freeing anything caught in them sends the Goblins into a rage. These bands are active from late evening to the earliest hours before dawn. The later the hour, the more desperate the Runts become. This can make taking a lone group of adventurers unawares a more tempting prospect, especially if they are carrying food or ‘bangsticks’. Alternatively, the Runts may be following Netl’s lead, and have sneaked into a Human settlement. This is generally a last resort, as the presence of so many Humans makes them nervous. An encounter with Da Runts consists of: 0 7 Runts, half with nets and spears, half with bows. 0 Netl Birdsnatcha leads from the rear. 0 The Runts lay Pit, Snare, and Net Deadfall traps, as per page 129 of this book.

What’s Mine Is Mine Medium

Da Shiny Moon Goblins love tormenting any miners they find. They wait until they’re sure the miners have dug out as much silver as possible, then they begin. Such attacks rarely happen quickly. First, a miner might hear snatches of laughter, or the clink and scrape of metal over stone. Down the tunnel, silver lights blossom, sending strange shadows dancing over the walls, growing larger and larger until, as suddenly as it appeared, the light vanishes. The miners are left alone in the darkness, with only the sound of their own panicked breathing. Then the Goblins launch from their hiding places, bursting out of the shadows to stick their prey good and proppa! Grimik sometimes likes to lead these assaults, both to make sure he gets the best stuff they nick, and to remind the other Gobbos he’s still the Big Boss. However, he is always careful to lead from the rear and sounds the retreat the moment the tide turns against them.

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Once the Goblins are gone, he signals the sappa (so called because they’re a complete sap), a Night Goblin entrusted with a barrel of gunpowder, to bring down the tunnel behind them. A What’s Mine Is Mine party consists of: 0 8 Night Goblins with swords and shields. 0 4 Skulkas, led by Skurrik da Sneeka. 0 Grimik Snek and 4 Night Goblins armed with spears and shields, bringing up the rear. 0 1 Night Goblin with a barrel of gunpowder, ready to bring down the tunnel.

Da Unda Moon Rises Hard

The moon shines full upon the underground lake, its light falling on Da Unda Moon at its centre. It is a sign, a sign Da Big Up-Down is nearly upon them! They need more silver, more silver for Da Moon! But the Humies keep nicking it, don’t they? Well, it’s time they took it back! Gibla Mooneye whips the tribe up into a frenzy. Not even Grimik Snek dares hold them back. Instead, he takes the lead as they pour out from the mines, striking the nearest settlements to plunder as much silver as possible. Who knows, maybe this will give Grimik the opportunity to stick it to the runty mage. Even frenzied as they are, Da Shiny Moon never abandon their sneaky tactics. They approach the Human settlement during the darkest hours, creeping up slowly in the hopes of killing them all in their sleep. Unless spotted, the first warning of attack will be the dying screams of those caught unawares. A Da Unda Moon Rises raid consists of: 0 6 Skulkas, led by Skurrik da Sneeka, moving up to half a mile ahead of the main force. 0 8 Runts, led by Netl Birdsnatcha, 5 armed with nets and the other 3 with short bows. They’re pushed ahead to act as arrow fodder. 0 2d10 Night Goblins with swords and shields, and 1d10 Night Goblins with shortbows. 0 Grimik Snek and Gibla Mooneye at the centre, surrounded by 6 Night Goblins with spears and shields. Should either be wounded, they will turn on the other, screaming about treachery.

• SMUGGLING •

‘Just providing a public service, m’Lord!’ — Johannes Falkner, Nordland smuggler ‘They are no better than bandits, robbing us of our lawful revenues. Hang them.’ — Baron von Walder, Ostland noble To smuggle is to commit a crime, and to be a Smuggler is to be a criminal. They place themselves outside the law, risking its punishments and forsaking its protections, for … what, exactly? Why would anyone take such chances? What could be worth the threat of the whipping post or even the gibbet? There are several broad reasons to smuggle — among them greed, zeal, and a cover for something more nefarious. They are not mutually exclusive. Indeed, the smuggler has often more than one reason, each complementing the other. Greed is the easiest motive to understand. The smuggler likes money and wants more. Who doesn’t? As entrepreneurs, smugglers recognize that one of the quickest ways to make money is to ‘buy low and sell high’. They are the middlemen, taking something someone has to sell and delivering to someone who wants to buy. But, they are not mere merchants. The difference lies in the illegality of this commerce. That, in turn, is a function of greed. While a merchant pays a tax on their goods — sometimes coming and going, almost always limiting the profits — the smuggler uses various means to evade these taxes and fees, meaning they can sell their wares for a lower price while making a larger profit. If the item is banned, as a result Karl-Franz’s recent edict against the import of Bretonnian brandy for instance, then the potential profit is even greater. Many excisemen have noted that bans perversely make their object more desirable. Smugglers know this, too.

Zeal motivates the true believer. Rather than seek gold and silver, they serve a cause. Whether the motivation is religious or political, the key is dedication to a principle and a willingness to take risks to serve it. Money might not be a consideration at all — unless money itself is being smuggled. Perhaps the most famous smuggler motivated by ideology was Rikard of Bögenhafen, a devout Sigmarite, who for years during the time of Empress Ottilia journeyed into hostile Talabecland to bring money, religious tracts, and icons to the oppressed Sigmarites there. Eventually captured and hanged in Talabheim, a small sub-cult grew around this ‘smuggler saint’. To this day, a curious mixture of Sigmarites and smugglers visits his shrine — the latter clandestinely — seeking his protection. The other reason people take to smuggling is that it is an excellent cover for perhaps more nefarious activity. Often this is spying of some sort. The laughing Norscan rogue landing a cargo of untaxed brandy on a Nordland beach may also be seeking gossip on local defences in advance of a raid, for a smuggler’s contacts among the criminal elements are often valuable sources of information. The ‘criminal’ smuggler might even be an agent of the government or some other power, using smuggling to disguise their real purpose and loyalties. Middenheim is rumoured to have an extensive network of smugglers who keep an eye on developments in the North and beyond.

Risky Business

By nature illegal, smugglers risk punishment if caught. After all, authorities that have taxed an item for revenue, guilds that have pushed for punitive tariffs to hurt competitors, or even temples banning the importation of heretical tracts — none of them likes a scofflaw. And if they do catch a smuggler, their wrath can be great, indeed.

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The enemy of the smuggler is the officer of the law, whether a suspicious road- or riverwarden checking a cargo, a watchman wondering about a late-night delivery at a tavern, or an exciseman scrutinising receipts and tax stamps at the city gates. These men and women, sometimes ex-smugglers themselves, know most of the tricks of the trade: mislabelled barrels and crates, false bottoms, hidden compartments, forged bills of lading, stolen tax stamps, and so on. The two sides engage in a battle of wits, and sometimes the lawman is playing both sides. Corruption is a fact of life in the Empire, and sometimes the smuggler’s best friend is the watchman with an outstretched palm and mouths to feed at home. In a tight spot, the Bribery Skill (WFRP, page 120) is an essential survival tool. As it stands, the Skill suggests the GM adjust the Test to reflect the target’s honesty and the risk involved. The table below can help guide your judgement for Bribery tests, based on the item smuggled and keeping in mind relevant Skills and Talents. Barring special circumstances, it is never easier than a Challenging (+0) difficulty to convince the authorities to just keep quiet and look the other way.

TYPE OF CARGO Difficulty

Modifier

Challenging

0

Difficult

–10

Types of Item

Taxed common items such as wool or cloth, leather goods, beer, paper

Luxury items such as fine wines or liquors, high quality cloth or silks, perfumes, fancy feathers Banned normal items such as weapons, armour, or intoxicants

arrest if the result is a Fumble. Repeat offenders surely suffer confiscation, probable jailing, and perhaps even branding, assuming the local noble hasn’t decided to go straight to hanging. The Silversmiths’ Guild of Nordland is famously harsh on those caught smuggling silver, and smugglers in the Empire’s north tell stories of those who tried to take ‘shortcuts’ across the lands of the Eonir in Laurelorn and were never seen again. Finding oneself nabbed with subversive contraband, such as swords for revolting peasants or pamphlets denouncing Sigmar as a Daemon, can result in severe legal consequences. GMs should treat this as a plot device and judge the results according to the needs of their campaigns.

Smuggling Networks in Nordland and Beyond The Empire — indeed, the Old World overall — is a big place, and smuggled goods may have a long way to go before they get to their buyers. It’s rare for a single smuggler to carry goods all the way from, for example, Bogenhafen to Bechafen (unless the money is good, or the cargo extremely sensitive). More commonly, smuggled goods find their way through a series of smugglers, passing from hand to hand across a variety of gangs and networks, each buying from the other and selling to the next, until the goods reach their destination. In this section we take a brief look at smuggling networks in Nordland, the routes they use, some of their connections in the Empire and beyond, and we meet an independent smuggler playing a dangerous game.

By Land and Water

Salzenmund is the hub through which almost all Nordland’s illegal traffic passes, and Dag Olhauser (see Treasonous or heretical items, page 73) keeps a firm grip on most of that. ‘Wholesome such as anti-Sigmarite tracts, goods’, as he puts it, are one thing, but Dag also keeps an necromantic ingredients, eye out for banned items — as a pious Ulrican he has warpstone, or forbidden been known to tip off the authorities or take punitive Very Hard –30 tomes action should anything blasphemous turn up. See Secrets of Salzenmund (page 99 for less scrupulous smugglers If caught, the smuggler faces the long arm of the law. in the city. In cases of mundane items and tax evasion, a successful Charm or Lore (Law) Test with appropriate modifiers Salzenmund is both a clearinghouse for goods moving results in a spot fine to buy the needed paperwork — and elsewhere and serves as a source for the trade in illegal sometimes that fine even gets to the proper authorities. A silver. failed roll results in a fine, confiscation of the goods, and Hard

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–20

SMUGGLING

Nordland subjects silver goods, ingots, and finished items to export taxes for revenue and to hobble competitors, while some other provinces, such as Reikland, tax them on arrival — small wonder, then, that smugglers find the traffic profitable. Both in the form of ingots and finished goods, often wrapped in straw and hidden under other items, contraband moves along three major routes. To the north, illegal cargoes move along two routes: by road to Beeckerhoven, Heiligdorf, and Neues Emskrank, and by the Salz river directly to Neues Emskrank, whence it heads by land or sea to Salkalten in Ostland and thence to Erengrad and the city of Kislev. Contraband bound for Hargendorf, often part of the Norscan trade or destined for Marienburg, also move along the Salz, but leave it a few miles before reaching the wharfs and tollhouse at the Last Drop bridge, cutting across the forest to rejoin the road for the journey to Dietershafen and then Hargendorf. Within this triangle, the illegal trade is solely the province of Olhauser’s patron, the ‘Smuggler Queen’ Gunna van Sperren. While some of the ‘trade’ with the rest of the Empire travels via Hargendorf to Marienburg and then up the Reik, more moves along the road south from Beeckershoven to Middenheim, either stopping there or heading on to Altdorf, Talabheim, and other inland locations. For contraband coming from or destined for the eastern and southern Empire, this is the fastest route, though not always the safest. In Middenheim, almost all illegal traffic is controlled by one of the four Low Kings (Middenheim, page 130), particularly ‘The Man’ and Edam Gouda. Both have important interests in smuggled goods from Nordland — dried Moonflowers from Laurelorn fetch a high price. Both have professional, ‘strictly business’ relations with the Smuggler Queen and are careful to make sure she and Olhauser are kept happy, to protect their profits. The Fish (Altdorf, page 30) have started to branch out from their operations along the Reik and Talabec. Elsbet Ulmar (page 72) works with Olhauser in Salzenmund to transport goods to the south and cut out the Low Kings. The Middenheim crime bosses have yet to respond to the Altdorf gang's actions, but a reckoning must be on the cards.

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Herlinde Klein

Herlinde Klein is 5’2”, stout, but powerfully built. Direct and quick to anger if she feels slighted, she has blue eyes and close-cropped, sandy hair, and a large burn scar on her left hand. She never had much as a child, the offspring of a failed prospector and a scullion in Oldenlitz. What she possessed, however, was a nose for profit, a daring, entrepreneurial nature, and a smouldering resentment for the wealthy. Her life changed when she met Gerhardt, a smuggler and priest of Ranald who was looking for an apprentice. She absorbed every lesson he taught and, took over his business when he died in an accident. In the years since, she has developed a cooperative relationship with Olhauser, but refuses to join van Sperren’s ‘family’, preferring to be her own boss. The Smuggler Queen tolerates this, because Herlinde, along with the ‘regular’ items she moves, is also the only reliable source of dried Moonflowers in Nordland. She has a surprisingly good relationship with the Eonir, obtaining the blossoms with ease. When pressed for her secret by Olhauser, she warns him not to question a good thing. Her secret is simple, but would get her hanged if revealed: Herlinde Klein is a spy for Lord Lindialoc, the Warden of Frost (Archives of the Empire vol 1, page 85). Caught one day and brought before him by his rangers, Herlinde agreed to bring him reports of goings-on in Salzenmund and elsewhere in Nordland. Expecting to just escape with her life, she was shocked when he offered her the right to trade in Moonflowers. Since then, she has played a double game, engaged as ever in smuggling, but also keeping the Eonir apprised of developments across the province. The involvement of the Fish has her very worried. HERLINDE KLEIN — SMUGGLER (BRASS 3) M WS BS S 4

T

I

Ag Dex Int WP Fel W

36 32 46 38 44 39 29 33 37 26 13

Traits: Prejudice (Guild merchants), Weapon (Quarterstaff) +6

Skills: Athletics 44, Bribery 31, Charm 31, Cool 42, Consume Alcohol 49, Gossip 31, Haggle 31, Lore (Local) 38, Melee (Basic) 41, Outdoor Survival 38, Perception 49, Ride (Horse) 44, Stealth (Rural) 44, Secret Signs (Smuggler) 38

Talents: Criminal, Dealmaker, Etiquette (Criminals), Hunter’s Eye, Orientation, Strider (Forests), Strong Back, Very Strong Trappings: 2 Barrels, Cart, Cranky Mule (‘Esther’), Hand Weapon, Large Sack, Leather Jack, Mask

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S A L Z E N M U N D : C I T Y O F S A LT A N D S I LV E R

THE BUSINESS OF ILLEGAL BUSINESS ‘Where there is a need there is a market, and where there is a market, there are those who serve it, such as me. They get their needs filled, I get money, everyone is happy. Well, except for the wealthy who don’t get to rob us and call it “taxes”. They aren’t happy, and I’m happy with that.’ — Osbet Purzel, Ranaldan smuggler At its heart, smuggling is just another form of business, operating on many of the same principles: buy low, sell high, keep costs down, but with an added proviso — ‘Don’t get caught.’ The Trade rules (Death on the Reik Companion, page 70) provide Merchants and other Characters means to find, buy, and sell goods legally. In this section, we provide guidelines to adapt those rules to smuggling and a Smugglers campaign, as well as what to do if you wish to handle matters more abstractly. While the guidelines are focused on Nordland, GMs can use them in any part of the Empire.

Obtaining

a

Cargo

The ways a Smuggler finds a cargo to smuggle is similar to how a Merchant obtains goods to sell. Either something arrives from a known supplier, perhaps another Smuggler; someone looking to sell something contacts the Smuggler with an offer; or the Smuggler goes out looking for goods to sell, quietly asking around or chasing down rumours via Gossip Tests. While the first two are more likely part of an ongoing campaign, the last fits well with Characters who travel from place to place, and can serve to introduce the next adventure.

Anything to Sell?

To determine if there is anything available to smuggle in the first place, consult the Gazetteer of Nordland on page 112 and note the Community Size and Wealth entries. Other Gazetteers are available, such as the Gazetteer of the Reikland in the Death on the Reik Companion, Gazetteer of the Grand Duchy of Middenheim in the Power Behind the Throne Companion, and the Gazetteer of Tilea in Up in Arms. If creating a new location, use the following tables.

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COMMUNITY SIZE Settlement Type

Population Size

Rating

Village

1–200

1

Small Town

201–1,500

2

Town

1,501–10,000

3

City

More than 10,000

4

COMMUNITY WEALTH Wealth

Rating

Squalid

0

Poor

1

Average

2

Bustling

3

Prosperous

4

Wealthy

5

Add the Size and Wealth ratings together, then multiply that by 10 to find the chance that a particular location has contraband. If the town has ‘Trade’ listed under the ‘Produces’ column, add 20% to the chance to reflect the greater likelihood of something being available. For example, Beeckerhoven is a Small Town (Size 2) with a Bustling economy (Wealth 3), giving a base 50% chance of there being something to smuggle. With ‘Trade’ also listed under ‘Produces’, add a further 20% for a total of 70%. On a roll of 01–70, our Smuggler finds someone willing to sell something ‘under the table’. The question is, what?

Illicit Cargo

The Gazetteer lists the products an area is known for, such as fish, wool, or timber, and it may be that a local product is itself the illicit cargo. Perhaps a guild in another town has had it banned because their own goods cannot compete. Or maybe a dispute between local authorities has led to a trade war, creating an underground market in otherwise commonplace items. Enterprising Characters might even try to create a dispute, looking to profit from it. These are not the kinds of things a Smuggler usually looks for, though often they are handy for hiding the real cargo, and so a Smuggler buys them as a cover. Thus a Character moving small kegs of Kislevite Kvas, highly taxed in Nordland, might hide them within larger barrels of dried fish when taking them from the coast to Salzenmund. Few inspectors want to dig through a mass of fish corpses.

SMUGGLING

If you don’t already have a cargo in mind as part of the campaign, use the Smuggled Goods Generator below to generate one randomly.

Making

a

Profit

Having found something to smuggle, the Smuggler then must deliver it — hopefully for a profit! Unlike the travelling Merchant, Smugglers don’t often buy a cargo without first knowing who is going to buy it and how much they’ll pay. The business is too risky already. A Character operating like this can attempt an opposed Challenging (+0) Haggle Test to get a better deal from the buyer — ‘ You want your Dream Wine? Price has gone up. A schilling just doesn’t buy what it used to.’ More freewheeling Smuggler Characters may try the riskier path, however, travelling from place to place with contraband, hoping to make a sale. To find a buyer, follow the same process as above, adding the Size and Wealth ratings and multiplying by 10 — adding 20 if a Trade town — to obtain the chance of finding a buyer. The Character sets their own sale price. If the Gamemaster thinks it within reason — don’t forget the buyer’s Evaluate Skill, if present! — then the bargaining begins. If the Character is successful with an Opposed Challenging (+0) Haggle Test, the buyer’s top offer is

XIV

10% over what the Character paid, 20% if the Character has the Dealmaker Talent. If the Character loses the Test, the buyer offers 20% less than what was paid, 10% if the Character has Dealmaker. A Character may improve their result by 1 SL on a successful Challenging (+0) Charm Test but suffers –1 SL on a failure.

THE SHORT WAY

If you’d rather just get on with the game, use the Income Endeavour (WFRP, page 198) and the Earning rules (WFRP, page 52) to represent an average income.

Events, My Dear Boy, Events

As a criminal enterprise, smuggling is more risky, but potentially more rewarding, than other forms of generating income. During a period of downtime, any Smuggler Character who wishes to make an Income Endeavour should also roll on the Smuggling Events Table in addition to any other events that occur during that period. As with the Income Endeavour in general, questions raised in Smuggling Events are intended for flavour rather than serious consequences, though the GM may well like to elaborate on any interesting situations in subsequent adventures.

SMUGGLED GOODS GENERATOR d100 Roll 01–60 61–85 86–95

Type Available Taxed, Ordinary Taxed, Luxury

Banned, Ordinary

96–99

Banned, Special

00

Treason!

Cost Modifier

Notes

50%

Everyday trade items such as cloth, wool, dried foods, metal ores

60%

Luxury goods such as fine brandy, good wine, quality cloth, silks, and fine artworks

70%

Any ordinary or luxury item that is banned

80% 90%

Suppressed dangerous items, such as gunpowder or weapons, stolen unique luxury items, heretical tracts, or magic items Anything to do with necromancy, daemonology, or Chaos, or anything that might jeopardise the safety or rule of an Elector

Items that are Taxed Ordinary, Taxed Luxury, and Banned Ordinary sell for their list price in the Consumers’ Guide (WFRP, page 288). The Cost Modifier represents the average price after discount on an item, based on tax rates and legal status. This is what the average Smuggler would expect to pay — the greater the risk, the greater the discount. Items under Banned Special and Treason! should have their price set by the Gamemaster. Regardless, this is the starting point for bargaining. A Character can try an opposed Challenging (+0) Haggle Test to obtain an additional 10% off, except for Treason! items. GMs should make bargaining for these a matter of roleplaying. Failure, however, means the seller stands firm.

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Rumours d10 Roll 1

2

3

4

5

6

7

8

9

10

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SMUGGLING EVENTS TABLE Event Ratted Out! Someone — a competitor, enemy, or even an upstanding citizen — has snitched on you to the law. The heat is on. Make a Hard (–20) Stealth Test. If you fail, you earn nothing from the Income Endeavour. Desperate Seller. Someone is willing to let contraband go for a steal, meaning more profit for you. When determining income you may make 50% extra. But what is the item and why is the seller so anxious? Help! The Watch! While stopping to eat or sleep, someone finds your goods and steals them. To whom does a crook turn? Unless you pass a Hard (–20) Perception Test you earn nothing from this Endeavour. Flooded Market. You arrive in town only to find someone has beaten you to market. Nobody wants what you’re selling. When determining income you may make 50% less. Lucky Find. You thought it was ordinary contraband but hidden inside you find something someone would pay a lot for. But where did it come from, and what if you’re caught? Earn d10 GC on top of your normal income. New Partners. Your business is successful. Too successful. People have noticed. Earn double the normal amount, but unless you pass a Difficult (–10) Charm Test the local crime boss wants a 60% cut as your ‘employer’. It Must Be Mine! The buyer wants what you have and is willing to pay. If you pass an Average (+20) Haggle Test you double the amount earned. Triple it if you have the Dealmaker Talent. Switcheroo. This isn't what you paid for. You've been sold worthless fakes or spoiled goods. Unless you pass a Hard (–20) Evaluate Test you earn nothing from this Endeavour. Market Day. You have several buyers and can take the best offer. Roll Earnings twice and take the highest. Corruption. Not only does the Watch take your bribe, but your goods, too. You earn nothing from this Endeavour. Furthermore, unless you pay d10 shillings in bribes, you will be unable to take the Income Endeavour again unless you move to another town or city.

The enterprising Smuggler always has their ear to the ground, looking for the next lead to a hot cargo or eager buyer … or a setup. The following table provides leads you can give your Characters. Whenever a Character is in a suitable location, such as a bustling market or a lively tavern, they may make a Difficult (–10) Gossip Test. If the Test is successful they may roll once on the table. While each rumour hints at the contraband, you decide what it really is — but don’t tell the Characters. Let them guess. The table is geared for Nordland, but with a few appropriate changes can be used anywhere in the Empire. d10

Rumour

1

They upped the pantry tax on Salzenmund taverns! How am I supposed to make ends meet?

2

Big demand for finished goods in Middenheim. The Silversmiths’ Guild can’t keep up with it.

3

Heard there’s a strike in the Silver Hills. No, not that kind! Miners refusin’ to work!

4

Up in Hargendorf the Smuggler Queen got stuck with a load that wreckers took off a van Haagen ship. Sellin’ at a markdown.

5

6

7

8

Folks along the Demst are ticked off that they can’t take more wood from Laurelorn. Tempers are getting hot. Some miner near Oldenlitz hit a crazy strike. Everyone’s talkin’ about it, but no one knows what it is. They say his hair turned white, though. Goods are held up in Beeckerhoven ‘cause of export taxes, and the Altdorf buyers are getting antsy.

I hear there’s a guy near Salkalten, a Jade Wizard, who’ll pay for something to be brought from Laurelorn. But I don’t need my neck stretched.

9

Friend in Middenheim says students are partying more than usual.

10

Don’t that beat all? Another tax on Marienburg canal duck eggs! Are they trying to strangle the trade?

Contraband Imported foods, fine wine and brandy Luxury items Wanted: Weapons, armour. Offering: Silver. Luxury items Weapons

Ancient artefacts Ordinary or luxury items Forbidden sorcerous ingredients Imported liquors, weirdroot, Moonflower, Dreamwine Rare foodstuffs

SMUGGLING

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OWLER

Dwarf, Halfling, High Elf, Human Like your waterborne brethren, you specialise in moving goods from place to place without bothering with petty annoyances such as taxes. The Smuggler career in the core book (WFRP, page 98) focuses on those who ply the Empire’s major rivers, with appropriate Skills and Talents. But ‘unofficial trade’ doesn’t just move along the waters. Roads great and small crisscross the Empire, providing alternatives to riverine travel and leading to places not easily accessed by boat. If you wish, you may play an Owler instead of Smuggler. Owlers traverse mountain passes that open the way to lands far from the sea, or obscure, nearly-forgotten paths and tracks through forests. They take their name from the nocturnal habits they share with owls, and by tradition many use the hoot of an owl when singaling acomplices.

‘I was takin’ some kegs of gunpowder from Hargendorf to … Well, never you mind the where or why. They was payin’ good, and that’s what counts. Anyway, some road wardens stopped me for inspection. No problem, the powder’s well-hidden among barrels of apples and bales of hay. But then a spark from the fool sergeant’s pipe landed on the hay and set it afire! He just sat on his horse laughin’ while I rushed to put it out. He’d have laughed even harder if we had all been blown to Morr’s gate!’ — Ulli Spratzer, a lucky Nordland owler

OVERLAND SMUGGLER ADVANCE SCHEME WS

BS

S

T h

I

Ag h

Dex

Int

WP

Fel

h

Career Path h Legger – Brass 2

Skills: Animal Care, Bribery, Consume Alcohol, Endurance, Evaluate, Haggle, Melee (Basic), Outdoor Survival, Ride (Horse), Stealth (Rural or Urban) Talents: Criminal, Hunter’s Eye, Strider (Forests), Strong Back Trappings: Cranky Mule, Large Sack, Mask or Scarves, Tinderbox

Owler – Brass 3 Skills: Athletics, Charm, Gossip, Lore (Local), Perception, Secret Signs (Smuggler) Talents: Dealmaker, Etiquette (Criminals), Orientation, Very Strong Trappings: 2 Barrels, Hand Weapon, Leather Jack, Cart Master Owler – Brass 5 Skills: Intimidate, Intuition, Lore (Law), Lore (Roadways) Talents: Briber, Fearless (Road Wardens), Seasoned Traveller, Strong Legs Trappings: Draught Horse, Wagon with false floor Owler King – Silver 2 Skills: Language (Any), Leadership Talents: Kingpin, Savvy, Strider (Mountains), Sturdy Trappings: Disguise Kit, Network of subordinate Owlers

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• NORDLANDER CHARACTERS • If you wish to generate a Character from Nordland these rules can be used rather than the rules for Characters from the Reikland on page 36 of the WFRP Core Rulebook. Each Species has a variety of Skills and Talents to choose from. You may choose 3 Skills to gain 5 Advances each, and 3 Skills to gain 3 Advances each. If a Talent listing presents a choice, you select one Talent from the choices given. Any Random Talents are determined by the Random Talent table (WFRP, page 36). If you roll a Talent you already have, you may reroll.

HUMANS

Although most outsiders view Nordland as a backwater province, and the archetypal Nordlander is imagined as a grog-soaked sea dog, in truth only a minority of them live by the coast. Skills and Talents reflect either a familiarity with the sea, or a need to cope with life in the country. Salzenmund, whilst it is not a major city, has the hallmarks of urban sophistication, and Characters from Salzenmund have much in common with those from more civilised parts of the Empire. Doomings in Nordland are carried about by wandering Doomsayers. Though they work hard there are only so many of them, and many far-flung communities can go for decades without seeing one. As such, Characters from remote parts of the province may choose whether to have the Doomed Talent or not.

Humans (Nordlander)

Skills: Consume Alcohol, Evaluate, Gossip, Haggle, Language (Norscan), Language (Wastelander), Lore (Nordland), Melee (Basic), Ranged (Bow), Sail (Any), Swim, Trade (choose one) Talents: Doomed or Additional Random Talent, Fisherman or Rover, Stout-hearted or Very Resilient, 2 Random Talents

Humans (Salzenmunder)

Skills: Charm, Cool, Entertain (Storytelling), Evaluate, Gossip, Haggle, Language (Norscan), Leadership, Lore (Nordland), Melee (Basic), Ranged (Bow), Trade (choose one) Talents: Doomed, Savvy or Suave, 3 Random Talents

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DWARFS

There are few Dwarfs resident in Nordland, though in Salzenmund members of the Cragforge and Grumsson Clans may be encountered (see page 37). The Cragforge Clan are heavily involved in the production of silver, whilst the Grumsson Clan are versatile, with apparent Norse Dwarf roots.

Dwarfs (Cragforge Clan)

Skills: Consume Alcohol, Cool, Endurance, Entertain (Storytelling), Evaluate, Intimidate, Language (Khazalid), Lore (Dwarfs), Lore (Geology), Lore (Metallurgy), Melee (Basic), Trade (Silversmith) Talents: Magic Resistance, Night Vision, Read/Write or Relentless, Resolute or Strong-minded, Sturdy

Dwarfs (Grumsson Clan)

Skills: Consume Alcohol, Cool, Endurance, Entertain (Storytelling), Evaluate, Intimidate, Language (Norscan), Language (Khazalid), Lore (Dwarfs), Melee (Basic), Sail, Trade (any one) Talents: Magic Resistance, Night Vision, Relentless or Strong-minded, Sturdy, 1 Random Talent

ELVES

Elves in Nordland prefer to stick within the boundaries of the Laurelorn. The few encountered in the province are Eonir, venturing from their home for their own reasons. High Elves may occasionally visit Nordland’s towns to trade or spy, but Wood Elves of the Loren Forest are virtually unknown. For more information about the Eonir and Eonir Characters see Archives of the Empire Volume 1.

HALFLINGS AND OGRES

A handful of Halfling clans are found in Salzenmund (see page 37) and the province, but far fewer than in the south of the Empire. The Halfling Character rules from Archives of the Empire Volume 1 can be used for these. Ogres are itinerant wanderers who rarely settle anywhere for long. So there are no particular Nordland variants of such characters.

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