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WFRP GM Tools & Character Traits

This document provides tools and tables to help Game Masters generate random character traits and backgrounds for use in their Warhammer Fantasy Roleplay games. It includes 10 sets of 10 tables, with each set pertaining to one of the 10 questions in the core rulebook. Rolling on these tables can help GMs or players quickly develop traits for NPCs or player characters. The tables provide fragmented details about a character's family, history, beliefs, possessions and relationships that can spur further character creation.

Uploaded by

Robert Kersey
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
338 views37 pages

WFRP GM Tools & Character Traits

This document provides tools and tables to help Game Masters generate random character traits and backgrounds for use in their Warhammer Fantasy Roleplay games. It includes 10 sets of 10 tables, with each set pertaining to one of the 10 questions in the core rulebook. Rolling on these tables can help GMs or players quickly develop traits for NPCs or player characters. The tables provide fragmented details about a character's family, history, beliefs, possessions and relationships that can spur further character creation.

Uploaded by

Robert Kersey
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 37

Liber Fanatica - Volume III : The Game Master’s Guide

The Tool Shed

37
Liber Fanatica - Volume III : The Game Master’s Guide

Introduction
by Henrik Grönberg

T his part of the guide contains several tools


for GMs running WFRP. Although the GM is
free to use these in any way imaginable, a few
notes are provided in order to help in doing so. It
should be noted that the scope of these tools is
limited in several ways. Firstly, they are written
with the Empire and Humans in mind. Although
this doesn’t mean you can’t use them for
characters of other races and nationalities, or for
scenarios set outside the Empire, you’ll have to
tweak or re-roll the results a lot more often.
Secondly, most tables come with a random
generation (“dice decision”) option. If this is used,
far from all results will be grammatically correct,
make sense or be of any help. Thirdly, all tables
represent only a limited selection of possible
entries. However, if they spur your imagination to
come up with alternatives, they still serve a
purpose!

Character Traits
T his tool consists of ten sets of ten tables each
listing ten entries. Each set of tables is
loosely linked to one of the Ten Questions on
and 1d10 for the entry) a few, say three, traits
may be a good idea.
Scenario Creation GMs can use the tables when
pages 21-22 of WFRP. Each table can be read as
creating NPCs for scenarios and campaigns
offering fragments of answers to one of these
(homemade or others), much in the same ways as
questions and can be used during character
described above.
generation to help players come up with a
background for their PCs (see above). Character Generation This material is also useful
for GMs and players generating player
The entries in these tables are intended to serve characters. For instance, players can roll once on
several purposes: each set of tables, 1d10 traits as above, or simply
use the tables in any other way as they and the
Improving Improvisations GMs can keep these
GM see fit. The result won’t be a cohesive and
tables handy while at the table for coming up
complete personality–you still have to connect
with a few defining attributes for improvised
these dots–but may provide a few starting ideas
NPCs. In this case, picking or rolling (1d10 for
for creating a personality and background.
the set of tables, another 1d10 for which table

Ten Hundred Answers:


Question Set of Tables
1: Where are you from? Character Background
2: What is your family like? Family & Heritage
3: What is your social class? Social Status
4: What did you do before you became an adventurer? Personal History
5: Why did you become an adventurer? Personality
6: How religious are you? Religiosity
7: Who are your best friends and worst enemies? Friends & Enemies
8: What are your prized possessions? Peculiar Possessions
9: Who are you loyal to? Loyalties
10: Who do you love/hate? Loves & Hates

38
Liber Fanatica - Volume III : The Game Master’s Guide

Character Background
1 CHILDHOOD MISFORTUNES 6 HAS TRACES OF THE ACCENT OF
1 Character was abused as a child 1 Averland
2 Orphaned early, raised by distant relatives 2 Hochland
3 Sickly and weak as a child 3 Middenland
4 Mocked and teased by other children 4 Nordland
5 Parents had to move a lot, never rooted 5 Ostermark
6 Resents parents and upbringing to this day 6 Ostland
7 Always felt out of place as a child 7 Reikland
8 Mistreated by stepmother or father 8 Stirland
9 As a child regarded as weird by everyone 9 Talabecland
10 Resented schooling or similar education 10 Wissenland

2 AS A CHILD, CHARACTER WAS 7 ONCE SPENT 1D10 MONTHS IN


1 known as a dreamer 1 another province in the Empire
2 quite bright and was considered for schooling 2 Bretonnia, visiting distant family
3 cold and deliberate 3 Kislev, in the line of work
4 Known for his good manners and politeness 4 Tillea, to find someone who fled there
5 sometimes running away for days 5 Border Princes, to hide out for a while
6 prematurely adult and conscientious 6 Estalia, visiting the temple of Myrmidia
7 proficient in some sport or art 7 Marienburg, working off a debt
8 disobedient and rude to his parents 8 Nuln, seeking a scholar’s advice
9 a good child: helpful, loving and sweet 9 Altdorf, to address the Emperor!
10 religious and had an early awakened piety 10 prison, mental asylum or slavery

3 WHILE GROWING UP, CHARACTER 8 NURTURES A LIFELONG DREAM TO


1 spent summers with relatives in the countryside 1 live in a another country
2 spent winters in a city with friends of his parents 2 marry someone “untouchable” due to class
3 Intermittently worked for a distant relative 3 move to another town, city or province
4 was sent to a nearby village during the harvest 4 live on the sea / in the mountains
5 always tried to impress a neighbour but failed 5 take up a different profession
6 often found a reason to visit the next village 6 buy a certain farm or townhouse
7 ran away and spent the evening in a close-by inn 7 reacquire some family estate or heirloom
8 often hid from mother – sometimes for days 8 visit friends or relatives that live far, far away
9 was considered somewhat slow 9 visit a settlement of Elves, Dwarfs or Halflings
10 never felt he really could talk to either parent 10 say “I’m sorry” to someone he hurt years ago

4 FAMILY’S ROOTS IN COMMUNITY 9 FOND MEMORIES OF A NEARBY


1 Recently driven from ancestral home 1 Lake
2 Has always moved around throughout province 2 River
3 Moved there 1d10 years ago 3 Town
4 Lived in community for 1d10 generations 4 Village
5 Family recently moved to another province 5 Forest
6 Entire extended family lives elsewhere 6 farmstead
7 Extended family lives in same community 7 Ruin
8 Parents recently moved back to ancestral home 8 Field
9 Parents alternated between two homes 9 Temple
10 Family never had a steady home 10 Shrine

5 FEELINGS ON HOME COMMUNITY 10 USE TABLE 1:9 TO DETERMINE


1 Feels people there care for each other 1 a place the character has very bad memories of
2 Proud of a famous figure or feature 2 where the character was born
3 Constantly felt estranged 3 where the character used to hide from everyone
4 People back home are insular and bigoted 4 what left an unforgettable impression as it burned
5 Something goes on behind the scenes 5 where he had his first real experience of death
6 Always felt the wrong people had authority 6 a place the character knew to be haunted
7 The community is hiding a sinister secret 7 a place the character returns to in his dreams
8 Lately treated as an outsider back home 8 where a loved one wanted to be buried
9 Family has never felt part of community 9 where he was almost killed 10+1d10 years old
10 Gets a special feeling treading those streets 10 where the character had his first brush with love

39
Liber Fanatica - Volume III : The Game Master’s Guide

Family and Heritage


1 CHARACTER IS VERY FOND OF HIS 6 HERITAGE & ANCESTRY: CHARACTER
1 mother 1 is ashamed of his ancestry
2 Father 2 feels insignificant compared to ancestors
3 grandmother 3 is something of a genealogist
4 grandfather 4 is unduly boastful of his blood-line
5 Sister 5 mourns his lineage’s greater days
6 brother 6 thinks his family deserves a better reputation
7 aunt 7 has sworn to give own children a better start in life
8 Uncle 8 frequently goes to family cemetery to pay respect
9 Niece 9 dreams of being knighted
10 Nephew 10 has illicitly adopted some sort of title or heraldry

2 ROLL ON TABLE 2:1 TO SEE WHO 7 CENTRAL RELATIVE GROWING UP


1 was killed and eaten by Beastmen 1 Very young when mother died
2 was hunted through the forest by Mutants 2 Always afraid of father
3 was robbed and killed by Outlaws 3 Never met his father, thinks about him a lot
4 is rumoured to have had dealings with smugglers 4 Recently learnt who was his real father
5 was raped or beaten and left for dead 5 Secretly related to local Noble
6 once stumbled upon a Goblin lair 6 Often turned to an aunt for advice and guidance
7 Claimed to have seen a Ghost once 7 Looked up to and loved an older sibling
8 saw all he/she ever owned burnt by Orcs 8 Was great friends with a cousin of same age
9 once saw a Troll distressingly close to home 9 Family reveres memory of a great grandparent
10 spread rumours of Dragons or such 10 Family terrorized by a distant relative

3 USE TABLE 2:1 TO SEE WHO 8 CHARACTER’S OPINION OF HIS FAMILY


1 the character has an ongoing conflict with 1 Never talks about his family
2 who is never talked about in the family 2 Isn’t truthful when talking about family
3 was considered weak, but surprised everyone 3 Favourite son or daughter
4 in the family has an influential position 4 Is the black/white sheep of the family
5 is an important figure in another town 5 Seems to be fond of a sister or brother
6 is quite an accomplished entertainer 6 Seems proud of his family and upbringing
7 the character particularly wants to impress 7 Full of stories about various relatives
8 is the true leader in the family 8 Always trying to keep in touch with family
9 was quite successful in some kind of sport 9 Obsessed with birthdays of extended family
10 is (in)famous for his/her cooking 10 Seems to do relatives favours all the time

4 USE TABLE 2:1 TO DECIDE WHO 9 VIEWS ON CHILDBIRTH AND REARING


1 moved after accusations of witchcraft 1 Upbringing is the domain of the father alone
2 the character mourns death of 2 Pregnancy is a holy state
3 is an Agitator to the dismay of the family 3 The mother–daughter bond is holy
4 died in the Storm of Chaos 4 Children should be educated by Priests of Sigmar
5 was murdered 1d10 months ago 5 Parents are forever responsible for their children
6 was punished by a local noble for disobedience 6 Begetting heirs is the most important thing in life
7 is the black sheep of the family 7 The child’s name says a lot about the parents
8 Returned changed from the siege of Middenheim 8 The Dooming ritual is extremely important
9 suffers from some incurable wasting disease 9 Corporal punishment is a valuable instrument
10 introduced the character to present walk of life 10 Children should learn early on how hard life is

5 CHARACTER’S FAMILY 10 FAMILY NEEDS CHARACTER TO FIND


1 originates from another part of the Empire 1 the means to continuously support family
2 is often turned to for advice and help 2 medicine/cure for parent (or other relative)
3 is anonymous in their community 3 out what happened to a missing sibling
4 and home sees a lot of visitors and friends 4 an heirloom stolen 1d10 months ago
5 is known for generations of piety 5 father before it’s too late
6 owes a lot of money to various people 6 a close friend of character’s parents
7 is generally well seen in their community 7 1d100 gc to pay a debt within 1d10 weeks
8 is considered something of an upstart 8 a way do a favour to a local potentate
9 Suffered a major blow 1d10 years ago 9 a deed proving the right to something
10 has economically been on the decline of late 10 the means to clear the family name

40
Liber Fanatica - Volume III : The Game Master’s Guide

Social Class
1 THE EMPEROR MUST RESTRAIN THE 6 DESPISES THE BACKGROUND OF
1 Grand County of Averland 1 Bourgeois
2 Barony of Hochland 2 Mercantile
3 Grand Duchy of Middenland 3 Military
4 Barony of Nordland 4 Rural
5 League of Ostermark 5 Urban
6 Grand Principality of Ostland 6 Wanderer
7 Grand County of Stirland 7 Waterline
8 County of Sylvania 8 Wilderness
9 Grand Duchy of Talabecland 9 Rural, Wanderer, and Wilderness
10 County of Wissenland 10 Bourgeois, Mercantile, and Urban

2 VIEWS ON EXISTING CLASS SYSTEM 7 OPINION ON WIZARDS AND MAGIC


1 Your birth shouldn’t decide your life 1 Once had his life saved by a wizard
2 The nobility exists to help and protect us 2 Heretics and Chaos cultist–burn them all!
3 Your parents moved up in society 3 It’s the Hedge magicians one must fear
4 Your parents lost in wealth and influence 4 Only Priests should be allowed to use magic
5 The lower classes should keep in their place 5 Colleges of Magic attract the Chaos hordes
6 The peasantry is the backbone of society 6 They should be sacrificed fighting Chaos
7 Burghers are the true rulers in the Empire 7 Someone close was burned for witchcraft
8 Guilds and societies need to be checked 8 All wizards cause dangerous phenomena
9 Religious cults and orders are too influential 9 You should never look directly at a Wizard
10 The Empire needs a revolution! 10 All wizards fear garlic and silver

3 THE EMPEROR 8 POWER IN THE EMPIRE SHOULD


1 has lost too much power to the Electors 1 be in the hands of the taxpaying burghers
2 should look to the needs of the little people 2 be accorded relative to wealth
3 is a demi-god who should be worshipped 3 emanate from the villages and towns
4 doesn’t care about us normal folks 4 be a matter for all citizens
5 must unite the Empire against external threats 5 lie less in the hands of those with money
6 should be restrained by the Electors 6 be withdrawn from the Church of Sigmar
7 is probably the target of a vast conspiracy 7 be collected in the hand of the Emperor
8 should take steps to ensure his successors 8 be completely held by the Electors
9 should be replaced with a theocracy 9 Belong to the major cults
10 needs to think twice about this griffon thing 10 Belong to landowners, they own the Empire

4 PARTICULARLY DISTRUSTS 9 OPINIONS ON MARRIAGE


1 Physicians 1 It is the only licit union of man and woman
2 Merchants 2 Thinks marriage is a form of slavery–for all
3 Politicians and Agitators 3 Finds monogamy unnatural and unrealistic
4 Lawyers and Bureaucrats 4 Hopes to marry well
5 Burghers 5 Has a sweetheart he never dared to approach
6 Beggars and Bone Pickers 6 Family tells him to marry someone he loathes
7 Priests of all kinds (Zealots, Friars) 7 Parents worry because he still hasn’t married
8 Scholars, Students and Scribes 8 Children born out of wedlock are aberrations
9 Watchmen and Roadwardens 9 Thinks the dowry is the essence of marriage
10 Peasants 10 Loathes this formalization of love

5 PARTICULARLY LOATHES A CRIME 10 HABITS & QUIRKS


1 Arson, especially in villages and towns 1 Constantly picks nose
2 Blackmail and extortion 2 Should change clothes a bit more often
3 Embezzlement and fraud 3 Worries incessantly about his hair
4 Murder 4 Continuously scratches arse
5 Rape and other violations of women 5 Hypochondriac – always thinks he is ill
6 Misuse of power and political corruption 6 Has a… peculiar smell
7 Thievery, pickpockets, burglary, shoplifting 7 Draws attention due to loud voice
8 Treason 8 Can’t leave scabs alone
9 Uncalled-for beatings and physical abuse 9 Overuses colourful language
10 Worship of the Ruinous Powers 10 Borderline compulsive pedantic

41
Liber Fanatica - Volume III : The Game Master’s Guide

Personal History
1 HAS BAD MEMORIES OF A NEARBY 6 MENTAL HEALTH: RECENTLY
1 coaching Inn 1 suffered a major loss and is grieving
2 Brothel 2 felt harmonic and spiritually refreshed
3 Yradesman 3 been moody and disharmonic
4 Garrison 4 been reminded of own mortality
5 court of law 5 experienced how cruel the world is
6 toll gate 6 felt the attraction of the Ruinous Powers
7 Temple 7 been melancholic without knowing why
8 town Gate 8 missed family and home so much it hurt
9 Graveyard 9 pondered the swift passing of time
10 guild house 10 suffered from Fear and is still a bit shaky

2 CURRENT PHYSICAL HEALTH 7 SWORE A FEW DAYS AGO TO


1 Suffers from haemorrhoids (prefers to stand) 1 never have another drink – ever!
2 Some sort of skin disease (rash, itch) 2 stay away from the opposite sex – for now
3 Recovering from the Galloping Trots 3 keep mouth shut and eyes open
4 Lice or fleas 4 choose friends with more care
5 Fits of violent coughing 5 get even – for the umpteenth time
6 Venereal disease (darn that brothel!) 6 get back in shape – physically and mentally
7 Almost died of pneumonia 1d10 months ago 7 one day have more money than that other guy
8 Limps due to a stupid accident 8 never again pay in advance – for anything
9 Suffers from the mother of all hangovers 9 let family know character is doing alright
10 Has a wound still needing regular attention 10 somehow make the best of the situation

3 TOUCH OF DISORDER 8 LAST EMPLOYER WAS A


1 Blasted Brain 1 local noble
2 Beast Within 2 friend of the family
3 Blasphemous Rage 3 Inn-Keeper
4 Desperate & Doomed 4 Merchant
5 Firebug 5 trade guild
6 Heart of Despair 6 military body (mercenary unit, army)
7 Knives of Memory 7 religious order
8 Lost Heart 8 law enforcement agency (Town Watch etc)
9 Restless Fingers 9 coaching house (Four Seasons Coaches etc)
10 Venomous Thoughts 10 a criminal (Smuggler, Outlaw Chief etc)

4 EAGERLY LONGS FOR 9 PREVIOUSLY CROSSED A PC’S PATH


1 Hexensnacht 1 because he holds a grudge against the family
2 Year Blessing 2 because he once hired one of the PC’s friends
3 Start Growth 3 as were travel companions 1d10 days ago
4 First Day of Summer 4 when injured in an accident caused by the PC
5 Sun Still 5 in the form of a name in a document
6 Geheimnistag 6 during a drinking binge that ended gloriously
7 Less Growth 7 many years ago in the character’s childhood
8 World Still 8 when the PC did him a small favour
9 Own Birthday 9 although the PC doesn’t remember it at all
10 Other special day 10 but went under another name back then

5 SLEEP HAS RECENTLY BEEN 10 MANIFEST TRAIT OF HIS CAREER


1 filled with dreams of the end of the world 1 Form of dress
2 onset by sad dreams from his childhood 2 Some sort of mannerism
3 troubled by a face character can’t place 3 Very specialised jargon
4 particularly sound and restive 4 Default choice of employer
5 in short supply and character is very tired 5 Outward respect for deity
6 full of horrible nightmares 6 Strict adherence to professional code
7 disturbed with visions of his own death 7 Views on importance of social class
8 bad due to much tossing and turning 8 Favoured form of lodging
9 wakeful and restless 9 Choice of weapon, armour and combat style
10 haunted by a recurring dream 10 View on magic and wizards

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Liber Fanatica - Volume III : The Game Master’s Guide

Personality
1 PHILOSOPHY, MORALS OR ATTITUDE 6 PRIMARY MOTIVATION – CHARACTER
1 Conceited and judgemental 1 is exceedingly greedy
2 Conformist and law-abiding, law equals morals 2 is honour bound
3 Conservative 3 will protect his bloodline at all costs
4 Liberal and open minded 4 will satisfy his bloodlust no matter what
5 Rebellious 5 is driven by ambition to excel in his profession
6 Righteous 6 wants to bring anarchy to the world
7 Unorthodox 7 is a gambler in all aspects of life
8 Dignified 8 is a stalwart and chauvinistic patriot
9 Charitable and generous 9 is a hopeless romantic and dreamer
10 Dreamer, otherwordly 10 lives to have his revenge

2 CHARACTER’S SPIRIT IS SAID TO BE 7 CHARACTER HAS A SOFT SPOT FOR


1 manic 1 furry little animals
2 feisty 2 toddlers and small children
3 lively 3 the opposite sex
4 animated 4 artists and musicians
5 enthusiastic 5 the elderly
6 forceful 6 outcasts, beggars and other unfortunate people
7 pptimistic 7 military veterans, war-wounded amputees
8 dwindling 8 Dwarves, and everything about this stout race
9 pessimistic 9 Elves, and things associated with this fair people
10 dull 10 Halflings, and things related to this merry race

3 CHARACTER IS SOCIALLY KNOWN AS 8 WITH OPPOSITE SEX CHARACTER IS


1 compromising 1 extremely conservative and conventional
2 proud 2 gracious, courtly and chivalrous
3 pmpious 3 flirty, even seductive
4 stubborn 4 indifferent, considers gender unimportant
5 inquisitive 5 uneasy, innocent and inexperienced
6 humble 6 constantly falling in love…
7 confident 7 promiscuous to the point of compulsive
8 irresolute 8 romantic and idealistic
9 compassionate 9 insightful, through seedy books, poems & songs
10 shrewd 10 completely uninterested

4 EATING HABITS – CHARACTER 9 PERSONALITY FLAWS


1 is a strict vegetarian 1 Spendthrift – has never been good with money
2 has particularly disgusting table manners 2 Can’t adapt according to social context
3 doesn’t like eating in public 3 Compulsively honest – can’t lie
4 is very choosy when it comes to drinks 4 Outspoken – can’t hold his mouth
5 will eat anything without complaint 5 Mysterious and secretive, likes talking in riddles
6 doesn’t drink alcohol 6 Loathes one trait described in table 5:1
7 always complains about his meals 7 Despises one trait described in table 5:2
8 Thinks fruits and veggetables are for sissies! 8 Detests one trait described in table 5:3
9 doesn’t like foreign food 9 Abhors one trait described in table 5:4
10 likes his meal hot 10 Dislikes one trait described in table 5:5

5 DEFAULT MODUS OPERANDI 10 WHEN DRUNK CHARACTER GETS


1 Deceitful, selfish and scheming 1 emotional and sentimental
2 Merciful and humble 2 aggressive and bullying
3 Honest, trustworthy and upright 3 disoriented
4 Mentally unstable and violent, likes using force 4 loud
5 Merciless and uncaring to the point of sadistic 5 silent and introspective
6 Squeamish - doesn’t like doing the dirty work 6 boastful and reckless
7 Righteous – always lets the end justify the means 7 regretful and brooding
8 Always does things in big style 8 frequent blackouts
9 Puppet master – likes using others like pawns 9 flirty, even abusive
10 “If you want something done well, do it yourself” 10 horrible hangovers next day

43
Liber Fanatica - Volume III : The Game Master’s Guide

Religiosity
1 PARTICULARLY DEVOTED TO 6 RECENTLY UNDERTOOK PILGRIMAGE
1 Verena 1 to repent for a very real sin
2 Ulric 2 as a cover to do something far less pious
3 Morr 3 that ended in personal disaster
4 Myrmidia 4 during which he made a spiritual discovery
5 Manaan 5 hoping to get some peace of mind
6 Sigmar 6 to the cathedral of Sigmar in Altdorf
7 Ranald 7 to the temple of Manaan in Marienburg
8 Shallya 8 to the temple of Ulric in Middenheim
9 Taal 9 to the temple of Myrmidia in Magritta
10 Rhya 10 to the temple of Shallya in Couronne

2 RELIGIOUSNESS 7 ONCE SUFFERED CONTRITION


1 Pious – adamantly devoted and righteous 1 Bagging
2 Religious – believes in the power of gods 2 Fine
3 Conformist – trusts in creed rather than faith 3 Fast
4 Monotheistic – only worships one deity 4 Whipping
5 Worships no deity in particular 5 Leeching
6 Unorthodox – worships in a peculiar fashion 6 Blood Tithe
7 Hypocritical – shows only outward respect 7 The Anvil
8 Profane – doesn’t care much for religion 8 Pilgrimage
9 Irreverent – impious of all deities 9 Incarceration
10 Heretical – thinks religion is a thing of evil 10 Other

3 PREDOMINANTLY PRAYS 8 CHARACTER DISLIKES CULT OF


1 before every meal 1 Verena
2 when waking in the morning 2 Ulric
3 only when protocol calls for it 3 Morr
4 before going to bed 4 Myrmidia
5 at regular intervals during the day 5 Manaan
6 during religious festivals and celebrations 6 Sigmar
7 when it doesn’t impair his daily life 7 Ranald
8 before, during and after combat 8 Shallya
9 when somebody dies 9 Taal & Rhya
10 when alone, thinks religion is a private matter 10 Other (minor/local deity or aspect of deity)

4 FATE & SUPERSTITION 9 CHARACTER WAS ONCE LURED BY


1 Worries constantly about his dooming 1 an aesthetic cult
2 Thinks star sign is key to peoples’ personalities 2 a blood cult
3 Has lost his birth coin 3 a corruption cult
4 Don’t like crossing open water 4 a death cult
5 Black cats are heralds of doom and defeat 5 a pleasure cult
6 Never passes a shrine without an offering 6 a political cult
7 Thinks killing someone you know is bad luck 7 a cult of Khorne
8 Seeing a dead person brings ill fortune 8 a cult of Tzeentch
9 A woman brings bad luck during her period 9 a cult of Slaanesh
10 Looking a stranger into eyes brings bad luck 10 a cult of Nurgle

5 CULTIST CONNECTIONS 10 STRICTLY OBSERVES A CREED


1 Knows the care-taker of local shrine 1 related to eating or drinking
2 Friends with a Priest in nearby temple 2 dictating the roles of men and women
3 Has a childhood friend turned crazed Zealot 3 regarding sacrifices and offerings
4 Used to be friends with an Initiate 4 that concerns a religious holiday
5 Is quite close with a wandering Friar 5 concerning dress
6 Close family member is a Priest 6 governing the relations with another cult
7 Character once considered becoming an Initiate 7 deciding what is Chaotic and evil
8 Asked an oracle for guidance but got none 8 concerning the role of Priests in the cult
9 Frequently visits the tomb of a saint or cleric 9 stressing the importance of class in worship
10 Listens to an unorthodox Priest 10 dictating the use of violence

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Liber Fanatica - Volume III : The Game Master’s Guide

Friends & Enemies


1 CONTACT IN THE TRADE GUILD OF 6 RACIST WHEN IT COMES TO
1 Merchants 1 Elves, particularly the wood-dwelling kind
2 Stevedores 2 Dwarves, especially from outside the Empire
3 Scriveners 3 Halflings, above all those from the Moot
4 Carpenter 4 Humans from Border Princes
5 Teamsters 5 “ ” Bretonnia
6 Tanner 6 “ ” Kislev
7 Metalworkers 7 “ ” Marienburg
8 Bookbinders 8 “ ” Norsca
9 Builders 9 None of the above – racially tolerant
10 Masons 10 All of the above – very racist indeed

2 RECENTLY BEFRIENDED A 7 JUDGMENTAL OF PEOPLE FROM


1 jittery Messenger from a nearby town 1 Averland (“Inbred hillbillies”)
2 fat and messy but capable Barber-Surgeon 2 Sudenland (“No respect for law and order”)
3 keen and correct Bodyguard 3 Middenland (“They had it coming”)
4 sophisticated but progressive Burgher 4 Nordland (“Who?”)
5 Widely-travelled but insular Coachman 5 Ostermark (“Let the hordes just walk through”)
6 ruthless and yet strangely mild Mercenary 6 Ostland (“Ignorant country bumpkins”)
7 Dwarven Miner from the Grey Mountains 7 Reikland (“Arrogant and self-important bullies”)
8 silent, mysterious and aged Outrider 8 Stirland (“Halfling-loving half-wits”)
9 young and already rather eccentric Scribe 9 Talabecland (“Greedy upstarts”)
10 corrupt but benevolent Bailiff 10 Wissenland (“Nuln’s lapdog”)

3 HAD A GOOD FRIEND WHO IS NOW 8 A CHILDHOOD RIVAL IS NOW


1 held captive, charged with theft 1 an aging Militiaman
2 held in loving memory from childhood days 2 (allegedly) a Grave Robber
3 a pile of ashes and charred bones 3 a disillusioned Soldier
4 an outlaw against his/her will 4 accused of heinous crimes
5 a bit of a boss in the streets of a nearby town 5 leading a small revolt or uprising somewhere
6 the character’s sweetheart 6 someone to go to for news and gossip
7 someone important in a town not far away 7 rumoured to be somewhere around here
8 incarcerated and treated for insanity 8 dying from some incurable disease
9 training to become an Initiate 9 a celebrated entertainer, author or poet
10 on a romantic escapade with character’s sister 10 carefully watched by the authorities

4 HAS A PLACE OF REFUGE IN A 9 RECENTLY MADE AN ENEMY OF A


1 coaching inn, friends with the inn-keeper 1 browbeaten Road Warden
2 Temple 2 lenient Tax Collector
3 deserted or condemned house 3 corrupt Bailiff
4 Noble’s household where he knows a cook 4 humane Jailer who got fired for leniency
5 farmstead owned by a friend of parents 5 drunken Lawyer that used to be sharp
6 woods outside the town 6 retired Sergeant of the Watch
7 cottage or cabin hidden in the hills 7 bossy Guildsman in a local chapter
8 stable where there is this small crawl space 8 broke Tradesman
9 brothel, run by someone with a good heart 9 Scribe who works in a public office
10 town house that belongs to a relative 10 Noble who could care less about him

5 CHARACTER’S FRIENDSHIP IS 10 REGARDING ENEMIES CHARACTER’S


1 worth little if required to do something 1 contempt is scalding hot and very explicit
2 strong if he can rely on his friend in turn 2 hate simmers, but rarely boils
3 fleeting, makes new friends and forgets old 3 respectful and courteous
4 fraught with confusion and preconceptions 4 hate shows in the little things
5 absolute, does anything for his friends 5 fearful of his enemies, looking the other way
6 lifelong, never forgets a friend 6 quite good-natured; suffers fools gladly
7 unwanted at times, gets overzealous at times 7 borderline psychopathic; beware of his rage!
8 reserved for those who’ve proven themselves 8 compelled to pray to a deity
9 hearty, warm and cheerful 9 inclined to avoid things he dislikes
10 rather formal, indifferent and dispassionate 10 hatred is reserved for battle

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Liber Fanatica - Volume III : The Game Master’s Guide

Peculiar Possessions
1 FOODSTUFFS 6 RELIGIOUS SYMBOLS AND TRAPPINGS
1 Sack of 2d10 sour apples 1 Religious symbol worth 1d10 ss
2 1d10 trail rations 2 As above, but not for preferred deity
3 Two spicy sausages 3 Medallion portraying local saint or hero
4 One small keg of rather watery ale 4 Pictogram woven into seem of clothes
5 Sandwich (ham & mustard) wrapped in cloth 5 Symbol of deity of another pantheon
6 Large sack of potatoes 6 Beautiful symbol worth 1d10 gc
7 Half a bottle of poor quality spirits 7 Treasured religious relic
8 Two large loafs of rye bread 8 Neatly folded religious robes
9 Bottle of decent red wine 9 Book of religious tenets (thin and leafed)
10 Large piece of very smelly (but tasty) cheese 10 Lucky charm (WFRP p. 123)

2 COINS, CASH & CURRENCY 7 CLOTHING (other than worn)


1 1d10 gcs of foreign coinage 1 Two good quality shirts wrapped in cloth
2 1d10 counterfeited silver shillings 2 Pair of rather nice leather shoes
3 1d10 archaic-looking pennies 3 Nicely clad (considered social status)
4 Someone owes 2d10 gcs, due in 1d10 weeks 4 Set of torn and blood clothes
5 Recently won at cards, has an extra 1d10 gcs 5 Attire is wrinkled, worn and dirty
6 Owes a friend or relative 4d10 ss 6 Garments of other career (roll on WFRP p. 21)
7 Bar or brothel tab (1d10 ss) to settle next day 7 Old uniform that doesn’t fit character
8 Steady income of 2d10 gcs/month 8 Warm and sturdy but worn overcoat
9 Yesterday, character found 1d10 gcs 9 Richly embroidered traveller’s mantle
10 Was robbed 1d10 days ago, lost 1d10 ss 10 A pair of very smelly but sturdy boots

3 PET 8 TRAVEL & SERVICES


1 Small but vicious dog 1 Paid for passage on coach or boat
2 Tame bird that can’t fly 2 Has paid for a bath he never had time to take
3 Proud but quite fat tomcat 3 An artisan is repairing one of his trappings
4 Impossibly big rat 4 Some labourers owe him a favour
5 Almost deaf, smelly and very old mutt 5 A Barber-Surgeon owes him a treatment
6 Two small birds and ornate cage 6 Has recently befriended a decent Entertainer
7 Keeps collar or leash as memory of dead dog 7 Has the trust of a local Merchant’s Servant
8 “Pet” cow, sheep, pig, or rabbit back home 8 1d10x5% discount at one skilled Artisan
9 Old and sagging pony or horse (poor quality) 9 Knows a cheap dealer in various items
10 Good saddle, harness and 2 saddlebags 10 Knows of a Tradesman who is also a Fence

4 DEEDS, BOOKS & DOCUMENTS 9 LODGINGS: CHARACTER


1 Letter of recommendation from former boss 1 has paid for three days in a private room
2 Permit to carry arms in a town where required 2 has paid for 1d10 days in a common room
3 Deed of partnership with Tradesman (1d10 %) 3 owns a tiny but cosy hunting cottage
4 Letter of introduction from home town 4 has a small apartment paid for 1d10 weeks
5 Written invitation to market, festival or fair 5 rents a room in a house, paid for two weeks
6 “Wanted” poster, a few days old 6 a isolated cottage just outside of town
7 1d10 letters from lover, relative or friend 7 owns a neglected house in/near home town
8 Book of Tillean poetry (poor quality-lousy) 8 has lived with relatives for 1d10 weeks
9 Cooking book (“100 Precious Pies”) 9 has camped out during the last 1d10 days
10 Book of Averland history 10 frequently gets free beers at favourite inn

5 WEAPONS & ARMOUR 10 MISCELLANEOUS TRAPPINGS


1 A rusty shortsword 1 2d10 yards of strong rope
2 Short bow with 1d10 arrows 2 1d10 tallow candles
3 Ornate, balanced and sharp (good) dagger 3 A tarnished copper lantern
4 Worn leather jerkin 4 1d10 sheets of paper
5 Dented pot helmet 5 A rather nice, embroidered blanket
6 Nice (but empty) scabbard for longsword 6 A healing draught
7 Warhammer with the insignia of military unit 7 A pair of ornate (good quality) metal flasks
8 Old wooden shield with fading coat of arms 8 Pewter tankard which is actually an antique
9 Rusty and torn mail shirt (poor quality) 9 1d10 matches
10 Pistol balls and powder for 1d10 shots 10 Three treated torches

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Liber Fanatica - Volume III : The Game Master’s Guide

Loyalties
1 CHARACTER IS LOYAL TO 6 CHARACTER ONCE BETRAYED
1 each and everyone according to his pay 1 favoured cult
2 Himself 2 home province, town or village
3 his family; blood and ancestry 3 close family
4 his country, a true patriot 4 employer, colleague or business associate
5 his close friends 5 a good friend
6 influential allies and people of power 6 his love, fiancée or spouse
7 the nobility 7 his country
8 a foreign power 8 someone wanting him to betray someone else
9 a company (trading, coaching, mining, etc) 9 the memory of his ancestors
10 a military 10 himself: plans for the future, wants, wishes

2 CHARACTER IS DEVOTED TO THE 7 BLACKMAILED OR EXTORTED BY


1 Grand County of Averland 1 law agency (Roadwardens, Town Watch)
2 Barony of Hochland 2 a merchant with whom he has illicit business
3 Grand Duchy of Middenland 3 a prosperous farmer who saw something
4 Barony of Nordland 4 a Witch Hunter to look for deviants
5 League of Ostermark 5 a Crime Lord for information
6 Grand Principality of Ostland 6 a lowly fellow who saw something he did
7 Grand County of Stirland 7 a relative or friend using love as leverage
8 County of Sylvania 8 a Priest who knows something about his faith
9 Grand Duchy of Talabecland 9 a Noble who uses the leverage for fun
10 County of Wissenland 10 a foreign power who uses character as spy

3 LOYAL TO THE TRADE GUILD OF 8 CHARACTER’S LEADERSHIP IS


1 Merchants 1 reluctant
2 Stevedores 2 manipulative and scheming
3 Scriveners 3 Charismatic
4 Carpenter 4 physically brutal
5 Teamsters 5 well-liked
6 Tanner 6 Ruthless
7 Metalworkers 7 purely based on rank (military, noble, other)
8 Bookbinders 8 secretive and indirect
9 Builders 9 the continuation of character’s parents
10 Masons 10 Nonexistent (weak indeed)…

4 LOYAL TO THE LOCAL CULT OF 9 IF BETRAYED, CHARACTER LIKELY


1 Verena 1 plans and plots in order to have his revenge
2 Ulric 2 attacks right out, verbally and/or physically
3 Morr 3 swallows his anger, which festers for ages
4 Myrmidia 4 spares no means to restore his honour
5 Manaan 5 strikes back at betrayer’s family or friends
6 Sigmar 6 breaks down, cursing the unfairness of life
7 Ranald 7 has a hard time accepting he’s been betrayed
8 Shallya 8 accredits all disloyalty to own shortcomings
9 Taal/Rhya 9 runs and hides (literarily or figuratively)
10 Other 10 cuddles up with mommy or ole’ teddy

5 ONCE HAD HIS TRUST BROKEN BY A 10 FERVENTLY DISLOYAL TO


1 person he believed a faithful friend 1 Table 9:1
2 member of his closest family 2 Table 9:2
3 former employer who never paid 3 Table 9:3
4 Stranger who promised greatness 4 Table 9:4
5 Religious authority in whom he confided 5 Table 7:1
6 Political leader who changed his mind 6 Those of the same trade (career)
7 lover who didn’t feel anything after all 7 Those of same background (Liber Fanatica I)
8 person he had sworn never to trust again 8 Those of other social standing
9 witness who suddenly remembered nothing 9 People of the same social class
10 colleague, whom had promised a 50-50 split 10 Pretty much everyone…

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Liber Fanatica - Volume III : The Game Master’s Guide

Loves & Hates


1 EXCEPTIONAL FEAR OF 6 FASCINATED BY
1 heights 1 the mechanics of clocks
2 open spaces 2 the engineering behind bridges and domes
3 Confined spaces 3 gun powder and gunpowder weapons
4 ghosts and undead (and rumours thereof) 4 forts, castles and fortifications
5 Outlaws (and being robbed) 5 siege machinery
6 Failure 6 locks all of kinds
7 lightning and thunderstorms 7 pottery, stoneware and chinaware
8 darkness 8 book printing
9 cold, snow & ice 9 painting (one particular theme, origin, painter)
10 Cultural and social change 10 magic

2 LIFE TAUGHT CHARACTER TO AVOID 7 KNOWS TO APPRECIATE THE


1 bogs & marshes 1 handiwork of good carpenters
2 burial grounds 2 efforts of skilled masons
3 Crowded streets and squares 3 brains and experience of sharp lawyers
4 deep forests 4 zeal and zest of devoted agitators
5 lakes and oceans 5 piety of fervent priests
6 mountains 6 precision of capable engineers
7 plains and vast open spaces 7 labours of bakers, cooks and brewers
8 rivers and rapids 8 precise work of illuminators
9 the outdoors at night 9 administrative capabilities of innkeepers
10 underground locations (cellars, mines) 10 shows of acrobats, jugglers and fire eaters

3 FAVOURITE FOOD 8 DISLIKES AN INSTITUTION


1 all kinds of fish 1 Banks and moneylenders
2 juicy steaks 2 Large merchant houses
3 kidney pie 3 Organized worship (religious cults)
4 meaty sausages 4 Bureaucracy involved in census
5 roast lamb 5 Bailiffs and other tax-collectors
6 mushroom stew 6 Trade guilds
7 fresh salads and fruits 7 Professional military or mercenary outfits
8 foreign cuisine (in general or one specific) 8 Road and/or River Wardens
9 pretty much anything spicy and hot 9 City watch and sheriffs of larger towns
10 never cared about what he eats 10 Colleges of magic

4 FAVOURITE ENTERTAINMENT 9 FINDS INNER PEACE & HARMONY IN


1 Juggling and similar jests 1 solitude
2 A good fist-fight 2 woods and forests
3 Public executions & punishments 3 rain, soft and warm if possible
4 Board and/or card games 4 sunbathing, relies in the sun’s healing effect
5 A beer or two with the guys 5 sleeping
6 Going for nature-walks, pick-nicks, camping 6 sunsets, that magic marriage of day and night
7 Eating out and eating well 7 drunkenness
8 Storytelling 8 bed, preferably not alone
9 Music (in general or one particular type) 9 taking long walks alone
10 Dancing (in general or one particular style) 10 Meditation

5 FAVOURITE TIME OF YEAR OR DAY 10 CHARACTER LOVES SOMEONE


1 Revels in winter, snow and cold weather 1 he has known his entire life
2 Adores first signs of spring (chicks, buds) 2 for a few weeks, then finds somebody else
3 Bit of a hibernator–lives for the summer 3 he recently met for one night at an inn
4 Storms, foods, smells and colours of autumn 4 who can’t return love due to religious calling
5 Strangely enticed when Mannslieb is full 5 Married, but returning his love at great risk
6 Creature of the night, sleeps late 6 who he secretly betrothed 1d10 weeks ago
7 Loves mornings–at least when in bed 7 he can’t marry until he has saved 1d10x100 gc
8 Worships daylight and basking in the sun 8 who is already expecting his heir…
9 Evenings, when people come together 9 who died 1d10 years ago and he can’t let go
10 Loves storms and thunder 10 who hasn’t got a clue

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Liber Fanatica - Volume III : The Game Master’s Guide

Settlements of Sigmar
G erman speaking readers are likely to laugh
out loud at this attempt to provide GMs with
Farms & Towns
Villages & Cities
Second Element of
Settlement’s Name
the means of quickly coming up with names for 01–03 01–02 -acker [field]
villages and towns in the Empire and a few 04–06 03–04 -bach [brook]
notable features of these settlements. 07–08 05–07 -berg [mountain]
09–10 08–09 -brücke [bridge]
11–13 10–12 -brunnen [well]
- 13–20 -burg [town]
Name of Settlement 14–16 21 -chen [~small]
Roll 1d100 for the first part of the name and 17–29 22–25 -dorf [village]
consult the table below. Then roll another 1d100 30–34 26–27 -feld [field]
- 28–30 -fort [fort]
and look up the result in the next table. You may
35–36 31–32 -galgen [gallows]
have to re-roll the second element if you feel that 37–39 33–35 -haus [house]
it implies a geographical feature not present in 40–42 36–39 -hausen [~retreat]
the settlement. 43–45 40–41 -heide [moor]
46–48 42–43 -heim [home]
First Element of Settlement Name 49 44–47 -hof [court]
1 All- 35 Hall- 69 Salz- 50–52 48–51 -holz [woods]
2 Als- 36 Hart- 70 Schaf- 53 52–53 -horst [nest]
3 Alt- 37 Hauzen- 71 Schroben- 54–57 54–55 -hügel [hill]
4 Ammer- 38 Hech- 72 Schwab- 58–60 56–58 -hut [hat]
5 Arn- 39 Herbst- 73 Schwan- 61–64 59–61 -hütte [cottage]
6 Aschen- 40 Herz- 74 Schwarz- 65 62–63 -ingen
7 Ascher- 41 Hohen- 75 Schöne- 66–68 64–66 -leben [life]
8 Bens- 42 Holz- 76 Semmen- 69–71 67–69 -münde [river mouth]
9 Birn- 43 Ilmen- 77 Sim- 72 70–71 -nau
10 Blanken- 44 Kall- 78 Sommer- 73 72–73 -schweig [~silence]
11 Blau- 45 Klage- 79 Sonder- - 74–78 -stadt [town]
12 Blut- 46 Klein- 80 Speeger- 74–76 79–80 -stedt
13 Borken- 47 Lauffen- 81 Starn- 77–80 81–82 -stein [stone]
14 Braun- 48 Lauter- 82 Stein- 81–83 83–85 -stätte [site, place]
15 Büche- 49 Lipp- 83 Süd- 84–85 86–88 -tür [door]
16 Bögen- 50 Main- 84 Tauber- 86–90 89–91 -wald [forest]
17 Diep - 51 Marien- 85 Taufel- 91–94 92–94 -wasser [water]
18 Dunkel- 52 Merse- 86 Thurin- 95 “Alte” [Old] and re-roll
19 Eis- 53 Mess- 87 Tier- 96 “Bad” [Bath] and re-roll
20 Ell- 54 Moos- 88 Tränen- 97 “Grosse” [Big] and re-roll
21 Eschen- 55 Naum- 89 Trost- 98 “Heilige” [Holy] and re-roll
22 Fried- 56 Nenn- 90 Upfen- 99 “Neue” [New] and re-roll
23 Fürsten- 57 Nieder- 91 Wall- 00 2nd roll +“an der” [on]+1st roll
24 Geis- 58 Nord- 92 Waren-
25 Gelb- 59 Ober- 93 Vater-
26 Giessen- 60 Ost- 94 Vecker-
Population
27 Grau- 61 Oster- 95 Wein- This number can denote various things: the real
28 Grab- 62 Otters- 96 Weiss- number of people in the settlement, the number
29 Gros- 63 Pfaffen- 97 West- of registered/taxed citizens, number of (heads of)
30 Grün- 64 Pfarr- 98 Winter- households, etc.
31 Gräten- 65 Pfeffen- [Female
99 Population
32 Gruft- 66 Rain- Name]*
33 Günz- 67 Riesen-
00
[Male Farmstead 2d10
34 Hagel- 68 Saal- Name]* Village 1d10 x 10
* You can use the tables in WFRP (p. 26) or Small Town 1d10 x 100
Character Pack (p. 4-5). Town 1d10 x 1,000
City 1d10 x 500 + 10 000

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Liber Fanatica - Volume III : The Game Master’s Guide

Notable Features
This table presents notable features for
settlements (geographical feature, main trade or
other noteworthy characteristic). The GM can roll
a number of results equal to 1d5 and modify the
roll depending on the size of the settlement: -3 for
villages, -2 for small towns and -1 for towns.
These entries should be read as relative: a hamlet
is quite likely to boast fewer horses than a city
even it is famous for breeding them. In the same
way, the reach of a settlement’s renown typically
depends on its size.
1d100 Notable Feature
01–02 Large library
03–04 Centre of learning (school, temple)
05–06 Crumbling ramparts or palisade
07–08 Eerie ruin on the edge of the settlement
09–10 Famous for a yearly feast or festival
11–12 Famous/notorious coaching inn(s)
13–14 Government (provincial court, office etc)
15–16 Home of a famous artist, actor, or author
Wealth 17–18 Imposing bridge or other construction
This shows the general wealth of the settlement 19–20 Impressive shrine, statue or memorial
and its inhabitants, but says nothing about the 21–22 Impressive temple to major deity
23–24 Inhabitants are ostracized by outsiders
relative wealth of the settlement’s inhabitants;
25–26 Known as a lawless place
wealth in the Empire is extremely unevenly 27–28 Large Dwarven community (2d10 %)
distributed. 29–30 Location makes settlement a natural fort
31–32 Lush park, gardens or commons
1d100 Wealth Modifiers: 33–34 Major Road/River Warden station
< 15 Impoverished Town, city: +5 35–36 Mentioned in famous song, saga or poem
Village, small town: -5 37–38 Mighty watch tower or beacon
16–35 Poor
Talabecland: +5 39–40 Military strongpoint (double garrison)
36–75 Average Reikland: +5 41–42 Notorious for its corrupt officials
76–85 Thriving Ostland, Ostermark: -5 43–44 On the decline (economically, politically)
86 < Very Rich 45–46 Part of the settlement is in ruins
47–48 Recently under attack (by Greenskins etc)
49–50 Rumoured to be a site of unnatural events
Garrison 51–52 Settlement has recently been prospering
This table indicates the size and quality of the 53–54 Settlement is geographically isolated
settlement’s garrison. ‘A’ quality troops are 55–56 Settlement of historical importance
excellent troops; usually Templars or the elite 57–58 Significant center of trade
59–60 Significant fortification (‘B’ troops x1,5)
guards of prominent Nobles. ‘B’ quality troops
61–62 Site of major prison or labour camp
can be soldiers, mercenaries, members of the 63–64 Site of recent unrest (riots, insurrections)
Town Watch or other average troops. ‘C’ quality 65–66 Sizable Halfling community (2d10 %)
troops are typically poorly trained and equipped 67–68 Tradesmen are regarded as greedy
militia. Settlement is famous for a trade or export:
69–70 Trapping (fur and skin)
The percentages in the table indicate how large 71–72 Sheep (meat, cheese and fur)
portion of the settlement’s population that can be 73–74 Mining (metal or mineral)
75–76 Preserves (conserved foods)
found in each troop category. Roll 1d10 for each
77–78 Foodstuffs (pies, bread, pickles, etc)
category and add the appropriate modifier (a 79–80 Goats (meat, cheese and furs)
negative result, or a natural roll of ‘1’, means that 81–82 Wine (type depends on soil & tradition)
no such troops are present). 83–84 Books (printing and/or illumination)
85–86 Brewing (beers, ales or ciders)
Garrison A B C 87–88 Arms (weapon-, armour or gunsmiths)
Village N/A N/A +10% 89–90 Illicit services (strong thieves guild etc)
91–92 Horse breeding
Small Town N/A -5% +10%
93–94 Important agricultural producer
Town -5% ±0% +5% 95–96 Large producer of charcoal
City -5% ±0% +5% 97–98 Glass or pottery crafters
99–00 Logging, timber and sawing

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Liber Fanatica - Volume III : The Game Master’s Guide

Changing Seasons
T his tool gives you the means to quickly come
up with the weather for the location the PCs
are presently in. It should be noted that it is not <
Precipitation & Cloud Cover
Drought: No precipitation for another
firmly founded in meteorology; GMs requiring 01 10+1d10 days.
more realistic results need to look elsewhere for Clear Day: A roll of 11 means that a beautiful
02
satisfaction. However, these tables mainly serve rainbow appears for about 1d10 minutes. In

three purposes: many parts of the Old World a rainbow is a
15
1) It aids the GM in adding colour to the setting good omen.
(describe the weather each morning and if it Partially Overcast: A roll of 22 indicates
16
changes during the day); strange cloud formations: for 1d10 hours

some rather peculiar, beautiful or ominous
2) It can be used to add a twist to an encounter 50
cloud formations are visible in the sky.
or to a whole scenario (try shooting a bow in
51 Heavy Clouds, But No Rain: A roll of 55
a gale force wind or climbing a bare cliff – indicates that a distant rolling thunder can be
during heavy rain!); 60 heard lasting 2d10 minutes.
3) Weather can itself be a source of plots (like 61 Fog: Visibility drops to one-quarter for 1d10
aiding villagers to save their homes from a – hours. Ignore this result unless “Wind
flood or having the town struck by lightning). 65 Conditions” table indicates “Calm” day.
Drizzle or Snowfall: Roll 2d10 for the
Application 66 approximate hour when it starts. The drizzle
Roll once on all tables at dawn. Other ways of – (temperatures above zero) or snowfall
using this document include: picking results, 75 (temperatures below zero) lasts 2d10
rolling only when players ask for weather minutes.
conditions or you just need inspiration. Intermittent Showers: 1d10 light showers
or snowfall (as appropriate depending on
temperature) throughout the day, each
Changing Weather: A double-digit roll (‘11’, ‘22’,
lasting about 2d10 minutes. Roll 2d10 for the
etc.) on any table indicates changing weather 76 approximate hour when each shower or
conditions (in addition to any other effect): re-roll – snowfall starts. A roll of 77 indicates thunder
the result on that table after 2d10 hours. 85 and lightning during summer and sleet in
winter-time (sleet is frozen raindrops that
Wind Condition bounce on impact with the ground. Very
Calm: Wind speeds less than 1 mph. If sailing similar to freezing rain below but is clearly
< you’d better get the oars out. Due to the absence visible).
40 of a cooling breeze temperatures may be Heavy Showers or Snowfall: Reduces
perceived as higher than they actually are. visibility, rain prevents use of strung
41 Breeze: < 5 mph, wind motion is felt on exposed
weapons and makes climbing difficult. Lasts
– skin, leaves rustle, grass sways. On a hot day
1d10 hours. A roll of 88 also indicates a
70 it’s quite a relief!
Windy: < 15 mph, leaves and smaller twigs in 86 fierce thunderstorm in summer and freezing
constant motion and small branches begin to – rain in winter (rain that freezes on impact
71 95 with a cold surface can be the most
move, limits use of strung weapons. A roll of 77
– devastating of winter weather phenomena. Ice
indicates wind sheering; wind suddenly changes
85 storms result from the accumulation of rain
direction throughout day. Quite a nuisance if
sailing. that becomes supercooled and freezes upon
Strong Wind: < 30 mph, large branches in impact with cold surfaces).
86
motion and smaller trees sway, use of strung Hail Storm: For 2d10 minutes the area is

weapons becomes difficult. A roll of 88 also pummelled by small chunks of ice.
95
indicates wind sheer as above. Depending on the size of the hailstones, this
Gale: < 45 mph, whole trees in motion and twigs can cause property damage, loss of crops,
96 are broken from trees. It’s an effort to walk 96 and injured livestock or people (unless
– against the wind and impossible to pitch a tent, wearing a helmet). For each round a
97 missile fire becomes nigh impossible. Untreated character lingers outdoors suffers a 10% risk
torches are extinguished. Trim sails if sailing.
of being hit by a chunk for 1d10 points of
Storm: < 70 mph, trees uprooted, considerable
98 and widespread structural damage, even treated
damage.
– torches are extinguished A roll of 99 indicates a Torrential Rains or Blizzard: Tracks and
99 thunderstorm. If aboard a boat you better get out then roads become impassable and even the
97
of the water. most weathered of travellers seeks shelter.
<
Hurricane: > 70 mph, massive and widespread Lasts 1d10 hours. If rain, a roll of 99 or 00
00 indicates a fierce thunderstorm.
damage to buildings, people and animals thrown
<
about, 60 % risk of thunder and lightning. Summer: -10 Hochland and Kislev: +10
Autumn: Add 10 to roll Autumn: +10 Mountainous Region: +10
Mountainous or Coastal Region: add 10 to roll

51
Liber Fanatica - Volume III : The Game Master’s Guide

Temperature
The temperatures in this table refer to the chart Temperature
below. If the roll on this table shows a higher or < Extremely low: More than 15 degrees
lower temperature than the previous day, 01 colder than average.
temperature changes one step in that direction. Cold Front: Temperatures remain “very
Otherwise temperature stays (roughly) the same. 02 low” during 10+1d10 days. Sky is filled by
More often than not, it is enough to state that “it flocks of emigrating birds…
is unusually cold for the month”, rather than 03 Very low: Daytime temperatures are about
saying that “it is 10 degrees”. – 10 degrees colder than average.
10
Wind Chill: Strong winds cause temperatures to 11 Low: About 5 degrees colder than average.
be perceived as lower than they actually are. This –
is illustrated by letting the result on the Wind 25
Conditions table above may have an impact (in Average for month and region. However, a
the form of a modifier) on this table: roll of 33 indicates a cold night (about 15
26
degrees or lower than during the day) while

Windy or Strong Wind -5 a roll of 66 indicates a warm night (only
75
Gale force wind or worse -10 about 5 degrees cooler than during the
day).
Average Temperatures: The chart below 76 High: About 5 degrees warmer than
indicates average day temperature (Celsius) per - average.
province and month. Nightly temperatures are 90
roughly ten degrees lower than the daytime 91 Very high: Daytime temperatures are
temperatures and typically it is hottest at noon – about 10 degrees warmer than average.
and coldest just before the sun rises. The chart 98
does not account for differences within regions Heat Wave: Temperature remain “very
caused by nearby geographical features like vast 99 high” during 10+1d10 days. Both in
open fields, hills or large bodies of water. Also, summer and winter this can be disastrous.
the temperature in larger towns and cities is 00 Extremely High: Temperatures are more
typically a couple of degrees higher than in the < than 15 degrees higher than average.
countryside. Mountainous or Coastal Region: -10

MONTH
(After-Witching)

(Fore-Witching)
(After-Mystery)
(Fore-Mystery)
(Summer-tide)

(Harvest-tide)
Nachgeheim

(Brewmonth)
Sommerzeit

(Chillmonth)
(Sigmartide)
(Ploughtide)
Sigmarzeit
(Year-Turn)

Vorgeheim
Jahrdrung

(Ulric-tide)
Nachexen

Vorhexen
Kaldezeit
Erntezeit

Ulriczeit
Brauzeit
Plugzeit

PROVINCE
Spring Summer Autumn Winter
Nordland 2 6 10 16 20 20 18 14 6 4 -4 -2
Ostland 2 8 12 18 22 20 16 12 8 2 -6 -4
Middenland -2 4 8 16 22 24 22 18 10 2 -8 -4
Hochland 2 6 14 18 24 24 22 16 8 2 -6 -6
Reikland 2 6 12 16 22 22 20 14 8 4 -2 -4
Talabecland -2 6 14 22 24 24 20 18 8 6 -6 -6
Ostermark -4 4 8 14 18 20 18 12 8 2 -10 -6
Stirland -2 4 12 18 24 24 22 18 12 10 2 -2
Sylvania -4 6 10 16 20 20 18 14 10 4 -6 -8
Wissenland -2 6 10 16 20 20 18 14 8 2 -6 -8
Averland 2 8 14 20 24 22 20 16 10 4 -4 -6
Solland 2 6 12 18 20 22 18 16 8 2 -6 -4
Kislev -4 -2 4 10 16 18 14 10 4 -4 -10 -8
Wasteland 6 10 12 18 20 18 16 14 10 8 4 4
Border Princes 2 4 14 18 22 24 18 16 12 6 4 2
Those of you who prefer Fahrenheit can multiply the degrees above with 9/5 and add 32.

52
Liber Fanatica - Volume III : The Game Master’s Guide

Inns of the Empire


T hese tables can be used to quickly generate
names and a few characteristics for all kinds
of inns, taverns, brothels and clubs.
1d100
01–02
First Element
Black
Second
Element
Anchorage
03–04 Blessed Arms
Types of Establishments 05–06 Blue Bucket
In this article, a hostel is an inn providing food 07–08 Broken Castle
and lodging, while coaching inns (or riverside 09–10 Brown Chalice
inns) are larger (and often fortified) 11–12 Cheerful Club
establishments serving many other functions as 13–14 Cheery Corner
well. A tavern is primarily a drinking 15–16 Cosy Cup
establishment located in a settlement, sometimes 17–18 Earnest Dog
offerings food and rooms as well. You can read 19–20 Eastern Dragon
more about coaching inns, hostels and taverns in 21–22 Four Dwelling
the Old World Armoury, pages 88-89. The club is 23–24 Friendly End
the tavern’s more fashionable cousin. In clubs, 25–26 Gilded Feather
the clientele is restricted in some way, either to 27–28 Golden Garden
members (and their guests) or to a certain social 29–30 Good Gate
group (like the nobility or the merchant class) 31–32 Green Goblet
and they almost always have dress codes. Brothel 33–34 Grey Griffin
should be quite self-explanatory. 35–36 Half-way Harbour
37–38 Happy Haven
Names of Inns 39–40 Harvester[’s] Head
It is not always the most luxurious inns that 41–42 Hearty Hearth
have the most grandiose names, while many 43–44 Leaning Heaven
smaller taverns are simply referred to by the 45–46 Lost Homestead
owners’ names. Moreover, there is a tendency 47–48 Merry Hoof
among the proprietors of cheaper establishments 49–50 Northern Horse
to name their joints with a good portion of 51–52 Reaver[’s] House
humour. 53–54 Roamer[’s] Inn
55–56 Rover[’s] Lodge
To use this table, roll 1d100 for a result in the 57–58 Shining Mansion
left column and another for a result in the right. 59–60 Silver Mare
If the second roll is even, put that entry in plural. 61–62 Southern Moon
Or just pick a couple of entries. 63–64 Sovereign Pint
65–66 Thirsty Place
67–68 Three Pony
69–70 Thriving Quarter
71–72 Tilted Rat
73–74 Traveller[’s] Resthouse
75–76 Two Retreat
77–78 Wanderer[’s] Return
79–80 Weary Rooms
81–82 Western Shelter
83–84 White Sign
85–86 Voyager[’s] Snug
87–88 Yellow Stallion
89–90 [Nation] Steed
91–92 [Foreign name] Table
93–94 [Local first name] Tankard
95–96 [Settlement name] Unicorn
97–98 ’The’ + [2nd result] Well
99–00 Roll two ‘second’ results

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Liber Fanatica - Volume III : The Game Master’s Guide

Room for the Night

Gambling
Service

Stabling*

W.o.I.R.
Baths

Snug
The table below is intended for GMs who want to
randomly generate the number of rooms in an Type of
Establishment
inn. A single room sleeps one, a double two and a
large room up to four people. Innkeepers have an Brothel 80% 50% 50% 20% All
uncanny gift of spotting guests trying to squeeze Club N/A 50% All 80% 20%
more people into the room than they pay for. A Coaching Inn 80% 20% 50% All 20%
dorm houses up to a dozen people (1d5 + 7). In
addition, many poor or common establishments Hostel 80% 20% 50% All 20%
allow their guests to sleep in the canteen (or Tavern 20% 50% 50% 20% 20%
wherever there’s room!) if the dorm is full (at a *Very much depends on where the inn is located
small or no fee).
Establishment Sngl Dbl Lrg Dorm
Brothel +6 N/A N/A N/A Size of Establishment
Club -2 -2 N/A -2* Multiply the number of rooms by the number in
Coaching Inn +2 +2 +2 +4 this table, and modify the availability of service
Hostel ±0 ±0 ±0 ±0
Tavern ±0 -2 -2 -2
by the modifier provided.
*For the guests’ servants and body guards Size Small Medium Large
Services x0.5/ -25% x1 x2/ +25%
Room for One More?: If you want to randomly
decide how many of the rooms or beds in the
dorm that are disposable at any one time, roll Standard Costs
1d100 and add the modifiers below. The sum
The prices below roughly correspond to the prices
indicates the approximate portion of rooms and
in WFRP (p. 114-116) and Old World Armoury (p.
beds available (in that establishment–not to be
88-89).
confused with Availability as described in the
Equipment chapter). Results of 100+ indicate that Sustenance Services
the establishment is completely empty, which Breakfast 2 p Stabling 10 p
may serve as inspiration for an encounter (“why Lunch 3 p Bath 1 ss
is it empty?”). Conversely, results of less than 1 Dinner (1 beer) 5 p W.o.I.R. 10p+
indicate a busy evening or even that the inn is Packed Lunch 3 p Lodging
“overbooked” with guest being asked–even urged– Ale 2 p Common Room 5p
to share rooms or sleep on the floor (or in the Beer 1 p Single Room 5 ss
stable). Spirits (shot) 2 p Double Room 10 ss
Wine (glass) 3 p Large Room 15 ss
Establishment has a good reputation -10
Inn with a particularly bad reputation +10
Arrives before noon +20
Arrives late in the evening -20
Special event in settlement (festival,
-30
merchant caravan just arrived, execution)

Additional Amenities
This table gives the presence of services like
baths or Women of Ill Repute (which sometimes
includes men of questionable reputation) or a the
presence of a snug (a small private dining or
sitting room) It should be noted that, here,
‘service’ means the inn-keeper himself employs a
person to provide the service or otherwise
encourages it: there’s nothing stopping two
guests from playing cards just because there’s no
croupier employed.

Coaching Inns: In addition to the services in the


table below, coaching inns often has a
blacksmith employed to repair coaches and shoe
horses (say 80% chance). Many coaching inns
also serve as bases for Road or River Wardens (50
% chance). In those cases there’s often some sort
of look-up or oubliette where prisoners can be
stored until transported to the nearest town.

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Liber Fanatica - Volume III : The Game Master’s Guide

Quality of Establishment Inn-cidents


Although an establishment normally falls entirely Here are a few encounters you can throw at the
within one category, exceptions do exist (e.g. PCs while staying at the newly created inn.
Common quality lodging but Good food). 1d100 Inn-cident
Quality Poor Common Good Best 01–10 Bar Brawl
All prices x0.5 x1 x3 x10 11–20 Bet
21–30 Cook For a Day, Food for a lifetime
31–40 Damsel in Distress
Inn Is Known For Its … 41–50 Drinking Contest
51–60 Galloping Trots
Use this table if you want to come up with a few 61–70 Rumours Abound
notable characteristics for an inn. You might 71–80 The Thing on the Plate
have to re-roll or adjust results depending on 81–90 Things That Go ‘BANG’ in the Night
previous results. Percentages (where given) refer 91–00 Ulman Under Cover
to price.
1d100 First Roll Second Roll Bar Brawl. A good old-fashioned slugfest breaks
01–05 Cheap (-25%) Breakfast out over spilled ale or harsh words, and after only
06–10 Overrated (+10%) Supper a few seconds pretty much everyone is involved.
Ales, beers or The air fills with bottles and jugs, and don’t
11–15 Expensive (+25%) forget the effects of alcohol (WFRP p. 115). The
ciders
16–20 Affordable (-10%) Wines fight lasts 1d10 rounds, after which the ones still
21–25 Huge Common room standing help clean up the mess.
26–30 Small Private rooms
31–35 Lousy Baths Bet. Someone at the inn challenges one of the
36–40 Peculiar Gambling PCs to a wager that could be amusing,
41–45 Shady Stabling unfriendly, high-stake, life-or-death or - why not?
Women of Ill - all at once! The bet can be about pretty
46–50 Good anything from a drinking contest, game of cards,
Repute
51–55 Foreign Innkeeper disagreement over some fact or a duel.
56–60 Old-fashioned Waitresses
61–65 Excellent Bouncer Cook For a Day, Food For A Lifetime. The PCs
66–70 Luxurious Baths overhear a quarrel in the kitchen and sees a very
71–75 Patriotic Cutlery and china angry cook throwing a stained apron in the
76–80 Local style Privy Innkeeper’s face. The cook takes his two
Sign above daughters who also work there, with him and
81–85 Impressive
entrance leaves immediately. The Innkeeper is miserable
Dwarven- and turns to the PCs for help with running the
86–90 Entrance
influenced inn until he can hire a new staff. He can offer
91–95 Halfling-style Furnishing some pay, but also free food and boarding for
96–00 Elven-influenced Atmosphere some time. If they accept, for a night they will
have to face the nasty things in the cupboard,
disappointed guests demanding refunds (or
A Mug of Your [Insert roll], Please! ‘refillsch’!), quarrels between guests and all the
Many inns in the Empire are known for their beer charm of running an inn. (Innkeeper: WFRP p.
or locally produced hard cider (and ‘known’ does 73)
not always imply ‘famous’…). Roll a couple of
Damsel in Distress. The PCs hear a scream from
times on this table to see what you inn has to
one of the rooms, and a few seconds later a half-
offer.
dressed woman in her early 20s comes running
1d100 First Roll Second Roll down the corridor or stairs. After her comes a
01-20 Locally produced Ale likewise half-dressed man in his late forties. He
21-40 Sweet Beer catches up with her and slaps her so hard across
41-50 Musty Hard cider the face that she falls to the floor, dazed. She is
51-60 Strong (x1.5) White wine Klara, an orphaned girl from another village who
61-70 Dry Mead ekes out a miserable living as a prostitute. Unless
71-80 Light Red wine the PCs intervene (no one else will) she can offer
81-85 Dark Fruit wine little resistance as he grabs her and starts
86-90 Weak (x0.75) Brandy carrying her back to his room. Whether the PCs
91-95 Oaked or matured Vodka intervene or not this is quite likely to have
96-00 Foreign (imported) Panaché* consequences.
*This is a blend of beer and some other
beverage

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Liber Fanatica - Volume III : The Game Master’s Guide

Galloping Trots. Some time after dinner it The Thing on the Plate. The Innkeeper is very
becomes clear that pretty much all the guests in pleased with a new dish he has prepared and is
the inn suffer from food poisoning. As the queue anxious that all his visitors get at least one large
to the privy grows longer, more urgent and less serving. Quite happy with himself he walks
civil, the Innkeeper and cook swears they did around serving everyone personally.
nothing wrong. If the PCs investigate they will Unfortunately it is quite horrible. In fact,
notice that the lock to the pantry has been swallowing even a mouthful requires a successful
picked. (Galloping Trots: WFRP p. 136) WP-test (with a +10% bonus for Resistance to
Poison) to swallow. Failure–or declining
Drinking Contest. One of the PCs is challenged
altogether–might have consequences.
to a drinking contest by a slim looking fellow who
presents himself as Adelbert. Drinks are on
Things that go ‘BANG’ in the night. The PCs
Adelbert, but last man standing receives 1 gc. As
are awakened in the middle of the night by a loud
the ales go down the gathering crowd starts
noise. It can be a door slamming shut, gunshot, a
cheering the two contestants along. Adelbert has
brawl, a dispute, a shout for help or something
a Toughness score of 56 and Consume Alcohol
more unnatural. May very well be a false alarm–
+10%. (The Effects of Alcohol: WFRP p. 115)
or even a dream–but there’s always a chance it
Rumours Abound. Like every other inn this one isn’t.
is brewing with rumours, gossip and hearsay.
Whether there’s any truth to them is hard to say, Ulman under Cover. Also staying at the inn is a
but for the inhabitants of the Old World it is far nicely dressed middle-aged man with a local
from unlikely (1d10): dialect who presents himself as ‘Ulman’.
Articulate and inquisitive, ‘Ulman’ engages in
1 - Outlaws are currently troubling the area, conversations with pretty much anyone and
but you can be safe because they only seem to seems very keen on getting people to reveal their
attack people with money. view on religious matters and the local
2 - Someone allegedly made a strange leadership. In fact, he is the nobleman (or senior
observation in the next village, where all the official, or cleric) Freiherr Erich von Regensburg,
inhabitants were behaving very strangely. who likes to skulk around his subjects in
3 - A notorious criminal just escaped, and the disguise. He then uses the information to his own
authorities are searching the vicinity. Watch ends. He has two bodyguards with him, who sit
out, because he is desperate and prone to at another table. The PCs, likely being a rather
violence! conspicuous bunch, soon attract his attention –
4 - An inappropriate love affair is much talked for better or worse.
about, between a noble or merchant or senior
official and a peasant girl, waitress or
handmaiden.
5 - The settlement has a serious rat problem,
and Rat Catchers are currently being
summoned to do something about it.
6 - A merchant was gruesomely murdered
yesterday. However, the perpetrator was
caught and it was the poor merchant’s heir. He
must have been the only one who didn’t know
the victim was broke!
7 - An attack on the settlement is imminent,
but the authorities refuse to issue a warning.
The militia is armed, the watch is doubled and
mercenaries are hired.
8 - A large quantity of beer is missing, stolen
from a local brewery. And then, at the next inn
or tavern the beers are strangely cheap…
9 - A well-liked inn was recently closed for
reasons untold, but there seemed to have been
something wrong with the sausages served
there.
10 - A local tradesman cheats his customers,
selling products of lousy quality. He is
protected by a trade guild, so there’s no point
in complaining.

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Liber Fanatica - Volume III : The Game Master’s Guide

Ex Libris Imperialis
L ike many of my fellow hobbyists, I’m
something of a bibliophile; few things make
my imagination tick like the feel and smell of an
Randomly Generating Books
As is the case throughout this section, you will
not get grammatically or otherwise satisfying
old leather-bound tome. This article is intended
results through random generation, so GMs need
to help GMs to quickly generate a few details of
to apply some common sense. Moreover, if you
books.
have decided on some of the attributes described
Caveat: It should perhaps be noted that in the in these tables (like language or topic) just skip
author’s version of the Old World, books are a bit the table in question.
more common (or at least less expensive), than
the view presented in WFRP and the Old World Quality of Writing
Armoury (although the ability to read is not more Conditional on the GM’s will, quality books may
prevalent!). However, for reasons of compatibility, bestow a bonus on some Skill Tests. The skill is
price and availability in this article are consistent typically an Advanced skill, like Common or
with said books. Academic Knowledge, or a Trade, and the
character must already possess the skill in
Reading Books question. In order for this bonus to be applicable,
Reading a book requires–not surprisingly–that two conditions must be met. The character must
the character can read (has the Read/Write skill) have
knows the appropriate language (Language skill) • read the entire book once (see above), and
and has some time on his hands to do the actual • the Test must fall within the scope of the
reading. Reading a book takes about one hour book, as decided by its topic (but to some
per ten pages, and a character can read for no extent also by its title).
more than 8 hours per day. After the book is read If these criteria are met the book bestows a (non-
once, the character makes a Read/Write Test: cumulative) bonus on relevant Skill Tests: A Best
Failure indicates that the character must re-read quality book bestows +10% and a Good quality
1d100% of the book, success indicates that the book +5%. Poor penmanship, however, incurs a –
character has absorbed the information within. 10% penalty due to false, confusing or illegible
The GM can apply modifiers to the Read/Write content, unless the reader identifies it for what it
Tests according to the situation: reading a book is by passing the Read/Write Test! This is done
in a tranquil library with the assistance of a automatically unless the reader fumbled one of
skilled librarian is quite another thing than trying the Read/Write Tests.
to read the same book while thrown back and
forth in the back of a carriage travelling over a 1d100 Quality of Writing Worth
bumpy road. At night. Hungry. With Goblins 01–03 Best +900%
attacking and the Dwarf snoring next to you. 04–10 Good +200%
11–80 Common ±0%
Skimming: Quickly browsing a book in order to 81–00 Poor (increase Avail. one step) -25%
get a grasp its content and quality takes about
one hour per 50 pages. After the book has been
skimmed the character makes a Read/Write Test: Classification of Writing
Failure indicates that the character has only Roll 1d100 to determine what type of book it is.
grasped the title and topic. Success indicates
1d100 Classification of Writing
that the reader has a fair understanding of the
01–25 Biography
basics of the book (basically, the information
26–30 Bestiary
found in the tables in this article like quality of 31–50 Cook Book
writing and any peculiarities of penmanship). 51–60 Fiction
61–70 Guidebook or Travel Account
71–90 Religious Doctrine
81–98 Scholarship
99–00 Forbidden, Exotic or Heretical Topic

Author
You can use the tables in either WFRP p. 26 or
Character Pack to roll the name of the author of
the book (at least if the author is from the Empire
or is an Elf or Dwarf)

57
Liber Fanatica - Volume III : The Game Master’s Guide

Type of Book There are broadly two types of bindings: glued


Three basic types of books are covered by this and stitched. However, some books aren’t bound
article: Printed, illuminated and illustrated. The at all but the pages come in a box or are simply
first two are described in WFRP p. 118 and the wrapped in cloth. Below you find a few
Old World Armoury p. 66. An illustrated book is suggestions on features for binding (in a very
basically a book where the bulk of the text is wide sense).
printed, but an illuminator adds colour, details
and pictures by hand. 1d100 Notable Features
01–05 Lengthy foreword or dedication
Page Count: As a rule of thumb, a book has Starts with a prayer to appropriate
1d10x50 pages. A roll of 1 indicates some sort of 06–10
deity
glued booklet; a roll of 10 is a magnificent (and 11–15 First page has a portrait of the author
probably bulky!) tome. 16–20 Book unfinished, ends abruptly after ¾
21–25 Contains 1d10 magnificent pictures
1d100 Type Enc. Worth*
26–30 Title does not match content
01–30 Printed 35 100 gc
31–90 Illuminated 50 350 gc
31–35 Part of a series of 2d10 volumes
91–00 Illustrated 40 300 gc 36–40 Bound in ornate leather
*This is modified by condition, quality etc. A final 41–45 Colourful first page
result of 0 or less indicates a worthless copy. 46–50 Binding is plain and unadorned
51–55 Very ornate lettering throughout
56–60 Metal hinges and clasps (Enc. x2)
Age & Condition
61–65 As entry above, but book is also locked
You may have to disregard the result from this
Bound in heavy wooden frames (Enc.
table in those instances when the topic doesn’t 66–70
x2)
match the age. The age of the book confers a
71–75 The book’s pages smell funky
modifier on the Condition table below.
76–80 Title embossed in large letters on cover
1d100 Age Condition 81–85 No binding–pages are in a box or cloth
01–10 New (1d10 months) -10% 86–90 Richly decorated pages
11–60 Contemporary (1d10 years) ±0% Something is found between two
61–95 Recent (1d10x5 years) +10%
91–95
pages…
96–99 Old (1d10x25 years) +20% 96–00 Combine any two (or more) results
00 Ancient (1d10x100 years) +30%
Unless you already have a decided on the Peculiarities of Penmanship
condition of the copy in question, you can roll These are not evident until the book has been
1d100 and consult this table. read (or at least skimmed). Roll 1d100 to see if
the book displays any linguistic peculiarities.
Condition
Mint condition: Book is as new or has only a 1d100 Peculiarities of Penmanship
< 01–25 No particular peculiarity
few creased pages. Worth is increased by
20
100%. Tone of author is haughty and
26–30
Used: Leafed but otherwise OK. A roll of 22 authoritative
21
means that the book has an odd smell and a 31–35 Constant misuses of words and idioms

roll of 33 indicates that there are notes Obviously not written in the author’s
70 36–40
scribbled on some of the pages. mother tongue
71 Poor: Pages are torn and/or stained. A roll of 41–45 Horrible spelling
– 77 indicates that 1d10 pages are missing the Synthetically archaic grammar,
80 spine is broken Worth is reduced by 50%. 46–50
wording and spelling
Crumbled: Copy is stained, torn and/or
Simple, straightforward and
charred and consequently 1d100 % of the 51–55
unadorned language (R/W Tests +10%)
book is illegible. A roll of 88 indicates that
81 Unnecessarily convoluted grammar
the spine is broken. A roll of 99 means that 56–60
< and vocabulary (R/W Tests -10%)
3d10 pages are missing, and a roll of 00
indicates a missing cover. Worth is reduced Text shows evidence of being the work
61–65
by 90%. of more than one author
Add the modification from the Age table above Book is a compilation or anthology
66–70
(author = editor)
Binding Language is cryptic and archaic
71–75
Far from all copies of a certain work are bound in (R/W Tests -10%)
the same way. Countless editions, versions and The dialect or social standing of the
76–80
forgeries exist of popular works, and copies of author is very obvious from the text
precious or well-liked books are rebound time Interesting notes are scribbled here
81–85
after time. Occasionally, this even means that a and there throughout the book
certain book “inherits” the binding of another Lettering or handwriting is
86–90
tome, so the reader may get a surprise when exceptionally ornate (R/W Tests –10%)
opening it for the first time! 91–00 Combine any two (or more) results

58
Liber Fanatica - Volume III : The Game Master’s Guide

Origin Table Language


Many of the topics and titles in the tables below Roll on this table to see what language the book
are linked to some part of the Old World, like a is written in. If the roll is a double (e.g. 22) the
province in the Empire, a major city or perhaps a book has been translated to Reikspiel from
mountain range. If so, roll on this table and use another language (roll 1d10 to see which).
the result in the appropriate context.
1d100 Language Worth
1d100 Geographical Origin 01–02 Breton ±0%
01–25 Empire (as a nation) 03 Estalian ±0%
26–28 Averland 04 Kislevian ±0%
29–31 Hochland 05 Tilean ±0%
32–34 Middenland 06 Norse ±0%
35–36 Nordland 07 Classical +50%
37–38 Ostermark 08 Khazalid (Dwarfish)) +100%
39–40 Ostland 09 Eltharin (Elvish) +100%
41–44 Reikland 10 Other +200%
45–48 Stirland 11–00 Reikspiel ±0%
49–53 Talabecland
54–56 Wissenland Names in this article
57 Sylvania In several instances throughout this article it is
58–59 The Moot mentioned that you should include a name in the
60–64 Altdorf title (or otherwise). In those instances you can
65–68 Nuln use the tables in either WFRP p. 26 or Character
69–72 Middenheim Pack p. 3-9
73–76 Marienburg
77–80 Bretonnia
81 Border Princes
82 Estalia
83–84 Kislev
85–86 Norsca
87–88 Tilea
89 Wasteland
90 Grey Mountains
91 Black Mountains
92 The Vaults
93 World’s Edge Mountains
94 Middle Mountains
95 The River Reik
96 The River Sol
97 The River Talabec
98 The River Stir
99 Drakwald
00 Great Forest

59
Liber Fanatica - Volume III : The Game Master’s Guide

Biographies
1d100 1st Element 2nd Element 3rd Element (Topic)
01–03 – Accomplishments of Emperor Karl Franz
04–06 Admirable Accounts of Magnus the Pious
07–09 Blood-dimmed Achievements of Sigmar Heldenhammer
10–12 Celebrated Ambition of the Todbringers of Middenheim
13–15 Classical Annals of the Ludenhofs of Hochland
16–18 Collected Archives of the Gaussers of Nordland
19–21 Compiled Aspirations of the Hertwigs of Ostermark
22–24 Complete Chronicles of von Raukovs of Ostland
25–27 Comprehensive Confessions of the Haupt-Anderssens of Stirland
28–30 Empirical Conundrums of the von Krieglitz-Unterns of Talabheim
31–33 Exposed Deeds of the von Krieglitz’ of Talabecland
34–36 Faithful Deliberations of the von Liebewitz’ of Wissenland
37–39 Final Desires of the Leitdörfers of Averland
40–42 Finest Digest Basic Career [use the table on WFRP p. 21]

and origin using the Origin Table above. Profession is noted


43–45 Gallant Efforts Artisan

+“of” and roll the name using the tables in WFRP or the
46–48 Gathered Endeavour Captain
49–51 Gilded Enquiry Champion
52–54 Glorious Essays Crime Lord
55–57 Grandiose Existence Demagogue
58–60 Great Exploits Duellist
61–63 Heretical Feats Engineer
64–66 Honest Findings (on) Exorcist
67–68 Ill-Fated History Explorer
Character Pack,

69–70 Illuminative Labours Friar


on the right.

71–72 Laudable Life Guild Master


73–74 Misunderstood Notes Highwayman
75–76 Noble Opus Knight
77–78 Perfect Prophecies Merchant
79–80 Proven Records Minstrel
81–82 Revealed Revelations Noble
83–84 Fine Study Outlaw Chief
85–86 Splendid Tales Physician
87–88 Tempting Testimonies Politician
89–90 Traitorous Transcripts Priest
91–92 Truthful Treatise (on) Scholar
93–94 Unambiguous Triumphs Sea Captain
95–96 Uncovered Visions Veteran
95–96 Unearthed Vocation Witch Hunter
97–00 Re-roll and reverse wording of title Wizard
1d100 4th Element (Subtitle) Author’s sentiments towards person(s) covered
01–07 For Which He Was Burnt Slightly disapproving, thinks subject should have done better
08–14 Second Printing Biased, lauding, and flattering: a commissioned work?
15–21 Third Printing Ill-kept contempt and scorn: definitely no admirer of subject
22–28 A True Heir of Sigmar Believes subject is or was an agent of the Ruinous Powers
29–35 Now Edited and Enlarged Seems to believe subject is a direct descendant of Sigmar
36–42 Previously Unpublished Uninterested and uncaring, but also quite unbiased
43–49 The Complete Volume Author seems more interested in the time-period than the subject
50–57 Recorded After His Death Belittles and demeans subject rather ingeniously
58–65 Published in Interest of All Written as if subject was a personal acquaintance
66–72 True and Honest Accounts It is evident that author disapproves of subject’s religiosity
73–80 A Fate Forfeit Constantly questions and mistrusts the subject’s acts
81–87 A Dangerous Mind Conspiracy-theorist; looks for ties to Outlaws (and worse)
88–93 Published by [+ name] Written from a matter-of-fact and unemotional perspective
94–00 Edited by [+ name] Author seems to be a follower of the Ruinous Power…

60
Liber Fanatica - Volume III : The Game Master’s Guide

Bestiaries
1st Element 2nd
1d100 3rd 4th Element (Topic)
Element
01–07 - Animals Manaan (aquatic creatures; fish, crayfish, squid)
08–14 Detestable Beasts the Tooth (rodents; mice, rats, squirrels, beavers)
15–21 Enquiries on the Beings the Farm (domestic animals; cows, goats, dogs, chicken)
22–28 Essays on the Childer the Swamps (amphibians; lizards, snakes, frogs)
29–35 Facts of the Children the Woods (wild mammals; bears, elk, rabbits, deer)
36–42 Findings on the Creatures the Saddle (mounts; including horses, donkeys, mules)
43–49 Horrifying Denizens the Swarm (insects including ants, flies, butterflies etc)
50–56 Ideas on the Dwellers the Skies (wild birds)
57–63 Lectures on the Inhabitants the Hive (bees and wasps)

+ “of “
64–70 Lessons on the Lords Ulric (wolves)
71–73 Loathsome Masters Hunger (all kinds of Trolls)
74–76 Opinions on the Minds Myth (mythical beast like Dragons, probably a hoax)
77–79 Reports on the Natives the Tomb (incorporeal undead like Ghosts and Spectres)
80–82 Seminars on the Residents the Grave (material undead like Skeletons and Ghouls)
83–85 Study on the Servants Savagery (Goblinoid races; Orcs and Goblins)
86–88 Survey of the Sons Ruin (Beastmen, Minotaurs and Mutants)
89–91 Theories on the Souls Blood (Vampires)
92–94 Thesis on the Spirits the Horned Rat (Skaven)
95–97 Treatise on the Tenants Chaos (Chaos Warriors, Marauders and Dwarfs)
98–00 Roll two elements and combine Multidisciplinary study: roll again and combine
1d100 4th Element (Subtitle) Principal Field or Aspect Studied
01–10 – None, overview of all aspects of the creatures
11–20 The Lore of Beasts Usage as food (not necessarily for Humans…)
21–30 Servants of Taal? On how to train or interact with the beasts in question
31–40 Call of the Wild How the creature can be used as medicine (or poison)
41–50 The Erudite Colloquia of Nuln Feeding habits and preferred foods
51–60 Wonderful Wild Mating rituals, selection of mates, rearing of the young
61–70 Magnificent Creatures A study of the creatures typical lairs and habitats
71–80 A Study of Creatures Fair and Foul Methods of defence and attack (where applicable)
81–90 A Hypothesis Most Remarkable Social status and interaction within a group or horde
91–00 A Natural Philosophy Primarily deals with the creatures typical environment

Cook Books
1d100 1st Element 2nd Element (Topic) 3rd 4th Element (Subtitles and Similar)
01–05 Appetizing Beers The Bounty of Esmeralda
06–10 Customary Breads & Biscuits The Bretonnian’s Choice
11–15 Delicious Cookery The Forgotten Fare
+ “From” + Element from Origin Table

16–20 Delightful Delicacies The Garnet Guide


21–25 Enticing Desserts A Horn of Plenty
26–30 Fabulous Fare Contemporary Cuisine
31–35 Favourite Foods An Essential Guide to the Kitchen
36–40 Forgotten Hostels Secrets of the Hearth Revealed
41–45 Innovative Kitchen Prestigious Pots and Platters
46–50 Marvellous Meals A Seductive Selection
51–55 Overlooked Menus [4d10] Mouth-watering Recipes
56–60 Precious Pies Roll 3d10 and add the result before title
61–65 Quickening Repasts By [+ name], Chef Appointed to the Court
66–70 Scrumptious Sausages By the Famous Cook [+ name]
71–75 Splendid Soups The Cuisine of [+ result from Origin Table,
76–80 Tantalizing Stews instead of in title]
81–85 Tempting Tables The Tastes of [+ result from Origin Table,
86–90 Time-honoured Treats instead of in title]
91–95 Traditional Wines The Kitchen of [+ result from Origin Table,
96–00 Roll two elements and combine instead of in title]

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Liber Fanatica - Volume III : The Game Master’s Guide

Guidebooks and Travel Accounts


1d100 1st Element 2nd Element 3rd 4th Optional Element (Subtitle)
01–04 Amazing Accounts (from) A Guidebook
05–08 Astonishing Adventures (from) A Life on the Road Recalled
09–12 Beaten Annals (from) A Walkabout in the Wild
13–16 Classic Chronicles (from) A Voyage Remembered
17–20 Contemplative Crossings (of) Alleys & Aqueducts
21–24 Dangerous Domains (of) Being the True and Honest Accounts
25–28 Distant Footpaths (of) Castles & Cul de sacs

+ Element from Origin Table


29–32 Dusty Footprints (of) Country of Boon and Bounty
33–36 Evocative Inns (of) Crossroads of a Courier
37–40 Faraway Journals (from) In the Footsteps of Our Most Revered Fathers
41–44 Lovely Journey (in) Inroads of the Outback
45–48 Memorable Lands (of) Journals of a Journey
49–52 My Notes (from) Manors & Mansions
53–56 Mysterious Paths (of) On the Road
57–60 Noble Promenades (of) Perilous Paths of an Empire in Flames
61–64 Noteworthy Roads (of) Perspectives on the Paths of the Damned
65–68 Perilous Steps (of) Rivers and Rendezvous
69–72 Remarkable Streets (of) Rumours & Reports
73–76 Strange Sunrises (of) Tales of a Rover
77–80 Treacherous Sunsets (of) The Road to Redemption Revealed
81–84 Unknown Tracks (of) There and Back Again
85–88 Weathered Tracts (of) Troubled Trails of a Tract Most Terrible
89–92 Wild Travels (in) Roads of [+ Origin, instead of in main title]
93–96 [None] Voyages (in) Journeys in [+ Origin, instead of in main title]
97–00 Roll two elements and combine the results Perils of [+ Origin, instead of in main title]

Fiction
1d100 1st Element 2nd Element† Synopsis
01–04 Black Autumn Sleazy “love stories” (borderline pornographic)
05–08 Colour of Awakening Instructive moral stories for young lovers
09–12 Dying Crown Traditional fable or fairytale
13–16 First Dawn Ghost or horror story
17–20 Glorious Evening Classical novel by famous writer
21–24 Golden Flower First part of an epic (and rather dry) love story
25–28 Her Hand Struggle of a emerging Marienburg merchant family
29–32 His Heart A family feud that has gone on for generations
33–36 Last Legend A sad tale of the life of a destitute maiden
37–40 Laudable Light Conformist story of a righteous baron and his reign
41–44 Ominous Memory A glamorous ball recalled by ten different people
45–48 Penultimate Morning Recollection of a plague that afflicted a small town
49–52 Persistent Prize Dark folktale of a woman who was burnt as a witch
53–56 Red Saga Unblushing appraisal of Emperor Karl Franz
57–60 Silent Shadow Collection of love poems on common theme‡
61–64 Soft Spring Stage Play (comedy)
65–68 Splendid Story “ (tragedy)
69–72 White Summer “ (drama)
73–76 Wondrous Tale Songbook‡ (lullabies and children’s songs)
77–80 Year of (the) Tear “ (traditional tunes)
81–84 The Time “ (religious hymns)
85–89 [1d10] Water Book on art‡ (painting)
90–95 [Name]’s Wind “ (calligraphy or illumination)
96–00 [Career*]’s Winter “ (pottery or glassblowing)
* You can use the table in WFRP p.21 † It the roll is even, use the element in its plural
form.
‡ If roll is odd the work covers a single artist; if even, combine with element from the Origin Table.

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Liber Fanatica - Volume III : The Game Master’s Guide

Religious Doctrine
1d100 1st Element 2nd Element 3rd 4th Element (Topic)
01–02 - Addresses Divinity (religion in general)
03–04 The Articles Manaan (Lord of the Seas and King of Storms)
05–06 A Study of the Commandments Camille Dauphina (Matriarch of Manaan)
07–08 Absolute Commands On the Question of Stromfels (Aspect of Manaan?)
09–10 Ardent Condition Manhavok (weird Stirlander doomsday cult)
11–12 Blessed Contradictions Morr (God of Death and Dreams)
13–14 Categorical Course Order of the Shroud
15–16 Collected Decrees the Augurs
17–18 Comprehensive Deliberations Fellowship of the Shroud (or Forsagh)
19–20 Conclusive Demands Paul von Soleck (notable Augur in the Cult of Morr)
21–22 Consecrated Demonstrations Myrmydia (Goddess of the Art and Science of War)
23–24 Constant Dicta the Order of the Eagle
25–26 Essential Direction the Order of the Righteous Spear
27–28 Established Directives the Knights of the Blazing sun
29–30 Extreme Discourses Isabella Giovanni (Chief Prist of Myrmydia)
31–32 Faithful Elements Juan Franco (leader, Order of the Righteous Spear)
33–34 Fervent Errors Ranald (God of Tricksters, Thieves and Luck)
35–36 Gathered Exigencies Ranald the Dealer (or other aspect like the Prowler)
37–38 Golden Expositions Hans von Kleptor (powerful priest in Marienburg)
39–40 Hallowed Fundamentals Rhya and Taal (Lord of Nature, Mother of the Earth)
41–42 Holy Fundaments Karog (or other aspect like Karnos or Haleth)
43–44 Humble Imperatives Katrinelya (Hierarch of Rhya)
45–46 Orthodox Inconsistencies Niav (Hierarch of Taal)
47–48 Pious Instructions Shallya (Goddess of Healing and Mercy)
+ “of “

49–50 Potent Lectures Order of the Bleeding Heart


51–52 Primary Mandates Shallya the Purifier (or other aspect like Salyak)
53–54 Prime Miracles Anja Gustavsson (High Priestess of Shallya)
55–56 Principal Mysteries Sigmar (God of the Empire)
57–58 Revered Papers Order of the Silver Hammer
59–60 Reverent Paths Order of the Torch
61–62 Righteous Preaching Order of the Cleansing Flame
63–64 Rigorous Procedures Order of the Anvil
65–66 Sacred Proof Volkmar the Grim (previous Grand Theogonist)
67–68 Sacrosanct Prophecies Johann Esmer (Grand Theogonist)
69–70 Sanctified Questions Luthor Huss (a prophet of Sigmar?)
71–72 Sanctimonious Requests Valten (Sigmar reborn?)
73–74 Scruplous Requirements Ulric (Lord of Wolves, Winter and Battle)
75–76 Stringent Revelations Order of the Howling Wolf
77–78 Summative Rudiments Knights of the White Wolf
79–80 Superlative Salvation Sons of Ulric
81–82 Supreme Sermons Ursash (or other sub-cult, like The Snow King)
83–84 Thoughts on the Stipulations Emil Valgeir (Ar-Ulric, High Priest of Ulric)
85–86 Time-Honoured Tablet Verena (Goddess of Wisdom and Justice)
87–88 Treatise on the Teachings Order of Mysteries
89–90 True Testimonies Clio (or other sub-cult like Renbaeth or Scriptsisti)
91–92 Ultimate Transcripts Manfred Arcibald (High Priest of Verena)
93–94 Unconditional Treatises the Elves (Elven religion and pantheon)
95–96 Virtuous Truths the Dwarfs (Dwarven religion and pantheon)
97–98 Most [+ re-roll] Visions the Halflings (Halfling “religion” and “pantheon”)
99–00 Roll two elements and combine (e.g. “Reverent Thoughts on the Rudiments of Ulric”)

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Liber Fanatica - Volume III : The Game Master’s Guide

Scholarship
1D100 1st Element 2nd Element 3rd Element (Topic)
01–02 – Colloquia on the Contemporary Culture of the Dwarfs
03–04 Accumulated Accounts of the History of the Dwarfs
05–06 Admirable Arguments on the Contemporary Culture of the Halflings
07–08 Assembled Conceptions on the History of the Halflings
09–10 Auspicious Considerations on the History of the Moot and the Halfling Elector
11–12 Celebrated Demonstrations of the Contemporary Culture of the Elves
13–14 Collected Discourse on the History of the Elves
15–16 Compiled Dissertation on the Recent History of the Empire
17–18 Complete Elucidation of the Ancient History of the Empire
19–20 Comprehensive Enquiries on the Pre-Sigmarite History of the Empire
21–22 Compulsory Erudition on the Schism Between the Cults of Ulric and Sigmar
23–24 Elemental Essays on How to Raise Children
25–26 Empirical Examinations of the Imperial Electoral System
27–28 Essential Exposé of Lexicon, roll a Language table and include in title
29–30 Esteemed Expositions of Cartography
31–32 Experiential Findings on Mining Engineering
33–34 Exposed Foresights of Astronomy
35–36 Faithful Hypothesis on Engineering
37–38 Final Insights into Military Strategy
39–40 Finest Knowledge of Shipbuilding
41–42 First Labours on Embalming
43–44 Fundamental Laws of Candle making
45–46 Gallant Learning on Fishing
47–48 Gathered Lectures on Bowing
49–50 Gilded Lessons on Calligraphy
51–52 Glorious Notes on Cooping
53–54 Golden Observations on Stoneworking
55–56 Grandiose Papers on Tanning
57–58 Great Perceptions of Goldsmithing
59–60 Honest Perspectives on Smithing
61–62 Illuminative Procedures on Apothecary

rolled on the Origin Table. If even, it is a more


63–64 Indispensable Properties of Architecture

If the roll is odd, combine with an element


65–66 Laudable Proposals on Art (in general)
67–68 Noble Records of Brewer
69–70 Obligatory Research on Carpentry
71–72 Perfect Revelations on Dancing
73–74 Primary Rudiments of Etiquette of the Bourgeoisie
75–76 Principals Scholarship on Farming

general study
77–78 Required Studies on Foreign Relations and Trade
79–80 Respected Suggestions on Genealogy and Heraldry
81–82 Revealed Teachings on Haute Couture
83–84 Revered Testimonies of Herbalism
85–86 Rudimentary Theorems on History
87–88 Splendid Theories on Law
89–90 Tempting Thesis on Music (in general)
91–92 Truthful Treatise on Prospecting
93–94 Unambiguous Understanding of Trade
95–96 Uncovered Wisdom of Weather and Climate
97–98 Unearthed Visions of Weaving and Sewing
99–00 Valuable Writings on Multidisciplinary work: roll again and combine

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Liber Fanatica - Volume III : The Game Master’s Guide

Forbidden, Exotic and/or Heretic Topics


1d100 1st Element 2nd Element Topic
01–04 The Aethyr Daemonology†
05–08 Absolute Bane Necromancy†
09–12 Auspicious Chronicles Ruinous Powers (Chaos in general)†
13–16 Baneful Confession Tzeentch (The Changer of the Ways†
17–20 Black Dawn Nurgle (Lord of All Fevers and Plague†
21–24 Crimson Fang Khorne (The Angry Blood God)†
25–28 Dark Heart Slaneesh (Lord of Pleasures)†
29–32 Essential Horn Horned Rat†
33–36 Final Light Khaine (God of Murder, or an Aspect of Khorne?)†
37–40 Gilded Maelstrom Malal (Renegade Chaos deity)†
41–44 Golden Moon Stromfels (God of Wrecks and Piracy)†
45–48 Grey Mysteries Study of the fundamentals of Arcane Magic
49–52 Luminous Omen Study of the basic conceptions of Divine Magic
53–56 Magic Passion Book describes a magic ritual (see WFRP p. 168-169)
57–60 My Liege’s Principles Lesser Magic Suggestions For
61–64 My Lord’s Shadow Lore of Beasts Grimoires:
65–68 Ominous Souls Lore of Death Roll 1d10 to decide the
69–72 Portentous Sun Lore of Fire
Grimoires number of spells of the
73–76 Primal Supremacy Lore of the Heavens Lore the grimoire contains:
77–80 Purple Tide Lore of Life 1-4= 1 spell; 5-7= 2 spells;
81–84 Red Time Lore of Life 8-9= 3 spells, and 10= 4
85–88 Shining Ultimatum Lore of Metal spells (GM:s choice as to
89–92 Ultimate Wake Lore of Shadow which ones). When casting
93–96 White Wind Lore of Chaos† a spell (which the caster
must already know) using
97–00 Yellow Words Lore of Necromancy†
the grimoire, casting rolls
are made with a modifier
†At the GMs choice, the knowledge in the tome is so terrifying that the depending on its Quality:
reader gains an Insanity Point (2 if a WP Test is failed)! Poor -2; Common +1; Good
+2; Best +3

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Liber Fanatica - Volume III : The Game Master’s Guide

Tales of the Rover


S ometimes it’s hard to come up with
interesting encounters for the PCs while
travelling or enjoying some downtime in town
Twists & Turns
This is a collection of suggestions on how to
twist and turn a scenario in an unexpected
between scenarios. In those cases, this table may direction (unexpected even for the GM if the
help. random generation option is used). These ideas
can also serve as red herrings, random
Cameo or Colour? encounters or even ideas for plots. Roll 1d10
These ideas can be used in a number of ways. and see what you come up with.
You can use them to paint the background, to get
an idea for a cameo or whole encounter, to twist 1 – Betrayal: A character the PCs counted
a previously prepared scenario, use them as red as an ally, friend (or perhaps one of the
herrings or simply to stall things when PCs!) betrays them to their enemies, a
improvising the session to come up with the plot. religious cult or the authorities.

You can also try picking a few results (2-4) and 2 – Disease: One of the PCs is stricken by
combining them into a chain of encounters or disease. Are his/her strange ramblings
whole scenario. For instance, the PCs’ first merely an effect of the fever or is he/she
encounter a horse without rider [Lone Ranger], a more susceptible to visions of the path
little later come across the remains of the rider ahead in his/her weakened state?
[Roadkill] only to find out what - or rather whom 3 – Ghost: The PCs meet, see or hear of
- actually happened to him [Incoming!]. someone they thought to be dead–and it
seems the person’s return is of immediate
Types of Locations importance.
Although most of these entries are written with
4 – Hearsay: One of the PCs picks up a
road travel through wild or rural areas in mind,
disturbing rumor with a bearing on the PCs'
most of them can easily be adapted for other
current dealings.
locations.
Rural: A rural location is somewhere in the 5 – Refuge: As a token of gratitude or
outback, but not too far from civilization: the admiration, the PCs are offered a place of
outskirts of towns and villages, fields, well- refuge or hiding for the present or in the
travelled roads, etc. Here, one is quite likely to future.
encounter other humans – or even fouler things.
6 – Sign: One of the PCs sees a pamphlet,
Urban: Encounters and incidents for the streets
poster or sign that he finds of particular
of any large village, town or city.
interest, as it mentions something with
Waterline: Waterline typically means the
direct bearing on the plot.
characters are travelling on or along a river.
Either way, in most cases the word “road” can 7 – Third Party: A new character shows up
simply be replaced by “river”. Some of the in the scenario, someone with power and a
encounters have do be adapted according to hidden agenda. Whose side is he on and
whether the PCs are controlling their own boat or what are his motives?
along for the ride, aboard a larger river boat for
instance. 8 – Truce?: An enemy comes forth with a
Wilderness: This column is used whenever the proposal for the PCs or their employers.
PCs are travelling through true wilderness, far 9 – Turncoat: An agent of the opposition
from civilization and probably even roads. Here, betrays his employer to the PCs. But can he
the word “road” in the entries below can be be trusted, is what he can offer of any use
replaced by “path” or “track”. and what are his motives?
10 – Now, things are getting busy: Roll two
results and combine!

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Liber Fanatica - Volume III : The Game Master’s Guide

Incident Rural Urban Waterline Wilderness


A Bridge Too Few 01 – 02 - - 01 – 02
A Cold Welcome - 01 – 04 - -
A Prayer for the Damned? 03 05 – 08 - -
A Warm Reception 04 – 06 - - 03 – 04
Abattoir Blues 07 – 09 - 01 – 03 05 – 06
Aid the Pigeon 10 09 – 11 04 – 05 07 – 08
All the Fun 11 12 – 15 - -
A Simple Life 12 – 13 16 – 17 06 – 07 09 – 10
Bad Moon Rising 14 18 – 19 08 – 09 11 – 12
Banquet - 20 – 22 - -
Beggar - 23 – 27 - -
Benshof is Burning 15 - 10 – 11 13 – 14
Broken Equipment 16 – 18 28 – 31 12 – 15 15 – 17
Child Errand 19 – 20 32 – 33 - 18 – 19
Collateral Damage 21 – 22 - - 20 – 21
Colossal Rain 23 – 24 - 16 – 18 22 – 23
Crowd 25 34 – 38 - -
Debt - 39 – 40 - -
Dogs of War 26 – 28 41 – 44 19 – 21 24 – 25
Driving Home for Mass 29 – 30 - 22 – 24 26 – 27
En Route to Perdition 31 – 32 45 – 47 25 – 27 28 – 29
Face-Off 33 48 – 52 28 – 29 -
Feast of Crows 34 – 35 - - 30 – 31
Flash Flood 36 - - 32 – 33
Flirt - 53 – 55 - -
Frediger’s Farm 37 – 38 - - 34 – 35
From Eve to Mourning 19 - - -
Fugitives 40 – 41 56 30 – 32 36 – 37
Galloping Trots 42 – 43 57 – 58 33 – 34 38 – 39
Garden of Morr 44 - - -
Handover 45 59 – 60 35 – 36 40 – 41
Here be Monsters. Really. - - - 42 – 43
Hilltop Holler 46 – 47 - 37 – 39 44 – 45
In the Name of 48 – 49 61 – 63 - 46 – 47
Incoming! 50 – 51 - 40 – 41 48 – 49
Injunction - 64 – 65 - -
It Doesn’t Rain… 52 66 42 50 – 51
Lost and Found 53 – 54 - 43 – 44 52 – 53
Love’s Labours Now 55 – 56 67 45 – 46 54 – 55
Lone Ranger 57 – 58 - - 56 – 57
Man Overboard! - - 47 – 55 -
Marshlands - - - 58 – 59
Merchant Caravan 59 – 61 68 – 71 56 – 58 60 – 62
News From Home - 72 – 75 - -
Nightly Excursions 62 - - 63 – 64
Noble’s Cause 63 – 64 76 – 77 59 – 61 -
Noise Conspiracy 65 – 67 - - 65 – 67
Of Wolves and Men - - - 68 – 70
Out of Control - - 62 – 67 -
Overturned Coach 68 – 69 - - 71 – 72
Party Time - 78 – 81 - -
Path of Left Hands 70 – 71 - - -
Pocket Pick - 82 – 85 - -
Ramming Speed - - 68 – 71 -
Raucous on the Road 72 – 74 - - 73 – 74
Reckless Driver 75 86 – 88 - -
Roadkill 76 - 72 – 73 75 – 76
Roadwardens 77 – 79 - 74 – 76 -
Something Rotten 80 – 82 - 77 – 79 77 – 79
Taal’s Fury 83 89 80 80 – 81
Taking a Leak - - 81 – 84 -
The Golden Hour 84 – 85 - 85 – 86 82 – 83
The Tempest 86 – 87 90 87 – 90 84 – 87
The Village 88 - - 88 – 90
Toll Gate 89 – 90 - 91 – 93 -
Troubled by the Law - 91 – 94 - -
Trader 91 – 94 - 94 – 96 91 – 93
Wayside Shrine 95 – 96 - 97 – 99 94 – 97
Windfall 97 95 – 96 - 98
Witness 98 97 – 00 00 99
Writing on the Walnut Tree 99 – 00 - - 00

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Liber Fanatica - Volume III : The Game Master’s Guide

A Bridge Too Few. If travelling by coach or cart, Suddenly one of them cries out in dismay, pain
crossing this broken wooden bridge can be a or horror. Perhaps one of the dead animals is
severe hindrance. But depending on the hideously mutated (or not dead at all!), or the
geography this may also impede travellers on foot scent might have drawn other “visitors”… (If this
or horseback. Either way they may encounter a Waterline encounter the Hunters are Fishermen
someone at the bridge who needs the PCs’ instead) (Hunter: WFRP p. 41, Fisherman: p. 39)
assistance.
Aid the Pigeon. The PCs meet a Messenger
A Cold Welcome. When entering the settlement carrying a dispatch to the next town, village or
the PCs are subjected to rigorous control: the coaching inn which happens to be on the PCs’
Watchmen note their names, hometown, route. The Messenger is injured, has a lame
province, liege, occupation, intended duration horse, or is preoccupied with matters elsewhere
and purpose of stay, where they can be reached and asks the PCs to carry the dispatch for him,
during the stay, etc. They are forced to pay claiming it is extremely urgent. He offers his
applicable taxes and tolls. All paperwork is thanks and a few gc’s. Unfortunately, there
duplicated, stamped and copies are sent to the seems to be some danger attached to the task
central registrar. that he conveniently forgot to mention. Either the
dispatch will not receive a friendly reception
A Prayer for the Damned? By the road (or in the
when delivered, or someone is out to intercept it.
courtyard of an inn, toll gate or village) there is a
(Messenger: WFRP p. 44)
small crowd gathering around an armoured man
dressed in black and yellow clothes. The man, All the Fun. A circus or travelling fair is visiting
Ulrich, is a Witch Hunter who has just secured and has set up camp just outside the settlement
the catch of the day. In chains he has an elderly for a few days. These wandering entertainers are
woman whom he claims is a rogue sorcerer and a strange bunch, including fire-eaters and
the cause of miscarriages and accidents in the jugglers, as well as strange animals and people.
area. His flaming speech (including assertions of In their wake follows quacks, prostitutes and the
how sorry he is to reveal that a woman of such ever-present pickpockets. The commoners are
esteem and healing skills owes her abilities to the thrilled, but the authorities are less happy and
Ruinous Power) enrages the audience and soon keep a vigilant eye over the fair.
there are shouts for the ubiquitous burning. The
A Simple Life. A few yards off the road (or in a
woman, although unbowed, is clearly in trouble.
boat) and surrounded by playing children, empty
Will the PCs intervene? Whether they do or not,
bottles and jars and a gigantic picnic basket, a
the decision will have repercussions. Is the
family of affable Halflings (Dramfast and
woman innocent – or exactly what she’s being
Bomflower Millpond) is resting, waiting for
accused of? (Witch Hunter: WFRP p. 87)
someone or simply enjoying a day off. A source of
A Warm Reception. Not far from the road the gossip, a couple of apples or just a reason to put
PCs see a group of Charcoal-Burners hauling your feet up for a few minutes?
logs, chopping wood, and tending to their
Bad Moon Rising. People stay indoors and say
charcoal stacks. These weathered individuals are
prayers of protection since Morrslieb is almost
suspicious (one could say they have a dark
full. This lasts 2d10 hours. All Tests based on
outlook on life!) and used to the dangers of the
Fellowship are Challenging (-10%) during the
wild. Unless the PCs seem like a dangerous,
following day, as this is a very bad omen for all
haughty or boring lot they will be invited to their
Old Worlders. All kinds of terrible prophecies are
dirty camp. Besides coal smudges they have an
rumoured to become true.
endless supply of rumours, rotgut liquor and
black humour. (Charcoal-Burner: WFRP p. 36) Banquet. The PCs participate in a sumptuous
meal, perhaps provided by an ally or friend, their
Abattoir Blues. Not far from the road a party of
current employer or the local inn. (Ideas for food
hunters and trappers have made camp and are
and drink: WFRP p. 114-116)
currently gutting and skinning today’s catch. It’s
a scene of sweat, blood and crude humour. Beggar. One of the PCs encounters a dirt-poor
beggar, bone picker or urchin who stirs his pity,
perhaps because the poor creature reminds the
PC of someone, or something. (Beggar: WFRP p.
233)
Benshof is Burning. A few hundred yards ahead
the PCs can see thick smoke rising above the
trees or hills. As they draw nearer they can see
the blazing houses of a small village, and a few
villagers desperately trying to fight the flames. Is
there something the PCs can do to help? What
caused the fire? Are there any injured villagers
that need immediate attention? Is it related in
any way to the PCs current dealings?

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Broken Equipment. One of the PCs breaks or the direction of a nearby town. The wretched
loses something vital for travelling or their souls in the cage are a sorry collection of whores,
current task: a boot, blanket, weapon, paddle or urchins and beggars and are escorted by several
horseshoe, for example. Acquiring a substitute Watchmen or Bounty Hunters. Suddenly, one of
may prove as urgent as it is difficult. the PCs recognizes one of the prisoners: a friend,
relative, other acquaintance–or perhaps even one
Child Errand. The PCs see a small boy, two or
of the other PCs? Do the PCs try to avoid
maybe three years old, standing in the middle of
recognition, or do they try to liberate the poor
the road, sitting by the roadside or scampering
creature, and using what means? (Bounty
through the bushes. The boy has spotted them
Hunter: WFRP p. 34; Watchman: p.59, Law,
and is wobbling in their direction, arms
Justice, and Criminals: Sigmar’s Heirs p. 27-32)
outstretched and a smile on the dirty face. He’s
dirty and hungry but otherwise seems fine, and Face-off. The PCs are suddenly confronted by a
he immediately takes a liking to one of the PCs. high-strung nobleman, an irritated innkeeper, an
Where are his parents? Who is he? What are the orthodox priest, a corrupt official or any other
PCs going to do with him? And what’s that smell? Old Worlder with a grudge against him or her.
Collateral Damage. All of a sudden, a troop (say Feast of Crows. The PCs suddenly come upon a
2d10+5) of armed Soldiers break from cover by small but gruesome field of battle: on the road
one side of the road and charges in the direction ahead, a flock of crows audibly feasts on the flesh
of the PCs. Weapons are drawn, orders are of 1d10+2 recently slain travellers. Whether they
shouted and arrows start flying. While still were robbed and killed by Outlaws, ambushed by
dumbstruck, the PCs find themselves in the thick Greenskins or succumbed to the schemes of
of things as another force reveals itself on the fellow travellers is up to the GM.
opposite side of the road and counterattack. The
Fire. The settlement, house or area is suddenly
PCs are between a rock and a hard place and
plagued by a devastating fire. It’s a scene of
must seek shelter. Even if they survive the
smoke, flames and panic. The blaze is caused by
fighting, the winning side dislikes witnesses as
lightning, an accident, neglect or perhaps an
they are raiding another province and they are
arsonist at large?
unconvinced that the PCs were not with the other
side after all. (Soldier: WFRP p. 54) Flash Flood. The PCs spot a good place for camp
next to a small stream. However, upstream it has
Colossal Rain. The area through which the PCs
been raining heavily (or perhaps a dam breaks or
are travelling is drowned in heavy rains lasting
the stream changes course because of a
1d10 hours. Roads turn to mud, rivers overflow,
landslide) and suddenly the stream becomes a
and vision drops to a few yards. The PCs must
fierce river, ten times wider than normal. Some
seek shelter unless they are adequately equipped,
time during the night the raging water floods the
highly motivated or hard-pressed for time.
PCs’ campsite. Unless they’ve taken precautions
Crowd. The PCs are caught up in an unruly like posting a guard who passes a Perception test
crowd that calls for a hanging, lower prices on (you can make one test per round starting when
bread or the release of a prisoner. Suddenly, the the water is 5 rounds away, and reduce the
crowd’s attention turns to the PCs (because of a difficulty by one step for each test until passed),
character’s race, dress, actions or words. In the they may be in serious trouble, and most of their
Old World, there’s always a good reason for a equipment is washed miles downstream.
lynching).
Flirt. One of the PCs is flirted with by an
Debt. One of the PCs is unexpectedly called upon attractive member of the opposite sex, which can
to repay an unknown debt in the form of a be a set-up, a one-nighter, or – why not – True
service, favour, money or other, owed by the Love. Maybe the PC just can’t stop thinking
character himself or close family. about him or her, or someone notices the flirt
who shouldn’t.
Dogs of War. The PCs bump into a company of
3d10 hardened and heavily armed Mercenaries Frediger’s Farm. In a straightforward attack, a
lead by a scarred and gnarled Sergeant. These band of Goblins breaks from cover about 50
are drunk, bored and offensive and may cause yards away and charges towards the PCs. The
the PCs some serious trouble. (Mercenary: WFRP PCs just passed a roadside farmstead and should
p. 44; Sergeant: p. 84) be able to retreat to it before the Greenskins are
upon them. Do the farmers let them in, has the
Driving Home for Mass. Some carriages bar the
farm already been sacked or do the assailants’
road ahead and figures in cloaks are trying to
arrows stop them from retreating in that
pull one of the carriages up from the ditch. These
direction? The Goblins are about twice the
virtuous but inexperienced pilgrims are on their
number of the PCs +1d10 and are led by a Black
way back from (or to) a holy site a couple of days
Orc. They will continue their attack for 1d10
journey away and obviously need all kinds of
minutes and then move on to hunt easier meat.
help, and they humbly ask for it.
(Goblin: WFRP p. 229, Bestiary p. 97; Farmstead:
En Route to Perdition. The PCs meet an open GM Pack p. 24)
cart on which a sturdy cage is fixed, moving in

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Liber Fanatica - Volume III : The Game Master’s Guide

From Eve to Morning. On the road lies a drifting towards them. Is it an entertainer
fortified coaching inn, one of those palaces where practising some new piece, a priest performing a
travellers from everywhere - and those who prey ritual, someone trying to attract the PCs
upon them - come together for a night. But this attention – or a diversion?
particular inn is currently run by less agreeable
guests. Too late do the PCs realize that a rather
sizeable band of Outlaws has taken over the inn.
They pillage the inn, harass its guests (including
the PCs) and won’t let anyone leave until they do
(early morning), all while getting very drunk on
the inn’s tap.
Fugitives. The PCs encounter a train (10+3d10)
of swearing, shocked and injured villagers
carrying the few possessions they managed to
save when their village was burnt to the ground.
Last night they were attacked without warning by
Greenskins, Beastmen or perhaps troops from
another province Although their stories differ as
to the purpose, numbers and origin of the
assailants, they agree on one thing: they are
coming this way. Soon. (Peasant: WFRP p. 48)
Galloping Trots. One of the PCs (you can decide
who by making a Toughness test and pick the
one with the worst result) is stricken by the
Galloping Trots. This reduces the group’s
Movement score by one point as the PC has to
make urgent and frequent stops. His current
Fellowship is reduced by as many points as you
feel to be appropriate. (Galloping Trots: WFRP p.
136)
In the Name of… Vociferously announcing the
Garden of Morr. About 50 yards from the road end of the world, denouncing the modern ways of
the PCs see a cemetery with about 1d10x10 living or renouncing some deity, this crazed Friar
graves, a few crypts and a chapel surrounded by may require the PCs to take up arms and follow
a low wall. Milling about is a handful of figures, him, hold a spontaneous sermon or attack them
and a couple of wagons are waiting by the gates. outright. Possibly all three.
Are they Grave or Tomb Robbers, mourning
relatives burying a loved one, or something Incoming! From out of nowhere an arrow is shot
worse? (Grave Robber: WFRP p. 40, Tomb Robber and lands pretty darn close to one of the PCs. On
p. 57, Zombie p. 231 or Bestiary p. 120) a successful Perception test another PC can point
out the approximate spot from whence it was
Handover. One of the PCs is given an object shot. But was the arrow fired by someone
wrapped in cloth by a darkly dressed man and is deliberately aiming for that (or another) PC, did
told to hang on to it until further notice. He will the shooter mistake him or her for someone else
pick it up in a few days and they will be richly or was it just a young Peasant who hasn’t quite
recompensed. He then disappears before any gotten his act together?
questions can be asked. Unfortunately it seems
someone else is out to get the object and they will Injunction. A page delivers an order to one or
stop at nothing. several of the PCs to appear before a local
magistrate to testify about something they might
Here be Monsters. Really. While travelling over have seen or heard. This summons may come at
a small bridge in the wilderness the PCs a bad time, but not showing up at the appointed
(Perception–Listen tests) may hear something hour may be a very bad idea. Likely enough, the
moving under the bridge. It’s a filthy troll and characters have absolutely no idea what the case
bellowing “fooody, meeaties” it quickly scrambles concerns or what is going on in the courtroom
up the short slope! The PCs have one round (two unless they have the Academic Knowledge (Law)
if someone heard the noise) to draw weapons (or skill. The questions asked are borderline
flee!) before it attacks. It won’t fight to the death ridiculous (“did you have one or two eggs for
if the PCs prove tough meat. (Troll: Bestiary p. breakfast did you say?” “And you are absolutely
111) sure that the man stepped with the right or the
left foot over the threshold?”), but the parties and
Hilltop Holler. The PCs notice a person standing
the magistrate listens with great interest. The
on the top of a small hill about 100 yards off the
episode takes a few hours, and afterwards
road. The person, clad in some sort or robe or
someone (a servant of one of the parties) thanks
cape, seems to be dancing or waving, and
the PCs with a few gcs.
occasionally the PCs can hear chanting or singing

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Liber Fanatica - Volume III : The Game Master’s Guide

It Doesn’t Rain But It Pours. Roll two new informing the PC of some event, good or bad
results and combine them into one probably (death, marriage, starvation, need of money).
quite memorable episode.
Nightly Excursions. One of the PCs has a
Lost and Found. On a stretch of road, trappings strange and vivid dream during the next night
are spread all over: clothes, food items, sacks or (roll 1d10 on the table below.
broken boxes and a few other belongings.
Perhaps they fell off a carriage, are the result of 1 - The PC finds himself standing on a
marauding goblins going through the loot, or deserted stretch of road in the twilight of dusk
came from someone needing to ditch extra weight or dawn. The PC senses something drawing
in a hurry? Do the PCs find something of interest nearer…
among the remains? What if the PCs pick 2 - The PC “awakes” and the room or camp is
something up and later on are accused of theft? ablaze! He can feel the heat from the flames
Love’s Labours Now. The PCs encounter a lonely and see how his skin starts to turn black…
young woman who is about to give birth. She 3 - The PC falls of a tower, roof or cliff and
looks barely 18 and if asked, she says her name desperately tries to catch on to something
is Carlott and that she is from a village a few while the ground rushes up to meet him…
days away, but since she’s already in labour she
cannot say anything further. Carlott is obviously 4 - In the dream, the PC has a fierce argument
in no condition to travel and the baby arrives in with one of the other PCs, and is still very
3d10 minutes – can the PCs be of any angry with him or her when he wakes…
assistance? Childbirth is dangerous business in 5 - The PC dreams that he finds a (relatively)
the Old World – what if the baby survives but she large treasure (like a purse of Goldcrowns),
doesn’t? What if the baby is mutated in some which isn’t there when he wakes up…
way? And what of the young woman’s family and
the baby’s father? 6 - The PC dreams that something very bad
has happened to a loved one like a sibling,
Lone Ranger. The PCs can hear hoofs against parent or lover…
the paving coming around the next bend, and
soon after the steed appears. But the saddle is 7 - In the dream the PC meets a son or
empty and as the horse approaches, the PCs can daughter – either an existing child or a
clearly see the blood on its side. What happened coming…
to the rider, who was he, and can the horse be 8 - It’s a terrible nightmare of teeth and
sold at the next village provided they catch it tentacles and inescapable terror, and the PC
(Charm Animal or a lasso should do the trick)? wakes sweating and screaming!
(Mounts: WFRP p. 232-233)
9 - Roll two results: The dream starts like the
Man Overboard! One of the PCs falls overboard! first one and then changes into the second
Can he swim, is he worth saving and can the PCs result.
turn the boat around to pick him or her up? And
what – or who – caused the unexpected bath? 10 - Roll again, but the dream is a recurring
(Suffocation: WFRP p. 136) one and visits the PC during 1d10 consecutive
nights.
Marshlands. For about half a mile the road
winds through a bog that partly swallows the Noble’s Cause. The PCs are hailed by a local
road in places. Veils of mist rise from the putrid Noble, Walbrecht Nachtmann von Dünnsberg,
water, and through the haze the PCs can see and his entourage consisting of a couple of
vague shapes of ruins and trees. Suddenly, one of Servants, a Valet, and a handful of Bodyguards.
the PCs can see lights moving in the mist, as if He demands the PCs services for a while, as
people are moving around in the marsh. The guides, guards or for some special skill (trade,
lights are slightly compelling – anyone who sees language, etc.) that he believes they possess. This
them must make an Easy (+20%) Will Power likely takes the PCs in an unwanted direction
check. If the character fails, he must follow the doing unwelcome things for an unwelcome
lights into the marsh, where the lights will lead employer, but the PCs may be in serious trouble
him to a patch of quick sand. if they (try to) decline. (Noble: WFRP p. 46;
Servant: p. 52; Bodyguard: p. 33; Valet: p. 59)
Merchant Caravan. Half a dozen heavy carriages
(or barges) protected by Mercenaries and Noise Conspiracy. A loud noise in the bushes by
accompanied by a coach (or boat) bars the PCs’ the side of the road (branches cracking, pebbles
way. Does the Merchant ask the PCs for help, clattering) is followed by a chilling cry. However,
directions or protection, does the caravan come it’s only a deer that, halfway across the road, is
under attack from Outlaws or are the PCs treated startled by the PCs presence and stops to stare at
as hostile by the Mercenaries? (Mercenary: WFRP them for a few seconds. A source of amusement,
p. 44; Merchant: p. 77) food, or perhaps a sign from Taal?
(Taal: WFRP p. 179)
News From Home. One of the PCs receives a
letter from home or other form of notification,

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Liber Fanatica - Volume III : The Game Master’s Guide

Of Wolves and Men. While travelling through the Raucous on the Road. The PCs find themselves
wilds, the PCs are stalked by a pack (roughly watching a brawl. The combatants (say 1d10+2
twice the PCs’ numbers) of wolves. The pack on either side) seem to be ordinary folk, fighting
follows the party for 1d10 hours and the PCs are with sticks, knives or their bare fists. The rumble
allowed one Hard (-20%) Perception test per hour can be caused by a religious dispute, family
to realise this. Then the pack closes in, at which rivalry, or a lost game of cards. Do the PCs
point one of the PCs must pass a Charm Animal intervene on either side, act as mediators or turn
test (or come up with some clever strategy like their back on it all?
lighting several torches) lest they are considered
Reckless Driver. The PCs are almost overrun by
dog food and the wolves attack. (Wolf: WFRP p.
a large dark blue coach with polished coats of
233)
arms on the doors. Each PC present must make
Out of Control. Some piece of equipment or an Agility test to successfully make it out of the
device necessary for manoeuvring the vessel way. Failure means that the PC suffers 1d10
(rudder, sail, oar, paddle) malfunctions or is lost wounds (modified by armour and Toughness
and the vessel starts drifting downstream. This Bonus) as the PC is either hit directly by the
condition engenders all kinds of dangers: coach, trampled by one of the horses or hurts
collisions with other boats, running aground, himself on something by the side of the road or
listing so heavily that the vessel takes in water, street. PCs with Sixth Sense may feel a tingling
or falling overboard. just before the coach hits, and get a +20% on the
test. It’s hard to tell whether the driver actually
Overturned Coach. The PCs come across a aimed for the PCs or just didn’t care. Things may
coach lying on its side. They can see a few figures
get worse if the PCs voice any opinions on the
milling about the wreck and a few items strewn
driver’s skill.
about. This can be the result of an accident,
assault, or an ambush. Roadkill. The PCs stumble upon a body lying on
the road, in the ditch or hanging from a tree
Party Time. The settlement is about to celebrate
beside it. Who was he, how and why was he
a religious festival, related to some local deity,
killed, and is there any loot? Is it infected by
saint, or major god. People are dressing up in
some contagious disease? Do the PCs bury the
their best clothes, the streets are swept and the
body, bring it with them to the next village or
best draughts are up from the cellars. The
leave it there on the road? If one of the PCs is a
settlement is generally in a good mood (all Gossip
devotee of Morr then leaving the body is not an
and Haggle Tests are made with +10% bonus). Of
option. (Burial Customs: WFRP p. 173)
course, this also means that inns are crowded,
pickpockets are prosperous and potential Roadwardens. A group of Roadwardens (or
troublemakers are expelled from the settlement. Riverwardens) led by a weathered Sergeant
(Religious Festivals: WFRP p. 173) intercepts the PCs. Do they warn the PCs of some
danger ahead, demand the road toll (a shilling
Path of Left Hands. The PCs are hailed by a
per leg) or harass them in some other manner
man walking out from the trees or shadows by
(accusations, questions, force them to provide
the side of the road and onto it. He is in his
assistance)? (Roadwarden: WFRP p. 50, Law,
twenties, wearing wilderness apparel and is quite
Justice, and Criminals: Sigmar’s Heirs p. 27-32)
friendly, enough so to have attracted a following
of 5+1d10 less friendly Outlaws for whom he acts Something Rotten. When sitting down for lunch
as leader and scout, and he is evaluating the PCs’ or dinner the PCs are dismayed as they realize
fighting skills and wealth. If everything is to his that most or all of their food and water is spoiled:
liking, he will make a silent signal to his rotten, mouldy, infested by maggots or eaten by
comrades who will challenge the PCs to put down rats (or, more likely, the Halfling in the group!). If
any weapons and move off the road. (Outlaw: far from civilization this can be a nuisance and
WFRP p. 47) delay them on their journey, as they have to hunt
or scrounge for food. But if the PCs lack the skills
Pocket Pick. One of the characters finds a hand
to find food on their own, and it’s the middle of
in his pocket – and it ain’t his! The pursuit that
winter, they may be in dire peril. Furthermore,
follows to catch the starving young thief may or
what if the only consumable intact is the alcohol
may not have anything to do with the current
– and we all know that lack of water and too
adventure.
much alcohol is a bad combination. (Starvation,
Ramming Speed. The PCs observes a boat WFRP p. 114)
coming directly for their own vessel! They can see
Taal’s Fury. The area is hit by an earthquake.
several hunched figures aboard the other boat,
Houses crumble, fires break out, screams for
but no markings or flags. Depending on whether
help and dust rising above it all. The
the PCs are in control of their vessel or not, they
ramifications – political, economical and religious
can try to evade the incoming boat, alert their
– are farreaching.
own ships’ crew or prepare for impact. But is the
other boat full of sinister pirates, sickly villagers
or eager traders? (Boat & Ship Statistics: WFRP
p. 119)

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Liber Fanatica - Volume III : The Game Master’s Guide

Taking a Leak. One PC finds himself in a couple Troubled by the Law. PCs are harassed by the
of inches of water and realizes that their vessel is town guard, either at the town gate upon arrival
leaking - badly! Depending on the size of the boat or on the streets. The Watchmen, lead by the
it’s all hands to the pumps or buckets. This can Sergeant Hans Kloob, are either generally in a
be played as a stressful situation, as it is not bad mood, looking for bribes, have a bone to pick
clear whether they’ll make it or not. Or maybe it’s with one of the PC’s, are about to arrest them for
clear they’re sinking and must make it to one of some minor or imagined offence, are looking for
the riverbanks before it’s too late. But even if the somebody to beat up – or all at once. A quick
leak is plugged the question remains: what – or tongue, stern look or a few shillings may be
who – caused it? required to keep them off their backs – for now…
(Watchmen: WFRP p. 59, Sergeant p. 84, Law,
The Golden Hour. The PCs hear a weak cry for
Justice, and Criminals: Sigmar’s Heirs p. 27-32)
“Help, in the name of Shallya”. The wretched soul
(Hans, a middle-aged farmer from a village a Trader. The PCs meet a young, travelling
day’s journey away) may have been injured in an salesman, Reinolt, who sells mundane items like
accident, attacked by Greenskins or suffers from cutlery, blankets, or bottles of spirits from his
some deteriorating (and contagious?) disease. Do cart (or boat) at slightly (+10%) increased prices.
the PCs possess the skills to heal him (successful He offers a fair deal if the PCs agree to
Heal skill test) or can they bring him to someone accompany him to the next coaching inn, and
possessing such skills before he expires (in about can also be a source of rumours, tips and
one hour). Or do they just leave him there, directions.
assuming it’s an ambush or a waste of time?
Wayside Shrine. By the side of the PCs’ path
The Tempest. The sky has been darkening there is a shrine dedicated to a major god or
during the last few hours, and there’s an perhaps a local deity or saint. But there is
ominous freshness in the air. Then, the wind something awry with the otherwise pristine
picks up speed. At first, this is merely amusing picture: has the shrine been defaced, do the PCs
as the gusts make it hard to stand upright and stumble upon robbers stealing the offerings in
the odd hat rolls a few yards. Then, it gets the shrine, or is something heinously out-of-place
annoying as this impedes travel, delaying the PCs with the entire structure? (Shrine: WFRP p. 171)
by 1d10 minutes as an important trapping is
Windfall. One of the PCs quite unexpectedly
blown far, far away. But the wind keeps
receives or finds a substantial sum of money (say
gathering strength, and soon trees start falling,
1d100 gc) lying there on the street or road or as
carriages overturn and people are knocked to the
an inheritance, gift, advance payment, dividend,
ground. The storm lasts 1d10 hours, and leaves
loan or similar. And along comes trouble…
the countryside much changed.
Witness. In the street (or on the banks of the
The Village. The PCs come upon a small village
river, or in the woods), one of the PCs sees a
situated just by the side of the road. The villagers
person stabbing someone several times.
are absolutely terrified of something outside the
Unfortunately the perpetrator sees the PC and
settlement’s palisade or defensive ditch. The PCs
comes after him, either physically with dagger
are told a story of a young man who recently
drawn or in some other way.
ventured outside at night and hasn’t come back
(this allegedly happened 2d10 days ago). Others Writing on the Walnut Tree. One of the PCs
fill in with stories of strange sounds and notices a piece of paper nailed to a roadside tree.
sightings. Is there something out there preying This can be an invitation to a festival in the next
on the villagers, is the young man’s town, a wanted poster or a public announcement
disappearance caused by accident, or did he just of some kind. 1d10 hours later, remembering
grow bored of his superstitious neighbours and what that note said becomes of direct
leave for the big city? (Sample Village: GM Pack p. importance…
22-23)
Toll Gate. These are typically situated on a
stretch of road (or river) where circumvention is
more or less impossible, like on a bridge or a
mountain pass (or river lock in the case of rivers).
Although some “join palisades” with other
roadside institutions like way temples, coaching
inns or hamlets, this one is a freestanding
structure. Actually, it seems quite deserted as
no one opens the gate when the PCs demand
entry. Do they come at the wrong time, are they
being watched or has something happened to
the Toll Keepers within? (Sample Toll Houses:
GM Pack, p. 19; (Toll Keeper: WFRP p. 56)

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