Path-link quick-quick?There is a new-new quest-game on this site-forum called "Revolt-revolution, yes-yes" which might be of interest to you, fellow man-thing.
Path-link quick-quick?There is a new-new quest-game on this site-forum called "Revolt-revolution, yes-yes" which might be of interest to you, fellow man-thing.
I haven't read the Turmoil, I've read Archives of the Empire 1st Edition, which goes over the structure of the Empire before the Enemy Within campaign, so the Empire is split along the 1st Edition lines. A lot of it stuff from 2nd Edition and the like, so they definitely knew their stuff and did their research, something that Cubicle 7 are very good about. It's just that it inexplicably has a bunch of stuff that's off or different for the Campaign. The way it's written, it's basically always been this way.By the way, Maugan Ra Codex , since you have read the Turmoil, do they provide any justifications or reasons for the lore changes, the imperial provinces and fake Ghal Maraz in particular?
By the way, @Maugan Ra @Codex , since you have read the Turmoil, do they provide any justifications or reasons for the lore changes, the imperial provinces and fake Ghal Maraz in particular?
Spoilers the thing.
Smells like a retcon. Do they give any reasons for it?Basically the plot is that Sigmar took the real Ghal Maraz with him when he went east, and the one that the Emperors have been using since then was a replica taken up for legitimacy purposes.
It's sort-of an un-retcon, given it's a plot line from 1st edition RP.
True but is has been decades of lore based on the original retcon. Undoing it now, especially given the End Times still exist seems very counterproductiveIt's sort-of an un-retcon, given it's a plot line from 1st edition RP.
The End Times doesn't exist for 4E. They don't care about it. It was made years after ET as part of a licensing deal with GW, who have basically given all the rights for Warhammer RPGs away to them.True but is has been decades of lore based on the original retcon. Undoing it now, especially given the End Times still exist seems very counterproductive
A whole party of secret good Skaven, all hiding their identities from each other.I want an adventuring party with a good skaven so bad. A skaven mad scientist except his plot isn't to blow up this or that dwarf hold but Horned rat instead.
Or an escaped storm vermin who moonlights as a hedge knight from Bretonnia who took a vow to never reveal his visage and actually has blessing of The Lady. That would be hilarious.
(I have actually already got married to the second idea and now it is my firm conviction that one such as that actually exists and i refuse to relinquish it).
There is also a pet rat, that is actually an Amber Wizard in disguise.A whole party of secret good Skaven, all hiding their identities from each other.
True, but I admit I got a soft spot for Franz.I don't mind that plot point in general, I just don't like it being ascribed to Karl Franz, the guy who instituted Window Taxes in his home city and sent the Reiksguard to trample rioters. Karl Franz isn't a good guy, he's a ruthlessly practical person who only does stuff if it provides clear benefits. He is described as one of the best statesman in the history of the Empire. Unilaterally passing such a ridiculously unpopular law because he had a change of heart doesn't strike me as in-character.
I say this as someone who does want mutants to be given a chance. I'm just not sure if it's Karl Franz who's supposed to give it to them.
The beauty of RPGs comes from creative freedom. The books are a suggestion. As long as everybody at the table is having fun, you've won at the game. I would probably play a different setting if my players wanted to play a bunch of cool mutants, but I don't see any issues with playing around with it in WHF if that's the game you want.True, but I admit I got a soft spot for Franz.
This is me rambling off in a completely different direction here. But in the games our tabletop group runs for WHF. We actually ran with the idea that Karl Franz was able to get support for a law like this. It opened up a lot of fun options for characters in this setting. I for instance got to play a gangster with four arms(actually got art of her made) and she frequently quick drawed four pistols at the same time. That campaign was incredible and the GM was very good at what they did.
So my words to any future GMs. Give that lore change a try and you'll get more fun characters from your players.
Genestealer intensifiesgangster with four arms(actually got art of her made) and she frequently quick drawed four pistols at the same time.
As it turns out, out of the five people in each camapign. It's usually only one or two each time who opt for mutant stuff. So it is never the entire party. WHF 4e offers that nice crunchy and dangerous combat our group likes with a decent amount of fantasy sprinkled in. We played Zweihander a decent amount before and that's like beating yourself in the head with a club.The beauty of RPGs comes from creative freedom. The books are a suggestion. As long as everybody at the table is having fun, you've won at the game. I would probably play a different setting if my players wanted to play a bunch of cool mutants, but I don't see any issues with playing around with it in WHF if that's the game you want.
It's a little different in 4e. It takes place in 2512 IC and the exact text is substantially different. This is the 4e edict:
Solkan is back in 4e and he's gonna be one of the focuses of the next book, but I think the term "Law God" is absent. I believe he's just another god now, though still bad.
I actually like acknowledging 3e because it had the best art in all of Warhammer Fantasy Roleplay. It was really nice to see it when I was going through the books.
Just to add a little bit of info here for the 4e replica, but it was never a deception. At the start, it was openly known it was a replica, that it was meant to be a spiritual successor to the real thing. There wasn't a conspiracy to hide its true nature as with the skaven, it was just slowly forgotten.Basically the plot is that Sigmar took the real Ghal Maraz with him when he went east, and the one that the Emperors have been using since then was a replica taken up for legitimacy purposes. In 1e this was presented as a ridiculous farce done by the Cult of Sigmar for political gains, in 4e it's something that most people don't actually know - the replica is a rune weapon in its own right, and over two thousand years truth and myth have become hopelessly muddled.
That's really cool art and she looks like a really cool character! Can I ask who the artist is?I for instance got to play a gangster with four arms(actually got art of her made)
Something you might like to know, but that Mutant Edict in 4e? Might still be in effect. To my knowledge, the book explicitly says the edict was rescinded in only one of the campaign's endings, and that ending isn't the true ending.So my words to any future GMs. Give that lore change a try and you'll get more fun characters from your players.
Does he has a missing finger?There is also a pet rat, that is actually an Amber Wizard in disguise.
He's trying to avoid paying his college debts
Yesssss
Lupin teaches DADA so I can see why he would be Light, but wouldn't Sirius be another Bright?He's being chased by a Grey Wizard who was his scapegoat, and a Light Wizard who is secretly a werewolf.
Eeeeeh maybe? I was trying to lean into his wolf form, and connection to Dementors, but Bright make more sense if he's a subversion of a typical "Black"Lupin teaches DADA so I can see why he would be Light, but wouldn't Sirius be another Bright?
So to continue the trend Dumbledore would be a Celestial, Hermione Gold, Harry and Ron Brights, Snape Grey, Voldy an ex-Amethyst turned Black Magister and Bellatrix a Slaaneshi sorceress (because torture).Eeeeeh maybe? I was trying to lean into his wolf form, and connection to Dementors, but Bright make more sense if he's a subversion of a typical "Black"
Edit: Oh I also wanted to spread them out a bit, otherwise they would just all be Amber Wizards