WFRP 4E- Sea of Claws.pdf

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GRIM AND PERILOUS ADVENTURE UPON THE SEVERAL SEAS
CREDITS
Writing:
Dave Allen, Eoin Burke, Robin Low, Pádraig Murphy, Mac Dara Mac Donnacha, Alfred Nuñez,
Clive Oldfield, Sam Poots, Simon Wileman
Illustration:
Even Amundsen, John Blanche, Alessandro Boer, Anthony Boursier, Ralph Horsley, Jérôme Huguenin,
David Gallagher, Yugin Maffioli, Sam Manley, JG O’Donoghue, Fabio Porfida, Scott Purdy, Erin H Rea
Cover:
Victor Leza
Development and Production:
Dave Allen, Pádraig Murphy
Layout:
Dave Allen, Pádraig Murphy, Noora Stubb
Editor:
Brian Johnson
Proofreader:
Nicolas A Montelongo
Cubicle 7 Business Support:
Tracey Bourke, Elaine Connolly, Jennifer Crispin, Matthew Freeman,
Paula Graham, Kieran Murphy, Cian Whelan
Cubicle 7 Creative Team:
Dave Allen, Emmet Byrne, Alex Cahill, David F Chapman, Walt Ciechanowski, Chris Colston,
Josh Corcoran, Zak Dale-Clutterbuck, Runesael Flynn, Elaine Lithgow, TS Luikart, Dominic McDowall, Sam Manley,
Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Laura Jane Phelan, and Sam Taylor
Creative Director:
Emmet Byrne
Publisher:
Dominic McDowall
Special thanks to the Games Workshop Team
Published by:
Cubicle 7 Entertainment Ltd, Unit 6, Block 3,
City North Business Campus, Co. Meath, Ireland. Printed in China.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic,
mechanical, photocopying, recording, or otherwise, without the prior permission of the publishers.
Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2022. Warhammer Fantasy Roleplay 4th
Edition, the Warhammer Fantasy Roleplay 4th Edition logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles,
the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons,
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around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of
Cubicle 7 Entertainment Limited. All rights reserved.
2
Last Edited:
25 August 2022
CONTENTS
An Introduction to the Sea of Claws
and its History
A Crueller Sea .....................................5
Sea of Claws Timeline .........................6
SEA OF CLAWS
I
Settlements of the Skaeling Norse
Skilled Sailors and Feared Raiders
Norse Raiders ....................................49
The Skaelings .....................................51
Kirkjugarður Langskipa .....................53
Olg Blóðsalt .......................................55
Norse Characters ...............................56
THE SKAELING COAST
VII
Handling a Boat upon the Seas
and Navigating Ocean Hazards
Small Boats on the Ocean ................ 103
Making Progress .............................. 104
Manoeuvres...................................... 105
Weather ........................................... 106
Navigation ....................................... 108
Chasing and Racing ......................... 109
Collisions ......................................... 111
Damaging Boats .............................. 115
Repairing Boats .............................. 116
Boat Critical Hits ............................ 118
SEAFARING
XIII
Danger and Opportunity from The
Dragon’s Maw to Reavers Point
The Bretonnian Coast ..........................8
The Wasteland ...................................11
Marienburg ........................................13
Sea Magics .........................................14
Elves Upon the Sea of Claws .............16
BRETONNIA AND THE
WASTELAND
II
Traders and Raiders with Forebears
Among the World’s Greatest Explorers
The Bjornlings ...................................59
Skjold ................................................60
THE BJORNLING COAST
VIII
IX
Once a Neglected Backwater, Now the
Empire’s Brave New Endeavour
The Imperial Navy .............................19
Traditions...........................................20
Dietershafen ......................................23
Neues Emskrank ................................25
Norden...............................................27
THE NORDLAND COAST
III
IV
V
A Set of Careers Closely
Associated with the Sea and Seafaring
Beachcomber......................................64
Chantyman ........................................66
Huffer ................................................68
Officer ................................................70
Sailor ................................................72
Sailor-Priest of Manann.....................74
Ship’s Gunner ....................................76
Wrecker .............................................78
THE SEAFARER CLASS
Managing the Performance and Morale
of Large Crews and Bigger Boats
Crew Tests ....................................... 121
Types of Crew Test .......................... 122
Morale ............................................. 124
SAILING LARGER VESSELS
XIV
XV
Extended Sojourns upon the Sea and
Trade Between Different Nations
Events at Sea.................................... 130
Endeavours at Sea ............................ 134
Maritime Trade ................................ 135
EXTENDED VOYAGES
A Rugged and Wild Coast
Whose Rocky Cliffs Harbour Wreckers
Salkalten ...........................................30
Schönfeld ...........................................33
THE OSTLAND COAST
The history and practice of
Beseeching the Fickle Deity of the Sea
Zealots and Oddities ..........................86
Miracles of Manann ...........................87
THE CULT OF MANANN
X
Sea Monsters Great and Small, and
Several Grand Captains
Lurkerfish ........................................ 140
Daggerfish, Gymmcrab, Latch Eel ... 141
Sea Elemental .................................. 142
Gargantuan ...................................... 143
Karybdis........................................... 144
Merwyrm, Syreen............................. 145
Leech Wyrm, Bone Hydra ............... 146
Orb Leviathan, Black Leviathan ...... 147
Triton .............................................. 148
Captain Jaego Roth .......................... 150
Long Drong Slayer .......................... 152
Wulfrik – Champion of the Sarl ...... 154
Arch – Sealord Vrisk Ironscratch ..... 156
BESTIARY
XVI
TROLL COUNTRY
A Blasted Wasteland,
Infested with Monsters
The Bile Lands ..................................35
Throgg the Troll King ........................38
The Proscribed and Bloody Worship of the
God of Predators
Priest of Stromfels .............................90
Miracles of Stromfels .........................91
THE CULT OF STROMFELS
XI
Proudest Remaining Norse Dwarf Hold
and Home of their Great Navy
Norse Dwarfhold ..............................39
The Giantshome Range ......................39
Norse Dwarfs .....................................40
Kraka Ravnsvake ................................41
Kraka Ravnsvake Navy .......................43
KRAKA RAVNSVAKE
VI
BOATS AND BOATBUILDING
The Basics of Putting a Boat
Together and Outfitting a Vessel
Building a Boat ..................................96
Traits and Upgrades ...........................97
Artillery Pieces ................................ 100
XII
3
I
SEA OF CLAWS
A
n
I
ntroductIon
to the
S
eA of
And ItS
h
IStory
c
lAwS
Sea of Claws
is intended to give players and GMs of
Warhammer Fantasy Roleplay the tools they need to take
their games onto the world’s oceans. The Sea of Claws,
the stretch of water that separates the lands of Bretonnia
and the Empire from those of Norsca, is detailed as an
example ocean to which these rules can be applied.
This book is not a region guide, but does concentrate on
the Sea of Claws in order to show how rules for seafaring
apply to the ocean that is most accessible to the Empire,
the area most familiar to most players of Warhammer
Fantasy Roleplay. The locations described in this book
are not examined in the detail readers of
Altdorf: Crown
of the Empire
or
Salzenmund: City of Salt and Silver
may be used to, but the idea is not give a comprehensive
overview of the town of Dietershafen, let alone the great
port city of Marienburg, but to show how such places may
present challenges or opportunities to those travelling
upon the seas.
Sea of Claws
provides all the rules needed to head out
on the high seas. Shipping and trade make a return,
expanding upon their presence in the
Death on the Reik
Companion.
However, an ocean-going vessel is a different
beast to those plying the Empire’s waterways. From
mighty Bretonnian Galleons to swift and deadly Norscan
longships, players can set foot aboard Warhammer’s most
iconic ships, or even construct their own.
Once aboard, there are plenty of opportunities for new
Careers. Characters might serve as deckhands, officers, or
even become a Chantyman, a vital role on any ship for
lifting spirits and keeping time. Everyone must play their
part, whether that be hauling sail or manning the guns.
This provides endless opportunities to take your adventure
in new directions, whether that be the epic scope of ship
battles and tempestuous weather, or the claustrophobic,
personal conflicts which arise while confined aboard
without sight of land.
There is something fascinating about a good sea monster.
What appears to be serene blue water might at any
moment erupt as an Orb Leviathan rises from the depths.
Sea of Claws
details how you might encounter such
creatures over the course of your voyages. Large creatures
need large personalities to contend with them, and
Sea of
Claws
features several legendary sailors who might help
or hinder your Characters’ efforts. Some, like Captain
Long Drong Slayer, might draw you into their adventures
through sheer force of personality, taking you with them
on the hunt for fresh foes. Others serve far more sinister
goals, and it is an unlucky ship which crosses their path.
The rules for seafaring can be used alongside the
WFRP Core Rulebook
without the need for additional
supplements. However, if GMs are looking for more
material with which to detail journeys at sea and the
perils they present then they may find it useful to acquire
a copy of
The Imperial Zoo
(which details a number
of marine beasts in addition to those described in the
bestiary chapter of this supplement),
Up in Arms
(which
gives further examples of artillery and structures that
could play a part in battles at sea), and
Salzenmund:
City of Salt and Silver
(which details the capital city
of Nordland, a point of embarkation for many voyages
planning to travel across the Sea of Claws and beyond).
4
S E A O F C L AWS
I
A c
rueller
S
eA
The Sea of Claws lies between the land of Norsca and
the nations of the Old World. It is a treacherous and wild
stretch of water. Freezing winds, strong currents, rocky
coastlines, and icebergs contribute to the many hazards
sailors face on the sea, and there is the ever-present
threat of a marauding Norse warparty aboard a flotilla of
longships, or an attack by one of the many monsters that
make their lairs beneath the waves.
The land of Norsca lies to the north of the sea, a harsh land
of jagged mountain peaks divided by a veritable labyrinth
of glens and fjords. It is a barren place, locked within ice
and snow during the winter, and made a misty swamp of
biting flies and roving Trolls in the warmer months. The
many tribes of Norsca may recognise the gods of the Old
World, but in order to survive the unrelenting harshness of
their country they habitually resort to calling upon darker,
bloodier powers to lend them strength and fortitude. It is
in the nature of even the most civilised of Norscan tribes
to dominate through war and conquest. Their histories
are war-torn, even by the bellicose standards of the
Old World nations. To most folk of Bretonnia and the
Empire, the archetypal Norscan is a frenzied berserker,
yelling praises to the Blood God whilst hunting for more
innocents to slay. Open-minded traders may engage in
dealing with the Norse, but they do so with painstaking
degrees of vigilance and circumspection.
A K
Inder
S
eA
Sea of Claws also provides hope and opportunity to those
who live upon its shores. An abundance of Daggerfish
and Gymmcrab wait to be harvested, and the great port
cities of Erengrad and Marienburg receive goods from
the four corners of the world.
The Sea of Claws provides the Empire with its only
stretch of coastline. Since the secession of the Wasteland
in 2429 IC the Empire has lacked a convenient port from
which to launch effective fleets for trade or war without
the interference of the Directorate of Marienburg. In
the decades since, successive emperors have variously
tried to deny that the Wasteland’s independence proves a
problem, cajole or bully Marienburg into re-joining the
Empire, or sponsor one of many disastrous false starts in
setting up a rival port. Now with the cooperation of the
Gaussers of Nordland, Emperor Karl-Franz hopes that
Salzenmund will provide him with all he needs to build
up and project sea power.
The Empire still reels from the chaotic impact of the
civil strife known as the Turmoil, but in Nordland a new
spirit of adventure and entrepreneurship gathers pace.
Ambitious and desperate folk alike are making their way
to Salzenmund to lend their efforts to conquering the
waves in the names of Grand Baron Theoderic Gausser
and Emperor Karl-Franz.
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