Warhammer 4ed - Lustria.pdf

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A MYSTERIOUS NEW WORLD OF GRIM AND PERILOUS ADVENTURE
CREDITS
Design and Writing:
Dave Allen, Steve Darlington, Michael Duxbury, Jude Hornborg, Charles Morrison, Alfred Nuñez,
Pádraig Murphy, Clive Oldfield, Samuel Poots, Anthony Ragan, Simon Wileman
Illustration:
Benoît Blary, Alessandro Boer, Anthony Boursier, Andreas von Cotta-Schønberg,
Ken Duquet, Ralph Horsley, David Gallagher, Michal Komoch, Victor Leza,
Yugin Maffioli, Sam Manley, JG O’Donoghue, Fabio Porfidia, Erin Rea, Tom Ventre
Cover:
Andreas von Cotta-Schønberg
Layout:
Muireann Brady, Diana Grigorescu
Editor:
Brian Johnson
Proofreader:
Andres Montelongo
Cubicle 7 Business Support:
Tracey Bourke, Elaine Connolly, Jennifer Crispin,
Fiona Kelly, Neil McGouran, Kieran Murphy, Cian Whelan
Cubicle 7 Creative Team:
Dave Allen, Emmet Byrne, David F Chapman, Walt Ciechanowski,
Zak Dale-Clutterbuck, Diana Grigorescu, Elaine Lithgow, TS Luikart, Dominic McDowall,
Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, LJ Phelan, Christopher Walz
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.
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Warhammer Fantasy Roleplay 4th Edition © Copyright Games Workshop Limited 2023. Warhammer Fantasy Roleplay 4th Edition, the Warhammer
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2
Last Edited:
15 March 2023
CONTENTS
LAND OF THE ANCIENTS
The Mysterious Continent of
Lustria is Described
The Land of Lustria .............................6
A Hostile Continent ..........................10
Lustrian History and Lore .................11
Olde Weirde’s Incunabulum ...............14
The Reality of Lustria ........................16
Lustria Timeline ................................18
I
Lustria’s Southern Cape is Guarded
by an Outpost of Distant Kingdoms
History...............................................78
Other High Elf Colonies ...................84
Lord Finrian ......................................87
From The Arsenal
of The Phoenix King ..........................89
Lokhir Fellheart .................................90
THE CITADEL OF DUSK
VI
A Guide to Myriad Creatures
Wild and Terrible
Bestiary ............................................ 165
Exotic Creatures and Diseases ......... 165
Flora and fungi ............................... 167
Invertebrates .................................... 168
Amphibians and Reptiles ................. 170
Mammals and Birds ......................... 173
Large Monsters ................................ 174
Flying Monsters ............................... 176
Gigantic Monsters ........................... 177
Gigantic Carnivores ......................... 180
Savage Orcs ..................................... 182
Jungle Maladies................................ 186
A LUSTRIAN BESTIARY
IX
Describing Arcane Sites Found
Across the Continent
Ziggurat of Dawn ..............................25
Head Monoliths of the Fallen Gods ..27
Wellsprings of Eternity ......................28
The Great Confluence ........................30
Fire Bogs ...........................................34
PLACES OF POWER
II
TEMPLE-CITIES AND TLAXTLAN
The Abodes of the Lizardmen
and the Centres of their Culture
Temple-Cities ....................................93
Ruined Temple-Cities ........................95
Temple-City Structures .....................98
Tlaxtlan ........................................... 100
Administrators of Tlaxtlan ............... 102
Tlaxtlan’s Defences .......................... 104
Locations in Tlaxtlan ...................... 107
Tzku’Ta, Chief Attendant
to Lord Adohi-Tehga ....................... 112
VII
CAMPAIGNING IN LUSTRIA
Expeditions into the Interior
and Establishing a Settlement
New Character Options ................... 189
Habitats ........................................... 191
Interpreter........................................ 194
Oracle .............................................. 196
Survivalist ........................................ 198
Trailblazer ........................................ 200
Jungle Expeditions .......................... 202
Temple-City Exploration ................. 207
Temple-City Plunder ....................... 209
Between Expeditions ....................... 210
Lustrian Events................................ 213
New Endeavours .............................. 216
A Colony of Norse Marauders Raiding
and Trading on the Isthmus of Lustria
History of Skeggi ..............................37
Government and Law .......................40
Religion in Skeggi .............................43
The Economy of Skeggi. ....................45
The Shape of the City .......................46
Beyond the city ..................................51
Port Reaver and Swamptown. ............52
SKEGGI
III
X
SERVANTS OF THE OLD ONES
The Lizardmen, their Masters,
their Culture and Character
The Old Ones ................................. 115
The Slann ........................................ 121
Slann in Warhammer
Fantasy Roleplay .............................. 122
High Magic ................................... 127
The Lizardmen ................................. 131
Roleplaying Lizardmen .................... 134
Skinks .............................................. 136
Anomoq, Skink Priest of Sotek ........ 140
Chameleon Skinks ........................... 142
Saurus .............................................. 143
Scar Veteran Crotaz’l ....................... 146
Kroxigor ........................................... 148
Skills, Talents, and Traits .................. 151
Coatl .............................................. 152
Tlat’l the Enigma ............................ 154
Lizardman Society ........................... 156
Lizardman Ritual and Belief ............ 157
Skink Player Characters ................... 160
VIII
A Once-Proud Temple-City Made
the Mephitic Lair of Pestilential Vermin
The Skaven Infestation .......................54
Sites within Quetza ...........................56
Lord Skrolk ......................................62
QUETZA THE DEFILED
IV
V
LUSTRIAN ADVENTURES
Three Quick Adventures
Set in and Around Lustria
The Jade Frog .................................. 218
Wrath of the Serpent God ............... 219
Preternatural Selection ..................... 221
XI
Shambling Corpses and Drowned
Ghosts in Thrall to a Depraved Lord
Harkon and Lustria ...........................65
Realm of the Undead .........................67
Locations ..........................................69
Luthor Harkon .................................72
The Brine Wife .................................74
THE VAMPIRE COAST
3
I
LAND OF THE
ANCIENTS
T
he
M
ysTerious
C
onTinenT
of
L
usTria is
D
esCribeD
Across the Great Ocean, far to the west of the Old World,
is a vast, mysterious continent. It is a place of legend and
rumour, for few explorers have managed to penetrate its
dense jungle, or chart its rolling southern plains. To most
folk of the Old World, it is so distant and enigmatic that
it may as well not exist, but stories tell of vast wealth
and ancient lore that can be discovered there. Each week
ships carrying adventurers and colonists cross the ocean.
Those who settle on Lustria’s shores do not thrive. The
continent is a vast death trap, subject to extreme weather,
festering diseases, poisonous plants, venomous animals,
and home to the temple-cities of the Lizardmen, who
sally out to repel invaders. Only around the coasts of
the Isthmus of Lustria, to the north of the continent,
do a few precarious settlements cling on. Despite all the
wealth and manpower that Old World nations invest in
supporting their nascent colonies, there is little hope that
they will pay dividends. They are tiny, wretched places,
living on borrowed time before the savagery of the
elements, or the ferocity of the Lizardmen, consign them
to the annals of history.
There are some among the High Elves, and the
Truthsayers of foggy Albion, who claim that Lustria is
deadly by design. Stories older than civilisation speak of
the enigmatic Old Ones, who descended from the skies at
the dawn of the world, riding upon their Silver Chariots.
The most learned scholars purport that these beings
reordered the world, but that the blend of magic and
science they engineered to work their wonders went awry,
and ushered Chaos into existence. The presence of these
godlike beings is no longer felt, their having perished or
departed long ago, but the Lizardmen persist in carrying
out orders based on their instruction.
For all the danger and mystery, occasionally an adventurer
strikes it lucky, and returns to the Old World with
pockets full of looted treasure. They tell tales of exotic
sites and ferocious inhabitants. The testimony and wealth
of these fortunate few is enough to tempt a steady stream
of foolhardy souls to undertake a voyage of their own.
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