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Paths of the damned. Part 2, Spires of Altdorf PDF

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Cubicle 7 Entertainment Limited Suite D3 Unit 4 Gemini House Groundwell Industrial Estate Swindon, SN25 5AZ UK 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 Spires of Altdorf © Copyright Games Workshop Limited 2005. Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, GW, Games Workshop, Warhammer, The Game of Fantasy Battles, the twin-tailed comet logo, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likeness thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world, and used under licence. Cubicle 7 Entertainment and the Cubicle 7 Entertainment logo are trademarks of Cubicle 7 Entertainment Limited. All rights reserved. www.cubicle7.co.uk Spires of Altdorf ® TM Writing and Design: David Chart Additional Material: Kate Flack, Chris Pramas, and Gav Thorpe Development: Chris Pramas Editing: Kara Hamilton Graphic Design and Art Direction: Hal Mangold Cover Art: Christer Sveen Interior Art: Tony Parker, Christer Sveen Cartography: Shawn Brown WFRP Development Manager: Kate Flack Project Manager: Ewan Lamont Head of Black Industries: Simon Butler A Black Industries Publication Warhammer Fantasy Roleplay logo, Black Industries, the Black Industries logo, BL Publishing, The BL Publishing First published in 2005 by Black Industries, an logo and all associated races and race insignia, marks, imprint of BL Publishing names, characters, illustrations, and images BL Publishing from the Warhammer universe are ®either , Games Workshop. Ltd TM, and/or © Games Workshop Ltd 2000- Willow Road 2005, variably registered in the UK and Nottingham other countries around the world. All rights NG7 2WS reserved. UK Green Ronin and the Green Ronin logo are No part of this publication may be Trademarks of Green Ronin Publishing, LLC, reproduced, stored in a retrieval system, or and are used with permission. transmitted in any form by any means, electronic, Product Code: 60040283009 mechanical, photocopying, recording or otherwise without the prior permission of the publishers. ISBN 13: 978-1-84416-224-6 Permission is given to copy the relationship map on ISBN 10: 1-84416-224-9 page 51 and the handouts on page 93 for personal use Black Industries World Wide Web site: only. www.blackindustries.com © Copyright Games Workshop Limited 2005. All Green Ronin World Wide Web site: Rights Reserved. Games Workshop, the Games Workshop www.greenronin.com logo, Warhammer, Warhammer Fantasy Roleplay, the 1 Table of Contents — t c — aBle of ontentS IntroductIon .........................3 cHapter III: tHe artefact ......49 About This Book ......................................................3 Finding the Artefact ...............................49 How To Use This Book ........................................3 Summary ..................................................................49 Heart of tHe empIre .................5 Running Intrigue ................................................50 NPC Relationship Map ............................51 The History of Altdorf .............................5 Getting Started ......................................................53 War and Fortification .........................................5 Characters ................................................................53 Plague and Punishment .......................................5 A Tempting Offer .................................64 The Time of the Burgomeisters ........................6 Getting the Artefact ...............................65 Siege and Reconstruction ....................................6 The Easy Way ........................................................65 Wizardry and Statesmanship ............................7 The Hard Way ......................................................65 The Present Day ......................................................8 Destroying the Artefact ...........................67 Altdorf Guilds..........................................................8 The Transfiguration Altdorf Citizenship ................................................8 of Resplendent Glory ......................................67 Places in Altdorf .....................................9 Cleansing of the Corrupted Vessel ................68 The Upper Classes ...................................................9 The Fleshless Made Flesh ...................................70 The Lower Classes ................................................14 Public Areas ............................................................18 cHapter IV: Specific Places .......................................22 tHe SHadow of fIre ..............71 The Amethyst College .........................................22 The Burglary ........................................ 71 The Bright College...............................................24 Scene of the Crime................................................71 The Celestial College ...........................................25 Looking for Distractions ..................................72 Empire House .........................................................26 To Catch a Thief ..................................................73 The Jade College ..................................................28 In the Ruins ............................................................74 The Light College .................................................29 Asking Around ...................................... 75 The Palace of Retribution.................................30 At the Cock Pit .......................................................75 The Temple of Sigmar ........................................31 To the Warehouse ................................................75 Evoking Altdorf .....................................33 At Empire House ...................................................76 Descriptions ..............................................................33 The Bell ..............................................76 Events ..................................................35 The Secret Shrine ...................................77 Local Colour ..........................................................35 Recruiting Lord Frederick ...............................77 Adventure Initiations ..........................................35 Finding the Shrine ...............................................77 Combat Obstacles .................................................36 Heresy Revealed .....................................................78 Chance Meetings ...................................................36 Aftermath ...............................................................79 cHapter I: cHapter V: Bad Blood ..........80 tHe Second SHard ................38 The Daemon Letter ................................80 Proper Preperation ...............................................39 Thugs by Night ....................................82 The Dagger of Yul K’chaum ................... 39 Sniper .................................................82 Bright Peril ..........................................40 Horrors at Home ....................................83 Cold Revenge ....................................... 43 Frenzied Shoppers ..................................84 cHapter II: Mutant Murderers .................................. 85 Finding Carlott .....................................88 farewell, mIddenHeIm ..........44 The Three Beards ..................................................88 On The Road .......................................45 The Tenements .......................................................89 The Beastmen Attack ..............................46 Carlott’s Web ........................................................90 Night Attack ........................................47 Aftermath ............................................92 Aftermath ................................................................48 Experience Point Awards ...................................92 Arrival in Altdorf ..................................48 Player Handouts .................................... 93 2 Introduction I ntroductIon Spires of Altdorf is the second part of Paths of the Damned, Chapter III: The Artefact an epic campaign series for Warhammer Fantasy Roleplay. It follows on from Ashes of Middenheim and is intended for This chapter provides information and encounters for the main characters who are nearly finished with their first careers or plot: locating and destroying the Dagger of Yul K’chaum. already into their second careers. Since this section is intrigue-based, it includes details on many NPCs, what they know, and how they fit into the plot. In this adventure, the Player Characters (PCs) head to Altdorf to find and destroy the Dagger of Yul K’chaum, the second Chapter IV: The Shadow of Fire artefact that contains the imprisoned essence of the Daemon Xathrodox. Once inside the great city, they get caught up in This section details the machinations of a Bright Wizard who intrigue amongst the Colleges of Magic in their attempts to has sinister designs on the Dagger of Yul K’chaum. If his plans acquire both the dagger and a method to destroy it. come to fruition, a new chaos threat is let loose in the Empire. Chapter V: Bad Blood a t B Bout HIS ook This final chapter provides information and encounters for the Paths of the Damned: Spires of Altdorf consists of the following final plot, that of a Crimson Skull cultist trying to get revenge sections: on the PCs for their actions in Ashes of Middenheim. The Aftermath section of this chapter wraps up the adventure and Heart of the Empire: Altdorf details experience point awards. This section provides an overview of the capital of the Empire. H t u t B It includes a history of the city, descriptions of both generic ow o Se HIS ook and specific locations, adventure hooks, and advice on evoking the proper atmosphere for Altdorf. While this material is In order to use Spires of Altdorf, you will need the Warhammer focused on providing you what you need to run this adventure, Fantasy Roleplay rulebook, plus paper, pencils, and dice. it also gives you plenty of information you can use to run Although you can run this adventure on its own, it works further Altdorf scenarios. much better as the middle section of the entire Paths of the Damned campaign. If you are starting with this adventure, four Chapter 1: The Second Shard pre-generated characters have been provided at the back of the book. They are kitted out and ready to go. This chapter is an overview of the adventure in full. It provides details on the three main plots, statistics for the two primany Spires of Altdorf is not an ideal adventure for the novice GM. It antagonists, and general advice on how to run the web of contains three major storylines that require constant juggling by intrigue at the heart of Spires of Altdorf. the Game Master. You really need to be comfortable in the GM’s seat before attempting to run an adventure like this one. Unlike Chapter II: Farewell, Middenheim Ashes of Middenheim, the action is not presented sequentially. Instead, the adventure requires you to assess what your players The adventure proper begins here, in Middenheim. The PCs have done and advance the plot as appropriate. This requires good benefit from research in the Collegium Theologica, which puts timing and a large dose of common sense. You also need to be them on the path of the dagger and on the way to Altdorf. intimately familiar with the material, so it is recommended you Italso details their journey on the road to Altdorf, and the read over the material at least twice before running the adventure. perils that bevil them. 3 Heart of the Empire: Altdorf 4 Heart of the Empire: Altdorf H e eart of tHe mpIre Altdorf, as befits the capital of the largest realm of the Old World, is a great city. Straddling the Reik and linking the banks and dozens of small islands with hundreds of bridges, it draws much of the trade of the Empire through its markets. The Storm of Chaos left it largely untouched, so its splendours still awe those coming from the country, particularly from regions left devastated. Natives will happily tell outsiders of their city’s glories and complain bitterly amongst themselves about its inconveniences. The Imperial Palace, the Temple of Sigmar, and the Colleges of Magic are only the most important institutions found in Altdorf. Opera, theatre, soirees, markets, shops, taverns, pit fights, street brawls—Altdorf has entertainment suited to all tastes and all pockets. As the late Siegfried Johanson, noted rake-about-town, said “When one is tired of Altdorf, one is tired of life.” This book includes an overview map of the city but not a street-level maps; the city is far too large, and in a few places the magic of the Colleges makes any map unreliable. Instead, this section provides material you can use to make the players feel as though they are in Altdorf along with their characters. — t H a — He IStory of ltdorf Altdorf began its life as a small Unberogen settlement on an of Altdorf can go to Morr!” Hereafter, the city was known as islet in the river Reik. Known as Reikdorf (the city of the The Great Reek. river), it offered good fishing, fertile farmland, and an excellent From 600 IC onwards, the Cult of Sigmar began to root defensive position. Over time, this tribal capitol began to grow, itself deeply in the bedrock of Altdorf society. The constant spilling out of its islet home to cover the nearby western shore strife and battling of local warlords aided the growth of the and many other small islands in the Reik. By the time Sigmar cult, whilst growth of commerce repaired Altdorf’s fortunes. journeyed into the east, Reikdorf claimed to be the largest Money flowed into the cult’s coffers, and by 990 IC, the Grand settlement in all the lands of men. Bridges were built, and the Theoginist convinced Emperor Ludwig the Fat to grant the basic structure of the city formed. Sigmarites an electoral vote. Not content with this, the cult As Sigmar’s Empire spread, trade began to blossom. Farmland threw a lavish series of banquets and successfully lured the was claimed from the woods and the Goblin tribes. Many small ruler’s court to an Altdorf palace. Ten years later, the Cathedral settlements appeared across the Reikland, and the prosperity of Sigmar was completed, exactly 1000 years after the Battle of of the area began to grow. Most of the spare food from these Black Fire Pass. The Dwarf stonemasons who laboured on the farms found its way to Reikdorf, where it was shipped upriver buildings were granted freedom of the city and settled down to for fine profits. Reikland wool, leather, and timber also moved create what later became the Dwarf quarter. Religious feeling across tribal boarders. As this trade matured, attracting money flowered, and the first great illuminated tomes of The Life of and craftsmen to the settlement, Reikdorf began to specialise in Sigmar were created. forging, cloth, and fine ales. p p lague and unISHment w f ar and ortIfIcatIon By Boris Goldgather’s reign, Altdorf was a rich mixture of From 300 IC onwards, the character of Reikdorf changed, races, religions, craftsmen, merchants, nobles, and peasants. as the prosperity of the surrounding lands began to wane. The Great Reek was famous for its thieves and riches—the Long years of Goblin wars, internal strife, poor harvest, and Emperor being the biggest crook of them all. His heavy social decline took their toll on the rich town. The sturdy taxes and free-spending ways resulted in a season of riots and stone temple of Sigmar was soon joined by defensive walls, as scandals. Several Sigmarite priests were exposed in public Reikdorf learned to fend off hard times. alongside their mistresses and harems, causing outrage, shock, and further riots. Martial law was imposed, but only the The strong walls attracted many folk to the town, and by 500 disastrous Black Plague of 1111 finally beat out the flames of IC Reikdorf had more than quadrupled in size. The ruling insurgency. powers attempted to persuade the people to build in stone, rather than flammable wood, but this directive was cheerfully The city folk cheered Goldgather’s death in 1115 and ignored. Despite all his efforts, Emperor Sigismund “The attempted to stem the tide of anarchy that followed. This Conqueror” could not break the Reikdorf instinct to do attempt failed, and as the merchants feared, trade took a things on the cheap. The Warrior Emperor formally named turn for the worse. Matters became dire with the accession of the place Altdorf (the old city) and ordered the place fortified Emperor Mandred Ratslayer in 1124 IC. The new Emperor set in stone to better defend against the local warlords and bandit up his palace in Middenheim, and the focus of trade moved tribes. He died before his vision could be completed, and in away from Altdorf. Chaos ensued as the luxury trade collapsed, 557 IC his son, Siefried “The Lawgiver”, moved to Nuln in debts went unpaid, and the nobility fled like rats from a disgust. The young Emperor declared, “The reeking streets sinking ship. 5 Heart of the Empire: Altdorf Riots and fires broke out once more, and the Cult of Sigmar siege, the city was rocked by the uncovering of several Chaos attempted to take control of the city. A cynical policy of “Bread cults and a scandal involving a lector of Sigmar anointing for Believers” required folk to swear an oath of loyalty to the a wolfhound to the office of priesthood. Outside the city cult in return for food and protection. Altdorfers defrauded bounds, Crackle Hill was established as the execution grounds this system so extensively that the cult’s coffers were almost for heretics and traitors, whilst Morr’s Oak remained the emptied and for little gain, as the population returned to its hanging place for ordinary criminals. cheerful irreligious nature once the handouts ceased. It took As the centuries wore on, the increasingly empty purses over 300 years for the cult and the city to recover from this of the counts allowed the rich to buy themselves titles and financial disaster. coats of arms from the nobility. Heraldry became deeply Around this time, the beginnings of an organised guild fashionable, and Altdorf introduced Mercier laws to govern structure began to appear. These guilds later dominate the which colours, cloths, and cuts could be worn by each class. political life of the capitol, but at this time, they focused on Later repealed as unenforceable, these laws did manage to set protecting their members against the harshness of the times. custom (and fashion) for some time to come. By the turn of In the wake of plague and turmoil, many country peasants the millennium, the Burgomeisters marshalled the guilds and flocked to the city to fill the empty houses and join the new seized the opportunity to become self-governing. Huge gifts guilds. This move from the farmlands, combined with many of money surreptitiously flowed into the coffers of the Princes poor harvests, beggared the Reikland Elector. The ruined noble of Altdorf, enabling the once-mocking title to again become a approached Altdorf for aid and eventually made a deal. The reality. The city became a self-governing state, and the newly Count formally adopted the Prince of Altdorf; the Count then empowered Burgomeisters engineered huge tax breaks for abdicated all Electoral privileges to the Grand Prince. Vast themselves. sums of money flowed into the Reikland estates, restoring the fortunes, if not the title, of the former Count. S r Iege and econStructIon The dual title of Grand Prince of Altdorf and Elector Count This prosperity was smashed by civil war and sieges. The of Reikland then passed from prince to prince, though it vampire lords of the Von Carstein family laid siege in 2051 IC seemed to bring little luck with it. The crippling upkeep of the and 2132 IC. Both attempts came at a great cost to the city. Reikland and collapse of Altdorf trade meant that before the The walls were breached in several places, and the loss of life 1200s ended, the rulers of The Reek were known as “the poor was tremendous. The city brazened the sieges out, mockingly princes”. From this time forward, money became increasingly adopting the “shade of death” as the banner of Altdorf. This important as a source of power and leverage. Bribery and gallows humour did not disguise the tolls the sieges exacted. corruption seeped into all aspects of city life. The Von Carstein habit of catapulting rotten zombies into the city brought many winters of plague, while crippling taxes t t He Ime of tHe created an era of poverty and desperation. By the Battle of Hel Fen in 2145 IC Altdorfers no longer cared that the Von B urgomeISterS Carstein line had been crushed. Every able-bodied man was expected to aid in the rebuilding of the defensive walls or lose The 1500s opened with a bold move from the Burgomeisters. their citizenship. Many protested, but they lacked the spirit to Following the trend of the times, the Guilds openly bribed the riot. nobility to return to the city. Gifts of lands and walled estates lured some, whilst other responded to generous loans and The next 300 years are known as The Great Reconstruction. “honour tithes”. The Elector count of Wissenland reportedly Gradually, pride, money, and comfort returned to Altdorf. received a gift of 50 white peacocks with gilded beaks and Even the indignity of the Great Boil Plague of 2302 did little purple-stained feet. He promptly invited the guild masters of to deflate the growing sense of recovery. The citizenry laws were Altdorf to a feast and served up the birds on silver salvers as a revised, and Altdorf gathered thousands of new taxpayers to her lesson about loyalty. bosom. The early seeds of the Imperial menagerie began when the fashion of gifting rare beasts became popular amongst the Despite this rebuke, by 1547 IC and the time of the Three nobility. The Great War Against Chaos brought further monies Emperors, Altdorf managed to repair its fortunes. As the to Altdorf merchants as weaponry and supplies became scarce. territories fought, The Great Reek learned to profit from the The fall of distant Praag in 2303 caused minor alarm, but The civil war. The guilds effectively ran most city life, and riches Reek believed itself immune to serious change. became the ultimate dream of every citizen. The city continued to grow and evolve throughout this time of strife. By the It came as a shock when Magnus the Pious announced that first siege of Altdorf in 1701 IC, the famous ‘dorfer attitude Altdorf would become home to the Orders of Magic. Riots was recognisably present. A proud and cunning people, the erupted throughout the summer of 2304 IC, and few were siege did not break their spirits; rather, it became a point of prepared for the martial law that followed. Many abandoned principle to ignore the hunger, death, and horror of the Orc the city when the time came for the High Elves to warp the warlord Gorbad Ironclaw’s incursion. All the temples of the fabric of Altdorf to accommodate the College buildings. They city experienced a marked rise in offerings at this time, and eventually returned to find the city much the same, yet utterly a religious renaissance swept the city. In the aftermath of the different. Becoming thoroughly unmappable, pandemonium 6 Heart of the Empire: Altdorf ensued as ‘dorfers learned to navigate by landmarks rather than of the aldermen and guild masters, a series of trade sanctions sense of direction. Street guides became common, and martial were applied to the new city state. Fearing that their status as law remained as anti-wizard sentiments remained high. a tax haven would be challenged, many of the upper echelons of Altdorf loudly protested the move. Many privately lent their w influence to aid in deposing Emperor Dieter IV, which was Izardry and accomplished shortly thereafter. S tateSmanSHIp A month of celebrations ensued as the Prince of Altdorf was elected to the throne. The guilds publicly swore allegiance to The Orders of Magic quickly set out to court the guilds and Willhem III, offering huge gifts and revenues to the once- their leaders. The Grand Prince grew alarmed at this, for the impoverished office of Princedom. Merchants and institutions wizards seemed to quickly enmesh themselves in the complex scrambled for Imperial patronage, and under the advice web of negotiation and extortion that passed for Altdorf of the Grey Order, Willhem auctioned off his favours and politics. Magister, a separate state of citizenry, was created to appointments for huge sums. This money allowed the new curb the power of the Orders. Complex laws on trading, land Emperor to engage in unprecedented amounts of statecraft, ownership, and voting rights served to keep the wizards in line, ensuring loyalty amongst much of the nobility for some time. at least for a while. The Grand Prince officially recognised the Altdorf Press as A vital distraction occurred in 2324 IC when the water a newspaper, hoping to gain a measure of control over the system collapsed. Wells filled with foulness from the midden scandal sheet. Typical, this move failed as the paper remained heaps, sewers clogged, and the river ran black with filth from true to the irreverent spirit of Altdorfers everywhere. thousands of privies, tanneries, and graveyards. The “Summer The Great Fire of 2431 allowed Willhelm to entirely rebuild of Cess” united the guilds for the first time as they banded Altdorf’s east side and curb the Order of Bright Wizards. The together to sink new wells, line sewers, and create aqueducts. reconstructed area became a prestigious neighbourhood, having The Clean Water Company was created with monies from all well laid out streets and stone buildings. The loss of goods and craftsmen; however, it was riven with infighting, rivalry, and revenue hit the merchants hard, and while they were on the virtual ineffective for many years. A political tool of the guilds, back foot, the Grand Prince seized many political gains. This the company was pushed from pillar to post for over 100 years, trend continued with the accession of Karl Franz in 2502. His gradually accomplishing its goals at a great cost to the people. personal interventions eventually resulted in the Stench Act of By 2429 Altdorf was rich, settled, and powerful. Despite 2506. This legislation effectively handcuffed the overweening its own past, the city was scandalized by Marienburg’s egos of the guilds and the Orders of Magic, causing uproar and announcement of independence. After an emergency session outrage. 7 Heart of the Empire: Altdorf this is increasingly irrelevant. Guilds frequently operate as a t p d He reSent ay law unto themselves, policing their members, protecting their interests, and attempting to gain concessions from the various The Burgomeisters seethe and plot as they have for many political groupings of the city. years. Recently, wars have demanded the Emperor’s full Guilds are almost infinite in variety. Broadly speaking, all attention, and a regent Marshal has been appointed to govern offer some form of apprenticeship and career progression to Altdorf. The guilds have attempted to bribe, depose, and their members, while demanding fees and services in return. scandalize this office, to little effect. Secret plots abound, Admission to a guild allows the individual a chance to earn and in the political climate of 2522, Altdorf is rife with Altdorf citizenship and, perhaps, a chance to join one of the cliques, cults, assassins, and resentment. The Storm of Chaos many city councils. threatens much of the Empire, and while the Emperor has been away, many powerful factions have tried to gain the Some guilds are powerful enough to defy city law, having upper hand. somehow won charter to try their own members by private means. Guilds offer a variety of benefits to their members The Orders of Magic remain apart from this intrigue, from pensions and scholarships to matchmaking and widow no doubt due to some secret knowledge of their own. funds. A man may easily spend his whole life within a guild; Meanwhile, in taverns across the capitol, the ordinary folk although, it is a rare day when loyalties are allowed to change. gossip of the next manoeuvre by the city council and the Marshal’s likely counter measure. The Altdorf Press has If asked (or even bribed) the average Altdorfer might say the reported strange goings on throughout the docklands and following about the foremost guilds: an uncharacteristic silence from the Cult of Sigmar. The • The Mercer’s Association: “Bunch of jumped-up tailors. dispossessed and war-orphaned have flooded into the poor Yer can spot ‘em by their fancy robes.” quarters of Altdorf, and terrible tales of plague abound. An air of expectation hangs over the city. What the future holds • The Guild of Stevedores: "Don’t mess with the Wharf is unclear—but this much is certain, to live in Altdorf these Rats—there’s an awful lot o’ big lads in that Guild.” days, is to live in interesting times… • The Mercantile Society: "The Grocers? Ah, they’re a g sponsoring that new weights an’ measures law, right?” ltdorf uIldS • The Butchers' Guild: "Solid lads—still, I wonder if Many hundreds of guilds find their homes within the they’re going ter survive that dead body scandal?” stinking streets of Altdorf. Technically, to qualify as an official • The Masons' and Carpenters' Guild: “ Damn builders! guild, an organisation must be recorded in the Civic List, but They’re slow, expensive, an’ stuck up. How many qualifications do yer need to lift bricks, I say!” • The Blackpowder Men: "I never seen no one scareder of a Bright Wizard. Heh. Run at ‘em in orange robes an’ watch ‘em squeal! Guns or no guns, they sound like girls!” • The Imperial Guild of Arms and Armourers: "The A and A is a solid guild. They’re all a bit deaf, but they’re good to widows.” • The Lawyers' Guild: "Just like Morr—yer can’t avoid ‘em, but you don’t have ter like it.” a c ltdorf ItIzenSHIp Altdorfers are a proud lot. Even the lowest citizen takes pleasure in their status as a part of the great city. They may not understand the arcane system of rights and vassalage, but that doesn’t prevent them from telling folk about it. Outsiders from the provinces are treated with a measure of disdain and pity, for what ancient glories can they claim kinship to? What history is there in some godforsaken patch of trees? Whatever they say, nothing compares to the heritage of each and every citizen of Altdorf; at least, that’s what they believe. Dating from the feudal times of Sigmar, the citizenry laws originally dictated who worked where, what tax they owed, and who they served. Complex even then, these dubious 8

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