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Fanos 42-91 29/9/08 2 pn Page 62 Tales Of Stirfand By Nicodemus Kyme, models by Paul Scott ‘This month, our congenial guide, Nicodemus Kyme takes us through the Imperial province of Stirland. As you will fad out, i's not the most hospitable of places during the time of The Three Emperors. Day One ‘At dawn, I set out from Altdorh, the temple of Sigmar a diminishing sitbouette in my wake My quarry bad time ‘on bis side, and in a manbunt such as this, ime was of the essence Buen 30, 1 would seek him out, the creature ‘once known as Simius Gant, and dispense Sigmar's justice Borne upon a plain river barge, I went the way of the ‘eth, my destination Stirland, reports baving reached me ‘that the wretch 1 sought was last sighted in its rural backwaters From what little T know of the place is an impoverished county, given to beatben ritual and ‘customs. I took care to pack additonal rope and torches in light of tat, By way of the town of Kemperbad I travelled, the Great Forest filling the horizon 10 the north, towards the neighbouring. province of Talabecland. 1 saw figures walking their borders and. the fires of distant ‘watchiowers it up like baleful eyes as the evening dark ‘encroached I! was a bad omen and I made the sign of Stemar over my cbest. 16 was fully night by the time I made landyall, concealed tunder the garb of a travelling merchant trader lest Gant have minions who would alert bim t0 my presence. 1 ‘approached the wan light of a small village A crude wooden sign, rotten and mouldridden, read ‘Kraghaben' It swung from a single rope like a banged 1 found lodgings there at a simple travelling inn, the Haven, although I doubted the strength or veracity of the Day Two 1 set out carly i the morning, the sky still dark and brooding, after sleeping fr four hours. Iwas fully rested baving been taught meditative techniques by my priestly ‘brethren at the temple. I would need my wits about me, land was glad of the knowledge they had imparted. rom what lean gather thus far, these people area rustic, almost backward folk Mercifully, they are Sigmar- fearing. His symbol ts prevalent throughout the village, ‘an iron bammer bung alongside borsesboes above the ‘bar I wanted to chastise the barkecp, and advise him sternly that such an icon should be venerated in a more ‘appropriate location, but these rural folk bave their Superstitions and twas muttered that above the bar and 4 the door of the inn would ward off evil forces 1 ‘overheard other folk speak of men driven to madness, ‘entire crops wasted and dead, of dire portents and anarchy and lawlessness. Despite their apparent piety, Ihave noticed a profusion ‘of socalled wise men and women who will bave to burn Jor thetr beresies. They speak of the ‘evil eye’ and would ‘ward it off for travellers, such as myself, with incense, tokens and false idols The temple will not stand for such ‘base idolatry, but there is a greater evil afoot bere and I Intend to find tt and quash tt For all their simplicity and suspicious nature these Stirland folk stood up well 19 subversive questioning. 1 ‘gleaned litle of the whereabouts of Gant or bis kind. So, 1 left the inn in the small bours with little save for a rumour ~ a booded man seen two nights ago upon a grassy beath. ‘As Imade my way up a rocky crag, The land stretched out before me. findeed anyone were practising foul deeds in the dark wilds then they would find it bard to secrete themselves. From my vantage point on the heath 1 saw lutte, save for a black shadow far on the horizon, @ large land ruined tower that 1 resolved to investigate more lovely after my business here was complete. Through telescope Iespied the mighty shadow of the Worlds Edge Mountains 10 the east, but I doubt sincerely that my (quarry made t as far as tha. It was then that I noticed Something in the dark, a glimmer of light inthe charcoal Black Drawing closer 1 saw three figures, chanting around a {fire They were hooded, exactly as the barkeep bad described, but my quarry was not amongst them. A body lay next tothe flames. The stench of dead flesh wafted up tome on the breeze Its tink was bitter and caught sn my ‘throat, along with the rising bile I felt towards these debased creatures, 1 dealt with them swiftly The first 1 killed with a pistol shot through the neck, bis heretical words caught tn bis Ubroat like poison The second, alerted by the sound, ‘came at me with dagger raised. I parried the blow and ‘gutted im with my sabre. The third had little stomach for a fight and tried to flee. Picking up a stone from “row the fre | broughi him down with a wellaimed shot. This one I tried to keep alive so that 1 could interrogate bim, but as I approached the corpse lying in the dirt began to stin. Whatever beinous act they were performing bad taken hold and the dead rose once ‘again’ The beast grabbed at my ankle with surprising strength and I was brought down It clawed at me, fit ‘encrusted talons ripping my sbirt 1 was disarmed but punched the creature bard in the face. Is bead snapped back with @ crack and I realised I bad broken its neck Head banging limply like some macabre marionette with ‘ut strings came at me again. But Iwas ready this time land from my bell | took vial of Blessed water and — exis Fanos 42-91 2a/s/os 3:22 pm Page 83 smashed it over the creature's bead. Kicking the thrashing corpse ateay, I got to my feet and watched it dissolve. Taking up my fallen sabre eu of the creature's bead, arms and legs, and burted the parts face doun in the earth, sanctifying tt with another vial of blessed twater By this time, the hooded one was stirring and I went over to question him earned my quarry had fled by way of the River Stir a natural border between Stirland sand their nortbern relghbours Talabecland and Ostermark Tenet from my readings that the Stir was watched vigilantly by the famous Stir River Patrol and I doubted that Gant could ave crossed there easily. No, the cur would bave ‘continued through Stirland. Applying the interrogation techniques of the devout, I learned through my prisoner's screams that Gant was indeed upon the heath two nights 1ag0, that he bad instructed bis followers to ratee the dead ofthe village and inuade tt Gant bad been making Jor Wurtbad, a principle town of this province lying upon ‘the Old Dwarf Road all the way from the south Since Gants trio of acolytes had been put down 1 doubted the threat of the village dead 1 also doubted that Gant would have made it to Wurtbad tn two days land nights, Necromancers and their kind are oft ‘exhausted from thetr dark deeds and I was certain be would bave taken refuge in some dark hollow or ruin, ‘away from the prying eyes of the Roadwardens and Bounty Hunters that roamed these rural pastures. My ‘thoughts went back to the tower ruins | bad spotted in the distance earlier = ‘In any case, 1 bad broken the underling and looking about me I noticed a gibbet set upon a Bill not too far ‘away. Iwas glad of te extra rope and get about tying the Day Three The banging acolyte was a message to all the occupants ‘of Kraghaben of what fate befell those that deviated from the light of Sigmar Since Gant was not here and bis acolytes were slain, I revealed my true calling t0 the Uillagers In doing s0, and with gathered belp, I rounded ‘up the sovcalled wise men and women and had ther burned upon a massive pyre in the village square, along ‘eit thetr beretical icons, Leaving Kraghaben I learned rom the barkeep that the ‘ruins Thad spotted upon the beath were known locally as the Blighted Towers and that a dire and terible curse twas upon them. I! seemed to me a likely refuge for Gant Day Four 1 could still see the smoke from the pyre as set forth for the ruins. I passed a militia patrol on my way, @ scurvy looking lot, led by one Claus Ox Jaeger, a blood relative lof the Elector of these parts, Demitrs Jaeger a minor lord ‘and with scant power to lend to the aime of one of the Imperial claimants, bis own allegiance betwixed the lord of Syluanta to the east and the Ottians of Talabecland to the north reached the Blighted Towers at dusk, They were a three: pronged shadow like skeletal fangers in the distaice. As 1 ~é alll < ‘Sunt ete i i — Fanos 82-91 28/8/04 3:23 pm Page 66 ‘came closer, something moved within, Pressing my icon lof Sigmar to my chest and drawing my pistol advanced. Cowering in the ruins | encountered a thing that was surely cursed, shaped hike a man, but with a bulls Bead ‘and forelegs. Thad barely shot the beast through the bead ‘oben another emerged from the shadows It roared as if {im pain, and looked upon me with murderous rage. With no time to reload, 1 cast my icon at tt lke a throwing bammer It struck hard and burned sts foul flesh didn't Desttate and gutted the creature with my sabre. They bad been men once. I found ragged clothes, torn land split with the exertions of Chaosfilled muscles. 1 searched around the towers in turn, laoking for «tues. There was a circle, marked in blood, a collection of small ‘bones within. They were some kind of crude divining ‘method ~ a tool of socalled wise folk. But just like all tools of the enemy, it had turned upon its user, The wise ‘man’s bones were not too far from them, gnawed upon veut fleshy strips sill clinging to them. I burned all of obliterating and sanctifying the ground whore the circle bad been, Day Five My lime at the Blighted Towers had been fruitless Whatever malady plagued it inthe minds of the villagers of Kraghaben, 1 bad not seen tt manifest. Atbough as I left, felt tired and my skin burned from where my ton bad rested. 1 decided to make for the river If indeed my quarry was headed east, towards the mountains, then perhaps be ‘might try to secure a boat, bypass the river patrol and ‘make bis way down it Sigmar was with me. I found a small ferry port and ought passage down the Stir The ferryman was tootbless and simple. He told me that be usually took poachers down the river after they bad crossed the ‘border illegally, slipping past the warden's watch into the Great Forest, bringing their quarry back 10 sto the province. He added that for turning a blind eye, they would give bim a portion of what they bad stolen. Upon seeing the icon of Sigmar around my neck and the pistol ‘at my belt he said no more. told bimn Iwas looking for ‘a different quarry, a man, a ful servant of evil and that be would turn a permanently blind eye if he spoke of 10 anyone. The rest of our journey together passed it silence as 1 kept a look out at the prow I reached Wurthad in the early evening, with the trait _growing ever colder ‘One of the principal townships of Stirland, Wurthad Jooked more like a large village than an established town. The trappings of a backward culture were for all 10 see. Wite men and women sold wards against the ‘evil ‘oye once more, But I doubted I bad enough torches and rope to redeem them all. There were no temples of any [Breat import, just small sbrines, often dedicated to Taal, the river god, rather than Sigmar, anotber fact that oded il jor these folk Halflongs were a common sight, which was litte wonder given Stirland's proximity to the Moot. I began to wonder whether I should return 10 Wurtbad after my mission with a regiment of Knights Panther and purge these beatbens once and for all I made lodgings atthe Fallow Field inn and beard talk of strange men seen up at the Crow's Feast, local Tandmark in there parts, barely three nights ago and ‘again at the Cairn Circle, a rural cemetery atthe border 8 pean a JPanos_s2-91 1/20/04 21:56 am rage 85 10 Sylvania in the east, could learn no more though. The ‘man who bad seen them had died of fright, after giving bis account to a Road Warden patrolling there. He bad seen nothing and the trail grew cold once more Day six The next morning I intended to make for Crow's Feast ‘eben my attention was arrested by a group of marksmen practicing inthe toun square. The crowd watching them looked worn and afraid. Practicing in case of invasion rather than for sport it seemed. 1 was here that I found my quarry’s trail once more. A bublic banging was taking place, a few Jeet from the ‘marksmen. A large crow perched upon the gibbet seemed 10 eye me suspiciously and cawed at my approach. At ‘once I suspected i! asa familiar of Gants: The bird flew ‘off, doubtless to warn its master, as I questioned the warden who was overseeing proceedings. [discovered the condemned was guilty of witcheraft and necromancy. 1 demanded immediately to snterrogate him and he was ‘cut down A look of relief on bis face at bis apparent reprieve, turned to dread as be saw my face That was ‘good, fear was a tool! intended to exploit to the full. Thad worked up a sweat and used the last of my tongs, ‘but the condemned finally broke. Gant was indeed in Wurtbad. 1 made haste from the cell where I had interrogated bim. As was leaving, the warden came tout fresh rope. Itold bim there would be no show today. He bad already expired from my attentions Day Seven T knew my quarry was not far now. I managed to garner ‘passage aboard another ‘vessel, Gant's tral leading back to the Stir I was ‘certain now be intended fo crossover into Sylvania and become Tost inthe even murkier shadows there travelled with the Stir ‘River Patrol These are dour men, weltsrained and disciplined, utterly tunlike the yokels, poachers and wise folk that made up the rest of the population in this province, We ‘encountered river pirates on our journey down the Siir ‘and the mercenaries aboard our boat dispatched them (quickly and precisely with deadly bow fire Awatchtower Iearby lit a flaming beacon and the archers garrisoned there finished off the fleing survsvors Perhaps there was ‘merit to this province ater all. ‘As night drew in, thick and black, I found him In the distance there was another boat and my senses told me it was Gant. His vesvel moved silently and without disturbing the water, He must bave enchanted tt through ‘some nefarious ritual and this was how be had slipped bby the river patrol. A crow perched at the stern and ‘cawed as we advanced. A huddled figure, nothing more than a shadow sitboustte, stirred and a great mist ‘engulfed ues The mercenaries would go no further and ‘brought the boat in to the bank. There they disembarked, Teaving me alone to continue after the creature. did 50 ‘gladly and stood tall upon the deck, holding aloft an ‘con of Sigmar It glowed with inner light and the mist around me dispersed. I saw the boat again, although now tt was very distant and bad crossed over the border {nto Syleania where it snesplicably vanished from my sight As Iuerite this entry Lam nearing the border myself There tell be a reckoning on the otber side and I want to ensure ‘my thoughts are documented and my mind clear wben I Confront Gant for the last time. An Extract from the Journal of Hermann von Steiner, Witch Hunter 29/9/08 ‘igGting Bacttes in Stirfand Like many of the provinces in the Empice chat are situated away ffom the large urban citystates lke Altdorf and Middenheim, Strland is something. of a backward, rural land. The people of Stsland are made up of farmers, poachers, wise folk and other earthy professions. There is Blso strong community of Halings In evidence, whichis explained by Stiland’s close proximity tothe Moot. Suislnd is poor, an indisputable fact that eles and rankles its proud people when they consider themselves alongside their neighbours in Talabecland and Averland. ‘There are no cites to speak of, with Wurtbad the only major town of note. These facts tend to conspire to make Strlanders openly reckless, with an eagerness to prove their worth alongside their wealthier counterparts, One of Strland’s principal neighbours is the dark and haunted province of Sylvania. At the time of the three Emperor's Sylvania was stil a state in its own right and it too had & powerful claimant who sought the throne Rumours persisted across its borders of dark deeds and fell ereatures which engendered fear and suspicion in the Stirland folk. Fear of the things that crossed the borders at night, of the evil men under cloaks of shadow, slipped pat their vigilant River Patrol and into their villages and homes. Accounts are many of men driven mad for no reason, of dark cults daubing evil sigs im the wild and dark places, of children taken from their beds and never seen again. Such a reputation draws the servants of Sigmar like 2 moth to a flame and the wild rural lands of Stiland are often visited by Witch Hunters and Warrior Priests. IU had also drawn the attention of the Count of Stirland, Demitri Jaeger, who watches the border asttely ready to defend it should the evil lurking there decide t0 One of Stirland’s few saving graces isthe great River Stir which runs along as border. Not only does # provide a mn de = Al — —_E an09_82-91 28/9/08 natural defence against enemies north in Talablecland, it is also an important ferry way. However, this river also runs through the cursed city, Mordheim and while i i long and deep, there are times when plague and worse things sull come washing up on its banks. Fighting bales in Stiland is similar to most provinces of the Empire. Stirland is largely as, wild and rural There are a few low-lying hills and many modest setlements, small hamlets, dishevelled villages and isolated hovels ‘There are also many ruined places. OF particular note is the Blighed Towers, place recounted in dark fables, but ‘whose legend is saved for another chapter, Since is peoples are poor, loved ones succumbed to plague oF Some other malady are often buried away from the towns and villages, lest theie taint somehow return and 50 the ‘countryside is pockmarked by crude stone cairns The River Aver and the River Stir both have tnibutaris that lead into the province and these are often forded by erude bridges. All along the Stir itself there are’ stout ‘watchcowers, gaeisoned by the River Pavol, the one rue mrlitary force in the area, Stland's standing army, such 38, itis, is made up mostly of local levies and multi Games in Stirland are played in exactly the same way 38 they are in Mordheim. Although the scenery here should, bbe represented by barren plans, ils, rivers, vilages and isolated ruins rather than a sprawling devastated cityscape, The Empire in Flames book has some excellent Scenarios and rules that are suited perfectly co a game set in Stisland and isa perfect accompaniment to ths setting Stirfan® Garbands The mercenaries of Stisland are drawn mainly from the River Pattol. Whilst the province is not as wealthy as some thers, its mercenaries tend not to suller from this, thee ‘weapons and armour as readily available as any other of that profession. The common colours of Stiland are predominandy green and yellow: They favour traditional mous the croined skull, eagle and sword ~are popular ‘The warriors of Stand, although few, are welltrained and disciplined, 25 Stiland warbands are teated in ‘exactly the same way as Reiklanders. Their River Patrol boast exeellent archers and so their Marksmen add +1 t0 their BS, and the rash bravery of their leaders is an ‘example {0 all of the wacriors in the warband, allowing them t0 use their Captain's Leadership within 12". The remainder of the watband is often made up of militia twoops, which are armed and equipped as well 25 any fother poor sellsword, with ramshackle armour and ageing weapons. Author ranos_42-91 7/10/04 (nanos SEMAN 1: The waterways of Surland are rife with piracy, smuggling land other even tess salubrious dealings. Often, ‘mercenaries are bred to garrison the many watebrowers at the Stirs banks, keeping a sharp eye for any ne'er do wells trying to cross into Stirland unbeeded. One of the watbands has heen hired by 2 local Burgomeister to watch over part ofthe River Sti at one of ts many crossings. Another warband, laden with smuggled loot, i tying to cross unseen. ‘Terrain A river 6° wide runs across the table east to west, 18° in from the north table edge. There is a narrow bridge roughly halt way down i. A watchtower or similar plece of terrain should be placed within 3" of the siver bank, around 3" away from the bridge, on the north side of che river. The rest of the terrain should be placed by che players in turn, Trees, small outbuildings, low walls and so ‘on are particularly suitable, although the only high vantage point should be the watchtower. The bate takes place in an area roughly 4x 4) River Gate emer ewe Get Bp Both players roll a D6, The highest roll may choose ‘whether to be the atacker ofthe defender, unless one of the warbands is overty ‘evil! in te alignment Possessed, Skaven, Undead, etc. This type of watband wall atways be the atacke in this scenario, unless both players have ‘ei warhands, in which case roll ff as normal and devise some othe likely narrative for them fighting each fother (perhaps one warband has slain the tower earns ‘The defender deploys his entice warband fest within 18 ‘of the north table edge on the north side ofthe river. They may setup in the watchtower if they wish, The attacker then sets up his warband within 8" ofthe south table edge le, opposite the defender Gpeciag nutes ‘Creeping in the dark: The attackers choose wisely to ‘conduct their said at night. Vision is reduced to 2D6x3 ‘which must be rolled separately for each model when they Intend to charge, shoot of cast spells at an enemy. Any — ets ranos_2-91 28/9/04 4 pm rage 69 model beyond another model's vision Is considered hidden and so cannot be targeted. Any model with a lanterntorch of within 3° ofa lanternitorch may multiply ‘the amount they can see by 5 instead of 3. The watchtower ‘counts as a lanterntorch for this purpose. Any mode! within 3° of a lantern can automatically be spotted, regardless of distance Sentry duty: The defenders are initially unaware of the aracker's presence. They can only move D6" each turn, until one of the atackers has been spotted or when one of the defenders is hit by shooting, magic or is charged in ‘lose combat. Until this happens each players must roll a 6 for every model in the defender’s warband. The player ‘that rolls the highest may move that mode! this tuen up to the amount rolled for its movement, although the atacker may not move a model off the board oF into the ever. If the results a draw then the defender may move his own model. Whilst in sentry duty’ the defender may not shoot ‘or cast spells As soon as an atacker is spotted the entire ‘warband may move and fight a8 normal. ‘The river: The river follows the rules given on page 14 of the Empire in Flames rulebook K counts as deep and flows from castro west. Gtarting tGe game “The attacker automatically goes frst. ‘£riing tBe game “The game ends as soon as ane watband fs is Rout tes, swith that warband losing. The game wil end immediatly ifthe atacker gets 25% or more of his watband off the north edge (animal do ot count fr ths purpose), Note that because the defender in a wellfored postion they will only have to take a Rout text when 50% of the vwathand is out of action. yperience +41 Survives: If Hero or Henchman group survives the battle chy gain +1 Experience “+1 Winning Leader: The leader of the winning warband, gins +1 extra Experience 4H Per Enemy Out of Action: Any Hero earns +1 Experience for each enemy he puts out of ction (this also ‘counts for Outriders £00) 41 Escapes: Each Hero or Henchman group that manages (0 escape off the north board edge i the axcacking warband gains +1 Experience. Reward the defender wins they are paid D6x20 gold crowns + 5 ‘old crowns extra for each enemy they ake out of action. cali. < ‘Slt aes ‘I Fanos 42-91 29/9/08 Sp Page 90 on secnnes Scenario 2: Gunt the Heretic nena The rural provinces of the Empire, like Stirland, are a haven for warlocks, necromancers and other foul ereatures. Too easily in the wild and untamed backwaters do dark deeds go unchecked and unchallenged. Such men are bunted though, by men of ‘courage and steel ~ those who would not sit idly while ‘evil was wrought One warhand has been hited co aid a Witch Hunter who has tracked down a nefsrious Warlock of some local repute. However, the Warlock has ales of his own and the hunt for his head won't be as straightforward as was frst, supposed. ‘Terrain “There isa ruined cower in the centre of the board which represents the Warlock’s lair and the place to which the ‘Witch Hunter and his allies have tracked him, Other than ‘that players take it in turns to place a plece of scenery; a rocky outcrop, scrub o anything to represent the wild and distane outskirts of a town or village. The batle is fought over an area coughly 4x 4 Get Bp Each player rolls a D6. The highest roll may choose t0 fight for the Witch Hunter or the Warlock. If one warband Is overly ‘evil (se the previous scenario) then they will, automatically fight for the Warlock, and if a warband is, overtly ‘good’ eg, Witch Hunters, Dwars, etc (but not Sisters of Sigmar) then they will fight forthe Witch Hunter. (Note: sf you want to Use Sates of Sigmar in this scenario they will fighe for the Warlock, having been duped and believing him to be some wandering hedge wizard, ‘wrongly accused. A fact they are all to0 familiar with). ‘The Warlock and up to four members of the warband protecting him are set up fist inside oF within 3" of the ruined tower. “The Witch Hunter and his allied wathand are then set up ‘within 8 of any table edge, Special rutes Witch Hunter: The Wich Hunter counts as a Wich Hunter Captain. He may use he Lear sill along with the watband s leader fr the Leadership tests of healed wwathand. He has +1 Wound} Atack and + Leadership, He wears ight armous and cares a sword, a torch (see Empire in Flames page 16) and a brace of pistols. He has the skills Fearsome and Resllent and also frties a Holy Relic and three vial of Blessed Water, Warlock: The Warlock counts as a Warlock hired sword, He has #1 Wound and +1 Leadership. He carries a sword and staff and has a Tome of Magic and the poison Black Lotus (which is upon his sword). He has che skill Sorcery and knows the following three spells from the Lesser Magic lst: Fires of UZhul, Dread of Aramar and Silver Arrows of Atha, ‘The trap is sprung: The Warlock, knowing the Witch Hunter was on his teil, has lured him and his ales into 3 ‘ap. Starting with the second cura roll a D6 at the start of ‘each ofthe Warlock player's turns. On a roll of 4+ the rest ‘of the wathand protecting him arrives from any table ‘edge. They may move onto the board as normal, but ae tunable to charge that turn. On the third turn the reinforcements will arrive on a 3+, che fourth turn a 2+ and on the fith turn automatically. Rout tests: Asi isthe Witch Hunter's will that drives the allied warband, they must take an immediate Rout test if he is taken out of action, regardless of casualties. This is in addition to any normal Rout tests that need to be taken ‘The Warlock’s warband are eifectively cornered in the tower and so will only have o take a Rout cest when 50% ‘of the warband have been taken out of action Granting tGe game Each player rolls 4 D6 withthe player rolling the highest ‘choosing whether to go fies or second ‘£ni9ing tBe game “The game ends as soon a one watband fs is Rout tes, ‘wth that warband losing. The game wil end immediately if the Warlock i taken out of action with a win for the ‘Wich Hunter's alled warband rperience +41 Survives: If Hero or Henchman group suruves the battle chy gain +1 Experience +1 Winning Leader: The leader of the winning warband, sins +1 extra Experience 4H Per Enemy Out of Action: Any Hero earns +1 Experience for each enemy he puts out of action (this also ‘counts for Outriders £00) Reward Ifthe Witch Hunter's warband win they gain Déx5 gold ‘crowns as payment and D3 vials of Blessed Water If the Warlock’s watband win he concocts D3 doses of any poison or drug of their choice.

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