Joy of the marketplace

Posted by  | Wednesday, January 19, 2011  at 1:22 AM  

The original encampments article (Town Cryer issues #27-28) described itself as purely experimental and was introduced as being designed to add more spice* and background to campaigns and allow a warband to establish themselves a base camp around the ruins of Mordheim in Cutthroat's Den, Sigmarhaven or Brigandsburg.

*Not the valuable trade commodity from Araby and Ind!

The base camps of warbands can be determined easily enough by districts and wards marked on any campaign map. This might be of Mordheim, Marienburg or other cities where adventure beckons. Each gang is assumed to be housed. What is less obvious is where warbands can discreetly conduct their private affairs. Keeping hideouts a secret is impossible using the original rules for encampments. A major flaw for any campaign promoting intrigue!

The question of housing clouds the juiciest campaign material idea in the encampments article. That of encouraging Heroes to pursue alternative activities during the Trading phase of the post-battle sequence.

Heroes are not restricted to visiting one special location. The warband as a group may visit D3 locations (in the settlement where they are housed). This experimental process imposes limitations. Visiting locations is presented as an alternative to your Heroes using the Trading chart, implying they cannot do both! There is a contradiction in terms here because some location entries convey bonuses to the Heroes visiting a trading post.

There is also a superfluous random event to resolve between each location visits. (ie, Two locations visited requires one roll on the Events chart to find out what happens in between as the warband carouses around town.) A warband carousing around town is lacking subtlety! Another crucial flaw when there are organised crime networks, Chaos cults, and law enforcement patrols to worry about.

My interpretation of all this would be as follows…

During the Trading phase of the post-battle sequence D3 Heroes may visit one of the special locations instead of searching for a rare item in the marketplace.

The idea of encouraging a Hero to forgo his standard trip to the marketplace in the post-battle sequence is appealing in campaigns. As a game mechanic I have been experimenting with this in a couple of the new gangs for MiM. My hope is that every warband has an opportunity for Heroes to be forfeiting their traditional trading action to pursue an alternative. This could be a tactical decision or a story-based choice which supports the narrative of the campaign plot.

All that remains of interest to me is deciphering which of the existing location entries from the original encampments will have value in my campaign.

"The joy of the market place is that you pay for what you get. The curse of life is that you get what you pay for."
— Strigany saying

Juice dreams

Posted by  | Thursday, January 6, 2011  at 7:21 PM  


Heroes in the Old World can sometimes be found tripping on contraband. After a hard-fought battle against mutants or the undead you can't blame them! A small dose of Crimson Shade here, a snuff of warp-tainted Dust there, or chewing on a piece of Weirdroot to induce a hallucinogenic dream-state. In Marienburg, drug cartels and vice houses are rife in the slums. This is where your more hedonistic Heroes will be able to feed their addictions. All of the latest herbal delights are on offer at the Golden Lotus Dream House on Riddra Isle. It is a house of vice in the notorious district called Three Penny Bridge where every watchman fears the most to patrol. At the Golden Lotus any drug can be supplied to a heroic libertine who needs their next fix.

Any warrior visiting the Golden Lotus Dream House for the first time receives 1 Experience Point.

Experience points gained from entering a drug den!? Why not? Experience can still be gained from bad situations. Your indulgent Hero might already thirst for danger if he was sold to the 'Sold To The Pits'. The infamous Dream House is that exotically designed building with an orange roof on Three Penny Bridge.

How does misadventure affect us in the real world? Rather than pit-fighting or drug abuse, consider the famous quotation below and how it applies to my flunking a History exam (even though I dearly loved the subject).

"That which does not kill us makes us stronger."
— Friedrich Nietzsche

Educational events from my youth are something I've reflected upon while enjoying my craft hobbies. The benefit of hindsight, living life, and working experiences can lead folk to question their education (I know I have) regardless of how fond you might have been of the syllabus! Look back! You studied Kafka, I had Shakespeare. Decipher what parts of the curriculum have proved the most useful.

I never got a lower grade than a B+ in English at Grammar school until I handed over an assignment which was a story featuring Dwarfs & Trolls. I scored a B- and was horrified. This was subject matter which I felt far more familiar with than a lot of the other crap I turned in! Traumatized, that was my first and last attempt at writing fantasy fiction. The experience evidently haunts me as my English teacher has made occasional cameos in my nightmares, the witch.

I may have failed this examination but I still walked away with the same learning as my classmates who scored an A and didn't give a shit about their History lessons. While I can't ever claim to be an expert historian, the benefit of experience I gained from studying the subject will always be mine to draw upon.

Network of specialists

Posted by  | Wednesday, January 5, 2011  at 6:52 PM  

Mordheim has developed a cult following. The game is a spin-off from Warhammer. While the Specialist Games no longer receive the attention they once did in an official capacity there is still an awful lot of hard work put into developing the Warhammer suite. It is from this which Mordheim campaigning draws inspiration and depth. The support comes from you.

Recently I had the pleasure of sharing a PDF containing all of the best Hired Swords available in Mordheim campaign. Advanced* rules solutions and suggestions in 'Swords of the Empire' have been included to give campaigns more depth and reality. There was brilliant feedback here on Tom's Boring Mordheim Forum concerning a number of issues. One of these topics related to enforcing a maximum capacity on the number of Hired Swords appearing with a warband.

*Optional/Experimental

The maximum limit placed on Heroes is 6. While a warband would be hard-pressed to employ and retain more than 6 Hired Swords (and see them survive!) it would technically be possible for more to be acquired if a limit was not applied. That being the case I'm supporting the sensible suggestion that a limit of 6 Hired Swords per warband be applied.

A slick new Warband Roster Sheet is now available to record your Hired Swords on, thanks to the established specialist in this field! Sean 'Zetazot' Maroney has updated the roster on behalf of the Mordheim community on previous occasions most recently for Border Town Burning.

Download the new Warband Roster Sheet here:
Mutiny in Marienburg Roster Sheet (PDF, ca. 0.7 MB)

On top of making more efficient use of space the new form was improved to allow for mounts and draft animals to be recorded in the calculation of your warband rating. Other tweaks will appear aesthetic at this stage because the full story concerning campaign 'Plots' and their 'Objectives' is yet to unfold.

Slumming it

Posted by  | Saturday, December 4, 2010  at 6:30 PM  

As a consequence of directing the action to a sprawling city-port there will be nautical and piratical trimmings aplenty. What else? Hopefully it won't come as too much of a shock to hear that our maritime campaign is heavily themed around upholding, bending and breaking the law! Previous posts indicate that crimefighting agencies and criminal gangs both play significant roles in the struggle.

One of my conspirators has been encouraging me to introduce the wards and boroughs of the city. Another great idea from Cianty! The districts of Marienburg might help inspire hobby projects because they certainly will be influencing many new scenarios and game links during campaign play. You have a super sexy map to drool over! But what of all these designated zones?

Marienburg is broken down into a number of districts. In addition to the recognised wards, local boroughs are given recognition on the Great Map. These ghetto districts harbour criminal enterprises and the dens of vice they lord over. Ghettos are affected by laws which govern the city, but each borough tends to be subject to rules (local laws, not game rules) of its own kind. Crimelords and racketeers maintain lordship over nearly every slum and its denizens. Their perpetual state of lawlessness tailors them perfectly to suit the needs of any Mordheim fan.

The Dead Canal, Old Money Ward and the South Dock are the slum districts in Marienburg. The rule of law is greatly reduced in these areas. While there is a semblance of order in the decaying mercantile district of the Old Money Ward, and watch patrols covering most of the South Dock, the remaining slums from these major districts can be described as being virtually ungoverned. The Dead Canal is the worst of all, a blight stricken domain that is shunned by all excepts cultists, mutants and foolhardy thrill-seekers. Here in the worst of slums and in shady corners of the South Dock (Three Penny Bridge in particular) is where illegal activity runs rife.

With precious few exceptions all backroom deals and violence (the fighting!) takes place in the areas described where appointed constabularies fear to tread. The character of each foreign ghetto can be defined by its inhabitants. Here is a brief rundown of expatriate communities, designated hot-spots for street brawls and illicit dealings.

Arabtown is renowned for fine tutors and strange wares. The Arabyan district is also infamous for its drug dens and vice houses offering a safe haven for drug cartels, slavers, Hashishin assassins, and Pirate Lords of the Twin Seas hailing from Mahabbah in Araby. It can be a dangerous place where harsh criminal punishments are meted out by deposed sultans and desert sheikh focusing mainly on the removal of offending body parts.

Indic District on the surface is the place of dark-skinned traders, spice merchants, house servants, petty magicians, and subscribers to the drug parlours and bordellos. Spice traders eagerly travel to Marienburg to auction valued herbs. Of the three nations to the east Ind is closest. Their gods and traditions puzzle scholars. Observing local customs is advisable because the deeply spiritual culture of Indic District is as exotic as the Spice Islands of Ind. Something as simple as crossing a bridge the wrong way, or eating meat can stir up the ire of the locals, bringing down swift retribution upon confused outsiders.

Kislevan Way is a tough neighbourhood populated by mercenaries and labourers, as cold and unforgiving as the Oblast itself. Their vices are funded by fat fur-hatted traders from Erengrad.

Knife Alley is the Estalian district, predominantly known among other things for violent crime, criminal gangs and extravagant facial hair.

Nippon Town lies in the shadows of the Palace District suiting their ridged class system. The ghetto is home to labourers and fishermen from the islands of Nippon, preferred house staff for the elves. Here is where a wealthy patron might recruit a ninja, the deadliest of assassins. The distrustful Nipponese hear more tales than they tell making the district a valuable haunt for information brokers.

North Miragliano is a hotbed of political wrangling and the home away from home for mercantile elitists branching out from the sphere of influence controlled by the Merchant Princes of Tilea. There are frequent brawls with the Remeans.

Norscan Town on the edge of the South Dock. The moon-faced plainsmen of Norsca transport their wares on the backs of snow mammoths in the Northern Wastes before transferring their cargo aboard longships which sail out from the icy fjords of Ormskaro and Olricstaad eventually crossing the Sea of Claws to reach Marienburg. Traders in amber, furs and ivory provide passage to barrel-chested employment seekers, Norse mercenaries embarking for the city of islands rather than doom in battle admitting them to Norscan Valhal. Sailors, dockers and mercenaries frequenting mead halls and whore-huts are all subject to the vendetta law of Norse Town.

Remas Way is the stomping ground for the Swords of Solkan. Remas is the seat of power for worship of the God of Law and as a consequence his masked reactionaries possess a firm grip of authority in the Remean district of Marienburg. Tileans from Remas, will often brawl with the Miraglianese.

Wine Sack was named for the Bretonnians refusal to drink the local water. Agents of the court sent to spy on Imperials find a home for themselves in the district alongside mercenaries, artists and adventurers. Due to the pungent culinary preferences of its residents the Bretonnian quarter has also become known as Garlic Town.

The Silk Market supplies high quality silks, tea and fireworks. Rich merchant houses frequent the market district to employ swaggering Cathayan bravos with heavy curved swords and Oriental masters of the Mystical Martial Arts. Small banking houses offer financial services to clients from all over the city. Persistent rumours suggest Chaos cults operate behind the scenes in the Cathayan quarter.

Monstrous artefact

Posted by  | Saturday, November 27, 2010  at 10:00 AM  


I thought about writing something which reflected on the discussions which Cianty & I had (what seems like ages ago) concerning what the perfect setting would be good to visit after Border Town Burning. A city sea-port seems like an ideal location. Marienburg has so much to offer, too much in fact! It's also the stomping grounds of one of Mordheim's original mercenary warband favourites.

Rather than dwelling on why we discarded other viable locations before I had suggested Marienburg was an attractive propsect, check out this epic piece of cartography and judge for yourself...

Large version - (2000 x 1500) - 16 MB

This monster tapestry is the Great Map. The Great Map is an artefact of Chaos. It's so devilish it even has its own story! In brief, the map was produced as a commission by the artist Ralf Hawkslay (Ralph Horsley original version in 1989 for Hogshead Industries WFRP publication 'Marienburg: Sold Down the River') who succumbed to the Ruinous Powers in a bizarre sequence of events. This artefact is supposed to be locked away beneath the Temple of Verena in Marienburg! Don't tell anyone we have it here or else the Witch Hunters and the Inquisitors of Solkan will be on our tails. The estimated value of the Great Map is 15,000 gold crowns! Just think about how many warbands you can hire with that much income. :)

The version viewable here has been enhanced for campaign play by a powerful warlock; Scanned from the original, after a few touch-ups to remove scan lines, scanner dirt & crease marks, the map was lightened slightly as it started life too dark. Next the district borders were carefully plotted from referencing another version of the Marienburg map provided in the 1st Edition WFRP book. Finally each of the translated (common rather than Reikspiel) names were added for Marienburg's wards & boroughs. Districts are upper case. Ghettos are lower case. A few other locations of note are tagged for reference such as Three Penny Bridge and the Bruynwater canal.

The Great Map has unique character and will serve as a source of inspiration for anyone following Mutiny in Marienburg. It's worth mentioning that there are other 30 locations (buildings mostly) which can be identified on the map by a keen eye. If you have a copy of Marienburg: SDTR handy they are all confirmed. See if you can spot the Golden Lotus Dreaming House in the South Dock district or Deedsveld Cemetary in Porters Wall!?

Most of the action will take place on the wharfs of slum districts and the streets of lawless ghettos. Colourful background describing the wards & boroughs ensures that all scenarios will be special (including Chris Kneller's proposed backstreet adventure in the Craftsmarket; "Creature From The Black Market Lagoon".) Each ward has a strong theme. Each borough possesses plenty of intrigue and enough character to follow in the wake of Mordheim's derelict zones.

Behind closed doors

Posted by  | Saturday, November 20, 2010  at 10:45 AM  

Before we publicised the existence of Liber Malefic at all there was a threshold of understanding that was decided needed to be reached by its primary conspirators. While it's fun to ponder new ideas and post them publicly to allow our peers to muse over whatever ingenious designs we've been dreaming up, this has a tendency to diminish the opportunities of creating any longterm impact. I'm a sucker for establishing anticipation! Usually I'm a patient fellow yet I would confess to be chomping at the bit to turn the first few leaves of that new Wulfrik adventure novel from Black Library. I've read the sneak peek PDF online. It's going to be immense.

What's this got to do with writing Mordheim campaign settings I hear the Town Cryer holler? Playtesting is what. There isn't really any point in releasing new campaign material (unless it's for the purpose of Beta testing) if it hasn't be trialled. In the immortal words of an infamous Vampire Hunter; There is a time to think, a time to plan, and a time to take action!

What are the most important elements of a campaign? My first answers would be development, narrative and (after the enlightenment of Border Town Burning) defining strong objectives. None of these can be achieved to maximum potential without research.

What is the most popular aspect of a new campaign setting? Easy, new warbands. New warbands, for me, are one of the less important features of any new campaign setting! The protagonists should surely be defined by the motives supporting the narrative and the plot lines which subsequently determine the objectives in the setting. Regardless of my opinions on this, many new 'lists' seem to sprout up for (generally) no worthwhile reason in particular. That sounds a little harsh (and it is) when many genuinely good ideas originate in the Mordheim community. I've recently written the first complete draft for a new warband spec. This is for Mutiny in Marienburg. Only one other person has seen it and it's not a gang that would be my first choice to game with. I've completed the draft because it's my friends birthday next week and she wanted to collect a certain type of new warband which I happened to want to raise the profile for in the new setting we're working on. They're a characterful bunch whose motives have quickly become an integral piece for the puzzle behind structuring the City of Islands & Bridges. Researching them has been far more of a pleasure than a chore.

I had thought to begin riffing on these secret deals and how these can impact on players in a Marienburg campaign. This was the intended mystical topic of my blog post this week! Maybe I got distracted by birthday gift deadlines, and email offers from potential Beta testers questioning whether we'll be championing new warband lists for Night Goblins, Elves and Fimir!?

Perhaps secret deals are best left shrouded in mystery for a little longer. After all they wouldn't be kept secret if I revealed what they are.

Salvation from corruption

Posted by  | Saturday, November 13, 2010  at 9:45 AM  

Border Town Burning is a lot more than a bumper campaign pack. It's an epic adventure and like every great quest, sadly, it had to come to an end.

We had to draw the line somewhere and any undeveloped ideas were put on ice. Because the campaign wasn't an official release we benefited from having no marketing staff telling us what we could or couldn't do. We generally only had that known heretic Cianty advising me my ideas were ridiculous (or worse), and myself telling Cianty what was not fitting to do or say in accordance with the Warhammer World background.

All in all, I think the Mordheim community has done rather well out of us. The fruits of our toil continue to inspire players to start new campaigns in the Northern Wastes, collect a new Maneaters warband etc. At the same time it's important to remember that without a community this campaign could never have happened. A lot of the inspiration came from our peers and fellow gamers plus the ideas for a number of rules were produced by the Mordheim community itself! After a break from all that Cathayan cuisine I managed to complete a pet project which had been bugging me since long before we journeyed home from Shang-Yang.

The 'Corrupted Characters' article was released just over a year ago. It brought a fitting end to the Border Town Burning saga and marked the beginning of a new adventure which we hope you will all join us on in Marienburg. The intention of the treatise was to give cultists and northern tribes some amazing campaign options by raising the awareness of two forgotten articles from Town Cryer written by Dan Carlson. On top of the updated content from 'Power in the Stones' and 'Sawbones' you will find special rules promoting mutation among all warbands. Fully explained is how the warp-touch affects your unsuspecting warriors! Also included are new mutations, and Chaos Gifts for those of you who would give yourselves over entirely to the Ruinous Powers.

Download the article here:
Corrupted Characters (PDF, ca. 2.2 MB)

I dislike writing new rules for the game. It's not fun to me! There, I got that off my chest at long last!! Yes the evil necessity of this part of the campaign hobby is something which I'd happily leave to someone else, usually meaning Cianty. Luckily it's not always necessary to produce rules from scratch to make a campaign fly. There are plenty of existing rules which are being neglected and ideas that weren't fully researched, playtested, and developed which are wonderful to adopt for posterity. I've also noticed a lot of superb stuff in the 2nd Edition Warhammer Fantasy Roleplay books which after a lot of consideration and head-scratching can be converted to fit the Mordheim system magnificently.

The next article we have in store is a counterpart piece to foil all of this corruption. Heretics and the forces of darkness beware! Priests are readying themselves to storm the tabletop! Armed with little more than faith, these devout holy men bring salvation to your campaigns whether set on the streets of the City of the Damned or the wharves of the City of Secret Deals.