The great Twin-Tailed Comet, a portent tied to both Sigmar and the Empire, has been seen in the sky. To some, it is a sign of hope. To others, the harbinger of doom. Tensions rise, as the effects of a ruthless winter and poor harvests are felt across the Empire – villages and farms find it harder than ever to scrape by, and supplies for the Empire’s constant war efforts dwindle ever lower.
To many citizens, this can mean only one thing. The End Times are at hand. Fear is rife. Another Great War is coming. Beastmen are growing restless, attacking villages with greater frequency and ferocity. The Chaos cults are rising up, summoning daemons, fomenting rebellion, and instigating insurrection throughout the Empire’s cities. Bands of Chaos marauders scout further and further south than usual – some even penetrating as far as the Reikland to test the Empire’s defences for the coming conflict.
During these times of uncertainty, more fears rise as rumours reach the Reikland from Kislev. Rumours of a champion of Chaos called Surtha Lenk and his great Chaos host waging war against the armies of Kislev. Information seems suspect and unreliable. Some of the news reaching Reiklanders speculates that Wolfenburg was sacked. Conflicting rumours insist Surtha Lenk’s army was defeated, while others hint that the forces of Chaos were but the vanguard of a massive army poised to overrun Kislev and invade the Empire.
In response to these ominous portents, and sensing the fate of the realm is at stake, Emperor Karl Franz works tirelessly to protect the Empire. He sends envoys to the Phoenix King in Ulthuan, asking the high elves for aid in the coming conflict. Calling on ancient oaths and alliances, Karl Franz beseeches the High King of the dwarfs to rally to the Empire’s cause.
Deep in the forests of Athel Loren, Ariel, the queen in the woods, has sensed the impending invasion as well. She sends parties of wood elves through Axe Bite Pass and into the Reikland to protect the ancient cairns secreted deep in the Reikwald Forest, and provide what aid they can against the forces of Chaos.
In the midst of this bleak, brewing turmoil, the adventurers are beacons of hope. Fate has called to them, binding them with the silvery threads of destiny and fortune. Together, valiant humans of the Reikland, wood elves from Athel Loren, high elves from distant Ulthuan, and the dwarfs of Karak Azgaraz face the formidable threats of the Old World.
Can these brave few fulfil their destinies as Fate’s champions in this, the Empire’s time of greatest need?
New edition, New look, New rules
And so begins the Warhammer Fantasy Roleplay Rulebook, setting the scene for the grim, perilous adventures that lie in wait for the player characters. Some of the player characters will embody the heroic ideal – they know they are heroes, and step bravely forward to face the growing threats because it is the just and right thing to do.
Others, however, have destiny thrust upon them, and are heroes only by virtue of the fact that the story follows their actions, and the game experience revolves around their decisions.
All manner of adventurers find themselves embroiled in the action, plots, and intrigues woven through the Old World – agitators, apprentice wizards, commoners, dilettantes, soldiers, thugs, zealots, and many more.
Over the course of their adventures, the players use a variety of components to resolve scenes and tell their characters’ stories. Warhammer Fantasy Roleplay features a variety of full-colour small- and large-sized cards, punchboard tokens, and custom dice to perform actions, track information, and serve other game functions. In addition to these special components, the Warhammer Fantasy Roleplay boxed core set includes four full-colour game books.
The Warhammer Fantasy Roleplay Rulebook
This rulebook has important information that all the players may wish to read and learn. The rulebook showcases the different components, introduces the core mechanics, walks players through character creation, and includes rules for a variety of actions and encounters, including combat, as well as provides a history of the Empire and details on the Warhammer Fantasy setting.
Tome of Adventure: A Guide to Game Mastery & Roleplaying
The Tome of Adventure contains additional rules and information for the player who will be running the Warhammer Fantasy Roleplay sessions as the GM. It includes suggestions and guidelines on managing long-term campaigns, handling character development, and creating adventures. The book also contains background and statistics for a variety of enemies to pit the players’ heroes against, as well as a complete introductory adventure.
Tome of Mysteries: A Guide to Wizards & Magic
The Tome of Mysteries provides a history of magic in the Empire, and describes the Colleges of Magic, which oversee the training and application of arcane magic. The book provides additional game rules and mechanics for arcane spellcasters, as well as useful information for players who want to play a wizard character.
Tome of Blessings: A Guide to Priests & Religion
The Tome of Blessings provides a history of religion in the Empire, and describes the major faiths practised in the setting. The book provides additional game rules and mechanics for invoking divine blessings, as well as useful information for players who want to play a priest or religious character.
Set in the grim world of Games Workshop's Warhammer Fantasy universe, Warhammer Fantasy Roleplay is a roleplaying game that sets unlikely heroes on the road to perilous adventure. Players will venture into the dark corners of the Empire, guided by luck and Fate, and challenge the threats that others cannot or will not face.