Wanna help me design my next WFPR campaign? (edition agnostic)

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Theo
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Tue Feb 04, 2020 3:06 pm

I've got no more solid input at the moment, but this sounds like a cool setup indeed! Somehow - no doubt aided by the explicit Stranger Things reference - I'm getting an early Stephen King vibe from it.
Whymme
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Wed Feb 05, 2020 5:44 am

Angelman wrote:
Tue Feb 04, 2020 5:56 am
I should also note that my campaign is based on ideas by our own eminent Grand Mutant, Herr @Whymme ;) The story isn't quite the same as his, but many of the central ideas and themes are. Thanks, dude! <3
Perhaps we should get together and exchange ideas and impressions some time, when the campaigns are finished or at least well underway. It would be cool to get some common concept on the use of the Dreamlands in WFRP.

As for the adventure, it would be awesome if the flashback scenario gives the grown-up PCs some defining characteristic. Like a hate for anything Fimir, an urge to protect friends and keep everyone together, a strong distaste for violence and bloodshed, and so on. Mainly to be used to better role-play the character, but perhaps supported by game stats - bonuses to dice rolls that can be applied in certain situations, for example.

As for Marienburg, there are some good sources out there, which can help you make the city come alive. First, there is 'Marienburg: Sold down the River', the official setting by Anthony Ragan, originally published by Hogshead. I understood that it is getting republished as PDF; if that isn't the case, contact me; I have a spare copy.
This official book has been expanded upon by fans, who created lots more content; more NPCs, more locations. They have been bundled in an unofficial Marienburg sourcebook which can be found on the internets.
I myself made a small contribution to that, together with Dave Graffam, in our booklet 'Little Kislev. A guide to the island of Duin, part of the great city of Marienburg'. The booklet, which was given as a present to participants in WimCon 2014, concentrates on the Kislevian expat community in Marienburg. It can be downloaded from several places on the internet.
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Angelman
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Wed Feb 05, 2020 5:45 am

That's cool :)
At the time of writing, I'm in a Jack the Ripper/the Alienist TV show/Dracula (for atmosphere, not plot)/Sherlock Holmes (the more gothic, conspiracy stuff) kind of mood myself, but Stephen King is a very good source of inspiration.

The flashback thing is something I've done before, with great success, and I hope to repeat the trick this time around. Basically, by giving the characters a shared childhood/youthhood experience that ties into the plot somehow, you get a very tight knit party in the present day story, with strong motivations for dealing with the plot.

At the time of writing, we have the following three scenario outlines:

Scenario 1 - Mean Men in Monster Masks: Present day. In media res start, with the PCs in prison overlooking the gallows where an associate wrongly accused is being hanged for a series of murders. Several masked individuals, including the hangman, are seen at the event, all carrying mono-eye monster masks (i.e. fimir masks) and performing subtle rituals (i.e. fimir magic to capture the dead person's soul); the hangman stares into the dying man's face as he swings (see below). The PCs are let out shortly thereafter and allowed to investigate the evidence they brought to court yesterday. They receive assistance form a third party (Verena priests/Sea Elves/other faction) with a vested interest in the previous murders, but this faction ends up being set up by the conspiracy. Long story short, a group of watchmen kills the allies just as the PCs come to meet them late in the scenario, on the pretense of the faction being the actual murderers (of course, the [cultist] watchmen have killed everyone before the PCs arrive and the trail goes cold). Second ending = unforeseen developments lead the PCs on a hunt for the hangman, with a dramatic showdown. The man dies staring contently into one of the PCs' shiny buttons or something [i.e. a vital part of the Fimir magic is that the cultists need to look into their own eyes when they die, to prevent their souls from escaping; likewise, their victim's die staring into their killer's eyes, whereby the killer steals their soul for his afterlife court. Eyes being the mirror of the soul, and all that...]

Scenario 2 - The Man with the Pearly Face: The Past. The PCs are kids investigating the disappearance of several children. The grown ups all claim the kids have run off or fallen in the river; i.e. being careless and not listening to their parents. Grown ups are useless and the kids must fix this themselves. They have a clue, however, a creepy man prowling the streets for children. His face is very pale, and he's only seen at night. When torchlight flickers nearby, a pearly luster shimmers on his face (actually, his fake nose and fake replacement teeth = the creep suffers from advance stage syphilis and masks his decay with mother-of-pearl prosthetics +he shuns daylight and is very pale). The kids manage to lure the Pearly-faced man into a trap and/or corners him in his lair. The man catch his own reflection in something, and dies in peace, knowing he will get to his well-prepared afterlife haven.

Scenario 3 - The Coughing Man: Present Day. The party investigates a murder spree happening around a popular tavern. The cooks, the brewer friar, and several warrior patrons all disappear in the night after leaving the tavern. This time, it turns out it is the night watchman working this beat -- himself a regular at the tavern -- who is the killer. It is deep winter now and the man suffers from lung cancer or tuberculosis or something, and knows he's dying. He is therefore in a hurry to stock his afterlife kingdom with suitable retainers, and choose the cooks and brewer from his favorite haunt to accompany him in death. Likewise, he takes pain to gather some fighting men slaves to bring along, fearing an eventual war between pocket dream-realms and/or from invading fimir ('cause who can trust them?). The watchmen helps the PCs out at first, but sends them on red herring searches. When they finally take him down, the sickly killer pleads to let him see his reflection as he dies. "Please, I beg of you! For the love of goodness, bring me a mirror!"

More stuff to come.
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Angelman
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Wed Feb 05, 2020 5:45 am

Whymme wrote:
Wed Feb 05, 2020 5:44 am
Angelman wrote:
Tue Feb 04, 2020 5:56 am
I should also note that my campaign is based on ideas by our own eminent Grand Mutant, Herr @Whymme ;) The story isn't quite the same as his, but many of the central ideas and themes are. Thanks, dude! <3
Perhaps we should get together and exchange ideas and impressions some time, when the campaigns are finished or at least well underway. It would be cool to get some common concept on the use of the Dreamlands in WFRP.

As for the adventure, it would be awesome if the flashback scenario gives the grown-up PCs some defining characteristic. Like a hate for anything Fimir, an urge to protect friends and keep everyone together, a strong distaste for violence and bloodshed, and so on. Mainly to be used to better role-play the character, but perhaps supported by game stats - bonuses to dice rolls that can be applied in certain situations, for example.

As for Marienburg, there are some good sources out there, which can help you make the city come alive. First, there is 'Marienburg: Sold down the River', the official setting by Anthony Ragan, originally published by Hogshead. I understood that it is getting republished as PDF; if that isn't the case, contact me; I have a spare copy.
This official book has been expanded upon by fans, who created lots more content; more NPCs, more locations. They have been bundled in an unofficial Marienburg sourcebook which can be found on the internets.
I myself made a small contribution to that, together with Dave Graffam, in our booklet 'Little Kislev. A guide to the island of Duin, part of the great city of Marienburg'. The booklet, which was given as a present to participants in WimCon 2014, concentrates on the Kislevian expat community in Marienburg. It can be downloaded from several places on the internet.
Great idea, Whymme :D

I do own Sold Down the River, although I can't for the life of me find my copy at the moment. I suspect it was either lost/miss-placed in a past house moving debackle or I've forgot that I lended it to someone... In either case, I'm definitely interrested in your spare copy :-) The fan expansions should also prove interesting (and wans't there some Marienburg stuff in one or two of the Warpstone issues back in the day)?

As for general dream realm ideas for Warhammer, I don't want a second world like the one in the Cthulhu Mythos, but rather a series of pocket dimensions crafted in creative minds and anchorde to reality by magic. Obviously, Morr (and Khaine) would be connected/affiliated somehow (cultists keeping Khaine temples and/or ritual Morr prisons in their dream realms), and I also like the idea of connecting the concept to shadow magic, somehow. +Fimirs, as already mentioned. Dark Elves are another group I would like to have a presence, basically by bridgeing their Khaine to the human one. It might be fun if priests of Ranald, Morr, Slaanesh (the subconscious libido angle), and possibly a marshland version of Manan had backdoor ways in too, but could only appear in cats/ravens/goats/frogs form respectivelly.

So yeah... I'm only throwing out ideas at this point 😊
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totsuzenheni
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Wed Feb 05, 2020 6:35 am

Whymme wrote:
Wed Feb 05, 2020 5:44 am
As for Marienburg, there are some good sources out there, which can help you make the city come alive. First, there is 'Marienburg: Sold down the River', the official setting by Anthony Ragan, originally published by Hogshead. I understood that it is getting republished as PDF; if that isn't the case, contact me; I have a spare copy.
The Marienburg: Sold Down The River first edition supplement can be found here: https://www.drivethrurpg.com/product/24 ... nburg+sold+ .
The White Dwarf Marienburg articles, updated for second edition, can be found here: http://web.archive.org/web/200804151837 ... marienburg .
There are some Marienburg locations on Mad Alfred's website here: http://www.madalfred.com/Articles.html .
Whymme wrote:
Wed Feb 05, 2020 5:44 am
This official book has been expanded upon by fans, who created lots more content; more NPCs, more locations. They have been bundled in an unofficial Marienburg sourcebook which can be found on the internets.
I myself made a small contribution to that, together with Dave Graffam, in our booklet 'Little Kislev. A guide to the island of Duin, part of the great city of Marienburg'. The booklet, which was given as a present to participants in WimCon 2014, concentrates on the Kislevian expat community in Marienburg. It can be downloaded from several places on the internet.
I can't find these though. I might have a bit more time to look later.
Jadrax
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Wed Feb 05, 2020 10:55 am

I collated a lot of the Marienburg stuff from the Black Industries website here: https://www.grognard.org.uk/Authors/jad ... FRP-V2.pdf

I cannot fin a current like to the Little Kislev document aside from Scribd: https://www.scribd.com/document/2511055 ... Marienburg
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Angelman
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Wed Feb 05, 2020 11:36 am

Thanks guy. This makes everything much easier :-)

So, how about those Fimirs? My PCs will likely run into those guys in Act 2, and I wonder, what are some fun and interesting things to do with fimirs? Apart from orchestrating some kick-butt combat encounters? I've barely ever used them, and not since the 90s so any cool suggestions or fun anecdotes would be very much apreciated
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totsuzenheni
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Wed Feb 05, 2020 12:58 pm

There's also 'The Thousand Islas' if you can find it. It's an unofficial second edition supplement on piracy, and there's 'To Love And Die In Marienburg' by Antony Ragan, again if you can find it.

That collation of Marienburg articles was most helpful @Jadrax.
Jadrax
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Wed Feb 05, 2020 2:38 pm

The Thousand Islas: https://www.grognard.org.uk/Authors/jad ... 0Islas.pdf

@totsuzenheni Glad it's useful, I remember it being a ton of work!
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Angelman
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Tue Feb 11, 2020 4:09 am

Hey all,
I’ve been doing some additional work on the campaign and would love some more feedback, if you may :D

I’ll repeat the first 3 scenario outlines for Act 1 for context:
Angelman wrote:
Wed Feb 05, 2020 5:45 am
Scenario 1 - Mean Men in Monster Masks: Present day. In media res start, with the PCs in prison overlooking the gallows where an associate wrongly accused is being hanged for a series of murders. Several masked individuals, including the hangman, are seen at the event, all carrying mono-eye monster masks (i.e. fimir masks) and performing subtle rituals (i.e. fimir magic to capture the dead person's soul); the hangman stares into the dying man's face as he swings (see below). The PCs are let out shortly thereafter and allowed to investigate the evidence they brought to court yesterday. They receive assistance form a third party (Verena priests/Sea Elves/other faction) with a vested interest in the previous murders, but this faction ends up being set up by the conspiracy. Long story short, a group of watchmen kills the allies just as the PCs come to meet them late in the scenario, on the pretense of the faction being the actual murderers (of course, the [cultist] watchmen have killed everyone before the PCs arrive and the trail goes cold). Second ending = unforeseen developments lead the PCs on a hunt for the hangman, with a dramatic showdown. The man dies staring contently into one of the PCs' shiny buttons or something [i.e. a vital part of the Fimir magic is that the cultists need to look into their own eyes when they die, to prevent their souls from escaping; likewise, their victim's die staring into their killer's eyes, whereby the killer steals their soul for his afterlife court. Eyes being the mirror of the soul, and all that...]

Scenario 2 - The Man with the Pearly Face: The Past. The PCs are kids investigating the disappearance of several children. The grown ups all claim the kids have run off or fallen in the river; i.e. being careless and not listening to their parents. Grown ups are useless and the kids must fix this themselves. They have a clue, however, a creepy man prowling the streets for children. His face is very pale, and he's only seen at night. When torchlight flickers nearby, a pearly luster shimmers on his face (actually, his fake nose and fake replacement teeth = the creep suffers from advance stage syphilis and masks his decay with mother-of-pearl prosthetics +he shuns daylight and is very pale). The kids manage to lure the Pearly-faced man into a trap and/or corners him in his lair. The man catch his own reflection in something, and dies in peace, knowing he will get to his well-prepared afterlife haven.

Scenario 3 - The Coughing Man: Present Day. The party investigates a murder spree happening around a popular tavern. The cooks, the brewer friar, and several warrior patrons all disappear in the night after leaving the tavern. This time, it turns out it is the night watchman working this beat -- himself a regular at the tavern -- who is the killer. It is deep winter now and the man suffers from lung cancer or tuberculosis or something, and knows he's dying. He is therefore in a hurry to stock his afterlife kingdom with suitable retainers, and choose the cooks and brewer from his favorite haunt to accompany him in death. Likewise, he takes pain to gather some fighting men slaves to bring along, fearing an eventual war between pocket dream-realms and/or from invading fimir ('cause who can trust them?). The watchmen helps the PCs out at first, but sends them on red herring searches. When they finally take him down, the sickly killer pleads to let him see his reflection as he dies. "Please, I beg of you! For the love of goodness, bring me a mirror!"

More stuff to come.
Scenario 4 – Bawdy Men and Women for Sale: Present day. The conspiracy is taking notice of the PCs meddling and set up a trap. Following up on a tip, (which the players may conclude is an obvious trap but they must follow up in an effort to outsmart the badies), the PCs find themselves in a locked warehouse set on fire. PCs being PCs (with Faith Points to spare) and players being resourceful, they are bound to escape in some way. Clues learned gives the party several glimpses into the conspiracy and their machinations, plus sets them on a course to chase a wagon-load of bound-&-drugged women (prosts mostly) heading into the marshes for a drop of to the fimir folk. We end the act with a chase, a boss fight, a chance to save a lot of kidnapped women, and some hints to the nefarious “fen fiends” at the heart of the story.


Act 2 – Now we are heading into marshland, fimir-territory, and dream realms

I haven’t mapped out the scenarios here yet, but they will probably run something like this:
1) PCs investigate the marshes, have a run-in with mist-cloaked fimir in an Iron Age hill fort ruin, discover information on the cult’s witch envoy (“The Witch Prince of Mistvale” = the mentor of the mentor of the party witch). The Witch Prince is the connective tissue between the Khainite cultists and the fimir.
2) Here I want to do a second flashback-to-childhood, although I’m not entirely sure what to use it for yet. We will explore the PCs background and “roots” more, especially the witch character (who will possess at least one fimir spell in their repertoire, only learning about its source now). In the end, it is possible it was all a dream they experienced within a Dream Realm bubble dimension thingy.
3) On Hexensnacht or Geheimnisnacht, the PCs now get to witness (and quite possibly infiltrate and/or foil) a meeting at the Witch Prince’s domain between fimir & cultists. There will be an exchange of gifts, a grand ritual to fashion reality out of dreams will be held, and it all ends with the PCs being caught in a cultist’s* Dream Realm haven. (*This cultist will likely be the Man with the Pearly Face, aka. The child-killer dude in Scenario 2/the PCs childhood).
4) Now we have a haunted house kind of story where the PCs try to unravel whatever evil is taking place in the cultist’s private dreamland bubble. Basically, we’re in a nightmare horror story now. (Yes, I recently re-watched Nightmare on Elm Street… oh dear). Much insight can be gathered here, and the badie who escaped hell for his crime by slipping into his Dream Realm at the time of death can finally be brought to justice, once and for all).


Act 3 – We return to Marienburg to take down the Khainites. All I know here is that the Magistrate from Scenario 1 is a/the big badie.

Any thoughts, comments, and/or suggestions?


Player Characters
And now for a second subject of my campaign – the PCs. We have a tradition of GM-made, story-tailored PCs in our games, which offers great advantages of storytelling at the expense of the joy of the players creating their own characters. It is a trade-off, but it has been totally worth it thus far (and we allow player input, of course). So, at the time of writing, I am planning the party to consist of the following PCs (WFRP4):
--Human Lawyer: He has a natural connection to the “corrupt law enforcement elements” trope of the story. He will know the evil magistrate quite well, but have no reason to suspect him at first. This character will bring wits, charm, and research powers to the group.
--Human Witch: I wanted a spell caster/magic dude as they tend to elevate a game with an additional dimension that the GM can (ab)use, but I wanted to try something other than a collegium wizard this time. So, we’re going full (good-guy’ish) witch, working on the Marienburg streets as a soothsayer & curse-mongerer, and whose mentor’s mentor had (has?) connections to the entire khainite witch/fimir magic thing. This character brings mystery, magic, and horror to the group.
--Human Investigator: Here I’m envisioning a Rustin Cohle (True Detective season 1) type of conspiracy theorist on the trail of the khainites from the start. Basically, he became obsessed with the badies in his childhood and never stopped looking into it, eventually turning his investigative skills into a job (a sort of PI, I guess). This character brings forensics, investigations, and a burning conviction to the party.
--Sea Elf Boatman: Finally, I want to explore a non-human culture thread running parallel with the story and settled on Sea Elves. This character’s fate is tied to that of the humans, and she has a sort of protective-pet-owner relationship to the others. There will also be a Dark Elf sub-thread running through the thing, to parallel the Sea Elf. (Here I should note that my concept of Dark Elves are a bit looser than the official, satanic-elf-civilization approach; basically, Dark Elves are just evil elves in my setting. In this story, a few will show up as bosses that run things to explore & exploit the human cult of Khaine for their own ends. This character brings some practical skills, exoticism, and fighting prowess to the group. I just thought of something... To expand this character's purpose, I'll have her being tied into the entire dreams & afterlife realms thing by having her search for 3 fellow Sea Elves whose wayshards where emptied when they were murdered (by Dark Elves, probably, who wants fresh elf souls as substitutes for their own souls once Slaanesh claims them after death). Basically, the Sea Elf will have 3 dull wayshards in her possession, plus her own shard, and will assisting the humans in their dreamland search in an effort to reclaim the stolen kindred souls. That should add a pretty horroresque slant to it all :twisted:

As you can see, I have avoided warriors and other ass-kickers this time around. Instead, I want the party to solve problems through wits and stealth, rather than violence. Encounter will, of course, have to be designed with this in mind, but I find that, especially in horror stories like what I’m going for here, a non-(primarily) combat group fits better. That said, I don’t know WFRP4 very well yet, having never actually played it, so if anyone have any insights into these characters & careers, and how the party will likely function in the game, please do share! Also… random question about Riverwomen (because I looked at this career a little); why does this career have a WS advance when the combat skills it provides are Ranged? Is this normal for WFRP4? And more importantly, is this intentional? (I checked the latest WFRP4 errata and I didn’t see any fixes in this regard).

Wow, that was a LOOOOONG post. Thanks for all help :)
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Orin J.
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Tue Feb 11, 2020 7:03 pm

Angelman wrote:
Wed Feb 05, 2020 11:36 am
Thanks guy. This makes everything much easier :-)

So, how about those Fimirs? My PCs will likely run into those guys in Act 2, and I wonder, what are some fun and interesting things to do with fimirs? Apart from orchestrating some kick-butt combat encounters? I've barely ever used them, and not since the 90s so any cool suggestions or fun anecdotes would be very much apreciated
Juuuuust gonna plug my Document building up the culture and such of the Fimir here.....
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hallucyon
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Wed Feb 12, 2020 12:48 pm

Angelman wrote:
Wed Feb 05, 2020 11:36 am
Thanks guy. This makes everything much easier :-)

So, how about those Fimirs? My PCs will likely run into those guys in Act 2, and I wonder, what are some fun and interesting things to do with fimirs? Apart from orchestrating some kick-butt combat encounters? I've barely ever used them, and not since the 90s so any cool suggestions or fun anecdotes would be very much apreciated
Warpstone #25 is entirely dedicated to Fimir. In my opinion it is a must-read for a gamesmaster who wants to run an adventure with them.
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Angelman
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Thu Feb 13, 2020 1:31 am

Thanks guys :) I have both texts; great stuff! :D
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Angelman
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Sat Feb 15, 2020 8:10 am

Question: Have anyone ever used fimir in any extensive way (i.e. as part of the plot, rather than just for random encounters and the like); excluding The Dying of the Light campaign?
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Orin J.
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Sat Feb 15, 2020 4:02 pm

Angelman wrote:
Sat Feb 15, 2020 8:10 am
Question: Have anyone ever used fimir in any extensive way (i.e. as part of the plot, rather than just for random encounters and the like); excluding The Dying of the Light campaign?
yeah, both as antagonists and allies. they're something of a fallback for me with WFRP. why d'you ask?
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Angelman
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Sat Feb 15, 2020 4:40 pm

That's cool :) I'm just curious. I haven't seen fimir discussed that much through the years so I wondered how much use they've seen.

Any fun anecdotes and/or tips and/or inspirations for using fimirs in WFRP?
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Orin J.
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Sat Feb 15, 2020 6:55 pm

as far as tips, i guess i have a few.

1: keep your distance. i know that it's tempting to have them in everything and let the players get to know all the cool ideas you have for them, but the main point of the fimir as far as setting development is people don't really believe they exist and they LIKE it that way. Fimir should show up when there's not any reliable witnesses, be very cagey with explanations for what and why they do what they do, and excuse themselves the instant it's not useful for them to be there. details should be teased out as long as possible and they should never really be sure what's going one

2: Fimir are monsters. the fimir are slavers, practice living sacrifice, and would park their car across three spaces so they could drive out faster when they leave. while it's tempting to want to play up the "noble monster" bit for some fun the fimir are wicked to the core and honestly we've got mutants for that. and the strigoi i guess. using them as a "softer" alternative to chaos isn't a really useful idea and they're not really suited for campaigns where you want to keep things light unless you've got a real wild idea to play with.

3: play 'em smart. Fimer aren't brute force sorts (size and abundance of brute force notwithstanding) they're hunters that use guile and trickery to get what they want and are careful to play all the angles. they have to, siince they're trying to avoid extinction from all sides. using them to get the group to seek out a long-forgotten relic of sigmar to fight chaos (or using the group to get the relic for them, really) and misdirecting the group into hunting for "bandits" so they can raid a town so the group has to rescue them from sacrifice is more the speed of a fimir then simple rumors of raids or monster hunts.

4: keep them in their element. the fimir are skulky types and avoid other civilization, to preserve themselves. don't go having them rampaging around the streets outside nuln or making bargins with people in the backalleys of marienburg, it's just plain too much work to explain when you can keep disbeleif suspended by keeping them away and maybe using pawns. seriously, why i though i could hide a 7-foot cyclops wizard in kislev escapes me in retrospect and it just turned the session into a long mocking argument.

5: misdirection is key! the group should never be entirely sure IF the fimir are around or why they're there, the best way to do that is false positives. orcs, goblins, beastmen, and ogres all do much of the things the Fimir do, and sorcerers with enthralled servents can cover the rest. fimir work best in small doses rather than a main enemy, and work much better when you can play smoke and mirriors on the group so they're second guessing if they're still fighting the fimir or if they've been given the runaround.

i apologize if this reads as confusing, i'm american and our current events have scrambled my brain more than a little.
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Angelman
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Sun Feb 16, 2020 6:52 am

Fantastic insights, Orin J. :)

I really like these insights and they line up nicely with my current, vague plans. I especially like the notion of keeping the players guessing; I will have cultists wearing cyclopian helmets with snouty bits in my campaigns, which, except for the size, would make pretty convincing fimirs in the mist. I'll try an teas such non-fimir sightings a few times in Act 1 before the group actually run into their first fimir on the foggy moors in Act 2. Should make a strong impression, I think.

I have a little bit of a problem with the fimirs as smart, however... 'cause the stats tends to paint them as a pretty dumb lot. I can hand-wave that, of course, and the players are unlikely to ever see stats anyway, but for consistency I struggle with making the smart fimir thing stick. (For the record, I prefer that they are smart, or at the very least evilishly cunning).
Orin J. wrote:
Sat Feb 15, 2020 6:55 pm
i apologize if this reads as confusing, i'm american and our current events have scrambled my brain more than a little.
LOL! Your current events have scrambled all brains on planet Earth, I fear :p I wonder if it is all a fimir conspiracy? Like with the Royal Family of the UK?
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Orin J.
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Sun Feb 16, 2020 8:11 am

Angelman wrote:
Sun Feb 16, 2020 6:52 am
I have a little bit of a problem with the fimirs as smart, however... 'cause the stats tends to paint them as a pretty dumb lot. I can hand-wave that, of course, and the players are unlikely to ever see stats anyway, but for consistency I struggle with making the smart fimir thing stick. (For the record, I prefer that they are smart, or at the very least evilishly cunning).
i suggest using the caste system. then you can use the fodder troops to make the group think the fimir aren't smart enough to be behind a plot while the driach pulling the strings is able to nudge them into whatever the goal of his plot is.
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