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Home » Enlarge The Old World With Four Warhammer Fantasy Expansions
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Enlarge The Old World With Four Warhammer Fantasy Expansions

adminBy adminJuly 24, 20230 ViewsNo Comments3 Mins Read
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For five years, Warhammer Fantasy Role Play Fourth Edition has focused on the heart of the Empire. The main focus of the releases were the epic The Enemy Within campaign or materials that could tie into that story, such as additional adventures. With that epic tale on shelves around the world, Cubicle 7 is able to look at other important elements of the Warhammer setting.

Up In Arms

Combat in the Old World is known for being nasty, brutish and short. Up In Arms offers new rules for the purveyors of violence in the game from alternate combat options to even meaner critical injuries. There are even new speciality careers such as handgunner or greatsword along with dozens of new weapons to use in battle.

It also delatils elements of war within the setting such as the cult of Myrmidia, the goddess of war. Players can join knightly orders for pride and intrigue or take on endeavours such as drilling troops or printing embellished pulp novels full of grand military adventure. The book even takes a trip to Tilea, known for its sharp mercenary forces.

Winds of Magic

Casting spells in Warhammer Fantasy Role Play is combination of two horrors; the harnessing of cosmic energies barely understood by man and the navigation of Imperial bureauracy to make sure witch hunters know everyone’s papers are in order. Winds of Magic looks at these broad elements of magic along with specific information on the colleges that cover each type of magic.

With this book, players will find it easier to specialize in a type of magic, such as the divination of the astromancers or the burning fury of the pyromancer. The book also includes magic items to create and ancient grimoires to pursue. Finally a history of magic explains where these powers come from and why using them follishly will drive the Empire to ruin.

Sea of Claws

Although the books focused on Middleheim have a lot of information of riverboats, Sea of Claws brings adventures out into the open sea. The titular location offers plenty of opportunity for explorers, merchants and, of course pirates. The eight seafaring careers include everything from beachcombers who live off the wreckage of the poor souls that don’t make it back to port to the chantyman signing songs that give crews a better chance of not ending up at the bottom of the ocean.

Rules for building and running big ocean vessels allow players to shift from land based adventures to sea stories. Two cults are detailed inside; the fickle deity of the sea called Manaan and the predatory shark god Stromfels who is often preferred by pirates. The book conclusd with some legendary sea personalities that can function as rivals, allies, villains or patrons.

Salzenmund, City of Saly and Silver

Every sea adventure needs a rowdy port. Salzenmund, City of Salt and Silver details this gateway to the wider Old Worlds for crews that get their sea legs underneath them. Players can choose to play fresh transplants, old salts or even wary locals looking to get out of the city.

Tables seeking intrigue might get into the politics of the new elector family installed to make sure things keep running smoothly. The remote location can also be used to explore supernatural mysteries. And what port of call would be complete with out rules for smuggling and where to get the best prices for illegal goods?

These books are available directly from Cubicle 7 or at friendly local ganing stories now.

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