Role-playing Rants: The divisve matter of the Tiger Warriors of Grand Cathay

Well, they’re from Ind actually. That said they still stirred a lot of drama in the Warhammer community.

I love a good drama. It’s always entertaining to read and maybe get a laugh or two. The current one, mostly regarding Total War: Warhammer and Warhammer: The Old World, centers around the Tiger Warriors. These big cuddly fellas are causing quite a stir with their feline antics, soft fur and them being anthropomorphic cat-people who are not Chaos-aligned.

Oh yeah, you better believe it. We’re getting Beastmen who don’t obsess about wearing eight-pointed stars all the time. What a time to be alive!

Not to mention they’re stylish as well! (art belongs to Warhammer Studio)

Naturally this little article from the Warhammer Community caused quite a ruckus, just as this entry on the Creative Assembly blog. Both of them state clearly that A) the Tigermen of Cathay/Ind serve Zhao Ming, the Iron Dragon and a son of the Dragon Emperor, as mercenaries, and B) that they’ve been created by the Old Ones themselves! No Chaos shenanigans here, no serving the Great Four, nothing like that. As I mentioned before – the Tiger Men are on the side of justice, reason and harmony.

So naturally there are a lot of people who started hating on them to the point of being totally irrational. Arguments about “good Beastmen not fitting the game” and “World of Warcraft-like nonsense” are only some of the tamer, more polite ones flying on different Warhammer forums and message boards for the last week or so. Lots of panties are in a twist, let me tell ya.

As for me, what do I think about these feline fornicators? Do they add anything worthwhile to the lore of Warhammer Fantasy, or are they a bunch of Mary Sues, created for the ever-expanding crowd of furries and modern Dungeons & Dragons enthusiasts? Should they be in the game at all? Or rather games, given that they will probably eventually make their way to the Old World tabletop title.

I friggin’ love them, that’s what I think and feel. That’s my official stance on the matter.

This is Bhashiva, the female Tigerman who is the current White Tiger of the Tiger Warriors and a real badass! She is also known as the “Desert Tigress”, another really cool nickname! (art comes from the Creative Assembly blog)

Look, it’s very simple for me. I’m a huge Grand Cathay fan. I have a whole army of not-China in my house and the last wave of releases made me even more excited for them. I always enjoyed the lore of Cathay, even back in the day when it was very limited. I liked the mysticism, the fact that there was so little known about this nation and its people, and yet the snippets we were getting were full of interesting details. A powerful and mysterious Dragon Emperor, the Great Bastion which was obviously this worlds’ version of the Great Wall of China, the fact that they used animated stone statues of giant Temple Dogs and magically constructed Onyx Crowmen during war – these are only some of the fascinating lore elements associated with Grand Cathay.

Then there were rumors that this nation will appear in Total War: Warhammer III. I still remember lots of comments from not too bright people bitching about how they don’t fit the game. That it’s all about the Old World and nothing else. I found it hilarious that these same people didn’t have anything against High and Dark Elves, the Tomb Kings or the Lizardmen. However the moment anyone mentioned the Far East they were losing their cool. Completely absurd but also, sadly, completely not surprising when it comes to the fandom.

For years I’ve been repeating the same opinion – Warhammer Fantasy focused way too much on a single region of the world. The Old World is fine, it’s cool, it’s interesting. Hell I’m a hardcore Empire enthusiast and Sigmar is my favorite fictional deity, but I also understand that there are other lands than just the domain of Karl Franz, the fair Bretonnia, icy Kislev, as well as Tilea and Estalia. I am also not talking about the well established places like Ulthuan, Naggaroth and, to a lesser extent, Araby. I always wanted more focus on Southlands, Ind, Nippon, Khuresh and, most of all, Cathay. There are entire cultures residing there, with their own customs, traditions, stories and unique traits. But, of course, they’re not not-Germans or not-French so I guess they don’t count, right?

Well, apparently this is not the case, as we see from the latest Warhammer Community and Creative Assembly blog articles. There’s potential there, new and untold stories waiting to be told, people to be fleshed out and developed, and I am all for it… even if some of those people have long, luxurious tails and like to purr constantly. The Tiger Men and their, admittedly still underdeveloped, lore are a step in the right direction. They bring something truly new to the game. They offer lots of fascinating opportunities for expanding the world of Warhammer Fantasy. Do the Imperials know about these “good” Beastmen? What do they think about them? Did their explorers and traders interact with them? What would happen if a military expedition from Grand Cathay, which included a contingent of these creatures, suddenly arrived in the Old World? Will they be attacked on sight, or will their presence make the people of the Empire and other, classical nations think twice before condemning every half-man/half-animal as a worshipper of Chaos?

The addition of Tiger Man to the world of Warhammer Fantasy can only be a good thing, at least in my books. Also remember that this isn’t the first time that they’ve been mentioned in lore. In the Beastmen army book for the 6th edition of Warhammer Fantasy Battle, as well as WFRP 2e’s “Tome of Corruption”, there’s mention of the Tigermen of Ind, noble but unpredictable creatures who sometimes protect, and sometimes prey, upon the local settlements.

Here’s the official artwork from the “Tome of Corruption”, one of the best WFRP 2e books ever written!

Similar mentions appear in the Rulebook for WFB 8th edition, Aaron Rosenberg’s “Warhammer: Day of the Daemon” novel and a couple other publications. What Creative Assembly did was just expand their lore, making it more fleshed out and interesting. For that they have my thanks and appreciation.

I also have a message to the rabid haters who think that this is the worst thing ever, and a clear sign that Warhammer Fantasy should remain dead and buried: give it a rest. What CA did is called “progress” and it’s a cool thing indeed. The fact that there are intelligent, non-Chaos Beastmen running around a single part of the Warhammer World, doesn’t mean that said world is coming to an end. It doesn’t remove anything from factions like the Empire, High Elves, Orcs and Goblins, Skaven and others. It’s just a cool, new addition to the lore, nothing more. Learn to accept and appreciate new things and maybe, you know, keep a more open mind. It’s a useful skill to have.

I also find it rather hilarious that so many people projecting sheer negativity towards the Tiger Warriors have absolutely nothing against the Skaven. I guess that sentient Ratmen who have access to laser weapons and genetic manipulation are less offensive than humanoid cat-people. Probably because “ThEY’rE nOT GOoD aND NoBLe”. Because Sigmar forbid if there’ll be at least a little bit of positivity in my grim and dark fantasy universe, right?

Oh, and there are also those numbnuts who don’t like them because they’re racist and hate anything Asia-related. To those “people” I have a single message: fuck you. I even read one moron’s mental diarrhea about Creative Assembly and Games Workshop empowering the “nation that presents an existential threat to our civilization”. I honestly think that being this stupid must be physically painful.

Damn, I haven’t used swear words on my blog for quite some time now. Guess I am really emotional about this whole “Tigermen” business. Or maybe I’m just a secret furry, who knows? I also didn’t want to ever mention real-world politics here, but… Well, sometimes it’s impossible not to, I guess. Which sucks as I really wanted to keep “It always rains in Nuln” free from this shit.

Anyway, I can’t wait for the Tiger Warriors to arrive in Total War: Warhammer III, and in the tabletop game as well! With some luck we’ll be also getting some tasty Crow-men in the future too! This is really a great time to be a Warhammer fan in general, and Grand Cathay enthusiast in particular!

I certainly welcome our new Dragon overlords! (promotional art from Creative Assembly)

Until next time and… watch out for those nasty hairballs!

Xathrodox86

Xathrodox86 reviews: “Portrait of my Undying Lady” by Gordon Rennie

First review of 2026 and it’s a Black Library story. What can I say – I’m a sucker for good Warhammer fiction.

SPOILERS AHEAD! You have been warned.

I read “Portrait of my Undying Lady” last year, in the “Tales of the Old World” anthology. It can also be found in the 21st issue of the venerable “Inferno!” magazine and the “Lords of Valour” anthology. Written by Gordon Rennie, it tells a tale of Giovanni Gottio, a Tilean painter who’s seemingly down on his luck. One day he’s approached by a man working for the beautiful and mysterious Lady Khemalla, a rich noblewoman living in an abandoned villa in the hills above Trantio. She wishes to commission a painting of herself. However there’s a catch – she’s a Vampire of the Lahmian Sisterhood, a trusted servant of Neferata! Khemalla wants to be painted “as she is”, without any sugar coating. But will the Tilean truly dare to show her inner darkness, or will he decide to present her as a perfect being, not wishing to incur her immortal wrath?

She definitely looks like someone that you do NOT wish to cross! (art taken from the issue 21 of “Inferno!”)

Rennie knows his stuff when depicting Vampires in the Warhammer universe. Khemalla, while being a Lahmian, is 100% terrifying and… monstrous. That said, the author does a great job of only hinting to us about her true nature, making the reader feel uncomfortable and uneasy when reading about her. The dread and menace that she emanates are almost palpable at times, but, thankfully, are also not overt and vulgar. Khemalla is no Strigoi after all! It is a nice change to read about one of the Lahmian Sisterhood who, despite being a beautiful and elegant woman, is, without a shadow of a doubt, a “wolf in sheep’s clothing”. Way too often are Lahmians described as polite, charming people, with very little of their true nature as Vampires being focused on. A good example is the Ulrika trilogy by Nathan Long. While a decent series of books, it only focuses on Queen Neferata’s progeny’s talents for spying, statecraft and subterfuge. Gordon Rennie goes beyond these obvious traits, something for which I am very grateful. I like my Vampires complex, with extra focus being placed on their bestial natures. What can I say – being a huge Vampire: The Masquerade fan means that my preferences for all things bloodthirsty are rather complex.

I also really like Khemalla’s reason for commissioning so many portraits of herself. As a Vampire she’s unable to see her own reflection, and thus can only view her own visage via the work of others. She’s afraid that if she’d forgotten how she looks, she would eventually go mad. It’s a really nice touch on the author’s part, emphasising that there’s a tiny bit of humanity even in the oldest of the bloodsucking monsters of the night, and that many of them will go the extra mile to make sure that it won’t die out completely.

“Portrait of my Undying Lady” is a great read not only because of Khemalla, but also (if not mostly) due to its main hero. Giovanni Gottio is such an ordinary, unassuming protagonist that it would be hard to find someone more common and mundane. He’s no Felix Jaeger or Brunner the Bounty Hunter. He is a short, washed out painter who, at the beginning of the story, believes that other people don’t want to hire his services because he only paints the truth, and not the idealised visions that they wish to see. It’s a very refreshing thing to read about a flawed man who’s no fighter, doesn’t carry a magic sword, and is not fighting Orcs, Chaos Warriors or Skaven on a daily basis. Giovanni is very “human”, which makes him relatable and likeable. Again, huge props to Gordon Rennie for creating such a grounded and at the same time interesting hero… if he can even be called that!

The story itself is not overly long, clocking in at ten pages, but the entire plot is very engaging and fascinating, easily making “Portrait of my Undying Lady” feel much lengthier, which is a good thing. It doesn’t overstay its welcome and is a perfect afternoon read if you’re down for some horror-themed Warhammer adventure, with art and immortality being the main focus of the story. There’s virtually no action here, no clashing of swords or casting of spells. There is however a tragic tale of keeping one’s humanity and sanity from disintegrating completely. The question of if it’s better to describe someone in an idealistic, but not completely honest way, is the main plot point of the story, and the final answer was surprising, at least to me. Gordon Rennie managed to create a clever and thoughtful tale that is only ten pages long. That in itself is impressive and I highly recommend that you read “Portrait of my Undying Lady”. It truly is one of those rare Black Library gems that are certainly worth experiencing.

As for any potential criticisms? I don’t really have any. This is one of those stories that are nigh on perfect to me. That’s why I enjoyed it so much and I hope that you will as well.

Until next time!

Xathrodox86

Another year, another notch on the belt…

This is a public service announcement: the owner of “It always rains in Nuln” is now one year older!

Happy 39th birthday to me, I guess. I just wanted to use this occasion to shoot some nonsense and write about anything that comes to mind. There’s no plan here, just a pure, unfiltered stream of thought.

Almost getting to the magic number 40. Not quite there yet. Turning 39 is… just like any other birthday, I guess. I am spending it with my family, my beautiful lovely wife and wonderful daughter. This is my first birthday with Amelia and I am so grateful to have her in my life.

Being a parent rocks! (art belongs to Cubicle 7)

I am also grateful that even so many years after starting my journey with TTRPGs and tabletop battle games, I am still lucky enough to have solid, reliable people with whom I can share these hobbies. I’ll never tire of these things, running games, writing my own scenarios and campaigns and sharing them with important people in my life. Of gluing my fingers as I assemble my Vampire Counts and White Scars. Of opening another parcel with some old role-playing book inside. Truly I am a very lucky man to find my own special thing in the world, and to be able to enjoy it continuously for so many years, practically without a pause.

I plan to continue doing so for many, many years to come. Who knows? Maybe one day I’ll even GM a Warhammer Fantasy Roleplay adventure for my daughter, if she’ll be cool with her old man setting a bunch of Orcs or Skaven on her Heroine. I think that introducing your child to a thing that you love and enjoy is pretty cool, assuming that they’d also enjoy it.

Tomorrow I am leaving for a 7-day TTRPG/Warhammer: The Old World trip with my friends. Aside from TOW, we’ll be playing some good, old Vampire: The Masquerade and I am pretty stoked for it. It’s been some time since I participated in a VTM game as a player. My white-haired Toreador swordmaster is ready to fight for the Anarch cause!

So, without prolonging the whole thing too much, I wanted to thank all you, my dear readers, for taking your time to read my articles, ramblings and various thoughts on various things. I know that sometimes I tend to structure my posts in a slightly chaotic way, but over the years I think that I managed to create a certain style that became rather characteristic and can be easily identified with yours truly. I am still learning new things every time I sit to write a new post, whether it’s a review, a rant or just a light, nothing-concrete thing like this piece of literary free-thought. To those of you who’ve been with me for quite some time, as well as those who are new to “It always rains in Nuln” – thank you. From the bottom of my heart, thank you for visiting my blog, taking your time to read my posts and interact with me here, or on my social media. Your engagement and willingness to explore my little slice of internet mean the world to me.

Sigmar bless y’all! (art belongs to Cubicle 7)

I dedicate this post to my good friend, Chris. He became a dad a few days ago. Wishing you all the best, brother. Say goodbye to your regular sleeping schedule!

Until next time… when we start another edition of Grimvember. Spooky times incoming!

Xathrodox86

Grimcember 2024 is here! Castle Wittgenstein’s cats are a real menace

November is past us and this year’s Grimvember event is not yet finished. This can only mean one thing – it’s time to announce the second edition of Grimcember!

Today’s post will be more in the spirit of all things spooky and unsettling, and not just another standard review or a basic WFRP retrospective. No, today I want to tell you about one of the few times where I felt genuine dread during a game of Warhammer Fantasy Roleplay. I want to tell you about… the cats of Castle Wittgenstein.

Pictured: an utter menace! (art from the original TEW campaign)

Minor spoilers for the original “The Enemy Within” ahead. You’ve been warned.

It was 2010. I was young and enthusiastic. I just rediscovered TTRPGs and was gaming weekly with my first group. We started with Vampire: The Masquerade and, eventually, moved to Warhammer Fantasy Roleplay 2nd edition. After finishing “Return of the Lichemaster” we immediately jumped into the venerable “The Enemy Within”. The OG, baby! I was still learning the ropes as well as trying to fully express myself during games (my whole life I was a rather shy person), but I loved every session set in this grim and dark fantasy world. Maciek, my first GM from whom I learned the most, was a master storyteller as well as an absolutely merciless taskmaster (in the most positive sense of the word). He taught me that Warhammer HAS to be deadly but also fair. It’s no D&D with its sudden rests and resurrection spells. No, this is a place where you’ll most likely end up dead in a shit-filled ditch and, right before you expire, you’ll be enjoying every second of the experience.

So it was no big surprise that by the time we reached Castle Wittgenstein in “Death on the Reik”, most of us were playing their second characters already. I think that I was on my third one, actually… Anyway I digress! From the dilapidated village of Wittgendorf, we moved into the castle proper, with some much-needed help from a bunch of friendly, local brigands. We were completely engrossed in the story and the atmosphere. Our gamemaster masterfully used music and lighting in the room to create an atmosphere of dread, decay and utter hoplessness. We were taking it all in, feeling every step that we took down the dark and musty corridors of the accursed castle. It was a very intense experience and one that I often wished to emulate in my own games. I think that few times I even managed that, but probably not on the same level as during that late session in 2010.

Anyway we were playing for 3-4 hours already and, despite being rather tired, we wanted to reach our goal: to find and kill the dreaded Margritte von Wittgenstein, one of the main villains of this chapter. Of course the damn castle was a maze and already we had a tough fight with a Chaos Warrior of Tzeentch, as well as his pet Minotaur! Fate Points were few and there was not a single luck left between each of us bo on we went, desperation and the need for vengeance pushing us ever forward. Eventually we reached another large door leading to one of the rooms in Castle Wittgenstein. We crossed our fingers as we opened the creaking door, hoping that we’d find Margritte inside.

Lady Margritte von Wittgenstein as portrayed in the new edition of “The Enemy Within” (all rights belong to Cubicle 7)

Alas only doom waited for us. Inside the room was an old hag, one Ingrid von Wittgenstein, the mother of our nemesis. But she wasn’t alone. Accompying her were more than a dozen of strange-looking cats. Small and large, striped and spotted – there were lots of them and they all looked at us in utter silence. Watching. Judging. Waiting.

Our Witch Hunter-in training, his nerves already thin (Insanity Points are a bitch), ordered Ingrid to tell us where her daughter was hiding. Big mistake. The old crone wasn’t used to be talked at like that. She wasn’t happy, not even a tiny bit. However, in a show of impressive constraint, Maciek gave us another chance to fix things, to make them right. We could’ve said “sorry” and try to placate the old, wizened lady. We could’ve saved our own lives.

Instead we chose the nuclear options, or rather our soon-to-be Witch Hunter chose it for us. His stream of insults, accusations and threats was impressive, his fiery zeal never ending. Sigmar shed a single manly tear as he saw how treated the heretical granny. It was a shame that the old bearded bastard didn’t decided to help us with what came next.

Lady Ingrid hissed a single sentence in our direction. I remember it to this day, more than 14 years later. “Cats, get them!”

Her feline companions didn’t had to be told twice. They attacked, displaying an impressive ammount of mutations as well as pure, unbridled rage at our treatment of her mistress. Some of us might’ve felt sluggish at that point, the many hours of role-playing finally taking their toll. The moment those damn cats attacked it was like we took a caffeine injection straight into our veins. This was the last thing any of us was expecting! We just though a Chaos Champion and a Minotaur. Before we took on a Giant Spider and a bunch of Skaven in the Barren Hills. By that point we were used to fighting some real hard-hitters and, usually, emerging victorious… with most of our limbs intact.

So it was no surprise that, when our GM sent those 12+ cattos at us, our initial reaction was pure, unadulterated laughter. It soon turned into squeals of panic as the damned cats started ripping us to shreds! No kidding, of all the horrors we faced within the walls of Castle Wittgenstein, those friggin’ felines were the worst. They received so many bonuses from attacking us all at once (multiple opponents against a single opponent = pain for the latter) that it was crazy. Not only that but their mutations were aiding them as well. Normally “DotR” only describes them as “strange” and “unnatural”, but doesn’t give them any actual changes to their profiles. Our GM rolled a bunch of random mutations for each of them. Every. Single. One.

We felt his dedication to his craft deeply that night. We really did.

They wrecked us. They tore my Myrmidia-worshipping mercenary to shreds. They KO’d another PC, but he still had Fate to burn so he survived, albeit with a few body parts missing. The rest of the party ran. They bolted to the door, slammed them shut behind them and ran. Eventually they managed to gather their wits and continue with the quest, finally putting an end to Margritte von Wittgenstein’s reign of terror. Skaven sapppers did the rest, blowing the Castle Wittgenstein sky-high, after securing the entire Warpstone deposit found inside. We took some comfort, knowing that both Ingrid von Wittgenstein and all of her Sigmar-damned cats, were buried under tons of rock, never to threaten the world again. The party took of, riding towards Middenheim and the events of the “Power Behind the Throne”. My new PC, a Tilean military cadet, joined them in the City of the White Wolf, oblivious to what had happened to his predecessor. The campaign continued…

Ingrid von Wittgenstein: mother of a monster and a real cat enthusiast (from the original TEW)

I still think about that encounter to this day. It was a perfect example of subverting our expectations. On our characters’ levels we were expecting some typical tough bastard-type enemies. Trolls, Daemons, Chaos Warriors and Stormvermin. We were confident that anything below a large, burly Orc would not be worth our time. The GM proved us wrong in a masterfull kind of way. He showed us that the Old World can still surprise us in the most unexpected and deadly way, throwing a seemingly pathetic encounter at us, almost TPKing our entire party on the spot. It was brilliant and it showed me, a young kid that just started his own TTRPG group, that sometimes you don’t need a world-threatening danger in order to make the players scared.

I was scared that night. Thrilled and high on adrenaline and action, but also genuinely scared. That is how you make a game memorable, making sure that your players will reminisce about it for years to come. I can only hope that, as a gamemaster, I’ve created events, situations and encounters that my players will also remember in the future. If I did, then I think that I succeeded as a GM.

Next time there’ll be one more Grimcember post, which will also be the last post for 2024. Stay tuned and…

…until next time!

Xathrodox86

Role-playing Rants: What makes a good Slayer?

Dwarf Slayers – one of the most iconic WFRP careers of all time. But what makes a Slayer truly great?

Given the fact that the death-seeking dwarf is present on the cover of every, single edition of Warhammer Fantasy Roleplay, it’s more than obvious that this career is pretty important in the setting. I never portrayed one myself (I almost never played as a Dawi), but some of my players and c0-players did. Some were good, some were bad. All were angry. And half-naked. The only thing thats truly made them different from each other were their origins.

And the size of their mohawks! (art by AlexBoca)

You see, it’s not easy to create an interesting backstory for a character like that. Especially not with Gotrek being the de facto face of the Slayer Cult. Most of the time it’s your standard backstory – the dwarfs’ family got offed by orcs/goblins/skaven etc. Yeah, it’s servicable all right. But is it interesting? Not really.

Of course some people don’t care THAT much about their character’s backstory. After all, what matters is the here and now in the game, and not some dark, murky past. That said a lot of what happens to a PC in the present can (and often is) infulenced by what happened to him/her in the past. Doubly so with tragic and doomed characters like Dwarf Slayers.

So how can one make a antihero like that more interesting? What’s the best way to create a unique and compelling death-seaking dwarf? First of all, we should concentrate on his past. I would drop the “my whole clan is dead, killed by a mighty Daemon Prince” schtick. While it works, it’s also been done to death, no pun intended. Here I’ll go with my friend Martin’s advice. A couple of years ago I was running the Karak Azgal campaign for 2nd edition of WFRP. Martin’s first PC was a Slayer who started down this path because… he slept on his watch. Due to his laziness and a constant need to catch a shut-eye, the greenskins managed to sneak past his guard and wreak havoc in the Karak. They didn’t conquered the hold, nor did they killed any of his close relatives, but the whole mess was still his fault. Or at least that’s what he told himself.

I remember that was the first time when I heard that not every Slayer’s origins need to be super dramatic. Sometimes it’s the little things that can cause some major damage, right?

Of course a good origin story is only a part of roleplaying a character. How does one RP a proper dwarven maniac, hell-bent on seeking glorious death? In your average game of WFRP, a Slayer is usually the biggest drinker in the party. Oh and he also loves to start fights for no reason! But what about switching things a bit? Instead of alcohol, make him dependant on drugs, especially those that enhance physical prowess. Crimson Shade comes to mind! Also one can’t go wrong with looking to the classics for inspiration. In William King’s “Dragonslayer” novel, there’s a disgraced Dawi who… tries to seduce every female he encounters. Even those from other races! This is a pretty interesting take on the classical theme of Slayers letting down some steam between battles.

Steg, the dwarf in question, poses another interesting example when it comes to being a Slayer. He took his oath after… being caught stealing from another clan. He was a petty thief who failed to carry out a big heist, and so decided to become a Slayer. I always liked him a lot as a mino supporting character, mainly because he was ORIGINAL. He didn’t lost his wife and kids to beastmen, nor did he failed his king – he was simply a person of poor morals and character, who seeked death because of bad life choices. Very relatable, at least to some extent.

Look, at the end of the day it’s impossible to reinvent the wheel – most of the Slayers’ origins will be similar, if not practically the same. The players usually focus on “here and now”, instead of the past, and the classic story of loss and shame is one of the most popular tropes in fiction since time immemorial. That’s perfectly fine. That said, I 100% believe that it is possible to make even the most obvious characters’ story interesting and engaging, and I advise you, dear readers, to try and create something unique for your PCs. It can be something less obvious, comedic, inappropriate or even downright absurd. As long as it’s interesting and fits the character, it will enhance the whole game, not just your hapless hero. I fully believe that this applies to every game and character, not just the classic and beloved Dwarf Slayer.

Oh, and if you want to create a truly unique Slayer, then make him a pirate! Yarrrr!

Next time we will return to Araby, to see what new troube the Inglorious Basterds mercenaries got themselves into. Until then…

Oh, sorry – until next time!

Xathrodox86

P.S. This whole article wouldn’t be possible without the good people from Twitter, who discussed this topic with me, a couple of months ago. So I dedicate it to the entire Twitter TTRPG community. You guys and gals rock!

The Araby Chronicles 08: Mutiny time!

It’s time to get back to the hot shores of Araby. What new trials await our heroes in the Imperial embassy in Lashiek, the Corsair City?

Last time things were heating up a bit, but now they’re past the boiling point! The “Raven Company’s” high echelons decided that Uriel needs to die. They’ve set up an elaborate trap for the crazed elf in a less frequented part of the embassy, where no bystanders were present. When the time was right the trup was sprung! Wilhelm fired the first shot but it missed its mark. In retaliation Uriel gravely wounded Luther with his own pistol, but by then it was too late for the murderous Asur. Vengeful mercenaries descended upon their former commander, and hacked him to bits. Thus ended the story of Uriel, a ruthless and merciless elf whose dreams of grandeur eventually led him to his grave…

Luther survived his wounds and got nominated as the new company commander. During his meeting with ambassador Geheimschnapps and Abdul Al-Hasim, the commander of the Janissary protection detail, it was made very clear that the mercenaries are expected to take the most thankless jobs, issued to them by the Sultan. Al-Hasim presented Luther with a couple of potential quests, all relatively well paid, but obviously not without certain risks. These included some good, old bandit extermination, tax collecting, eradicating some nasty greenskins and travelling with a dyplomatic missions to the Sorcerers’ Islands.

I just had to share this fantastic artwork of Lashiek! (art by Pietia)

In the spirit of every classic fantasy RPG ever written, Luther chose hunting the greenskins… and tax collecting! I mean, what can go wrong during a simple money gathering operation, right?

Meanwhile a short, stocky figure knocked at the embassy door. Bare chested and with an impressive orange mohawk, Dorin Bugman from the Dragonback clan, came to the Imperials, looking for some good, honest work…

So that was another part of my Araby campaign retrospection. We’ve enjoyed it a lot, discovering a whole new world in the classic WFRP setting. I’m more than certain that one day we will return to Lashiek, or maybe some other, grandoise Arabyan city. Only time will tell.

Next post will mark the beginning of another Grimvember edition! This one will be a bit shorter than the previous ones, but I’ll surely prepare something cool for y’all.

Until next time!

Xathrodox86

Role-playing Rants: Why I dislike the endings of most official WFRP campaigns. Part 2.

Welcome to 2021, everyone! Have a safe and happy new year, and let’s kick it into high gear with a lengthy Warhammer post, shall we?

Last time I’ve explained why I generally dislike the endings to the venerable “The Enemy Within” and the 2nd edition’s “Terror in Talabheim”. This time I will explain why I don’t really enjoy the ending to my favorite WFRP campaign of all time – “The Thousand Thrones”.

In hindsight, the cover itself tells a lot about how this campaign will end…

Written for a finale of the 2nd edition, “TTT” is a lengthy, epic and very, very hard module, which has the PCs traversing almost the entirety of the Empire, the Wasteland and even the frozen Oblast of Kislev! It’s a immense and multi-layered tale of faith, terror, hope in the post-war Old World, as well as of the dangers of blind conviction. Reading through this book is a joy and a unique experience, and I would strongly advise to give it a read-through, even if you don’t plan to GM it. As for myself – I’m currently on my 4th playthrough of “The Thousand Thrones” and… I see that it has more problems than I originally noticed. Most of them, unfortunately, center around the ending itself.

Spoilers ahead, although I will do my best to limit them.

Ok, so first of all this campaign was written by multiple authors and had a troubled development (supposedly) – it’s important to take these things into account when looking closer at the overall product. Until approximately chapter 6 (out of 9… nice!) the whole story is pretty cohesive. There is a short interlude around chapter 2, but after that it’s smooth sailing… until chapter 7, when the party is taken into a completely different direction then the main plot, so to speak. Part 7 is also chock-full of VERY difficult puzzles which pracitcally require a group with a very specific sets of skills to crack them all. Anyway, at the end of this chapter our heroes learn that the whole endeavor was practically pointless, and that their original group has already left for Kislev.

Chapter 8 sees them rush, almost without preparation, gear and supplies towards one of the most hostile environments in the entire Old World. It is at this point that the previous (chapters 1, 4, 6 especially) investigative tone gets ditched almost completely, replaced by a very on-the-rails experience, in which certain things will happen, no matter what the heroes will or will not do. While I don’t have any problems with railroading and tightly written scenarios (in facti I prefer them to sandbox ones), this is just too excessive. The players become spectators in a play in which they have very little to say, except to react to various things thrown in their way. This in itself is not too bad, since chapter 8 is pretty lenient, at least compared to chapters 3 and 5, for example. Still – if I’d play this part, I know that I would get bored and fast.

This, however, is nothing when compared to the final chapter in the book – part 9. It sees our heroes confront the final evil of the story and choose one of three or so possible endings. So where’s the problem in that?

There are a few, and they’re all major problems for a final part of a truly epic, and (mostly) excellent campaign. First of all, it’s a dungeon crawl and a merciless one at that. I don’t know how this part passed the quality control, beacuse acquiring a random mutation, almost automatically, every x minutes, every time that a PC loses even a single HP, and when they pick quest-important items, is just excessive. Second of all, plunging the PCs into a dark, dingy maze, after forcing them to swim through monster-infested waters (say goodbye to your gunpowder and other pieces of gear, suckers!) is just cruel. Without magic, which by the way generates miscasts almost automatically in that place, or some VERY good thinking, the heroes won’t be able to see, since they’re in a underwater grotto! Sure, there are small pieces of luminescent lichen, but they give almost no light. By Sigmar, that’s just cruel!

Then there are enemies. Tons of them, and they’re tough, really tough. There’s the strongest, combat-oriented enemy in that place, and A) he’s not even the final boss, and B) he’s surrounded by a literal army of evil dudes. The fact that he and his army are battling another one, doesn’t really matter, nor it makes the danger that they present any less likely to affect the PCs. The enemies in chapter 9 are downright sadistic, and I would like to remind you that every time they wound a character, he or she needs to make a Toughness check or friggin’ mutate!

Oh, there’s another villain who shows up at one point and he has a insta-kill sword, a retinue of burly dudes and he’s a magician as well. Half of his party induces fear, himself included, and they all carry all manner of nasty diseases. What’s that? Is that the sound of bullshit that I detect? It can’t be!

Crap, forgot to mention the random vampires, wandering through the corridors. Silly me.

Hell, even a bunch of orcs found their way into this shithole. Although to be honest, they don’t present that big of a threat, at least when compared to other things lurking in that place…

Then there are puzzles and the time limit, which the GM needs to keep track of, using an actual stopwatch. Our heroes need to find a set of keys to proceed to the final sanctum of evil. Oh, some of said keys are fake and can mutate you instantly. Yes, really. Someone wrote this, someone else greenlighted this. All the while various chambers in the grotto present myriad of dastardly traps, including instant death ones, teleporting people to other parts of the world (said person is out of the game if that happens) and, of course, offering various, nasty mutations.

So to sum it up – the PCs have a rather short ammount of time to run through the maze, without any map or even a chance to get one, with only a single chamber in which they can actually regain their wounds, avoid or confront some of the nastiest enemies ever written for WFRP, get the correct keys and use them to enter the inner sanctum.

I’ll be real with you – if even half of the party will live to that point, and with just 4-5 mutations for each member, I’d consider this a good run. Don’t count on magic for healing either. Like I’ve said before, this shithole is so suffused with chaos that any caster is only asking for trouble if he’ll decide to use his powers here. It’s a bloody gauntlet, pure and simple. A worst case of dungeon crawl, which are never a good idea when it comes to Warhammer. They don’t work well in “Karak Azgal”, they don’t work well in “Lure of the Liche Lord”, and they sure as hell don’t work well in “The Thousand Thrones”.

So, after all this bloody mess the heroes finally enter the inner sanctum and confront both the most important NPC of this campaign, as well as possibly a unkillable final boss. I am not joking, you’ve read that right. We are talking about a creature that has every stat on 88 (nice nod towards the main chaos number), is a powerful magician, a godly fighter and… can control minds with “only” a -30 Willpower roll to resist her. Oh, and she has a literal army of giant, mutated spiders at her command. Again, I am not kidding. The PCs by now will most likely to think that to defeat her they must give their all, and pray for high attack rolls. No, it is not the way. I mean, yeah – technically they can do that, but she will fucking regenarate in a little while.

Wow, even writing this down makes me realize how much bullshit this ending actually has.

So yeah, anyway, to defeat her the players must either take her remains from a certain room to another room, and throw them into a chaos portal, hoping that they won’t be forced to jump into it as well. If they do it’s game over, by the way. The other way to defeat this monstrosity is to… talk to the aformentioned NPC and ask him to tell her to go away.

I am dead fucking serious. The key to defeating the final boss which can destroy the whole world, is to essentialy tell it to leave.

Wow, someone took money for this. Someone actually had balls to write a ending like that. I am speechless. The best part is that the players won’t even think about doing it like that. Not after what they went through in the campaign, not to mention in that hellish place. So yeah, enjoy fighting the Satan himself, while he has the infinite lives cheat on. Good luck.

There are two other endings as well. To keep it short – one included fighting a bunch of high level vampires, all at the same time, and the other one doesn’t even let players fight the final boss, because fucking Nagash reincarnates and kills everyone. The ending to this campaign is the most “rocks fall, everybody dies” thing that I ever saw. There’s no, and I repeat, no good ending to “The Thousand Thrones”. The best one, that the author graced us with, states that the PCs thwarted the evil, albeit only for some time (unless they’ve destroyed the bones, which in 99% of playthroughs they did not), but are now heavily mutated and will almost certainly travel north to the Chaos Wastes, since there’s no place for them in the civilised lands.

I am dead serious, this is the “happy” ending.

Now look, I love and accept the core idea of Warhammer – there are no heroes, no happy endings, no justice. There is only gray, short-term victory with little to no certainty for a better future. That said, the endings to this campaign are just absurdly bad. It takes around a year of regular gaming to finish it, it is very hard and the players will lose many of their characters. To end this truly epic and immense story in such a anti-climactic way is simply poor. Even I, who often prefer his stories to end on a bitter note, realise and accept that the finale to “The Thousand Thrones” is just bad. It’s not medicore, sorta ok-ish, passable, no – it’s just bad, and there’s nothing anyone can say that will convince me otherwise.

So how can we fix it? I know that the guys at “Liber Fanatica” created player aids for this campaign, which include heaps of additional material (some of it supposedly semi-official), some of which can help with the finale. I would seriosuly recommend checking it out, especially since all of their work is of the highest quality. As for me… I don’t have anything in mind. I don’t like the last two chapters of this campaign, especially the 9th one. Chapter 7 is cool to read through, and while it is very unlikely that the PCs will ever get the huge price at the end (which might help in the final part), it is at least a decent investigative story, taking place in the lesser-known parts of the Empire. Chapter 8 is too on-the-rails, and the finale is just poor. It is downright sadistic, cruel, unplayable, and unwinabble, which is the worst thing really. Because no matter how hard a campaign can be, how much grim and perilous it gets, there should always be a way for the players to go through it successfuly. “The Thousand Thrones” does not give the PCs this option, and that’s why its ending is simply bad.

I still love this campaign. Always had a soft spot for it, despite its many flaws, both big and small. You can read my review of it here.

I can’t help it, I’m a sucker for epic, overblown and clearly unbalanced pieces of gaming fiction!

So here it is – my first post of 2021. I had a blast writing it. I plan to do a lot more things this year. There will be more movie reviews, at least two interviews (feel a bit bad that I haven’t scored a single one in 2020), and maybe something completely unexpected! Anyway, huge thanks to my readers for sticking with me through all these years. Have a safe and happy 2021 and praise Sigmar!

Until next time!

Xathrodox86

Xathrodox86 reviews: "Call To Arms" by Mitchel Scanlon

Continuing my reviews of the “Empire Army” series, I give you “Call To Arms” by Mitchel Scanlon.

After the excellent “Warrior Priest”, I had quite high expectations of other books from the “Empire Army” series. As a long time fan of the Empire of Man, there’s very little that can force me from reading and liking anything, that futures lots of normal dudes, with fabulous mustaches, packing black poweder weapons. “Call To Arms” is no exception, but there are things, that really irked me, during my experience with this particular book.
The cover is pretty sweet, gotta be honest here
The main hero, one Dieter Lanz, is a young soldier, who joins the elite Hochland regiment, the Scarlets. Soon he must cope with the harsh reality of war, as a huge Greenskin invasion threatens the entire province, and perhaps the Empire itself.
Dieter is someone, who can easily be called a wonder child. He’s only 18 years old, but already his mastery of the blade is phenomenal. Schooled by his retired foster father, Helmut Schau, who was once a member of the Scarlets, and taught the ethos of honor and duty, Dieter is a prime example of a fine soldier – obedient, honorable and one that can be reilied upon to do what’s right.
That’s why he wasn’t able to work for me.
I don’t have anything against “so good that they’re impossible” characters in fiction. On the contrary, sometimes I like reading about guys and gals who are paragons of virtue and nobility, but in Lanz’s case this simply does not work. He’s too young and too inexperienced as a soldier, to be taken seriously, but at the same time, there’s nothing that can touch him. Beastmen, Orcs, even his fellow soldiers – Dieter dosen’t give a crap. He’ll wade right through them, without breaking a sweat. Now, if he’d been his foster dad, Helmut, I wouldn’t have a problem with that. However he’s just a snot nosed kid, without any combat experience, making him effectively a soldier-virgin. I can’t accept someone like that to go toe to toe with an Orc or a Bestigor, without a good explanation of why he is able to do it. Simple as that really.
All right, so with that out of the way we can move on to the main plot itself. As mentioned before, a huge force of Greenskins is making its way through the province of Hochland, and soon it becomes clear that their leader is not your ordinary, dumb Orc. Through some impressive examples of tactical genius and a lot of tactical ineptitude on the humies part, the armies of the Emperor are routed. It falls to the retired general Ludwig Von Grahl to snatch victory from the jaws of defeat, but is it even possible at this point? After all, the humans are few, but their enemy are legion.
Now this is simply the best part of “Call To Arms” – presenting Greenskins as a legitimate threat. Way too often they’ve been portrayed as punching bags or comic relief villians in Warhammer fiction, but no in this book. Here, Orcs and Goblins are truly terrifying, and we see first hand how big a threat they can pose, when there’s a competent leader at their head. From the ambushes of Goblin Wolf Riders, to rampaging Trolls, every Greenskins fan will find something statisfying here, while the dutiful servants of Karl Franz, will surely learn to respect the ancient enemies of Sigmar, a bit more.
Give them the respect which they deserve!
This is an “Empire Army” novel, so any reader should expect a lot of hardcore, brutal fighting and visceral battles. Scanlon dosen’t dissapoint. The engagements between soldiers of the Emperor and Greenskins are visceral and merciless. No quarter is asked, nor given and that’s how I like my fantasy fiction. While the supporting cast is a bit bland, we soon learn to care about these men, viewed by the eyes of Dieter Lanz. However there’s another thing that really irked me in this book, and now I’ll have to enter the mild spoiler territory, in order to talk about it.
The Scarlets are a professional, swordsmen regiment, comprised of many, fine soldiers. However, there are also a couple of rotten apples, present in its ranks. Of course it is Dieter that they have a beef with, since the young man catches them on looting the dead. A dead, old lady to be more precise, one that, it is strongly implied, the dastardly duo have murdered in cold blood. Later, when the Scarlets are forced to abandon field, after the army of Hochland gets routed, Lanz catches one of the bastards, as he’s trying to choke a heavily wounded comrade in his sleep! The best part is, that he takes it to the rest of the regiment (who, by the way, know how much of a sleazebag that particular soldier is), who decide that… nothing really happened. Oh sure, Dieter dosen’t exactly have a photographic evidence, but the soldier in question even propsoed to mercy kill the wounded man, some time before, as to not get slowed down. Seriously, how stupid are these people?
Now it’s time for the spoiler part, so take that into consideration. In the final battle, the two ne’er-do-wells are ordered by their commander to effectively sacrifice themselves, as to buy more time for Von Grahl’s plan to work. They oblige, which is bullshit, since these two have been consistently shown as not caring one bit, about anyone else, but themselves. What’s worse however, is that when they die heroically, Dieter gives them a sendoff in his mind, thinking of them as true heroes, depiste witenssing them robbing the corpse of an old lady (whom they might’ve murdered) and trying to kill a wounded comrade in his sleep. Bull-fucking-shit. In fact, now that I think about it, it’s not Lanz’s character that pissed me off so much in “Call To Arms”. No, it was the poorly written, “we are all soldiers, able to do what’s right at the right time” story arc. It’s like discovering that Archaon was really a good guy, because he helped to get a kitty down from a tree, that one time.
In all fairness, he probably skinned it alive afterwards
Oh and Kurt Helborg makes a cameo, something that’s always welcome. I have an unashamed man crush on the Reiksmarshall, so seeing him act all badass, automatically redeems almost anything bad, that he stars in.
Not that “Call To Arms” is bad, mind you. It’s a decently written, military novel about duty, honor, sacrifice and how a single cretin can doom a whole province’s army, due to his ineptitude. I’ve honestly enjoyed reading about Greenskins being a legitimate threat, and combat scenes were expertly written. While I couldn’t force myself to take Dieter Lanz seriously as a master swordsman, his evolution as a soldier, being forced to mature very quickly, was genuienly interesting and believable.
Except that part, when he thought that two grave robbing murderers, were not so bad after all. Yeah, that part kinda sucked.
All in all, give the “Call To Arms” a try. It’s not bad, and for anyone collecting a Hochland army, this one is a must.
Pros:
– Great combat and battle scenes.
– Orcs and Goblins as credible villians.
– Interesting view into the heart of an elite, Empire regiment.
– Kurt Helborg!
Cons:
– Wonder child protagonists, please go and don’t come back.
– The redemption arc truly sucked. Like really, really bad.
Until next time!
Xathrodox86
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