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Bergsburg for 2nd Edition WFRP

Welcome to Bergsburg. Bergsburg is an online project for and by players of Warhammer


Fantasy Roleplay from all over the world. The aim is to develop the city of Bergsburg as a
setting for inspired adventuring.
The project was originally devised for the first edition of WFRP. In addition, as of this time,
all submissions were intended for that version. We hope to get more submissions in the
future and they can be written for either (or both) versions.
The differences between the two editions can be categorized as the statistical and the
background. For the statistical differences, we have simply re-done the stats as best we
can, trying to keep to the spirit of the old stats and descriptions.
The conversion process is usually pretty trivial although some more difficult decisions are
required. We did not restrict our NPC profiles to only those that are possible strictly
according to the rules for PCs in the rulebook. We based the profiles as much on the
characters' descriptions and background. Therefore, you may find that some character
profiles are impossible according to the rules, but certainly, we would hope, possible
according to common sense.
The differences in background between the two versions is another matter. While many of
the differences are minor and can be glossed over easily enough, some, like the fact that
Bergsburg is no longer the capital city of Hochland would seem to be vital to the feel of the
city. We have decided not to change any of the background for the extant submissions. If,
as a follower of second edition background, you come across something odd like this then
bear in mind that it is likely caused by changes in background between the two versions.
As regards the Storm of Chaos, Bergsburg was stuck right in the middle of the most
desperately fought over territory. Oddly, the Storm has no mention in the Bergsburg
project, yet, and equally oddly, Bergsburg has no mention in the official accounts of the
Storm.
Also note, the project was intended to be a snapshot of city life around the year 2512 IC.
To bring things up to date for the second edition it might be necessary to add ten years to
any dates given.

Index
Bergsburg Background Articles

The City of Bergsburg


Location
History
Bergsburg today
The Counsel of Five

The Storm of Chaos


City map
Timeline
The Practice of Law
The Competence of the Court
Trial Procedure
Sentences
The Judges
The Counsel of Five

Taxes
Imperial Taxes
Provincial Taxes
Exemptions

The People
Locations
Temple of Sigmar & St Franz
Tiegel Theater
Temple of Verena
The Dancing Landlord
Wizards Guild
Temple of Mrr

Beilheim
The People
Locations
Gold Nugget Inn
Brombeer's Cartographia
Berenbergen's Pathfinders

Helmsberg
The Gangs
The People
Locations
The Rat and Shovel
Oberon Klee

Calendar
Feature Articles & NPC Index

District guides
Uberfluss (west of the river)
Unterfluss (east of the river)
Gates
Outside the walls

Rolandsbrcke
The People
The Halflings
Locations
Prospectors Guild
Temple of Ulric

Verenenstadt

Harzel
Bergsburg Municipal Baths
Osttor
Praxis Jewels and Glass Crafters
Wertheim & Sohnen Metallurgy
Ragnar's Goldsmithy
Dwarf Engineers' Guild
Chapel of Grungni
The Weissfeuer Smithy
Reisen Wool Trading House
Grossplatz
The Common Assize
Hunters' Trophy
The Rolling Stones Tavern
Viehstadt

Crystal Clear Glassblower


The Innkeepers' Guild
Grindolturm
Sudentor

NPC Directory
Shrine of Ranald
The Blue Oak Inn

Outside

Last Inn
Cro-Ach-Liea

Rumors

Storylines

The City of Bergsburg


Where? Oh, Bergsburg. Nasty little hole up in the mountains, isnt it? All those weakwilled Shallyans letting the peasants run around and act like they own the place terrible
business. Ive not much time for the von Tussen-Hochens either between you and me,
they dont have the breeding or authority to rule a province, even one as insignificant as
Hochland.
- Count Tavel von Brunckhorst, Talabheim noble
It must have been an accident of history that a remote highland town became so
important to the cult of Shallya. Such an unlikely location for her largest temple in the
Empire although the falls are a magnificent sight, Im told. Theologically, there is some
fascinating symbolism associated with the cult in Bergsburg I suspect that there is more
to the legend of Roland and the healing waters than the priests suggest.
- Doktor Hubertus von Bora, academic at the University of Altdorf
I got sick of hefting crates on and off the boats, didnt I? So, I went to Middenheim, and
got meself in trouble with the guild and the local thugs. Then I hear that theres this town
where theyve got more gold than they know what to do with you only have to walk a
mile into the hills and there it is, lying on the ground, bold as you like. So, I thought to
meself, Gerhard youve got to get yourself some of that. Thats where Im going, isnt it?
Bergsburg.
- Gerhard Blick, would-be prospector

Location
Bergsburg is located at the western edge of the Barony of Hochland, a relatively small
imperial province attached to Talabheim. The city lies not far away from the southern
slopes of the Middle Mountains, 100 Miles southeast from Middenheim, at the main road
from the City of the White Wolf to Talabheim, just at the northern end of the Drakwald
Forest. There are some villages around it, some on the road and some between the city
and the mountains. There is a small river, the Drakwasser, coming from the north, where
the mountainous region formed a plateau from where a gigantic waterfall comes down just
north of the city. River traffic is light on the Drakwasser, which joins the Talabec many
miles downstream.
It is the foothills of the Middle Mountains that give Hochland its name the entire region is
composed of highlands, and the city is located at higher altitude than all Imperial cities
except for Middenheim. The air in Bergsburg is slightly thin, and the city is known for the
strong winds that blow down from the mountains, bringing rain in spring and autumn and
snows in the winter.

History
The origins of the village of Bergsdorf are unrecorded. It is first mentioned in the
Middenheim annals from the C11th as a settlement on the road between the city state and
Talabheim, known for its sheep and quarry. The plagues of 1111 I.C. did not leave the
region unscathed, and records state that a great number of Hochlanders were buried in a
great pit after succumbing to plague. The location of the plague pits are unknown, but it is

certain that the population of the region was hit harder than many other parts of the
Empire. The village is also mentioned in the records of the Church of Sigmar, as the
location of the martyrdom of St. Franz (see Bergsburg's Temple of Sigmar for more details).
It was not until 1000 years ago that the village entered the history books in its own right.
This was during the Age of Three Emperors, when the area saw much war and bloodshed.
At one point in this period, the armies of Middenheim marched through the region to lay
siege to Talabheim. Those regions tributary to Talabheim were, in turn instructed to raise
troops to harry the Middenheim forces as they approached the city. One such force was
lead by Roland von Hochen, then Baron of Hochland. He was accompanied by a small body
of troops, many of which had been levied from local villages. However, the depredations of
Middenland troops that had passed through the area had hit the von Hochens subjects
hard, and his tax income was threatened. Consequently, rather than advancing to
Talabheim, he used his forces to hunt down and kill the bands of deserters and brigands
that were terrorizing the region.
Subsequent legend (commemorated in the Ballad of Roland von Hochen and local folk
tales) tells that he came to the village of Bergsdorf at a time when a party of bandits were
attacking the inhabitants. He ordered his men to attack the brigands, but they fled north
into the hills, towards a great waterfall that cascaded down from the mountains. Ordering
his men to break into search parties and follow the bandits into the hills, he rode with his
own household cavalry towards the waterfall.
But upon arrival at the falls, the brigands succeeding in picking off many of his men with
their crossbows and cut down the remainder with their pikes. Soon (the legend says)
Roland was the only one left standing, and the bandits surrounded him on the edge of the
pool below the falls. He attempted to make a defiant last stand, but one of the bandits
pinned his hand to his chest with a crossbow bolt, causing him to drop his sword into the
water. A second shot took him off his horse and into the water of the pool. As he lay in the
water, awaiting the inevitable, the pool around him began to bubble and a white mist rose
from the surface. He stood up and wrenched the bolts from his body, the wounds closing
immediately.
The subsequent battle varies according to the storyteller. The Ballad of Roland von
Hochen would have it that Roland slaughtered the bandits to a man, with each wound
sustained by himself healed the very instant it was made. The Shallyan telling veers more
towards emphasising the clemency and forgiveness that Roland showed to the bandits,
allowing them to go free as reformed men a legacy of the devout Shallyan tendencies of
his late mother. Either way, Roland von Hochen won the day and returned to Bergsdorf
triumphant, where he was greeted by an initiate of Shallya who had been called to the
village in a dream.
While Roland von Hochen was away campaigning, his family seat was sacked by troops
from Talabecland. The Baron decided to build a new castle at the top of the falls where the
miracle had taken place, and to fund the construction of a new temple of Shallya at the
pool, with the initiate as head priest. News of the Barons miracle spread rapidly, and the
wounded and sick began to flock to the village to be healed by the mercy of Shallya. It is
unlikely that the falls actually worked their magic on anyone subsequently, but the number
of Shallyan pilgrims that flocked to the village would have given people hope and the
psychological impetus to recover.

As the castle and temple grew, so did the village, eventually becoming a small town. The
government was handed over to a small council of five representatives, including the
Barons first son, who was installed to run the town and learn the art of statecraft. The
towns reputation as a safe haven from the upheavals of the Age of Three Emperors was
well-earned, and the refugees that flocked to the area expanded the settlement beyond
the town walls. With the relocation of the von Hochen seat to Bergsdorf, the town became
the provincial capital and became known as Bergsburg. The town prospered, and has
continued to do so, almost regardless of the events gripping the Empire at large. The poor
parts of the city have never been as destitute as their equivalent in Middenheim,
Talabheim or Altdorf, and plagues and economic disaster seem to make only the slightest
impact on the city. This taken to be a consequence of the blessing of Shallya by many of
the locals.
The relative tranquility of life in Bergsburg was threatened five hundred years ago, when
an adventuring party returned to the city from an expedition into the Middle Mountains
with raw nuggets of gold. What followed became known as the "Big Rush", as prospectors
and opportunists flocked to the city and set off into the mountains to make their fortune.
Many perished in the harsh conditions of the Middle Mountains, but some made
themselves rich, and the city gained the informal name of the "City of Luck". The Council
of Five made certain arrangements, and succeeding in swelling the city coffers by means
of taxation and their own expeditions. This money was then deployed to construct a new
city wall and construct many new properties, which are still owned by the city corporation.
The rent from these buildings still keeps the city relatively wealthy.
In the intervening centuries, the prospectors have become part of city life. A number of
gold rushes have occurred since, but none as major as the first. Nevertheless, a steady
flow of prospectors still pass through the city, and many choose to settle here.
The most recent significant event in the citys history occurred during the Incursions of
Chaos. Bar a handful of skirmishes in the hills and the uncovering of some inept cultists
within the city, Bergsburg was not greatly affected by the events of those tumultuous
years. Many citizens flocked to join the growing armies of Magnus on his holy crusade, but
the Council of Five remained largely non-committal. One day, the gates of the Temple of
Shallya were closed in explicably. Later that day, the five members of the Council left the
city without escort and rode into the mountains. Some said that they were planning to sell
the city out to the Chaos hordes that were waiting in the mountains, and unrest began to
grow amongst the citizens. Full scale rioting was averted when the Council returned ten
days later, wounded and exhausted. The doors of the Temple of Shallya were opened, and
the city returned to normal. The Council of Five never revealed what had happened during
those ten days.
The history of the city is available to PCs from various sources. The Temple of Verenaholds
numerous works in its library on local history, including the Annals Verena a
comprehensive summary of local events going back to the sketchy early period of the
town. Other cults also hold information on their own history within the town, although this
is likely to show considerable bias. More recent history can be uncovered from deeds and
legal documents held in the Rathaus, as well as in the journals of private individuals. Local
folklore and songs often contain information that is not available from formal written
sources, and players can learn much about the region from listening to tales told in inns
and the citys squares.

Bergsburg Today

The year is 2512. Thousands of travelers come through town over the year on their way to
and from Talabheim, Middenheim and beyond. The city is on the main pilgrimage route
from the eastern Empire to Middenheim, and Ulricans passing through will stop at
theTemple of Ulricto see the Shard of Blitzbeil and pause on their journey. The population
of the city (according to official sources) is over 3500 tax paying citizens, all living inside
the walls. We realize that what this figure represents is a subject of heated debate
amongst Imperial statisticians, and will clarify the matter by saying that the Council can
confirm beyond doubt that the city is larger than Delberz and smaller than Salzenmund.
There is a small community of dwarfs and a number of Halfling families amongst the
population, but elves are a rare and slightly disquieting sight.
Bergsburg in 2512 is a curious mix of religious tourist attraction, trade center, coach stop
and base camp for gold seekers. It is these diverse influences that made Bergsburg grow
to the size it is. Unsurprisingly, the religious driving force in town is Shallya, and her
influence is felt at many levels of city life including the Council of Five. Temples to the
other major cults in the Empire are also present, but their political influence is as muted as
that of the local nobility. As such, political intrigue and religious conflict is reduced and
concealed in Bergsburg something which is reinforced by the reasonable standard of
living within the city.
The City Watchis well-trained and orderly, which enables them to keep the rowdier and
itinerant elements under control. They are renowned for their diplomacy, and several local
jokes revolve around the Bergsburg watchman who is annoyingly reasonable. Disputes
between pilgrims and prospectors are fairly common, but rarely escalate to violence.
The citys most prominent features are the castle above the falls and the Temple of
Shallya. Both can be found at the northern end of Bergsburg, where the giant waterfall
comes down from the plateau. The Drakwasser flows through the city and is traversed by
two bridges Rolandsbrcke and St. Skuldas Bridge. The more prosperous districts of the
city are located in the north, with residences and businesses becoming progressively more
down market as one moves south.
A small trade town and caravanserai is located outside theTemple of Shallyaalongside the
road to Middenheim. It is here that traders meet and leave their larger coaches and goods.
Outside the city along the western wall of the Temple of Shallya is a conglomeration of
small shanties, where the desperate and insane stay, hoping for salvation from the
goddess and her priesthood.
Bergsburg handles waste (both human and otherwise) in a peculiar way. This stems from
the Drakwasser river being considered especially holy to Shallya, due to the miraculous
healing powers of the falls. Therefore, the Council - encouraged by the very influential
Shallyan clergy - has ruled that no waste shall be dumped in the river, and offenders shall
be punished with a fine of 1 GC or half a day in the stocks. Of course, this law is not always
followed, but the Watch tries to upheld it in the richer districts, i.e., north of Der Klein
Dampf, and north east of Adelstrasse, and now and then use it elsewhere as a way to get
at people they dislike. Since then, all the better houses in Bergsburg has installed latrines,
and the business of the latrine cleaner has boomed.

The Council of Five

The ruling body of the city consists of five men and women, the so-called Council of Five.
Traditionally, the representatives are selected by those that they represent, with one place
on the council being hereditary: the position held by the Barony. This will be the heir of the
ruling Baron of Hochland, unless he or she is not of reasonable age, in which case the
Baron will take the place himself. Currently, the council consists of:

Lady Simone von Tussen-Hochen, the Baroness daughter.


Ruprecht Gutgenug , Lord Mayor of Bergsburg
Bianka Morgentau, the High Priestess of the Temple of Shallyas Falls
Erasmus Vogel, Head of the Bergsburg Guilds (by tradition the Grand Magister of
the Wizard's Guild)
Fautus Asprill, Captain of the City Watch

The remaining members are selected by their peers - e.g. Erasmus Vogel was elected by
the masters of the city's chartered guilds. However, in practice some families have kept a
seat on the council for generations. The populace rarely raise any objections to this
nepotism, as long as the city remains relatively peaceful and prosperous. On the rare
occasions when no heir has been available to fill a position, a new member has been found
with no problems, integrating into the Council of Five almost immediately. Some say that
the Council has never disagreed on anything major, and that the harmony of the group is
the secret of Bergsburg's well-being. However, no outsider is privy the council's
deliberations, and this seems to be little more than fanciful speculation. Within the
meeting room in the Rathaus, although voices are never raised, there is occasional
dissent.
That said, since the inauguration of the Council of Five by Roland von Hochen the citizens
have adopted certain superstitions about their rulers. Many believe that if the Council was
dissolved, either voluntarily or by force, the city will be plunged into chaos. Even the
departure of one of the council from the city is seen as a sign of bad fortune. The Council
has the power to raise taxes.

The Storm of Chaos


The forces of Chaos invaded the Empire in 2522 I.C. for some unfathomable reason, part,
no doubt, of an enigmatic strategy. Bergsburg was placed in the center of these important
events, at least geographically. In fact, the city itself was spared much of the destruction
inflicted upon the other northern Hochland towns, and upon Middenheim. Why this should
be so is not clear. Perhaps it was just luck; perhaps this was part of Chaos' plan; perhaps
the powers that be even forgot the place existed. Nobody knows.
What is known is that as Chaos' forces spread desolation across Hochland, the city
prepared itself to become a vital player in the Empire's defense. The battlements were
strengthened. Soldiers were called from more rural areas and garrisoned in the city and at
the castle. Supplies were brought in from far afield and stored in the quayside warehouses.
Great rituals and prayers of deliverance were performed at the temple. Strange lights were
seen emanating from the Wizards' Guild (though no one could decide if this were a good
omen, or bad). The Baroness herself raised a regiment for the defense of her lands, 'the
Bergsburgers,' 3rd Hochland, Baroness von Tussen-Hochen's Own, Handgunners.
Recruitment was said to be 'brisk.'
The forces based in Bergsburg were put under the command of one of Count Ludenhof's
favorites, Baron Karl von Lassenbach. Early in the campaign the army was sent to Hergig
to attempt to raise the desperate siege there. There was some annoyance among the
common soldiers at this. Bergsburg-Hergig rivalry being part of it, but just the idea of
abandoning the city they had pledged to defend was another. The soldiers left Bergsburg
not knowing if they would see their city or their loved ones again. As it happened, Hergig
fell before Lassenbach's force could reach it and he was ordered back to Bergsburg.
There is some confusion over the precise events of the rest of the campaign. Certainly
while Bergsburg stood, relatively untroubled by the Storm, many of the smaller
settlements around it were falling disastrously to the forces of Chaos. Many were the
stories of atrocity and disaster that filtered back to Bergsburg while the soldiers under
Lassenbach stood by in safety and comfort. Some say that Lassenbach should have used
his initiative and brought his forces to the fray; some say he was just obeying orders and
had no choice in the matter.
The great number of troops in the city, taking up valuable supplies, while seeming to bring
nothing to the war effort, soon raised resentment in Bergsburg, and there were a number
of ugly scuffles between civilians and soldiers. So too, was there a confrontation between
the High Priest of Shallya and Lassenbach. Eventually, though, Lassenbach was called
north to help in the siege of Middenheim. He got there just as the forces of Chaos were
retreating, but his troops saw some action mopping up stragglers and searching out witchcollaborators.
In the weeks after the Storm had dissipated, the population of Bergsburg grew
considerably. Word got round that the city was relatively untroubled, had lots of food, and
that the Shallyans there would look after anyone. Desperate refugees flocked there. The
city soon became overcrowded, especially the poorer areas. The food doles that the
Temple had promised the citizens were reappraised, and fueled by rumors of corruption
among the authorities, there were the famous food riots that raged throughout Sudentor
for three whole days.

Now, however, the city is more or less back to normal. Very little sign of the Storm of
Chaos can still be seen inside the city's walls. This is in stark contrast to the land round
about which is devastated and often barren, and the many villages along the Talabheim to
Middenheim road, which have had to be rebuilt almost from scratch. Some say Bergsburg
deserved its luck for being a pious and right-Shallyan place. Some say the city is full of
cowards with more gold than bottle. The Temple of Shallya has sent out missionaries to
help where they can, but this has only gone a small way to redress the resentment
brewing in some of the villages.
So, the history of Bergsburg in what has become known as the Storm of Chaos (sometimes
referred to as the 'storm in a tea cup' by some of the more cynical Bergsburgers who don't
get out much), is not a glorious one. Though as history gets written by the survivors, even
now, tales can be heard in the taverns of the great victories of Lassenbach's men and the
famous Bergsburgers at Middenheim. In addition, as Hergig was so viciously razed, there is
some talk in Hochland and even beyond, that the time is right for Bergsburg to take its
place as the capital of the province.

City Map

Bergsburg Time Line


512

Records in Talabheim tell of a huge host of beastmen dwelling in the


foothills of the Middle Mountains, lead by a warlord called Huagar the
Ferocious. He is killed by an unnamed Priest of Sigmar in single combat.

743

Baron Friedrich von Brunckhorst establishes Hochland as a separate


province under Talabecland.

1000

Bergsdorf mentioned in annals

1111

Plague sweeps the Empire. Hochland is thought to have been hit hard,
with many inhabitants buried in mass graves in the hills. The effect on
Bergsdorf specifically is not known.

1500

The first stone of Castle Bergsburg is laid by Baron Roland von Hochen.

1507

A temporary Shrine of Shallya's Falls is consecrated, as the building of


the grand temple starts to take form.

1522

Baron Roland von Hochen founds the Council of Five to lead the growing
town, now called Bergsburg. Over the next half dozen years, the east
town wall including a fortified gate facing Talabheim and Roland's
Bridge is built.

1538

The construction of a wall surrounding the growing settlements west of


the Drakwasser is begun.

1547

The magnificent Temple of Shallya's Falls is completed and consecrated


by the Shallyan High Priest from Altdorf.

1579

Temple of Verena consecrated.

1611

The construction of the Temple of Sigmar and St Franz is initiated 250


years after St Franz' martyrdom.

1618

Scores are killed as most buildings north of Grossplatz burn to the


ground. After the fire, the richest families in Hochland erect mansions in
the area which will later be known as Harzel.

1681

The Night Of The Restless Dead. Undead rise up throughout the Empire
and attack settlements. According to the Temple of Verena's Annals, the
citizens of Bergsburg were terrified by zombies and skeletons
"scratching at the walls with dead fingers", and many are wracked by
hideous nightmares. But by morning there is no sign whatsoever of an
assault on the city.

1717

A number of pigrims are cured of illnesses. The following years see an


influx of hopeful supplicants, forcing the priests at the temple to restrict
the numbers of faithful having access to the waters.

1756

The Bretonnian priest of Shallya, Gilles de Laval, is executed at


Bergsburg by garroting and burning for murdering several scores of
children. He is also convicted on charges of heresy, sacrilege and
violation of clerical immunity. Relations with the cult in Bretonnia are
notably strained for centuries, and never truly recovered.

1850

The decomposing body of a giant is washed down the Drakwasser and


becomes lodged beneath the castle. Teams of men spend days
removing the corpse piece by piece. Bathing in the falls is not
permitted, but after a meeting of the Council, the Head Priestess of
Shallya blesses the falls and restores the confidence of the faithful.

1939

The sickly Talabheim 'Emperor' Eckhardt I journeys to Bergsburg to take


the waters. He spends several months in the town, and returns each
winter for the rest of his life.

1979

As the Wizard's War begins in Middenheim, many fugitive sorcerors are


believed to have fled to Bergsburg incognito to escape the attentions of
witch hunters.

c2020

Gold is found in the Middle Mountains, initiating the Big Rush.

2150

Beastmen activity in the hills around Bergsburg. Punitive excursions by

the Baron and his army seem to eliminate the threat.


2187

Torrential rains lash northern Hochland and the Middle Mountains. The
Drakwasser bursts its banks and floods parts
of Helmsberg, Sudentor and Harzel. The Temple of Shallya's Falls is also
partially flooded, leading to the construction of an elaborate flood-outlet
channels north of the castle for use in similar situations in the future.

2200

Temple of Ulric founded

2214

The town wall is enlarged, enclosing the


districts Helmsberg, Sudentor and the eastern parts
of Viehstadt and Osttor within Bergsburg proper. St Skulda's bridge is
constructed at the site of the old river gate, and Osttor is constructed
as a proper gate. Helmsburg barracks is partially demolished, but the
work is not finished.

2253

The Osttor riots break out after a period of growing tension between the
Dwarven community and some human labour guilds. Priests of Verena
and Shallya manage to pacify a mob attempting to burn down
the Dwarf Engineers' Guild.

2301

Yuri of Praag arrives in Bergsburg and starts writing his Chronicles

2303

A regiment of Hochland soldiers and militia-men under the command of


Count Bernhard Ludenhof join forces with Magnus the Pious in
Talabheim en route to Kislev. The following month, the Council of Five
leave Bergsburg without explanation, returning 10 days later. Numerous
theories on their mission, each one more ridiculous than the next,
spread all over town.

2306

Wizards' Guild of Hochland 'founded'

2316

Tiegel Theater completed

2375

The scandal of Gerhard Totenlas. The necromancer flees towards


Wolfenburg, but is discovered in the mountains by witch hunters and
executed.

2401

Baroness Ericha von Hochen marries Count Frederik Tussen (great


grandson of the legendary Grand Duke Gunthar von Bildhofen), thus
founding the Tussen-Hochendynasty.

2430

Barony of Hochland transferred to Talabheim. The deeply religious


Baron Erik von Tussen-Hochen rides to Talabheim in sackcloth and
ashes.

2502

A small but fanatical cult of Shallya, known as The Weeping


Chalice flourishes briefly in the city. The Temple voices disapproval of
the tenets of the cult, but within the year all known members are dead
as a result of a suicide pact.

The Practice of Law


Most legal matters in Bergsburg are handled in the Common Assize on Grossplatz. In the
following we describe which cases go before the judges of the Common Assize, and how
they handle them.

The Competence of the Court

The court has competence in criminal and civil cases. However, this competence is not
unlimited. In criminal cases the court has no competence in matters involving the Empire
and other provinces. In cases where the offender has violated Imperial Law, the court only
decides if Imperial Law is violated or not. If the court finds that the offender has violated
Imperial Law, he is imprisoned and later brought into Imperial custody, while the case is
passed on to the Imperial Coroner of Hochland. Imperial Criminal Law however is scarce,
the most important cases being high treason against the Empire and collaboration with the
enemy. The criminal court has restricted competence in offences against any cult. In these
cases the court is only competent if the cult agrees. This is generally done in less serious
cases, like blasphemy. In more serious matters, like theft from a temple, chaos worshipping
etc., the offender is handed to the canonical courts that can be held in any temple, but
requires that a member of each cult affected is present.
Of course, the court has no competence in cases that involve someone from the nobility
(either as the offender or as a victim). Such cases have to be tried by the Peer Assize, held
in the castle. Besides these restrictions, the criminal court has competence over all
matters in which another person was in any way injured.
In civil matters the competence is only restricted in cases involving the Empire, another
province, the clergy (unless they agree to the competence) or a nobleman.

Trial Procedure

Procedures in criminal and civic cases differ considerably. The former is detailed in the
following, while the latter is only briefly described.
Criminal Cases
In criminal cases anyone, generally the victim or the victim's relatives, can bring forth a
motion for judgement. A single judge decides if the case, as brought forth by the
petitioner, is conclusive. If he finds the facts conclusive, the suspect is arrested by the
guards and brought into custody; otherwise, the judge can either quash the motion or
decide that the trial may start, when the petitioner pays a fixed sum security deposit. This
sum is given to the suspect, should he be found innocent. If the suspect is put in custody,
he may petition the judge to be let free until the trial starts. If the judge agrees to this, the
suspect has to pay a sum as security. Should a priest of Shallya speak in favor of the
suspect, the judge generally grants temporal freedom without security.
When the suspect is in custody, he is informed of the indictment. The judge then decides
upon the date of the trial. For the trial the judge heads a five-man jury, which will also
serve as prosecutor. The other four are lay judges taken from the people of the city. (In
practice, a priest of Shallya, a representative of the guilds and a member of the Interior
Guard always sit as lay judges; only the fourth seat is really taken from the ordinary
citizens, i.e., heads of tax paying house holds with no criminal record.)

A trial starts with a reading of the accusation, followed by the suspect's plea. Assuming he
pleads innocent, the petitioner is called forth for his version of the case. Then, the jury will
have to hear one other witness to the crime. Should such a witness be available and make
his testimony, the court deliberates whether the suspect is guilty and about the sentence.
In the absence of a witness, the jury will turn to the suspect. He will be thoroughly
questioned and imprisoned in isolation, lest he should confess. Should a majority of the
jury decide so, torture may take place to have a confession from the suspect, although its
use is much less extensive than in other Imperial towns. In that case, his confession has to
be read out to the suspect after one day to confirm that it was free of influence. The use of
torture has lead to many arguments and bad blood between the Shallyan priests and Judge
Eisennagel. Inside the Shallyan clergy, there is even a small group that openly accepts
torture as a way to secure the peace of the many.
All sentences are final and can only be revoked by the city council, as described below.
Civil Cases
Civil cases include all sorts of disagreements between private persons such as conflicts
between vendor and buyer, neighbors or basically all suits in which neither the city, The
Empire, a cult or a nobleman (all of which enjoy immunity from civil suits) are involved.
Civil cases are the bread and butter of daily. They are never directed at punishment (as
opposed to criminal cases), only at some kind of compensation, whether it is performance
or damages.
Civil cases start with an action. This can be done by anyone who is sound of mind (i.e.,
excluding children below sixteen and the insane). Every action has to be accompanied by
securities that should cover all costs of the defendant.
The trial starts with bringing forth the action to the public in court, which is done by the
clerk. The parties may then dispute upon the matter. Should the defendant not appear in
court, the action is admissible. Should the plaintiff not appear, the action is quashed. The
parties are not limited in judicial evidence; they may use documents, witnesses, experts or
inspection.
When the parties have brought forth their arguments and evidence, the court deliberates
upon the decision.

Sentences

In civil cases the action is either admissible or not. If it is, the plaintiff is granted the
damages or performance. Otherwise the action is quashed. However, actions that were not
admissed can be brought to court again and again, provided that the plaintiff is prepared
to compensate the defendant every time he loses. Should the action be admissed and the
plaintiff granted damages or performance, the defendant is entitled to a document,
approved by the courts, stating that he has done as ordered. This is to ensure the
defendant against a new trial.
There are three types of sentences in criminal matters: bodily sentences, incarceration and
fines.
Fines are used in misdemeanors, including offences such as minor theft and attempted
assault. In cases of minor theft, which includes all kinds of theft where less than 5 GCs
worth of money were stolen, the offender has to pay twice the sum to the city and the
single damage to the victim.

The Cult of Shallya has preached the use of incarceration instead of bodily sentences for
more than three hundred years now. Due to their position in Bergsburg, it was one of the
first cities to adopt this new method of punishment, when the Bergsburg Reformatory was
opened in 2285 IC in Sudentor. Crimes such as major theft, burglary, false testimony,
blasphemy, robbery and abortion are usually punished with confinement.
However, the capital punishment is still in use. The mildest death sentence is beheading
with the sword, which is used in cases of manslaughter and incest. Death by hanging is
considered a more serious death sentence and used in cases of repeated theft, repeated
burglary, murder, poisoning, arson and coinage offences. Crimes concerning witchcraft or
heresy are usually a case for the religious courts and are punished with burning on the
stake. The worst death sentence is drawing and quartering, which is the punishment for
betrayal and minor treason (as well as treason in Imperial cases, see above). When the
offender is female drowning replaces quartering and hanging.
If the offender is sentenced to a fine or repayment of damages and unable or unwilling to
pay the sum, he is incarcerated until he or a third person, generally the family, pays the
sum. As a rare alternative for a really poor convict, he goes to the small debtors' prison in
Beilheim where he can work off his debts.

The Judges
Judges are appointed for life by the Council of Five. They have to be citizens of Bergsburg
and have to own a piece of land within the boundaries of Bergsburg. These requirements
are, however, only formal, and should it be necessary the council will make someone a
citizen and give him a (very small) piece of land. The judges are not required to have any
knowledge in law, but there are just a few cases in history in which the judges did not work
in a law-related profession before being appointed as judge.
The current judges are Ralph Vierauge, Sturmhart Eisennagel and Maximilian Geres.

The Council of Five


The Council of Five has the right of clemency. This is the point where the Shallyan priests
have the most influence on Bergsburgs legal system. When the temple decides that an
act of clemency is appropriate, the city council rarely disagrees.
In theory, the council cannot direct a judge. It has, however, the right to question every
judge on single decisions. In practice, this power is widely used with the hope of affecting
future decisions, although the judges of Bergsburg are no less stubborn than elsewhere.
The council also has the right to be informed by the judges of current cases, which is
sometimes used for the same purpose.

Taxes
Tax in Bergsburg is collected by different organisations depending on who sets a particular
tax. There are three bodies authorised to collect tax within the city: The Imperial Crown,
theCouncil of Fiveand the Barony.
Taxes in Bergsburg are proposed to the council by the Komittee of Taxation at the Rathaus.
Proposals are then passed to theCouncil of Fivewho debate them and have the final word.
Proposals for exemption also function in this manner. Imperial taxes are decided upon by
the administration in Altdorf. Many parties have collected taxes in the past; the Imperial
taxes are always collected by a separate body under the supervision of the Imperial
servant, currentlyOtto Globus.
Since the formation of the Council tax collection has remained somewhat outside the
domain of the Rathaus. Built into the initial constitution was that Excise collection would be
managed by outside bodies who would bid for a contract to collect, a system that exists in
some other provinces in the Empire. It is thought that in doing this the Barony wished to
limit the powers of the Council to an extent. The system operates in this manner: A bidder
wishing to win the contract offers the Rathaus a quota that he or she believes she can
collect. This is often an underestimation of the potential net excise revenue. If the council
find this an acceptable quota and views the candidate favourably then the bid is accepted.
Should the 'Tax Farmer' not meet this quota through collection then they must make-up
the difference using their own funds. The Tax Farmer claims any revenue exceeding the
quota as profit and therefore they make their money from efficient collection.

Imperial Taxes
The crown's administrators in Altdorf decide Imperial taxes. The Imperial Excise Merchant
who operates under a separate authority independent of Bergburg's other law-makers
collects imperial tax revenue and transfers it to Altdorf. The current imperial official is Otto
Globus who employs a dozen excise-men and can call on the protection of imperial
soldiers.

Poll Tax
Tax is collected "from each citizen of mature age with lodgings or property in the
bounds of the city" for the amount of 1 GC per year.
Printing Tax
Being 1 shilling per document or book printed and sold by a print emporium.
Blacktax
"On the sale of the black powder, it shall be taxed one crown in ten". Gunpowder is
taxed tenper centof its sale price.

Provincial Taxes

Provincial taxes are decided by the Komittee of Taxation at the Rathaus. Proposals are then
passed to the Council of Five who debate them and have the final word. Proposals for
exemption also function in this manner. Many parties have collected taxes in the past but
since the formation of the Council, tax collection has remained somewhat outside the
domain of the Rathaus. Built into the initial constitution was a clause that excise collection
would be managed by outside bodies who would bid for a contract to collect, a system that
also exists in other provinces in the Empire. It is thought that in doing this the Barony
wished to limit the powers of the Council to an extent. The system operates in this

manner: A bidder wishing to win the contract offers the Rathaus a quota that he or she
believes she can collect. This is often an under-estimation of the potential net excise
revenue. If the council finds this an acceptable quota and views the candidate favorably
then the bid is accepted. Should the 'Tax Farmer' not meet this quota through collection
then they must make-up the difference using their own funds. The Tax Farmer claims any
revenue exceeding the quota as profit and therefore they make their money from efficient
collection. Currently Otto Globus the Imperial Excise Merchant also holds the contract for
the collection of civic taxes. His appointment has always been opposed by some
bureaucrats at the Rathaus, they believe, rightly, that it gives Globus a disproportionate
amount of power.
The Barony collects all taxes that apply to settlements in Hochland with the exception of
the majority of taxes in Bergsburg. Authority to collect these taxes was handed to the
Council many centuries ago. However, the Barony has retained their control of some taxes,
(including Ship Tax and Trade Tax) and their own excise officials still collect them supported
by baronial soldiers. They operate from the castle and a small office situated in Verenstadt.
These taxes encompass both civic taxes, which go to the Council of Five and the provincial
taxes that go to the Barony.

Entry Tax
Tax is collected from those seeking passage into the city via the four ports of entry,
namely Lwentor, Schicksalstor, Ludentor and Kettenschranke, see these locations
for the amounts collected. The Council controls passage and therefore the taxes go
straight to them.
Wharf Tax
The wharves in Bergsburg are taxed at 1 GC per yard of wharf per year. This tax is
high as wharves in Bergsburg are currently at a premium. All proceeds go to
the Council.
Trade Tax
Trade is taxed at 1 per cent on all bulk goods sold. Difficult to keep this is the tax
that most frequently goes unpaid and one that Excisemen are keen to collect. All
proceeds go to the Barony.
Warehouse Tax
Warehouse owners or renters must contribute 1 GC per foot of warehouse affronting
a street per year. All proceeds of this tax go to the Council.
Frontage Tax
Frontage tax is calculated for each foot of business property facing onto a street
and is currently 15 SS per foot per year. Grossplatz bylaws place the tax in the
district slightly higher at 1 GC. Proceeds go to the Council.
Ship Tax
Ship Tax is calculated at 15 SS per foot of length of a vessel, per year. All proceeds
of this tax go into the Baronial coffers.
Guild Tax
5 per cent of all guild membership money per year is taxed. Guilds that do not pay
this tax cannot receive legal charter and therefore cannot legally operate in the city.
All proceeds of this tax go to the Council.
The Baron's Fifth
On which the Barony taxes gold findings. The tax is raised by the Prospectors'
Guild and goes to the Baronial coffers. Originally, it was a fifth, but the Guild has
since managed to reduce it to 5 per cent, as described in the history of the guild.

Shallya's Levy
This is not exactly a tax but more like a fine, the proceeds of which are supposed to
go straight to the Shallyan Temple. It is imposed by the watch in Bergsburg
(especially in the Grossplatz and around the Temple of Shallya) and can be levied on
any PC who chooses to show a blade in public. It is notoriously used by the watch
when in need of funds or on Wellentag when they want more money to go out to
buy beer with. Those wearing swords without scabbards, cutting fruit with knifes or
showing a companion how sharp their axe is are all liable to pounced on by a
watchman. Locals humor the watch and pay small amounts or promise to give alms
to the temple. Most susceptible are foreigners and non-locals who are charged
varying amounts, invariably more if they argue. Despite its slight corruption the
watch dutifully pay a proportion of the money they collect into the collection boxes
of the Shallyan temple.

Exemptions

The following are exempt from Taxes in the city;

Inhabitants of trade town, being outside the walls of the city, are exempt from all
tax. Attempts have been made in the past to collect it however any businesses that
are operating simply shut up shop temporarily and move on.
Pilgrims who are regarded as temporarily residing in the city are exempt from all
taxes, notably entry taxes. PC Pilgrims must look and act like them, they shouldn't
be involved in trading, buying of luxuries, or own horses or weapons of any sort or
they aren't going to convince gate guards that they are pilgrims, providing they
know about the exemption anyway.
Members of the Nobility are generally exempt from all taxes.
Dwarves are exempt from tax regarding their guilds due to charters issued in the
time of Magnus the Pious. In return they are bound to lend aid in defence of the city.
They are still liable to other taxes.
Finally the council may exempt anyone in the city from any tax as they see fit.

Bergsburg Calendar
11 Jahrdrung

St Franz's Day
Sigmarites celebrate the martyrdom of St Franz at a
solemn ceremony in the temple. Meanwhile, radical
Ulricans gather in The Bear's Bait for an informal
commemoration of Paul Rachof involving lots of ale. The
watch patrol intensely along Der Klein Dampf in an
attempt to keep Sigmarites and Ulricans apart.

Mitterfrohl

Worshippers of Taal and Ulric gather in the Temple of


Ulric in celebration that winter has turned into summer
once again.

33 Pflugzeit

Miners and prospectors join with the Bergsburg dwarfs in


worship at the Chapel of Grungni. A big celebration
lasting until dusk ensues in Margrave Square after which
the dwarfs carry on to the Iron Bar, and the rest dine at
the Gold Nugget Inn.

18 Sigmarzeit

Sigmar's Day
The big celebration of Sigmar Heldenhammer takes
place in the Temple of St Franz during which the local
copy of the Geistbuch is carried around the temple.
Worshippers of Sigmar from all over Hochland gather for
the day-long feast in Kirchenplatz.

1st Festtag of
Vorgeheim

Priests from all the temples in Bergsburg gather with


many citizens at St Mikaela's Cenotaph in Osttor to
commemorate the victims of the great fire in 1618 IC.

7-9 Nachgeheim

Rolandsfest
Shallya's miraculous healing of Baron Roland is
celebrated with grand services at the Temple of
Shallya and a feast in Grossplatz lasting three days. A
favorite with the crowd (if not with the Shallyan clergy)
is the jousting competition on the first day. On the
second day, hundreds of doves are released from the
temple courtyard - Bergsburgers who have a dove
nesting in their homes in the days following take it as a
good omen. The climax, however, is a snotball game on
the last day, when a side from Unterfluss plays a side
from Uberfluss. The winning side gets to fly the coveted
Roland's Banner from its end of Roland's Bridge.

1-8 Erntezeit

Pie Week
Innkeepers throughout Bergsburg serve generous meals
for a week, culminating in a big parade through town
that end with a grand meal in Grossplatz for the
foremost citizens. Oddly, the innkeepers themselves fast

throughout the week.


Mittherbst

The approaching winter is celebrated at the Temple of


Ulric. Big drinking feasts follow in most inns and taverns
throughout Beilheim, which is usually avoided by the
watch on this night.

District guide
Bergsburg can be divided into the nine different districts that appear on the city map. The
nine districts are described briefly in the following, while some of them have been given a
more thorough description on separate pages.
Bear in mind that this division is purely informal, since the town is administered as one
whole. The Interior Guard treats the town as two districts, namely Unterfluss and Uberfluss
(respectively east and west of the river) and operate the two districts from barracks
in Beilheim and Sudentor. In addition, they man a small watchhouse in Grossplatz during
daytime when the market is open.

Uberfluss (west of the river)


Rolandsbrcke: An upper-class district dominated by the private homes of successful
merchants. During daylight, Rolandsbrcke seems to be somewhat more vibrant than
Harzel over the river. Joschka Barth, a philanthropic newcomer, has his house here, which
he rarely leaves. In the northeast corner nearest to the Temple is the chic courtyard known
as Streicholz, where the celebrated inn The Jolly Peasant can be found. The city's few
halfling families live in Rolandsbrcke.
Locations: Prospectors' Guild, Temple of Ulric
Verenenstadt: Upper middleclass area housing town bureaucrats and employees of the
merchants. It is the home of Bergsburg's few academic oriented institutions, centered
around the Verenan monastery. Theaterplatz and its famous Tiegel Theater is also located
in Verenenstadt.
Locations: Temple of Sigmar, Tiegel Theater, Dancing Landlord, Temple of Verena
Beilheim: Lower middleclass district. Many of the town's men at arms live in this area,
resulting in a somewhat harsh tone and loudy taverns, yet remarkably little crime.
Beilheim harbours the closest thing to religious radicalism you will find in the tolerant town
of Bergsburg; many of the resident men at arms are notorious Ulricans, and it can be
dangerous to bear obvious Sigmarite symbols after sunset. Georg Beierle and his
extensive family dominate affairs in the south eastern part of Beilheim. Also, a tailor called
Florian lives and works here with his family - a bit simple minded perhaps, but his clothings
are good and fair priced.
Locations: The Gold Nugget Inn, Brombeer's Cartographia, Berenbergens Pathfinders
Helmsberg: Lower-class district in the south western corner of Bergsburg. This is the
slummiest part of Bergsburg; it is filthy and poor (although a resident of Middenheim's
Altquartier would probably call it the blessed gardens of Shallya - just proving that
everything is indeed relative) and is the home of Bergsburg's beggars. Its name stems
from a former barrack on top of a low hill in the district. The barrack was torn down ages
ago, and only its ruins are left on Helmsberg Hill nowadays. The dubious preacher Oberon
Klee has his shrine here.

Unterfluss (east of the river)


Harzel: Upper-class district. Hochland nobility holds the majority of town houses in this
district which is (rightly) considered the most expensive in Bergsburg.
Locations: Bergsburg Municipal Baths

Osttor: Houses the activities of Bergsburg's merchants and wealthy artisans. The
wealthiest typically have separate private homes in Rolandsbrcke across the river, but
quite a few have living quarters here in connection with their office and storing buildings.
Bergsburg's two banks as well as the gold and jewel smiths also operate here. Thus, it
houses a large faction of Bergsburg's dwarf minority, including a chapel to Grungni.
Locations: Praxis Jewels and Glass Crafters, The Weissfeuer Smithy, Reisen Wool Trading
House, Ragnar the Goldsmith, Wertheim & Sohnen Metallurgy
Grossplatz: The commercial heart of Bergsburg. Trade is centered around the big market
square, Grossplatz, which gives the district its name. Grossplatz is also the natural traffical
centre of the town where Middenweg, Talabheimweg and Bergenweg joins each other.
Locations: The Hunter's Trophy, Hochland Crossing Coaches, The Rolling Stones Tavern
Viehstadt: Middle class area with lots of commercial activity. The Bergsburg butchers are
concentrated in the area just east of Grossplatz and give the Viehstadt its name (meaning
cattle town). It is the home of numerous traders and artisans. The well respected physician
Bernhard Hardtung has his home and office here.
Locations: The Innkeepers' Guild, Crystal Clear Glassblower
Sudentor: Lower-class district in Bergsburg's south east corner. It is not quite as poor as
Helmsberg, and its residents have little but harsh words or worse for the beggars from
Helmsberg who cross St Skulda's Bridge in the morning and walk through Sudentor on
their way to Grossplatz. Many of Bergsburg's labourers live here with their families,
including the night man Thomas Herford and Boris Kaiser, who has fallen on hard times
lately.
Locations: Shrine of Ranald

Gates
Lwentor: The Lwentor is the city gate that allows entry for those travellers coming from
Middenheim. The Middenweg enters the city between the twin towers on the western wall
of Bergsburg, and makes a likely entry point for most PCs. The road here is flagged as it
takes a straight course through the trade town, past the caravanserai and towards the wall
itself.
Schicksalstor: Schicksalstor serves those travelling to or from Hochland's northeastern
villages or the Middle Mountains beyond. Also, the short road from the castle to Bergsburg
goes through this gate. Its official name is actually Osttor, but all the locals call it
Schicksalstor, the Gate of Fate. The name originated with the prospectors who went
through this gate in hope of striking gold, and thus a better life.
Ludentor: The Ludentor is probably the busiest of the routes into the city. Guards there
are fond of complaining to any who will listen of how overworked they are compared to
their colleagues on other posts, and they are probably right. The guards concern
themselves only with the gate and Talabheimweg. They are obliged to make sure that
travellers get to Grossplatz safely, but care little for what goes on beyond the main
thoroughfare amongst the lawless locals of Sudentor.
Kettenschranke: Kettenschranke is primarily a functional portal, and is not intended to
impress visitors to the city. The two towers are round and are made from the same stone
as the surrounding walls. At the top of the walls, a narrow walkway circumnavigates the
circumference of each tower, and a further storey rises to crenellations. A row of arrow slits

look out from the southern sides. The stone is well dressed but unornamented. The tower
of the left is topped with a flagpole which flies the colours of the city. A family of magpies
has made its home in the eastern tower - encouraged by the indulgence of the guards who
believe that they bring luck

Outside the walls

Bergsburg Caste: Above the city, the Temple and Shallya's Falls, on an island in the
middle of the Drakwasser, is Bergsburg Castle, seat of the Tussen-Hochens. Construction
was commenced by Roland von Hochen around 1500 IC and over the following centuries,
successive Barons added to the structure, modifying defences and extending the walls to
fill the land of the island. Most notable was the major rebuild commissioned by Baron
Gerhardt, paranoid that Middenland was poised to assault the city. He oversaw the
construction of a new great hall on the site of the original keep, a reinforced barbican and
additional height to the original dwarf-constructed walls. As a result, the castle is a
patchwork of different stone - hard Middle Mountains granite and limestone of the original
construction give way to brick in the more modern buildings.
Trade Town: Lining the Middenheim road, Trade Town, as it is known to locals, has grown
up during the past few hundred years from a simple caravanserai. Here, traders can leave
their goods and enter the city looking for a buyer. This is necessary as if the buyer intends
to take the merchandise further along the trade route, he has managed to avoid paying
the taxes entering the city would incur.
This culture of tax avoidance and it's location outside the civic bye-laws of Bergsburg
means that the Trade Town has attracted a deal of illicit activity. Some of the buildings to
have sprung up here, besides the taverns, hostelries and smithies, include a money
changers, a furriers and a timber merchant. One of the most popular inns here is The
Dagger's Slice, run by Elna-Maria Benz.
Shanty Town: Bergsburg is proud of its reputation as a merciful place with decent living
conditions, free of disease. That could not be further from the truth in Shanty Town. Built
into the wall of the Temple of Shallya's Falls, there is a small fountain that drips the water
from the falls into a heart shaped bowl. Originally, local shepherds would water their flock
here.
Later, pilgrims and the infirm who could not afford to stay in the city congregated around
the fountain, as their only access to the fabled waters. Soon rudimentary shelter's were
built and a permanent settlement emerged. Now, this squalid and stinking shanty town is
home to only the most diseased and desperate. The few people who live here are served
with hot food and some supplies every fourth day by an initiate of the Temple of Shallya.

Rolandsbrcke
As withVerenenstadt, the district of Rolandsbrcke grew alongside the Middenweg after
the construction of the eponymous bridge across the Drakwasser. The houses north of the
track were larger than those to the south were, and were the homes of successful artisans
and the early merchants who moved to the growing town. Prior to this, the area north of
the road had been dominated by a large copse of pine trees that nestled at the base of the
cliffs. In a small clearing, a Shrine to Ulric was located on a low mound. This had been the
place of worship for many of the villagers of Bergsdorf, and when the trees were cleared, it
remained a religious site attended by a cleric and an initiate.
The buildings of what was to become Rolandsbrcke soon filled the land between the cliffs
and the Middenweg, surrounding the Shrine. Over the centuries, the craftsmen moved out
of the area, and their workshops were demolished to make way for newer, larger
residences for the great and the good of Bergsburg. 300 years ago, the Shrine of Ulric was
removed and the mound built up to house a largerTemple of Ulric. Although its existence
has been troubled, the patronage of some of the area's Ulrican merchants has helped to
maintain its upkeep. Today Rolandsbrcke is thriving and wealthy, with a number of inns
and large townhouses. To the south is the district of Verenenstadt, where many of the
affluent citizens seek entertainment and worship from time to time. The district is bounded
on the north by the cliffs and to the east by theTemple of Shallya's Fallsand the
Drakwasser. At the bottom of the cliffs, there remain a few scattered pine trees, which
serve to prevent rocks from falling freely into the streets from the cliffs, and provide some
picturesque qualities to the district.

There are no major thoroughfares passing through Rolandsbrcke, but some streets are
worth noting:
Klippenpfad
A steadily sloping road that leads to the Hoist, the Klippenpfad also leads towards
the Temple of the Shallya's Falls. It is broad and well-paved, and used to transport supplies
to the Castle. At various points along the road are waymarkers carved with Shallyan
prayers - many pilgrims entering the city from Middenheim will proceed up the Klippenpfad
to take the waters at the Temple.
Streicholz
Originally a courtyard dominated by the workshops of artisans, this picturesque array of
tall buildings has been gentrified by the wealthy patrons of the area. The Jolly Peasant inn
is located here, along with a number of small exclusive boutiques and fashionably
cramped living quarters, popular with the more successful 'bohemians' living in Bergsburg.
Frostigweg
A curious road, the Frostigweg branches off from Middenweg as a narrow alley, which
widens gradually towards the Temple of Ulric. During the winter and spring, the icy wind is
channeled down the Frostigweg between the buildings. Some superstitious Ulricans say
that it is the voice of their god calling them to worship. There are very few premises that
open onto the road.
Eselplatz
A small square on the northern edge of the district, Eselplatz was traditionally a stabling
place for beasts of burden. The stables have long since been demolished, but the city is
obliged by an ancient charter to keep a donkey tethered here for the use of 'any free
citizen of Bergsburg'. The donkey is called Hans, and permission to use him must come
from the Baroness herself. Unsurprisingly, he spends most of his time looking balefully at
passers-by, and occasionally attempting a lazy kick in their direction. The houses that
surround Eselplatz cultivate flowers, and the square is a pleasant sight in the spring and
summer.
Kopfenschlag
Rolandsbrcke is the home of many of the city's halflings, and the buildings that make up
Kopfenschlag from their homes. Some of the properties back onto the rise at the base of
the cliff, and the halflings have carved out rooms from the earth behind. There are narrow
passageways here, with low bridges over them between some of the dwellings. Humans
and elves passing through must make an I test to avoid banging their heads.
The other streets are well-maintained, clean and lit by lanterns paid for by the residents.
Many of the houses here have limited grounds surrounded by fencing or high walls, but
they are not quite as grandiose as those of Harzel across the river. The architecture varies
with the tastes of the original owner, and there is something of a mish-mash of styles
present. The overall effect is eccentric, but fairly pleasing to the eye. The buildings that
overlook the river are the most expensive and desirable. Boats cannot pass below Roland's
Bridge, and the waters are clear and unsullied by the lower classes downstream.

The People
Whilst Rolandsbrcke is the residence of many of Bergsburg's wealthier citizens, the
majority are not blue-blooded. The locals tend to be merchants, affluent guildsmen, senior
religious figures and their retainers. A handful of successful lawyers and civil servants own
property here as well. The locality is influenced by its residents - the streets are not

thronged with citizens, but they do bustle with the activity of clerks, errand boys and
visitors arriving and leaving the residences. The Klippenpfad is busier than the other roads,
as pilgrims and citizens make their way to the Temple. At night, the streets are quiet, with
small groups of well-to-do carousers making their way to Verenenstadt, and a healthy
number of Watch patrols walking the streets behind the various town houses.
Consequently, crime in the district is restricted to petty theft from pilgrims and some
burglary. What goes on behind closed doors is another matter...
Providing they are not too unkempt, locals will treat PCs with hospitality in the hostelries
and exclusive shops. Otherwise, they will be assumed to be travelling to the Temple, or on
their way elsewhere.

The Halflings

Rolandsbrcke is home to the majority of Bergsburg's halfling population. The two largest
and most notable groups are the extended families of the Oakapples and the Hollyburrs,
although there are also Polberrys, Jellicoes, Potbellys and Ashberrys. Most of the
community dwell in the low buildings surrounding the Kopfenschlag yards, although others
are dotted throughout the district.

Locations
1. Tausendhaus
Overlooking the river, tucked away behind the grand townhouses of Abflussgang is a small
building covered in moss and grasses. The roof is made from crude slates and the walls
from rough-hewn stone. This is the 'Tausendhaus', the oldest building in all of Bergsburg.
Although its origins are unknown, the Barony owns the land and has declared that it shall
not be demolished. Today it functions as a granary and as a curiosity for passing travelers.
2. Jolly Peasant
A clean and expensive hostelry in the Streicholz, the Jolly Peasant's reputation comes in
part from the controlling interest of Jem Hollyburr, the celebrity halfling chef. Although he
spends much of his time at the Palace, as Head Chef to the Baroness, he still has some
influence on the menu at the Peasant. The day-to-day running of the tavern is the
responsibility of the fearsomely efficient Heidi Schmidt, who rules the kitchen with a rod of
iron. The food here is excellent and costs four times as much as the WFRP prices. It is
based on the principles of being 'good honest Imperial peasant fayre', although how many
Imperial peasants swill down swan sausages with fine Pritzstock wine is subject to debate.
The clientele tend to be rich and loudly so.
3. Temple of Ulric
Located on a low hill, the temple is a simple but impressive building visible from
Middenweg. The building's surrounding it are rather ornate, making the temple look
slightly out of place.
4. Barth Residence
A simple but well-built townhouse, Joschka Barth's residence sits close to the Temple steps
and near the river. Many of the shutters remain closed throughout the day, and only the
coming and going of his housemaid Lucinda Heather indicate that the recluse still dwells
within.
5. Sun Resplendent
At the southwestern extreme of Rolandsbrcke, adjacent to the Lwentor is located this inn
belonging to the Hochland Crossing Company. It stands opposite the Rested Pedlar, which
could be considered a rival, except for the fact that the travelers staying the Sun

Resplendent are paying slightly more for their bed and board. The customers consequently
tend to be of a slightly better class than those over the road, and the coaching company
prefer this.
6. The Hoist
The ingenious lifting device that takes supplies and passengers up the cliffs to the Castle is
located at the end of Klippenpfad.
7. Prospector's Guild
This three-story building belonged to a noble family before being purchased by the guild in
2313. A sign of a gold pan with a cross painted on it hangs outside, ensuring that passersby realize the nature of the building.
8. Karl Behutsam
Located in a small premises on the Streicholz, Karl's business does a brisk trade in fine
gentleman's clothing. A quiet and nervous little man, Karl makes clothes to his client's
bespoke requirements - whether it's a new doublet for a trip to the Castle, a pair of velvet
garters, or a fine hunting cloak that will keep out the wind while maintaining sir's
reputation as a gentleman of exquisite taste and sartorial elegance.
9. Merchant's Guild While most of the guild's business is carried out over the river
in Grossplatz at the Guildhall or the various merchant's premises, the members meet here
in an impressive hall close to many of their homes.
10. von Ludenhof Residence
A tall and expensive building, the von Ludenhof family of southern Hochland maintain a
townhouse here in Bergsburg - the largest in the district. When in residence, the retainers
fly the family's coat-of-arms from the crenellated tower on the east wall. In practice, when
Albrecht von Ludenhof is in Bergsburg on official business, he will usually stay in the
Castle. Some question why the Counts have property in Rolandsbrcke rather than Harzel.
Popular opinion has it that they prefer to 'lord it up' in a grand hall in Rolandsbrcke than
make do with a house similar to their neighbors in Harzel.
11. Watch Post
The Rolandsbrcke Watch Post is an austere squat building, quite at odds with its
surroundings. The Watch here have an easy job, although the authoritarian command of
Sergeant Munarreng does not improve their lot.
12. von Bruning Residence
The obsequious theatre manager Dieter von Bruning lives here with his wife and son. The
building has seen better days, and bears the family's arms on a stone plaque that has
seen better days.

Prospectors Guild
The Prospectors' Guild is an organization concerned with the protection and regulation of
prospectors looking for gold in the Middle Mountains. Although not technically a craft guild,
many consider it to be the equivalent of any other representative body of workers - with
the notable exception of the Guildhall in Bergsburg.

Guild Office

The guild is located in the wealthy district of Rolandsbrcke, on the west bank of the
Drakwasser and close to Roland's Bridge. The building is an impressive three-story edifice,

being the former home of a minor noble before being purchased by the guild in 2313 with
gold found in the Middle Mountains. Outside the door hangs a sign in the form of a gold
pan with a cross painted on it - the symbol of the guild denoting their 'profession' and the
need for luck. Around the back is a small storage area and stable.
The interior suggests strongly that someone is making a lot of money from running the
guild. Whilst the main offices have cheap but functional benches and tables for visiting
members, the offices of Helmut Schilfgras are very well-appointed, with many expensive
decorations in dubious taste. On the wall is a large and expensive map of the Middle
Mountains, with gold finds, hazards and other features marked out by pins. Helmut and his
family live in rooms on the top floor.

History

Several years after the Big Rush of 2020, the 'guild' formed from a group of prospectors
that had got together to protect themselves from robbery within and immediately outside
Bergsburg. The prospectors had always been unpopular within the town, and were often
singled out by the Watch. With a degree of organization, the Council had someone to go to
address complaints about prospector behavior, and the guild had a means to police their
own members.
Prior to the founding of the guild, all gold found in the southern Middle Mountains
technically belonged to the Barony of Hochland. In practice this was impossible to police,
and the 50 per cent 'finder's fee' was not sufficient to prevent most successful prospectors
disappearing without payment, avoiding the Baron's patrols and leaving the province. With
the arrival of the Prospectors' Guild, the Barony negotiated a licensing arrangement,
whereby the prospector obtained a license to pan for gold through the guild, and the
Barony would receive a tax on all findings. At the time this arrangement was mutually
satisfactory. All gold found would be sold to the guild, who would pass 20 per cent to the
Barony (the so-called Baron's Fifth) and then sell the rest on at a profit.
The guild grew rich through regulation of the gold flowing into the city. Protection of
prospectors can also entail control of the gold flowing into the city, and through muscle
and financial influence they have succeeding in putting into a place a number of draconian
restrictions on prospecting.
In recent centuries, the arrangement with the Barony has become distinctly one-sided. The
weak, overspending Baron Gerhardt borrowed money from the guild and got into debt with
them. As it became clear to the head of the guild at the time that the Barony would not be
forthcoming with the monies, and lacking the political clout to seize any assets, the guild
negotiated a lower tax on gold. The result has been that the Barony now benefits little
from the gold trade, and the guild grows richer. See the forthcoming von Tussen-Hochen's
submission for more on the Barony's financial situation.

Political Status

Despite its title, the 'guild' is not recognised by the Guild Hall as a legitimate craft union,
and they have no direct involvement in the running of Bergsburg. Many genuine guild
members resent the Prospectors' Guild for appropriating the title, especially considering it
suggests that the unkempt chancers that file in and out of the city have some sort of 'skill'
or 'craft'.
In truth, the Prospectors' Guild is disliked by most Bergsburgers, including many of their
members. They are tolerated for the sake of pragmatism before the guild was formed,
the unruly prospectors were far more disruptive. The Baronial Licence is still in existence,

and indeed is the main source of income for the Barony from the gold trade. Faustus Asprill
has a meeting with Helmut Schilfgras form time to time, to discuss the niceties of keeping
the peace with his members. More notably, the guild is a wealthy organization, and they
have fingers in a number of Bergsburg pies.
As a powerful group that are effectively shut out of power, the Head of Guild has tended to
cultivate links with the Bergsburg underworld. Under some leaders in the past, the
Prospectors' Guild has acted as little more than a protection racket, forcing would-be
prospectors to join rather than get 'waylaid by bandits'. However, Helmut Schilfgras seems
to want to improve the reputation of the guild - most people assume that this is because
he already has plenty of money.

Joining The Guild

Anyone who intends to go prospecting in the Middle Mountains can join the guild. There is
a nominal annual fee of 7GC, which includes an annual license from the Barony to pan for
gold in the southern Middle Mountains. Any gold located in the mountains must be sold
directly to the guild - although they pay a good rate, they will secure a profit from your
find. This helps regulate the cost of gold in Bergsburg, and provides a valuable service in
reducing inflation within the city. Nevertheless, this monopoly causes a great deal of
resentment amongst members and merchants alike. This is compounded by the fact that it
is only the first of three monopolies after paying the small Baronial tax, all gold taken
by the guild is sold to Wertheim and Sohnen gold traders, who then sell it on to banks,
jewelers and goldsmiths. The third monopoly is that of Hochland Crossing Coaches, who
carry gold across country from the city. Between them, the three organizations do very
well out of the arrangement, and cause a great deal of consternation against others who
would like to profit from the gold trade, including the Barony (see above). It should be
noted that the arrangement with Hochland Crossing Coaches is secret, but this does not
prevent other potential gold exporters resenting the fact that they cannot get business.
Members are also obliged to provide maps to the guild of any part of the mountains that
are explored, along with details of gold finds. These are kept locked in a vault beneath the
guild office.
In return for membership, the guild provides certain services in return. As mentioned
above, they will purchase gold from lucky prospectors for a reasonable rate. They also
offer protection - prospecting parties of more than five will be accompanied by two guildhired mercenaries to act as a bodyguard. The Guild will also intervene with the Watch
should a member be waylaid in Bergsburg itself. If an expedition goes missing, the guild
will send out a search party - although in practice this is more to make sure that you have
not gone AWOL with the gold than from concern for your welfare. It is also possible to learn
various skills connected with prospecting from more experienced members of the guild
(seeProspector Tutors).
The guild also acts to regulate mining and prospecting in the Middle Mountains, with mixed
success. A seam is allocated to the prospector(s) who find it, and they will attempt to
prevent others from hearing about the exact location and taking advantage of it. This is
understandably a difficult task, and really big finds will always get to be public knowledge.
Exploration is also regulated, with the guild persuading prospectors to avoid the areas
already being panned or mined by other members.

Another responsibility of the guild is to maintain accurate and up-to-date maps of the
Middle Mountains for members. These are available to purchase for 10GC from the guild,
but inferior (and 'illegal') copies can be bought in the trade town and Helmsburg for 5GC.
Not joining the Prospectors' Guild is a dangerous but potentially lucrative option. Any nonmember found panning for gold is in trouble, and any gold found can be legally
confiscated. Disappearing with a find will also bring down the guild's wrath, although if you
are halfway to Kislev, then it won't be a great concern. 'Freelancers' are not that rare - the
Mountains are barely explored, and it is easy to escape discovery amongst the remote
crags and windswept cliffs.

Prospector Tutors
It is possible to receive tuition from the Prospectors Guild as part of the membership fee.
They may teach you Secret Signs: Prospectors as mentioned above and they are also able
to teach the following skills: Cartography, Evaluate, Gem Cutting, Metallugy, Mining,
Orientation. The training times and costs are as quoted in Apocrypha Now.

New Skill - Secret Signs: Prospectors


Characters with this skill are familiar with a standard set of symbols developed by the
Bergsburg Prospectors' Guild. These can be found scratched on rocks, trees, etc.
throughout the Middle Mountains. To people without the skill they look like meaningless
scratches and cannot be deciphered. The symbols can be used in conjunction with the
guild maps to aid navigation, they are also used to mark gold finds, warn of dangers, mark
distances, etc. This skill is taught by the Prospectors Guild to members only, they normally
require you to have been a member for a year before they will teach you them unless a
suitable fee/bribe is paid (GMs should change this if they don't want their PCs having
access to this skill). It is up to the individual GM as to whether this skill is applicable to
prospectors in other areas of the Empire e.g. the Grey Mountains.

Outside Relations

Brombeer's Cartographia
Sour-faced Kurt Brombeer provides the Prospectors' Guild with maps to their
specification. The miserable old man has been known to deliberately leave off some
of the hazard warnings from time to time a few less prospectors in the city is no
concern of his.
The Last Inn
Until recently the Prospectors' Guild unequivocally recommended the inn as a base
camp. The relationship has recently been spoiled by Helmut's belief
that Grendl has "ripped me off".
The Kreuzers
There is a mutual and unspoken understanding that prospectors will only get 'done
in' by the Kreuzers in very specific conditions. Helmut may or may not have some
involvement in this 'arrangement' - we couldn't possibly say.
Dwarf Engineer's Guild
As a number of prospectors are dwarfs, the guild comes into contact with the
engineer's guild on many occasions in its role as the hub of the Bergsburg dwarf
community. The relationship is reasonably cordial, but the dwarfs are at the
forefront of criticism about the prospectors' adopting the word `guild' as a title
dwarfs get very worked up about this sort of thing.
Wertheim and Sohnen
The guild sell their gold to this company, in a monopolistic arrangement. They then

sell it on to the various jewellers, banks and goldsmiths within the city, and export it
via Hochland Crossing Coaches.
Hochland Crossing Coaches
As gold couriers, the coaching company has links with the Prospectors' Guild,
although most contact is through Werner and Sohnen.

Helmut Schilfgras

"There you go darlin'. Get yerself something nice... and we'll forget all about this, right?"
Career:Guild Master (ex-Miner)
Race:Human
WS

BS

Ag

Int

WP

Fel

43

37

42

44

35

42

33

43

SB

TB

Mag

IP

FP

13

Skills:Bribery, Common Knowledge (The Empire), Evaluate, Gossip, Haggle, Navigation,


Perception, Read/Write, Secret Language (Guild Tongue), Secret Signs (Prospectors), Speak
Language (Reikspiel), Trade (Cartography), Trade (Metallurgy), Trade (Prospector)
Talents:Luck, Orientation
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Dagger
Trappings:Cache of Gold
Appearance:Helmut is a healthy-looking man, with leathery skin and a weather-beaten
complexion from many hours spent in the Middle Mountains searching for gold in his
youth. His dress is expensive and slightly too young and flashy for someone of his age.
One feature that attracts a great deal of comment are his teeth - they are false set made
from ivory. Helmut is very proud of them, and will flash a smile as often as possible.
Personality:Helmut is a very honest man - he treats people with respect and integrity
and expects the same in return - he will get very angry if he finds that people are not
being truthful with him, (especially if they lie about the size of any gold finds they make
and give him a smaller cut than they should). He is otherwise slow to anger, although if he
feels out of control in a situation he is liable to go ballistic. Helmut sees no contradiction
between his own honesty and the bribery he uses to 'grease the wheels of commerce' a
small bribe here and there is to him an honest exchange of services.
Background:Helmut has spent his whole life in living and working in the Middle
Mountains and Bergsburg. His father was a prospector before him but died penniless when
Helmut was 14. Helmut never knew his mother, who left him with his father when he was
young. From an early age, Helmut accompanied his father on many prospecting
expeditions and learned much about survival in the mountains.

After the death of his father, he continued to look for gold, eventually finding success and
his fortune. With his new wealth, his standing in the Prospectors' Guild increased, and he
eventually rose to the position of leader, helped in no small part by the money he spent on
an expensive lifestyle and bribery. For the last 15 years he has rarely been into the
mountains at all, instead preferring to fund expeditions in return for a cut of any profits.
He has a family that live with him in the living quarters on the top floor of the guild. His
wife Andrea has borne him a daughter, Mina who is 16. Helmut is very protective of Mina,
calling her 'my little princess'.
In his business dealings, Helmut is hard-headed but not inhumane. He just has an
understanding of `the way of the world', which means that his practice will not always be
within the law. If needs be, he can call on some of the city's protagonists and the `heavies'
who live in Helmsburg and trade town. Any links he may have with the Kreuzer gang are
purely in your imagination, right?
Helmut has a grudge againstNathanael Grendlof the Last Inn. He thinks that Nathanael
borrowed some money to finance an expedition and has not paid anything in return to
Helmut. In truth, Nathanael was only acting as an agent for Fabius von Hasselbaink of
Talabheim. The expedition was a disaster, with all but one man killed in an avalanche, but
Helmut has received information that the survivor has been seen living the high life in
Talabheim.

Englebert Salber

The guild scribe and secretary, Englebert is a hassled and slightly dim shadow to Helmut,
following him around when out on business. Helmut treats him well, but Englebert is
slightly intimidated by his boss. He is painfully thin and rather short with a big nose.
Children laugh at him as he scurries around running errands for Helmut.

Other Members
Albrecht Rutiger, is a famously unlucky prospector. All prospectors mentioned in the Last
Inn description are members of the Prospectors' Guild. Magnus Hofler and Karl Augsmann
are members of the guild who have recently gone missing (see Adventure Hooks).

Adventure Hooks

Well, What Will Work Then?


Helmut Schilfgras hires the PCs to go and act as his 'heavies' up at theLastInnand
threatenGrendl. This is clearly a rubbish plan - the inn is remote and has plenty of loyal
and grizzled customers. Helmut is keen to get his money, but if the PCs don't want to carry
out his plan, maybe they have a better idea?
The whole operation is confused by the fact that Grendl is not to blame for the loss of
Helmut's investment, and in that, he was only operating as a go-between anyway. The lone
survivor of the expedition may be able to shed light on matters, but finding him will
involve a trip to Talabheim and possibly an encounter with Fabius von Tasselbaink
A Dodgy Prospect
The guild is concerned about the disappearance of two prospectors, Magnus Hofler and
Karl Augsmann. They were eager to pan for gold in the Lakertbach, the stream that
emerges in the Middle Mountains and gushes down across the plateau and through
Wahnsinningen before plunging towards the River Drakwasser. This was assumed to be a
fruitless journey by the Prospectors' Guild of Bergsburg, but they gladly took the

prospectors' membership fee and wished them well. Hofler and Augsmann informed the
guild that they would return in three weeks and report any successes, as stipulated in the
guild regulations. They have not turned up yet, and the guild is worried that they have
struck gold and run off to Wolfenburg. They hire the PCs to find the two and 'make sure
they are alright'.
Nothing's Too Good For My Princess!
Helmut's daughter Mina has heard tell that there is a particular fabric that is all the rage
'up West' in Altdorf, and she wants a new dress making from it. Mina's wish is Helmut's
command, and he hires the PCs to get hold of the fabric 'however you like - just get it'. As
luck would have it, a shipment of cloth is due into the Ostkai in a few days. But things are
never that simple - the river boat is lost at some point down the river in the Drakwald
Forest, and the PCs are 'encouraged' by Helmut to go and find it.
Go to Jail, Go Directly to Jail, Do Not Pass Go
A shadowy figure meets the PCs, and claims to have a job for them. His master has an
interest in breaking into the Bergsburg gold trade, but knows that this will be impossible
considering the various controlling interests in the way. Who this `master' is unclear, but
he wants the PCs to help set up an operation to smuggle gold from trade town up to a
remote inn on the road to Middenheim. The plan is convoluted, but involves the escorting
of `prisoners' out of the city to the City of the White Wolf. A substantial reward will be
theirs for the taking if they accept this work. If they refuse they already know too much
and the mysterious benefactor will be out to have them silenced.

Temple of Ulric
Description

The temple of Ulric in Bergsburg is a simple yet impressive square building made of stone
with a large central dome dominating the top of the structure. The entire building rests
upon a small plateau of an artificial hill, which makes the temple appear much larger than
the buildings around it. Twenty-five stairs of old cobblestone, which lead up to the
entrance, have had a recent addition of a wooden rail that has been placed directly in the
middle of the steps. The double doors to the entrance have ornate carvings; the left door
has the head of a wolf patterned into the wood while the right door has the likeness of a
war-axe etched on its surface.
Inside the temple the faithful pass through a modest foyer that is decorated only by two
racks of very real and practical weapons. Past the foyer is the temple proper, which is
large enough to seat two hundred people (although admittedly they would be cramped on
the lined wooden pews). An immense relief of a large battle axe is at the far end of the
temple and this is where the residing priest delivers his sermon from. Beside the priest is a
small altar in which resides the flame of Ulric which has burned since the temple's
founding. Aside from three banners (which seem to be quite faded and torn) which hang
on the walls, the aperture with the axe, and the small altar holding the eternal flame of
Ulric the main room is quite plain. On days holy to Ulric the dome ceiling can be opened
slightly, by means of three small trapdoors in the dome itself, so that the Sun strikes one
of the three banners (depending on what holy day). The rooms and offices of the clerics
are located directly behind the impressive carving of the axe and is accessible by a stone
door which is only noticeable at a close distance.

History

The temple of Ulric in Bergsburg, as it stands today, has only existed for three hundred
years. Before that time there was a simple church (much smaller than the present day
temple) to Ulric where the temple is today. The town famous for its patron goddess of
healing and mercy did little to attract the devoted of the god of battle. Add to this the
unfortunate fact that the no ble family of Hochland has had in the past a distinct dislike of
the Ulrician followers as well as the history of the city itself (with the Baron slaying
Middenheim troops looting Bergsdorf, troops who bore the symbol of the White Wolf) and it
is easy to understand why the church of Ulric was unable to build a temple there until
three centuries ago. It has been rumored that the cleric founding the temple had to go to
extraordinary lengths to be given permission to build (the rumors talk of bribery,
blackmail, an oath to the council of five, and even begging!). This is not a wise subject to
question the clerics of Ulric on....
Even when the temple was finished there were problems. Attendance for services was
dismal. Conflict arose almost immediately by the violent action of a cleric of Ulric against
an initiate of Shallya preaching peace as the only solution. Public opinion, never holding
the clergy in high regards, turned decidedly negative after that incident. More incidents
soon followed, each occurrence isolated the temple more and more. Worse, the Council of
Five began to levy stiff fines against the church for every act of its clergy that disturbed
the peace (it is even said that the master cleric had to borrow money just to feed her few
initiates at the time). Appointments by the church of Ulric to the temple in Bergsburg were
quickly changed to acts of punishment. Those unfortunate enough to be sent to this 'island
of peace' were often those who had made a number of enemies within the church or those
who had the misfortune of being crippled in battle (and thus seen as almost useless in the
eyes of Ulric).
Four things have helped the temple regain some of its tarnished reputation with the
citizens of Bergsburg. Strangely, the act that singularly redeemed the faithful of Ulric (and
thus the temple) to the populace of Bergsburg is due to the deeds by one of its cleric's
during the time of the last chaos incursion. The master cleric at the time, Jacob van de
Ree, a bitter man by all accounts due to the loss of his arm, was treated with disdain by
the common general public. It is doubtful he would have been spoken kindly of before the
day the Council of Five left on some unknown errand. That night (or so the story goes) he
saw a vision in the waterfall sent to him by Shallya herself. What that vision was or why a
faithful cleric of Ulric would take to heart such a vision is not known. Jacob left that night
after the council and only one faithful initiate who was blind was there to hear his tale and
to wish him off; no one else witnessed him leave. Apparently Jacob van de Ree did not
survive whatever forces that were pitted against him and more mysterious still the council
seemed to have some knowledge of his true fate. When the council did come back,
wounded and tight-lipped, they returned two items to the temple of Ulric that remain
subjects of speculation to this day. The first object was Jacob's wolf cloak which was
covered with dry blood and numerous large gashes. The second was Jacob's old battle
axe.... his 'two'-handed battle axe.
The discovery of gold and the influx of prospectors and adventurers also helped the
temple out. A number of the people passing through Bergsburg were either devout
followers of Ulric (the majority of those coming from Middenheim) or they were about to
embark upon a perilous journey in which the god of battles may serve an important role.
Those who survived the journey back to Bergsburg brought with them gold to thank Ulric
for his blessings. The temple's attendance swells to nearly double its number when gold is

discovered in the mountains and the clerics try to organize forays into the Drakwald forest
for the more violent members so the 'peace' of Bergsburg can be maintained.
The temple is also the resting place of a small relic, a small shard of what is said to be a
sliver of Ulric's war-axe, 'Blitzbeil'. Many pilgrims travel to see this holy relic, often on the
way to or coming from the main temple of Ulric in Middenheim. The shard seems to be an
unremarkable piece of metal (which resembles iron) but which can not be damaged by any
fire or physical force. The more fanatical members say that a man who cuts himself with
the shard will gain great strength for a day and a man who places the shard under his
tongue would be invincible in battle. The Templars of the White Wolf stationed to guard the
relic when it is shown to the faithful try to assure that no one tries to test these theories.
The shard has had so much of an influence on temple life that the master cleric of the
temple is referred to as the Keeper of the Shard.
Perhaps the most underrated reason why the temple survives is the good relations that it
has with the council of five and the church of Shallya (which is probably the best
relationship the two churches have with one another anywhere). As mentioned before,
those assigned to Bergsburg are either political liabilities or crippled from battle. The main
church of Ulric has very little contact with the day to day running of the temple so the
clerics are allowed to be more flexible in interpreting the strictures of Ulric. There is a
certain 'understanding' that violence in the city will only be tolerated in certain functions/
areas and that Bergsburg is, after all, a city of Shallya. The current master cleric (or Keeper
of the Shard, if you prefer), Berthold Kant, has developed an odd respect for Bianka
Morgentau, the high priestess of Shallya, perhaps even to the point where one could say
that they were friends. He has, on numerous occasions, offered the Council of Five the use
of the small dispatchment of Templars of the White Wolf that reside in the temple (there
are normally only six stationed at the temple at any given time) and the templars
themselves are under Berthold's orders to aid the watch if they are in the vicinity of a hue
and cry. One Templar by the name of Anton Vaksmann is actually under the direct control
of the church of Shallya for his disgraceful actions against one of their pilgrims in
Middenheim. Anton, much to his chagrin, is only allowed to carry a quarterstaff on
whatever assignments he is given and he must obey the strictures of Shallya (as well as
Ulric!) until such a time that both Berthold and Bianka feel that he has redeemed himself.

Relics

The Sacred Flame


Unlike the Sacred Flame in the Temple of Ulric in Middenheim, Bergsburg's temple
seems to lack the ability to temporarily enchant weapons that are placed in the fire.
It does have the ability to burn away infected wounds if the impure limb is placed
within the flames (this is rumored to be quite painful and is recommended only for
the truly devout of Ulric's followers).
Shard of Blitzbeil
Without a doubt this is the most prized possession of the temple and it holds a high
position in the faithful of Ulric in Bergsburg. The shard itself is all together most
unimpressive in appearance; it simply looks like a plain fragment of metal no bigger
than a gold crown. Yet the shard has proven to be invulnerable to all conventional
means of damage, whether it be from a forge or magic spell. While not a potent
artifact by any stretch of the imagination (+1 Toughness if held, +10 WP if placed
under the users tongue) the shard proves to be a very powerful symbol for
worshipers if Ulric. If anything were to happen to it the clerics (and the majority of
followers) would do all within their power to retrieve it.

Rachen
This two-handed axe is the one that Jacob van de Ree reputedly carried with him
when he pursued the Council of Five during the last chaos incursion. While the axe
is only mildly enchanted (+5 WS) it is a major source of pride to the temple. The
clerics only bring Rachen out for viewing on holy days of Ulric or on special city-wide
celebrations. The rest of the time the weapon rests with the Shard under lock and
key.

Outside Relations

Temple of Sigmar
The clergy of Ulric have a much different story of the events that took place
between 'Saint' Franz and Paul Rachof than the Sigmarites. According to them, the
Sigmarite Franz was a lunatic, bent on killing the entire congregation so that they
"could be one with Sigmar"; Paul Rachof, a holy servant of Ulric, heard of the lunatic
Sir Franz's plans and set out to save those of the congregation who were being held
prisoner by this fanatic and his band of deluded thugs. He and his group of faithful
Ulricians fought their way into the temple and protected those that wished to leave.
Rachof then ordered his men out of the building and demanded that Franz and his
men surrender at once. All of his men, as well as Sir Franz himself, chose suicide to
capture and, as a final act of defiance, burned down the church. Tragedy later
struck when Rachof was slain by an assassin who was devoted to Franz's cause the
following night of the temple's destruction; the assassin then burned down the inn
with himself in it so that he might join Franz in his place with Sigmar.
Clearly, this tale contradicts with the Sigmarites view and has led to bloodshed on
many occasions in the past (though not within the past hundred or so years). At the
present, Berthold has managed to keep the peace of the Ulrician faithful in an effort
to appease the council. He still tells the Ulrician side of the story to anyone who is
interested, though and he sees the wrongful (in his mind) persecution of a deceased
servant of Ulric to be quite insulting. He is always on the lookout for records during
that era to lend credence to the temple of Ulric's claims and will pay a substantial
amount of gold to purchase such a book (although he has had no success to date).
Conflict between the two churches still exist, although on a much subtler level.

Berthold Kant

Keeper of the Shard


"When a wolf is crippled its packmates turn and kill him. When a cleric of Ulric is crippled
the other clerics turn and send him to Bergsburg."
Career:Anointed Priest of Ulric (ex-Priest, Initiate)
Race:Human
WS

BS

Ag

Int

WP

Fel

47

39

47

53

29*

47

46

43

SB

TB

Mag

IP

FP

13

1*

Skills:Academic Knowledge (Theology, History), Animal Care, Common Knowledge (the


Empire), Channelling, Drive, Excellent Vision, Gossip, Magical Sense, Perception, Public
Speaking, Read/Write, Ride, Speak Language (Reikspiel, Classical), Secret Language (Battle
Tongue), Speak Arcane Language (Magick)
Talents:Disarm, Dodge Blow, Luck, Meditation, Petty Magic (Divine), Strike Mighty Blow,
Strike to Stun, Wrestling
Armour:Wolf-Skin Cloak
Armour Points:Head 2, Arms 0, Body 1, Legs 0
Weapons:Axe
Trappings:Wolf-Skin Cloak, White Robes, Axe, Pouch with Various Spell Ingredients,
Access to Temple Funds (rarely carries more than 10 Crowns on him), Silver Wolf-Head
Pendant
* Berthold's move is 2 with his wooden leg, although he is unable to move at speeds faster
than standard. His initiative is also increased to 36 when he wears his prosthetic leg. As a
side note, Berthold can only carry 300 encumbrance due to his missing leg. Berthold's leg
is EC 100, T2, W5.
Description:Berthold is a muscular man who appears to be in his mid-fifties. He has
numerous scars on his arms, chest, and right leg from shrapnel caused by an exploding
bomb (said to have been planted by a fanatic Sigmarite saboteur). The same blast cost
him the bottom portion of his left leg (right below his knee) and he now walks with the aid
of a wooden leg (it appears as though he walks with an exaggerated limp). Despite
Berthold's handicap, he can appear to quite intimidating if the situation calls for it.
Personality:Berthold is a man who defies the stereotype of the common man's view of a
cleric of Ulric. He is often jovial and good-natured in his dealings with the masses (whether
they be worshipers of Ulric or not). He is very polite and slow to anger. It would take a
great deal of effort on someone's part to make Berthold hate them and they would no
doubt deserve his ire. The Keeper of the Shard has even been known to pass out candy to
children in the shanty town on occasion! Some people remark that he is too happy to be a
cleric of Ulric (which he will respond with a hearty laugh).
It's not that he is unfaithful to Ulric or the church's strictures, it's just that Berthold has felt
he has paid his dues. He's fought the forces of chaos, he's given his leg to defend his faith,
he's devoted the whole of his life to his belief. In many ways, Berthold feels that he is in
semi-retirement and that his relaxed attitude is a benefit of said retirement. This makes
him popular with the Council of Five who can appreciate his willingness to work with them
on whatever mutual problems arise. Do not mistake, however, that Berthold is a puppet of
the council; he's not. He is simply aware that in many ways he is an invited guest and he
wishes to remain welcome in the city he cares so much about.
Berthold does have a few failings that cause him and the temple some problems. He still
bears a grudge against all Sigmarites for the loss of his limb and if given half the chance
Berthold would make life more interesting for them (nothing too extreme, but if it might be
embarrassing to the church of Sigmar he would do it). He also has a slight mistrust against
the Hochen family for their past outspoken beliefs against Ulric. If something were to come
up and he needed to speak to a council member, Simone would be the last person he
would try and reach.

Natassia Bremer

"[cough]...excuse me a momen...[cough]. I'll be fine... [cough]....[cough]"


Career:Priest of Ulric (ex-Initiate)
Race:Human
WS

BS

Ag

Int

WP

Fel

40

41

32

29

37

29

45

37/46
*

SB

TB

Mag

IP

FP

12

Skills:Academic Knowledge (Theology), Animal Care, Common Knowledge (the Empire),


Channelling, Excellent Vision, Gossip, Magical Sense, Perception, Public Speaking,
Read/Write, Secret Language (Battle Tongue), Speak Language (Reikspiel, Classical), Speak
Arcane Language (Magick)
Talents:Disarm, Dodge Blow, Meditation, Petty Magic (Divine), Strike to Stun, Street
Fighting, Strike Mighty Blow
Armor:Wolf-Skin Cloak
Armor Points:Head 2, Arms 0, Body 1, Legs 0
Weapons:Axe
Trappings:Axe, White Robes, Wolf-Skin Cloak, Pouch with Spell Ingredients, Purse with 20
Crowns, Red Scarf (to cough into), Silver Wolf-Head Pendant
(* Natassia's Fellowship is treated as 46 if she hides her Red Pox scars and 37 if her scars
are in plain view.)
Special Rules:Due to the debilitating effects of Red Pox on her body, Natassia must
make a Toughness check once every turn if she engages in a strenuous activity (such as
running or fighting). If she fails her Toughness test by less than thirty she must spend one
round resting (although she may still parry or dodge if appropriate for the situation). If
Natassia fails her Toughness test by thirty or more than she will spend the following round
prone and the next d6 rounds resting. She may continue her activities as normal if she
passes the Toughness test. (Campaign Note: Natassia should eventually regain her full
health in about a year's time, in which 1} this rule would no longer apply and 2} her
Toughness score would be returned to its original score of three.)
Description:A tall woman, Natassia has a slim unhealthy figure. Her pale skin is marked
by large patches of red blotches, a signature of the Red Pox disease. She wears her long
brown hair in a braided ponytail. Natassia, evidently due to her poor health, has sporadic
fits of coughing which often last a few minutes and are generally very loud.
Personality:Natassia is strong-willed woman whose failing health led her to be assigned
to Bergsburg, an assignment that she initially viewed as a punishment and dishonor. Her
opinions slowly changed over the months until she finally was forced to admit to herself
that she is happier now than she has ever been (although she has failed to tell this to

anyone else; she often is quite vigorous in her lamentations about being assigned to
Shallya's city). Natassia (rightly) believes that the city has improved her health and she
hopes that her stamina will continue to recuperate by continuing to stay in Bergsburg. She
only drinks water taken directly from the small pool directly beneath the Falls of Shallya
(with permission, of course) and tries to avoid any vigorous actions. Natassia relishes
Bergsburg not just for her recovering health, she has also grown fond of its citizens and
atmosphere. In some ways, she secretly fears that if she completely recovered from her
ailment that the church would recall her back to Middenheim or send her off to another
post. To this end she has taken to act more sick than she actually is and her vehement
coughing fits are just part of her continuing ploy to convince everyone around her of her
poor state of health (she avoids doctors like the plague).
While Berthold is in charge of the temple, Natassia often carries out the day-to-day duties
to ensure things run smoothly. She purchases supplies and handles the majority of visitors
in the temple. Natassia also spends part of her day traversing the streets of Bergsburg,
usually at 'her other temple' (the Temple of Shallya) gathering drinking water or just
admiring the view.The Company of the Blue Oak mercenary school is another one of the
places in the city where she regularly visits and quietly watches the trainees. Beyond that,
she has been known to observe the occasional bout at the pit-fighting arena at The Rat
and Shovel and has never missed a scheduled musical performance at the local hall (she
loves to listen to all types of music; whether it be from an orchestra or street musician).
Unfortunately, Natassia does have her flaws. First and foremost she is a proud woman who
can at times be sensitive to comments directed at her, particularly in regards to her pox
scars. She makes it a point to remember the person making said tasteless remarks and
Natassia can hold a grudge for a long time (there is a lasting quarrel between her and a
Sigmarite priest, Father Martin Mueller (see Temple of Sigmar), that started with one of
those comments about her illness). Patience is not one of her strong points (a fact that
Berthold is trying to change). Natassia also has the habit of telling people exactly what she
thinks of them (a common disease among Ulricians, initiates of Shallya can be heard to
joke). She expects no less from others and will become deeply suspicious of an individual
that seems to be 'too quiet'. Finally, Natassia has an intense dislike of Sigmarites (more so
than Berthold) and has a habit of avoiding them at all costs ('in an effort to keep the
peace' she remarks if questioned on the matter). Despite her faults, Natassia is a loyal and
would never betray a friend.

Anton Vaksmann

Templar of the White Wolf


"May I please just hit him once, Sister?"
Career:Knight (ex-Squire)
Race:Human
WS

BS

Ag

Int

WP

Fel

62

45

63

56

50

36

58

47

SB

TB

Mag

IP

FP

17

Skills:Academic Knowledge (Heraldry), Animal Care, Animal Training, Common Knowledge


(the Empire), Disarm, Dodge Blow, Gossip, Read/Write, Ride, Secret Language (Battle
Tongue), Speak Language (Reikspiel)
Talents:Ambidextrous, Etiquette, Frenzy, Sixth Sense, SWG (Flail, Cavalry, Two-handed),
Strike to Injure, Strike to Stun, Strike Mighty Blow, Wrestling
Armor:Leather Jacket and Leggings
Armor Points:Head 0, Arms 1, Body 1, Legs 1
Weapons:Quarter-Staff
Trappings:Weighted Quarter-Staff (SB-1 due to the extra mass), Shallyan Badge (Dove
Motif), Ulrician Badge (Wolf Motif), Purse with 12 Crowns 18/Description:One only has to look at Anton to realize the man was designed for combat.
His frame is packed with muscles and his gait is one of an animal in search of prey. When
he is angry or frustrated he is given to periods of growling. In Bergsburg and under the
control of the Temple of Shallya he looks sullen and melancholy, save for the times he is
allowed to enter combat or he is with the Shallyan priestess Katrin Sonnenfeld. He is often
found wearing leather armor (save for a helm which he refuses to wear) and carries around
an odd-looking quarterstaff weighted with large iron rings.
Personality:It would not have been too difficult to describe Anton Vaksmann, Templar of
the White Wolf, warrior true, before his assignment to Bergsburg. Actually, one word is all
that would have been needed - "bully". He took delight in his status as a Templar and
made sure those under him treated him with the proper respect or else. It rarely came to
'or else' because Anton was more than capable in the martial area of skills. Folk
complained to the temple but little was done, so most chose to ignore him as best they
could (although few gave up hating the man). Middenheim would have been stuck with
Anton if not for the cleverness of a man named Simon, who, by all accounts, was a rogue
and scoundrel. Simon had told Anton that a large man near the temple of Shallya was
making comments about his heritage, intelligence, and choice in bed companions. Such
was Simon's skill with the spoken word that it drove Anton into a wild fury and he rushed
off and immediately attacked the man, who was standing on the temples steps looking at
the building, fitting the description that the rogue had given him. Unfortunately, the man
was an influential and wealthy philanthropist and pilgrim of Shallya who was about to
donate a sizable amount of gold to the church. Things went downhill for Anton after that.
He was almost sent to prison; he was demoted, reprimanded by Ar-Ulric and High
Matriarch Isolde Begegnen, and then sent away from the holy city of Ulric to (horror of
horrors) the serene backwater city of Bergsburg where he was placed under the direct
command of a cleric of Shallya!
To his endless frustration, the High Priestess Bianka Morgentau, with the approval of the
Keeper of the Shard, Berthold, ordered Anton to follow the strictures of Shallya until such
time that he has been forgiven in "the eyes of our most Merciful Goddess". Such a
command, which he is sworn to uphold, has caused him an untold number of headaches.
Much to everyone's surprise and to Anton's credit, he has not broken the strictures placed
upon him, although he has pushed their limits (such as decorating his quarterstaff with
metal bands to increase the damage potential of the weapon). He still makes some
interesting comments though ("I'll be pummeling you in my dreams tonight, peasant....")
which the sisters frown upon and try to discourage (without much success).

Still, as incredulous as it might sound, Anton is becoming more of a person than a crude
thug. He is beginning to see value in true relationships outside the context of brothers-inarms. Anton has even allowed himself to care about the common people around him.
While this may seem like an automatic thing for most humans for Anton it is an amazing
leap from the man who he previously was. Despite this, the Templar still has plenty of
violent and vindictive tendencies and it may take a very long time indeed before the
Shallyans see fit to return him to the church of Ulric (which is all right as the clerics of
Shallya can be quite patient).
His tasks for the Shallyans vary in nature, from having him act as a bodyguard for an
important visitor to the city to the humiliating chore of teaching a group of children to read
and write (he hates the fact that he is educated). The worst tasks, by far for Anton,
however, are the menial jobs the sisters and brothers have him do, particularly in view of
the public. It makes him feel two emotions that he really, really hates - shame and guilt.
Shame for being reminded so clearly of his dishonor and guilt for his disdain for the
common laborer in the past. Whatever his misgivings about his assignments, Anton always
gives his all to the task at hand and he would rather die than fail in his responsibilities.
With all that has happened to Anton, perhaps the one thing in Bergsburg that has made
him change the most isSister Katrin Sonnenfeld, his direct overseer appointed by High
Priestess Bianka Morgentau. Sister Katrin gently guides in his daily chores and is slowing
instilling in Anton a sense of compassion (a trait that he was entirely lacking in before).
The priestess of Shallya has also unknowingly taught Anton how to love and the poor
Templar is head-over-heels for Katrin. For all his vaunted courage in battle, Anton has been
proven the coward in love. He cannot speak to her about his feelings so he hides them and
longs for something he knows can never be. In a tragic sense, Herr Vaksmann (as Katrin
refers to him) is more deeply scarred than either Berthold or Natassia since his wound is of
the heart and one that he must bear alone. Mighty though Anton is, his secret love for
Katrin is proving to be too much for him and he has even considered resigning his position
as a Templar, rather facing disgrace than his own feelings.

Bleich von Bruck


"I won't fail again!"
Career:Rat Catcher (ex-Initiate)
Race:Human
WS

BS

Ag

Int

WP

Fel

42

41

42

36

36

28

38

33

SB

TB

Mag

IP

FP

11

13

Skills:Academic Knowledge (Theology), Animal Care, Animal Trainer, Concealment,


Perception, Common Knowledge (the Empire), Gossip, Read/Write, Ride, Search, Secret
Language (Battle Tongue, Classical), Set Trap, Silent Move, Speak Language (Reikspiel)
Talents:Acute Hearing, Frenzy, SWG (Sling), Sixth Sense, Strike Mighty Blow, Tunnel Rat
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0

Weapons:Sword, Sling
Trappings:Sword, Mail Shirt*, Shield*, Sling, Pouch of Stones, 4 Small Animal Traps (ES 2,
no critical to creatures larger than a cat), Ratter's Pole with a couple of Dead Rats, Purse
with 3 Crowns 38/12, Silver Wolf-Head Pendant (Hidden under his Shirt).
(*Not worn/carried in normal day-to-day activities)
Insanities:Delirious Saviour, The Fear (Skaven)
Special Rules:Animal Aversion. This is a curse from Ulric. All animals except for wolves
and rats react with fear and loathing to Bleich (young children cry in his presence). Wolves
react with immediate hostility and are subject of hatred towards Bleich. Rats seem to be
completely unaffected by his curse; indeed, he seems to attract them to his location.
Description:Bleich has a haunted look that is unmistakable, even from a distance, while
the man is always disheveled and foul smelling (because of his job), but most people
rarely notice his poor personal grooming habits. What they do discern is a palpable
uncomfortable aura that seems to flow from him. Very few people feel at ease (or safe) in
his presence.
Background:There are men in the Old World who wish they had never been born, men
cursed by the gods. Bleich is one such miserable specimen who failed in the most
blasphemous ways for a follower of Ulric - he betrayed his order by acting in an extremely
cowardly and dishonorable manner, costing the church a holy token, and then lying about
the entire affair in the main temple of Ulric. It was only a few years ago that Bleich was a
promising initiate of Ulric when he was given the task, no, the honor, of escorting the
finger bone of Ulf (a saint of the church of Ulric) from Talabheim to Middenheim. With a
small warden of Templars to travel with him, Bleich was confident of his eventual arrival at
Middenheim, relic in hand. Unfortunately, a very large band of skaven also had an interest
in the fingerbone (for some foul unspeakable purpose better left to a Slaanesh cultist's
imagination) and intercepted the Ulrician party three days ride from Middenheim. Bleich
fled with the bone as the small warden of Templars were decimated by the superior
numbers and strange weapons of the skaven. The ratmen easily tracked him down and
then Bleich made the worst mistake of his entire existence. He pleaded for mercy from the
skaven and bought his life with sacred artifact. When he turned up at the temple in
Middenheim he lied and told that he had been knocked out in the battle and was left for
dead by the foul chaos ratmen. Much to his (temporary) relief, the clerics believed his
story.
Unfortunately for Bleich, Ulric himself was not so easily fooled. Bleich's betrayal became
evident when rats appeared in the temple (by Ulric's will) and surrounded him. He broke
down at the sight of the rats and weeping, confessed his crime. The clerics spared his life
only so that he could serve as an example to others. He was expelled from the clergy and
commanded to skulk in the shadows with the rest of the rats. Bleich then tried to go to
Bergsburg and go to his father's friend Berthold to try and be reinstated in the church,
almost being killed on several occasions by ravenous wolves on the way there. When he
finally arrived in Bergsburg and greeted Berthold, rats began emerging from the shadows,
encompassing him around his feet. Once again he wept and confessed. Berthold, horrified,
forbade the man from ever entering the temple upon pain of death and sent him away.
Bleich realized that to travel somewhere else would only mean his death, for the wolves
would howl in fury when he was near the outskirts of the city, so he stayed. He makes his
living killing the rats that seem so very fond of him. The money that he does not need to

buy the necessities of life with he donates to the temple of Ulric (by placing it by the door
in a pouch). Bleich is well known around the temple but not well liked; people feel uneasy
in his presence and it has been whispered that Ulric has condemned him. The children of
the neighborhood are terrified of the 'ratman'.
It is Bleich's ultimate wish that he once again fall into Ulric's good graces to such a degree
that he has become fanatical in his absolute devotion. Bleich will not allow himself to be a
coward again, even if that means he must die. Death would be preferable to the hell he is
forced to live with every day. Bleich would do anything for just a chance at redemption.
Footnote: We should bear in mind that Hochland is in the heart of Ulrican territory. Thus,
although the cult may be weak in the town, Ulricans would have lots of support from rural
Hochlanders.

Verenenstadt
Prior to the arrival of the von Hochen dynasty in Bergsburg, the small village of Bergsdorf
was largely restricted to the eastern banks of the Drakwasser in the area now known as
Grossplatz. But in the centuries of expansion following Roland establishing the Temple and
castle, the bridge of Rolandsbrcke was constructed, and newcomers to the town began to
build along the Middenweg. It was here that the Cult of Verena established a temple, which
eventually grew to encompass a small monastery, school and library and provided the
district with its name. Soon the building moved southwards, and in 1611 the Church of
Sigmar began to construct its cathedral here, following the lead of the Verenans. The
influence of the temple and monastery shaped the character of the district, with many
academics and bureaucrats taking up residence here, along with the guild offices of the
non-craft guilds of the educated classes.
The district of Verenenstadt is bounded on the north by the Middenweg, beyond which can
be found the affluent homes of Rolandsbrcke. To the south is the lower middle class area
of Beilheim - a locality sniffed upon by the more snobbish residents of Verenenstadt as
being the home of 'shallow-pated mercenaries'. The western boundary of the district is the
city wall and the Tieftor - one of the watchtowers built to look over the city's hinterland. To
the east, Verenenstadt tapers towards the river and Roland's Bridge.

The layout of Verenenstadt is dominated by two squares and several larger streets:
Kirchenplatz
Located in the centre of the district atop a slight rise, this large paved square forms the
hub of the major roads that cross Verenenstadt. It is named for the three places of worship
that stand around it - the Temple of Sigmar, the Shrine of St. Urda and the Temple of
Verena. The square is traditionally a meeting place for local residents, and during the day
will be bustling with clerks, academics and initiates going about their business while criers
shout their declarations on the hour. A number of statues and pieces of stonework stand
around Kirchenplatz, including one of Magnus the Pious purchased for the city by the Adler
clan and a large ornate sundial in the centre of the square.
Theaterplatz
This square is smaller than Kirchenplatz, and is dominated by the large structure of
the Tiegel Theater in the centre. It is usually thronged with citizens of all classes on their
way to and from the theatre and its many surrounding places of entertainment.
Entertainers will often set up here, encouraged by the convivial atmosphere and large
crowds. However, proceeds from street entertainment are poor here - one of the
contributory factors to the Entertainer's Guild's animosity to the Theater. Around the
square and in nearby streets are located a number of lively inns and taverns, which make
the area a popular destination in the evening.
Rechtstrasse
This broad road leads east from Kirchenplatz towards Roland's Bridge over the Drakwasser.
It is a well-maintained thoroughfare, with some symbolic significance as it leads ultimately
from the Temple of Verenato the Law Courts in Grossplatz. The street is lined with the
offices of guilds and suppliers of paper, books and the other trappings of academic and
bureaucratic life.

Weisheitstrasse
Weisheitstrasse descends the slight slope from Kirchenplatz to join the Middenweg. The
buildings here are primarily residential apartments, many of which are owned by
the Temple of Verena and let to the lay staff of the school, monastery and temple itself.
Borlanderdamm
Named after Heinz Borlander, a celebrated philanthropist who lived in the 24th century,
this street descends towards Beilheim, crossing Der Klein Dampf at the Feinburg
crossroads.
Der Klein Dampf
This is the road that is considered to be the southern limit of Verenenstadt. A fairly narrow
passage, there is room for only one cart to pass. Watch patrols use this route towards the
walls, as it is close to their homes in Beilheim and represents a short route to the city wall.
The smaller streets are winding but well-lit during the daylight hours. Many have lanterns
that are illuminated during the evenings by the Watch. Unusually for an Imperial city,
many of the streets are flagged - the legacy of a less-than-legal arrangement between the
Town Hall and the Buyss Quarry in previous centuries.
Verenenstadt's skyline is dominated by the grandiose structures such as the Temple of
Verena, the Tiegel Theater, the Wizards' Guild and the Temple of Sigmar. However, the
residential and commercial buildings are impressive in their own right - the architecture is
more than functional and has a uniformity of style that lends the area a certain aesthetic
quality. Most are three stories high and half-timbered, with local stone from the foothills of
the Middle Mountains being used in the construction of the ground floors. Roofs tend to be
steeply gabled, and the vast majority of buildings have cellars. Interestingly, during the
construction of some newer buildings on the Borlanderdamm last year the labourers found
some gigantic bones when digging the foundations. Although some local academics
expressed an interest in excavating them, the owner of the land was keen to finish
construction and had them hastily re nto the river.

The People
The residents and workers of Verenenstadt tend to be civil servants, clerks and scribes the day-to-day footsoldiers of the bureaucratic, religious and mercantile occupations. The
importance of the Temple of Verena has lead to Bergsburg's small academic community
making its home here, including some wizards and alchemists. Likewise, senior figures in
the city's non-craft guilds tend to live here to be closer to their offices. Priests and initiates
also tend to dwell either within or close to their temple - consequently many can be found
to have homes in Verenenstadt.
There is no local character as such, beyond the similarity of many local resident's
occupations. Most keep to themselves or mix with their fellow employees and guildsmen.
The taverns and inns are largely concerned with trade attracted by the presence of
the Tiegel Theater, although those located by the city gate attract adventurers and
tradesmen.
During the day the area is reasonably busy with scribes and errand boys running to and fro
carrying manuscripts and documents. At night the area is lively around the Theaterplatz,
but quiet elsewhere. Crime is relatively rare - the only buildings which harbour items worth
stealing tend to be the temples and the Wizard's Guild, and these represent a nearimpossible challenge for any thief. Cut-throats and pickpockets have long realised that
scribes and academics earn far too little to possess much of any worth, and tend to

concentrate on other areas of the city. Pickpockets do however make a point of hanging
around the Theaterplatz, where the inebriated state of most carousers makes for rich
pickings.
Locals' response to PCs will tend to be one of preoccupied indifference. If they start making
trouble then the Watch will be called forthwith, but otherwise the district is relatively
welcoming, even to scruffy adventurers.

Locations
1. The Blunted Quill
Located on Rechtstrasse, this upmarket tavern caters to academics and lawyers primarily
and has a more sedate atmosphere than most drinking holes. Traditionally the inn of
choice for the city's intellectuals, what it lacks in drink-fuelled raucousness it more than
makes up for in heated academic or legal debate. It is here that the PCs can pick up gossip
and scandal amongst the city's legal and academic professions. The owner is Otto Fluss, a
devout Verenan who defies the innkeeper stereotype by being extremely tall, thin and
nervous. He is an responsible and devoted member of the Innkeeper's Guild.
2. Temple of Sigmar & Shrine of St. Urda
On the southern edge of Kirchenplatz, this small building is a local shrine to Shallya. St
Urda is one of the goddess' saints - a martyr who taught that the taking of life for merciful
purposes is not a sin against the tenets of the faith. The priest here is Sister Agnetha who
tends to the day to day needs of those Verenenstadt residents that wish to pay their
respects to the Goddess of Mercy and Healing when travelling to the main temple is not
possible. She is a boisterous woman, notorious for her ability to squeeze large donations
from all visitors to the shrine. Consequently it is rather poorly attended.
3. St Franz
Opposite the Temple of Verena, in the north-east corner of Kichenplatz you find the
octagonal Temple of Sigmar, dedicated to the martyr St Franz.
4. Temple of Verena
The temple, monastery, library and academy of learning occupy several buildings to the
west of Kirchenplatz.
5. Tieftor
Built into the walls is a low watchtower at the edge of the Verenenstadt district. A section
of the city guard are posted here to watch over the walls and lend support to the main
garrison on the Middenweg gate. The tower's upper storey is a wooden construction jutting
out from the wall complete with a slated roof in reasonable condition. The warmth and
comfort offered by this mean that the Tieftor is viewed as a 'cushy number' by those
soldiers in the external guard that work elsewhere. The watch patrol assigned to the tower
tend to be older and closer to retirement than elsewhere.
6. The Dancing Landlord
A popular tavern located on a small street between Theaterplatz and Der Klein Dampf.
7. The Imperial Engineer's Guild
On a back street south of Rechtstrasse is a building bearing the coat of arms of the
Imperial Engineer's Guild. Although Hochland has been a source of previous 'innovation' by
the organisation, this office is rarely visited by any of The Empire's engineers. The
remoteness of the city combined with the ill-feeling held by some Hochlanders towards the
Guild (the Hochland Long Rifle is seen by some as plagiarised - see SN37) mean that visits
to the office are infrequent. Nevertheless there is a clerk, Matthias Klugbreit - but there is a

very slim (5%) chance that he will even have bothered turning up to work when the PCs
call.
8. The Guild of Scribes and Scriveners
Although the Bergsburg Guild Hall is located in Grossplatz, Verenenstadt hosts the offices
of many non-craft guilds, of which the scribe's guild is but one. The small guildhouse is
located on Geiststrasse, just around the corner from Middenweg. Above the door hangs a
wooden quill and parchment, and the frontage is modest but well-tended. The head of the
guild is Elsa Volker, a serious and professional woman who is polite but impatient with time
wasters. The guild represents all scribes and clerks within the city.
9. Monument To The Dead of Praag
One of Verenenstadt's oddest features is this black marble monument located tucked away
on a minor street near to the city wall. Shaped like a tall plinth, it features a soldier in
Kislevite garb holding aloft a wounded child and weeping bitterly. Around the base is an
inscription in Classical bearing a tribute to those that died in the Siege of Praag during the
Incursions of Chaos. The work is unremarkable artistically, but still garners interest from
locals as it is unknown who commissioned the monument. Furthermore, no-one can
remember when it was put in place - older residents remember a time when it was not
there, but cannot pinpoint when it arrived.
10. Holst Reikhof - Calligrapher
A typical resident of Verenenstadt, Holst is an elderly scribe who retired from working for a
lawyer's office several years ago. He now lives in the area with his wife Helga on the first
floor of a house on Rechtstrasse and earns his wages scribing ornate documents for
private individuals. The work he produces is of a high standard and new employment often
comes from personal recommendation by his patrons. At present he is producing a family
tree for the Adler clan. Previous work of this nature has lead him to gain considerable
knowledge of the local nobility's heritage.
Holst is a friendly individual who tends to see the best in most people. Unlike many scribes
he has no disagreement with the relatively new printing profession. He believes that the
artistry involved in scribing will allow the two professions to survive alongside each other.
11. Wizards' Guild
Overlooking the river at the eastern end of Verenenstadt is the impressive building that
houses the Wizard's Guild of Bergsburg.
12. The Rested Pedlar
At the northernmost point of Verenenstadt is located this inn for travellers. Those coming
through the western gate of the city, are often pulled into here by one of the local bawds
or urchins touting for business for Dieter Mundelnn the innkeeper. Basic but comfortable,
the rooms are offered at standard rates (as per the WFRP rulebook) and the clientele are a
lively mix of travellers and the less skilled workers of Verenenstadt. Dieter has spent years
cultivating a jolly and welcoming demeanour to reassure strangers to the city, but in truth
he spends much of his time cursing them under his breath for their foolishness.
13. Kilmann's Printshop
Nestled amongst the apartment houses of Weisheitstrasse is this printshop. The business
is run by the Kilmanns, a husband and wife partnership. Business in the last 5 years has
been good, with playbills from the Tiegel Theater printed here along with works for
the Temple of Verena. The pair will not produce pamphlets or documents of a controversial

nature and the backing from the temple has made them well respected by the authorities,
who tend to be suspicious of printing.
14. Temple of Mrr
A tall imposing building, set among the back streets of Verenenstadt, near the Monument
to the Dead of Praag.

Temple of Sigmar and St Franz


Saint Franz of Bergsburg, Protector of the Persecuted and Suppressed
Franz Adler was a Sigmarite noble of lesser means living in Bergsdorf in the 14 th century.
Although never joining the order, Franz was on very friendly terms with the Order of the
Fiery Heart, though he was in the end a peaceloving man and thus not always agreed with
their goals, let alone their methods. Rather, their blind faith and chivalrous ideals
fascinated him. So, with no Templars present in the village, Sir Franz became the natural
rally point for Bergsdorf's Sigmarite minority when the ferocious persecutions of Sigmarites
throughout the lands of the selfproclaimed Empress Ottilia I reached Bergsdorf. In
Jahrdrung 1361 IC the infamous Ulrican witch hunter Paul Rachof arrived in Bergsdorf.
During a service at the Shrine of Sigmar he arrived with a mob of drunk and enraged
Ulricans and accused the shrine of housing nothing but heretics and thus he would 'burn
the building to the ground and releave the village of these cursed scum, lest they bewilder
faithful Ulricans'. Then he blocked the door to the shrine and set it on fire. It was only a
heroic effort by Sir Franz that saved the lives of the Sigmarites gathered inside the shrine.
Legend goes that first Sir Franz broke open the door and then, when the vaulted roof of the
small hall was about to break down, he climbed the statue of Sigmar and - radiating with
the strength of Sigmar - held the roof in place, giving time for the small children and the
elder to crawl for the exit amidst burning walls. As the last crying infant reached safety
outside the shrine, the roof gave in, burying Sir Franz in bricks and broken timber.
The following night became one of thunder and lightning. A bolt of lightning stroke down in
the inn where Paul Rachof slept. Paul burned to death in his bed. Some claimed to have a
seen a twintailed comet in the sky between the flashes.
True or not, it seemed a fitting punishment to the local Sigmarites. The ruins of the
Sigmarite shrine were searched thoroughly for Sir Franz's body to give it a suiting burial. It
was nowhere to be found but much of his clothes and other personal effects were found.
Thus began the legends that Sigmar had taken Sir Franz to his realm as one of his
favoured servants.
The following two centuries were hard to Sigmarites all over Talabecland and Hochland.
But after the massive growth of the village into the city of of Bergsburg, the Shallyan
influence made it possible for the Church of Sigmar to establish itself there without too
much interference from the Cult of Ulric. Meanwhile, the Grand Theogonist had declared
that Sir Franz Adler had undergone an apotheosis inside the flames of the burning temple
and should thereafter be known as Saint Franz of Bergsburg. Within a century, Saint Franz
became the patron of all Sigmarites suffering from persecution and suppression, making
him popular amongst Sigmarites living in Ulrican provinces and outside the Empire.

The Temple

When a new Sigmarite temple was to be erected in Bergsburg, it was only natural to
dedicate it to the martyr Saint Franz. Lord Johan Adler, head of the Adler clan, financed the
temple (officially named The Church of Sigmar's Cathedral of St. Franz) which is regarded
the third largest north of River Talabec. The building of the temple was initiated in
Jahrdrung 1611 IC, exactly 250 years after Franz's martyrdom, and finished some 50 years
later.
It is an octagonal building in gothic style. The eight walls are decorated with gargoyles,
which should supposedly come to live to protect the temple from future vandals. On the
north wall two gargoyles are torturing a man - supposed to be Paul Rachof - with flaming
swords. In the centre of the building, a huge tower rises towards to sky, dominating the
temple and its surroundings. Atop the tower stands a statue of St. Franz watching over the
Sigmarites of Hochland with hammer in hand.
The temple is entered from Kirchenplatz through double doors of imperial oak in the
southwest wall. Through an antechamber with busts of the Hochland Lectors decorating
the walls and doors on either side you enter the temple hall. The right hand side door
leads from the antechamber into the priests' offices in the southern chambers, while a
thick and thoroughly locked iron door on the left gives access to the temple treasury and
library. The central temple hall is a big octagonal room illuminated from the tall stained
glasses set high above in the tower and in the five side chapels accessed through huge
arches.
The walls are decorated with frescoes, of which two huge ones are especially popular. The
first shows St. Franz standing on the statue while holding the roof in place. The other one
shows Sigmar pointing towards the rising sun, instructing Krugar to lead his tribe to the
east; this should remind everyone that the lands of the Talabec (including Hochland) was
given to its rulers by the gracious hand of Sigmar. The hall contains no furniture but an
altar of imperial oak with inlaid gold and a ten-foot statue of Sigmar.
North and east of the hall you find side chapels dedicated to St. Magnus the Pious and St.
Helena, the Sigmarite patron of health, fertility and marriage. She is not all that popular in
Bergsburg, probably due to the strong position of Shallya. Nonetheless, some Sigmarites
get married in her chapel rather than in the Verenan or Shallyan temple, which is the usual
Bergsburg habit. Between those two and directly opposite the entrance, the most lavish
side chapel is dedicated to St. Franz.
Through the southeast arch, barred by a beautiful railing in bronze (a gift from the Dwarfen
community), you enter the holiest chapel in the direction of Karaz-a-Karak. Only accessible
to the priests of Sigmar, it contains the holy books, including an 1400 years old copy of the
Geistbuch. Also, it has the only (or only sanctioned, that is) relic of St. Franz, his silver
hammer pendant, which was found in the ruins of the shrine. It is believed that "he who
kisses this with a pure heart shall vanquish all evils as long as he remains faithful". (A
faithful Sigmarite should receive a bonus of S+1 and WP+10 lasting a week. Judging the
PC's faithfulness is left to GM discretion.) The pendant is only set on display in the temple
hall on Sigmar's Day (18th day of Sigmarzeit) and on St. Franz's day (11th Day of Jahrdrung).
It is claimed that the blood of St Franz flows from scratch in the pendant once in each
generation. The last reported incident was 27 years ago, so expectations are building.

Relations to other cults in Bergsburg

Verena&Shallya:The marriage issue has lead to some controversy between the


three cults; with Verenan priests being the preferred mediators throughout the
Empire, but Shallya obviously being in the leading role in Bergsburg, even with
regards to wedding ceremonies, a third cult conducting marriages was not exactly
what the town needed. With the Shallyan and Verenan relationship being more than
tested over this matter, Rudolf has done what he could to settle things. Upon his
arrival, Martin tried to stress this issue to test the strength of the town's Verenan
sympathies. After Rudolf made it clear to him that this could seriously strain the
relationship to the Shallyan temple as well and thus weaken the position of the
Sigmarite temple, Martin has let this issue go. Still, he thoroughly dislikes the Chief
Verenan MediatorAnna Wannenbergand her ideas of justice, and he has on several
occasions criticized her roll in the settling of disputes in public; so, despite a good
understanding withThaddeus, the Verenan High Priest, relations between the cults
are not all friendly.
Ulric:Relations with the Cult of Ulric have varied between severely strained and
outright hostile since the 14th century Sigmarite Persecutions. Since the Magnus
the Pious era the Council of Five has succeeded in keeping the two churches attacks
on each other at a minimum. Rudolf Geissmann has enthusiastically worked to
make true peace between the churches, but his efforts have been more or less
ignored by the Ulrican high priest,Berthold Kant. Rudolf knows of theUlrican
versionof the martyrdom and fears the day when Martin Mueller will hear it. An
open conflict on this issue seems unavoidable.

The Clergy
His Eminence Lector Rudolf Geissmann

Sigmarite Lector of Hochland (Order of the Torch)


"Aye, but remember Grand Theogonist Kaslain I's Nuln sermon. He said: "Y e shall honour
He who fights for peace and unity of this Empire, but honour even more He who keeps the
peace and unity of this Empire without fighting", did he not?"
Career:High Priest (ex-Anointed, Priest, Initiate)
Race:Human
WS

BS

Ag

Int

WP

Fel

38

37

36

43

53

56

56

57

SB

TB

Mag

IP

FP

14

Skills: Academic Knowledge (Theology, Heraldry, Law), Animal Care, Animal Training,
Common Knowledge (the Empire, Dwarfs), Channelling, Charm, Gossip, Heal, Magical
Sense, Perception, Public Speaking, Ride, Speak Language (Reikspiel, Classical, Khazalid),
Speak Arcane Language (Magick)

Talents: Aethyric Attunement, Divine Lore (Sigmar), Etiquette, Fast Hands, Lesser Magic
(Blessed Weapon, Dispel, Silence), Meditation, Petty Magic (Divine), Savvy, Seasoned
Traveller, Strong Minded
Armor: Robes
Armor Points: Head 1, Arms 1, Body 1, Legs 1
Weapons: Sword, Dagger
Trappings: Torch Pendant, Geistbuch
History: Rudolf Geissmann was the son of a Knight of the Holy Unity from Nuln. His family
had strong ties with the Church of Sigmar, culminating with his grand uncle's appointment
to Lector of Nuln. His father had always admired the fierce and dedicated Knights of the
Fiery Hearts, and Rudolf was destined to enter this order, though his mother had always
thought that the little kind-hearted boy wasn't built for such physically demanding work.
His father would not hear of such nonsense and got Rudolf assigned as a squire to one of
the senior templars in Altdorf. Those were tough years for Rudolf, his only joy being
tending the horses. As the months went by, Rudolf got so unhappy with his life with the
templars that he decided to run away. On his way north, a priest from the Order of the
Silver found him starved and freezing at a Sigmarian road shrine. The priest convinced
Rudolf to follow him back to Altdorf where he became an initiate at a small Sigmarite
chapel in the East End district. Finally having found his true destiny, Rudolf made steady
progress through the ranks of the Church. He has been the Lector of Hochland since 2503
IC and is a well-known and respected person in the Bergsburg high society.
Personality: Rudolf is essentially a pleasant and fair minded man. His bad experiences
with the templars have made Rudolf rather distrustful of martial institutions. Indeed,
Rudolf tends to get nervous in the company of armed and armoured warriors. Hence, he
always seeks peaceful solutions to problems at hand, if not for anything else because this
means he won't have to call for armed assistance. This fits well with his generally
kindhearted nature. Some even get the impression that he is a bit gullible, but this is far
from the truth. Behind his friendly bright blue eyes, Rudolf hides a wise and quick thinking
mind. Apart from religious studies, Rudolf has one major interest: horses. Since the days in
the templars' stables, these creatures have fascinated Rudolf. He is often seen at
the Schattental Estate stables discussing the horses with the stable master Anika
Schattental who is believed to be one of his close friends, albeit being a devout Taal
worshipper. If he is not available in the temple, chances are he is out riding his Arab
stallion near the Schattental Estate.

His Grace Capitular Martin Mueller (Doctor Philosophiae)


Sigmarite Capitular of Bergsburg (Order of the Torch)
Career:Anointed Priest (ex-Priest, Initiate)
Race:Human
WS

BS

Ag

Int

WP

Fel

40

38

45

42

45

48

46

42

SB

TB

Mag

IP

FP

13

Skills:Academic Knowledge (Theology, Ethics, History, Daemons), Common Knowledge


(the Empire, Dwarfs), Channelling, Charm, Gossip, Heal, Magical Sense, Perception, Public
Speaking, Ride, Speak Language (Reikspiel, Classical, Bretonnian, Khazalid), Speak Arcane
Language (Magick)
Talents:Armoured Casting, Divine Lore (Ulric), Etiquette, Fast Hands, Lesser Magic
(Aethyric Armour, Blessed Weapon), Meditation, Petty Magic (Divine), Strike to Injure,
Strike to Stun, Strike Mighty Blow
Armour:Robes
Armour Points:Head 1, Arms 1, Body 1, Legs 1
Weapons:Sword
Trappings:Torch Pendant, Geistbuch
Insanities:Martin suffers from hatred towards persons and creatures aligned with Chaos,
and a mild paranoia (a character trait to be played out by the GM, no rules needed).
History:Martin was born to a Gruenburg trader. At an early age he lost his mother to
small pox. Soon after her death, a witch hunter burned a witch of Nurgle in the town.
Martin's father was convinced that the witch had put a curse on his wife. He was haunted
by this idea and joined a small Solkan fraternity in Gruenburg. He gave Martin a very strict
and pious upbringing. Martin was a bright kid and when he came of age, his father had
raised enough money to send him to the University in Altdorf to study theology and ethics.
He graduated in record time and wrote a doctoral dissertation on Morality and Divine
Righteousness. Inspired by one of his professors he joined the Sigmarite Order of the Anvil
and became a monk at the now infamous Magnus' Monastery in Stirland in 2486 IC. He
stayed there until the Monastery was closed and all the brethren excommunicated in 2494
IC by direct intervention of Grand Theogonist Gludred III himself. Even though the convent
had always had a reputation as one of the most radical in the Anvil Order, few had
guessed that the Magnrans secretly believed in banning all gods but Sigmar. (Rumours
say that Tzeentch had infiltrated the leaders of the convent. To verify this one would have
to gain access to the most classified files in the Altdorf Cathedral, though.) Martin Mueller
was on a pilgrimage to Karaz-a-Karak at the time and was more or less forgotten. When he
returned, he decided to keep a low profile and went to a remote Sudenland village where
he served as priest. He served this job enthusiastically and in reward was appointed
Capitular at the temple in Bergsburg in 2509 IC, probably thanks to High Capitular Werner
Stolz (cf. "Middenheim - City of Chaos") who has had some quarrels with Lector Rudolf
Geissmann.
Personality:Heavily influenced by first his father and later the Magnrans Martin sees
heretics and Chaos minions everywhere, whom he hates with all his heart. However, the
Magnus' Monastery Affair taught him that the Church, let alone the people, does grasp
neither the extenct of The Enemy Within nor the measures needed to deal with it. Thus he
mostly keeps his suspicions to himself, though he would be willing to seek assistance with
dedicated PCs whom he is convinced can be trusted. At first, he appears as a very
confident man, though as you get to know him, you will (rightly) suspect him of suffering
from mild paranoia. Specifically, he suspects most other cults to harbour heretics only

waiting for the right moment to overthrow the Church of Sigmar, and thus treats them with
an absolute minimum of respect. Lately, he has initiated a personal quarrel with the
Ulrican Priestess Natassia Bremer, because of some comments he made to her present
appearance. What he didn't say was that he suspects this to be a sign of her alliance with
the Lord of Decay. In the cathedral he often preaches about the lack of morals and its
threat to society. He is (rightly) believed to be a supporter of High Capitular Werner Stolz.

Additional Staff

In addition to these leading clerics, the temple is attended by two other priests, Father
Blauschweig and Father Sigmarson, three initiates, and half a dozen laymen doing the hard
work. Finally, the former lawyer Herbert Kemperbad of the Officio Administratorum handles
the temple's mundane interest.

Adventure Hook

A Brother from the Past. Martin is secretly approached by one of his old
Magnaeran Brethren who claims to have proof that Berthold Kant is marked by
Chaos (which is what forced him to have his leg removed). But can the old Brother
be trusted? Should he be removed? - It wouldnt help Martin if his past as a
Magnearan should be discovered. Or should Martin believe him, and in that case,
will he be able to deal with Father Berthold? In any case, Martin is in need of some
assistance. Or, if it's too unlikely for Martin to approach the PCs, let him pull it off
with the help of some lowlife prospectors and have Rudolf approach the PCs to
make some investigations.

Tiegel Theater
The Tiegel Theater is a large and impressive building located in the middle of Theaterplatz,
a well-kept square in Verenenstadt, near to the main academic institutions. The outside of
the building is an impressive sight - a three storey half-timbered construction with a
dressed local stone ground floor. The second and third storeys are timbered and rise to a
tiled roof. A flagpole rises from the tower, and is visible across the city. It will be flying the
colours of the city when a performance is in progress. There are stone buttresses
supporting the walls of the building and two or three small windows look out from each
wall. Above the main doorway is a small statue of Gustav von Tiegel, the founder of the
Theater.
The inside of the Theater is open to the sky, with the large central area having sufficient
capacity to hold 200 'groundlings' or standing audience. Each floor has a gallery, which
goes around the whole circumference of the interior, broken only by the stage itself.
Directly above the entrance is the Baroness's Box - the seats which are reserved for
members of the Council and their guests, should they attend any performance.
Each gallery can hold a large number of spectators, and the total seated capacity is 400,
although it is very rare that any play will be popular enough to fill the Theater. They
contain a three-quarter circle of three tiered wooden seating, painted with fading theatrical
motifs. The top floor (or the 'Gods') is popular with the rowdier element that cannot afford
the middle or ground gallery, but does not wish to stand. The actors often describe the
catcalls and heckling which originate here as 'the wrath of the Gods'.
The stage protrudes out into the central yard and is surmounted by a roof supported on
two pillars in the High Imperial style (an architectural movement which flourished during

the reign of Magnus the Pious). The underside of the roof is painted with the constellations
of the night sky. The Front Scenae is a work of art, carved with beautiful reliefs and motifs,
rising up to the area above the stage, where there is a gallery for use by the actors or
musicians, as dictated by the play being performed.
At the back of the stage is a curtained 'discovery area', which is used to represent a grotto,
an alchemist's workshop, a lover's hiding places or whatever the play requires. The curtain
can also be drawn back to display pre-painted scenery, which is sometimes used although the Tiegel is not as suited to this recent innovation as some of the more modern
theatres of the Western Empire.
Behind the stage and in the rooms at the rear of the tower are the dressing rooms and
storage areas of the theatre. During a performance, they will be a flurry of frenzied
activity, with actors changing costumes, as stagehands shift scenery and props to and fro.
A player will certainly be in the way, and will inevitable end up with a heavy stage weight
landing on his or her foot, whilst being berated by the stage manager.

History

Bergsburg has never been a centre of the Arts, owing to its relatively remote location and
religious basis. Up to around 250 years ago, the only drama that could be seen in the city
was restricted to religious pageants, performed mainly on temporary stages by amateur
actors. Many of these plays were tales of Shallyan martyrs and dull-but-worthy tales from
the history of Sigmar. Whilst these plays were a popular recreation, and still are amongst
rural folk, they are non-too sophisticated. Added to the fact that the stories are hackneyed
and the audience is over-familiar with such old favourites as 'The Passion of St. Isabelle'
and 'Die Rckkehr von Sigmar'. Throughout the Dark Ages many plays had apocolyptic
religious themes - far more orientated towards terrifying the people into pious
subservience than entertaining them.
Around 250 years ago, the first professional troupes of actors came to Bergsburg. They
performed accomplished plays, often secular, which emphasised writing and performance
over crowd-pleasing familiarity or dull theology. That said, clowning and excitement still
had their place in the performances of these troupes, and the people of Bergsburg flocked
to see these professional actors entertain. Nobles and lowly traders alike became
enamoured with drama, and Bergsburg became a regular destination on the journeys of
travelling companies, owing to the fact that the crowd were known to be easily pleased
and generous. The plays would be performed in inn yards, which were crowded and
crushed.
One minor noble who was particularly taken with drama was Gustav von Tiegel. Gustav
was the only son of an ailing dynasty, whose bloodline was sullied by inbreeding. Gustav
himself was a pale and timid individual who spent much of his time on the family's
crumbling estate, dreaming and fantasising about life as an adventurer - a career which he
was not at all suited. His parents were decrepit and distant individuals, who barely left
their dusty beds, and the running of the estate was left to Gustav, who did not relish the
mundane 'pleasures' of book-keeping and stewardship. He would often disappear to
Bergsburg for extended periods, where he would spend some time with old friends.
Although he was 34 when his parents finally passed away (on the same day), he was still a
romantic boy at heart.
Whenever Gustav was in the city, he would go to see the performances of the travelling
players. He would see himself on the stage, imagining himself as a conquering hero or

romantic lead. Far too shy to actually think of performing, he would stand in the inn yards
with the rest of the audience, letting himself get carried away by the drama.
When the elder von Tiegels died, Gustav was free to sell the estate and move permanently
to the city - there were no other relatives to berate him for abandoning his heritage. He
sold the land to local farmers, and the decrepit family home to a wealthy merchant from
Talabheim. It is well that he did so, as the Incursions of Chaos occurred a scant two years
later. The old von Tiegel estate was razed by marauding warbands, and Gustav was in the
relative safety of the city. This is neither the time nor the place to detail the Incursions of
Chaos and their impact on Bergsburg, but suffice to say Gustav survived the perils of those
tumultuous times.
When Magnus re-united the Empire and drove back the Chaos hordes, the people of
Bergsburg rejoiced and celebrated for days. The optimism that coursed through the veins
of many an Imperial inspired many works of art and literature. Many wealthy citizens were
driven to commemorate the dawning of the new age with magnificent edifices and
memorials. Gustav von Tiegel's romantic character was swept along with the national
mood, and he wished to leave some kind of legacy to the people of the city that had saved
his life.
Prior to the Incursions, Gustav would have liked to use his money to travel, but he had a
tendency to sicken when deprived of a warm bed and good food. But even prolonged city
life was not kind to Gustav's delicate constitution, and after living there for two months, he
sicknesses got worse. Being a shy character, he did not contact the Temple of Shallya, and
his condition worsened. Since the end of the war with Chaos, the travelling players had
returned to Bergsburg and were more popular than ever. Gustav spent all his time
attending theatrical performances and lying in his bed trying to think of a fitting way to
spend the family money. The few servants who remained with him at his house in the city
urged him to stay away from the press and heat of the inn yards, but Gustav was reticent
that he would enjoy the only real pleasure that he had ever had.
An idea began to germinate in Gustav's mind. He began to think that he could spend his
legacy to support his beloved art, and give something back to the city. He decided to build
a theatre to house the travelling companies and enrich the cultural life of the city. He
conceived of a building to rival the theatres of the larger cities and the Western Empire.
Gustav summoned architects and masons to his bed, from where he dictated to them how
the Theater was to be built. Aware that he was only a few years away from death, Gustav
channelled his energies into the realisation of his dream - the Tiegel Theater. The City
Council was supportive of his schemes, and he purchased the land on which he was to
build with no major difficulty.
The construction of the Theater was not without event. During the laying of the
foundations, the excavations revealed the remains of an underground temple were found,
which dated back far into antiquity. It was not possible to identify to which god the site had
been dedicated and Gustav was keen to get the Theater finished, so construction
continued. Three months later a young builder fell to his death while installing the beams
for the second storey. This lead to some of the more superstitious builders resigning, and
for a short time the construction was retarded. Eventually, Gustav increased the wages of
the builders and employed a number of Dwarven Engineers to ensure that the building was
sound. Consequently, many labourers returned to the job and the Theater began to take
shape once again.

After two years, in 2316, the Theater was completed. A magnificent round building, it
dwarfed it's surroundings in the city, and became a talking point for all and sundry. Gustav
was pleased, but it became increasingly obvious that his desire to build the Theater had
been all that was keeping him alive. His health deteriorated rapidly, and there was concern
amongst his servants that he would pass away before the opening night of the Theater. It
is said that it was they who secured the invitation for Kaspar Bohme, the head priest at the
Temple of Morr in those days.
A touring company, the Golden Griffon Players were secured to perform at the opening
night. They were to perform 'The Triumph of Roland', a work commissioned by Gustav
especially for this occasion. The members of the Council were invited along with many of
the city's notable figures. Guildmasters, nobles and even priests were hoping for an
invitation. The night was a great success - 'The Triumph of Roland' was spectacular, and
the guests talked of the evening for years to come. The Golden Griffon Players never
equalled their performance on the opening night at the Tiegel, and traded on lacklustre
imitations of the play's debut until they were involuntarily dissolved by the actions of a
troll in the Grey Mountains three years later.
Once the guests had departed, Gustav waited in the Theater until it all the actors had
departed to celebrate their triumph. Looking frailer than ever, he stumbled unsteadily onto
the stage under the watchful eye of his servants. As he stood in the moonslight, he lifted
Roland's prop sword and smiled to himself. He remained like this for a minute or two before
he collapsed to the boards, coughing up blood. The servants rushed to help him, but he
was dead, finally at peace.
Gustav had died leaving no heir, and the Tiegel family was no more. Their sole legacy was
the Tiegel Theater. The remains of the family fortune went to the retainers who had stayed
with Gustav and into the running of the Theater. However, other than Gustav the new
Theater had no patron and no owner, but it was not long before this changed. Impressed
by the opening night, wealthy citizens were keen to be attached to this fashionable
enterprise. The Baron of the day stepped in as the main patron, and to this day the Barony
has supported the Theater financially with an annual stipend for it's upkeep, as well as
more recently the patronage of the resident company. Other patrons have varied
throughout the years, but 70 years ago the von Bruning family purchased a majority stake
in the Theater, and it is Dieter von Bruning who essentially runs it today.
In the early years of the Tiegel, there was a regular flow of touring companies who would
perform the latest plays from the West. Bergsburg became a regular destination on the
touring itinerary of any group of actors who went as far east as Talabheim. It was
inevitable that before long the citizens themselves would form a permanent acting troupe,
and in 2457, the Baron's Men became the resident company, under the patronage of the
Baron himself. They are currently referred to as the Baroness's Men, of course. Touring
companies still appear at the Theater on occasion, and many celebrated dramatists have
staged plays here with their own troupe of choice. However the vast majority of
performances are those of the Baroness's Men, and they are popular figures and
celebrities throughout the city.
Since its construction almost 200 years ago, the Tiegel has been kept in good condition,
but there it is undeniably the case that it is an old-fashioned theatre. The playhouses of
the Western Empire are larger and usually have roofs. The magnificent theatres of Nuln
and Altdorf make the Tiegel look positively antique. The people of Bergburg are far less
concerned with appearances than the folk of those two celebrated, cultured cities, but

Dieter von Bruning and the Baroness have discussed the possibility of constructing a new,
modern theatre, complete with roof, full seating and a larger stage.

The Theater Today

Three parties - Dieter von Bruning, Henri d'Albuisse and the Baroness's Men, own the
Tiegel Theater. Dieter manages the running of the Theater, both the building and the
administration. Henri d'Albuisse is a silent partner, rarely seen in attendance, although he
will always be present at the first night of any performance - the man is a recluse. The
entire resident company jointly owns the third stake. When a play makes a profit, which is
a reasonably uncommon occurrence, some of the money goes into the running of the
theatre itself, and the remainder is shared between the three parties.
Donations and patronage from prominent citizens also fund the Theater. The most
significant patron is the Baroness herself, and her donations are important in the
continued running of the Theater. They are made annually and amount to an undisclosed
sum. Many Electors will support some artistic enterprises within their realm, as it has
important to seem cultured to the ones peers. The Baroness also sponsors the resident
company, supplying them with funding on a play by play basis.
Other than the Baroness, the patrons of the Theater are mainly wealthy traders and minor
nobles. Donations can vary from a one-off sum supplied to the Theater to the
commissioning of a performance or new play from the resident company. Providing the
commission is not too controversial, the Baroness's Men will accept financial support
during the inception and performance of a new play. Hans Blausinger, the playwright-inresidence and effective leader of the Baroness's Men, inevitably pens these commissioned
works.
Within the city, attitudes towards the Theater and actors in general vary greatly, although
the vast majority sees it as a valuable and popular asset to Bergsburg. Academics and
nobles are generally the keenest supporters of drama, recognising it as a true artform
worthy of their refined taste. Similarly those citizens who aspire to rise through the strata
of society see theatre as an interest to be cultivated, and a visit to the Tiegel is an
opportunity to meet the city's upper echelons. However, some elements are notably less
positive, such as the religious and civic authorities. The former are sometimes unhappy
about the content of the performances at the Tiegel and von Bruning ensures that the
Baroness's Men perform a number of old-fashioned religious plays each year, particularly
those which promote the tenets of Shallya. The Town Hall has certain misgivings about the
number of people that attend the Theater - agitators and malcontents could easily turn a
rowdy audience into a mob. This is compounded by the fact that acting is not a recognised
profession - and the old image of them as rogues and vagabonds persists to a degree, but
this is improving amongst the relatively liberal populace of Bergsburg.
In recent years, a small but vocal minority of civic leaders and senior Watchmen has begun
to raise questions about the Theater, and its 'threat to order and the well-being of this
peaceful city.' They re-iterate the fact that acting is not a recognised profession and point
to the more rabble-rousing plays as a concern. If they were able to pinpoint the use of
magic in performance by Elizabeth Siewieder, they may gain more support.
The Tiegel is not at the cutting edge of dramatic presentation, and the cost of attendance
reflects this. Admittance to a play is fairly cheap and may be increased for a first night (up
to double) or decreased for religious and/or moral plays. A standing ticket costs 20
shillings, a seat in the galleries will vary from between 1 GC to 10 GCs dependent on

position. Members of the public are not permitted to sit in the Baronial Box unless
accompanied by a member of the Council or in possession of a letter from the castle itself.
Tickets can be purchased from the stage door in the week preceding a performance.
The audiences at the Theater can be described as a true melting pot of the city's populace
- the appeal of the Theater is not restricted to the educated and moneyed classes. The
groundlings are traditionally members of the city's lower classes, who appreciate a good
story as much as a noble or a scholar. All performances contain an element of ribald
comedy, and the illiterate can usually ignore any learned references made by the actors.
Some of the roguish element or small successful traders will sit in the Gods, where they
are far enough away from the stage to be able to shout comments and heckle, and
Blausinger is famous for his witty retorts. The middle and upper classes tend to sit on the
first gallery, as close to the Baroness's Box as possible, where they will clap politely and
restrainedly, retaining dignity and resenting the coarser members of the audience
throughout. A first night is always very popular, and many of the city's prominent citizens
will be in attendance, frequently including one or two members of the Council. Bernhardt
von Wilden, for example, is always in attendance on the first night of any new play, usually
surrounded by easily impressed young fops.

Layout
1. Yard
The yard is where the 'groundlings' stand during a performance. It is paved with
stone flags, and is otherwise featureless. During a performance, the floor is strewn
with straw. Occasionally, before the yard is swept clean after a performance, street
urchins will run through the detritus left by the audience to find pennies and trinkets
which may have been dropped.
2. Entrance
The double doors are painted bright blue and feature a scroll held open by two
cherubs. Upon the scroll is inscribed the Classical motto: "Sed Etaim Nunc
Levidensus Histrionalis", which roughly translates as "We are but poor players".
Inside the entrance are the doors to the east and west galleries. The walls are plain
plaster-covered stone.
3. West Gallery and Staircase (Ground)
The seating is wooden and has three tiers. Theatregoers sometimes bring their own
cushions. The staircase to the west gallery is located in a tower on the side of the
Theater.
4. East Gallery and Staircase (Ground)
A mirror image of the west gallery and staircase, the seating here is popular with
the city's poorer tradesmen. The spiral staircase by the entrance leads up to the
Baronial Box. There will be a 'heavy' squeezed uncomfortably into the TussenHochen livery standing at the foot of the stairs during a performance.
5. Stage
The stage is made from hard oak boards. There is a trapdoor that opens down into
the understage area and is sometimes used for dramatic entrances or exits. The
two pillars which support the roof of the stage are in plain High Imperial Style, and
are 4ft in diameter. Smaller wooden beams support the balcony. The back of the
stage has fine carvings of classical figures, and beautiful relief work - von Tiegel

employed a Tilean sculptor of some renown to decorate the Frons Scenae.


At the rear of the stage, curtains conceal the discovery place and the wings. These
are usually thick blue velvet, but can be changed to suit the performance. They are
opened with ropes from backstage.
6. Discovery Place
A small room that is used for various purposes during performance, including
grottos, laboratories and forest clearings. It can also be used for a very dramatic
piece of special effects, and Elizabeth has made great use of her illusionary magic
in the discovery place. The curtain conceals the room in order for it to be unveiled
during the play.
7. Backstage
Behind the stage is a chaotic mess of ropes, props and scenery. During a
performance there will also be bits of scenery, swearing actors and general
mayhem. This is Mattieu von Bruning's domain, and it is his task to ensure that
everything runs smoothly and remains calm. This is a herculean task, for which
Mattieu is not particularly well equipped, and standing backstage during a
performance has been described as akin to walking into the Incursions of Chaos
naked.
8. Dressing Rooms
These are small hot rooms with large mirrors and plenty of light. The tables will be
covered in tubes and pots of panstick and greasepaint, while the floor is littered
with rags and discarded costumes. Stefan usually uses room 8 along with Hans
(when he is performing), while Kirsten has room 9 to herself. The other two rooms
are shared between the rest of the company, with little attention paid to the sex of
the actors, as many of them have slept together at some time anyway.
9. Balcony
Above the stage is the balcony. This is used during performances for various
different purposes. Usually the musicians will be positioned here, but the balcony
can also be incorporated into a play, such as the famous balcony duel between
Cornelius and Roskanov in 'The Bear of Erengrad'.
10. Stores
This area is set aside for the storage of scenery and props from previous
performances. At any one time there can be found a selection of bizarre items of all
sizes, such as a mummy's sarcophagus, a stuffed bear, a selection of model trees of
various heights and Manaan's Chariot complete with a full team of giant seahorses.
11. Wardrobe
This area is the stomping ground of Elsa Taschentuch, and visitors who interfere
with anything will receive a rap across the knuckles. Vast swathes of material,
skeins of wool and spools of thread dominate one end of the room in a riot of colour.
There is a workbench where Elsa sews and cuts out patterns, and she will be sat
here with a mouthful of pins if present. The other half of the room is storage for
costumes, and the racks are hung with garments from many historical periods and
nations. The walls are hung with masks, hats and helmets, which can turn an actor
into anything from a vicious feral orc to a inscrutable Cathayan sage. There are also
some sets of armour and weapons, but these are useless for combat, as the
chainmail is made from wool and the swords are painted wood.

12. Lighting and Effects


This is where Elizabeth Siewieder stores the materials for her special effects and
lighting arrangements. Boxes of fireworks and flash powder lie on benches, along
with smoke bombs and fuse wire. There are also a number of tinderboxes and a
wide selection of lanterns, in various states of repair lining the shelves. There is a
desk with some plans of the stage on it. A bucket of sand sits in the corner.
Elizabeth also uses this room to practice illusions; she has cleared a space against
the wall for this purpose. One of the drawers in her desk is magically locked and
contains spell ingredients for all her spells and a scroll inscribed with the 'Assume
Mighty Appearance'.
13. Baronial Box
The Baronial Box is well appointed and comfortable, with the best view of the stage
in the house. There are 10 comfortable seats with velvet cushions and gold braid.
The front of the box is decorated with the city's arms, which are visible from the
yard and galleries. When Council members are present there will be two Watch
veterans in the box with them, and at all times there will be two or three attendants
to furnish guests with food and drink as they require.
14. West Gallery and Staircase (First)
The first floor galleries afford the best view outside the Baronial Box and are in
better conditions than the ground floor and third floor galleries. The west gallery is
popular with the academics of the city.
15. East Gallery and Staircase (First)
This is a mirror image of the first-floor west gallery, and tends to be favoured by the
merchants who can afford seating.
16. Cannon Room
This room contains the cannon for announcing the beginning of a play, along with
the charges required to fire it. It is a fairly new piece of ordnance, and is kept in a
safe, reliable condition by employees of Dieter von Bruning, who is petrified that it
will misfire and set the Theater alight, burning it to the ground. The cannon has
been adapted so that it cannot be used to fire harmful charges, a fact which is well
publicised by von Bruning to prevent it being stolen. Against the far wall there is a
spare flagpole and the flag - it is raised from here via a rope and a hole in the
ceiling through which the rain can come.
17. Study
This is Hans Blausinger's 'roost' - a place where he can escape the hurly burly of the
Theater to write in private. The room contains a desk, a small library of books
(mainly historical or literature) and a selection of play scripts. Much of Hans' writing
is done at his home, but he stores copies here so that he can work on them when
he feels his muse coming on. There is little of value here, except to a collector of
manuscripts. In the corner is a tiny shrine to Verena, to which Hans occasionally
prays.
18. Empty Room
This room in the tower is left deliberately empty - there is no furniture and the
players footsteps echo around the room as they walk across the boards. This room
is occasionally used for rehearsing when the actors need privacy, such as when
they are practising an emotional soliloquy or love scene. One corner of the room is
littered with a few stacks of old playbills.

19. Upper Gallery ('The Gods')


The second floor gallery runs continuously around the perimeter of the building,
broken only by the tower. The seating here is in slightly poor condition, as these are
the worst seats in the house, popular with the rowdy element.
20. Understage
Underneath the stage is a large room with a floor level 4 ft below the ground. There
are five large stone pillars that hold up the stage and tower. The trapdoor opens
onto the stage from here, and a ladder down from the backstage area allows entry
unseen by the audience. In the back corner there are some older pieces of large
scenery, which are mouldering slightly with the damp. Most notable is a old wooden
dragon's head, which could give an unsuspecting visitor quite a fright.

Plays
Ten minutes before a performance begins in the Theater a trumpet is blown and the doors
open. Audience members who are sitting in the gallery must purchase thier tickets in
advance, but the groundlings will be charged as they enter the yard. Tickets for the
galleries are checked at the stairs up to the relevant seating. A flag is raised from the top
of the stage to show that a performance is on, this flag is bears the arms of Bergsburg, and
is visible from any raised area in the city. Finally, moments before the players take the
stage, the cannon above the balcony fires a harmless charge, and the play begins.
Many performances at the Tiegel have a number of common elements. The nature of the
stage means that complex scenery is not a practical option, and so the majority of plays
will feature a few items onstage, such as a chest, bench or tree. Occasionally, there will be
flats by the wings with a painted background, but this is rarely worth the bother, and is
distinctly underwhelming. The discovery area will usually be more elaborately dressed,
with larger props and furniture in place.
The lack of scenery is made up for by the evocative and creative use of lighting and
special effects, under the supervision of Elizabeth Siewieder. Flash powder, smoke bombs
and fireworks are all employed to mimic anything from a misty morning to a battlefield. In
addition to this, Elizabeth makes use of small-scale illusions that enhance the effects of
more mundane stagecraft. These illusions are always subtle, however, as an ostentatious
display of magic could unsettle the more superstitious and censorious elements in the
crowd.
Also of a very high standard are the costumes, as created by Elsa Taschentuch. She is an
expert at designing and making elaborate and expensive-looking costumes for seemingly
no budget. Many occasions have arisen where she has had nothing better to work with
than a few rags, and has created outfits for which rich ladies would pay hundreds of gold
crowns.
The behaviour of the crowd during a performance will vary. A ribald comedy will be
'enhanced' with a great deal of heckling, whereas a worthy religious performance will be
watched in pious silence, broken only occasionally by the odd yawn. During a first night,
when some of the cities worthies are in attendance the atmosphere will be expectant and
exciting, and the audience are likely to hang on every word that the actors speak. A first
night performance will be accompanied by the audience gasping and crying in amazement
and sorrow, and this greatly enhances the whole experience.
Most plays have at least one interval. This is a 10 minute break during which the actors
leave the stage and food sellers are permitted to enter the Theater and hawk their wares.

This is an opportunity for crowd members to argue about the play or meet other
theatregoers. Long plays will have two or more intervals.
After the performance the actors will return to the stage and bow to the applause of the
crowd. A first night or a particularly good performance will receive numerous 'curtain calls'
and gifts of flowers for the actors. A poor performance or difficult audience may result in
less welcome presents. Disastrous shows are very rare and those that do occur are usually
put on by visiting troupes. The Baron's Men are too well-liked to receive a pelting with
rotten fruit.
After the show the crowd will disperse, usually in an orderly manner, aided by the
presence of numerous members of the Watch. The actors will then usually proceed to
the Dancing Landlord where they can drink themselves under the table. Admirers and
grateful audience members are expected to provide the lubrication.
This is neither the time nor the place to go into the vast canon of dramatic literature in the
Old World. In the present days, the plays of Tarradasch and Sierck are the most popular as
a direct consequence of their irrefutable genius. Hans is aware of the value of their work,
although he feels that Sierck is overrated and arrogant having met him in Nuln during his
touring days.
The actual play on the bill will vary according to the whims of Dieter von Bruning and the
company, and the GM is encouraged to select what is on when the PCs arrive in Bergsburg
either from this list, or from the plays listed in the novel, Drachenfels. A clever GM can
always give his players clues, plot pointers or a history lesson by describing a carefully
selected play in detail. The following list details 28 plays that could be seen at the Tiegel
(or any other theatre for that matter):

The Trickster's Tales


This is a comic play, penned several hundred years ago by an anonymous author
writing as 'Herr Frech'. He or she is believed to have been a jester in one of the
Empires courts. It dramatises various tales of the adventures of Ranald, who is renamed Reynard in the text to avoid censorship in places where worship of the
Trickster is proscribed. Reynard travels the lands of the Old World tricking the
pompous and foolish in various amusing ways. When 'The Trickster's Tale' is
performed in Bergsburg, Hans will cut the scene where Reynard tricks a Shallyan
Priestess into giving him a healing potion. This scene, which is a reference to how
Ranald became immortal, could not be performed in Bergsburg without causing
great offence.
Anyone standing in the yard when 'The Trickster's Tales' stands a 20% chance of
having their pockets picked. This is only fair.

The Flight of the Dove


A religious morality play, 'The Flight of the Dove' is dedicated to Shallya, and is
often performed during her festivals. It tells the tale of a group of Shallyan devouts
who are fleeing persecution in a war-torn land. The dramatic denouement arrives
when the Head Priestess Ursula saves the life of her tormentors and turns them to
the good. Unsubtle though this may be, the play is very powerful, and Kirsten's
Ursula is reckoned to be her strongest performance.

This play will be attended by many pilgrims, and there is a good chance of at least
one of the high ranking Shallyan Priests being in attendance, sitting in the Baronial
Box.

The Philosopher's Stone


A play written by Malkus Pflaubert in his spare time, 'The Philosopher's Stone' is an
impenetrable affair consisting mainly of bizarre allegory and concealed reference to
the practices of alchemy. The main protagonist is 'The Man of All Men' seemingly an
important figure in alchemical texts. The plot is complex and involves his quest to
become all-knowing through a sequence of transformations and revelations.
The play has been performed by the Baron's Men, as a favour to Pflaubert for his
services, and because he funded the endeavour. None of the actors have the
faintest idea what the play is actually about, but Malkus seemed to be very
enthusiastic and they didn't want to hurt his feelings. The audience will be similarly
baffled, unless they are Alchemists of at least Level 2, when a successful Int test will
reveal the themes and relevance of the play.

The Educated Gnome of Averheim


This play is by turns tragic and comic. It centres on the exploits of a crippled Gnome
called Turmvegus, who wants more than anything to be human. Set in Averheim,
the play focuses on Turmvegus' plot to become the lover of Countess Ilsa (a thinly
veiled Countess Emmanuelle of Nuln in modern productions) and acquire gold
through dishonest means. His pathetic and clumsy attempts to court the Countess
are a favourite with the coarser audiences. However, this play is nothing short of
racist, and there will be no Dwarfs or Gnomes in attendance. The play is performed
much more frequently than Dieter or Hans would like, but it is always commissioned
by a wealthy merchant who loves it so much that he will pay very handsomely to
see it again. Hans wants to drop the play, while Dieter advises that they continue to
put it on to 'subsidise their more artistic endeavours'.
The Estalian Tragedy
A romantic tragedy from the pen of Peter of Nuln, this play tells the tale of the
troubled and despotic Prince Asperro. Beseiged by well-meaning advisors he is
driven to madness by his paranoia and kills his mother, thinking her to be
conspiring against him in the interests of his younger brother. The consequences
are grave as Asperro fails to expose a plot and realises his error. He cannot live with
his grief and the play ends with him taking his own life in the Temple of Myrmidia. A
particularly gloomy play, it is one of the few opportunities for the full acting genius
of Stefan Glaublich to be witnessed, as his Asperro is close to perfect.
The Eloquent Plenipotentiary
A comedy of manners, this elegant play was written recently by a young playwright
from Altdorf called Oskar Zahm. The humour is largely dialogue-based, with the
characters hurling witty epithets at each other in supposedly polite society. The
story is based around an Imperial Plenipotentiary, who has been despatched to a
remote and rural part of the Empire to conduct Imperial business with a crude and
ignorant local Baron. The son of the Baron is in love with the Plenipotentiary's
daughter. This play is intelligent and genuinely amusing, but it is slightly wasted on
the less refined audiences of Bergsburg, who still prefer physical comedy to
expertly-crafted wordplay.
Sigmar and Kargan
There are many historical plays devoted to the life of Sigmar, and this one explores

the relationship between Sigmar and his Dwarven ally. Opening on the young
Sigmar in the forest, we witness his rescue of the younger Kargan and his
subsequently receiving the gift of Ghal-Maraz. The play documents Sigmar's rise to
prominence and the death of his father, while simulataneously portraying the
events in Kargan's court. The climax of the play is the Battle of Blackfire Pass with
the alliance between Sigmar and Kargan as the focus. This is a magnificent setpiece in which many extras are employed to play the goblin hordes. Elizabeth
Siewieder has excelled herself in previous productions at creating an impressive
battle scene, using smoke to conceal the fact that she has summoned an illusionary
army.
This is a well-known and popular play, and will frequently attract a full house. Unlike
many religious plays, the themes of friendship and valour override the dull
moralising. The audience will sometimes include Rudolf Geissmann, who approves
wholeheartedly of the production as it promotes the worship of Sigmar not through
fear, but through admiration of the deeds and leadership of the great man. The
city's Dwarf population are not normally keen theatre-goers, but they will make an
exception for this play. In fact, out of respect for the Dwarfs, Hans avoids using one
of the Baron's Men to play Kargan, instead casting a young Dwarf recommended by
the Engineer's Guild.

Gilles Le Breton - A History


As with Sigmar and Kargan, Gilles Le Breton is an account of the life and
achievements of the man who united Bretonnia and became the first King. It details
his life from his childhood in the small town of Gisoreux to the triumph over the
goblinoids to forge a new nation. Productions of this play in the Empire are not
usually particularly reverential. Gilles is frequently portrayed as a stereotypical
flashy cowardly Bretonnian who won over the goblins more by luck than tactical
prowess. The characters become caricatures of the pampered Bretonnian
aristocracy, and Imperial performances often make unsubtle jibes at their
decadence and hypocritical piety and false chivalry. The costumes are based around
the knightly attire which many Bretonnian lords still adopt, but combined for comic
effect with the powdered wigs and ostentatious garb of the urban aristocracy.
At the Tiegel Theater, however, the satirical content will be toned down, due to the
influence of Henri d'Albuisse. The Baron's Men will perform a version of Gilles Le
Breton that is more true to the historical accounts that survive. Consequently, it is
less popular than the satirical version.

A Tale of Mondstille
This is a romance which tells the tale of two sets of would-be lovers. The two men
conspire to impersonate each other to test whether they can persuade the other's
love to marry. This leads to confusion, and the two friends fall out with each other,
which ends in a duel. Meanwhile the women are attempting to deceive the men into
believing that they are not interested in the men, and both have fictional wealthy
lovers in Altdorf. The interfering families of all four parties further confuse matters.
Although slightly insipid, this play is very popular, and will be attended by numerous
romantic young girls. This in turn will attract large numbers of young men.

Outside Relations

The Baroness
Dieter von Bruning has a relationship with the Council through the Baroness, although his

role as Theater manager sometimes necessitates that he does business with the Town
Hall,City WatchandTemple of Shallya.
As the patron of the Baron's Men, the Baroness takes an active interest in their
performances and has met Hans Blausinger andElizabeth Siewiederon numerous
occasions.
Henri d'Albuisse
Henri is one of the owners of the Theater, although his reclusive lifestyle means that he is
rarely directly involved. Dieter von Bruning meets with him on a weekly basis to discuss
business.
Elizabeth Siewieder
Elizabeth works in the Theater and is extremely important in the production of new plays.
Malkus Pflaubert
The alchemist supplies fireworks and flashpowder to Elizabeth for use in the Theater, and
was also the author of the bizarre play,'The Philosopher's Stone'. He is a keen theatregoer, and will frequently be seen in attendance at many performances.
The Entertainer's Guild
The Entertainer's Guild of Bergsburg is not at all happy with the Theater and the way in
which it's business is conducted. The members of the Guild are mainly street entertainers
and get work from taverns and at festivals. While the Baron's Men are all members of the
Guild, they are in dispute with the Guild for not allowing the more downmarket performers
of Bergsburg use the Theater.
The Dancing Landlord
The Baron's Men are regulars at this inn, and can frequently be seen performing,
celebrating or arguing with each other until late into the night. Many of the patrons enjoy
watching Hans and Elizabeth when they have their all too frequent blazing rows.
The Watch
The Theater is on good terms with the Watch, mainly due to the fact that Dieter makes a
point of keeping them informed of goings-on. However, a number of senior Watchmen are
among the group of citizens who object strongly and vocally to the Theater.
Dwarven Engineer's Guild
There is only a tenuous link between the Engineer's Guild and the Theater, and this is the
provision of a dwarf to play Kargan in the historical play'Sigmar and Kargan'. Otherwise
the city's dwarven population have little to do with the Theater.
Temple of Sigmar
The Temple of Sigmar occasionally commissions a play of a religious (and some would say
turgid) nature. That said,Martin Muelleris intensely disapproving of secular drama, and
has made rather a lot of fuss since arriving in Bergsburg about the 'blasphemy and
immorality' on show at the Theater.

Dieter von Bruning


"But Hans, you must change the scene with Rosamund! What if the Town Hall hear about
it? Hans? Hans!!"
Theater Owner and Manager
Career: Artisan (ex-Student, ex-Tradesman)
Race: Human, Male

WS

BS

Ag

Int

WP

Fel

45

44

42

43

43

50

49

45

SB

TB

Mag

IP

FP

12

Skills: Academic Knowledge (Law), Common Knowledge (the Empire), Consume Alcohol,
Drive, Evaluate +10%, Gossip +10%, Haggle +10%, Perception, Read/Write, Secret
Language (Guild Tongue), Search, Speak Language (Classical), Speak Language (Reikspiel)
+10%, Trade (Artist), Trade (Carpenter)
Talents: Dealmaker, Etiquette, Savvy, Super Numerate
Armour: None
Armour Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Dagger
Trappings: Best Craftsmanship Clothes, Purse with 3d10 Crowns, Other at GM's discretion
Description: Dieter has the vaguest remnants of a noble appearance, which has been
worn away by years of worry. His face has a look of permanent nervousness, as if the next
moment could bring terrible news. His clothes are excellent and expensive, and would not
look out of place in Altdorf.
Personality: While capable of being incredibly charming (especially to the Baroness and
other potential patrons), Dieter tends towards paranoia and the neurotic. Years of dealing
with unreliable actors and running the Theater have put him into a mode of permanent
pessimistic concern. Dieter is very worried about rocking the boat, and Hans' cavalier
attitude only exacerbates this. Otherwise, Dieter is incredibly organised, capable of
running the Theater with minimum support from Henri D'Albuisse and Hans Blausinger. On
the other hand, he is something of a philistine, and can only pretend to recognise great
works of art from populist entertainment. He is also totally uncreative.
Background: Dieter von Bruning is a native of Bergsburg, born into a minor noble family.
After an unremarkable education, he launched himself into a career dealing in works of art.
Always fond of 'culture' he was keen to be associated with something that he was
incapable of producing himself. His eye for valuable art was cultivated carefully by
observing the tastes of others and slowly building up the appearance of knowledge and
understanding. This charade had a fortunate side-effect: because his taste was entirely
assembled from that of others, Dieter sold many paintings and became moderately rich.
When Henri D'Albuisse came to Bergsburg, he contacted Dieter with an eye to purchasing
some objets d'art for his townhouse. A chance remark from Henri regarding the Theater
lead to a joint investment in the building.
Under Dieter's management the Theater has grown in popularity, and he has become an
important figure in the cultural life of the city: something which he values dearly. He
particularly relishes his contact with the Baroness, finding her charming company something that has lead to him occasionally affecting an unpleasantly obsequious manner
in her company.
Dieter has been married for 15 years, and has one son, Mattieu, who is a great
disappointment to him. So far he has proved himself incapable of finding gainful
employment, and Dieter has foisted him onto the Baron's Men as their stage manager.
Suffice to say, this has been a disastrous arrangement.

Dieter is not particularly religious, but he makes a point of visiting the Temple of Shallya on
occasion, to maintain social status rather than through any pious instinct. He primarily
venerates Handrich, and makes donations to the upkeep of his shrine in the Merchant's
Guild.

The Baron's Men

The Theater's resident company consists of eight actors and three technical staff. Hans is
the spokesman and unofficial leader, although Elizabeth is viewed as his equal. The whole
company is close-knit, and few personal rivalries mar the camaraderie.
It should be noted, that with the exception of Hans, the Baron's Men are all actors, and
therefore little better than rogues in the eyes of most of the citizens of Bergsburg. The
popularity of the Theater ensures that they have a degree of celebrity across the social
classes, but essentially, they have no profession and no true guild. Relations with the
upper classes reflect this - whilst a celebrated actor such as Stefan Glaublich is a popular
guest a dinner parties, he is never truly viewed as a social equal.
As with most actors, the Baron's Men are highly superstitious, and can often be seen
performing strange rituals before a performance. These can be used purely to add color to
an encounter with the actors, or some of their odd beliefs could have a basis in fact...

Hans Blausinger

"No wait! Be quiet a moment. Look at that chin, Stefan! He *is* Artur, is he not? Can you
act, sir?"
Playwright
Career:Spy (ex-Student,ex-Courtier)
Race:Human, Male
WS

BS

Ag

Int

WP

Fel

46

41

43

46

55

52

53

57

SB

TB

Mag

IP

FP

14

Skills:Academic Knowledge (Astronomy), Academic Knowledge (History), Charm,


Command, Common Knowledge (the Empire) +10%, Concealment, Consume Alcohol,
Gossip +20%, Lip Reading, Perception +20%, Pick Lock, Read/Write +10%, Ride, Search,
Shadowing, Sleight of Hand, Speak Language (Arabian), Speak Language (Reikspiel) +10%
Talents:Acute Hearing, Etiquette, Flee!, Linguistics, Public Speaking, Schemer, Seasoned
Traveller, Sixth Sense, Suave
Armour:Leather Jerkin
Armour Points:Head 0, Arms 0, Body 1, Legs 0
Weapons:Dagger
Trappings:Good Craftsmanship Clothes, Purse with 1d10 Crowns, Other at GM's
discretion

Description:Hans is a tall, handsome man, with short ash-blonde hair and even, wellchiselled features. There is a small notch missing from his left ear. He has an animated air,
but without being over-demonstrative. He is usually dressed in the well-tailored city attire
of an academic, shunning the attention-grabbing look that many theatre people adopt. He
speaks with an educated accent.
Personality:Hans has a pleasant and undemonstrative demeanor much of the time,
although he has tendency to be slightly nervous. He tends to 'cast' the people he meets in
one of his plays. This placid temperament is broken only when he becomes involved in an
argument. Hans' arguments are legendary, especially when he clashes with Elizabeth eloquent insults are hurled back and forth while he gesticulates wildly and expansively.
Hans is prone to depression, which tends to make him surly and intractable, especially
when he is suffering from writer's block.
Background:The only child of an upwardly-mobile Altdorf wine merchant, Hans showed a
reasonable degree of intelligence at school and was sent to the University of Altdorf. Until
that point he had never really excelled at anything in particular, but once he had been
matriculated into the hallowed institution, he began to flourish, cultivating a lively interest
in the liberal arts, as well as attracting a number of female (and male) admirers.
From his first term, Hans became deeply involved in the theatrical endeavours of a group
of young students, who called themselves 'The Schwartzstein Caucus', after the road in
which they all lived and studied. Under the auspicions of Professor Wilhelm Empetter, they
made it their goal to create at least one work of real significance in poetry, fine art, drama,
music and so on. Unsurprisingly, for a group of such arrogance and naivete, they did not
succeed in the creation of any particularly remarkable works of art, but a number of the
group found greatness in other ways: Empetter was nurturing the members of the group
for recruitment as spies to the Imperial Government.
During Hans' third year at the University, he began to show real promise as an actorplaywright, and it was at this point that Empetter approached him to become a spy. Hans
was eager to hear more, and Empetter outlined what would be required of him as a
member of the Graukappen, and how he would operate. Han was to lead a prominent and
successful troupe of actors throughout the Empire, performing at the courts of Elector
Counts and for other powerful individuals. This intimate access to the ruling classes of the
Empire would allow him to use subterfuge to uncover any plots to challenge the Emperor's
authority by any rebellious Electors.
Hans was given leave to assemble a celebrated company, and had the prestige of no less
a patron than the Reiksmarshall. One of the players was Stefan Glaublich, who still acts
with Hans in the Tiegel, taking the lead roles for which his brilliant acting skills are perfect.
With help from Empetter, and whoever his superiors were, the Reiksmarshall's Men
travelled the Empire for 10 years, becoming popular visitors to the highest courts of the
land. During this time, along with his real responsibility, Hans crafted a number of plays,
amongst which were'The Sultan's Lament'(based on an ancient Arabic tale which he had
translated at university) and'That Which Can Be', his fanciful tale of a utopian kingdom.
Hans' last assignment was a visit to the court of the Graf in Middenheim. His orders were
sent to him in Altdorf and from there he traveled to Middenheim, with the instructions to
make contact with a 'Sigmarite of some importance'. The performance to the Graf and his
family went well, and Hans set out to make his liaison in good spirits. He was to meet his

contact in The Raven's Rest, a small inn located near Morrspark. As he approached the
door, he heard a voice whispering his pseudonym "Koll Kibbern"from the inn's yard.
Peering into the darkness he noticed two figures, one standing in the shadows by the wall
and the other leaning against a barrel. He immediately sensed that something was wrong,
but stepped cautiously into the yard. He whispered,"Who will help the poor herdsman's
brother?"and the figure by the wall responded with"There are no leaves on the
ground."Relieved that the correct phrase had been passed, Hans mentioned his contact's
name. But as his eyes adjusted he noticed that the man leaning against the barrel was
slumped there, and a dark wet stain covered his face. Before he had time to react the man
by the wall was upon him. He tried to call out, but his assailant covered his mouth and
drew a knife. The blade caught the light of both moons before it was plunged towards his
face. Hans managed to twist away before the knife made contact, but he lost a small
portion of his ear.
The attacker was unbalanced as the blade scraped the ground, and Hans took the
opportunity to push the man off him. He leapt to his feet as the mysterious stranger
struggled to stand, and Hans drew his sword. He grabbed his opponent by the neck and
held the blade to his throat."Drop your knife!"he hissed. The attacker did so, and it
clattered onto the flags."Who are you?"demanded Hans. The other man remained silent.
Hans thought quickly - this man would not tell him anything, and he had neither the time
nor the inclination for torture. He needed to get back to the palace soon, and there was
little to be gained here. Meanwhile a prominent citizen lay dead in an innyard by the
cemetery, and the Watch would come along any minute.
Hans reached a decision. He knocked his assailant unconscious with the pommel of his
sword and left him with the corpse. Then he walked calmly into the inn, drank a stein of
ale, and left. He was back in the palace within half an hour, taking a circuitous route to
avoid being trailed by any possible compatriots of his mysterious attacker.
Overnight, Hans pondered his situation. The only people who knew of his meeting that
night were himself, his contact and his superiors. When Hans recognised the contact he
eliminated any leak from that source - the figure would have far too much to lose within
the city if his identity was revealed to anyone at all. Hans had taken no-one into his
confidence. The only remaining explanation was that one of his superiors had doublecrossed him - there must be corruption somewhere in the Emperor's spy service. Hans
began to fear for his life.
The next morning the city was buzzing with news of the murder. Hans managed to
ascertain that the murderer had been found unconscious at the scene of the crime, but
that when the Watch left him incarcerated he somehow managed to escape.
Several weeks later, while staying in Talabheim, Hans was contacted by Professor
Empetter. He informed Hans that several of his agents had been found dead, and that he
should keep out of his intelligence work for a while. Empetter would tell him no more other
than to move somewhere 'out of the way' and keep his head down. Hans has not seen
Empetter since, and this was to be his last contact with anyone in the Graukappen.
Hans moved to Bergsburg, and within a year had become involved with the Tiegel Theater.
Since then he has become less nervous of attack, as the danger appears to be over, but he
will still occasionally realise that his knowledge of corruption in the Graukappen puts him
in danger.

As the resident playwright and director of the Baron's Men, Hans has risen to prominence
in the city. Although he is not a great actor, he does occasionally still take to the stage in
one of the smaller roles. His relationship withElizabeth Siewiederis tempestuous, but
seems to be settling into a more steady pattern.
Hans is not a particularly religious man, but he follows Verena as a hangover from his
student days. Unusually for a follower of the goddess of justice, he also occasionally pays
his respects to Ranald, as the patron of illusion and trickery. He is not alone in this, as
many of the Baron's Men are followers of the Trickster, along with most actors.
At present, Hans is working on writing a play about the Theater's founding - a suitably
tragic affair centring on the life of Gustav von Tiegel. This is to be performed during the
200th anniversary of the Theater's founding. Unfortunately, he lacks many historical
details, and he needs to hire researchers to look into the history of the von Tiegel family
and the founding of the Theater. Particularly of interest to him is the rumour that there are
the remains of a abandoned shrine under the foundations, and he is keen to incorporate
this into the plot. He believes that it may be the remains of a site sacred to Liadrel, which
has imbued the Theater with a certain atmosphere. Any information to the contrary will
not please him, as it will ruin a good portion of the play that he has penned so far. As with
many fictional accounts of historical figures, in Hans' play von Tiegel is a tragic but heroic
genius, and not at all the sickly dreamer of reality.

Stefan Glaublich

But where is my motivation, Hans? Does Don Carranza feel trapped? Isolated? Why is he
saying these lines?"
Actor
Career: Minstrel (ex-Entertainer)
Race: Human, Male
WS

BS

Ag

Int

WP

Fel

40

23

32

31

45

41

35

59

SB

TB

Mag

IP

FP

11

Skills: Animal Care, Charm +10%, Common Knowledge (the Empire) +10%, Gossip +10%,
Perception, Performer (Actor), Performer (Comedian), Performer (Jester), Performer (Mime),
Performer (Singer), Read/Write, Ride, Speak Language (Breton), Speak Language
(Reikspiel) +10%
Talents: Etiquette, Mimic, Public Speaking
Armour: None
Armour Points: Head 0, Arms 0, Body 0, Legs 0
Weapons:
Trappings: Best Craftsmanship Clothes, Purse with 1d10 Crowns, other at GM's discretion
Description:Where Hans is a handsome man, Stefan is beautiful. His features are even
and well proportioned, and his green eyes sparkle with life. Whenever he enters a room, all
eyes naturally turn to him. There is a slightly rakish accent to his gait, and more than one

theatre-goer has remarked that he was born to play Ranald. He dresses in a set of
fashionable city clothing, which lack ornamentation or flamboyance.
Personality: Stefan is a perfect gentleman, well-spoken and courteous. His manners are
impeccable, and he will liven up any conversation with his seemingly bottomless pit of
anecdotes. Most people assume he is the third born son of some minor noble due to his
charm and charisma, something which he is at no pains to refute. Outside of conversation,
Stefan's real personality is a blank slate - he has spent so many years playing parts that he
has forgotten what character of his own ever existed. In social situations he can be the
centre of attention, but alone he despairs. Consequently he seeks out companionship
wherever possible to avoid the depression which inevitably descends when he is alone.
Background: Stefan was born into a family of impoverished sheep farmers in Averland.
He was one of six children made to work hard from an early age tending to the herd. But
young Stefan dreamed of life on the golden strasse of Nuln - he knew that he was capable
of great things, and so at the age of 13 he ran away to the city. Upon arrival he fell in with
a group of street urchins who survived by stealing and begging for change, eking out an
existence. Stefan still wanted to become a great man, and would hang around the concert
halls and theatres of that great city, watching the beautiful women and men coming and
going. Sometimes he would climb up onto the walls and watch the performances, learning
them by heart. He was enraptured by the stories of great kings and heroes, and he would
mimic the performances of great actors in the Reiks Platz for a few pennies.
Stefan's impersonations of the great dramatic roles were brilliant. Acting was obviously a
natural talent, and the citizens who saw him were inevitably impressed. One such passerby was a young scholar, who saw in Stefan an opportunity to train an undisciplined mind.
The scholar took Stefan in and taught him to read and write, hoping that one day he could
mold him into a model citizen, along the lines of a theory he held. Stefan however, had
other ideas, and once he had got what he wanted from the scholar he fled Nuln to join an
acting troupe.
Various acting roles followed, in which Stefan shone. Eventually, at the age of 20, he found
himself in Altdorf, an actor with the Scarlet Dagger troupe, who specialised in Tilean
melodrama. Here he was spotted by Professor Wilhelm Empetter, who recognised his
talent and recruited him into the Reiksmarshall's Men. The Reiksmarshall's Men were of
course, a front for Hans Blausinger's spying, and the two became firm friends during their
time together travelling the Empire. When Hans was forced to move somewhere 'out of the
way' in Bergsburg, Stefan went with him, and subsequently became involved in the
Theater.
Like Hans, Stefan has taken to the relatively easy life of Bergsburg, settling in as a local
celebrity. A follower of Ranald, he will occasionally pay his respects at Katrin Spiegel's
Shrine, but outwardly portrays no real interest in religion. His friendship with Hans is as
firm as ever, although recently Hans has noticed the depression that affects Stefan when
he is out of company. He has a good relationship with the other actors, enjoying the
camaraderie of working together closely. Stefan has had numerous casual relationships
with women, but they inevitably end with Stefan breaking them off, for reasons which
make no real sense. His looks ensure that there is a constant string of admirers, even
within the highest echelons of society.

Kirsten Schonheit

"Sorry. I... I'm not sure about that, you'll have to ask Hans. I'm not that important, really."
Actress
Career:Minstrel (ex-Entertainer)
Race:Human, Female
WS

BS

Ag

Int

WP

Fel

44

41

31

33

49

39

30

20*

SB

TB

Mag

IP

FP

11

Special Quality:Kirsten has an effectiveFelof 60 when onstage.


Skills:Charm Animal, Common Knowledge (the Empire), Gossip, Perception, Performer
(Actor), Performer (Singer), Speak Language (Reikspiel)
Talents:Acute Hearing, Mimic, Public Speaking
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:None
Trappings:Good Craftsmanship Clothes, Purse with 1d10/2 Crowns, Other at GM's
discretion
Description:The Theater's reputation amongst the citizens of Bergsburg is that it
frequented by beautiful people. This is true; Kirsten is incredibly attractive and the perfect
complement to Stefan Glaublich. Her hair is shiny and luxuriant, and her presence on
stage is magnetic. Off-stage she wears unassuming, even slightly dowdy dresses.
Personality:On stage, Kirsten is bedazzling and vivacious. But when she is out of a role,
she is chronically shy, avoiding direct conversation. She is self-effacing to a fault. The
other members of the Baron's Men have grown used to her character, and she has
managed to establish a halting friendship with off Adolphus and Agnes. She is intimidated
by strong characters, especially those who she does not know.
Background:Kirsten is a native of Bergsburg, born into a cooper's family. Always an
insular and nervous girl, she was pushed into performing in a children's pageant to Shallya
at the age of 10. Her parents hoped that it would bring her out of herself, and for the
duration of the performance she was a normal, outgoing girl. But once the pageant was
over, she retreated back into herself once again.
Despairing of her shyness, Kirsten's parents persuaded the Theater to take her on as an
actress, something which she she seemed perfectly happy to do. In truth Kirsten wanted to
be an extrovert, but was incapable of overcoming her natural tendencies. A successful
audition secured her a place in the Baron's Men. The Theater offered her an opportunity to
live as she truly wanted, even if it was only for the duration of a play. When Hans took over

the leadership of the Baron's Men, he was happy to keep Kirsten as his lead actress,
recognising her talents.
Kirsten is a follower of Shallya, eschewing the other actors' veneration of Ranald for the
religion of her family.

Adolphus Schmidt

The resident company's clown is Adolphus Schmidt, a 45-year-old native of Bergsburg. He


has a large nose and is very tall, around 6'5". His immensely expressive and rubbery face
make his comic gestures a favourite with regular theatregoers. When not on stage,
Adolphus is a personable and amusing person, with not a sign of the depressive character
of the stereotypical funny man. A great carouser, Adolphus can be encountered in many of
the city's taverns, although the Dancing Landlord is his favourite.

Fritz Maurer

At only 18 years old, Fritz is used mainly in the roles that are too young or unimportant for
Stefan. He is slightly jealous of the older man, and this tends to be apparent in his
occasional clumsy attempts to upstage Stefan. A plain-looking youth, Fritz is not entirely
happy with his position in the Baron's Men. He is sometimes the butt of Adolphus' jokes,
and has been rebuffed by Kirsten when he made amorous advances towards her. Fritz is
not a particularly good actor, but he takes himself very seriously.

Ernst Goffman

Ernst is the oldest member of the company. He joined the Baron's Men in 2475 at the age
of 25, and has remained with them to his current age of 62. Ernst is a good character
actor, expert at playing ancient sages and decrepit kings alike. He is thoroughly
dependable, and many of the younger actors turn to him for fatherly advice. Ernst main
motivations are to have an easy life and continue to enjoy acting. Although the two are
occasionally mutually exclusive, and he can't stay up all night as he did in his youth, Ernst
is a happy soul.

Marie Dursthal
Most decent women consider women who act to be little better than whores. This is, of
course, a gross exaggeration and stereotype motivated by jealousy. However, in the case
of Marie Dursthal, it would be quite correct. Marie is a moderately good actress who plays
the bawdier parts excellently. She has been called 'all bosom and thigh', which is a fairly
accurate description, with a string of male conquests to testify as to how well she deploys
her assets. She has a warm and friendly personality, and never knowingly harms any of
her partners. Marie is fairly attractive (in an 'obvious' way), and will definitely make a pass
at any male human, elf or possibly even dwarf PC.

Agnes Sigmarson
Where Ernst Goffman is the 'father figure' of the Baron's Men, Agnes is the surrogate
mother. Aged 56, she acts as a counsellor to all and sundry, with everyone from Kirsten
Schonheit to Dieter von Bruning approaching her for her particular brand of common sense
advice and sympathetic listening skills. Agnes has been a member of the Baron's Men
since the age of 18, and was once considered one of Bergsburg's great beauties. Although
time has left its mark, she is still a handsome woman, and trusted to take on major roles
by Hans, who considers her a considerable asset to the Theater.

Rowan Polberry

Rowan is the sole non-human member of the Baron's Men, an 86 year old halfling who
moved to the city from the Moot in his early 40s. Usually taking the roles which require a
lighter, comic touch, Rowan can also be seen playing goblins, gnomes and even dwarves.
The latter has caused some ill-feeling amongst those dwarves who have attended the
Theater, but Rowan is generally well-liked. Rown's personality appears to be that of the
stereotypical halfling, always craving good food and a relaxing smoke. In truth, Rowan is
less shallow than this, although his insecurity around humans has lead to him playing to
their expectations for acceptance.

Elizabeth Siewieder

"You should have seen the look on the audience's faces!! Absolutely *priceless* - couldn't
begin to work out what was going on. Ah! The joy of a show - it's bloody hard work, and we
complain *endlessly*, but we love it really! It's all worth it in the end!"
Set Designer and Special Effects.
Career: Grey Master Wizard (ex-Journeyman, Apprentice, Entertainer)
Race: Human

WS

BS

Ag

Int

WP

Fel

45

36

34

37

56

68

51

47

SB

TB

Mag

IP

FP

13

Skills: Academic Knowledge (Magic, Chemicals), Concealment, Channelling, Charm,


Common Knowledge (the Empire), Disguise, Evaluate, Gossip, Magical Sense, Perception,
Performer (Actor, Dancer), Read/Write, Search, Speak Arcane Language (Magick), Speak
Language (Reikspiel, Bretonnian, Classical), Trade (Apothecary)
Talents: Aethyric Attunement, Arcane Lore (Elemental Ulgu)Meditation, Mimic, Petty Magic
(Arcane), Public Speaking, Savvy, Sleight of Hand, Strong Minded, Fast Hands, Lesser
magic (Silence, Move, Skywalk)
Armour: None
Armour Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Dagger
Trappings: Grimoire, Pyrotechnics
Description: Elizabeth is a tall, attractive woman with prominent cheekbones. She
dresses in flamboyant and colourful clothes, which although originally expensive, have all
seen better days. Fastened around her shoulders is a short theatrical cape. Her hair is jet
black and cut into a very short practical bob, which is usually pushed back from her face
with a band. She carries a cane, topped with a small 2" diameter mirror - this is her version
of a wizard's staff. Elizabeth wears a strong and distinctive scent, which has a heavy, spicy
aroma - it is easy to tell when she has just left a room.

Personality: Elizabeth is highly intelligent woman, but not at all a stereotypical academic.
She is showy and theatrical, with a wild sense of humour and an overpowering
vivaciousness. Spending time with Elizabeth can be immensely entertaining and
completely exhausting: she is incredibly talkative and her conversation flits from subject to
subject with extreme gusto. All her moods are 'big' - she is never 'upset', always
'distraught', never 'happy' always 'ecstatic'. Slightly well spoken, she has a habit of being
extremely patronising to people who think they are clever. Slightly irritatingly, she will
occasionally assume an air of absent-mindedness, often to allow another conversationalist
to fall into an intellectual trap.
Despite her surface frivolity, Elizabeth is capable of extreme seriousness when organising
something, especially when working in the Theater. Her mood changes rapidly, and she
will become incredibly focussed. When discussing an issue of some import, she will lower
her voice to a conspiratorial whisper.
Background: Born in Nuln to an academic family, Elizabeth grew up in a rich educational
environment. Her father, the celebrated Erst Siewieder, was a scholar at the University,
specialising in the study of anatomy and physiology. As a student he was a great fan of the
dramatic arts, making regular visits to see the latest tragedies and comedies at the city's
esteemed theatre. He became infatuated with one of the actresses, Giselle Kopfental.
Ernst made a point of being in attendance at her every appearance on stage, admiring her
beauty from afar, unable to imagine how so beautiful and vivacious a woman could ever
look twice at someone like himself. After what seemed like an age, he plucked up the
courage to talk to her, and to his amazement she consented to accompany him to a
society ball. Inevitably, although Ernst was incredulous at the fact, she fell in love with
him, and the two were married.
Despite the considerable difference of temperaments, Ernst and Giselle became an
inseparable couple. While he grew in status within the University, Giselle continued in her
career as an actress. They had two children, Armand and Elizabeth. The two grew up to be
uncanny mirrors of their parents - Armand becoming a rather dour and studious man, who
followed his father into academia and Elizabeth flourishing in the performing arts.
Elizabeth received an enlightened education from her unusual home conditions, and
consequently developed a fierce and passionate thirst for knowledge, combined with a
desire to perform. The two children spent much of their time at odds with each other, but
most of their time was spent together in play and study - and a strong bond developed
between them.
When she was 17, Elizabeth's craving for performance lead to her joining an acting troupe,
the Schablone Players. With the encouragement of her parents she took to the stage,
beginning with the more minor roles, and culminating in the part of Clara in 'Magritta of
Nuln', a challenging role for which she won some critical acclaim. The play was such a
success that the writer, one Sigmund Ackbernn, decided to take the Schablone Players on
a tour of the towns and cities of the Empire, with Elizabeth as his 'indispensable Clara'.
Elizabeth was heading out into the world.
The Schablone Players toured the Empire for 3 years performing 'Magritta of Nuln' and
many other plays. Elizabeth became an important and valued member of the company,
often taking the roles that required good comic timing and a degree of restrained emotion.
During her time on the road, Elizabeth began to take an interest in the use of magic in
performance, particularly Illusionist magic. It is not uncommon for Illusionists to have an
association with the dramatic arts, and when the troupe reached Averheim, Elizabeth

found an appropriate master to begin her apprenticeship. Taking a temporary hiatus from
performance, she studied hard at learning the basic theory and rudimentary practice of
magic. Her prodigious intelligence was of considerable benefit, and it wasn't long before
she completed her apprenticeship and progressed to becoming a fully-fledged wizard
capable of gaining new magical knowledge under her own guidance.
Elizabeth caught up with the Schablone Players in Middenheim, where she immediately
began to put the few petty spells she knew into use during performance. Whilst this was
the beginnings of what she had wanted, she inevitably became a little frustrated with the
limitations afforded by her magical knowledge. There can only be so much dramatic
impact from a marsh light appearing on the stage.
The tour continued and Elizabeth acted and conjured through the larger towns and cities of
the Empire. As the company travelled, she studied magic under many different tutors using the expertise of whoever was available to pick up spells that could be deployed in
the theatre. It is not unusual for Illusionists to learn in this way, and many of her teachers
were willing to provide her with training in exchange for some help with their research or
some gold. As her magical experience increased, so she began to take less of an active
role in the theatre, preferring to be cast in smaller parts and using magic to augment the
other actors performance.
The travels of the troupe were not without incident, and Elizabeth still loves to tell tales of
their adventures on the road. But not all the events were amusing diversions. When the
troupe were on the road to Kemperbad, travelling through the forested roads, they became
involved in a brawl at a roadside inn. Their opponents were local farmers who took offence
at the actor's ostentatious behaviour and threatened Sigmund Ackbernn. In the ensuing
fracas the actors made short work of the farmers, helped in part by Elizabeth's subtle use
of an Aura of Resistance. However, while the fight was taking place, one of the farmers, a
cackling half-wit, grabbed one of the cast, and dragged him away into the forest. He had
taken Karl, a 16 year old boy who was much beloved by the rest of the actors, not least for
the fact that he was Sigmund's son.
When the actors realised that Karl had disappeared, three of them set off in pursuit of the
farmer who had taken him: Elizabeth, Otto and Dieter. Sigmund had to be restrained from
accompanying them, distraught and insensible as he was. Karl had evidently been
struggling, as the undergrowth was badly trampled and the search party had little difficulty
following the trail. Crashing through the forest with only lanterns to light their way, they
concerned themselves only with the chase, and this was to be their downfall. Dieter fell
headlong into a hunter's pit, which the farmer had passed deliberately, and broke his leg.
It was decided that Otto would stay with Dieter, rather than leave him alone in the forest
at night, and Elizabeth would go on. Setting out once more, she began to grow distinctly
uneasy - the forest was eerie in the moonlight, and her sixth sense was telling her that
something was amiss. The trail was leading steadily uphill now, and the trees were
thinning as she ascended the slope. There were peculiar sounds coming from the path
ahead of her - something that had the timbre of a reed pipe, but with a darker, more
sinister quality. She hurried on.
Elizabeth emerged from the forest into a clearing atop a small hillock, and cautiously
peered at the summit. Her sense of foreboding and dread had almost prepared her for the
terrible, but even then she was not prepared for the sight that greeted her. The hill was
surmounted by a single monolith of some volcanic black stone carved with ancient druidic
signs, which had been partially obliterated by daubings in some other script, which hurt

her eyes when she tried to fix her eyes on the individual sigils. On the ground in front of
the stone, Karl was stripped to his breeches and tied to stakes, which had been plunged
into the bare earth. The moonlight gave the scene the quality of a dream, and Elizabeth
hesitated for a moment, unsure as to whether she was really witnessing the sight in front
of her. Around Karl's' prostrate form danced two figures, one of which she identified as the
half-wit farmer, cavorting clumsily in some parody of the dances performed to welcome in
the spring. The other figure made her gasp in shock. It was some sort of humanoid, with
the legs and hooves of a goat as it's lower portions. It's upper half was that of a man, but
with rotting flesh peeling away from the exposed bones of it's chest. Its arms were
withered and stick-thin, and it's long fingers held a curious pipe to its mouth. The face was
the most shocking of all - the eyes were absent, with only smooth featureless skin in their
place and the nose was little more than a festering hole. A pair of stunted horns pushed
through the curly hair that grew upon the head, and down its back. Tiny vestigial wings
flapped rottenly from the creature's back as it pranced and played on the pipes. The two
were acting out some hideous rite, which seemed to have echoes of the druidic practices
which Elizabeth had witnessed in some of the more remote hamlets which she had passed
through. But this was a twisted bastard version that seemed somehow to celebrate death
and decay rather than life and nature.
Elizabeth was shaken, but rather than flee she summoned all her resolve and was forced
into taking action. She fumbled within her bag for a mask and whispered the incantations
to take on the appearance of an enraged orc. The loathsome pair both turned towards her
in shock as she broke from the trees, howling and waving her sword. The demon-thing
dropped its hands from its face, and abruptly the music stopped. The farmer howled in
anguish and cowered by the monolith, assuming a fetal position and screaming wildly.
Elizabeth began to feel a sense of dread as the demon-thing just stood there looking at
her, seemingly not fearing for it's own well-being. When she was within 2 yards of it, she
looked into those featureless pits where the eyes should be, and felt something looking
into her very being. Her thoughts and memories were being rifled through and read. She
flagged, and her illusion faded. The demon-thing abruptly vanished. There was no sound or
inrush of air: one moment it was there, and the next it was gone.
Elizabeth recovered her wits and walked shakily over to Karl. He had passed out long
before, and she was relieved that he had missed the events that had occurred about him.
She cut his bonds and walked over to the farmer, waving her sword before her unsurely. He
had ceased screaming, and was hissing a meaningless jumble of syllables in some
unknown tongue. Elizabeth ordered him to turn around. Only then did she see what he had
done: he had pulled his eyes from their sockets, and sat grinning at her idiotically. His eyes
lay on the ground before the monolith - Elizabeth was repulsed. Taking Karl over her
shoulder she left the scene of the ritual and walked back to the inn exhausted.
Upon arrival at the inn, she was greeted warmly by the troupe particularly by Sigmund,
Otto and Dieter. The farmers were sat in the corner nursing bruises, but conversing happily
and drunkenly with the actors. All were concerned to know what had happened, but
Elizabeth only told of catching the imbecilic farmer and leaving him in the forest. The
innkeeper and the farmers admitted to having never seen the farmer before tonight and
had felt uneasy at his presence since he arrived earlier that night.
The Schablone Players moved on, and the events of the night became another story of
their travels, with Elizabeth as the hero - a role that she was uncomfortable with. Two
months later she began to be plagued by nightmares of the demon-thing - she would
always dream of a time or place form her childhood, when she was secure and happy. It

was into these scenes that the demon-thing would stalk, dancing around her family and
friends. In the dreams Elizabeth could not warn them of his presence, and she would
always awake terrified and sweating with a slight fever.
One night she dreamed that she was playing with her brother Armand again. She was 8
again and he was 12 - they were walking through the garden of the family home and
playing some guessing game. Suddenly, the demon-thing appeared, and danced alongside
her brother. Once again her warnings were in vain, but this time she did not awake. The
demon-thing leaned across and pulled Armand away from her, brushing the hair on his
head as it did so. Armand began to sicken as the demon-thing dragged him into the
bushes. Elizabeth awoke and sobbed until morning.
The next day, Elizabeth was preoccupied with the health of her brother. Bidding her
farewells, she departed for Nuln, promising to return to the Players as soon as she had
visited her family. As she approached the great city, she felt a recurrence of the dread that
had preceded the events on the hill in the forest. She knew what she would find, and she
was not surprised when she entered the rooms of her brother to find her mother and father
crying over his corpse. He had died of a brain tumour only hours before her arrival.
Elizabeth spent the next eight months in Nuln with her parents, during which time she told
them of her travels and adventures (omitting once again the incident in the forest). The
nightmares had ended, and the three remaining members of the family gradually returned
to their old selves through the slow period of mourning. Elizabeth once again became
outgoing and was eager to get back to her life in the theatre. She set out once again to
find the Schablone Players, who according to the last letter she had received from them,
were heading east to Bergsburg.
Upon arrival in Bergsburg, she instantly fell in love with the city. The healthy air appealed
to her, as did the Tiegel Theater in which the Schablone Players were performing. She fell
in love with Hans Blausinger, who was the Theatre's playwright in residence, and the two
have 'enjoyed' a tempestuous on-off relationship ever since. The Schablone Players stayed
in Bergsburg for longer than they had in any of the other cities on their travels, but after 4
months Sigmund decided that it was time for them to return to Nuln. Elizabeth had
become settled at the Tiegel, and the whole troupe knew that she did not wish to return
with them to the city of her birth. Tearfully they departed and Elizabeth settled in the city,
working at the Tiegel and joining the Wizard's Guild to provide some magical services to
the people of the town.
Since settling in Bergsburg, Elizabeth has become well established, making friends easily
and becoming a popular member of the academic class. Her position at the theatre has
been very successful, with her production of 'The Thief of Quenelles' being loved by critics
and the public alike. She has taken an unofficial role in raising funds for the theatre by
courting potential patrons of the arts. Her ability to make short, small-scale illusion-based
entertainment usually impresses reluctant benefactors sufficiently to swell the Theatre
coffers a little.
Elizabeth does not have an apprentice, as she considers herself too young to be teaching
anyone anything. However, should she take one, she intends to train someone connected
with the theatre, possibly an actor, or maybe one of the stagehands. Any PC who would
like to train under her will need to do a lot of spear-carrying before she takes any notice.
As mentioned above, Elizabeth has a stormy relationship with the playwright Hans
Blausinger. The two of them are forever at each other's throats, but seem to be destined to

stay together indefinitely. She can often be seen storming out of his house cursing 'that
impossible scribbler' and the two of them argue loudly in inns throughout the finer parts of
the city.
Elizabeth has not had any nightmares for years, but she is still haunted by the image of
the demon on the hill. Only those she trusts implicitly know about the events of that night.
Part of her wants to find out what it was and how to finish what began all those years ago.
The other part of her thinks that she should leave it behind. Katrin and Hans are certain to
know about her brother and the demon, but are at a loss to help her. Few people would
believe that a woman so seemingly untroubled could harbor such a psychological scar, and
she sees no reason to let them know.

Ouside Relations

Wizard's Guild
Elizabeth is a fully paid-up member of the Guild. Although she has never got on
particularly well with the older element, who see her as brash and showy, they will usually
consult her on issues which involve Illusionist magic. She is getting irritated at the Guild's
constant attempts to foist an apprentice onto her.
Tiegel Theater
Elizabeth spends much of her time at the Theater and will be here at most times of the day
and during any performance. It should be noted that the use of Illusionsit magic in the
Theater is not blatant. Indeed, it is part of the art of an illusionist to maintain the
audience's ignorance as to whether what they saw was clever staging or magic. This is
also important when considering the superstition and fear which surround magic use
throughout much of the Old World. Elizabeth makes much use of fireworks and clever
lighting in performance, and the illusions she employs will act as a complement. Audiences
will never be sure that anything was an illusion - so a 'ghost' may have been clever staging
or an illusion. The ingenious use of costume will only confuse matters further. Wizards and
the more cosmopolitan theatre goer will have strong suspicions of magic use, but almost
no-one will be certain. Elizabeth's connection to a performance will make it fairly obvious
that magic is being used, but no-one will know what her billing as 'Visual Director' actually
involves.
The Dancing Landlord
Like many of the actors and staff of the Theater, Elizabeth is regular guest at the Dancing
Landlord, where she is a popular and frequent visitor. After a successful first night, she will
be found here, rather more 'talkative' and 'excitable' than usual.
Malkus Pflaubert
Malkus Pflaubert is an alchemist who funds his more esoteric studies with the manufacture
of explosives and fireworks. Among his customers is Elizabeth, who obtains flash powder
and fireworks for the Theater from him.
Shrine of Ranald
Elizabeth has forged a very strong friendship with Katrin Speigel through her attendance at
the Shrine. The two of them can often be seen together, creasing up with laughter as they
gossip and plot. Between them they have come up with a an alter ego for Katrin, who
disguises herself as Bernhardt von Wilden, a raconteur who attends all society events. This
character is both an amusing diversion and a political tool, although Katrin is more
concerned with the latter than Elizabeth. For more details see the entry on Ranald's Shrine.

Elizabeth worships Ranald in his aspect as Deceiver, which is the obvious choice for
Illusionists, but is also popular amongst actors.

Elsa Taschentuch, Wardrobe mistress

Elsa is a genius at 'making do', conjuring costumes from seemingly no resources. She is a
high-born woman of 25, the second daughter of a minor Hochland noble family who ran
away from the tedium of her life in the manor house. She joined the Theater as a
consequence of her naturally exuberant extroverted character and to exploit her talent at
dressmaking. Elsa is a personable woman, if slightly distracted and focused on her work. A
good friend of Elizabeth Siewieder, the two of them share a slightly patronizing upper class
demeanor, although it is never an obnoxious trait.

Mattieu von Bruning, Stage Manager


Mattieu is a hopeless stage manager, and it is due to the organization and professionalism
of the Baron's Men that this does not impact too dramatically on the smooth running of
any given play. Mattieu is aware of the fact that he is only working at the Theater as a
consequence of his father's influence, and wishes that he could do something better. He
tries his best to get on with the Baron's Men, although as yet he has not been truly
accepted as one of them. Mattieu is a sallow youth, whose true vocation lies in loafing
around the taverns of Bergsburg with his friends.

Temple of Verena
"The Temple of the Goddess of Wisdom stood off the Kirchenplatz, a great stone hall of
many pillars. The priests there were the moste learned of people and many times did they
bestow on me advice and knowledge of the most useful nature."
- Yuri of Praag, Chronicla VII

Temple Description
The Temple is built like others in the Empire and is a simple design compared to the
cathedrals constructed in honour of the goddess in the larger cities. From the outside it is
relatively plain despite the characteristic colonnaded facade. The entrance to the temple is
located between two tall stone pillars; the doorway itself is large and wide.
Upon entering the temple one finds oneself in a wide lobby area. Ahead pillars line a
central nave towards the centre of worship. There are two tombs on either side of those
entering the lobby. That on the right is believed to be that of Gerd the Elder. Most people
arriving at the temple to worship or to research, traditionally touch the head of the
sculpture of Gerd atop his tomb in the hope of gaining wisdom. On the left side of the
lobby is the tomb of St Torin who led citizens of Bergsburg to the siege of Kislev with the
words, "Chaos is without reason! We are people of reason and today every person in this
town, for fear of fall amid a tide of corruption, must stand and fight this most unreasoned
of foes!" These words are written in classical on the side of the tomb, and those who come
to pray for justice usually offer a prayer to St Torin here upon entering the temple.
(Whether these actions have any result is left to the GM's discretion.)
The stone pillars that line the central nave are decorated towards their highest points with
sculptures of the high priests of the Temple over the years, those who are responsible for
the written records and the growth of learning in the city. To the left of the nave are areas
separated from the public by carved wooden partitions. These form the priests' quarters,
(one for the high priest, one for the chief mediator and a dormitory for initiates, librarian

and temple guards) and a meeting room. One wall of the meeting room is dominated by an
elaborate wooden carving of the Empire. To the right of the central nave is the library. This
is separated from the public areas by large brass grills, constructed for and donated to the
temple by theDwarven Engineers' Guildcenturies ago. The reasons are obscure. Through
these grills, the library can be seen, but it can only be reached via a tiny door in a wooden
partition close to the entrance of the Temple. Inside the Library section steps lead down
into the crypt below where the more precious books are held.
The nave runs up to the end of the hall, where it widens out to cover the entire width of
the building. Here a fifteen-foot statue of Verena stands on a dais carved out of white
stone. The goddess is sitting with a sword across her lap. In her right hand she holds a pair
of scales, in her left sits an open book. Behind the statue is a large, circular, stained glass
window. The window shows images of the cult along with images of her servants reading
over books or teaching. The central panes are clear and catch the setting sun, directing it
onto the statue while also blinding the congregation. This is something that priests have
said represents the blinding truth of the goddess; others believe that the window is flawed.
There is an ornately carved wooden pulpit in front of the statue to the left from where
priests give their sermon. The base of the pulpit is fashioned around a large, flat-topped
rock. This is supposed to be the very stone upon which Gerd the Elder once stood. It is the
closest thing the cult have to a relic and priests and others believe those speaking above it
benefit from the Elder's wisdom.
Of late a pair of small white owls has been seen nesting in the temple's eaves. Although
having more sense to regard this as a sign, the clergy believe this to be an omen of good
times to come for the temple.

Services at the Temple

Everday there are three services in the temple; Laudes at sunrise, the
larger Communion (also called Balancing the Books) at noon, and Vesper just before
sunset. The morning prayer is only for the clergy, while Communion and Vesper are open
to the public. On Festag the academic circles of Verenenstadt and beyond attend the High
Communion in large numbers, while the more dedicated amongst them also come by
for Vesper on work days.
The Temple is easily the centre of learning in Bergsburg, at least when you include the
associated Verenan Monastery. The temple itself strives to give basic education to
Bergsburg's youth. Twice a week, mornings at the temple are given up to teaching on
various elementary subjects; this is mainly the responsibility of initiates, but occasionally a
priest may hold a session. The latter are normally unplanned and often quite exciting to
the attending children (their favourites being the colourful history lessons of Father
Thaddeus). The orphanages of Shallya often bring children, and the gifted are sometimes
recognised and promoted to the Academy at the Monastery. However, Abbot Udo has to
reject promising pupils more often than he likes, due to a lack of funds.

The Library and Literary Works of Note


The public of Bergsburg has access to the Temple Library every day except Festag and the
library is open from midday to dusk or thereabouts. Normally the librarian will only expect
local regulars or those with appointments made a few days in advance. Otherwise, PCs will
have to work to get any access. Each Wellentag the Libraries are open to the public all day
from dawn till dusk. On Wellentag of Nachexen the Temple retrieves the Annals of

Verenafrom its archives and all day passages are read in Reikspiel to the congregation.
Priests may also occasionally read from the Annals during sermons.
Max the Librarian is dumb and therefore communication with him is difficult. However,
unless busy he will attempt to aid those seriously seeking knowledge as best he can. He
despairs with those without appointments, it makes things difficult for him and he prefers
to be prepared to speak to people, especially those who may be unaware of his disability.
The Temple of Verena in Bergsburg contains a number of more important and famous texts
on its shelves. These can be viewed upon gaining permission from the Librarian, (what can
be a tiresome process). Those texts unique to the Temple Library or the city are noted
below.

Historia de Bergsburg
This text, written by a Sigmarite cleric, is a personal account of the history of the
city with an emphasis on religious events. Numerous copies exist, including one at
the Temple of Sigmar and some in private hands, but many of these have differing
appendices. These are the subject of controversy as some are thought to have a
previously unheard of account regarding the Martyrdom of St. Franz. All known
accounts are in Classical, although rumours claim that Reikspiel translations exist.

The Chronicles of Yuri of Praag


Yurri was a Kislevite merchant who fled his homeland to the Empire during the early
stages of the last Incursions of Chaos. He eventually settled in Bergsburg where he
wrote his Chronicles; a detailed compilation of his travels in the Northern Empire
and his time spent in various cities, including Bergsburg. One chapter is missing
however and if Verenan analysis of Yurri's chronology is correct then it deals with
the year 2303 I.C., the time when the council inexplicably left the city. In addition, a
translation has never been completed, despite attempts, and the existing chronicles
are written in Slavic script.

Annales Verena
As in other cities the Annales Verena provide a concise chronological account of
historical events, recorded by generations of clerics. In Bergsburg they were started
during the early beginnings of the city by Gerd the Elder, and they trace the history
of the city from its humble beginnings, although the early entries are very brief, to
the present day. The Annals are accurate to recent times and Brother Thomas of the
Monastery is currently working on the next volume. The many volumes of the
annals are kept in the temple library and are available to those who have an
appointment (although it is assumed the appointee has a good grasp of classical).
They are popular with scholars, since they are very objective (by Old World
standards) and seek to cover all viewpoints and opinions of events. Consequently,
events that may lack evidence or have only one source are sometimes ignored;
Verenan clerics are always wary not to record anything that might be far from the
truth. All the annals are written in their illustrated version in classical. However,
there is a clipped version in Reikspiel)

Gazetteer of the Empire


A shortened version of the last imperial census. Gives the names of all the villages,
towns and cities as well as a brief description of their trade and military details, (i.e.
those Gazetteers that are available to the GM could be available to the PCs).
However, the last census was 50 years ago and some of the information is well out
of date. For instance one village mentioned as having a population of over 100 have
in fact ceased to exist due to an outbreak of plague. Written in Reikspiel

Heinzvald's Journal
The journal of a prospector journeying into the middle mountains, the one and only
copy of his journal presented to the Temple for safekeeping. Heinzvald died of fever
shortly after writing his last entry in which he describes finding a hidden cave
containing a rich seam of gold. The seam has not been rediscovered. And the
journal if read carefully gives clues as to its location. Written, sometimes badly, in
Reikspiel

Temple History
As noted in the Middenheim Annals, the cult of Verena in Bergsburg appeared shortly after
the miracle at the falls and the establishment of the Temple of Shallya there. A small
following emerged under the leadership of a man known as Gerd the Elder. Whether Gerd
was ever actually a priest of Verena is unknown and has been the subject of some debate.
It is known that he was the originator of the Annals Verena in Bergsburg and his writings
record the early history of the city.
With the establishment of the temple of Shallya and the growth of the city there emerged
an educated class and the need for a centre of Verenan worship. In 1549 IC the High Priest
in Middenheim delegated a priest to the city. Five years later it was decided that the city
required a permanent clerical presence and in 1579 the construction of the temple was
completed.
A few hundred years ago a teamster was killed in a night time brawl with some drunken
Dwarven prospectors. A death was so rare in Bergsburg due to the Shallyan influence that
it caused uproar. The perpetrators had long fled and could not be found so the next night
teamsters with torches arrived at the Dwarven Engineers' Guild. Although they did not
seem intent on violence, the situation grew worse as the Dwarves refused to meet the
crowd, which threatened to burn down the guild. Suddenly, Verenan priests and initiates
arrived and blocked the way of the townspeople. They refused to move and let it be known
they would burn with the Dwarves unless there was negotiation. They also persuaded the
Dwarves to speak to the crowd and eventually a settlement was reached where the guild
promised to pay condolences and death money to the victim's family. Although they did
not publicly acknowledge it the Dwarves were very grateful to the cult and an odd
relationship has arisen, the guild has made some rather anonymous donations, (including
the brass ornaments in the temple and fortnightly arrival of a chief Engineer to lecture on
science). Some copies of basic Dwarvish texts have been donated to the temple, (a very
rare venture) making its public collection of engineering works one of the best in the
Empire.
Forty years ago, a Monastery of the Verenan Order of True Light was founded in the
neighbouring buildings. For more than thirty years it has run the Bergsburg Academy,
which offers education to adolescents of great talent or wealthy families.

The Temple Today


The Temple of Verena and the associated monastery and academy are the nucleus of
intellectual life in Bergsburg. The Academy and the Temple of Shallya, (also important in
the field of medicine) have contributed to make Bergsburg an recognised centre of
learning, especially in relation to similar sized urban settlements.
However the temple is terminally short of funds and is ever grateful for donations to help
support it's learning facilities.The Temple has always had a small group of clergy and those

who arrive in Bergsburg recognise that they are expected to work hard and be committed
to their cause. For the past thirty years, the temple clergy and the
associated monastery have been led by the competent high priest, Gebhart Thaddeus.

Relations to other cults in Bergsburg

Shallya: The primacy of Shallya in the city has influenced the cult of Verena. The
calming atmosphere that the Shallyans have created means that the Verenans
traditional role as mediators has been made largely redundant. One ironic
implication is that the Bergsburg Verenans have on one hand a greater liberty of
speech than elsewhere in The Empire, and at the same big problems raising funds.
The cult hierarchy has therefore traditionally filled this role with members who it
wished to keep out of the way. Another result has been that the cult leans more
towards the aspect of learning, hence the establishment of the Academy.
Sigmar: As elsewhere in The Empire, there has been a fierce debate between
Verenans and Sigmarites over who should handle marriages. In addition, Capitular
Martin Mueller has not spared an opportunity to express utter disapproval of Anna's
theories on justice and the practice of law. The two elder cult leaders, Thaddeus
and Lector Rudolf Geissmann, are on friendly terms and have so far managed to
keep the tension from escalating.
Ulric: There is little contact between the Verenan and the Ulrican clergy in
Bergsburg. They have few theological controversies, and neither have enough
political influence to be troubling the other.

The Temple and PCs


The PCs may encounter the Temple in a variety of scenarios. Primarily they will find
themselves there in search of knowledge, the temple's services are mentioned above.
They may find use of the temple in it's role as a place of diplomacy and justice and the
clerics will be eager to help them or advise them on this sort of thing. A PC Cleric of Verena
will undoubtedly be asked to aid the Temple in any way possible. Fundraising, teaching or
contributing to learning or justice would all be tasks that could be fulfilled by visiting
Cleric.

Father Gebhart Thaddeus

"What vexes thee Hans? You know as well as any that I can keep a secret..."
High Priest of Verena in Bergsburg
Career:Annointed Priest, (ex-Priest, Initiate)
Race:Human
WS

BS

Ag

Int

WP

Fel

40

30

25

41

50

53

61

57

SB

TB

Mag

IP

FP

14

Skills: Academic Knowledge (History, Theology), Channelling, Common Knowledge (the


Empire), Charm, Gossip, Heal, Magic Sense, Perception, Read/Write, Ride, Secret Language
(Classical), Speak Arcane Language (Magick), Speak Language (Riekspiel, Tilean)

Talents: Aethyric Attunement, Divine Lore (Verena), Fast Hands, Lesser Magic (Silence,
Dispel), Lightning Reflexes, Master Orator, Petty Magic (Divine), Public Speaking, Seasoned
Traveller, Suave
Armour: None
Armour Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Knife, Quarter-Staff
Trappings: White Robes, Carved Wooden Staff
Appearance: Thaddeus' sixty five years have started to take their toll on the high priest.
He is stooped and has taken to using a gnarled staff to support himself. His beard is a long
wiry tail that has lost much of its hair and he always covers his bald head with the cowl of
his faded Verenan robes. Although Thaddeus' eyes cannot be seen under the shadow of his
cowl, they are a pitiless black, while his thin face is creased with wrinkles. The Cleric
speaks with a soft voice but clearly and sharp and which has a habit of commanding
silence of those before him. His appearance gives him a mysterious and even intimidating
air, but those brave enough to talk with the High Priest may benefit greatly from his
wisdom.
Gebhart Thaddeus has been the high priest of Verena in Bergsburg for thirty years. He
arrived from the Great Cathedral in Nuln under circumstances never discussed and by now
long forgotten. What is known is that he has been with the cult all his life. In his years as
high priest Thaddeus has seen his way through many disputes and constantly mediated
the tensions of opposing fractions within the city. He is seen as wise and fair with no
discernible bias and is trusted, especially by those in the higher echelons of Bergsberg
society. This has given to him the endearing title of Father, although it is not an official
ecclesiastical one. If he has any fault then it is that he knows perhaps too much. He is
frequently forced to admit, "yes my son, such information was disclosed to me but as you
must appreciate it was done so under the auspices of the goddess and in her confidence.
Of such things I cannot speak." His best ability is that he can assess character and motive
in individuals from an early stage. His second best ability is that he knows how to keep a
secret.
A recent incident has concerned the high priest. While giving a sermon to a group of
Shallyan orphans at the temple he collapsed and when he recovered aided solely by a
shallyan initiate he could remember nothing of what happened or what he was doing
beforehand. At the time he passed if off as a bought of tiredness brought on by hunger,
but he worries that if the word spread which as yet is has not then he could be deemed
unfit for his post. He realizes he is need of some confidential help.
Whether this has any connection to the text that lies underneath the temple he does not
know. Thaddeus hopes against hope that it does not. The forbidden text that lies in a lead
coffer deep in a sealed vault. The book that once corrupted the minds of intelligent men in
Nuln, driving several Verenan clergy insane. The book which Gebhart Thaddeus was
instructed to remove far away to Bergsburg thirty years ago...

Anna Wannenberg
"I plead you councillor, the recent changes are not nearly enough and the temple cannot
support your position until there is more extensive legal reform. In view of the latest

Imperial tax increases you will appreciate that we want to do everything to support you in
what could be a troublesome period..."
Chief Mediator
Career:Priest (ex-Initiate, Agitator)
Race:Human
WS

BS

Ag

Int

WP

Fel

40

43

42

31

44

47

55

53

SB

TB

Mag

IP

FP

15

Skills:Academic Knowledge (History, Law, Theology), Channelling, Common Knowledge


(the Empire), Charm, Concealment, Gossip, Heal, Magic Sense, Perception, Read/Write,
Ride, Secret Language (Classical), Speak Arcane Language (Magick), Speak Language
(Breton, Riekspiel, Kislevan)
Talents:Coolheaded, Flee! Lightning Reflexes, Master Orator, Petty Magic (Divine), Public
Speaking, Suave
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:None
Trappings:White Robes, Silver necklace with Owl symbol, Sandals
Appearance:Anna is slim and just over five feet in height. Although in her mid-thirties
she is classically attractive with shoulder length blonde hair and well-defined cheek and
jawbones. The Priestess has intense wide blue eyes that she uses to instantly attract
attention.
Anna was brought up in Talabhiem by a moderately wealthy mercantile family. Her parents
used their well-earned money to send Anna to Altdorf to study law. However, already a
woman with strong views she could not abide with the principles of traditional Imperial law.
She abandoned her training and became a champion of legal reform, petitioning many in
an attempt to change the present system, advocating views that, at the least, were
radical. She found support among fellow students, demi-humans and the lower classes but
gained no real influence. However her well-constructed argument and determination
became an irritation for Magistrates in Altdorf and one evening an imperial official and
several watchmen orchestrated a beating that got out of hand. Anna escaped, shocked
and bruised, but refused to let the incident stop her, if anything she became even more
determined.
She returned to her home city swearing that she would never suffer oppression in such a
way again. She found immunity from such official tyranny in the Church of Verena and
quickly advanced into the lower echelons of the priesthood. However here she made
enemies by threatening the status quo and by working hard for legal reform, especially
under the harsher government of the autocratic city-state. The Verenan clergy eventually
lost patience and she was commissioned to the post of Mediator in Bergsburg. At first she
resented the decision because she believed it was an attempt to silence her. However in

Bergsburg she sees a potential example for rest of the Empire: A lenient and effective
watch with the influence of Shallyan principles of mercy and equality. The possibility for
the law to support all people. Anna has begun to gather influence in the city and aspires to
apply her radical populist views, ones that could perhaps only find support in the city of
the goddess of Mercy.
Despite her good will Anna has some flaws. She aspires to power in order to get what she
believes in and she is very political. She will fall just short of breaking strictures in order to
get what she wants. She is secretly frustrated by the weakness of the clergy in Bergsburg
but makes sure not to show it.
Anna might be encountered by PCs who turn to the Temple for legal aid. Anna will be
willing to advise, but will be all the more enthusiastic if she believes that someone has
received rough justice. In cases that she believes might support her radical view she might
be motivated to intervene directly, even represent a PC in court. Although not a lawyer,
Anna has the relevant training and skills and is easily intelligent enough to effect a good
defence.

Silent Max
Librarian and Artisan
Career:Initiate
Race:Human
WS

BS

Ag

Int

WP

Fel

40

43

42

31

44

47

55

53

SB

TB

Mag

IP

FP

15

Skills:Academic Knowledge (Law, Theology), Common Knowledge (the Empire), Charm,


Gossip, Heal, Lip Reading, Perception, Read/Write, Secret Language (Classical), Speak
Language (Riekspiel), Trade (Illumination)
Talents:Lightning Reflexes, Public Speaking, Suave
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Knife
Trappings:White Robes, Chalk and Slate, Sandals
Appearance:Once tall and athletic Max is thinner and walks slightly stooped, although he
is still half a head above most other humans. His blue eyes are sunken and tired due to the
many hours he spends reading. The Librarian has balded slightly and sports dark brown
hair in the curosoled style of monks and the most devoted priests.
Max was once a promising cleric of Verena surrounded by the cult's best theologians and
lawyers at the Great Cathedral in Nuln. He was enormously skilled in the art of rhetoric and
was assured a speedy rise through the priesthood as the cult naturally required such
individuals. Such was his skill with words that Max won many friends and the attentions of

young ladies. Of course Max loved the attention, over time he was overcome by the way
which he could shape words to attract and entertain his peers. Max had been a lowly cleric
for a few years, but was near attaining the chance for advancing in the priesthood and
becoming a Verenan Lawyer.
Then, one of Max's friends, a nobleman, was arrested for a savage murder of a woman
friend. Max knew the man and knew him to be innocent; however, circumstances seemed
deemed to intervene against the young fellow. Max was so incensed at the injustice that
he chose to defend the man in court. Using his skilful rhetoric Max created an
impenetrable defense, scorning witnesses and cleverly dismissing evidence. But the
prosecution had a strong case, and in order to clinch victory Max took a forbidden step and
lied, acting as an alibi for his defendant. The nobleman was acquitted, and Max gained the
praise and the status he desired from his friends. However, his crime did not escape his
ever-watchful deity. The next time Max prayed at the statue of his goddess she unleashed
her curse and Max was struck permanently dumb. He had feared such retribution and fled
the Temple...
In the following years Max became a recluse. Reasons for his self-exile were not
understood by the Verenan priesthood who never discovered the curse or Max's crime.
However he was expelled from the priesthood for his absence however and 'Silent Max' as
he became known was given servile tasks in the Great Library. However the Cathedral in
Nuln was no place for failures or the impaired and soon the clergy saw fit to move Max
somewhere more obscure. He was commissioned to Bergsburg to work as the Librarian
after the position became open due to a death. Max has become the dedicated Librarian
and Historian of the Temple. Although he can rarely be seen in public and communication
is difficult with him due to his dumbness, he has been greatly humbled and strives to help
the Temple and those who wish to use it. He supervises Br. Thomas'writing of theAnnales
Verena, and is also drawing up a treatise on rhetoric. Max works on this treatise in the day
and spends the nights reading and pouring over the documents in the library. Books have
become his obsession and the library his personal domain. The only time he leaves the
Temple is to visit Dremen's bookbinders that repair the more ancient tomes.

Mediator Alexander Fuchs- Priest, level 1

Fuchs is a long time Cleric of the Temple and is hoping to attain the role of Chief Mediator
for a while now. Recently, this position was granted to the newcomer Anna Wannenburg.
Fuchs was bitter at her appointment but this dissipated once he learned of her refusal to
accept the esteemed position of Verenan counsel in the Bergsburg court, the Common
Assize. Fuchs now regularly attends the court but he is increasingly becoming aware that
his superiors' rebuttal of the position was merely a political ploy. Despite this, in his current
role Alexander commands power and respect in judicial matters.

Tutor Lucius- Initiate


A prodigy of the academy Lucius was a talented pupil who has risen quickly through the
ranks of the cult. An impatient member of the clergy he awaits the day when he may
attain priesthood and re-locate to a larger temple in one of the bigger cities. He considers
his tutorial duties as a chore and has a brusk manner with both his young pupils and
members of the public.

Tutor Meeria- Initiate

Meeria is a hardworking Verenan who has worked hard to attain initiation from her lower
class background. She takes the education of her young pupils seriously. Her lessons are

well construed and she has taken care to recommend the talented to the monks of the
Academy.

Wilhelm- Guardian of the Scrolls

Wilhelm now holds what is purely a ceremonial post, and one that has been held by his
forefathers for generations; the guardian of the Scrolls is an armed protector of the library
and temple, after the end of the incursions however is importance has waned. However,
Wilhelm still roams the confines of the temple and its surroundings occasionally accosting
people and demanding to know their business.
When younger, Wilhelm applied to join the Order of the Sacred Sword, (the Nuln
Cathedral's small and elite Military Order). Unsurprisingly, he was refused and has been
bitter ever since. But lately he has heard of another justice-abiding order that he hopes to
join.

Father Werberung
Father Gianni co-ordinates the medical libraries of Verena, Shallya and the Physician's
Guild and is viewed as an expert on poisons. He and the Father Thaddeus are old friends
and the two sometimes find time to discuss their deep knowledge of History. Father Gianni
can be mostly found in the Libraries where his role and secret obsession keep him
embedded in research work, or in the small pharmacy that he runs in the grounds of the
Temple and Academy.

Dancing Landlord
The Dancing Landlord is a none too imposing tavern in the vicinity of the Theaterplatz at
the edge of the Verenenstadt. Undistinguishable from the outside save by a brass figure of
a dancing man set in an alcove above the door. The Landlord is nestled between a
tenement block and a parchment seller, an alley dividing the tenement block from the
tavern.
The building itself is a two story affair, the bottom half built from locally hewn granite
whilst the top half is whitewashed timber topped off with a grey slate roof. It is only when
one enters through the single oak door that the realization that the tavern is quite different
from any other dawns.
The barroom is large and spacious, dominated at one end by a low wooden stage, the
stone flagged floor is dotted with many round tables and stools. Running along the right
hand side of the room is the bar and off to the right is a small side room entered through a
low arch in which private booths stand.
A first floor gallery overlooks the barroom on three sides whilst the remainder of the first
floor is taken up by several private bedrooms used by the staff and the occasional guest.
Entrance to the first floor is up a flight of stairs next to the bar. Through a door
immediately to the right of the staircase is a small walled courtyard which also has a small
stage on the centre.
Unlike the other bars around the Theaterplatz, the Dancing Landlord is not frequented by
the wealthier theatregoers, but instead by the lower classes, either those who have been
to the theatre themselves or those who are simply out to have a good time. The most
frequent patrons are the Baron's Men (see the Tiegel Theater), the theatre's resident

acting troupe themselves who are almost always in here after a performance accompanied
by hangers on and other patrons wanting to buy them a congratulatory drink.
What makes the tavern truly unique is the stage in the barroom which serves a variety of
functions. Anyone is welcome to get up and perform on stage. The dancing landlord of the
tavern's title, Rutger Zantner, inevitably gets up on stage early in the night to break the
ice, dancing, singing or playing the pipes, or all three at the same time.
It is not unknown for the Baron's Men to give short previews of their plays here, although
after a night spent drinking this more often than not puts patrons off going to the theatre
at all! The stage is also used for plays too small or with too limited an appeal to warrant
the use of the theatre. The stage outside is sometimes used in summer when the weather
is nicer, although fewer people can fit into the courtyard.

History
The origins of the tavern building itself can be traced back just over three centuries,
predating the construction of the Tiegel Theater. The tavern was then known as the
Laughing Dwarf and frequently housed plays in both the courtyard and the barroom. Over
the 250 years since the theatre was built all of the other inns in the area have stopped
showing plays but the Laughing Dwarf never seemed to stop entirely.
Over the centuries the tavern has changed names and owners many times, from the
Laughing Dwarf to the Eloquent Noble to the Pike and Sickle to the Dying Elf to the
Wastelander to the Troubadour's Rest to the present Dancing Landlord.
When the tavern was purchased by Rutger Zantner 27 years ago the stage had largely
fallen out of use but it still remained as a fixture of the bar but since then the tavern has
been extensively refurbished and revitalised, and nowadays the stage is in use every
night.
Rutger Zantner arrived in Bergsburg from Altdorf just over three decades ago as a young
merchant with a head full of dreams and a purse full of gold seeking to make his own way
in the world. He flirted briefly with the idea of being an actor, joining the Baron's Men and
performing in a number of roles for several years.
Although good, Rutger found acting was not for him. Instead he tried writing and directing
his own plays for a year but remained dissatisfied until he discovered the decrepit tavern
known as the Troubadour's Rest. Enamoured with the idea of reopening the tavern as a
place where plays and other performances could be held. Using the last of the money he
had made as a merchant to purchase the tavern from a disinterested owner the tavern was
completely refurbished within a year and opened to a somewhat sceptical public.
The owners of the Tiegel Theater were opposed to the idea, considering it somewhere
between competition and a disgrace to the entire art. However, their arguments were
silenced by the Baron's Men who had been sad to see Rutger leave in the first place and
were less sceptical over the whole thing. It quickly became a tradition to frequent the
tavern after a performance, either to celebrate or commiserate depending on how well the
play was received.
Over the years since Rutger took over the Landlord has become a favourite amongst the
troupe and their admirers and has on more than one occasion served as a showcase for
new talent for the Baron's Men.

Rutger Zantner

"Is that a lute I see behind your back good sir? Don't be shy, you wouldn't have brought it
if you couldn't play!"
Career:Entertainer
Race:Human
WS

BS

Ag

Int

WP

Fel

33

25

35

34

43

37

32

50

SB

TB

Mag

IP

FP

11

Skills:Blather, Charm, Common Knowledge (the Empire), Evaluate, Gossip, Performer


(Actor, Singer, Dancer, Musician), Read/Write, Speak Language (Reikspiel)
Talents:Public Speaking, Suave
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:None
Description:Despite being the landlord of a tavern, Rutger has kept the slender figure of
his youth although in recent years this has become slightly more padded out with age.
Rutger is a tall gangly figure, topped off with a head of balding hair. His eyes retain their
youthful exuberance, his weathered face permanently beset by a wide grin. He dresses in
rough work clothes - simple leather jerkin and trousers.
Personality:Rutger is a genuinely nice guy, always eager to make sure everyone is
having a good time. When everyone around him is laughing and singing Rutger finally
relaxes, but until then he is constantly on the move, ensuring everyone is well and having
fun, preferably with a drink in their hands. It is almost impossible to take a dislike to
Rutger.
Background:Rutger Zantner was a native of Altdorf, born as youngest son of a minor
merchant family. He spent his formative years learning the trade of his father and although
found himself to have a knack for making deals did not enjoy it. Instead, at the age of 20
he left home to find adventure and fulfilment.
It was whilst travelling that he happened upon Bergsburg and fell in with the Baron's Men,
acting as part of their troupe for three years before changing to writing and directing for
another year. It was at this time that he finally put down roots, buying the Troubadour's
Rest and reopening it as the Dancing Landlord.
As an ex-member of the Baron's Men, Rutger gets on well with the actors, if not with the
management of the Tiegel Theater. The Baron's Men can usually be found in the landlord
after a performance.
Rutger has been married for the past 23 years to Elsbeth who he hired to work in the bar.
Elsbeth turned out to be a rather better singer than barmaid however and the two fell in

love. They have a son, Wulf, who has so far shown little interest in entertaining people,
instead taking after his grandfather and working for a merchant.
Rutger is not particularly religious, although he humours his wife by paying tribute to both
the Temple of Shallyaand Sigmar.
The Dancing Landlord is a fully paid up member of the Innkeeper's Guild and although he
doesn't like them, or their machinations, Rutger knows better than to go independent and
become a wilder. As an outsider to the town in the eyes of the Guild, Rutger was lucky to
be accepted for membership, a feat he owes in part to his then membership of the Baron's
Men.

Elsbeth Zantner
"Sit down Ruti, you're making me feel tired just watching you."
Career:Entertainer
Race:Human
WS

BS

Ag

Int

WP

Fel

29

26

38

41

33

32

37

44

SB

TB

Mag

IP

FP

13

Skills:Common Knowledge (the Empire), Gossip, Performer (Singer), Read/Wirte, Speak


Language (Reikspiel)
Talents:Super Numerate
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:None
Description:Elsbeth is a short woman whose youthful beauty has faded and been
replaced by the handsomeness of middle age. Her long greying brown hair is plaited into
two long braids which hang over each shoulder. Her clothes are simple yet somehow
elegant - basic dresses beautifully embroidered by Elsbeth herself. Her voice is beautiful,
even in speech, and many a listener has lost himself in the soothing melody of her words.
Personality:Elsbeth's personality complements that of her husbands perfectly, although
she too is genuinely friendly she is somewhat more down to earth, her head less full of
dreams. She is calm and serene whilst her husband is a whirlwind of activity.
Background:Elsbeth is a native of Bergsburg, her parents both humble craftsman.
Elsbeth was an only child, two of her siblings having died of childhood diseases, and as
such was lavished with love and attention.
When she was 12 her mother died of Copper (see Warpstone #9, p. 27), a highly infectious
virus which somehow left both Elsbeth and her father untouched. After her mother's death,
Elsbeth's father became increasingly distant, from both Elsbeth and the rest of the world,

eventually refusing to leave the house at all. Elsbeth was forced to take on several jobs to
support them both but when she was 16 her father passed away.
25 years ago Elsbeth was hired by Rutger Zantner to work as a barmaid in his tavern.
Rutger quickly discovered that although Elsbeth had no talent for working behind a bar,
she was a very good singer, a gift she had inherited from her mother who had used to sing
to her as a child. Rutger and Elsbeth started singing together on stage, helping to build up
the reputation of the tavern as a place for good entertainment, all the while falling in love
with each other.
Rutger and Elsbeth have been happily married for the past 23 years and are also partners
in the tavern as well as in marriage, Elsbeth organising the long term running of the bar
whilst Rutger sees to the day to day running.
Elsbeth is a devout worshipper of Shallya, believing that is was the Lady's Blessing which
left both her and her father untouched by the Copper which killed her mother. She is a
regular visitor to the Temple of Shallya, often making donations. She is especially friendly
with Sister Katrin with whom she shares a love of singing.

Marie Anstein
"I'm so sorry, I must have been a hundred miles away. What can I get you again?"
Career:Entertainer
Race:Human
WS

BS

Ag

Int

WP

Fel

27

27

32

32

29

35

37

49

SB

TB

Mag

IP

FP

11

Skills:Common Knowledge (the Empire), Performer (Singer), Gossip, Speak Language


(Reikspiel)
Talents:None
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:None
Description:Marie is a beautifully slim, raven-haired girl whose brown eyes always seem
to be gazing at something far away. Marie wears her hair tied back in a pony tail with a
simple blue ribbon, her clothes are likewise simple in cut and material, although Elsbeth
sometimes adds her own touch to these.
Personality:Marie is a girl with her head permanently in the clouds. As such she often
seems ditsy and far off. At heart she is tremendously shy, which both Rutger and Elsbeth
think is a shame for she has a fantastic singing voice. When she can be torn away from her
fantasies, Marie is a delighful girl, mischevous, fun loving and caring in equal measures.

Background:Marie is a local girl, the daughter of a local small time trader, who has been
waiting tables in the Dancing Landlord for the past three years. She is a very good singer,
but is tremendously shy so only rarely sings on stage. When she is cleaning behind the bar
or fetching food from the kitchen her voice can often be heard singing quietly to herself.
Three years of listening to a combination of tales told by the Dame (who she can't stand),
Bruen (who she adored) and the many plays of the Baron's Men have filled Marie's head
with dreams of adventures and travels. She has flirted with the idea of running away with
a travelling troupe but her true dream is to join the Nuln Opera Company, an idea which
she has got from the Dame. With her voice this is one dream which could certainly be
realized.
Unfortunately Marie is tied to Bergsburg for her father has managed to embroil himself in
hideous debts to the local criminal underworld. Marie and her brothers and sisters all work
to help him pay off the debt. Although Marie lives in one of the rooms above the tavern,
she pays regular visits (every two or three days) to her family with money and food which
she has managed to scrounge from the kitchen.

Dame Eleanor Von Klapp

"Did I ever tell you the story about when I was in the opera? No no no you silly little man,
I've never told this story before."
Career:Entertainer
Race:Human
WS

BS

Ag

Int

WP

Fel

34

32

43

53

38

32

35

28

SB

TB

Mag

IP

FP

11

Skills:Academic Knowledge (Heraldry), Blather, Common Knowledge (the Empire),


Gossip, Performer (Actor, Singer), Read/Write, Ride, Speak Language (Reikspiel)
Talents:Very Resilient
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:None
Description:Dame Eleanor Von Klapp, or simply 'the Dame' as she is known to the tavern
regulars, is an absolute beast of a woman, a valkyrie in every aspect from her blonde hair
and massive frame to her shrill and penetrating voice. All she is missing is the horned
helmet and warhammer.
Although only 5'6", she has the presence of a man a foot taller. She is very stockily built, a
fact not helped out by her ample amounts of fat. Her sizeable bosoms could drown a man.
Her blonde hair is worn up most of the time. She always wears dresses which draw

attention to her chest, sporting a cut obscenely low on a woman of her build. Her clothes
are very expensive, revealing her noble connections.
Personality:A well mannered man would describe the Dame as having a lot of
personality without expanding further. The rest of the population would simply say that she
is loud, brash, arrogant and downright rude. To the detriment of the rest of the tavern
there is nothing the Dame likes more than talking, especially at length about herself.
Background:Eleanor was born to a minor noble family from Averheim and was married
off to the son of a Nuln family with some standing within the court. Eleanor enjoyed the
high life that marriage brought her but despised her husband, a nasty little man even more
pompous and arrogant than herself. Whilst in Nuln she indulged herself in the high life and
through his connections gained a part in the Nuln Opera.
Eleanor's stature meant that she was well suited to the lead female role and actually
turned out to be quite good. But, she remained loathsome and abrasive, making few
friends in the Opera House. She remained because of her husbands influence and a lack of
other suitable women who could fill the role.
Six years after joining the Opera Eleanor's husband died suddenly, mutterings of murder
abounded for he was less liked than she. Within a month of his death Eleanor was replaced
at the Opera after a final argument that finally gave the management the excuse to get rid
of her citing"differences of an artistic manner."
Eleanor was heart broken, her role the only thing making her happy. She fled Nuln to be
away from her peers at the court, their reason for being polite and genial towards her
dead. She headed for Bergsburg for the Von Klapps had one of their smaller houses there
and she had at one point been on good terms with the Baroness, although that relationship
has also cooled over then years.
Eleanor briefly joined the Baron's Men as an occasional actress, appearing when they
required some opera in their performances but this too was short lived, for none of the
cast could stand her.
Today she spends most of her time in the Dancing Landlord, attempting to live off her fame
and trying to maintain a connection with the art. The truth is that her husbands money is
slowly running out and she can no longer afford the high life that she was once
accustomed yet continues to crave attention. She still lives in her large town house but
has been forced to cut her staff down to a single manservant and her faithful cook, Enta.
She has also had to sell off many objets d'art which once adorned the house, now looking
distinctly bare. She is resentful of the Bergsburg nobility who she considers to be upstarts
and false but has very little to do with them nowadays. Her connections with the
aristocracy are tenuous at best.

Bruen Belerufin
"Naturally I speak in jest my friend for surely no man can be so stupid, although I can see
that you are going to come close."
Career:Minstrel (ex-Entertainer)
Race:Elf
WS

BS

Ag

Int

WP

Fel

47

38

38

43

53

54

48

56

SB

TB

Mag

IP

FP

12

Skills:Blather, Charm, Common Knowledge (the Empire, Elves), Gossip, Performer


(Dancer, Musician, Singer), Read/Write, Speak Language (Reikspiel, Eltharin)
Talents:Aethyric Attunement, Etiquette, Excellent Vision, Luck, Mimic, Night Vision, Public
Speaking, Savvy, Sixth Sense, Suave, Very Resilient
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Sword, Dagger
Description:Bruen is a Wood Elf from the Laurelorn Forest. He is quite short for an elf,
but still towers over most men. He is very handsome, his shoulder length blonde hair
usually tied back in a ponytail. Almost always dressed in fine, yet simple clothes, always
with an ornate dagger at his belt and an unknown signet ring on his finger.
Personality:Bruen is light hearted and fickle, just like a typical elf. He is very friendly,
sometimes even genuinely so but does not suffer fools gladly. There is no one in the tavern
who does not know exactly what Bruen thinks of them. Bruen loves nothing more than
entertaining people, be it with his dry elven wit, his comical impressions of well known
locals or his beautiful and stirring lute playing.
But, there is a darker side to Bruen for he is more than capable of cold blooded murder. He
is not a psychopath or someone who kills for fun but he has few qualms about killing
someone who gets in the way of his carefully laid plans. This is not something that he ever
betrays on the outside, more something which is harboured deep within.
Background:Bruen is an elf of noble stock from the Laurelorn forest, the second son of
one of the clan chiefs there. He spent his first 24 years there, learning the ways of the
noble with none of the pressure that comes from knowing that one day he would be ruling
the clan himself. Bruen proved as apt with the sword as with the lute, his beloved
instrument. Bruen was not one to hide his feelings and conducted his life to the full,
passionately and extremely. It was only when he called on his love, a girl named Miriath,
and found her in bed with another man that this passion would prove his downfall. Seizing
his dagger he stabbed them both in a fit of rage. Bruen fled his home and eventually the
forest, travelling from place to place.
It was twenty years later that the first elves caught up with him. It was only then that
Bruen realised the true price of his passions, for the man who he had found in bed with his
love was the first born son of another powerful noble, one closely related to the Elven King.
Bruen knew that to return with the elves would bring him certain death, or worse,
imprisonment for the rest of his life. Bruen valued his freedom over everything else and
would not be caged like some animal. He killed the elves and fled once more, a pattern
that would be repeated over and over again. He has been captured once, but escaped en
route to the forest with a new found determination.

Seven years ago he arrived in Bergsburg with the intention of only passing through but has
ended up living here. Bruen was hired by Rutger as the resident minstrel of the Dancing
Landlord and is the main attraction when he plays. Bruen is pleased to indulge his
passions once more and has genuinely grown to like the town.
Although the flow of bounty hunters has not stopped entirely, it has been reduced to little
more than a trickle. Since being in Bergsburg Bruen has only been visited by two, neither
of whom were seen again. Bruen would be sorry to leave Bergsburg, but is prepared to flee
if his cover looks like being blown.
His considerable talents have attracted the attention of a number of wandering troupes,
many of whom have offered him places for considerable sums of gold, all of whom Bruen
has turned down. Even the Baron's Men tried to tempt him into joining them, but he turned
them down too, more politely than the others. Bruen is slightly concerned by this
unwarranted attention, fearful that it might bring others looking for the talented elf
minstrel.
Bruen is rather taken with Marie, considering her to be his equal in talent. He has taken it
his task to take her under his wing, tutoring her in the art of the song. He has offered her
much encouragement, supporting her dream of joining the Nuln Opera House. If Bruen
were to learn of her father's debt problems he might be persuaded to remove the
extortionists.
Bruen has hatedToryiy Zaililinwith a passion ever since the two first met, for he combines
everything Bruen dislikes in an elf - arrogance, ignorance and selfishness. Encounters
between them are always downright icy and Bruen always does his best to put down Toryiy
at ever opportunity. Bruen does a scathing impression of Toryiy, although to his
disappointment hardly anyone at the Landlord has heard of him. He is always tempted to
take it to the Dagger's Slice where Toryiy is a regular and see what the reaction will be
there.
In addition to his hatred of Toryiy, Bruen pointedly has nothing to do with the other
members of the Branches of Laurelorn either, for they present an unnecessary risk - one
more undesired link to his past. The Branches have invited Bruen to join on several
occasions, but Bruen has declined each time. The last time he was downright rude and
abrasive and they have not asked again.

Henry Tielbach

"Foresooth my fair lady, the moon reflecting off your hair looks wondrous this night." No,
that doesn't sound right, not right at all."
Career:Student
Race:Human
WS

BS

Ag

Int

WP

Fel

32

27

36

34

35

40

34

29

SB

TB

Mag

IP

FP

Skills:Academic Knowledge (History), Common Knowledge (the Empire), Consume


Alcohol, Gossip, Read/Write, Speak Arcane Language (Magick), Speak Language (Reikspiel,
Bretonnian, Eltharin, Classical)
Talents:Linguistics, Savvy
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Dagger
Description:Henry is a short, skinny young man whose face is perpetually furrowed with
worry. Forever flicking his straggly, unkempt hair out of his eyes, he wears a small pair of
glasses on the end of his nose which make him look older than he really is. He looks
scruffy, caring not about his appearance and wearing mismatching clothes all of the time.
His finger, face and clothes are always covered with ink stains.
Personality:Henry is very nervous, stuttering in conversation and always muttering
dialogue from his scripts to himself absentmindedly. Talking to Henry is hard work indeed,
for he is easily distracted by scraps of conversation which he thinks would fit wonderfully
into one of his plays, new ideas and images of scenes. In the same vein as Rutger, Henry
seems to be permanently busy, frantically jotting down ideas and writing several scripts all
at the same time.
Background:Henry is a struggling playwright who can often be found drinking alone in
the Dancing Landlord, always surrounded with parchment comprising his latest works. He
is not originally from Bergsburg, hailing from Talabheim where his scripts met with little
appreciation.
Several of his plays have been performed at both the Tiegel Theater and the Landlord, with
mixed success, but he still waits the time when he can live off his writing alone. Until then
he scratches out a meagre existence offering his services as a scribe to those less literate
than he.
Henry works long into the night on his plays and when thrown out of the tavern often
works through till morning in his room. Henry lives in a rented room in a decrepit tenement
building two streets away from the Dancing Landlord.
In the past few months, however, he has been greatly inspired and his latest short play,
'The Madness of Prince Bertrand', has met with great praise from the audiences at the
theatre where its run was extended due to popular demand. Such was its success that he
has been commissioned to extend it to a full length script. The tale tells of a Bretonnian
noble who is slowly driven mad as part of a conspiracy by his friends and family to get hold
of his wealth for themselves. As the play goes on and the madness increases, so too do his
perceptions change, the events becoming more twisted and fanciful until the final scene
where he has an argument and fight with his wicked son, who he perceives to be a chaos
daemon. The play's success was partly due to its controversial nature, but also to do with
the clever effects used in the plays production, with the use of mirrors to warp the scene,
and with multiple actors acting out the normal scene and the warped scene
simultaneously.
When asked where his inspiration came from Henry simply replies that it came to him in a
dream. This is the truth, although the dream was actually brought about by a book Henry

read before going to bed one night. The book, which he had found tucked into a pile of
notes Henry had agreed to scribe for a merchant, sent him into a wild seizure which
culminated in him knocking himself out on a shelf. Henry has forgotten all of this and the
book was knocked behind his desk in his panic.
In reading the book, a proscribed story concerning the chaos gods, Henry attracted the
attention of Tzeentch, who has continued to influence Henry through his dreams, with the
hope of slowly perverting him to his worship.

Wizards' Guild
Officially called 'The Exalted League of Hochland Mages and Practitioners of the Alchemical
Arts', the guild has its home in an impressive building that overlooks Roland's Bridge at the
eastern end of Verenenstadt. The waters of the Drakwasser wash past its foundations and
the upper storys teeter precariously over the river itself. Most locals will refer to it as the
'Wizard's Guild' rather than it's cumbersome full title, and the building is synonymous with
the institution that owns the property.

The Building
From the outside, the guild is ostentatious and clearly the home of an important
institution. However, it is an odd construction, consisting of several different buildings
joined together, creating a mixture of architectural styles and building materials. A tower
rises from the east wall over the bank of the Drakwasser, topped with a conical tiled roof
and a weathervane in the shape of a crab. The western part of the building encloses the
main courtyard and garden, and tall elm tree can be seen poking up from here. The main
entrance is located on Rechtstrasse, and is surprisingly low-key - a small red double-doors
with a step and a brass knocker. A small hatch allows those inside to observe visitors
before letting them in.
Another door opens onto Der Klein Dampf, for the use of staff and messengers.

Inside
The interior of the guild is as confusing as the outside. The haphazard nature of the
building is reflected in dead end corridors, split-level rooms and winding stairs that lead to
nowhere. Those who have visited the building think that the guild-members prefer it like
that - it adds to the perception of wizards as being capable of understanding forces and
concepts that lie beyond the rational world. In truth, a succession of miserly treasurers has
prevented any kind of interior renovation.
Despite the ramshackle layout, the rooms of the guild are well appointed and largely clean
and properly maintained. Many are oak-panelled with dark wood from the Drakwald forest,
and several have rugs and even carpets. Portraits and busts of former guild members line
the corridors, lit sparsely by smokeless lanterns. The small windows let in little natural
light, and the whole interior is fairly dark but not oppressively so, even during the day.
Within the walls of the building there are numerous rooms, which it is unnecessary to go
into here. The most notable chambers are outlined below:

The Common Room


A large chamber with well-stuffed chairs and a chaise longue, this is where
guildmembers can relax, smoke and read in peace. The atmosphere is that of a
gentleman's club, with old habits and arguments repeated ad nauseum. Edvard

Scheilser, Morton Bodewig and Dieter Klumpf spend a great deal of their time here,
with Morton seemingly rooted to 'his' chair in the corner. Woe betide anyone foolish
enough to sit in it on the rare occasions when he is out of the room.

Sanctum Conventus
The formal meeting room of the guild, this chamber is used when the guild wishes
to debate internal affairs and policy. It is dominated by a large table made from an
unusual bluish wood - this is made from an extremely rare Lustrian hardwood known
as 'cerulial'. It was a gift from a past member of the guild who claimed to have
travelled widely. Around the table are 8 chairs, marked with arcane sigils and runes
representing sorcerous symbolism and esoteric knowledge. The chamber is not
used as frequently as in the past, as Erasmus Vogel prefers to discuss political
matters with members of the guild individually.

Stores
A heavily fortified door bars entry to the sealed subterranean chambers where the
guild's spell ingredients and herbs are stored. Along with conventional protection,
magical locks and a sorcerous trap protect the room. Unless temporarily dispelled
with the intonation of annulment, the trap will close the door and then empty the
chamber of air once the victim is inside. Magical alarms will also be triggered
throughout the building.
The walls of the stores are lined with shelves and drawers, containing spell
ingredients and magical curios. Body parts preserved in pickling jars jostle for shelfspace with bundles of herbs and dusty discredited tomes. The GM should decide the
exact ingredients present, although those required for elemental magic have a
greater likelihood of being found than one might expect.

Library
The guild maintains a reasonable library of grimoires and tomes on magical theory.
Housed in the lower levels of the tower, the books line the walls around the spiral
staircase. There are no remarkable or controversial titles here, although the texts on
elementalism are comprehensive.

Refectory
A small dining chamber is attached to the guild's own kitchen, for the use of
members in residence and their guests. When Morton Bodewig isn't in his chair in
the Common Room, he is almost certainly in here eating.

The Grand Magister's Chambers


Two connected rooms serve as the office of the guildmaster. The main room houses
a desk and the guild records. A smaller desk is provided for Ernst Kauffman, Vogel's
scribe and secretary. The room is very neat and well-organised - confounding the
stereotype of wizards and reflecting Vogel's personality. It is here that Vogel will
receive visitors and conduct guild business with outsiders.
The adjoining room is Vogel's private study and contains another desk and part his
personal library and writings. His expansive study of the sorcerous history of

Bergsburg is to be found here in note form - jotted carefully into numerous bound
volumes in his characteristic neat hand.

The 'Laboratories'
While most longstanding guildmembers can take chambers in the building for a
small fee, only Morton Bodewig and Erasmus Vogel do so. The former has an untidy
study in the cellars beneath the west end of the garden, where he sporadically
carries out his research. Elsewhere in the building are a number of rooms that were
once used as studies by former members of the guild, and have not yet been
reclaimed. None contain many items of real value, but the trappings of wizard long
past remain along with the cobwebs and mice. The most notable is the former
laboratory of Vincenzo Gropius, the Bergsburg alchemist who died in 2489. The
better equipment and books have been taken by Malkus Pflaubert in recent years,
but a great deal of complicated, dusty glassware remains.

Quarters
The building has two sets of rooms for visitors to stay in, consisting of a bedroom
and study. Important sorcerous visitors to the city will be invited to stay here, but
less celebrated itinerant members of the guild can use the rooms for a 'nominal'
rent of 3 GCs per day. Both sets are comfortable, although some of the furniture has
seen better days.

The Wine Cellar


The guild cellars contain many fine vintage wines. Recently these have been
supplied by Jules Lavoisier of Grossplatz, who is attempting to cultivate links with
the city's elite.

The Tower
Intended for astronomical observation, the tower affords a view over much of the
city through expensive glass windows. A telescope points towards a glass-covered
area of the roof.

The Garden
The western portion of the building surrounds a courtyard containing the garden. The
courtyard walls are wreathed in ivy and a flagged cloister encircles the perimeter. The
bustle of the street seems very distant here, and the guild members often spend time here
in contemplation. The small garden serves both a decorative and a practical purpose - the
latter being through the cultivation of herbs and plants for spell ingredients. Not only does
Erasmus Vogel have a keen interest in the use of vegetation as a focus for spell casting,
the herbs can be sold to herbalists and healers to supplement the income of the guild.
Vogel also makes a point of providing the Temple of Shallya with herbs used in healing, as
a means to help maintain good relations between the spiritual and secular magic users of
the city.
A tall elm stands at the center of the courtyard, with a well-tended lawn surrounding it.
The perimeter of the garden is divided into geometrical flowerbeds and shrubs. A beech
hedge surrounds the herb garden.

History of Wizardry in Bergsburg

Before Roland built his castle, the settlement known as Bergsdorf was an out-of-the-way
rural village. It is likely that hedge wizards may have practiced there, but it wasn't until the
coming of Roland that magic users found a home in the city.
For the 400 years after Roland's miracle, the town grew rapidly, and with the growth in
population came magic users. However, with the proximity of the centre of wizardry that
was Middenheim, Bergsburg was only ever going to attract those who chose not to live in
the city of the White Wolf for whatever reason. The few sorcerous residents were eccentric
and disorganised, and nothing as formal as a guild existed. Resources for wizards were
poor, and the power of the Shallyan temple lead to the practice of sorcerous magic to be
distrusted. In 1842, the elementalist Gerta von Bezahlen was charged with an attempt to
'pervert the wishes of Ulric' and forced to flee to the country.
However, in 1979, the circumstances changed. The 'Wizard's War' broke out in
Middenheim, and many fugitive sorcerers are thought to have fled to Bergsburg incognito.
The majority moved on, but with witch hunters scouring the Empire for wizards, some
chose to settle in the quiet, liberal city of Shallya, and keep their practices secret from
their new neighbours.
When the war ended in 1991, the suppression of sorcery began in earnest. During this
Dark Age, the wizards in Bergsburg maintained their anonymity, keeping their practices
secret from prying eyes. But the manipulation of sorcerous energies can make one
conspicuous to other magic users, and through mutual introduction a small fraternity of
wizards began to meet in secret in the cellar of a private residence close to the Temple of
Verena. Their goals were the maintenance of secrecy, the continuation of magical study
and the elimination of threats - both from religious authorities and from 'evil' wizards.
The group became known as the 'League of the Gilded Baton' named after a symbol used
for mutual recognition, and centred around the woman who originally drew them together
- one Alexa Vogel. It was her that chaired the meetings and made hesitant contact with the
von Tussen-Hochens, to ascertain their feelings towards the suppression of sorcery. It is not
known what happened in her meetings with the Baron of the day, but some city historians
believe that the League covertly made their services available to the Council in exchange
for protection from persecution. When the beastmen were chased from the hills around
Bergsburg in 2150, there are some contemporary reports that suggest that the Baron had
support in the form of several wizards.
During the 'Gilded Baton' period, the descendants of Vogel maintained the secrecy and
organisation of the league with notable success - beyond the Wizard's Guild there are no
records of their existence. When gold was discovered in the Middle Mountains circa 2020, a
small secretive expedition of magic users ventured into the mountains. They met with
success and the League became wealthy, enabling them to use their resources for their
members benefit.
After the Incursions of Chaos, the charters forbidding practice of sorcery were lifted. While
many ambitious wizards had travelled to Altdorf to work with the newly-founded Colleges
of Magic, the League of the Gilded Baton remained incognito in Bergsburg. But within 3
years they emerged as a fully-formed Wizard's Guild - suspiciously well coordinated for a
group that had been forbidden until so recently. The guild had contacts at the highest
levels of city politics, and were swiftly integrated into the guild system. The first 'Grand
Magister' was Boris Vogel, who signed the charter signifying the foundation of the guild

alongside the five council members. His badge of office was, unsurprisingly, a gilded
baton.
In 2313, Boris was elevated to the Council as Head of the Bergsburg Guilds. His rise to
power had been swift and apparently uncontested. The Vogel family have held the title of
Grand Magister within the Wizard's Guild ever since, and their leadership of the city's
guilds has rarely been challenged.
Post-Magnus, the city thrived. The guild grew and purchased premises in Verenenstadt,
where they began to assemble a library and repository of spell ingredients. The vigilance
of the League of the Gilded Baton continued for many years, but with prosperity and
acceptance came complacency. In 2375, in a scandal that rocked the city for many years,
Gerhard Totenlas was unmasked as a practitioner of the necromantic arts. As a senior
member of the Wizard's Guild, he had been a trusted citizen and respected authority figure
- the discovery was a great embarrassment to the Grand Magister.
Totenlas escaped the city, fleeing across the mountains towards Wolfenburg. He was
eventually discovered and killed by a party of witch hunters and Sigmarites from the
Ostland capital, after a skirmish with his undead servants. Nevertheless, the damage was
done, and the angry mobs in Bergsburg called for the Wizard's Guild to be stripped of its
charter to practice sorcery and grant licences to others. Although many questions and
angry debates were held in the Volksrat, the Council seemed to ignore the cries of the
people. Grand Magister Holbrecht Vogel kept his position on the Council of Five, and the
guild was largely unaffected.
To this day the position of Grand Magister remains in the Vogel family, with Erasmus taking
over from his father 6 years ago. Although the fallout from the Totenlas scandal has largely
faded, the guild is stringent in enforcing its role as sorcerous protectors of the city,
granting licences to spellcasters reluctantly and after an extended period of observation.

Political Status
Sharing a leader with the assembled guilds of Bergsburg, the Wizard's Guild is clearly a
highly influential body in local politics. The role of the organisation within the guild
structure of the city is discussed in the Guild Hall description. As the traditional 'leading
guild', the Wizard's Guild has a responsibility to champion the cause of other guild with the
Council of Five. In practice this has worked very well, and most guildmasters acknowledge
the even-handedness and commitment that the Wizard's Guild bring to their role.
Beyond its immediate political influence, the guild has some financial standing within the
city. The legacy of the Big Rush of 2020 allowed the then League to purchase numerous
properties within the city, and rents bolster the guild income to this day. The majority of
the guild's property is located in eastern Verenenstadt and Beilheim, although other
notable holdings include a handful of townhouses in Sudentor, a 'secret' warehouse
in Osttor (used in the traffic of valuble spell ingredients) and one of the houses at the base
of Helmsberg Hill.
Outside the city, the guild has a nominal responsibility to aid the Barony in the elimination
and identification of magical threats in Hochland. In practice this means that all magic
users within the province are expected to apply for membership in order to cast spells, but
outside of the city's immediate hinterland this is difficult to enforce.

The guild's relationship with magical institutions elsewhere is varied. The College of Magic
in Middenheim has cordial relations with the guild, and more than a few members have
trained there earlier in their career. Other colleges and guilds are treated with due respect,
although the wizards of Bergsburg have long held a suspicion that the Battle Magic
Colleges of Altdorf are too aggressive and lack respect for the disciplines of elementalism.
The latter has long been popular with the wizards of Bergsburg and Hochland.
The internal politics of the guild are negligible. A Vogel has lead the guild since it's
inception, and the 8 yearly ballot for leadership is a formality instituted to meet the
requirements of the guild charter. However, from time to time this state of affairs is
challenged - see below for the present situation. Many of the internal workings of the guild
are secretive, often as they deal with sensitive magical issues, but also as a holdover from
the origins of the organisation.

Joining the Guild

Casting of a spell within Bergsburg is illegal, unless the caster holds a licence from one of
the Empire's colleges of magic or wizard's guild. In order to secure a licence from the guild
in Bergsburg, one must become a member, and go through the lengthy approval process.
This consists of three separate interviews with other guild members (GMs should choose
as appropriate) over a period of two weeks. At the end of this period, if unanimously
supported by the three interviewers, the applicant will have a final interview with Erasmus
Vogel before being granted a licence and membership.
Membership has costs and benefits beyond the legality of spellcasting. An annual fee of 15
GCs must be paid directly to the guild, and if resident in Bergsburg, the member must be
available for consultation on sorcerous matters by the guild and Rathaus. If the member
has any Battle Magic, they may also be required to 'volunteer' for patrols with the External
Guard.
The benefits of membership are considerable. Access to the guild library and other guild
members are invaluable for research and learning new spells. The guild sources and sells
magical ingredients to members only, although the cost will still be high depending on the
difficulty in obtaining the items. Guild premises can be used for research, lodgings and
sustenance, with the latter heavily subsidised and generally of high quality. Less tangible
are the social benefits - membership of the Wizard's Guild will give access to some of the
city's higher echelons. As a small institution, members will also have direct access to one
of the Council of Five, in the personage of Erasmus Vogel.
Those who wish to become magic users are permitted to join the guild as apprentices. The
procedure outlined above is greatly simplified, and involves only two interviewers - the
would-be master and an 'objective' party. For more details on becoming an apprentice, see
Realms of Sorcery. Outlined below are those members of the guild who may be prepared to
take on an apprentice.

Current Members
There are 6 members of the guild resident in Bergsburg, one in the
trade town and one elsewhere:

Erasmus Vogel
Erasmus did have an apprentice until last year - one Pol von Ludenhof, the cousin of
Lord Albrecht von Ludenhof of southern Hochland. However, Pol left Bergsburg to
lead the life of an adventurer, and although he may return at some point, Erasmus

is currently looking surreptitiously for a new apprentice. PCs considering this role
will need to be extremely impressive in the interviews to be taken on.

Edvard Scheilser
Edvard is an elderly man who nevertheless harbours a great deal of well-concealed
ambition. As the guild's treasurer and secretary, it is he who deals with the majority
of internal administration, including the upkeep of guild property and collection of
fees and debts. A small-minded and petty character, Edvard is a deceptive flatterer,
always treating those in authority with forelock-tugging deference. Behind this is a
great desire for respect and recognition from others, which has built into an intense
dislike of the young Erasmus Vogel. He has no family other than an ancient mother
that lives with him inRolandsbruckeand constantly berates him. Edvard is a battle
magician, although the spells he knows are mainly defensive. He has no apprentice,
but is far too busy with his administrative work and subtle politicking to take one
on.

Elizabeth Sieweider
Elizabeth has no apprentice, but those wishing to train with her should not approach
via the guild.

Morton Bodewig
The corpulent, bewhiskered Bodewig is something of aVerenenstadtinstitution. Well
into his 60s, as a younger man he was known as a local character, sweeping the
streets of the district in his flamboyant brown cloak and carousing in the local
hostelries. In the past two decades he has taken up residence in the guild itself,
dividing his time between the Common Room, the Refectory and his laboratory in
the cellars. A grumpy and monosyllabic man with greasy white hair and florid face,
the only things that will rouse him to speak in sentences are an instrusion into his
routine, or an argument with Sascha Jugendhaar. Despite his gruff exterior, Morton
is a reasonable man at heart, and still very interested in his study of elementalism particular earth magic. He has one apprentice, a sallow-faced and silent youth
fromViehstadtwho reports in to Morton every morning. Most of his training thus far
has consisted of running errands around the city. Morton is not interested in taking
on another apprentice.

Sascha Jugendhaar
A plain-looking woman in her mid-20s, Sascha was raised outside Bergsburg in a
remote farmstead before coming to Bergsburg to apprentice herself to the late
Carrolus Niemanns, an elementalist of some repute. Sascha is an eager and friendly
individual, passionate in her interest in magic and particularly water magic. It is this
that causes her arguments with Morton Bodewig - many assume that it is the clash
of the elements that makes them disagree with each other, in truth it is the fact
that Morton resents her youth and vigour, and Sascha his greater knowledge and
gruff character. Sascha is officially responsible for the guild's stock of spell
ingredients and cataloguiing the contents of the stores. She has extensive
knowledge of petty magic in addition to battle magic and elementalist spells. At
present she has two apprentices at her townhouse inBeilheimand she is not
looking for any more.

Dieter Klumpf

Prematurely balding, Dieter looks like a man well beyond his 32 years. A man of
nervous attitude, he spent the first 20 years of his life living in the village
ofAhresdorf, learning magic at the knee of a hedge wizard. As such, his knowledge
of spells is unusual and unconventional, and although he has since trained more
formally within the city, he has an abiding sense of inferiority to the other wizards of
the guild In reality, Dieter has the potential to become far more powerful than any
of the other members, possessing as he does a uniquely perceptive and creative
intellect. He currently has one apprentice, Heidi Bierle who has a tendency to tease
Dieter and make him feel awkward. His active research interests mean that he
would welcome another apprentice to help him and to pass on his knowledge. He
lives in a wooden house in thetrade town, finding that the lack of city bustle helps
him think. Dieter can cast battle magic, a few illusionist and elementalist spells. He
also knows the spell 'Hand of Dust', but only cast it once in his youth and would
never reveal this.

Florian Durtz
Florian lives in a solitary cottage outside of Bergsburg, a few hundred yards from
the track to the village ofWahnsinningen. The other wizards think that he is mad,
and they may well be right. Florian shaves his entire body, and dresses exclusively
in pure white robes purchased at great expense within the city. He is an ascetic,
believing that his body is a channel for sorcerous energies and must be kept as pure
as possible, to prevent chaotic energies from gaining a foothold. He is also obsessed
with ritual - most of his spellcasting is supplemented with complex and (possibly
superfluous) gesticulation and preparations. Despite his eccentricity, Florian is
considered a harmless member of the guild by the other members. When in the city
he stays in lodgings at the guild, and annoys Morton Bodewig with his bizarre
behaviour and flights of fancy. He has no apprentice, and does not want one.

Malkus Pflaubert
The sole alchemist in the guild, Malkus is only a member in order to cast spells
within the city legally. He almost never visits the building unless specifically
requested by Erasmus. He has one apprentice, and is not interested in another one.

Other Members and Staff

Other wizards are members of the guild, but are itinerants travelling the Empire and
beyond. Most of them only joined to identify themselves and obtain the right to cast spells
legally within the city. The guild records in Vogel's office lists these members for as long as
they continue to pay their fees.
The guild also maintains a non-magical staff to run the building. The cook, Lena Wagstann
is responsible for the kitchens and vegetable garden. Hubert Jinkers is in charge of the
running of the building, and commands a staff of three servants. The garden is tended by
old Aln Hollyburr who seems to have green fingers and commands quiet respect from all
guild members. Erasmus Vogel has a permanent secretary in the shape of Ernst Kauffman,
mentioned above. Other scribing work is taken to the various scriptoria in
the Verenenstadt district. Finally, the guild employ three private guards to patrol around
the building and ensure that no-one attempts to break in or take the building by force.

Temple of Mrr
The Temple of Mrr in Bergsburg is a tall imposing building, set among the back streets
of Verenenstadt, near the Monument to the Dead of Praag. Construction of the building
was started in 1723 following the massive influx of supplicants to the Temple of
Shallya starting around 1717. With the growing population, many of which came to the
blossoming town with a low life expectancy, due to the Shallyans reputation for healing,
the need for an organized burial system was seen as essential to stop the spread of
disease. This new temple was intended to take over from a number of small shrines to
Mrr located around the town. The construction also coincided with the consecration of a
new graveyard, located just outside the city wall, a short walk from the Lwentor gate.
While the graveyard was opened almost immediately, the temple itself took nearly thirty
years to complete.

Description

There is nothing remarkable about the building, its architecture being somewhat plain and
being made of dark grey granite. There are several statues and gargoyles that adorn the
outside wall but decoration was left to a minimum, creating a slightly mournful yet
serviceable look. However, the temple walls, by the Baron's orders, where deliberately
built to an increased specification than is the norm for Bergsburgs temples, creating a
defendable position within the city walls, and the temple is considered by the watch to be
part of the Lwentor defenses. This policy continues with the temple's single tower, which
faces the Lwentor gate, being a permanent, although small watch position. However
the Tieftor to the south overshadows its importance, being both newer and more
strategically placed. The tower, known as "Mrrs tower", is also considered to be far less
luxurious than the Tieftor, and so is naturally less popular with the city guard. This is
compounded by the irrational belief that it is haunted. Several rumors circulate as too who
the ghost is but so far no one has positively identified it, or seen it for definite either.
While Tieftor is considered a cushy number among the city guard, Mrrs tower is
considered a punishment for the two guards who have to sit watching the gate as a second
line of defense.
Inside, the temple is stereotypically spartan, as is the norm for temples of Mrr. The main
doors face south and the Monument to the Dead of Praag. Going in from the main doors, a
small chapel for private worship is immediately in front of you. Turning to your right you
will see three rows of pews, a pulpit from which to conduct funeral services and behind
that a simple stone altar on which a coffin or body can be placed. It is made of the same
granite as the walls and is plain stone, bar for a relief of the symbol of Mrr. On the far wall
there is a small, stout wooden door leading to the short corridor on which can be found the
clergys offices. These two offices are small and reflect the nature of their owners. Father
Herdes office is essentially a small library of ancient texts, written in a manner of different
languages. Otherwise it is a fairly small spartan room with little decoration. Brother Uthers
room has a similar library feel to it yet with slightly more opulence. He does however have
a manikin in one corner on which his armour is arranged. There is also a small chest in
which his weapons are stored.
Entered through the private chapel is another small stout door. This door is always locked,
and only Father Herde or the City Guard have keys too it. This door is deceptively strong
and is strengthened with steel. Going through this door leads to a short corridor. To the
right is the stairs to the crypt and opposite the first door is another reinforced door leading
to Mrrs Tower. This is always locked and a key to it can only be obtained from the

commander of the guard, or from the city guards stationed within. They will not open it for
anyone bar at the changing of the guard. There is a murder hole looking down into the
corridor and anyone trying to force the door runs the risk of getting shot.
The crypt is basically the same size as rest of the building and is split into two areas, one
side for the bodies of poor subjects of Bergsburg, the other room being used for those who
are more affluent. It is in the crypt that all the proper rites of burial are performed before
burial. The walls are made of the same dark granite as above. While both sides of the crypt
are well made, the rich side is better lit and decorated. It is also closest to the door so rich
mourners, should they wish to see the body, can get into the crypt without having to see
the less well maintained poor area.

Graveyard

The Graveyard is accessible from the Middenheim road, which leads to the Lwentor gate.
There is a small track that leads to the graveyard, which is concealed behind a small line
of trees. The reason for this is that it was seen as inappropriate by the Temple of
Shallya for a pilgrims first sight of Bergsburg to be the graveyard. The track is normally
well maintained throughout the year by the temple's laborers, but it is not unknown for
severe bad weather to make its use difficult. The Graveyard is enclosed within a large
stonewall, approximately twelve feet high. There is only one entrance, which is normally
locked. It will be unlocked on the day of a funeral or by the permission of either Father
Herde or Brother Uther. By the gate is a small building, built onto the inside of the wall.
This structure includes a small tower. The main part of this is devoted to a small shrine to
Mrr. The tower is technically for the use of the resident templar, if one is available.
However, the mourners guild also hangs a black pennant bearing the symbol of Mrr from
it to indicate when a funeral service is taking place.

The Clergy
The temple of Mrr in Bergsburg has quite a small number of clerical staff. Many within the
town considered it to be grossly understaffed for Bergsburgs needs, a situation that has
been relieved slightly by the arrival of Brother Uther, a Templar from Altdorf. The head of
the clergy is Father Herde, a quiet scholarly man.
In addition to Father Herde and Brother Uther, described below, the temple has one other
clerical staff member, Brother Martin, a seventeen year old local boy. He is keen but not
particularly bright. He is however kind and polite and hero worships both Father Herde and
Brother Uther. It is normally he who greets visitors too the temple.
The temple also employs two laborers on a part time basis as gravediggers. They are local
men, quiet and fairly hard working. They are not discouraged from talking to people about
their jobs at the temple, but they would not wish too, as most people find it slightly
unnerving.

Father Johan Herde


Career:High Priest (ex- Anointed, Priest, Initiate)
Race:Human
WS

BS

Ag

Int

WP

Fel

39

30

32

37

32

67

55

47

SB

TB

Mag

IP

FP

11

Skills:Academic Knowledge (Atronomy, Necromancy, Theology), Common Knowledge (the


Empire), Channelling, Gossip, Intimidate, Magical Sense, Perception, Read/Write, Speak
Arcane Language (Magick), Speak Language (Classical, Reikspiel, Kislevan, Bretonnian),
Trade (Embalming)
Talents:Aethyric Attunement, Divine Lore (Morr), Lesser Magic (Blessed Weapon, Magic
Lock, Silence, Dispel), Linguistics, Meditation, Menacing, Petty Magic (Divine), Public
Speaking, Strong Minded
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Dagger
Father Herde is a local of Bergsburg, growing up as the son of a moderately wealthy
merchant. He was the younger son and so his father, seeing no real role for him as an heir,
pushed him into joining the priest hood. His father was adamant that he should join the
church of Shallya to try and improve the families trading contacts. To spite his father, the
young Johan joined the temple of Mrr instead. Brother Johan, from this dubious beginning
within the church, became an ardent follower of Mrr, and learned his craft with amazing
speed. Having completed his training in Altdorf, he was moved to Talabheim and then
eventually, at the age of thirty seven, back to Bergsburg. He was only a junior priest for
three years before the death of the late head priest, Father Smit, forced him into the role
of head of the church in Bergsburg. He as held this position for nearly twenty years. An
interesting note in Herdes career was the routing out of a chaos cult in Talabheim while
still in training. His knowledge of the chaotic, and how to defeat it, is quite large, even
though his primary research would appear to be in the realm of defeating the Undead.
Father Herde is a scholarly man, he is by no means the type of priest who enjoys leading a
mob in to cleanse a den of evil. This doesnt make him a coward; he just isnt gifted in that
way. He is however very good with languages and with deciphering texts. He is also a very
capable cleric of Mrr and serves the community tirelessly. However, he is a member of
the upper echelons of the cult, something that many of the cult's detractors failed to
notice when they complained about the number of clerical staff in the temple. He was
however, instrumental in picking Brother Uther when the cult decided another priest was
in fact needed in the city. The choice of a templar knight over a standard cleric was a
choice that seemed to baffle members of the local community since there was no apparent
need for a templar in the quiet backwaters of Hochland.

Brother Uther Gesucht


Career: Priest (ex-Initiate, Squire)
Race: Human
WS

BS

Ag

Int

WP

Fel

53

30

43

42

36

48

46

39

SB

TB

Mag

IP

FP

16

Skills: Common Knowledge (the Empire), Disarm, Dodge Blow, Gossip, Read/Write, Secret
Language (Battle Tongue), Secret Signs (Templar), Speak Arcane Language (Magick),
Speak Language (Reikspiel, Classical)
Talents: Etiquette, Meditation, Petty Lore (Divine), Public Speaking, Strike Mighty Blow,
Strike to Stun
Armour: None
Armour Points: Head 0, Arms 0, Body 0, Legs 0
Weapons: Sword, Dagger Brother Uther was transferred to the temple in Bergsburg
following his final training with the High and Chivalric Order of Deserved Rest. He is not a
native of Bergsburg, growing up and training in Altdorf before being assigned here. His
placement was a political one, the church trying to appease local resentment to the
number of clerics of Mrr in Bergsburg. This doesnt really bother him as he has found the
quiet life of a rural city suits him. He is aware that Father Herde had a hand in is selection
for the post, although what his superiors had in mind for him has yet to be revealed.
His relative passivity and surprising compassion stems from his previous life as a
mercenary. He has travelled the empire extensively and has even fought in Kislev. Years of
bloodshed and violence lead him too the priesthood and now he leads a noticeably
different life although his role in the church is a militaristic one. He spends most of his time
in the temple helping Father Herde however, and very rarely is he called upon to put on his
armour and pick up a sword, something he is grateful for.
Brother Uther is well liked among the other clergy of the city. He is polite, friendly and is
not interested in adding to inter-church rivalry. The one exception to this is Anton
Vaksmann, the Templar of the White Wolf. As templar knights go, they are practically
opposites. While Uther is kind and compassionate, Anton is a beast of a man, yet a much
better fighter. While Brother Uther is not worried about that, having seen his share of
bloodshed, he finds Vaksmanns boasting almost intolerable. This has nearly led to open
violence between them several times, despite the hardest efforts of , the Shallyan cleric to
whom Vaksmann is bound.
When not at the Temple or the Mourners Guild, Brother Uther can often be found at
the Blue Oak Inn. While he is glad to have left his mercenary days behind him, like Stefan
Gerber, he misses some aspects of his old way of life. He enjoys the occasional drink with
the Company of the Blue Oak but has so far never worked with them. He would consider
many of the mercenaries to be his friends, a rare thing for him since his military days.

Relations to Other Cults


The temple of Mrr is on good relations with most of the other churches. The Temple of
Shallya isnt particularly fond of playing up their relationship. This is due to the sensitive
arrangement they have with the Temple of Mrr with regard to those pilgrims who do fail to
receive healing. They are entered into the paupers grave free of charge, an arrangement
that reflects the status of the Shallyans within Bergsburg. The only exception to the
temples good working relationship is towards the Temple of Ulric, due to the
unpleasantness between Vaksmann and Brother Uther. However, this doesnt really extend

beyond the two templar knights, despite them nearly coming to blows on several
occasions.
Father Herde is noted for being exceptionally close with the Temple of Sigmar, spending
many hours in debate with their clergy, in particular Johann Kramer when he is present at
the temple. The nature of their discussions is kept to themselves and not even Brother
Uther is aware of its content. Critics within the Temple of Ulric, especially Vaksmann, think
the favour shown to the Sigmarites is deliberate due to the unpleasantness
between Vaksmann and Brother Uther. Father Herde refuses to comment on the issue
when he is asked.

Beilheim
The construction of the castle and the influx of soldiers that accompanied it brought great
trade to the simple blacksmiths of Bergsdorf, and subsequently the arms trade grew about
them in this district. It was chosen as site for the first Court of Arms in 1884 and then
unsurprisingly for the construction of the new barracks in 2265. Being the home of such
institutions aided the district's trades and cemented its reputation as strongly associated
with military professions. As such the district is Ulrican territory and the home of the cults'
conservative element for as long as anyone can remember. Indeed the name Beilheim
means 'Home of the Axe'.
Beilhiem is home to a lower-middle class, mainly of warrior types: watchmen, local soldiers
and mercenaries. Towards the north of the district there is more noticeable wealth derived
from the weapon-smiths. Here also is Bergsburg's small community of Kislevites and
Norscans. These are the descendants of refugees from the chaos incursions of the 24th
Century and now live as a closed clique of fur and carvings traders.
Beilheim is neatly sandwiched between Verenenstadt and Helmsberg. North of Der Klein
Dampf can be found the timid quill-pushers of Verenenstadt, all but ignored by most
Beilheimers although the watch have taken to maintaining a stronger presence when
necessary to ensure that Ulrican church-goers take any route to the temple except via
Kirchenplatz. Meanwhile, Helmsberg is considered a den of thieves, although in style Der
Rachof blends in quite well with those buildings south of Ruhigerstrasse.

Jacobstrasse
Leading from the wall to Martialplatz, it is the widest street in the district and is partially
paved. A statue of Jacob van der Ree, stands at the halfway point. In the afternoon, a line
of street sellers set up providing a selection of very tasty pies and snacks.
Mimm's Well
Once simply an old well in a leafy courtyard close to the wall, this area has been adopted
by Bergsburg's Norse and Kislevite immigrants. The stone well is decorated with carvings
and amulets while simple wards hang from the branches of nearby trees. More accurately,
the area is now a shrine to a lesser northern deity known as Mimm. Locals of all faiths
come here to throw brass pennies in the well and the shallow water glimmers as a result of
the belief that this practice brings good fortune. The alleys surrounding this courtyard lead
into the heart of the Norscan and Kislevite community including the best fur traders and
talented wood-turners. Although small, they are well established and have come to
dominate this tiny pocket of the town. Only recently Bergsburgers have started to refer to
the whole area as "Mimm's Well".
Maurweg and the Heads of Ulric
Continuing fromVerenenstadt, Mauerweg follows the eastern wall with several flights of
steps accounting for the rising gradient in the direction of Helmsberg Hill. An interesting
ornamentation on the wall is theHeads of Ulric. Five stone wolf heads stare out of the wall,
embedded at waist height. In the gaping mouths of these gargoyles can be placed
anonymous information about anyone in the city. The iron letter-boxes below these heads
are locked and only watch captains have access. Over the years a number of informants
have used these heads resulting in notorious arrests of prestigious figures: some have
been charged while others are found to be the victims of malicious accusations.
Martial Platz
This small paved square faces onto theCourt of Arms, part of it encompassed by the
building's arc. The Interior guard uses the area for ceremonial parades and also for the
training of the local militia. Through most of the town's history executions were carried out

here, and the gallows still stand as testimony to this, (although corporal punishments for
court-martials are still carried out here). Most days, mercenary parties gather as recruiters
for expeditions or military excursions traditionally come here to muster forces. A number
of low-quality inns face onto the square.
The Arms Arcade
The area known as the Arms Arcade is an enclosed courtyard of workshops, devoted to the
manufacture of armour and all manner of weapons. The Spear-Makers' Guild represents all
the artisans here (sword-smiths, armourers, fletchers, saddlers, etc). The first floor of the
Arcade is an open galley and artisans who often double as experts in their trade weapons
use both this and the courtyard to tutor students. When they have time - and time is
money - they will conduct impromptu classes to a queue of eager warriors who wait
patiently in the courtyard.
Although the Arcade represents the most prestigious workshops in the district, the name
denotes an area where the artisans and businesses associated with Bergsburg's warrior
class are situated.
Esterkai and South-East Beilheim
Home of the small-time traders and warehouse owners, the properties here lead down to
the quayside. TheBeierle familyhas come to dominate this area, and most traders are
somehow related to the merchant Georg Beierle. Locals joke at this, and the area is
commonly referred to as 'Beierleburg'.
Der Rachof
The area around Rachofstrasse is the roughest in Beilheim; here are the homes of local
watchmen and militia including rented properties of the soldiers of fortune who find their
stay in the city prolonged. Here, the tradition of anti-Sigmarite sentiment is at its most
forceful, (something that Beilheim's community leaders have done little to dispel) and this
collection of dark alleys has become known as Der Rachof. Graffiti and heavy symbolism
ward most off, while known supporters of Sigmar would be lucky to leave the place alive.

The People
Beilheim is predominantly the home to Bergsburg's men-at-arms: mercenaries, soldiers
and militiamen, in addition to the artisans of trades associated with these professions and
prospectors who are attracted by cheap rents. Due to the fact that the Court of Arms and
the barracks are situated here, many watchmen and their families have also made the
district their home. Inevitably, the warrior culture is reflected here: taverns, gambling
houses and brothels create a rowdy atmosphere that can become intimidating. During the
day it is relatively peaceful.
Although in passing un-noticeable, there is a strong underlying tone of Ulrican radicalism
in Beilheim: Sigmarites and their teachings are especially un-welcome. Locals are
astonishingly biased, regularly cursing Saint Franz for any misfortune and tending to spout
the most extravagant conspiracy theories regarding the Church of Sigmar. This radicalism
has produced some extremist groups in the past although nothing, as yet, too malevolent.
Street lighting has been neglected and residents rely on torches, adding to the districts
intimidating reputation after dusk. Petty crime is low, unsurprisingly criminals avoid an
area where Ranald is almost as unpopular as Sigmar. Violent crime is casually accepted by
the Watch, who rarely intervene in brawls between soldiers, (fights that tend to get out of
hand) and while Pit-fighting is officially banned it continues untroubled in shadowy
Beihleim establishments, sometimes under the eyes of high-ranking city officials. Watch

patrols are laughably reliable: when their contacts are involved they appear at the first
hint of trouble, while when assaults on a known sigmarite occur they are conspicuously
absent.
As long as they keep a low profile, PCs should be able to avoid trouble.

Locations

1. Der Brauhaus
A small, cosy tavern next to St. Skulda's Bridge and situated on the riverbank. It is
frequented by river-men and local traders, including Florian the Tailor.
2. Debtors' Jail
Bergsburg's original jail is like a stunted tower and in considerable disrepair standing at
the northern entrance to Martial Platz, (the wooden support of the old hanging galley still
visible). It is now the Debtors' Prison where a handful of inmates live in poor conditions;
some days Shallyan Clerics can be found handing food through the bars.
3. The Gold Nugget Inn
Hugo Zungenbrecher runs the Gold Nugget, popular with prospectors and adventuring
types. The furniture is nailed to the floor, but otherwise it is reasonably pleasant.
4. Quay-master's Office
Situated at the northern end of the Esterkai is the Office of the quay-master who is
charged with administering the quays. The current quay-master is 'Blind' Gotz, whose
eyesight is actually very good except when it comes to contraband goods.
5. The Bear's Bait
Kudo, a Kopfenschlag exile, runs The Bear's Bait. It is a large hall-like inn affording much
needed space to a thirsty clientele of warriors. In a converted beer cellar Kudo runs a pitfighting racket; an orgy of violence entertains the invited most weeks. As the watch are
heavily involved, the operation continues with their knowledge.
6. The Court of Arms
This impressive stately building surrounds a leafy courtyard and backs onto the river. It is
the administrative centre of the military in Bergsburg and oversees recruitment, training,
justice, and also proceeds over armorial disputes and regulations of military matters.
Faustus Asprill's elegant offices overlook the beautiful gardens that lead down to the river.
7. The Spear-Makers' Guild
This workshop run by the infamous Waldermar Wallenstein produces some of the best
pole-arm weaponry in the Empire and is especially famed for its halberds; supplied directly
to The Watch, the Hochland First Company and local mercenaries.
8. Brombeer's Cartographia
This little Cartographia is situated just south of Der Klein Dampf where the cantankerous
Kurt Brombeer has a fantastic collection of maps.
9. Khazar Forretnik
This merchant house (or Forretnik) belongs to the Khazar League of Northern Merchants.
Built in traditional Kislevite fashion with its hexagonal dome and guilded cupola it stands
out as probably the most unique building in the city. Both Norscan and Slavic merchants
are associated with the League but the very eastern-looking Radii Nazvanov runs its
operation in Bergsburg, and the house doubles as his private residence.

10. The Beilheim Barracks


An ugly building, the new barracks is on the main road through Beilheim just after
the Court of Arms. Its design is simple and worryingly defendable: a rectangle, two stories
high of windowless grey stone. Underneath, there is rumoured to be a dungeon for more
dangerous or important criminals. The Watch dislikes the place (preferring the cosy
Schuldanturm) almost as much as they dislike the barracks commander Captain Bokic.
11. Berenbergen's Pathfinders
Just south of Martialplatz the moderate dwelling of Hannes Berenbergen doubles as his
business offering guides and equipment for those embarking on less orthodox travel
outside the city.

Gold Nugget Inn


Hugo Zungenbrecher was born in Middenheim, he was the son of a blacksmith and a
dressmaker. He had 4 brothers and 3 sisters. They led a very poor life, since father liked a
good drink and spent most of his money on alcohol. The money his mother made was their
only source of money. When he was 18, he left the house in search of adventure and
money. He gathered enough money for a one-way trip to Altdorf. On the road between
Middenheim and Altdorf, his coach was attacked by bandits. Being a blacksmith's son and
apprentice, he was very muscular, so he put up quite a fight. But he was still outnumbered
and lacked the skilfulness and grace of a real warrior. He tripped over the body of one of
the passengers who were already slaughtered by the bandits, and fell on his back. He
closed his eyes and waited for the sound of a sword cutting through the air.
But the killing blow didn't come.
The man who seemed to lead the bandits, Hermann Spilkher as he found out later, found
his resistance quite impressive and made him an offer:"Join us, and I will train you.
Refuse, and I will personally remove your intestines."
Hugo wasn't really fond of the idea of being a highwayman, but he didn't really have a
choice. He joined the bandits who trained him in the arts of fighting. As time passed, he
grew closer with the rest of the gang, but he still longed for adventure and easy money,
not for hiding in wet and dark woods and eating dead squirrels. One night, after stealing a
crossbow and some money from the gang's "budget", he sneaked out the camp.
On his way to the nearest town, he came across a wagon driven by a Dwarf called Ulmir
who offered him a lift. Ulmir told Hugo he was on his way to Bergsburg, a town near the
Middle Mountains where gold could be found. Hugo thought it was as good a place to go as
any other, so he offered Ulmir his assistance in his search for gold. The dwarf was reluctant
at first, but he saw the boy was muscular and thought"What the hell, I could use an extra
pair of hands". So they arrived in Bergsburg, a peaceful town. It was already full of people
who wanted to get rich, so Ulmir decided to break camp a short end away from the city.
The next day they went to theProspector's Guild. They were received byHelmut
Schilfgras. He explained the privileges and obligations that the members of the Guild had.
After signing a few documents, Ulmir and Hugo were official members. After buying a map
of the Middle Mountains, they returned to their camp to get their equipment.
As they were about to leave for the Mountains, Ulmir said"Leave your money here,"while
pointing at a small chest. Hugo frowned."What? Why?"."Just trust me,"said Ulmir, while

putting his own purse in the chest. Hugo shrugged and followed his example. Ulmir then
buried it under his wagon.
When they reached the Mountains, Ulmir produced from his pocket a small, bronze statue
of a naked woman with an outstretched arm. Ulmir balanced it on his finger and the statue
slowly began to spin. Than it spun faster and faster until it become nothing but a blur.
Suddenly, it stopped, with its arm pointing in the direction of the mountains.
"Right", said Ulmir,"We'll start digging here." "Are you certain?"Hugo asked with a
sceptical look on his face."The map doesn't mention any gold in this area." "Oh, believe
me, we're in the right place", Ulmir replied with a smug grin on his face.
They started digging. They kept on digging there for the next three weeks. Ulmir
occasionally used his statuette to determine the direction in which they should dig, but
still, there was no gold. Hugo was slowly starting to get desperate. They were running out
of supplies and money. Still no gold. After a long day of digging, they returned to their
small camp. Ulmir was so tired, he fell on his sleeping bag and immediately fell asleep. In
the middle of the night, a soft noise woke him. He slowly opened his eyes and saw a dark
figure standing above him with a knife in it's hand, ready to stab him. His mind still
clouded by his weariness, he realised he was going to die. He closed his eyes. He heard
the sound of something sweeping through the air. A scream of pain followed. When he
opened his eyes again, he saw the dark-robed man run towards the tree line with a
crossbowbolt sticking out of his hand. Hugo, holding a crossbow in his hand, walked
towards him.
"Are you all right?" he asked. "Yeah. Sure. I must be getting old. Letting a punk sneak up
on me like that..." he mumbled under his nose. They went back to sleep. The following
days were still unsuccessful. Hugo suggested digging somewhere else, but Ulmir was
steadfast. "If the statue says we dig here, we dig here," but he wasn't so certain himself.
The next day, Hugo's pickaxe struck something. Something shiny: gold! Finally! They were
rich! Ulmir yelled "I knew it! I knew it!" They kept on digging for the rest of the afternoon,
and at the end of the day, they had a small fortune. Ulmir decided to hide it inside a large
oak, "just in case". The next day, after reporting to the Prospectors Guild that they had
found gold, they resumed digging, but in their enthusiasm, they forgot to place supportpillars, which resulted in a cave-in. When the walls of the shaft started to crumble, they
ran towards the entrance. They were almost out of the passage, when Ulmir noticed the
ceiling was collapsing too fast and that they weren't going to make it. At least not both of
them. He yelled "Hugo, look out!", jumped and shoved Hugo out the passage.
That saved Hugo's life, but cost Ulmir his. One of the falling boulders crushed Hugo's leg.
He screamed in excruciating pain and passed out. When he regained consciousness, he
saw that the mine had totally collapsed and that Ulmir didn't make it. He knew that if he
stayed here, he'd die. He pushed the boulder off his leg which caused so much pain, he
almost passed out again. He crawled to the nearest camp where a young woman found
him. She and her father brought him to theTemple of Shallya, but it was too late, the
crawling had caused too much damage, they couldn't help him. His leg had to be
amputated. After Hugo recovered, he had Ulmir's body removed from under the boulders
and buried nearby the large oak by people Hugo hired with the gold he and Ulmir had
found. He buried his bronze statuette with his body.
He visits the grave on the day of Ulmir's death. He also donated a large amount of gold to
theTemple of Shallyafor saving his life. If it wasn't for them, he probably would have lost a

lot more than 'just' a leg. That was 25 years ago.


Ulmir's Statuette
The character who tries to use it has to balance it on one of his fingers (Dex test).
Then the statuette starts to spin and when it stops it hangs in mid-air, as if some
unseen force held it aloft. It points in the direction of any gold in the area - NB
this will also include Gold Crowns in the owner's pockets! Ulmir stole it from a
Necromancer during his time of adventuring. Unfortunately, this item is tainted
by Chaos. It is highly addictive. When the owner is separated from it, he has to
make a WP test every hour. If he fails, he becomes frenzied and his only goal is to
be reunited with his beloved item. The frenzy ends when he recovers the statue.
The owner also has to make WP test every two weeks. If he fails, he gets a 10%
penalty for the WP test he has to make when he's separated from the statue. It
works cumulatively. (two failed tests mean a 20% penalty etc.)

Description

Now Hugo has an artificial leg to replace the one he had lost all those years ago. He
wanted to run an inn, so he applied for membership at the Innkeeper's Guild. They were
reluctant at first, but his gold was a very strong argument indeed. After becoming an
official member he build an inn he christened "The Gold Nugget Inn". He then married the
girl that had found him when he was injured, Elsa Kennenburg, now Elsa Zungenbrecher.
They now have an 11 years old daughter, Emma, who helps them with serving the guests.
The inn is the local hangout for adventurers and prospectors who want to try their luck in
the mountains. That clientele can be rather troublesome, therefore Hugo employs some
mean bouncers. Albrecht Rutiger, a prospector known for his bad luck, is a regular guest.
The inn has survived many barfights, but thanks to Hugo and Elsa's care it still looks pretty
good. The table has the form of a 'U'. It makes serving guests a lot easier for the barmaids
and also supplies dancing space if there are any parties. The table and the bench are
spiked to the floor. It prevents fighters from smashing the furniture on the heads of their
opponents. There are also a few seats at the counter (also spiked to the floor), but those
are usually taken by the regular guests. On the 1st floor are: 4 single rooms, 2 double
rooms, 2 rooms for four people (with two bunk beds and a commonroom. In every chamber
is a closet, a bowl with fresh water and a towel.
Prices:
Single room: 18/Double room: 28/Large room: 35/Breakfast: 10/Lunch: 15/Dinner: 1GC
Hugo uses a cane when he walks around. He doesn't do that too often as he usually stays
behind the bar while his wife and daughter serve the customers. He also employs a
professional cook: a Halfling called Dirk Potbelly. He's an old friend of Ulmir. Together with
two humans they used to be what people call "adventurers". Rumours of gold in the Middle
Mountains attracted Ulmir's attention and he left the group. Now, years, later, Dirk decided
to visit his old friend. When he heard Ulmir died saving Hugo, he decided to offer him his
skills as a cook. "You must be a very special person if Ulmir decided to sacrifice his life for

you," he said. Hugo also employs two bodyguards who throw out anyone who causes
trouble - Marcus Bernstein and Ellard Blumenvasen. They are both very tall and muscular.
Ellard and Marcus stand in the corners of the main hall, Ellard at the door, Marcus at the
stairs.

Hugo Zungenbrecher
Landlord

Career:Innkeeper (ex-Miner, Outlaw)


Race:Human

WS

BS

Ag

Int

WP

Fel

57

41

46

38

23

32

36

37

SB

TB

Mag

IP

FP

14

Skills:Animal Care, Common Knowledge (the Empire), Concealment, Consume Alcohol,


Disarm, Drive, Gamble, Gossip, Outdoor Survival, Navigation, Perception, Secret Signs
(Thief), Speak Language (Reikspiel), Speak Secret Language (Theives' Tongue), Set Trap,
Trade (Prospector)
Talents:Rover, Suave, Strike to Stun, Strike Mighty Blow, Street Fighting, Streetwise
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Sword, Blunderbuss
Trappings:Inn, Horse & Cart, Sword, Blunderbuss, Gold (In Bank), 200 Crowns in House.
Hugo has muscular arms, but after years of standing behind the counter, he developed
quite a beer-belly. He is getting a bit bald, but still has immense sideburns. He usually
stays behind the counter, but if he has to move around, he uses a cane.

Marcus Bernstein
Doorman

Career:Bodyguard
Race:Human
WS

BS

Ag

Int

WP

Fel

48

24

53

46

40

29

43

23

SB

TB

Mag

IP

FP

00

Skills:Common Knowledge (the Empire), Dodge Blow, Gossip, Intimidate, Speak

Language (Reikspiel)
Talents:Ambidextrous, Coolheaded, Frenzy*, Street Fighting, Strike to Stun, Strike Mighty
Blow, Very Strong
Armour:Leathers
Armour Points:Head 1, Arms 1, Body 1, Legs 1
Weapons:Club, Sword, Knife (In Boot), Knuckle Dusters
Trappings:5 Crowns, Leather Coat and Trousers
Description:Marcus is very tall and muscular. He wears black leather clothing not
because he's a pervert but because he needs all the protection he can get during those
barfights. He has long hair but he keeps his face shaved clean. When he was a child, he
suffered from some mysterious disease, which has made him a bit unstable. *When
cornered or confronted with really unfair odds (1:6), he has to make a coolness test to
avoid Frenzy. Mind you, in normal situations, he's a very calm and cool person who doesn't
talk much.

Dirk Potbelly
Career:Cook (ex-Entertainer)
Race:Halfling
WS

BS

Ag

Int

WP

Fel

32

21

33

28

48

36

31

43

SB

TB

Mag

IP

FP

Skills:Charm, Common Knowledge (the Empire, the Moot), Gossip, Haggle, Perception,
Performer (Dance, Sing, Musician), Read/Write, Speak Language (Reikspiel), Trade (Cook)
Talents:Acute Hearing, Etiquette, Lightning Reflexes
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Cleaver (as Hand Weapon), Knife (as Dagger), Ladle (as Hand Weapon)
Trappings:Ladle, Knife, Cleaver, 12 Crowns, Harp
Description: Dirk's a very kind and helpful person, but disturb him when he's cooking and
he'll get very angry and yell "Silence!" and suchlike. His chicken soup with spices is his
specialty. He has hairy feet and a very round belly (that explains the name). He has dark
blond curly hair. Cooking is his passion, but in his spare time he plays his harp.

Elsa Zungenbrecher
Landlady
Career:Servant
Race:Human
WS

BS

Ag

Int

WP

Fel

21

23

32

30

30

30

29

45

SB

TB

Mag

IP

FP

Skills:Common Knowledge (the Empire, Herbs), Gossip, Haggle, Performer (Dance),


Speak Language (Reikspiel), Trade (Cook)
Talents:Etiquette
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Dagger
Trappings:Purse with small change (2 Crowns in total), Dagger
Description:Elsa is a slender, tall, pretty woman, with a soft look on her face. She usually
serves the guests or helps Dirk in the kitchen.
Emma is a small, 11 year old girl who dreams of adventuring. She loves to hear stories
from Dirk about the time he used to be an adventurer. But her father has other plans for
her. He wants her to learn things he wasn't able to learn when he was her age. Therefore,
he asked Dirk to teach her the art of reading and writing. She also helps her mother with
serving the guests and loves playing with Cherna.

Brombeer's Cartographia
Brombeer's Cartographia is a small shop located down one of the smaller streets in
Beilheim. From the outside it appears reasonably clean and in good repair, with a well
scrubbed doorstep and a clean window. Above the door hangs a small brass model of a
theodolite (an instrument used by surveyors for measuring horizontal and vertical angles).
The name of the shop is freshly painted in gold on green above the door: 'Brombeer's
Maps and Charts'. The window displays a map of Hochland, slightly faded by the sun.
Upon entering a small bell will ring as the door closes behind the customer. If the
impression from the exterior was of a cramped shop, then this will be reinforced on
entering. The shop is a small room, crammed with plan chests and display cabinets. The
walls are covered in beautifully framed maps and charts of all kinds including naval,
astronomical, city plans and world maps. A number of globes hang from the ceiling although many Old Worlders still believe the world to be flat, the majority of educated
people hold that it is a sphere. Kurt Brombeer will discuss this subject at tedious length
with any customer fool enough to bring it up.
(Note: The recent 'Age of Exploration' in Tilea has made the nature of the earth a disputed
subject - some 'evidence' from explorers points towards it being flat, but many scholars
still believe it to be round. Whether we take the WFB material as canon or not , this seems
to be a good basis for the existence of the above globes - they are far from accurate, and
Kurt Brombeer is a keen supporter of the 'round earth' theory. The Elves would not tell

humans about the spherical earth - they seem to take an active role in keeping human
exploration to a minimum.)
There is a glass case full of high quality surveying equipment and shelves of rolled maps
line the walls. There is only room for three customers, and even they will have to be
careful to avoid knocking something over. Despite the crowded nature of the shop,
everything is immaculate. The shelves and plan chests do not have a speck of dust on
them, and there are no fingerprints on the glass of the display cases. All maps and charts
are filed in their proper place and labeled clearly.
The counter is large, taking up a fair amount of the room. Behind it is a small drawing
board on which there is a map in progress, not yet identifiable as an elevation of the area
around Bergsburg. Kurt Brombeer will always be sitting behind the counter during opening
hours, usually working on a new map. When the bell rings to announce the arrival of a
customer he will invariably turn around and scowl in irritation.
Brombeer's Cartographia is the leading provider of maps and charts in Bergsburg. This is
not a shop for browsing - customers are expected to request a map and then cope with
Kurt's bad temper until they leave with what they went in for. Only upon inspection of their
purchase will the customer realize the quality of what they have spent their money on Brombeer's maps are exquisite works of art as well as being accurate and reliable.
Kurt Brombeer is unfailingly rude and impatient with customers and long-term
acquaintances alike. Regardless of social standing, a customer can expect to be made to
feel stupid on the subject of maps and the world in general within minutes of his or her
enquiry. His scathing attitude will rarely soften, unless the customer can impress him with
some truly intelligent insight into cartography - this is distinctly unlikely to happen.
Kurt's main source of income is maps of the Middle Mountains, with particular reference to
the seams of gold, which have been discovered there. Many prospectors arriving in
Bergsburg for the first time will eventually find their way to Brombeer's to purchase one of
his maps. Accurate though they are, Kurt is always sure to explain that the map comes
with no guarantee that the seams and prospecting locations are necessarily still yielding
gold. He keeps a loaded crossbow pistol under the counter in case unsatisfied or rowdy
prospectors try to cause any trouble.
Aside from what Kurt refers to as his 'idiot's guides', he sells charts of just about anything
which can mapped. His range extends to astronomical globes and charts for the sky for all
seasons, along with maps of the waterways of the Empire complete with locks, waterfalls
and hazards. He also stocks maps of underground cave systems and lost Dwarf Holds, as
far as this information is available to the public. There are even maps for the distant lands
of Lustria and the East, although few could ever begin to verify the accuracy of these.
Only about an eighth of all maps for sale are produced by Kurt himself. The large majority
are either purchased from merchants, adventurers and other map dealers or are antiques valuable for their beauty and/or forgotten information. Kurt will manufacture maps by
commission, and he employs surveyors and researchers on a freelance basis to collect the
information required for him to plot the actual map. This work pays well, and if the
surveyor proves reliable and accurate, he or she will be asked to provide data on a longterm basis. After four or five years of service, a surveyor may actually begin to feel
welcome in the shop.
Some of the antique maps are of parts of the world that Kurt has been unable to identify,
due to the language in which they are written, or the limits of even his vast geographical

knowledge. He is always keen to establish the nature of these maps, as they will increase
considerably in value as soon as he can identify them. Kurt will also purchase maps from
prospective sellers providing they can be proved to have some basis in reality, and he has
not already got a superior version.
Upstairs from the shop is Kurt's bedroom, bathroom and study, where he works on larger
maps and compiles his research. Downstairs is the kitchen and a door out to a small back
yard. The shop has a basement in which Kurt has a secure safe containing his savings, a
number of exceptionally rare maps (of which he only shows copies to the customers) and
some items of jewelry.

Shop History
Brombeer's Cartographia has been in its present location in Bergsburg for three
generations. It was opened by Oswald Brombeer (Kurt's grandfather) who, as an explorer
of the mountains, had grown tired of travelling and decided to settle down and begin a
trade. His extensive experience of the world had lead him to develop a considerable skill at
cartography, and this combined with an artistic (albeit rather technical) eye enabled him
to produce excellent maps. Brombeer's slowly became one of the Empire's respected
outlets of maps and charts and a destination for adventurers and explorers as much as
nobles and landowners.
When Oswald died, the shop was passed to his only son, Eberhardt. Trained by his father,
Eberhardt inherited his network of information gatherers and surveyors, along with his
expertise in map making. Brombeer's continued to thrive within its limited market.
Eberhardt had three children - Anna, Kurt and Martin, each of which showed considerable
intelligence and artistic skill. However, Anna decided that map making was not for her, and
went off into the world to see the places described in two dimensions on her father's
drawing table. The last Kurt ever heard from her she was about to board a Remean
merchant ship on it's way to Lustria. As the second oldest, Kurt became proprietor of the
shop following his father's death. Already in his forties, Kurt had never left Bergsburg and
it's close surrounding, but displayed an uncanny ability to imagine and plan maps in his
head without even seeing the subject. He has still never been further than two miles from
the city.
When Kurt took over the shop, Martin saw that there was little satisfaction to be had from
helping his brother in running the shop. Always more artistic than technical, Martin went to
live in Nuln, where he is a portrait painter of some repute.
In recent years the shop has remained as well though of as ever - Kurt's brusque manner
has not turned away satisfied customers in any great numbers. Recently, he has received
a commission from the Graf's Household in Middenheim to produce a map of the city and
it's surroundings. This has given him great pleasure, as there is no love lost between
himself and Herr Gruber of Middenheim, the city's largest map dealer. Kurt currently has a
team of surveyors researching the region for him.

Some Maps

Some of the more interesting maps that can be found in Brombeer's are outlined below,
and prices should be determined as the GM sees fit - but remember that these maps are
rare (some are one-offs) and Kurt will not part with them easily, or at all in some cases, so
they should be prohibitively expensive. For more common or reproduced maps (for
example maps of the city or the local area), prices are, according to the amount of details,

around 10 GC. If a map represents a recent discovery of gold, the price can increase as
high as 100 GC, this time according to the size of the find.

De Novus Mundus
This map is an early representation of the eastern coastline of Lustria. Produced in
Bilbali soon after the first explorers returned from the New World, it shows major
tributaries and hazards of the coastline, along with the location of one major city in
the interior. There are also a number of imaginative and fanciful drawings of
creatures that dwell in the jungles and seas around the continent. Kurt is
scathing "What do you mean "Are they real?" Of course they aren't. They only put
that rubbish on to fill the gaps. What do you want? White spaces?"
His Imperial Majesty's Empire, By Province and City
This map depicts the Empire in its entirety. Originally drawn during the reign of
Magnus the Pious, it is geographically quite accurate. Kurt has had this map copied
a number of times, and it is something of a 'best seller'. All major roads and rivers
are represented, and major settlements accurately placed.
La Citta Del Parassita
A dirty and poorly executed map, Kurt has yet to discover where this Tilean map
purports to represent. It seems to show a massive swamp with a large fragmented
city in the centre. There is crabbed scrawl around the edges, which makes little
sense, confused as it is by unrecognisable runes and misspelled Tilean. Kurt
acquired this map from a native of Miragliano, who had found it in the possessions
of his recently deceased brother - a man who had wandered into the city badly
burned and insane two years after his disappearance.
Currents of the Claw Sea
A naval map, this outlines the main characteristics of the Sea of Claws around
Norsca and the Northern Empire's coast. This map was produced by the Imperial
Navy for use by their fleet around 70 years ago. It contains a number of errors,
including the absence of a number of islands and sandbanks.
Khazad Zhufbar
A destitute Dwarf prospector sold Kurt this map ten years ago. It is in Khazalid and
outlines the major caverns and halls of the dwarf hold. Originally intended for
Engineers and Soldiers, the map has notes on defence and the structural integrity
of the tunnels. This map contains extremely sensitive information, which would be
indispensable to anyone planning to attack the dwarfhold. Suffice to say the Dwarfs
do not know that Brombeer has a copy, and Kurt himself is worried about it. He has
put out some tentative appeals for an audience with the head of the
local Engineer's Guild, to return the map free of charge. He is worried that having
seen it will make him a target of some of the more unhinged Dwarfs, and rues the
day that he ever bought the map.
Mosharaj Al-Khwarizmi
This is an extremely ancient map, inscribed on crumbling papyrus. Much of the
detail has faded, but it seems to be a map of a desert and the means by which one
can reach a lush oasis. The writing is in an antiquated form of Arabic and Kurt has
only succeeded in translating a small amount of the text. The oasis is depicted as a
tropical paradise with many tents and strange wildlife. Kurt believes that this map
originates from before the Arabic Wars and may have come from one of the many
nomadic tribes to be found living in the desert of Araby. The map was purchased by
his father from a noble of Ostland who was selling off the family library. Other than
the oasis, the map has few features (like the desert), but the eastern edge is

marked with what appears to be a pyramid complex and several apparent warnings
not to approach.
Unidentified Map
This map has no writing on it, and is inscribed on a sheet of a resilient white
substance with a waxy texture. Kurt has no idea what this map represents or what
purpose it was designed to fulfill - not only does it depict an odd geometric network
of lines and shapes, but they have shifted and changed position slightly since he
begun studying it at the age of 16. He has detected that it is magic, but can tell no
more of its nature. It has always been in the shop, and he has no idea where his
grandfather found it.

Outside Relations
Guild of Tradesmen
Kurt is a fully paid up member of the guild, as the less they bother him, the happier he is.
Prospector's Guild
Kurt's maps of the gold seams of the Middle Mountains are "officially endorsed" by the
Guild. Any prospector who asks about maps of the area will be pointed in the direction of
Brombeer's by the guild staff. Kurt is supplied with regular updates based on the latest
reports from prospectors returning from the Mountains. He takes a dim view of this
connection, but recognises the importance of the income from these maps, which allow
him to pursue the more interesting aspects of his business.
Dwarven Engineer's Guild
Since realizing what the map of Khazad Zhufbar represents (see above), Kurt has become
keen to be rid of it. He is trying to obtain an audience with the head of the guild, to
confidentially dispose of the map into safe hands. His contact is Jotri Raefanson, who is the
Guild Secretary, whose admiration for Kurt is being strained by his continual and
uncharacteristic secrecy on this recent matter.
The Council
Eberhardt Brombeer was granted an ongoing commision to produce all mapping used by
the town administration, and Kurt has continued the work of updating and revising charts
of the city and it's surrounding area. Loathed though he is to admit it, he feels a small
amount of pride in this area of his work - it represents more than 'just business' to him.

Kurt Brombeer
"You expect me to pay good money for that thing? I've seen better scrawls from a baby.
Now go back and *look* at the land - then come back to me with your map. *Then* I'll talk
to you. Now get out."
Career:Scholar (ex-Student)
Race:Human
WS

BS

Ag

Int

WP

Fel

30

45

35

27

43

49

44

27

SB

TB

Mag

IP

FP

Skills:Academic Knowledge (Astronomy, History, Runes), Common Knowledge (the


Empire), Evaluate, Magical Sense, Read/Write, Speak Language (Reikspiel, Khazalid,
Eltharin, Arabyan, Classical), Speak Arcane Language (Magick), Trade (Cartographer)
Talents:Artistic, Linguistics, SWG (Crossbow), Super Numerate
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Pen Knife, Long Ruler, Crossbow Pistol
Trappings:Tools of Trade, Large Selection of Maps
Description:Kurt is an elderly man with a slight stoop. His is thin and pale and never
looks particularly healthy. Despite his age, his eyes sparkle with a brilliant deep blue. His
white hair hangs long and straggly down from his bald pate. His voice is reedy and
sarcastic, and he has a tendency to brush off the attentions of a customer with a
characteristic wave of his left arm. He dresses in deep blue clothes, which are of a fashion
popular 40 years ago. He is scrupulously clean, and dislikes being touched.
Personality:Kurt Brombeer is a very difficult man to get on with. Lacking even the most
basic courtesy, he will mock and ridicule anyone he meets with a savage sarcasm. His
impatience when discussing maps is legendary within Bergsburg, and bearing in mind that
he can rarely be enticed into talking about anything else, he is more than capable of
making anyone feel stupid.
Aside from his siblings, Kurt has no family. He has never had an interest in having children
or meeting a wife and his personality means that no woman has ever had the slightest
desire to change that. His only concern is that he has now left it too late to pass the shop
onto anyone else. He has tried to train an apprentice to take over when he is too old, but
has yet to keep one for more than a week, describing them all as 'bodgers and scribblers'.
Kurt is not particularly religious, but pays lip service to Verena. Occasionally he will attend
her temple, admiring (but never out loud) the affinity that her clerics have with searching
out the truth - something which he believes his maps should always endeavor to
represent.
Kurt has an all-consuming obsession with maps. Regular customers sometimes joke that if
only he could map human relationships, he would begin to find them worth bothering with.
Indeed it is Kurt's obsession that has kept him at arm's length from people since he was a
boy - even his own siblings and parents found him surly and intractable. He keeps up a
continuous and lively correspondence with other map dealers, collectors and researchers,
frequently penning furious missives to Herr Gruber of Middenheim, the subject of his most
intense professional rivalry. Many of his correspondents recognize his expertise, and relish
the arrival of one of his letters. Few of them take his spiteful comments seriously, as
underneath there is always a considered and intelligent opinion on the subject.

Berenbergens Pathfinders
Hannes-Peter Berenbergen, local explorer of noble descent started his company (the first
of its kind in Bergsburg) in order to provide those travelling to and from Bergsburg with
information, equipment and guides. Although most of their customers come from the

prospecting community there is always someone who needs to head into the wilderness,
and as the majority of Imperial citizens see the mountains and forests as areas fraught
with danger, the services of Berenbergen's Pathfinders are often in demand.
The Pathfinders building is situated in the more affluent side of Beilheim near the river
among the older buildings of the district. The ground floor has subsided somewhat perhaps
as a result of being close to the river, however, now only half of the ground floor of the
building is above street level. It is entirely made out of white stone that has greyed over
the centuries and is now spotted with moss. The first floor is half stone, half-timber and
dotted with small, grimy windows. The panes are barely translucent and a dim light in the
darkness is the only sign of any habitation. By the fully timbered second floor the
building's subsidence becomes notable. Faint cooing can be heard from above on quieter
days and the dark slate roof tiles are covered with dots of what looks like greyish-white
paint.

Ground Floor

Passage Way
The official way into the premises is by ducking under an arch in a wall of the main
street into a dark passageway that is never lit and down to a low doorway. Steps
have been built into the passageway as the narrow oaken door in the wall seems to
have sunk by several feet. First time visitors may feel as though they are entering a
cellar.

Lobby
A slat in the door and a rusted doorknocker sculpted in the shape of a dragons
head faces the visitor. Would-be entrants will be viewed before they enter and when
necessary asked for identification, (whoever is enquiring will no doubt be armed).
Beyond this door is the lobby area. Uncomfortable wooden benches line the walls
and big iron hooks are fixed in the walls for coats and belongings. On the wall facing
the front door is a framed map of Hochland, it appears to be old: by the style and
the layer of dust that covers it, but otherwise accurate. A collection of old boots of
varying sizes is always stashed under the benches and at all times of year this room
seems to be chilly. There is one archway in the room leading to a stairwell.

Stairwell
The stairwell smells musty and is only a little warmer than the lobby. Central to the
building is the solid stone spiral staircase. Behind and underneath it are two other
archways, both small and one almost hidden from view. The doors in each are thick
and locked at times when Tarni is not around.

Kitchen/Workshop
The Kitchen is the largest room in the house, strangely out of proportion to the
number of inhabitants who have ever lived here. The rooms function has been
corrupted to that of an artisan's workshop and workmans tools of all sizes and
types decorate the shelves, cupboards and walls. Despite the vast range of
equipment in this room it refuses to appear cluttered and items seem to be
arranged in some sort of categorical system. What was once a window on the wall
opposite the hearth has had its panes removed and now faces onto the street

functioning as a service hatch. Although high on the wall this hatch is only a few
feet off the ground outside. A kitchen chair serves as a platform for vendors of
shorter stature. From here Tarni does a regular, good business with prospectors and
others, buying/selling and repairing a range of tools and equipment.

Storage Cellar
Underneath the spiral staircase is a door leading to the storage cellar. Here supplies
and miscellaneous equipment is stored. Immediate supplies are located to the left
of the door underneath the ceiling hatch that leads to the yard. Barrels, boxes and
crates crowd against the opposite wall and it would take a few hours for someone to
find anything even if they did know what they were looking for. Although poison and
traps see to any vermin who might venture here, the damp, dark conditions have
lead to a bout of red-mould growing in the furthest corner from the door. Unknown
to the rest of the household Charlotte has been cultivating it and uses it for herbals
remedies and (if need be) defensive purposes.

First Floor
The first floor is in deep contrast to the lower in that it has been furnished to some
expense. Although the impression remains that this is a house inhabited by untidy people.

Yard
The yard is flagged in the same manner as the street and has seven-foot double
doors just wide enough for one cart. A timber roof covers the area between the door
and the house; this means that roughly a third of the yard is sheltered enabling
carts to be unloaded in bad weather or in secret. Horses and mules cannot fit into
the yard, as the breadth of the gates is too narrow. Instead they are stabled at a
nearby business that offers Hannes very favourable rates. There is a double-door
hatch to the left of the yard that leads directly to the storage cellar.

Meeting Room
A small door leading off the stairwell leads into all the rooms on this floor, the first
of which is the meeting room. Central to this room is a large oak table, its surface
slightly scratched but otherwise in good condition as are the eight chairs that line
its perimeter. A single bookcase is the only furnishing. It is filled with useful
reference volumes that Hannes often uses when discussing ideas with expeditionary
groups. Mid height on the bookcase is Hannes shrine to Verena in her aspect as the
Goddess of learning, carefully crafted by a Bergsburg artisan out of Ivory. On
Verenan festival days and personal occasions there will be a candle and rare flowers
by the shrine.

Study
The study is untidier than any other room in the house if this seems possible. Unlike
the workshop this clutter is very real, Hannes has even managed to lose some
important items among the vast volume of papers and unfinished maps flooding
this room. The room is T-shaped, the point of the T jutting out over the yard and is
built over the yards roof. There are three windows here but all can hardly be
reached over the angled desk and stool where Hannes does most of his
cartographic work and studying. Hannes can be found here most of the time
probably sitting in one of the two comfortable armchairs or desperately trying to
locate an important piece he was working on. Unknown to most underneath the

desk and a pile of parchment is a trapdoor leading to the yard below. There is no
ladder, however, and escapees without aid would have to endure a three-yard fall.

Map Room
This room is finely furnished in local wood and should in fact be the study although
Hannes pre-occupation with maps has caused it to become something else. There
are several bookcases and a map rack filled with scrolls and map rolls. In addition,
an antique cabinet from the three-emperors period is filled with writing and
mapmaking equipment; quills, rules, coloured inks etc. Next to it is a ships
compass on a stand serving as a most accurate measure of true north. On the wall
are several maps and a portrait of Baron Roland. In fact Hannes has no interest in
art of this sort and the portrait conceals another map behind it; that of the Forest of
Shadows. Of the other maps, one is a huge framed map of the Middle Mountains,
surveyed by prospectors and Dwarven scouts from Middenheim, Bergsburg and
Wolfenburg about a century ago. It is an excellent piece but - as Hannes will point
out whenever given the chance - it is inaccurate. Hannes has personally copied it
and uses first hand accounts from Thoran and others to improve upon it. This
amended map is the best of the mountain range to exist in the Old World.

Second Floor

Here the stone stairwell ends and three small doors lead off into the bedroom area. A
trapdoor at the top of stairwell leads to the roof and pigeon roost.

Thorans Room
The first room is bare and looks as though it might be a spare room. Its small with a
low uncomfortable bed that is pristinely made. There is no other furniture. This is
Thorans room when he chooses to use it, which is very rarely due to the amount of
time he spends in the mountains. Even when he is in the house he can be found in
other rooms sleeping on the floor. The ceiling in this room flips down to reveal a
ladder and a small independent loft space, which serves as Thorans treasure trove.
In this space are three chests (all locked) and several sealed iron tubes with runic
inscriptions lining one side. The chests are filled with valuables obtained from
various expeditions including, although Thoran has never realised this, some
magical items. The iron tubes contain coded Dwarvish maps: these are Thoran's
prized possessions and only he knows what secrets they contain.

Hannes Quarters
Hannes had the largest bedroom in the house covering half of the second floor and
the largest door from the stairwell leads into his quarters. He has a large double
bed, several wardrobes, and a bookcase along with a couple of chairs surrounding a
small table and chessboard. Family portraits hang on the walls, and impressive rugs
coat the rough floorboards. Although untidy in the same fashion as any of Hannes
personal spaces tend to be, this room tends to feel cosy. The veteran explorer often
spends time here, especially when he tires from walking on his bad leg.

Charlottes Room
This room is entered through a small door that is often locked and also protected
with a magic lock spell at most times when Charlotte leaves the house for a long
period. Hannes simply believes he has the wrong key for the room and has given up
trying to get in, not that he needs to. Inside, the room is filled with strange artwork

and trinkets, and there is not much floor-space with all the possessions and items
crowding it. There is a wardrobe over-filled with clothes, and hidden within this is a
heavily iconic shrine to Forsagh, the god of dreams and prophecies, (a less wellknown aspect of Morr). Underneath the bed is a chest filled with Charlottes most
prized possessions, including an old pendant with a symbol of Ranald etched on it.

Tarnis Room
This room is little different from Thorans although there is more sign of habitation.
Alongside the bed stands a wardrobe and a cabinet. In the cabinets top draw is a
collection of silver tools: guild trophies and family heirlooms, otherwise a small
carved marble statue of Grungni is the only visible decoration.

The Pigeon Roost


Hannes' hobbies include pigeon fancying. He trains about 15 or so birds to fly to
distant locations about the province. Should he need to get in contact with one of
his scouts or guides, he will send message by pigeon. There are a number of agreed
points where these birds fly to, and which the guides check whenever they come
across them.

Services

Deposits will be required for any items that are taken on expedition, especially so if they
are unaccompanied by one of the company scouts.
Everyone will always be given oral directions and advice by anyone in the household. Care
is also made to give travellers advice even if they do not ask. This advice can be
considered very reliable. The household look after their own sort. They know that the
mountains can be a dangerous place and this advice is always free.
Hire Services
All the items below are also available for hire. To check if the items are available for hire
use the same availability percentage as in the items for sale. The hire price will be 20% of
the item hire and a deposit will be necessary as to the whole cost of the item.

Items For Sale


TYPE

ITEM

PRIC
AVAILABILITY
E

Tools

Grappling Hook

4/7

Iron Spike

12/- 90% chance of stock, mto in 1 day.

Shovel

25/- 80% chance of stock, mto in D2 days.

Pan

2/4

80% chance of stock, mto in D3 days.

Pick

3/9

80% chance of stock, mto in D3+1 days.

Rope (yard)

4/-

90% chance of stock, mto in D3 days.

Saw

8gc

60% chance of stock, mto in D3+1 days.

Skis

14gc Mto in D4+1 days.

65% chance of stock, Made To Order (*mto) in


D3 days.

Carrying

Expedition pack (holds


400)

5gc

Mto in D3+1 days.

Backpack (holds 250)

2/3

90% chance of stock, mto in 2 days.

Leather flask

22/- 75% chance of stock, ordered within 1 day.

Metal Flask

60/- 50% chance of stock, mto D4+1 days.

Leather tube case

3gc

Sack

15/- 90% chance of stock, ordered within 1 day.

Sling bag

6/-

85% chance of stock, ordered within D2 days.

Water skin

9/-

90% chance of stock, ordered within 1 day.

5/-

95% chance of stock, mto in 2 days.

Fuel Oil (pint)

8/-

90% chance of stock, ordered within 2 days.

Lantern

14gc 60% chance of stock, mto in D3+3 days.

Blanket

2/8

Tent 1 Man

15gc 50% chance of stock, mto in D3+1 days.

Tent - 3 Man

40gc 25% chance of stock, mto in D4+3 days.

Tinderbox

35/- 60% chance of stock, mto in D2+1 days

Iron Rations (1week)

3/10 80% chance of stock, ordered within 2 days.

Dwarven Spirit
(hipflask)

2gc

70% chance of stock, ordered within D3+1 days.

Modified grapple
crossbow

35gc

Customer provide crossbow, modification =


D3+3 days.

Illuminatio
Candle
n

Misc.

50% chance of stock, ordered within D6+1 days.

75% chance of stock, ordered within 2 days.

Repair Services
Tarni will repair items unless she believes them to be too badly damaged to do so. The
repair cost will be at a minimum 10% of the cost of the item and at the GMs discretion for
the remainder.

Expeditionary Services

Thoran
16 GC per day for well-covered areas, new areas (not mapped) at 22gc per day. All
participants must have the equipment that Thoran stipulates otherwise he will not
go ahead. Thoran knows the Middle Mountains as well as anyone this side of them
and can guide individuals along most routes or climb most peaks. He is not keen on
undertaking any climbing expeditions with novices.

Eli Kammer
Lesser known forest roads (and through the barren hills) to Wolfenburg, Herzig,
Salzenmund, (also Erengrad). Main roads throughout Empire, especial knowledge of
rural Middenland, Talabecland and Hochland. 20 gc per day or 120gc per week
(based on 8 day week)

Logan
Middle mountain foothills and alpine forest routes 8 gc per day.

Healing Services

Magical Healing: 15gcs per spell cast


Conventional Healing: 5gcs per use of skill
Herbal remedies: varies depending on availability

Map drawing Services

As arranged with Hans, may be reduced if they know him or are providing interesting
information on an undiscovered area.

Hannes-Peter Berenbergen

"Oh where is it? I put it here. I swear I did. Someone must have moved it. By Venera where
is the damned thing? Wait no - here it is! Put it there earlier, I remember now.
Career:Explorer (ex-Scout, Outrider)
Race:Human
WS

BS

Ag

Int

WP

Fel

51

48

37

44

40

50

47

50

SB

TB

Mag

IP

FP

14

Skills:Academic Knowledge (History), Animal Care, Command, Common Knowledge (The


Empire, Kislev), Concealment, Dodge Blow, Evaluate, Follow Trail, Navigation, Outdoor
Survival, Perception, Read/Write, Ride, Search, Secret Language - Ranger Tongue, Secret
Signs, (Scout), Silent Move, Speak Language (Reikspiel, Kislevan), Trade (Cartographer)
Talents:Charm Animal, Coolheaded, Orientation, Seasoned Traveller, Specialist Weapon
Group (Entangling, Longbow, Fencing), Sure Shot
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Rapier
Trappings:Velvet Jacket, Spectacles, Walking Stick
Appearance:Hannes has neck-length hair that, once brown is now mainly grey. With his
clothes, manner and spectacles he resembles more a scholar than a once noteworthy
explorer. This appearance belies a vibrant personality: once Hannes gets going he

gesticulates, practically exuding excitement upon hearing of new ideas. Hannes has a
notable limp, although in recent years he has got more used to the prosthetic limb that
replaced his lower left leg. Since this injury his physique is not what it was and he looks
older than his 46 years.
Description:Hannes was born the son of a minor Ostland noble but following his fathers
early death he returned with his mother to her place of origin, Bergsburg. While his
mothers health was failing, Hannes funded expeditions into the forests and mountains
with the fortune to which he was heir. Over time and after expeditions in Kislev, Norsca
and Albion he had spent much of this money. It was during a trip into the Middle Mountains
four years ago that he fell and suffered a broken leg that became infected and had to be
removed. A few years ago his mother died, and Hannes was forced to sell off her business
assets to pay off some debts.
Hannes now helps plan potential expeditions and draws maps on the information brought
to him. Widely travelled he is truly interesting and is keen to talk to other adventurers. He
is a regular at both the Temple of Verena, where he can often be found if not at home, and
at Brombeers Cartographia where even Kurt appreciates his wide knowledge in the field.
Hannes uses the pigeons he trains and keeps in the attic to carry messages into the
mountains and elsewhere, including the Last Inn where they have a contact in Pietr
Jacquelin. From Pietr they have learned that Waldemar Klutchens is not to be trusted and
may warn any who ask after the Last Inn to be wary of this man.

Charlotte Wasmeier
Herbalist
Career:Hedge Wizard
Race:Human
WS

BS

Ag

Int

WP

Fel

33

32

27

30

34

35

41

42

SB

TB

Mag

IP

FP

10

Skills:Common Knowledge (the Empire), Channelling, Charm, Gossip, Haggle, Heal,


Magical Sense, Perception, Search, Speak Language (Reikspiel), Trade (Apothecary)
Talents:Hedge Magic, Petty Magic (Hedge)
Armour:None
Armour Points:Head 0, Arms 0, Body 0, Legs 0
Weapons:Dagger
Trappings:Healing Draft, Bracelets, Silver Necklace, Long Grey Coat with Fur Hem
Appearance:Short and slim, Charlotte has short auburn-colored hair cut to the line of her
neck. Her emerald-green eyes are thin and sultry and her skin beautifully freckled. These
fresh, different features have made her the object of beauty to locals.

Description: Charlotte was the only survivor of a travelling entertainers caravan that was
raided by beastmen. By good fortune Hannes and Thoran, returning from an expedition
into the tangled hills, came across the young girl: her name was tattooed onto her wrist in
old world classical while another on her back depicted strange symbolic lettering, (which
Hannes has never been able to decipher). Thoran had heard tales of foundlings and
warned she would only be bad luck. However, Hannes curiosity and kindness got the
better of him and they returned to Bergsburg with the young child. That was ten years ago.
Unknown to both of them the girl was part of an outlawed cult of wizards and their caravan
was attacked by a clerical group who murdered them. Later the remnants were scavenged
by beast-men. A gifted natural spellcaster from an early age, Charlotte has had little
tuition, although recently her visits to the Cro-Ach-Liea monastery might explain an
increase in ability. Mischievous by nature, she is prone to use magic to alleviate her
boredom, mostly to the misfortune of others, (particularly those who may have angered
her). As yet, she doesnt really realise the legal implications of her actions, and she has
already brought herself to the attention of a member of the Wizards Guildwho heard of a
recent public incident. The guild is investigating and this could lead them to the story of
the Barren Hills massacre and a most embarrassing interest for one prestigious cult in The
Empire.
Charlotte acts as the households healer and provides remedies to enhance recovery and
alleviate illness, a common problem of prolonged exposure to the elements. Occasionally,
she accompanies an expedition in order to pick rare herbs that grow in less accessible
locations.

Tarni Tardreksdottir

"You panners always blame your bad luck on my tools: those spades were steel tipped- try
digging in the right place. "
Tools and Supplies Trader
Career: Tradesman
Race: Dwarf
WS

BS

Ag

Int

WP

Fel

38

28

37

44

39

38

34

44

SB

TB

Mag

IP

FP

14

Skills:Common Knowledge (Dwarfs), Evaluate, Gossip, Haggle, Perception, Secret


Language (Guild Tongue) Speak Language (Khazalid, Reikspeil), Trade (Carpenter, WeaponSmith)
Talents:Dwarf-craft, Grude-born Fury, Night Vision, Resistance to Magic, Savvy, Stouthearted, Sturdy
Armour:Leather Jerkin and Apron

Armour Points:Head 0, Arms 1, Body 1, Legs 1


Weapons:Mace, Dagger
Trappings:Heavy tool belt with wide range of tools, bronze hair clasps, solid gold ring
with Bergsburg DEG mark on it
Appearance:Despite the locals jokes, Tarni does not look like her brother Thoran. Her
hair is fairer and braided she has a short slim physique for a Dwarven woman and is also
reasonably fair for her race. She appears young despite the fact she is just over 90 years
old. Her age, was it widely known, would probably be the subject of either more jokes or
general disbelief.
Description:While Thoran was impossible to keep down, spending time wandering the
mountains, Tarni was always much happier in the workshops learning traditional crafts.
The younger of the two, she has completely differing skills and personality although the
two get on very well their closeness shown by the arquebus that Thoran carries, a rare
weapon hand crafted by his sister. Tarni spends her mornings working at Pathfinders,
supplying local prospectors and travellers with a range of tools. In the afternoon she works
at the Dwarven Engineers Guild under Vomtrek Blackanvil. This arrangement is only
tolerated due to the fact Tarni is one of the Guilds more talented members.
Recently Tarni observed Charlotte performing what was obviously magic. The two spoke
briefly and Charlotte was forced to reveal the nature of her powers. As the two are friends,
Tarni has promised to keep the matter a secret.

Scouts and Guides


Pathfinders employ a small number of independent guides who they hire to parties of
prospectors, adventurers, explorers and the like. Although they have a range of contracts,
some of the more regular ones are detailed below:

Thoran Tardreksson

After this ice-field we go for the ridge right of it, via the east face- its the least
dangerous. After that things get a little tricky
Mountaineer
Career: Miner (ex-Runebearer)
Race: Dwarf
WS

BS

Ag

Int

WP

Fel

52

40

45

53

41

37

45

23

SB

TB

Mag

IP

FP

15

Skills:Animal Care, Common Knowledge (the Empire, Middle Mountains), Concealment,


Dodge Blow, Outdoor Survival, Navigation, Perception, Scale Sheer Surface (+10%), Secret
Signs (Scout), Speak Language (Reikspeil, Khazalid), Swim, Trade (Prospector)

Talents:Dwarf-craft, Flee! Grude-born Fury, Night Vision, Orientation, Rapid Reload,


Resistance to Magic, Sixth Sense, Specialist Weapon Group (Two-handed, Gunpowder),
Stout-hearted, Sturdy, Very Resilient
Armour:Leather Jack, Dragon Tattoo over arm and back acts as Rune of Luck.
Armour Points:Head 0, Arms 1, Body 1, Legs 0
Weapons:Axe
Trappings:Leather Jerkin, Tough Leather Boots, Pack
Expedition Equipment:Arqebus, 2 hand picks, Mail Shirt, 5 iron spikes, 10 yards of rope
and 50 yards of rope Grappling hook, shield, skis, mule, saddle bags, provisions, shovel,
one man-tent. Modified crossbow that will shoot rope and grapple
Appearance:Thoran is a medium-sized Dwarf, not reflecting his stamina, which is
extraordinary even for one of his race. With a short thick ginger beard, reasonably well
kept, he can always be seen in his shorts whatever the weather. Prospectors and scouts
who know him joke that it is to show off his very muscular thighs, while his sister Tarni
maintains that it is a stubborn show of toughness.
Description:Twenty years ago Thoran travelled to the Worlds Edge to meet some
kinsmen and go on a Dwarvish expedition. Although he recounts tales of the expedition, it
is never in clear context and he never reveals any details of what it was meant to achieve.
All that Hannes knows is that the expedition was eventually unsuccessful. On his return
from the Mountains after several years Thoran was noticeably much more superstitious
and had inscribed on his body a rune of luck, a gift from a shaman rune-smith who lived in
an inaccessible part of the Worlds Edge. Thoran is undoubtedly the most experienced
mountaineer that Hannes has ever met.
Thoran has witnessed at first hand the activities of the Flaschgang Pass group. Unsure of
what to do he has held his tongue for now but for him they are shameful and Dwarves
without honour. He will aid in any means an attempt to stop them although he does not
find it his responsibility to initiate such an act. Thorans superstitions cause him to be
nervous of Charlotte, who he refers to as the foundling and who he fears to have magical
powers.

Eli Kammer
Quiet, I hear something...there! See it? No? Are you blind?
Career:Scout (ex-Coachman)
Race:Human
WS

BS

Ag

Int

WP

Fel

43

54

44

45

45

36

41

30

SB

TB

Mag

IP

FP

16

Skills:Animal Care, Common Knowledge (the Empire), Concealment, Dodge Blow, Drive,
Follow Trail, Gossip, Navigation, Perception, Ride, Secret Language (Ranger Tongue), Secret
Signs, (Ranger, Scout), Speak Language (Kislevian, Breton)
Talents:Acute Hearing, Charm Animal, Excellent Vision, Orientation, Rapid Reload,
Seasoned Traveller, Specialist Weapon Group (Gunpowder, Crossbow). Sure Shot
Armour:Mail Shirt
Armour Points:Head 0, Arms 0, Body 3, Legs 0
Weapons:Sword, Dagger
Trappings:Blunderbuss, 6 shots of powder and ammo, Shield (1AP, all), Horse and
trappings, Backpack -2 blankets, cutlery, tinderbox, small pot, water flask, silver necklace6gcs. Hooded cloak, Leather boots, Breeches, Shirt, Belt
Appearance:Athletic with a blonde hair in a single plait to her mid-back Eli resembles (in
Hannes words) a Norscan Valkyrie. Despite her looks and physique Eli dresses like a rustic,
scruffy and adorned with the trappings necessary of a successful adventurer. Her senses
are extra-ordinary and this and a mixture of innate caution and common sense have seen
her survive numerous danger-fraught expeditions.
Description:Born in the Spiders Head, an Inn on the Talabheim road, Eli is no stranger to
Hochland or the rest of the Empire for that matter. A seasonal worker, she spends most of
her summers travelling far-reaching parts of the Empire or abroad. Herself very bookish,
Hannes often employs Eli on information gathering mission, mapping the blank areas on
his charts.
Eli has extensive knowledge of the roads traversing the Empire in addition to travel in the
Grey Mountains and the Vaults. An excellent guide and more than capable of looking after
herself she now only works seasonally for Hannes spending most summers on her own
adventures.

Logan
Career:Hunter
Race:Human
WS

BS

Ag

Int

WP

Fel

31

46

34

40

33

28

27

29

SB

TB

Mag

IP

FP

13

Skills:Animal Care, Common Knowledge (the Empire, middle mountain foothills),


Concealment, Follow Trail, Gossip, Perception, Search, Secret Signs, (Ranger), Set Trap
Talents:Hardy, Rover, Rapid Reload, Very Resilient
Armour:Leather Jerkin
Armour Points:Head 0, Arms 0, Body 1, Legs 0
Weapons:Axe, Hunting Knife, Crossbow

Trappings:Pouch of bolts, Leather Jerkin (0/1AP, body), 10 yards of rope, Fur sling bag - 2
animal traps, cutlery, tinderbox, small pot, water skin, Fur hat, coat, leggings and vest.
Appearance:Logan has never looked better. In poor light, he could be mistaken as a
bear. Bearded, (well just generally hairy) and of a heavy build, Logan feasts on his catches
too often these days becoming quite fat, a feature he hides well under numerous layers of
fur. Logan does not talk much but when he does, its either to relay life-saving survival tips
or to indulge his very vulgar humor.
Description:Logan is a trapper and an outdoorsman through and through. He has an
aversion to towns, their sights and sounds; he has nothing good to say about them and
claims all the negatives even though he has never even set foot in anywhere even half the
size of Bergsburg. Adventurers will have to head out to Hovelhof where local villagers will
then direct them to find him. His realm is the length of the southern foothills of the Middle
Mountains, an experienced trapper who knows this part of Hochland like the back of his
hand indeed he often has the run of this area. Logan is often employed to take potential
prospectors into the foothills on the gold trails.

Helmsberg
During the dark ages, Bergsburg had a deserved reputation for relative safety. Many
Hochlanders, and some from further afield, who had lost their livelihood to the many
dangers of the age, flocked to Bergsburg in order to make a new start. Soon the small,
fortified city was full and so the poorer refugees made their makeshift homes in the
shadow of a small fortress and barracks, sat atop a craggy hill, some way from the city
wall.
Eventually, the city walls were extended to include this area, which has become known as
Helmsberg, after the fortress that encouraged the original settlement. The barracks of
Helmsberg was partially dismantled to supply stone for the new wall, but to this day, its
ruin can still be seen, dominating the district and overlooking the activities of its people.
Although the levels of deprivation are nothing compared to the poorer areas of big cities
like Middenheim and Talabheim, because of the poverty and crime of the area, Helmsberg
has acquired a reputation in Bergsburg for great danger. However, contrary to what most
Bergsburgers think, the main thoroughfares and square of Helmsberg are perfectly safe,
during the day at least. The mazy back alleys however should always be treated extremely
cautiously, especially by outsiders.

Ruhigerstrasse
Over looked by the craggy hillock that gives the district its name, Helmsberg is
bounded on the north side by the Ruhigerstrasse, one of the town's main roads,
where the hustle and bustle of everyday life is among the most vibrant in the whole
city. Many shops and Inns line the street. The fare is generally of poor quality but
the prices are low. Many now respectable, and sometimes wealthy, citizens have
clawed themselves up via small businesses here.
Many beggars are based in this area, and ply their 'trade' here before moving on to
other parts of town where the pickings are generally richer. As well as the beggars,
here, various street entertainers find it a good place to come, often attracting large
and enthusiastic, if not wealthy, crowds
The watch keeps a heavy presence on the Ruhigerstrasse, the patrols are large and
many. They are probably over compensating because except for a quick inspection
of Pottplatz, they rarely patrol south of here.

Pottplatz
The main square of Helmsberg lies just to the south of Ruhigerstrasse. By day it
moves to the sound of a myriad of traders and barrow-boys who set up market in
the middle of the square. They sell mostly food and necessities; there is little
demand for the luxuries that can be found elsewhere in town. The merchandise
here will be mostly legitimately gained, but if you need something more exotic, or
illegal, the traders can point you in the right direction. By night the sounds are more
raucous as the Inns fill and drunks spill out into the square.
The most notable building on the square is the Church of St. Gerris, where Pavlo
Nemitz runs his soup kitchen and doss house. Needless to say, this attracts many of
the city' s dregs to the area.

One of the most common sights in Pottplatz and along Ruhigerstrasse are the soup
monkeys. These boys carry large buckets of unfathomable broth, which they sell for
a penny a mug. Although they will claim the soup is made from many good things,
usually alliterative, to help with their spiel, Beef, beer and broccoli, or Rabbit, radish
and rhubarb, it is probably best not to know exactly what goes in. However, you
could live off a diet of only these soups, and many people do.

Ranlweg
Every town has a street that gets an almost mythological reputation for danger. In
Bergsburg that street is Ranlweg. Bergsburgers have many phrases that use this
myth. 'You're going up Ranlweg, now.', might mean you are going to get yourself
into trouble. 'He went up Ranlweg', means he's dead. 'He went up Ranlweg and
came back, twice', he's a very brave fellow, etc. If someone is asking for directions
at Pottplatz, a local who didn't take kindly to them might direct them 'straight up to
the end of Ranlweg and turn left.', only as a joke, of course.
Ranlweg leaves the west side of Pottplatz and climbs up the hill towards the city
wall. The squalour is there for all to see and anyone who might have a few pennies
spare will be followed by a throng of hungry waifs. The western end of the street is
the exclusive demesne of Magnus (See the Kreuzers, below).

Kaistrasse
Kaistrasse follows the river Drak up to Ruhigerstrasse and St Skulda's bridge. It is
more of a quay than a street, being lined on one side by many warehouses and on
the other by the river itself. Although the majority of the goods landed here are
legal and have had its full duty paid, a lot of it is not. It is a good idea to keep
yourself to yourself, down here, and not pry into other people's business.

Schwarzmauerstrasse
The schwarmauerstrasse runs from the south of Pottplatz down towards the south
wall, bending around Helmsberg Hill. It gets its name from the section of the south
wall made from the reclaimed stone of the Helmsberg barracks, which is noticeably
darker than the stone used on the rest of the wall. The residents around here live in
fear of an excessively violent group of young footpads.

Helmsberg hill
All that remains of the old barracks on this dome shaped craggy outcrop are a few
low walls and a single tower that is now only about fifteen feet high. The watch
used it as a lookout post for a few years after the new south walls were built, but
soon abandoned it. There are common rumours that the hill is haunted and many
locals, who would otherwise brave the dangers of deepest Helmsberg, will not
venture up here at night. For this reason, partly, the properties at the foot of the hill
are the cheapest in Bergsburg.

The Gangs

Two gangs dominate life in Helmsberg. Any trader, smuggler, or even thug will probably be
affiliated to one of them. For the most part one tolerates the other, although it is not
uncommon for a conflict of interests or misunderstanding to lead to some bloodletting or
arson. Both gangs realize that it is in their interests to keep these petty squabbles to a
minimum until they can deliver the knockout blow to their rival. A certain amount of
conflict must occur, though, in order to remind the people of their presence and to
convince them of a need for their protection.

The Kreuzers
This is a family oriented gang, with family members taking up almost every position
of power. They are based to the west of Pottplatz on the Ranlweg and deal mostly
with protection and thievery. The head is Walter 'Magnus' (after the emperor)
Kreuzer. He is well known for his ruthlessness and will not hesitate to order the
death of any that cross him. Anybody turning up in Helmsberg will often be referred
to as 'a friend of Magnus'.
The symbol of the Kreuzers is a simple cross. Their victims will often have a cross
carved on the forehead, before death, if possible. The Kreuzers control a lot of
thieves who work and live outside of Helmsberg, also.

The Hovenbachs
The Hovenbachs is the name given to a loose confederation of illegal outfits, mostly
smugglers. It was formed as a defence against the growing power of the Kreuzers. It
is headed by Gustav Nils a prominent smuggler, although he doesn't have the
power of Magnus, he is well able to unite the disparate groups under him and wield
that power effectively. The Hovenbachs were named after Manfred Hovenbach who
united them originally. His skull, with a cross carved into it, is now incorporated into
Magnus' 'staff of office'.
The symbol of the Hovenbachs is a fish. They control most of the smuggling in and
out of Bergsburg, and therefore have power throughout the city. They are based
east of Pottplatz along the Drak, in both Helmsberg and Sudentor. The Hovenbachs
also run a lot of the begging throughout the city, ensuring that their beggars get the
best pitches etc.

The People

Outsiders are always viewed suspiciously here. The consensus is that 'Nobody ever gave a
Helmsberger a helping hand, why should we do anything for them.' Indeed, Helmsberger is
a derogatory term elsewhere in the city. Between themselves though, a community spirit is
evident and although no one is going to be generous with what little possessions they
have, Helmsbergers are free with their time for their friends and neighbors in need.
Many normal people fear the gangs, and sensibly so. Although most people have little
direct business with them, short of paying 'insurance' and 'taxes', and buying cheap stolen
goods, the threat of the gangs always seem to be present and people have learned to
watch what they say. The gangs propagate the myth that it is they that keep the
Helmsbergers safe and create wealth for the area, in reality the reverse is true. Some
individuals decide that a career within a gang, not unreasonably, is their best hope of
success, it is also their quickest means to death.

Locations
1. The Mission of Shallyan Mercy
This large stone building on the Ruhigerstrasse houses many of the destitute of
Helmsberg. It is run by Goodwife Heidi Kremel, a Shallyan cleric in her forties. She is
proud of her work here and of the reputation that the mission has earned in
Shallyan circles throughout The Empire. As long as they obey the basic rules of the
house, anyone is welcome to stay here. Heidi will also help people to get jobs and
move on, for there are always many others waiting for a place at the mission. Heidi
relies on the influence of the Temple of Shallya's Falls to find work for her charges.

2. The Cross Hands


The Cross Hands on Ruhigerstrasse is supposedly a members only club owned by
Hardi Kreuzer, Magnus' cousin. The shutters are always pulled and a thick wooden
door bars the way. At night, much noise can be heard coming from within.

3. The String o' Pearls


Over looking the river, the String of Pearls is a rowdy hangout for the bawdiest of
stevedores who work along the Drakwasser. Part of this warren-like establishment is
set aside for use by the leaders of the Hovenbachs.

4. The Rat and Shovel


This is a large and popular bar on the Pottplatz. There is a sawdust ring out the back
where many unsavoury sports like bear baiting and pit fighting take place.

5. Bil's Bazaar
A famous landmark on the Ruhigerstrasse, visited by people from all over the city.
This shop contains a myriad of weird and wonderful objects. They say the feisty
little halfling, Bilberry Meadowbank the proprietor, will buy anything. And he'll sell it
again too. For some reason, the gangs just seem to leave him alone.

6. Altfeld Coopers
Spalte Altfeld runs his successful coopers business in premises on Ruhigerstrasse.
As well as a few skilled workers, he employs the unskilled, cheaply, on a day to day
basis for menial tasks. At first light, there is always a queue of hopeful applicants
forming outside Altfeld's premises.

7. Oberon Klee
This preacher can often be found at his shrine, way down the Swarzmauerstrasse.

8. The Chapel of St Gerris


Not much more than a converted stables, this is a doss house run by Pavlo Nemitz,
a disillusioned cleric. Not much worship goes on here. In fact, rumour has it that
there was never any such saint as Gerris.

The Rat and Shovel


The Rat and Shovel is a sprawling bar that dominates the south of Pottplatz in Helmsberg.
It is owned and operated by Gregor Bludkost, a sour, miserly fellow who has never
married. His help consists of the dour doorman Arek nufson (a failed pit fighter), Derrick
Ostertaun (also head of the somewhat legitimate Rat-Catchers' Guild), Wren (Derrick's
homely wife and a constant chatterbox), and Tamara (an orphan who sleeps in the rafters
and helps tidy up in the mornings). The bar itself is the unofficial sports capital of
Helmsberg, often visited by the rowdy boys and men after a game of snotball in the
streets, and most famous for its pit-fights in the sand circle out back. It also fronts for the
real arena in the area, The Pit under Helmsberg hill. The popularity of the entertainment
The Rat and Shovel hosts has also had a positive side effect. The bar is generally
considered neutral territory by the Hovenbach, Kreuzers, and other criminal organizations
of Bergsburg. Instead of waging war across the barroom, factions at odds will usually
support pit-fighters or bet heavily against each other, also using The Rat and Shovel for
occasional "negotiations." A cadre of bouncers are unnecessary at The Rat and Shovel.
Except for a brawl every now and then, it's agreed by everyone that, generally, people
should keep the peace here.

The Building
The Rat and Shovel is built of scorched brick with a timber, wattle, and daub upper storey,
and a poorly shingled roof. It is almost as wide as it is tall, with a shambling, haphazard
appearance. The second floor even overhangs the doorway, causing many dwarven
patrons to curse under their breath whenever they step inside (indeed, a number of them
will refuse to enter, insisting that the roof will cave in on their heads). Grimy windows are
placed at different heights along the front wall, flanking a severley beaten oak door. The
popular establishment is clearly signed with a large rat's head bisected by a shovel
engraved on a plaque that swings wildly from the second storey. It is said the design was
invented by the original proprietor who created it with a Skaven corpse and his trusty
spade. To the left of the bar is a dark and threatening alley leading to the sawdust ring and
Helmsberg hill behind.
The interior of The Rat and Shovel is dominated by its large, open common room. This
stretches along the left wall all the way to the rear of the building. The ceiling is low with
hanging candles, lanterns, partial beams, and pit trophies, causing tall patrons to bump
their heads regularly. The only respite is near the bar where a void leading all the way to
the patchy ceiling opens up above the common room. Agile felons are occasionally hoisted
up into the dark rafters of the void to escape notice by enemies or particularly brave
watchmen. The windows let in little light and the place is often very smoky and
claustrophobic. The furniture is made up of stitched-together benches and long tables,
mismatched and randomly scattered around the common room. The bar stretches along
the right wall with a doorway at either end leading back into the "kitchen." Behind it are
stacked barrels of cheap grog. To the right of the bar is a black curtain that hides the
private booths. To the left of the bar, towards the rear of the pub, the wall recesses giving
enough room at the back for impromptu brawls. A rickety staircase in the rear-right corner
leads up to the "balcony" while oak double doors lead out the back to the sawdust ring.
The "kitchen" of The Rat and Shovel only really provides soup, most of which is sold to the
Soup Monkeys to push out on the Pottplatz. To that end two rusty cauldrons dominate its
western wall with a slipshod chimney funneling the smoke out. A long table sits askew in
the middle of the room for preparing "meals" while a trapdoor in the north-west corner

leads to the small cellar. Food and beverages for The Rat and Shovel's more affluent
clientelle are stored in the cellar. The rest is stacked under the staircase on the kitchen's
southern wall. The staircase leads up to the the second floor. On the north wall is a small
door that most humans must crouch to enter. It leads to the booths.
There are only four private booths at The Rat and Shovel. The curtain from the barroom
hides a cramped, curved corridor that turns directly towards the kitchen. On the left is one
small booth with a round table usually reserved for bookies who take bets on pit-fights. To
the right are two veiled booths that are generally empty. Occasionally members of the
Hovenbachs or the Kreuzers may be found "negotiating" here, but in general they are used
for quick, quiet, and quasi-legal transactions. The last booth has a large "RESERVED" sign
hanging in it. In reality the table therein tips up to reveal a hidden passageway to The Pit
under Helmsberg hill.
The upper floor of The Rat and Shovel is generally accessed from the kitchen. The stairway
there leads up to a corridor that bisects the building. On its northern side are three doors.
The first leads to the living room/kitchen/dining room/common room of the pubs
proprietor, the second to a short corridor that leads to three cell-like bedrooms. Although
large, the residence is in a sorry state of disrepair. The common room has mismatched
tables and chairs and a fireplace linked to the chimney rising from the kitchen below. Three
good-sized but filthy windows look over Pottplatz. Some handed-down drawers and a
collection of jury-rigged shelves line the south wall, while on the west wall, beside a
curtained archway leading to the bedroom annex, is a dilapidated desk for the proprietor
to balance his books at. The bedrooms are in better condition, each with a small window
looking out onto the Pottplatz and a bed. The most western of the three bedrooms, which
belongs to the proprietor, has a compartment hidden in the ceiling in which his profits are
hoarded. The Rat and Shovel has been doing brisk business in comparison to the poor
effort put into its upkeep, so there is a tidy sum hidden up here. The eastern two bedrooms
used to be one room and the hastily constructed wall between the two is painfully obvious.
Further along the main corridor lies the former master bedroom. Now converted into a
meeting-room of sorts, it still boasts the frame of a once impressive bed. The Rat-Catchers'
Guild meets here with broken furniture and empty crates adorning their "board-room." It is
also occasionally rented out as a neutral meeting-place to gangs, guilds, or other parties,
should they need some quiet negotiating time. Between the master bedroom, the main
corridor, and the bedroom annex is the void that can be seen from the bar below.
On the southern side of the main corridor is a storeroom, a bedroom for rent, a short
corridor leading to the balcony, and a dormitory for visiting entertainers (pit fighters and
worse). The storeroom is a spacious but dark room with ominously creaky floorboards.
Shelves line the walls and a few crates are usually piled in the center. In the far left corner
is a secret panel that slides back to view the hidey-hole hidden behind the bedroom
through which food can be passed. In general the stores here are slim.
The bedroom is a nasty little room with no windows and nothing but a flea-infested bed
against one wall. It is occassionaly rented to travellers or drunken patrons, but is in reality
just a front for the hidden room between it and the balcony. Pulling the bed away from the
wall reveals a pedal which in turn releases a secret door. This opens up into a hidey-hole
equipped with a mattress, a blanket, and no source of light which is loaned to needy
individuals who need to escape notice for a couple of days. It is actually a well kept secret
with only a couple of well-paying clients using it in the past year. Food and messages can
be passed into the hole from the storeroom, avoiding the need to disturb anyone who

rents the legitimate room. The secret room has not been used to assassinate or rob
anyone who sleeps next door, primarily because the bed in the other room has to be
shifted almost out of the door in order to reveal the entrance.
The corridor leading to the balcony ends in a heavily locked door. There is usually little
need for anyone to pass back and forth between the balcony and the regular rooms. The
dormitory at the end of the hall is simply a swept bare room with enough space for a
number of brawny fighters, trainers, or victims who plan on entering The Pit to rest before
their night.
The balcony at the rear of The Rat and Shovel is an open platform reminiscent of the
building's time as a warehouse. A burnt and damaged pulley system still adorns the apex
of the roof. Now the balcony is usually used by patrons who risk the crumbling stairwell to
get a breath of fresh air or enjoy a fight in the sand ring behind the bar form a better
angle. When a popular contest is taking place the amount of people who crowd this upper
deck causes the building to groan in protest, but no-one has fallen through to the bar
underneath yet.

History
The Rat and Shovel began life as a hastily constructed warehouse circa 2224. It was
generally filled by a low-rent clientele with little reason to worry about theft. However, in
2385 the current resident tried to burn it down for some unknown but decidedly nefarious
reason, and largely succeeded. The blackened shell remained empty for a couple of years
until Rog Bludkost began holding amateur pit fights in the ruin. The sport's popularity
caught on with the down-and-out crowd of Helmsberg and it wasn't long before the selfstyled promoter was able to officially purchase the land (for next to nothing) and build the
bar around his "pit"(mostly with his own hands). He named the bar after his first fight
there, where he beat a captured Skaven to death with a shovel. The crowds grew larger,
the fights more bloody, and Rog made a nice bit of gold from his venture. He passed the
business on to his brother's family who carried it on successfully until 2457. It was that
year that a visiting "entertainer" was brutually murdered after using The Rat and Shovel to
stage bear-baiting. He was found with his nails torn out and vicious bite marks all over his
face (rumoured to be the work of Elves, or fanatics of Taal). The sensationalized killing
brought down some serious attention from the influential Shallyan Temple and the city
watch, so much so that The Rat and Shovel almost closed down. In the end, to quell the
crowds thirst for blood, fist-fights, duels to first blood, and the rare bit of animal cruelty
were permitted in a sand ring at the foot of Helmsberg hill, behind the bar.
In 2462 the young Darrien Warricker and Fredrich Neville discovered an open cave below
Helmsberg hill and began using it to bring back the bloodier pit fights of years past. They
soon discovered that the tunnels leading from this new arena passed very close to The Rat
and Shovel and so reached an agreement with the current proprietor, Theodore Bludkost,
to allow access through the basement of his establishment. This drew attention away from
Helmsberg hill itself and provided the perfect front and betting parlour for the bloody
sports (see The Pit). Theodore was killed as an involuntary pit fighter in 2495. Both his son
and daughter had left Bergsburg so The Rat and Shovel passed on to his nephew, Gregor.
It has since grown in popularity, although the food and drink served there is, and always
has been, piss poor.

Brother Leon Gehrling


Description:Gregor hired Derrick as a potential heir to The Rat and Shovel throne. The
young man was already making some money ridding shops on Ruhigerstrasse of pests, but
with his marriage to Wren was in dire need of further funding. Thankfully his blabbering
wife felt right at home in the kitchen and behind the bar, leaving the young man enough
time to begin a meteoric rise to the top of the rat-catching society in Bergsburg (assisted
by his ability to secure a "meeting" room at The Rat and Shovel). Derrick is a well built
young man with a blunt face and an easy grin. His wife, Wren, is a short, loud, and ugly
woman. She has a bent nose, buck teeth, and has been getting a little round thanks to her
recent pregnancy (the couple have petitioned Gregor for a bigger room, but are afraid to
push if he might turn them out).

Tamara Altwhistle
Description:Dressed in rags with unkempt hair and a filthy face, Tamara is as much a
fixture of The Rat and Shovel as are all the lanterns and barrels. She is usually found
dancing along the bar, serving drinks or rude jokes, until she retires to the rafters in the
void in the ceiling. She will help clean up in the morning in exchange for a few brass from
Gregor, then will dissapear into the streets for the day, returning by nightfall to begin
again. Everyone assumes she is an orphan, and most patrons of The Rat and Shovel will
soundly beat anyone who can't handle one of her little pranks. Truth be told, Gregor can't
remember how long she's been there or how old she really is. But then he doesn't pay
attention to much except his money.

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