Fimir - Podręcznik
Fimir - Podręcznik
Not
too bad going although not quite the three
issues per year we aim for. Indeed, it started
off as four per year.
REVIEWS
Signer's Heirs rules for trials. Again, these chapters are filled with useful
By Anthony Ragan information, but come across as introductions rather than' full
Published by Black Industries chapters, as they are brief and full of omissions. An example of
Reviewed by Andrew Law an omission here is the treatment of the Runefangs. The Runefangs
were gifted to each of the chieftains of man that commanded
If you whipped up Sigmar's army and became an important symbol of an Elector's
WFRP2, Warhammer right to rule. However, in the history chapter the blades are only
Fantasy Battle, The mentioned in passing without any explanation why they represent
Enemy Within and Electoral authority or even what they are. Even Warhammer
some imagination in Fantasy Battle's Empire book has more detail than this (six
a lidless blender, paragraphs over two pages), and the Warhammer Fantasy Battle
Sigmar's Heirs is books are, by necessity, typically far less detailed than their WFRP
probably what you'd equivalents.
get. It combines The two chapters covering Imperial religion, Chapters 5 and 7
elements of each- it's (oddly split for no obvious reason), are similarly tight. The ten
shiny, filled with pages of Chapter 5 begin with an overview of religious practices
original details and and then concentrate on the nine primary cults mentioned in the
gazetteers, features core rulebook, and how they are individually organised within the
the Storm of Chaos, Empire. They finish with a list of minor deities and a sample of
and has an adventure some Imperial names with religious meaning. Chapter 7 is barely
set in Bogenhafen - a chapter at all, explaining forbidden cults and detailing two of
but great chunks of them in only three pages. What is included in both chapters is
material have spilled appropriate and useful, but is again brief and contains occasional
over the open top, errors (such as claiming that there are no Templars of Morr, even
never to be seen again. What we are left with is certainly smooth, though pg. 88 of the same book details a town owned by the Raven
but you can't help feeling that maybe someone ought to have found Knights, and other current Games Workshop publications also
a lid. have Morrian templars).
The 128-page 'sourcebook of the Empire' was blended by Chapter 6, "The Grand Provinces', is the largest in the book,
Anthony Ragan, the pen behind the widely respected Marienburg: coming in at fifty-five pages. Each of the ten Imperial provinces
Sold Down the River. For those used to Black Industries' full- are described in seven sections - an overview; geography; people;
colour publications, this one's no different. It's neatly laid out to gazetteer; detailed description of a few locations; sample NPC;
minimise dead space and has a combination of new illustrations and adventure ideas - interspersed with examples of local sayings
and reused art from other Games Workshop projects. The art and in-character opinions. This all adds great depth to the setting
quality varies, with some superior illustrations (page 22's picture and helps the Empire feel more like a living, breathing place. As
of Marienburg buying its freedom) and others that are poorer (page should be expected, the chapter takes the Storm of Chaos into
39's War Altar of Sigmar). Basically, it is another glossy book of account, but it also provides details for pre-invasion conditions.
the type we've come to expect from Black Industries: a colourfully So, although all of the gazetteers quote population numbers post-
presented hardback that will take heavy use, but feels a little thin. Storm of Chaos, figures for before are given as well. Further, the
Once inside, that thinness begins to show. The first chapter, 'The criticisms of WFRP1 city populations have been heard, and the
Land and its People', comes after a one-page piece of functional larger cities now have numbers in the tens of thousands, rather
fiction about the Storm of Chaos, and allows only six pages for than rarely breaking the 10,000 mark. Overall, the chapter is
all the geography of the Empire and descriptions of the four PC crammed with useful material and makes an interesting read.
races that live there. The results are full of colourful detail, but However, it is not without flaws. Primary amongst these is the
feel very brief. Further, due to the limited space, there are some lack of maps. For a chapter that aims to detail the provinces, maps
obvious omissions. An example of this is in the Elf section, which seem necessary. The chapter only presents one, which is of the
details the Wood Elves but excludes the High Elves, even though Empire as a whole and has surprisingly few details. To make
both are mentioned as Imperial PC races in the main rulebook matters worse, it also seriously conflicts with previous maps of
(two-fifths of all randomly-rolled Elf characters are High Elf). the same. There are also other problems, such as conflicting
The next three chapters follow a similar pattern: good material information regarding the city of Talabheim and direct
squeezed tightly into a small space, resulting in detail getting lost. contradictions to established Mordheim and Warhammer Fantasy
We have nine pages for all of the Empire's history (including a Battle imagery. The Mootland and Averland entries have the
three-page timeline), only four pages to cover all aspects of clearest examples of such conflicts: the Mootland has been entirely
Imperial government and foreign relations, and six pages rewritten and had all mention of Ogres removed: Averland has
apportioned to the varied complexities of Imperial Law, including lost its immense wealth and flamboyant upperclasses and replaced
Warpstone
Issue Twenty*Five Page 2 ^ ^ ^ ^ ~ ^ ^ ^ ^ ~
its booming equine trade for 'famous Averland longhorn cattle.' assists him. It is an atmospheric piece of art and captures the WFRP
However these do not detract from the strength of the chapter as a mood well. Unfortunately the book contains only five pieces of
whole, which does something never before done in an official artwork from the original publications. The new illustrations are
WFRP product by providing a detailed breakdown of the entire amateurish, cartoon-like and cluttered. Half of them feature people
Empire, and doing it well. with scars. Did Black Industries tell the artist to include them? I
The last chapter, '111 Met in Bogenhafen', is a nineteen-page know it is a grim world of perilous adventure, but you'd think
adventure by Chris Pramas and Robert J. Schwalb with a fairly Zorro had been working overtime. The original adventures in White
linear plotline that plays out quite well, and also brings the Dwarf featured more evocative art and lots more of it. The maps
Bogenhafen setting up-to-date after the fourteen years that have in Plundered Vaults are good quality, functional and useful,
passed since the events of Shadows Over Bogenhafen. It is an although the maps in Grapes of Wrath appear to be photocopied
enjoyable little adventure, and certainly interesting for GMs that from the original and are harder to read.
use the city. However, when there is so little room for other, more The only outstanding adventure here, and the first of the old-
important elements of the book, it does feel like the nineteen pages timers, is Rough Night at the Three Feathers. It is a very detailed
could have been used more wisely elsewhere, with maps being a whodunit adventure set in a coaching inn. The action takes place
prime candidate for the space. during one night and there is a lot of activity to keep the PCs busy.
The book also has two appendices that provide eight useful The adventure has a timeline detailing the events. There are
careers and rules for 'Provincial Features', i.e. optional character numerous plots with elements of revenge, subterfuge, skullduggery
generation rules for each of the ten provinces. Of note here is the and even farce. It initially appears complicated, but if the GM
odd mixture of careers (Apothecary, Astrologer, Exorcist, Forger, prepares beforehand it will provide a few memorable sessions of
Gambler, Knight of the Blazing Sun, Raconteur and Verenean classic WFRP. The original contained additional arm wrestling
Investigator) that are not obvious choices for an Empire book since rules, a full colour map and lots of NPC portraits and a Gnome
they are generalised careers that could come from any part of the thief.
Old World. The Grapes of Wrath is a variation of The Seven Samurai/
So, 128 pages later, is the book any good? Yes it is, but another The Magnificent Seven, as the PCs find themselves defending a
128 pages of in-depth material would have made it far better. The village, but instead of bandits they are up against floating, fiery
information that made it in is great, leaving a book jam-packed eyed skulls. This adventure was originally offered in White Dwarf
with inspiring details, adventure hooks and fresh ideas. However, 98 as a link between Death on the Reik and the forthcoming The
the information that is missing yawns wide (including maps, details Power Behind the Throne. It works well as a stand-alone adventure
on river life, Imperial bloodlines, guilds, and much more), and with plenty to keep the party occupied. The NPCs include a village
what is included has many small errors and often seriously beauty, a corpulent Bretonnian wine merchant and a village idiot
contradicts Warhammer Fantasy Battle and Mordheim, which with poor dental hygiene. This is a solid adventure with a few
won't bother most, but will annoy some. twists along the way. The original adventure featured Skaven as
In short: it's brief, has many minor mistakes, but is a great little protagonists, but unfortunately these have been replaced by a group
read. of adventurers. In the original, the Skaven had a sound reason for
being involved. The replacement is ill thought out, clumsy and
Plundered Vaults illogical. I do not understand why the writers did this, or why in
the new version the village beauty now has a dagger added to her
Published by Black Industries
trappings and looks like Xena the Warrior Princess, complete with
Reviewed by Steve Moss
scowls, dagger, a skull-adorned split skirt and leather straps.
Plundered Vaults is a 96 The Haunting Horror is a straightforward haunted house
page, black and white adventure with a linear plot. It has a dark, brooding atmosphere
I hardback book. It containsand feels similar to the claustrophobic tales of Edgar Allen Poe. It
six WFRP adventures, three is a dungeon crawl inside a house, but there are some rather creepy
of which are new scenarios;touches such as a beastman who erupts from a painting, a writhing
the other three were mass of unidentified meat on a spit and a vile creature that thinks
previously published by it is half Dwarf - half frog. This can be an enjoyable adventure for
Games Workshop in White both GM and players, but time needs to be spent on creating a
Dwarf magazines 94 and 98, horrific atmosphere.
and The Restless Dead book. Turning to the new kids on the block, Carrion Call is another
I expected adventures that linear haunted house adventure. It has a few interesting female
could be used as stand alones
protagonists and an imposing gothic setting. The PCs need to
or easily introduced into discover a number of pieces of valuable information in this
campaigns. I hoped the new adventure, and if they do not find them they may find it tough
scenarios would capture going. At one stage there is an excellent moral dilemma for the
some of the spirit of the PCs to sweat about. How they respond to this affects their chances
originals and would still feel like WFRP. of survival. There are a few combats in this adventure and the
The cover features a creepy necromancer conjuring some ending is quite tough. The players will need luck and/or skill to
foulness from a dark grimoire. A skeleton with a pointy hat ably escape unscathed.
Warpstone
Issue Twenty •Five - Page 3 ^^^^^^^^^^^^^^^^^^^™
The second new offering is For Love or Money. Although it in this post Storm of Chaos WFRP2 world. The bestiary in the
contains investigative and rescue elements, it is the least satisfying WFRP2 rules was a disappointment. It felt like a teaser and, as
of the three new adventures. The NPCs and plot feel cliched. The made clear by Black Industries, it was.
party enter town, go to an inn and then accept a job to recover a Old World Bestiary is a hardback 126 page book with full colour
lost item. It contains a few WFRP elements - Skaven, mutations, and plenty of illustrations. Some of this art is excellent: atmospheric
dodgy Bretonnian geezer in an Inn - but it felt more like a D&D and evocative. Other pieces are terribly bland, poor generic fantasy.
adventure. The final section of the adventure runs out of steam. For a world with such a strong visual history it is a real failing.
The chase sequence is unimaginative and the stop-the-ritual ending The book is divided into two sections. The first is in a similar
is tired. style to recent Black Library releases, such as the Liber Chaotica.
Finally we have Sing for Your Supper, a city based investigative That is, it consists of in-game background. Creatures can have up
adventure set in Nuln. The PCs must thwart a foul Nurglish plot, to three sections: Common View, The Scholar's Eye and Our Own
rescue a butcher's daughter and avoid eating too many sausages. Words. Each contains fragments of text and speech from various
It has a detailed plot and interesting NPCs and requires the PCs to Old World sources, from scholars to peasant farmers. These are,
play detective if they hope to solve the case. The NPC listings as suggested here, ideal for passing on to players during a game. It
contain helpful descriptions, typical quotes and a brief synopsis is a nice idea and works well.
of the NPCs. My only complaint about the adventure is the lack Here we find we are missing a number of creatures from WFRP 1,
of a sense of place. Although there is a lot of travelling across the for example Fimir, Zoats and Liches. In their place we have Fen
city, there is no real sense that it is Nuln. More descriptive text Beasts, Warhawks, the interesting Dragon Ogres and the awful
about Nuln or a map of the city would have been useful. Squigs. Among the many changes to existing creatures are the
Looking at Plundered Vaults as a whole, a few of the adventures Mummy, Vampires (now with Bloodlines) and Direwolves.
are similar: two involve damsels in distress, two have Skaven and The second half of the book contains a listing of the creatures
two even offer the PCs Fate Points for completing them! This consisting of a brief description and a profile, including any special
goes against the Fate Point guidelines in the rulebook and is just rules. There are also a number of new Talents for creatures. Talents
plain silly. The detailed lists of gold and equipment in some of the and Skills work well for creatures, but perhaps there should also
adventures once again smacks of the worst of D&D. There are be "negative" Talents. So, for example, we get the same description
quite a few typos, a failing in most of Black Industries publications of the Mindless rule in a number of profiles. If it had been a Talent
to date. There was also a distinct lack of NPC images that would then it could have been described once, saving space.
help a GM visualise things better. Adding to the "monster" careers in the main rules, we are
Although there are a few good adventures here and a selection presented with three Shaman careers here. This is a very good and
to suit different styles of play, Black Industries could have done a simple way to deal with monsters. Some of the special rules for
much better job. The original versions were of a much better quality creatures are a little odd. Trolls, for example, are subject to stupidity
and some of the changes to them do not make sense. I expected with Intelligence 18, but Minotaurs with Intelligence 16 are not -
one of the initial books for WFRP2 to be fresh, exciting and perhaps this separates intelligence from common sense. Goblinoid
outstanding. Instead it is plain, average and uninspiring. Animosity is potentially unplayable and a bit silly. The Slaughter
Margin is a system forjudging how difficult creatures are to fight
Old World Bestiary against. This is a good idea in theory. I look forward to seeing how
By T.S.Luikart 6 Ian Sturrock it works in practice.
Published by Black Industries There is a lot to like in the Old World Bestiary. The Old World
Reviewed by John Foody background works well and will enliven games and offer GMs
good ideas. However, overall, I feel the Old World Bestiary is a
Prior to Sigmar's Heirs, missed opportunity. The main problem is that the creature
perhaps the most important descriptions lack any real meat. There is background information
WFRP2 release to date, the and hard stats, but little to really work with in how these creatures
Old World Bestiary contains impact the game. There is little reference to society, beliefs or habits.
background for monsters and It feels a little too much like a Warhammer Fantasy Battle bestiary.
other beastly inhabitants of Too many descriptions are simply about how to fight the creature.
the Old World. The material Perhaps we could have had fewer creatures, but more solid
and rules will do much to background.
shape the background. At
The Old World Bestiary is an essential purchase for WFRP, but
worst it could be a list of
hopefully one that will be expanded upon and developed.
monster statistics, at best a
deepening of the fabric of the
Old World. Denizens of the Empire
By Steve Darlington and Jody Macgregor
The WFRP1 rules
Published online as a free pdf
contained a wide-ranging
Reviewed by Robin Low
bestiary which was rarely
added to over the years, although there was some fan material. Denizens of the Empire is an impressive and useful compendium
Warhammer Fantasy Battle had a wider range of races and of 67 characters for WFRP, demonstrating broad ranges of races,
creatures It was going to be interesting to see what would survive careers and levels of experience. The characters are divided into
Warpst one
^^^^^^^^^^^™"^"^^^^^^^™ Issue Twenty*Five - P"B<
chapters: The Upper Classes, Agents of the Empire, City Folk,
Country Folk, The Serving Classes, The Criminal Classes, The
Insane, Members of a Magical College, The Crew of the Ingrid,
FRAGMENTS
Monsters!, Some Unlikely Heroes, and Wanderers and Vagabonds. Black Industries
Each section is introduced by the fictional author of Denizens of Things have been busy at Black Industries. They have been at Gencon
the Empire, Bozwell, who also appears as a character. USA, Gamesday and Dragonmeet. Realm of Sorcery is out now and in
the pipeline we have the final instalment of the 'Paths of the Damned'
The layout is clear and
trilogy Forges ofNuln. Knights of the Grail: A Guide to Bretonnia, Barony
simple, following the format of of the Damned: An Adventure in Mousillon, Children of the Horned
] the bestiary in the rulebook with
the addition of career(s),
experience point level, dashes to
Rat: A Guide to Skaven and The Tome of Corruption: Secrets from the
Realm of Chaos. Previews are now available for Realms of Sorcery at
the Black Industries website.
Bmi^m* af trj* €m$Kf* indicate the number of advances
taken in each characteristic, and The forums were alive with discussion after the news that Simon Butler
a brief section of background on was no longer in charge of Black Industries. Black Industries have moved
more within the Black Library structure, with Kate Flack taking over as
the character and a quote. Each
manager of the WFRP line.
character takes up no more than
one page, which makes printing
Witch Mistake Was It?
and looking over details during A couple of mistakes accompanied the Witch careers last issue. The +2
play very quick. and +3 advances for Movement should be for Magic instead (although
The background sections are it would help in outrunning Witch Hunters!). The picture was also
relatively brief, but effective. unaccredited and was drawn by Mike Rooth.
Although I like detailed
character background, the Warpstone Website and Forum
simplicity of the descriptions makes it far easier for GMs to slot The Warpstone website has been revamped and relaunched at a new
these characters into games and add to their backgrounds and home. Now at www. Warpstone.org, you will find all the usual material
personalities as necessary, or get to grips with a character at a from how to order Warpstone to lots of WFRP material, including old
Warpstone articles, and articles and scenarios unique to the website. To
moment's notice during a session. Of course, even without the
celebrate the launch of the new site, issue 5 of Legion is available for
backgrounds the raw characteristics, skills and talents remain a
download, as is Sigmar Provides, a new short story by Klaus Mundt,
valuable tool.
and a new German scenario Jahrmarkt des Schreckens by Karl-Heinz
Most GMs are likely to use the characters as NPCs, possibly as Zapf.
the basis for plots. However, given that experience levels are
provided for each character, the collection could be used as pre- The new site has been put together by Steve Moss and he will help
generated PCs, something that also benefits from the concise administrate the Warpstone forums, which can also be found on the site.
backgrounds. We hope you'll check it out.
A few monster races are included (a Banshee, Giant, Mummy
and Vampire), as well as three examples of Ogres and three Strike-to-Stun
mutants. Though few, these are a good addition, and a similar Strike-to-Stun was five years old in September 2005. Congratulations
collection dedicated to monster characters would not be from all the Warpstone team!
unwelcome.
The writers have struck a good balance between humour and Fimir Extras
seriousness. Some recognisable names are to be found (the The Warpstone website contains a couple of PDFs to support this issue's
Fimir material. You willfindWFRP1 stats for all the creatures and some
Banshee's name, Weeping Wilhemina, was presumably inspired
background on favourite Fimir environments.
by Moaning Myrtle of Harry Potter fame, Norden Tubbman runs
"a local shop for local people! We don't want you adventurers
TimCon IV
here!"), and Hansup, the Ogre Watchman could be straight out of Taking place as part of Shadowcon, a convention to celebrate the
Discworld. At the same time, you have the stark violence of the twentieth anniversary of the Shadow Warriors club, was the latest Timcon.
Halfling vampire hunter, Foster Braybrook, with his darkly tragic For once. Timcon did not start so smoothly, with GM and player no-
past. shows. This resulted in your Wrpstone editor trying out the new game
The characters are indexed by careers (alphabetically, and then Rocketman. and losing rather badly. Meanwhile, Clive Oldfield ran his
by basic and advanced), race, experience point level, and finally Doctor Who in the Empire (not words you hear together every day) game.
by name. Having several indexes is remarkably useful and shows This started with a rather raucous council meeting, which had everyone
the authors have thought about the needs of GMs. The experience thinking, "what a good idea for a game." The afternoon session found
point level is particularly handy for finding an NPC with experience Tim Eccles running Salty Tears, a scenario of multiple plots and tangled
comparable to the PCs, for example. webs, and John Foody's game, "Who was Hans Hotter of Essendorf?",
had player characters putting the knife in, hoping for their promised
This is a genuinely useful piece of work, well-presented and
inheritance.
structured, and definitely worth downloading.
Denizens of the Empire can be found at TimCon V has been provisionally set for thefirstweekend of September
www.steved.org/roleplaying/rules/denizens.html. 2006.
Warpstone
CONTENTS
Introduction 4 In the Hands of the Father 58
A Fimir Glossary 5 Daemon-Worship 59
The Fimir and Daemons 6 The Fimir and Chaos 59
The Fimir and Law 59
The Sons Of Men And Angels
Kroll 61
Out of the Waterland 7
Balor 62
Sons and Daughters 9
Lisaart 62
Appearance, Dress and Trappings 10
Mother's Magic 63
Reproduction 12
Daemonology 64
Ageing 13
Elementalism 66
Senses 13
Undead 67
Language 14
Scrying 68
Disease 15
Favourite Environments 15 Stories Of The Fimir
Fimir around the World 16 Scenario Seeds 69
What the Others Know 16 Tidal Race: A Campaign Coconut 71
Synopsis 71
The People Of The Mists
Village of the Dammed 72
Life amongst the Fimir 24
Down, and Shipping Water 72
The Caste System 24
Writ in Water 73
Fimir Settlements 25
Sea no Evil 73
Fimir Economics and Technology 27
The Marsh of Hides 74
Prisoners 28
Rivers of Belief 74
Social Activities and Hobbies 29
Tidal Race 75
Lifecycle of a Typical Fimir 30
Crime and Punishment 32 Heroes Of The Fimir
Fimm Nobles 32 Fimir Characteristics 77
Dirach: The Daemonfriends 33 Shearl 77
Petitioning 34 Fimm 77
Dirach and Daemons 35 Fianna Fimm 78
Meargh: The Witch-Queens 36 Fimm Noble 78
Through Fimir Eyes 39 Dirach 78
The Sunlight Folk 40 Mergh 79
Into Battle 42 Fimir Rituals 80
Mist on the Water 44 A Fimir Bestiary 82
Black Shuck 82
Ruinous Inheritance
Cromara 83
Memories of the Waterland 47
Fuath 83
The Summoning 47
Maris' Ravens 84
The Courtship 48
Greenteeth 85
The Chase 48
Morga 86
The Birth 49
Pantoes 86
The Murder 49
Balor 87
The Exile 50
Kroll 87
More Tales of the River Bank 50
Lore of Daemonology 88
Sacrificial Rites 51
Slaying The Father: Fimir Heresies 53 End Notes 91
The Wandering Island 55
THE FIMIR
RUINOUS INHERITANCE
by Robin Low, Additional Material by Lea Crowe
Throughout the northern Old World and all around the Sea of lonely lands that the Fimir are believed to frequent. Of those
Claws folk speak of the Fimir. Although the name Fimir is not who have lost friends and loved ones to the Fimir in the distant
always used, similar stories of murder, theft, abduction and or recent past, only the luckiest of them have had the certainty
bloody sacrifice are told around the communal fires of isolated of a battered, bloody corpse.
fenland villages and cosmopolitan port taverns alike. Coachmen
give nervous, earnest warnings to their colleagues to keep their The reputation of the Fimir is an abominably poor one: a race
blunderbusses ready when the mist rises across the track. of thieves, of murderers, of rapists, and probably in league with
Merchants bid their guards be extra wary when travelling to Daemons. Most people know litde more than that and care even
Marienburg through the Wasteland. Mothers threaten less, but after all, just what is there to know about murderous
misbehaving children by reminding them what happened to Old Bog-Daemons that live in the mire except that they should be
Gregory's daughter when she went late to the river for water. wiped out to protect civilisation? And that is if people even
From out over the moors, strange calls are heard when the moon believe in the existence of the Fimir in the first place; not
is full, or at least that is what the old folk say. everybody does, especially in the more cosmopolitan parts of
the Old World. The Fimir have become all-purpose bogeymen
In spite of all the tales, the Fimir remain a mystery. There are in popular imagination, every kind of villain rolled into one
people who say the Fimir worship Daemons, but there are others deformed and ugly package. This is not wholly unjust - by almost
who insist that the Fimir are Daemons; both beliefs are any Human standard the Fimir are evil - but it isn't the whole
accompanied by fearful hints of suspected blasphemous truth.
atrocities. They believe the Fimir can come and go with the
mist, which they can apparendy turn into a choking, killing fog. The only true goal of the Fimir is survival, but they can only
Few are certain what the Fimir look like beyond having a freakish achieve this by theft, kidnapping and murder. Their lands are
single white eye. Some claim that Fimir have horns, others that often infertile, so they must raid Human setdements for food;
they do not, and everyone disagrees in their descriptions of their few females are infertile, so they must kidnap Human
Fimir tails and skin colour. Fimir captives or dead bodies always women as unwilling brood-mares; and, not surprisingly, Humans
seem to vanish mysteriously before they can be brought back loathe them, so they must lurk secredy in the mist or fight and TO
to civilisation, which adds to the enigma. Nobody knows what kill to stay alive. The Fimir have had to follow this terrible road
the Fimir really want or why they live in filthy stinking bogs. for millennia now; none can foresee its end and not many more
Nobody knows what the Fimir believe in, although word has are looking for it.
spread of a terrible god named Balor whose eye slays all it gazes
upon. The Fimir appear to prefer kidnapping women, but take Terrible though they are, the Fimir are not creatures created by
men as well; the apparent bias toward the former has given rise the transforming touch of Chaos. They believe themselves to
to much cruel and lurid speculation as to their motives, but just be the descendents of a union between a Human woman and a
what happens to the men who are taken? What is known about Daemon who had nothing in common with the truly dark
them is usually exaggerated or distorted; what is unknown is Daemons of Chaos. The tales of this union, the murder of the
made-up, based on the cruellest and most sinister interpretations. Daemon father and the expulsion of the Fimir children from
All that is certain is that the Fimir are a mystery to be feared their mother's homelands form the foundation for Fimir nature,
and hated, but mosdy by those who live closest to the bleak and belief and behaviour, and are vital to understanding the Fimir.
A FIMIR GLOSSARY marsh. The idea of a mysterious moving island can be found
in folk tales of both Humans and Elves.
Balor: A Daemon Prince worshipped by the Fimir. A martial
T h e Waterland: A vast misty river delta. A place of great
figure, his name is sometimes a battle-cry, leading to mistaken
and serene beauty, with many castles and gleaming white
rumours that Balor is the god of the Fimir.
towers. Believed by the Fimir to have been the home of
Dirach: The second most senior caste of the Fimir, between Maris and the place of origin of their race. The Waterland
the Meargh and the Fimm Nobles. All Dirach are male and is unknown outside Fimir society, and may be a myth or a
powerful, instinctive wizards who form close bonds with memory of a real place.
Daemons. 'Dirach' is both singular and plural.
Fimar: The language of the Fimir race, a fusion of the Previously on the Fimir
speech of Daemons and the language of an ancient culture. In some ways, the Fimir are a forgotten race. Despite the
Fimm: The warrior caste of the Fimir. Actually divided into enthusiasm shown by WFRP players for the Fimir,
three sub-castes: the Fimm Warriors, the Fianna Fimm and relatively little has ever been done with them. Originally,
the Fimm Nobles. All Fimm are male. 'Fimm' is both singular this may have been for financial reasons. It has been
and plural. suggested that sales of Fimir miniatures for Warhammer
Fimul: A Daemon, often called the Mud God or simply Fantasy Batik were poor because the over-sized miniatures 1
the Father, believed by the Fimir to have fathered their race were expensive and their points value in the wargame so
before being murdered by the Humans of the Waterland. high that players could get more for their money by buying ,
other troops. Consequently, Games Workshop had little
Fimul is unknown outside Fimir society.
incentive to develop the race. It is also possible that Games
Fimulneid: Fimir name for the moon Mannslieb, which Workshop had private concerns about the nature of Fimir
Fimir symbolically equate to Fimul's eye. Fimulneid plays procreation, understandable given the age of the company's
an important role in regulating aspects of Fimir activity. The target market.
Chaos moon, Morrslieb, is largely ignored and distrusted by
the Fimir. Over the years some information about the Fimir has been
'officially' published. Of most importance was White Dwarf
Hell-mother: A name given in Dobbe Arend's saga of the
102. This contained an article about the Fimir and a
ancient Juton/Fimir war to the Meargh Witch-Queen who
scenario entitled There's a One-eyed Fellow Hiding to the South
united and led the Fimir. It is a term still used by some
of Kammendun; of greatest significance in the article is the
Wastelanders for the female leaders of the Fimir. The Fimir mention of Balor, the supposed god of the Fimir, and the
also use it to refer to the eponymous Meargh. concept of the Death-Quest. Warhammer Fantasy Battle 3rcl 1
Maris: A royal Human sorceress of the Waterland, believed edition included the Fimir, but said less than the WFRP1
by the Fimir to have been the mother of their race. Often rules. The Fimir were also mentioned in the long out of *
referred to simply as the Mother. Maris is unknown outside print WarhammerArmies hardback, but no new information
Fimir society. was offered. The Fimir also put in an appearance in i
Meargh: The most senior Fimir caste; a single Meargh leads Hogshead's The Dying of the Light, but as these Fimir are
each Fimir clan. Meargh are the only female Fimir, but they corrupted by Chaos this depiction of the race has limited '
are infertile. They are exceptionally powerful wizards. Also value.
called witch-queens or hag-queens. 'Meargh' is both singular Typing 'Fimir' into an Internet search-engine throws up a
and plural. seemingly endless list of sites mentioning the Fimir. Most —
Shearl: The lowest caste of the Fimir, but the most focus on the Heroquest boardgame; others concern \
numerous. The Shearl are the servants, workers and themselves with Fimir teams for Blood Bowl. None are of
craftsmen of the Fimir race. All Shearl are male. 'Shearl' is any real interest or use to anyone looking for original, solid
both singular and plural. roleplaying material; at best they regurgitate details from
the WFRP1 rules and White Dwarf102.
T h e Wandering Island: A legendary moving island,
surrounded by rocky shores, with a great black obsidian castle Since this was written, WFRP2 has been published.
at its heart from which Maris the witch princess is said to Although the Fimir remain officially out in the cold, an
rule. The Fimir believe the island travels the rivers and coasts unofficial fan-written article by Andrew Law describing
of the northern and western Old World. It possibly the Fimir for WFRP2 (styled attractively after the Old World
represents a lost 'third branch' of the Fimir race, the other Bestiary) is available at the Black Industries website. Fans
two being the coastal Fimir and the Fimir of swamp and will no doubt offer more Fimir material in the future.
The Fimir and Daemons
The WFRP1 rules made it very clear that the alignment - Good, concerned all Daemons are Chaotic, and this is taught in all the
Evil, Neutral, Chaotic of Lawful, for those unfamiliar with Colleges of Magic throughout The Empire and often beyond.
WFRP1 - of any given Daemon was that of its ruling deity.
Since there were deities of every alignment, it followed there Why is all this important? The answer is simple. In this article
were Daemons of every alignment. However, most supplements the view is taken that the Fimir, whilst evil and daemonic, are
suggested that the only sort of Daemons out there were aligned not inherently Chaotic (see The Fimir and Chaos). Dirach
with Chaos, and the first edition of Realms of Sorcery said thatand Meargh deal regularly with Daemons who are merely evil
while there were a few Daemons of Law, the vast majority were and even a few Daemons of Law, but they do not deal with
Chaotic. The Evil Baalrukh and the Lawful Viydagg in the Daemons of Chaos. Dirach or Meargh who summon Chaotic
WFRP1 rulebook were the only non-Chaotic examples of Daemons are either corrupted by Chaos or dangerously clumsy.
Daemons. For this reason, it must be recognised that there are countless
Daemons out there that are not allied to the forces of Chaos,
WFRP2 has removed the concept of alignment, save in the which the Fimir can call on and interact with.
case of Chaos and Law. However, the view
t
taken in this article is that every god and /
goddess has a small pantheon of
Daemons. WFRP2 has not divided them •
into Greater Daemons, Lesser Daemons,
Daemonic Steeds and Daemonic Beasts,
but this remains a useful framework. For
example, ancient legends of the
Teutognens suggest their shamans
summoned and communed with four
different servants of Ulric. The greatest
was a giant with the head of a wolf and
claws that could tear a man in twain.
Another was smaller and manlike, but
faster and more cunning, covered with fur
and possessing long fangs and nails. The
remaining two were a giant wolf upon
which men could ride into battle and an
apparently ordinary wolf, which could
follow a trail like no other. Even
Necromancers whisper fearfully of what
they call Undertakers, Daemons of Morr
who come to reclaim the dead stolen from
him. As well as Daemons serving specific
gods, others no doubt exist, such as ones
that form in the Warp spontaneously or
in response to exceptionally powerful
individual emotions and beliefs, or those
formerly serving long dead and forgotten
gods.
Whether Daemons serving Ulric, Morr
and the other acceptable gods are still
recognised and called upon by priests
depends on the GM and future WFRP
supplements dealing with religion.
However, it is likely that widespread fear
of Chaos means Daemons who once
acted as intermediaries between the non-
Chaotic gods and their mortal followers
are no longer recognised as such. As far
as the ^as| majority of Qld Worlders are •
ALLDJ ,MLA±liL
Hfc* M M : ' •.(••
THE SONS OF
MEN AND ANGELS
They 'rejust monsters, same as the Ores, same as the ratmen, same Queenas thein the great, lost island stronghold of the Fimir race,
mutant scum. Ugly bastard monsters, that's all. Marius and histhetribe so-called Wandering Island.
sorted them once, and if they ever cause trouble again, then, by the Gods,
we'll damn well sort them ourselves! Don't credit them with anyThis special
is a story - to them a literal truth - that the Fimir cling to
powers, that's all just peasant superstition. Come on, think about it: ifand soul. It is constandy retold and sung of by the Fimir,
body
they really did have any power worth having, would they really live out inby the Meargh and the Dirach to juveniles and adults
taught
sodden, stinking mudholes? alike. As far as the Fimir are concerned, even the oldest and
Ruud Hiservook, Wastelander Trapper wisest of the Meargh, this tale tells them exactly where they
came from and exactly why they must live the way they do.
What are the Fimir? Don't ask me, I don't know. What I do know What
is other races would make of the legend of the Waterland
they've always been there. On the outskirts and on the fringes, islikeof ano interest to the Fimir - it is their history and it will not
seemingly asleep dog in the corner who'll take a good bite out be taken from them.
of your
ankle if you get too close.
That old fellow who is always by thefirein the tavern The Fimir do have a written form of language, but their history
and record-keeping is predominandy oral in nature, told in song
We are younger than humankind, but closer to our gods. We areand lessstory. Consequendy, history as they tell it sounds more
numerous than humankind, but understand ourplace in the world like
moremyth, legend and allegory. Unsurprisingly, these stories
clearly. We may never be greater than humankind, but we will endureremainata mystery to almost all non-Fimir and so nobody has
least as long. You know virtually nothing about us, but we knowhad all the
we opportunity to reinterpret Fimir legend based on the
need to know about you. histories of the other races. These ancient origin myths and
Unnamed Meargh tales of the Fimir (their personal racial history) are discussed
in much more detail in Memories of the Waterland and are
Out of the Watcrland relevant throughout, but here we are more concerned with
Fimir history where it connects with relatively recent Human
The Fimir trace their origin to an ancient, near-mythical river
histories, particularly those of the Wasteland and the northern
delta they call the Waterland, a place of gentle beauty where
Old World.
earth and water merged. They believe their race was born when
a Human witch-princess of the Waterland fell in love with and
bore the sons of a Daemon she had summoned. For this crime Regardless of where their race originated, due to their
the princess, named Maris, was eventually imprisoned whilst requirement for Human women to reproduce, the Fimir have
her Daemon lover, Fimul the Mud God, was cruelly murdered always been tied to the fate of the Humans. As Human tribes
and his body cast into the marshes by the men of the Waterland. explored the world, so did the Fimir who located lonely marsh i
/ Driven from the Waterland for their foul appearance and their and secluded coastlines where they could live quietly and \\
V
half-Daemonic souls, the sons of Maris and Fimul fled in search periodically venture out to raid the Humans. However, despite 1
of a new home for themselves and their mother. Fimir society, relying on humanity for their continued survival, the Fimir have
myths and goals resonate with the memories of that parentage, remained a secretive and largely hidden people, skulking in the
exile and the cruelty of men. Today, Fimir claim the damp, mists and in the poorest lands on the edges of Human territory.
desolate places of the Old World, the closest they will ever They have figured little in the affairs of others beyond being \
come to the paradise of the Waterland. Their strongholds, an occasional terror in the night. There has been little academic
especially the ragged towers of the Meargh, are parodies of speculation regarding the Fimir because the Fimir have played
the great casdes of the Waterland, and their poison fog is a no significant part at all in the history and political shaping of
tainted echo of the sea-mists of the great delta. Some Fimir, the Old World. Most of what is said of them is born of
aware of their race's longevity, believe their parents still live, nightmares and folktales from the remote regions of the land
walking amongst Humafts, or perhaps ruling as King and (see What jthe Others Know). That said, there are believed
ng ami
ill
Mi:, :t£i
have been two ancient historical wars involving the Fimir that Wasteland, led by its leader Marius, fleeing the prospect of
sometimes inspire academic curiosity, specifically in scholars slavery or annihilation at the hands of the large and powerful
interested in the city-port of Marienburg and the region known Teutognen tribe. Although the details are unclear, it seems that J
as the Wasteland. the Jutones were in the Wasteland by -20 I.C. and spent the ~
next 10 years fighting with the Fimir for control of the region. I
The first of these wars is thought to have occurred during the Fragments of an epic by Dobbe Arend, the oldest dating from
period following the departure of the Elves and the Dwarfs the Sixth Century I.C, describe how after a decade of constant
from the Wasteland (around -1500 Imperial Calendar), but war Marius met and defeated the Fimir Witch-Queen, the so- '
before the coming of men (around -201.C.). It is claimed that called Hell-mother, in single combat by impaling her with a I
during this interval the Fimir fought a very lengthy war with spear (see The Spear of Marius). This duel allegedly took
the Skaven who were pushing northwards into Fimir territory. place at the site where the Staadtholder's palace in Marienburg
Both sides were trying to magically alter the landscape to suit now stands, called Slagveldsrots or 'Battlefield Rock' in Arend's
their natures, claiming territory and building strongholds for epic. With the Hell-mother's death the war came to a
themselves. The Fimir suffered the most during this long fight resounding end and the Fimir mostly disappeared into the mists
and were losing, but both sides were decimated in some sudden of folktale. (This war is mentioned in Marienburg: Sold Down the A
and rather mysterious cataclysm. This disaster may have River, the article 'The Nine Tribes: The Empire before Sigmar' 1
resulted from the Fimir making one last desperate push for in Warpstone 17 provides more background on the Juton tribe.) » '
victory or the land itself reacting against the magic being
wielded by both sides, but either way terrible magical forces Although the exact details of this conflict have been largely
washed over the region. The land shifted, convulsed and forgotten, it is accepted - at least in Marienburg - that it actually
cracked, swallowing all that was good, raising all that was bad, happened. What's more the Fimir could confirm it if they were .
and reducing the region to the bleak and dreary landscape seen asked, though it is not something they care to discuss amongst
today. This was how the Wasteland gained its name. themselves, never mind with outsiders. As the Human tribes 1
expanded into the north-eastern Old World and established a
Some scholars have pointed to a couple of problems with this various petty states (around -500 I.C.) the Fimir clans followed.
story. The first is that nobody can say for sure precisely where Being a rather desolate and infertile place, the Humans left
this tale originated; written records are relatively recent and much of the Wasteland alone. Many Fimir on the other hand,
seem to be based on stories told by Wasteland farmers. finding the climate, the nearness of the sea and the bleak
Secondly, this war is supposed to have taken place at a time landscape to their liking, began to establish themselves there.
before Humans are known to have been present in the They had a particularly strong presence in the fens and islands
Wasteland. If that was the case, how were the Fimir breeding of what would later become Marienburg. Later, when the Juton -v ^
and replacing their losses during this apparently lengthy and tribe was forced to flee to the west, other Fimir followed, raiding "S
brutal war? Yes, the Fimir are said to have been losing the and kidnapping along the way. At first the settled Fimir simply J -
fight, but without Humans it seems unlikely that the Fimir took advantage of the incoming Jutones, but it wasn't long ^
could have prevailed for any significant length against the before the Fimir realised these Humans would take the region {
ratmen hordes, even with their Daemon allies. (However, there wholly for themselves. The Fimir, having so little to call their » ]
are academics who claim that the stories of Fimir breeding own, were prepared to fight for it.
with Human women are offensive nonsense and so disregard
this criticism.) It is possible that at this time, there were Humans At first the war consisted of individual Fimir clans using their
living in the area, possibly a lost and unrecorded tribe, maybe traditional stealthy hit-and-run tactics and their poison mists
even Humans who had been subjugated by the Fimir as slaves. to fight off small bands of Jutones spreading through the
However, what is far more likely is that this whole story is pure Wasteland. However, even with Daemons and elementals at w,
Human fabrication, a simple folk myth to explain why the their disposal, individual Fimir clans were too small to stand \%
Wasteland is the bleak and desolate place that it is, and placing for long against the Humans, who readily united to aid one "
the blame firmly in the claws of inhuman beasts. Only the another and who were, in some ways, mightier in those days.
eldest of the Meargh are likely to know the truth of the matter What happened then was apparently unique in Fimir history
and even they would only have heard the story from the Meargh and certainly contrary to their traditions: slowly, clans began
who trained them. to unite to fight the Humans. Previously, Fimir clans had always U
remained separate, partiy through tradition, partly to help
Apart from this, there is only one other incident involving the remain unnoticed by the rest of the world and partly due to
Fimir recorded in serious Human histories; this one has a the extreme reluctance of Meargh to share power with one
stronger foundation and greater significance. During the time another. This unheard of unification resulted from the rise of 11
of Sigmar it is said that the Juton tribe fought a war of genocide an immensely powerful and charismatic Meargh. She h#d such
slaughtered, their craggy black castles toppled. Save only for
The Spur of Marius
their race's expulsion from the blessed Waterland, those were
Ever since the city-port of Marienburg declared itself
their darkest days.
independent from The Empire there have been men seeking
the location of a relic of the Juton tribe. This relic is the
simply named Spear of Marius, used by the eponymous Although Marius' war and slaying of the Fimir Witch-Queen
hero of the Jutones to slay the Fimir Witch-Queen, the so- did terrible things to the Fimir race, small groups led by Meargh
called Hell-mother, as described in Dobbe Arend's saga. survived and disappeared into the secret places of the
Some Marienburgers seek the spear as a symbol of the Wasteland and other dank, dismal hideaways of the Old World.
independence and defiance of Marienburgers and Others set sail in black-hulled longships in search of safer lands
Wastelanders alike. On the other hand, there are some or even the legendary lands of their Mother and Father. One
devout Sigmarites who claim that Sigmar once blessed the thing the surviving Meargh vowed was that the Fimir would
Spear of Marius and who seek the spear as a symbol to never ever again unite as one since it would surely lead to their
reunite the city-port with The Empire. And then there are race's annihilation. The Meargh reminded their Shearl and
always greedy, treasure-hunting thieves, collectors and, yes, Fimm and Dirach of the Tak of the Sons of Maris and the Mother's
adventurers. Exi/e (see Memories of the Waterland below) and how it
showed that every clan must find its own way if it was to endure.
The fate of the spear is not known. Dobbe Arend's saga
describes how Marius impaled the Hell-mother and how
Over the last two and a half thousand years the Fimir have
she tumbled into the sea, possibly with the spear still buried
remained true to this vow. Although there have been instances
in her body, possibly not. The spear may not have been lost
when two or more clans have briefly come together to fight a
beneath the waves, but could have survived and been buried
mutual enemy, this has only happened when the alternative
with Marius, wherever he was laid to rest.
would have been the death of all Fimir concerned. They have
It is unclear whether or not the Spear of Marius is a spear, lived and continue to live in places largely shunned by others,
a javelin or a harpoon, as the word used by Dobbe Arend shrouding themselves in mist and fog whenever they have to
in his saga is archaic and scholars of the text dispute its raid the hated Humans. They have survived and grown in
precise meaning. Other scholars have suggested the spear number, but not to the extent that anyone else really notices or
may represent some sort of spell or magical item, or even a cares much, which is just how the Fimir want it. Only the most
miraculous intervention on the part of some god or ancient of Meargh actually remember the war with Marius and
goddess. One individual, who has so far been able to remain the Jutones, but they've taught their apprentices well. The true
anonymous, recently published a short monograph name of the Fimir Witch-Queen is all but forgotten - the
suggesting the tale of the Spear of Marius and the impaling Human term for her, the Hell-mother, is adopted if reference^
of the Fimir Witch-Queen is a crude innuendo describing to her is made. Many Meargh now suspect the rise of the Hell-
an act of retribution against the Fimir for their crimes against mother may ultimately have been part of the manipulative
Human women. However, this has been a staple of bawdy schemes of the Chaos god Tzeentch, which is just another
Marienburg tavern-songs for centuries. reason for the Fimir to distrust and shun Chaos in all its forms.
l/li jh>dU\\
i .•
»-\i!8L'
The relationship between the castes and their roles are largely On the Origin of the Fimir
well-defined, though the Dirach and the Fimm Nobles Like the Fimir, most of this article takes the view that their
sometimes clash. The roles the different castes play in Fimir origin myth is a literal truth: the Fimir arose long ago in a
society are discussed in more detail in The People of the faraway place called the Waterland, the offspring of a
Mists below; here we are concerned with the more general Daemon and a Human witch-princess. Some GMs and
background and physiology of the Fimir. players will undoubtedly want to discover just where this
mythical river delta called the Waterland, with its magnificent
Appearance. Dress and Trappings castles and gentle mists, actually was or, possibly, still is.
The Fimir are man-like, but are not men. They appear The easy answer is the Waterland was once located in the
Daemonic, but are not Daemons. However, the blood of both place now known as the Wasteland and that the story of
runs in their veins. To all but the most knowledgeable all Fimir the expulsion of the Fimir from the Waterland is simply a
look much the same, with any differences regarded as metaphor for the victory of the Juton tribe over the Fimir
mutations, but this is not the case. There are significant around -101.C. However, this is a rather dull and simplistic
differences and they are enormously important as they form interpretation, lacking any mythic qualities. Also, it does
the basis for much of Fimir society, the backbone of the caste nothing to explain why the Fimir are so closely and
system. However, let's begin with the generalities. biologically tied to Humanity. That said, it is a convenient
possibility given that most WFRP games are based in the
The largest Fimir (usually the Fimm) are powerfully built Old World and that a sourcebook for Marienburg and the
humanoids, about five feet tall in their normally hunched region was available.
posture, nearer six feet or taller if they stand erect. Their
However, a second idea arises from maps of Araby. These
shoulders are very broad even when they are hunched, and
show a huge river delta in the east, four to five hundred
they have similarly massive chests. Their bellies are large and
miles in length and nearly 100 miles wide at the coast,
rounded, a feature Fimir take special pride in. They have long
stretching from the city-port of Zandri, inland as far as the
sinewy arms that nearly reach the ground when they hunch
cursed city of Khemri, passing through what is now the
low. All Fimir have a powerful tail, up to six feet in length.
Swamp of Terror and finally ending at the Great Mortis
They have three claws on each foot and three fingers and a
River. More than two thousand years before the time of
thumb on each large hand. A Fimir's skin is like soft thick
Sigmar, a mighty civilisation ruled by powerful Priest Kings
leather, buff or olive green coloured depending on the caste,
grew-up along what was then simply the Great River and
•r often decorated with swirling, abstract tattoos. Older Fimir
presumably along the shores of the rivers and streams that
acquire wrinkles and blotches and are more heavily tattooed.
formed this awesome delta. This kingdom, named
A thick layer of fatty tissue sometimes gives them a soft, podgy
Nehekhara, with its magnificent cities and long lines of
appearance, but strong muscles lurk beneath. Fimir who have
magical Priest Kings, seems a possible model for the fabled
limited food resources can be leaner, their leathery skin
Fimir Waterland and a Human witch-princess who
bunching in thick, firm folds or wrinkles. Fimir have large and
communed with Daemons. However, the events the Fimir
nearly hairless heads, their faces drawn-out into somewhat
speak of must have happened long before the time of
pointed, tusked snouts. They have one milky, pupil-less eye.
Nagash, the Great Necromancer, who brought terror and
Their mouths are large and contain, in addition to the curled
death to this beautiful land. The author has greater sympathy
boar-like tusks, sharp peg-like teeth with a large gap between
for this possibility than the one above, but it is only a
each. The Fimir have no apparent ears. These generalities are
possibility. If the PCs are able to travel further afield, then
accurate and are the most obvious features likely to be
ancient Human records of the Fimir could date from the
remembered by those who encounter the Fimir. However, each
river-delta civilisations of Araby (about 4500 years before
caste exhibits its own physical peculiarities as described below.
the present). GMs should not provide this information in
any detail, but use such hints to get the PCs to visit Araby
In the unusual event that a Fimir is dissected, their internal and see the ancient tomb paintings for themselves, which
organs appear surprisingly Human. The most obvious suggest a huge and terrible conflict between men and Fimir.
difference is the presence of a number of globular, lobed organs
spread throughout the chest and belly. These appear black in A third, very interesting possibility lies much further east in
colour, but are actually very, very dark iridescent green. They the largely unknown lands of Ind, where mighty rivers flow
seem to be separate from any other organ, attached only by by tower-temples of white marble. Here reside cultures that
connective tissue that stops them moving around the body still recognise the sacredness of certain rivers and their
cavity. However, the chances of a proper dissection taking place waters. Perhaps the fabled Waterland, or its remains, is to
are slim, as Fimir always attempt to retrieve their dead from be found in that distant land. Perhaps in the intricate but
outsiders' hands, either themselves or using Pantoes Daemons crumbling sculptures of ruined temples are carved images
(see AjFimir Bestiary). and stories of trje Fimir.
Fimm: There are three sub-castes in this group, which
Shearl will undoubtedly cause confusion to those unfamiliar
with the Fimir1.
%•
<kl»*
All Meargh are completely sterile, even young
a
F i m m Warrior p p r e n n c e s - New Fimir are born only to Human women
who are ruthlessly abducted, imprisoned and raped by
Fimir selected by the Meargh. It is a bleak existence for
these women and there is no guarantee of a swift death.
12
jMiiA
J are acutely aware of the symbolic parallels with their
I race's origins (although the relationship between
Maris and Fimul was mutually consenting, and
initiated by Maris herself), so for some clans rape
has a spiritual element to it. This is not in any way
intended to justify Fimir behaviour, only to explain
why they do what they do and how they feel about
r
I Ageing
The Fimir live much longer than Humans do.
Barring violent death or starvation most Shearl and
Fimm can potentially see out their two hundredth
birthday, Dirach twice that. The Meargh can live to
1 be 2000 years old; a tiny number may go on for
longer, meaning the most ancient of them were
!
present during the birth of the Empire! Their
'• Daemonic heritage undoubtedly contributes to
their long lives, but the Dirach and Meargh can also
: :
make bargains with Daemons for a few more years,
i p "'' «
most likely in return for sacrifices. The Fimm and
Shearl are expected to fulfil their duties to their
! caste and clan well into their old age. Many old
Fimir, when they feel that they are no longer of
use, offer themselves for sacrifice, rather than
Fianna Fimm deteriorate and die of old age. This is encouraged
v or even enforced as Fimir clans cannot afford to
carry dead weight. Dirach grow old and become
wrinkled, but tend not to lose much of their vitality
Female Fimir are exceptionally rare, with maybe only one born and keep going until they simply drop down dead, sometimes
in a clan each century. A female born when the current Meargh in mid-speech; the same is true of the Meargh. Both Dirach
is still young and fit is often passed on to another clan where and Meargh often know when their time is due (some Daemons
the Meargh is getting old and in need of an apprentice to follow delight in giving them advance warning). When a Meargh knows
her.
trained
If the
to become
current her
Meargh
successor.
is old On
thenrare
the occasions
child is kept
whenanda she has but a short time (in Meargh terms this could mean 200
Meargh is still young but rules a clan that is getting too large, or more years) and still has no heir, she orders more raids on
the baby Meargh is trained with the intention of splitting the Human settlements to kidnap women, in the hope of producing
clan in two. When a baby Meargh is born it is immediately a female Fimir to be her successor.
taken and cared for by the Meargh. Senses
Having a single eye means that the Fimir have no depth
(N.B. GMs are advised to think long and hard about using this perception and for this reason rarely use missile weapons
important but troubling aspect of Fimir nature in their games (although they do occasionally use throwing axes, hammers
and to consider the sensitivities of their players. However, it is and rocks as missiles). However, they offset this disadvantage
not an issue that can be written out of WFRP without with their magical mists. Fimir can see about fifteen yards
destroying the very essence of the Fimir. This article avoids though fog, mist and smoke, and have Night Vision to a similar
dwelling on this matter any more than is necessary, but it is distance. Fimir have no external ears, but under the skin on
important to understand the underlying attitude of the Fimir either side of the skull are honeycombed regions that register
to rape. Unlike in most other races, it is not about power or sound. Although it is often hard for Humans to determine
control and it is not about hostility toward women or Humans where a sound is coming from when in heavy fog, Fimir do
in general. Fimir are motivated purely by the practical issue of not have the same problem. Fimir have nostrils, but don't smell
the survival of their clan and their race, and they feel no guilt through them. Instead, they can taste the air with their tongues,
or remorse for their actions, or for that matter any disgust. To Combining tasting the air with tasting wet ground, the Fimir
^y-
mi •^."SCSi
women from a distance. Such Shearl are often used to identify words in Fimar could look to Sanskrit as a basis, modified by
coaches containing Human females, which allows the Fimir to local Human dialects (be aware that Sanskrit is the ancient and
target their highway attacks more effectively - trying to trick sacred language of the Hindus in India).
Fimir into attacking a coach full of soldiers dressed in women's
clothing is not easy. There is a written form of Fimar, but only the Meargh and
Dirach can read and write it and its use is beginning to die out
Language even amongst those castes. Very few Meargh or Dirach still
Fimir have their own language, which they call Fimar. Wi2ards record information on bark, papyrus, or slate, preferring to
who hear it spoken might recognise parts of it as a form of rely on personal, clan and race memory. Written records from
Daemonic speech. A routine Speak Arcane Language times long ago are becoming increasingly rare and decaying
(Daemonic) or an average Academic Knowledge rapidly (information recorded in more durable form such as
(Daemonology) test is required to recognise this fact. It should carved slate tablets or ancient cave walls is very rare), and both
be noted that Daemonic and Fimar are not related to the Dark Meargh and Dirach prize them very highly indeed. Scholars
Tongue spoken by the followers of Chaos and Chaotic with the talent Linguistics and a few other languages under
Daemons, although Fimir corrupted by Chaos may well be their belt and who make a Challenging (-10%) Intelligence Test
familiar with the Dark Tongue. GMs who wish to develop may recognise the written form of Fimar as having links to an
The Fens of Albion they have seen Fimir splashing across the water, dancing and
A significant Fimir presence can be found in the broad running through reeds and bulrushes. There is truth in these
swathes of bog and fenland in the east of the island of Albion. tales, but there is nothing supernatural at work, no matter
The grey skies and endless drizzle suit the Fimir well, and the what anyone says. The truth is that the Fimir construct simple
landscape of scattered boggy islands separated by narrow wooden walkways just below the surface of the water, linking
stretches of water is unpopular with Humans. Here, the Fimir the numerous fenland islets they inhabit, so that they do not
have a stronger hold on their territory than elsewhere in the always have to rely on boats. The submerged paths have the
Old World, in part because they never suffered the losses of added bonus that they cause problems for other boat-users
those in the Wasteland during the war with the Juton tribe. who are unaware of the obstacles. Older, less-well-used paths
There is strength in numbers, and historically the Fimir here in poor repair can be treacherous for the unwary' who attempt
have defended their land more forcefully and with greater to use them.
success, although they have rarely made any attempt to push The Fimir here have legends about their lands too. One
the boundaries beyond the fens. Their dominance here has concerns a giant who sleeps beneath the waters; green-
given the Fimir of Albion a certain confidence, and they entry skinned, his hair long and tangled with waterweed. He is
themselves with a greater self-certainty and dignity, literally equally dangerous to men and Fimir when he wakes, erupts
holding their heads higher than their brothers in the from the waters and goes looking for food. Another story
Wasteland. However, they are no stronger physically or concerns the loss of a magical sacrificial knife belonging to
magically than Wasteland Fimir, and their confident a Meargh dead long before the birth of any Meargh now
demeanours and raised postures vaguely annoy the morose alive. The story tells that the dagger was lost over the side of
Wastelanders. a boat by a clumsy Dirach who was fetching it for his Meargh.
Clearly, conflict still goes on between Fimir and local Humans Despite his own efforts and that of his Daemonfriend (an
- the needs of the Fimir here are no different to those eel-like beast), the dagger was never found. The Meargh,
elsewhere. However, they have the advantage of numbers, furious beyond words, strangled him with her bare hands
and local Humans have incorporated the Fimir into certain and threw him overboard. The Fimir believe that the Dirach's
%,
aspects of their lives. In particular, some Human communities ghost, together with a ghostly Daemon eel, still searches the
punish their criminals (of both genders) by transporting them waters for the dagger. Finally, both Human and Fimir know
into the fens and leaving them tied to stakes for the Fimir to the legend of the Hodmadod, a gigantic snail whose shell is
find. This serves the needs of both communities, although it large enough to house a small tribe or clan.
does not always provide the Fimir with a sufficient supply of
Gaming material about Albion for GMs wanting to use the
sacrifices, so their threat never entirely recedes. A few of the
Fimir there is scanty, but some good material can be found
eldest greybeards of the Humans remember their long-dead
on the Strike to Stun website {www.strike-to-stun.com). Also of
leaders in parley with the Fimir leaders, tall noble monsters
considerable interest is The Albion hies, which can be found
who dressed in blood-red cloaks and carried gleaming blades.
at www.atoom.dklworld/Albion.html - this is a simple but
One of the common local claims made about the Fimir is intriguing picture of Albion, with room for GMs to develop
that they can walk on water - many say that on moonlit nights as they see fit.
14
A Fimir's voice is very high-pitched by Human standards;
Fimm Noble high frequencies penetrate dense mists and fog more
effectively. This gives them an advantage when out
hunting and during raids in that it allows them to split
into smaller groups and maintain contact with each other.
The shrieking hunting calls of the Fimir cutting through
the mists is a truly terrifying sound. When talking directly
to Humans, Fimir lower the tone of their voice and add
a sinister hissing to their pronunciation - the Fimir have
found that this is more intimidating to Humans.
Disease
Perhaps unsurprisingly Fimir are susceptible to many
of the same diseases that affect Humans, although they
show a degree of resistance to those transmitted by the
biting summer flies of the marshes. Healers of a more
mystical bent might suggest Fimir blood could offer a
cure for such marsh fevers. The Fimir are particularly
susceptible to Human venereal diseases, which can bring
severe illness, madness and sooner or later death to a
Fimir. Given that varying degrees of violence, tattooing
and blood-sacrifice are part and parcel of Fimir life, such
diseases can spread and cause severe damage within a
clan. Fimir that are driven mad by venereal diseases
sometimes (rarely successfully) flee into Human lands,
even into towns and cities if they can hide themselves,
where they are subject to bizarre and strange visions
j resulting in seemingly meaningless schemes and plans
that they attempt to put into operation. They may be
ancient and distant culture (though which ultimately depends visionaries or prophets, but saner Fimir always attempt to put
on how GMs choose to interpret Fimir origins - see On the them out of their misery. •
Origin of the Fimir for suggestions); scholars may attempt a
limited translation, but the precise meaning is likely to be Favourite Environments
tantalisingly obscure. The Fimir are a largely nocturnal race, preferring the mist and
darkness to the light of day, which they find extremely
Fimir also use a system of secret signs (in the manner of the uncomfortable. Nevertheless, they are prepared to leave their
usual Secret Signs skills), which can be understood by all the strongholds during daylight, shielded from the sun by the
castes. These symbols, related to the written form of Fimar, magical mist that can be created by the Dirach and the Meargh
are simple and designed to be easily scratched on stone or wood (though they are reluctant to enter Human lands under such
or drawn in mud or wet sand with the claw of one finger or circumstances - a mist suddenly appearing from nowhere in
toe. the height of summer is something of a giveaway). If the mist
is dispelled and/or the Fimir are exposed to bright sunlight ^
Meargh, Dirach and some Fimir Nobility can often speak one they tend to panic and must pass a WillPowerTest or retreat as
or more Old Worlder dialects, depending on their location, fast as they can. However, they are not significantly affected
either learnt from prisoners or taught by Daemons. Words and by the soft daylight of grey, overcast days, which are quite
phrases from local dialects sometimes find their way into Fimar. common in northern parts of the Old World. Dusk is a
Some Meargh can speak other languages, frequently in archaic common time for an encounter, so they do not always need to
forms (remember, Meargh are often very old). The Shearl and rely on magical fogs when going about their everyday activities.
most rank-and-file Fimm are usually capable of understanding
very simple words and phrases in their local Old Worlder Although primarily people of the land, the Fimir prefer to live
dialects, but are not bright enough to learn and speak other close to water: the coming together of earth and water figures
languages sufficiently to hold a proper conversation. All Fimir strongly in their origin myths and religion. Fimir enjoy
can instinctively understand and communicate with any swimming in the sea and in lakes and rivers (all Fimir have the
Daemon skill Swim)?; they'll not particularly fast, but then nether a^ei
J
hippos and they do all right. Their tails and powerful arms establish settlements. They prefer occupying existing ruins to
overcome the drag of their large bellies, and Fimir are naturally
building their own, since their construction skills, whilst
buoyant despite their size. However, they can submerge and adequate, are not inspiring. However, they often build tall, grim-
swim underwater, and are able to hold their breath for up to looking towers for the Meargh to rule from, echoing Fimir
fifteen minutes; they can also breathe and remain submerged legends of a capital with a vast obsidian castle at the heart of
by putting their nostrils just above the water. Fimir not only the mysterious Wandering Island. Fimir communities are
swim for recreation, but also when spearfishing and to avoid remote even from one another and Fimir strongholds are made
detection by others. as hidden and secure as they can be. However, they are often
within a month's travel (by boat or foot) from Human villages
With their fatty layer to insulate them, from cold weather and or transport routes from which the Fimir can obtain material
icy water bother the Fimir little. When the weather is very hot resources and living captives. Fimir settlements are described
Fimir become somewhat sluggish, but for the most part their in more detail in Life amongst the Fimir, below.
mists and shadowy stone strongholds keep them comfortable
during the summer months. Perhaps unsurprisingly, autumn is What the Others Know
their preferred season, not just because of the cooling air and
"I think their predominant colour was a dark green, though they had
thickening mists, but also because the browning of leaves and
bronzed bellies. They were mostly smooth and leathery, but their tails
the increasingly skeletal appearance of trees appeal to their
were ridged and spiny at the ends. Their forms vaguely suggested the
nature. The availability of edible fungi is an added bonus.
anthropoid, while their heads were oval and drawn into a snout, with a
single prodigious white eye, gleaming malevolently. There were no ears on
Fimir around the World the sides of their heads and their three-fingeredpaws were clawed. They
The Fimir are predominantly found in the northern and western loped along the marsh, their tails high and swaying, sometimes dropping
parts of the Old World, mostly in coastal regions, but also onto all fours to taste the ground... their high squealing voices... held all
haunting fenland bogs, marshland and desolate moors in lands the dark shades of cruelty which their staringfaces already suggested."
where misty and inclement weather suits them. Further inland From The Shadow over Gasthaustmund', byH.P. Lieberwerk
they can be found in isolated regions of dank and dismal aspect,
although the only major marsh within the Empire proper is The people of the Old World know little of the Fimir and
The Schadensumpf, 110 miles west of Middenheim on the understand them even less. Their rural isolationism, dislike of
Middenland/Nordland border. There are marshes closer to daylight and use of magical mist to hide themselves all mean
the heart of The Empire, around Altdorf and Castle Reikguard, that scholars have limited accurate information regarding the
and the Furdienst lies just east of Carroburg, but if any Fimir Fimir physically, socially or culturally. What information there
live in these places they keep very, very quiet. Fimir are found is has been gleaned from tales of misty encounters, the
living (in relatively large numbers) in the Wasteland and the hysterical ravings of the lucky few who escape their clutches
unnamed marshes south-west of the city-port of Marienburg and centuries of ghostly folklore espoused by ignorant peasants.
near Halsdorph (see The Dying of the Light or Marienburg: Sold Anyone attempting to learn more about the Fimir will have to
Down the River). The GrootscherMarshes around the city-port are deal with countless half truths, lies, inaccuracies, contradictions,
free of any significant or permanent Fimir settlements (a little misunderstandings, fairy tales and the suppositions of city-
too close to the city-port for the Fimir to feel secure on a based scholars, some of whom even question the very existence
permanent basis), but the Bitter Moors and the Mirror Moors, of Fimir. In the imaginations of most people who have heard
west and south-east of Marienburg respectively, are possible of them, even of those who've actually encountered them,
havens. Sea-going Fimir have been observed along the northern the Fimir are little more than folktale Daemons: malicious,
coasts of Bretonnia, the Wasteland and the Empire where the evil and largely characterised by the imagination of the
waves of the Sea of Claws crash against the rocks, and secluded storyteller. However, four defining characteristics consistently
settlements are hidden along the coast all the way to the icy come through in the stories: the mist, a single large white eye,
shores and cliffs of Kislev. Significant Fimir communities are a Daemonic nature and the kidnapping of women. The writers
found on the fenland islands of eastern Albion (see The Fens of penny-dreadfuls, controversial playwrights and scandalous
of Albion), as well as parts of the Badlands (where may be artists in particular have used the latter time and time again
found the enormous Marshes of Madness) and on the coast ofwith unsavoury relish.
Norsca. The article 'The Sea of Claws' in Warpstone 19 should
be considered a basic resource for GMs planning on using the One very important point to remember is that relatively few
Fimir, as it provides innumerable plot ideas and plenty of people refer to the Fimir by the word 'Fimir'. Most speak of
excellent scenery that can involve Fimir. Bog Daemons or marsh spirits, one-eyed trolls or giants or
Ores, or even bloodthirsty ghosts that haunt the moors when
Fimir by their true name, and even they more often use a local There is a tower, tall and built of rough-hewn stone, set on wild, wet and
nickname rather than risk speaking the word Fimir aloud. (Some unkempt ground. Rotting trees sway in the wind. The stone of the tower
GMs may decide that the word 'Fimir' is completely unknown appears black in colour, but this blackness seems to be the black of old
- after all the Fimir are not in the position or of the frame of encrusted blood. There is cloud in the night sky, but stars and a half
mind to say to anyone, "Hello, we're the Fimir" - and other moon, reminiscent of a half-closed eye, are visible. Stood on top of the
races and nations have different names for them or use the tower is an indistinct femininefigurein a loose grey-green dressflowing in
vagaries already described.) To add to the confusion, due to the wind, frighteningly close to the edge. Variations appear in several
the similarity between the word Fimir and the Bretonnian word Tarot decks that are popular with the more superstitious Bretonnian
for thighbone (femur), some Bretonnians refer to Fimir as Bone- nobility, often featuring inhuman skeletalfiguresor Daemons.
Daemons. There is even a Bretonnian folk tale concerning a Details ofthe painting The Lady ofthe Marsh' by an unknown
terrible old witch living in a marsh who magically steals Bretonnian artist.
travellers' thigh bones (for her three sons to suck the marrow
from) by striking their legs with her stick, making it impossible On a political level, the Fimir barely register. The politicians
for them to walk properly and escape the bog. and military of the Empire do not regard the Fimir as a
significant threat. Occasionally, reports of repeated attacks on
Travellers' Tales - Jezza Fairwind crushed, with signs of rope around its wrists. There were
It is a tradition that has fallen from practice in recent centuries, unknown symbols carved into the rock above the remains,
but at one time it was traditional for all large Elf sea-vessels which Fairwind copied down.
to carry a ship's poet. A good portion of High and Sea Elf The crew became increasingly downhearted by their finds and
poetry tells of the sea, its beauty, the terrors it can hold and the cold misty weather, but the captain insisted on pursuing
the stories of those who sail it. Jezza Fairwind (Human his goal, convinced that they would find the carvers. Jezza
tongue) is one of the few Sea Elves who still practice this continued recording the captain's dreams of mist and bone
art. What has made his work most notable in recent years is knives, but he kept his increasing concern to himself. Foolishly,
that it concentrates wholly on the sounds, smells and physical in hindsight.
sensations of being on a sea-voyage. The reason for this is
During their second week among the islands, they found one
that whilst Fairwind once had sight keen as any Elf archer,
with something very strange. On a high rocky outcrop at the
he is now blind.
heart of the island there was a settlement with bizarre houses
Two or more decades ago, Jezza Fairwind travelled aboard built of whalebone, lightly charred and blackened. It seemed
the Trallarnarinda ("carved shell"), which ventured to the smalldeserted. Jezza Fairwind, the captain and several of the crew
islands scattered around the extreme north of Albion. It was explored it for an hour, but found no indication that it was
a prospecting mission - the captain had information that the still inhabited. The reluctant captain was eventually persuaded
islands' inhabitants were producing exceptionally fine to leave, but as they turned to go a howling wind erupted
whalebone carvings. The captain's thinking was these from nowhere and knocked them all to the ground. The mist
artworks could be bought cheap and sold high back in swirled and Jezza was certain that he could see shapes forming
Marienburg, even higher in Ulthuan. However, all the captain in it. One of these forms suddenly struck down at the prone
had to go on was an example of the craftsmanship, a beautiful body of the captain. The captain stood up, like a puppet,
bone blade with an elaborately carved hilt. The merchant apparendy unaffected by the wind that pinned the other Elves
who sold it had bought it from another merchant, who had to the heather-covered rock. The captain's hands scrabbled
in turn bought it from another; she seemed keen to sell it through the folds and pockets of his clothes until they pulled
and charged less than what it was clearly worth. out the carved bone dagger. It was dropped to the ground,
The journey to the northern islands was dull and uneventful, and the captain followed it as the mist-form left him.
although the captain complained of several unsettled nights' The wind howled harder and Jezza, captain and crew were
sleep, describing vague misty nightmares that Jezza Fairwind bruisingly rolled and tumbled out of the weird village and
duly recorded in his poetry-log. When the ship finally reached down the rocky outcrop. The wind dropped a little, allowing
the first of the islands, it was cold, misty and the wind was them to stand up and run to their boat which they rowed
slight. hurriedly back to their ship. Even now their torment was not
The crew spent a week exploring a number of the desolate over. As they desperately set sail, a swarm of black winged
moorland isles. On one they found the remains of an fish burst from the sea around the ship and flew over it,
abandoned Human setdement, only the ragged remains of slashing as they passed with razor-edged wingtips. It was an I
fleeces and old bones indicating its former purpose. They assault designed to harry rather than kill, but even so, several
rowed into a sea-carved cave in the high cliffs of another sailors, as well as Jezza Fairwind, lost their eyes before the
island, this time findinathe bony remains of a Human, skull black fish flickered out of existence.
/ lost one man to the bog in the course of my investigation. The
Dirach man's footprints, along with those of ayoung local woman, were
found leading to and then past a large tree on the edge the bog. It
seems that theirpursuit of privacy led to their drowning.
Oh, and as you suspected, my Lord, the village's name does indeed
refer to the price of the local beverage. Your Lordship's brewers
may be interested in acquiring the recipe, as the quality of the ale
isfar higher than one would normally expect of such a backwater.
Transcript of a verbal report given by Captain Stevan
Ravenson.
|
Whilst he knows as much about the Fimir as anyone
Mcargh else (i.e. not much) he's one of the few people who might
be interested in helping PCs uncover more about the
Fimir and providing PCs with leads.
effort to protect the major roads and shipping lanes into and It is fair to say no other races have the same degree of
out of the city-port with irregular and limited patrols (a experience of the Fimir as Humans. Although some Sea Elf
requirement against Human pirates and bandits in any case). clippers have been attacked when mired by magically calmed
Whilst there is little concerted effort at an official level to deal winds and thick sea-fog, their vessels are rarely victims of Fimir
with the Fimir on a permanent basis, the inhabitants of the piracy. The Sea Elves of Marienburg hear the same rumours
city-port and surrounding countryside fully believe in and gossip as the Humans of that city, but believe less of it.
malevolent Daemonic creatures hidden in the marshes and However, a few magicians of the race who have seen Fimir
secluded caves along the coastline; Marienburg sailors longboats are firmly convinced there is something unnatural
traditionally sing songs about black-hulled longboats emerging about the black-hulled craft, and that they are in some small
from thick sea-mists. There are more sightings in the Wasteland way alive. This is, of course, dismissed as Elvish whimsy. Their
than in other parts of the Old World, and the rural Wastelanders cousins the Wood Elves have little knowledge of the Fimift
have a slightly clearer picture of what the Fimir look like, but and the High Elves of Ulthuan have only heard of the creatures
the cultural and social aspects of the Fimir are as obscure to from the Sea Elves, although their libraries no doubt contain
the locals as anyone else in the Old World. However, it is in some commentary on them if one had sufficient time to find
Marienburg that one is most likely to find historical information and examine certain ancient and long forgotten manuscripts.
on the Fimir. There are a few, though not necessarily wholly If one spends enough time with a well read Elf bard or minstrel,
reliable, accounts of the war between the Fimir and the Human it might be possible to coax out a very, very old song concerning
tribe, the Jutones, which pushed its way into the Wasteland in an Elf who is taken by a Human sorceress as her lover. It is a
the decades preceding the Goblin Wars (see Out of the song of joy, swiftly turning to one of rejection and desolation,
Waterland above). Of these, the saga by Dobbe Arend is the followed by fear and anger towards the new lover who takes
oldest and most complete, but it is hazy on specific details his place but fear and anger tempered with the respect held for
about the Fimir, concentrating on the heroism of the Jutones. a leader. It is a complex song, and only those with considerable
More recendy, the controversial academic Claus Derwin (see knowledge of Fimir culture are likely to make any sense of it.
legends have these marshes full of hideous monsters that are always
Travellers' Tales - Tarni Axland
attacking the Bretonni, but the beasts gradually vanish as the sea recedes
Dwarven artists tend not to use brush, paint and canvas, but
and the land dries. Either that or the land is cleansed by some noble
work with hammer, chisel and rock instead. Tarni Axland is
knight or another. Mindjou, it does sound a bit similar to old Dobbe
one of the most renowned Dwarven artists (at least within
Arend's epic of thejutones, Marius and the Hell-mother. Hard to say
Dwarven circles). Born in Norsca, he has travelled widely,
which might be true. Could ask the Fimir, I suppose, but there may be
spending many years in numerous Dwarven strongholds
safer ways to waste one's time!
creating and repairing relief imagery telling stories of ancient
battles and glories, disasters and grudges. He has a reputation
Mist at noon; heartbreak soon.
for making sure the details of his work match the tales that
Wastelander saying
they are based on, exemplified by his woodcarvings of the
monstrous creatures from the Cry of Catholled, a myth cycle
of Norse legend. A big Dwarf, illuminated by a blaze of The Dwarfen experience of Fimir is an interesting one. While
white hair and beard, Axland's reputation as a warrior the Dwarfs of the mountains tend to regard the Fimir as just
matches his artistic renown; his hammer and runic chisel another type of Ore or Troll ("kill them and be done with it"),
can create and destroy with equal finesse. the Norse Dwarfs award them a more mythic quality.
Sometimes calling them sea trolls, sometimes Cunal-Trows,
Currendy, Axland is at work in Kraka Drak, the largest and
the Norse Dwarfs view the Fimir as an ancient and mysterious
wealthiest of the Norse Dwarf strongholds, where he has
warrior race. This doesn't mean that they won't fight with the
been commissioned to produce a wood and amber-studded
Fimir (old Norse Dwarf sagas tell of week-long wrestling
relief depicting the ancient clash between an ancestor of
matches between Dwarf heroes and Fimir warriors), but the
Queen Sifna Throrindottir and the Fimir. The first panel is
Norse Dwarfs do grant the Fimir a certain respect and nobility.
to depict Thori Threnson's famous meeting with the Meargh
The tales and legends of the Norse Dwarfs speak of Fimir
Heggrant on the shore of the Sea of Claws and their
prowess in battle with high regard and even tell stories of
argument over the amber scattered through the shingle. The
Dwarfs who were outwitted by cunning seawives (Meargh). In
second is to show the duel between Thori and Heggrant's
fact, the Norse Dwarfs are unusual in that they are aware of
bodyguard. The third panel is to be a depiction of the sea-
the Fimir caste system, that there are workers, warriors, wizards
battle between the longboats of the Dwarfs and those of
and women leaders, although they do not necessarily appreciate
the Fimir. The fourth represents the truce between Thori
the details. Whilst the Norse Dwarfs would never actively side
and Heggrant, where Heggrant surrenders her rights to the
with the Fimir against Humans (they might against Dark Elf
amber and Thori gives Heggrant a magnificent carved amber
pirates, Chaos or mighty sea beasts), it has been whispered
statuette, acknowledging the prowess of her clan in battle.
that during times of bad blood between the Norse Dwarfs
Axland's problem is that he has never seen a Fimir and the and the Norsemen that the Dwarfs have stood by when the
stories he hears from those few Dwarfs who have are vague Fimir have raided the Humans. However, there is no evidence
and contradictory, which offends his sense of accuracy. Also, at all to support such whispered allegations.
there is no record of the nature of the statuette given to
Heggrant, and an amber miniature of the statuette is intended
For their own part, the Fimir act in such a way as to maintain
to be the centrepiece of the final panel. Faced with such
the mystery that surrounds them. After all, if they were
vexing uncertainty, Axland is putting together an expedition
constantly attacking, stealing and kidnapping from the
to find some Fimir for himself, so that he knows what he
farmsteads and villages surrounding their lands, then they
should be carving. If he can find the clan of Heggrant all
would either provoke a determined attack upon themselves or-
the better, as then he might discover the nature of the amber
drive the Humans they rely upon too far away from Fimir
statuette given by Thori.
IMI HI II
territory to be useful. Instead, the Fimir strike a balance,
knowing just how far they can push the local peasants without
Fimir did not seem scared of the Elves, just keen to get back
forcing the Humans to go to war or to flee. (Of course, some
to the concealment of their mists. Finally, something that is
Humans simply accept the threat of the Fimir as part of life,
almost forgotten these days, but the very eldest of the Elves
as they've never known anything else and have nowhere else
vaguely remember being told as children by their eldest
to move to anyway.)
forebears that those with one eye were the forgotten children
of gods and should be honoured by avoidance.
One-eyed Peter, Long-tailed Jack
Caught us all up andput us in a sack
Of course, it must be said that the Bretonnians have their share of
Tied us by our ankles, bit off our toes
encounters with the Fimir, or Bone-Daemons as they insist on calling
Drowned
them. Indeed, the old legends of the Bretonni tribe tell of a time when the us in the marsh where nobody goes
western seas reachedfurther inland giving rise to vast salt marshes. The Children's skipping rhyme, with variations throughout the
Old/World / / J1
Travellers' Talcs - Creehamdeevuss Melliss let him live, cleaned him and healed him herself.
Greehamdeevuss probably knows more about the Fimir than Greehamdeevuss was changed dramatically by his experience
any non-Fimir alive today. And he's a Skaven. and the mysterious vision in particular. He suddenly felt little
Greehamdeevuss was part of a warpstone-hunting party that connection to his pack and skavenhold, but instead an obsession
ventured into the marshes in search of a legendary lost goblet with the Warpstone goblet. Although he felt nothing himself,
supposedly made of the stuff. Instead of a Warpstone drinking the Meargh, her Dirach and their Daemons all insisted he was
vessel, Greehamdeevuss' hunters found the Fimir... or rather no longer tainted by Chaos - at least in their eyes. His need and
the Fimir found them. Luckily, at least initially, for the Skaven craving for Warpstone disappeared, and he became convinced
this small group of Fimir was Chaos-tainted, and the Dirach he was being sustained by an intangible link to the goblet of
leading them welcomed the Skaven as brothers. However, after his vision. But he didn't understand what it meant.
talking through the night, the twisted Fimir showed their Chaos Melliss was equally baffled, not that she emphasised this point,
credentials and turned on the Skaven. Subduing the ratmen although she wondered if the burning Daemons that had
with subdy drugged food, they staked them out, waited for carried him to her had scorched the Chaos taint from him.
them to regain consciousness the following night and began However, she decided it might be worth allowing the ratman
the torture. Most died on that second night, but to remain with her clan, at least for a while, to study him more.
Greehamdeevuss, stronger than his fellows, survived to see a After all, something useful might come of him. As a result,
third night. Greehamdeevuss was able to observe and come to understand
In the delirium of torture, Greehamdeevuss experienced a Fimir culture and society, spending the better part of a year
vision of the Warpstone goblet. A silky-furred Skaven doe with Melliss' clan. The flow of knowledge worked two ways,
whispered in his ear and stroked his whiskers, telling him that and Melliss gained considerable understanding of Skaven
he was destined to find the goblet, but he must first undertake society (Greehamdeevuss being a simple warrior, the
a long and arduous quest to find it. The vision sustained the technology of the Skaven did not make the exchange).
Skaven through the third night. Eventually, other Meargh became aware that Melliss was
On the fourth night after meeting the Fimir, Greehamdeevuss harbouring a Skaven. Only pardy convinced by their own
was the only Skaven left alive. He would have died then if not Daemon ambassadors, who agreed the rat was not Chaos-
for a storm of burning Daemons sent by the Meargh of the tainted, the other Meargh still insisted that Greehamdeevuss
Chaos Fimir's former clan, which descended and annihilated be expelled. Fearing conflict Melliss agreed. Besides, the rat
them - their own cruelties had given her time to scry them out did eat an awful lot. For his part, Greehamdeevuss left with no
and send her vengeance. The Daemons, strange creatures that ill-feeling - he understood the Fimir (even though he was
they are, decided to bring the ragged, but still living body of secredy never convinced by their legends) and had decided
Greehamdeevuss back to the Meargh. that it was time to set out on his quest for the Warpstone goblet.
The Meargh Melliss was surprised and annoyed when presented Today, Greehamdeevuss is a strange figure who haunts the
with a ratman. Her initial response was to have the Daemons lands of the Fimir and beyond in search of a legend. He has
destroy it. However, whilst that was exacdy what she would rejected his kin, and those Skaven he has encountered since
have done had she met Greehamdeevuss normally, the Skaven his first meeting with the Fimir have rejected him. They no
had been tortured and mutilated by corrupted members of longer recognise him as one of their own. His body is badly
her own clan. Her sense of responsibility suggested a small scarred, his ears and tail ragged from the abuse of the Chaos
penance was in order. Also, she sensed something strange, Fimir. But he is happy, and his mind is open. Presendy, he is
almost mystical in this rat, and her curiosity was aroused. So, heading west, drawn towards the reedy marshes of Bretonnia.
The Fimir are long lived, so whilst they do raid and kidnap, I've got these eggs, see. Found them in the marsh, I did. An'you know
they do not necessarily have to do it on a frequent basis; some what I reckon? I reckon they 're Fimir eggs! No, really! They re lizards,
clans only kidnap women every 100 years, operating in cycles. right, an' lizards lay eggs, don't they?Maybe those women they capture
A clan that avoids getting into fights might only need to raid lay them unnatural like, or maybe they 'vegot some Fimir women hidden
villages for women once every few Human generations, up somewhere. Anyways, 1 took 'emfrom this huge nest an Tve kept 'em
meaning that the younger peasants listen to their elders' stories warm an' when they hatch I reckon I can sell the hatchlings, maybe to a
and warnings about the monsters in the marsh with amusement, wizard or one of them scholars or even to a pitfightertrainer.
unaware the time for breeding is fast approaching. Even victims Josef Unalheim, Trapper
for their regular monthly sacrifices can be obtained by quiedy
kidnapping travellers on lonely paths, as there are plenty of Breeding with Human women? Stuff and nonsense!Nothing more than
other horrors out there, as well as mundane risks, to take the the tawdry gossip of thefilthyminded! Fimir kidnap Human women
blame. because their flesh tastes better than that of other races' wo}nenfolk\
; ;•• •£ • •;,: s;
m ,i,
s^gm^
Nothing more, nothing less. As for their breeding, Fimir are bog-dwellersliterate few, plays, folktales, lectures, gossip and conversation
who spawn in the manner of frogs and toads, which should be obvious towith alleged experts for the illiterate majority. Be sure to provide
all who 've seen them! Well, no I haven'tpersonally seen them, but I haveas many red herrings, untruths and distortions as you can, and
excellent contacts who have, and who have described them to me fully. remember that if there are things in this article you do not like,
do not just put them to one side, actually use them as
Several of you have ashed about possible uses of the Fimir, or parts disinformation. If you want to provide the PCs with the serious
cultural information about the Fimir, their origin myths and
thereof, as spell ingredients and alchemical recipes. Firstly, one must consider
the practicalities. Much of the evidence for the existence of the Fimir isbeliefs, it shouldn't be available through normal channels.
anecdotal, and many of the disappearances blamed on them could beAncient Elven or Dwarven written histories (especially those
attributed to treacherous marshland paths, bandits and goblins, so there of the Norse Dwarfs) might provide stories and background,
is a question mark over their very existence. This is supported by the as may obscure works on Daemonology. Daemonologists
apparent lack of physical evidence, as Fimir remains have a remarkablewho've discussed the Fimir with knowledgeable Daemons
tendency to vanish before any reliable scholar can examine them. Thismight also have a clearer insight. In fact, Daemons are probably
latterpoint is of key importance: if you have no physicalpiece of Fimir, the best source of information on the Fimir, although many
you have nothing that might be used to support a spell. The only Fimir Daemons are notorious liars and facts do not come free. The
artefact I am aware of that holds any provenance is the incomplete skullPCs maybe able to trace and talk to a woman who was captured
that may be seen in the Temple of Verena in Marienburg. by and lived amongst the Fimir for a time before escaping,
though they should not expect her to be willing to discuss her
That said, let us startfrom the proposition that the Fimir do exist and experiences and she almost certainly won't give an objective
that it is possible to obtain body parts. From here, we should apply the account; she may not even be sane anymore. PCs may resort
Taws of Sympathy and Contagion and the Doctrine of Signatures, as I to divination and scrying techniques to learn more of the Fimir.
have outlined in earlier lectures. What do we know of the Fimir? Sadly,This might work, but the same magical mists that hide the
remarkably little, but the little we do know is of use to us. The Fimir are Fimir from physical sight may hide them from magical sight
associated with marshes and with mist, so parts of the Fimir anatomy too. Also, Meargh may have erected spells against such prying
might be useful in casting standard Battle Magic spells such as Mystic eyes, or have ways of magically tracing the spies and sending
Mist, Slippery Ground and even Stand Still if the caster envisions a something unpleasant after them, no matter how far away they
victim of the latter as being mired in muddy ground. The impressive are. (See Mother's Magic for more on the scrying talents of
single white eye attributed to the Fimir could be of use in spells involvingthe Meargh.) The PCs could just go and talk to the Fimir
vision. Their dreadful reputation for the abduction of women might be themselves, but of course that won't be easy and every clan is
subverted to support spells of protection that only defend women againstslightly different anyway, so no one should expect any absolute
harm. Indeed, I have heard recently of charlatans selling Fimir finger'truths.
necklace charms to female travellers to ward off attacks from Fimir,
bandits or even aggressively amorous men! Finally, the greatest misconception that exists about the Fimir
is that they are creatures of Chaos. Many may believe that the
! From a series of lectures by Harald Topfer at the Wizards' and Fimir are allied with Chaos or that they were created direcdy
Alchemists' Guild in Middenheim, based on his work, 'Phoenix by its corrupting touch, but that is simply lazy thinking, born
Feathers andFirey Goblets: The Theoretical Principles and Practicalof simple Human fear and ignorance. However, it is not a
Uses of Spell Ingredients' belief that the Fimir can ever expect to overturn in a world
obsessed with the grim perils of Chaos.
The Bog-Daemons are in league with frogs. No, it's true, absurd as it •
may sound. You go to Bretonnia and ask the frog hunters what their
greatestfear is and every one of them will tell you it's the bogmen. The
monsters hate them and attack frog hunters whenever they spot them.
They 've even been known to launch raids onfrogfarms and release all the
frogs. That's why frogs' legs are such an expensive delicacy in Bretonnia,
especially wildfrogs' legs, because of the risk. A man could make good
money supplyingfresh frogs. All right, they may not be in league together
- that'sjust my littlejoke - but there's something strange going on there.
:*
fe9B*££
Trivellers' Tales - Niki Bibi into the Tilean merchant vessel. Model Fimir pop up out of
One of the many foreign travellers who now reside permanendy little doors in the water and appear to climb up the sides of the
in the cityport of Marienburg is the noted Tilean Gnome and ship, or spring up through the deck and fight the sailors.
artist/engineer Niki Bibi. Bibi, exceptionally small even by Through all this, the small figure of Bibi weaves its way across
Gnome standards, is the builder of some of the finest miniature the ship, stopping and moving as Fimir figures appear and
automata ever constructed outside of the High Elf kingdoms. disappear. Finally, the Fimir and their longboat vanish, leaving
His strong, tiny fingers have allowed him to build tiny chirping only Bibi alone on the deck with a handful of corpses. One of
songbirds, butterflies with moving wings encrusted with tiny the many remarkable features of this automaton is the sheer
cut gems and elaborate recreations of famous Tilean batdes size of the Fimir, who are depicted as bulky giants, twice the
with highly detailed carved and painted lead soldiers. Sadly for size that they are in reality. Bibi's own tiny stature and the terror
Bibi, vicious Tilean politics together with a family feud forced of the original situation have served to gready increase the
him to flee his home city. With plans to re-establish himself, size of the Fimir in his mind. As a result of this automaton, it
he settled on Marienburg as a place with good links to is currendy believed in Marienburg that the Fimir are a race of
Bretonnia, the Empire and the Elves. Tragically, Fimir pirates giants, twice the size of men. Also, all of Bibi's Fimir appear
attacked the ship he sailed on during the final stage of its to be green Shearl with Dirach horns, so for those that have
journey. Only Bibi's speed and smallness allowed him to flee viewed the model, this is what all Fimir must be like. However,
from hiding place to hiding place as the Fimir tore the ship Bibi's depiction of the Fimir longboat is quite accurate, as he
apart searching for captives and useful goods. An unusually was one of the first to see it emerge from the fog.
inquisitive Shearl blacksmith looted almost all of Bibi's
The automaton is currently displayed in Ree's Wax Museum
miniature automata, although what was left, together with the
and Studio (see Marienburg: Sold Down the River), but it has been
story of his remarkable survival, was sufficient to allow Bibi
exhibited in other sites around the city and will be elsewhere in
to become an overnight celebrity in Marienburg.
the future. It is said to be worth in the region of 150 gold
One of Bibi's first projects in his new home city was an crowns. By his own admission it is not Bibi's most valuable or
automaton of the Fimir attack on the ship and his escape. beautiful work and was aimed to appeal to the commoners of
Insertion of a silver shilling into a slot shows a Fimir longboat Marienburg, but it is something he felt he needed to do to deal
THE PEOPLE
OF THE MISTS
Doyou know what the worst thing about them is? It's not that theyThe kill Caste System
and steal and abuse. It's not that they 're hideously ugly. It's not that
ThetheyShearl represent the lowest caste in the Fimir hierarchy,
worship Daemons. The worst thing about them is that they 're barely but areanymost numerous of the Fimir. They are thralls, doing
differentfrom us. They work, play and worship, do what they have to do
most of the labouring needed to keep Fimir society running.
to survive and every one of them is at the mercy of those more powerful.
This role stretches to far more than simply gathering food or
They 're no cruelkr than we are; they're just more honest about it. Everything
fetching and carrying. They cook, preserve and store food for
bad they do has been done by one Human or another at some time. the whole clan. They harvest reeds and weave them into baskets
They'rejust a more concentrated, purerform of our own evil. I for loathe
carrying and storage and weave fibrous grasses into rope
them, despise them and they haunt me every single bloody night! and Butnets. They fashion wood, stone and bone into weapons
believe me, I don'tfeel much betterfor being back amongst men. for the Fimm. Where such resources are available, they mine
A rare lucid outburst from 'Alice', an unknown woman believed fortotin and copper and use it to create bronze for the warriors'
have escapedfrom the Fimir, now caredfor by the Clerics of Shallya armour, or iron for weapons and other tools. The Shearl also
do most of the building and maintenance work around the
Life amongst the Fimir strongholds. In other words, the Shearl are the craftsmen and
labourers of the Fimir; an unofficial pecking order within the
The Fimir are divided into clans, essentially separate settlements
caste can arise, based on divisions between those with a definite
or nomadic groups, each ruled by a Meargh after whom the
craft and those less skilled. Their efforts in most things are
clan is usually named. Some clans are named after some unusual
frequently crude though undeniably functional, as anyone who
characteristic of the Meargh - such as One Armed clan
has been struck with a Fimir weapon can attest. As well as the
mentioned in Scenario Seeds - or after some significant event
endless chores that consume their day, Shearl are expected to
in the clan's history. Clans have a rigid tribal structure, and are
fetch and carry for the other castes on demand and are
bound together by a strong sense of family. They vary
responsible for keeping captives alive and secure. They also •
considerably in size, though they never reach the size of Human
participate in raiding parties, large and small, fighting alongside
towns and cities - Fimir breeding practices and the sparse
the Fimm and carrying or dragging the spoils home afterwards.
resources of the areas in which they live impose limits. There
Shearl are a pretty dour lot, but they come to life in battle and
is relatively little contact between different clans, which are
during clan social events.
usually, though not always, geographically isolated from one
another. Clans that are close together or meet in passing trade
with one another and engage in sporting competitions, The Fimm are the true warriors of the Fimir race. Their duty
storytelling and feasting. However, each clan is vigorously is to fight to ensure the safety of their Meargh, their stronghold
independent. This is predominantly down to the innate wariness and their clan. They rank more highly than the Shearl, but are
of each Meargh towards every other Meargh, but also ensures beneath the Dirach and the Meargh. The Fimm are not quite
that if one clan collapses (for whatever reason) other clans are as numerous as the Shearl, but they still form a large percentage
not dragged down with it. In this sense at least, the Fimir have of a typical clan. It is actually a relatively complex caste, with TO
no concept of a Fimir nation that binds all the clans together three divisions within it based on physical appearance (see Sons
and no clan is considered more important than any other. The and Daughters above). The commonest and lowliest are the \
last attempt to form a true Fimir nation occurred before the Fimm Warriors. Above them are the Fianna Fimm who often
founding of the Empire when the Fimir engaged with the tribe act as leaders for small parties of Fimm and Shearl when no
of the Jutones in a brutal war for control of the Wasteland Noble or Dirach is present. The Fimm Nobles are the highest
(see Out of the Waterland above). The damage that brutal ranking of the Fimm, almost but not quite as high up in the
war did to the Fimir has not been forgotten and no Meargh is caste hierarchy as the Dirach, and are discussed in more detail
keen to repeat that experiment in nationhood (especially as below. The Fimm spend their days training, patrolling, guarding,
some Meargh now speculate that the Chaos god Tzeentch had hunting and, when the need arises, making raids on Human
a hand in the rise of the Hell-mother). However, all Fimir clans settlements, dreaming of true and ongoing war. They live to
consider themselves spiritually united by virtue of the race's fight and have little motivation in their lives beyond that, save
origin indlcircumstance; the desire Jb mate And honour Maris and Firnul. In larger cla
ML
'ti^*"*
individual Fimm Nobles often have their own
retinues of Fimm, which they train and lead.
Fimir Settlements
Fimir build their strongholds in lonely, desolate
regions where few others care to visit - the heardands
of marshes, swamps and moors or ragged cliffs with ramshackle, even strong and substantial ones built of stone.
treacherous reefs beyond. Sometimes they find and take over
the decaying remains of settlements long abandoned by other The Fimir are capable builders, but they are prepared to make
races: old mining outposts where the ore has almost played use of caves or restore abandoned buildings and setdements
out, failed farmsteads, fishing villages wiped out by storm or as best they can, sometimes even digging into the chambers
rock-fall from the cliffs, even around long forgotten megaliths of the Old Faith burial mounds. When they do build they use
and barrows of the Old Faith. However, the Fimir have to the construction materials to hand. This may mean they build
strike a balance between their desire for isolation and their from wood, thatching the roofs with reeds or covering them
need for Human beings. with wooden tiles, or quarrying rock to construct stronger
structures, often using dry-stone techniques. (Fimir love slate
Wherever a setdement is found water will not be far away, as it is easy to work with and the colour suits their oudook.)
whether in the form of the sea, streams, rivers, estuaries, or For special buildings such as the Meargh's tower they
large ponds and lakes. At least one Human settlement or occasionally use the same black wood they use to construct
highway (road or river) is likely to be located within a month's their ships (see Fimir Wood in Mist on the Water for details
travel, by foot or by boat; coastal Fimir settlements are often of the black wood's source). Sometimes buildings are made
situated where rivers enter the sea so the Fimir can make raids using great blocks of peat cut from the marsh. Fimir buildings
inland in their black longboats. Their strongholds are usually are often very thick-walled, providing cool shadowy hideaways
shrouded in mist or obscured by rain and dark clouds; travellers during the summer months. Some temporary setdements are
are often on the outskirts of a Fimir stronghold before they tucked amongst dense tangles of large bushes and brambles -
are aware of it. Whilst their home is important to them, the shelters woven from living plants, keeping the worst of the
Fimir have found over the centuries that it doesn't pay to wind and rain away and the Fimir hidden from casual
become too attached, as circumstances so often force them to observation. Occasionally, Fimir summon Daemons or earth
'erhaps this is why Fimir strongholds appear so elementals/to assipt them, typically in the construction of fo\
,
g\f«
dark tower for the Meargh to dwell in. This can be an impressive Meargh often cast the spells Magic Alarm or Magic Lock on the
sight, as Daemons or elementals from deep within the earth entry points of important structures. Of course, a settlement's
force a ragged pillar of black rock up through the ground and perimeter defences have to be breached before buildings can
into the sky, then plunge themselves into the column to hollow be entered anyway.
out rooms and stairs and passages. (However, this is not 2. rapid
process and the Fimir cannot simply produce defences In addition to embankments, ditches and moats, the Fimir also
overnight.) The result, like so much about the Fimir, is crude defend their strongholds with palisades of sharpened posts or
and functional, but frighteningly intimidating at the same time. dry-stone walls as many other races do (an inner wooden wall
It is commonly said Fimir live in grim and sinister castles of supporting an outer dry-stone wall directly against it is not
black stone. This could be the result of confused accounts of uncommon). However, the Fimir also use more subtle
the mist-bound towers of the Meargh and the blocky, deterrents. Many clans grow carnivorous plants such as
unadorned buildings the other castes use. However, it is Bloodsedge outside the stronghold boundaries. They grow the
reasonable to believe that some remote, ancient and well-hidden plants from seed or dig them up whilst immature and replant
Fimir strongholds have grown and expanded over the centuries them. Coastal Fimir make cunning use of sand clams, planting
into truly forbidding edifices (see also Nomadic Clans, smaller juveniles like bear-traps around their stronghold - the
Ancient Strongholds). shocked screams of those who inadvertently stand on them
serve as an excellent early warning system. Humbler plants
Fimir settlements are highly variable in layout and always take like nettles and briars, thistles and thorny bushes also hamper
advantage of natural defensive features in the landscape. Fimir those trying to get close to Fimir settlements. Of course, the
sometimes build such features into the land with the aid of Fimir do not rely entirely on such passive defences, and the
elementals and the raw muscle of the Shearl (moving the path Fimm post sentries and patrol their territory, usually in pairs.
of rivers, building banks and ditches). The majority of the
structures within the stronghold are living quarters, with As already noted, Fimir settlements are typically shrouded by
separate buildings for different castes. There may be one large mist. This may be natural, but can equally be magical in nature.
barrack-like communal building each to house the Fimm and The creation of a mist covering an entire Fimir settlement
the Shearl, or smaller ones if the Fimir are using pre-existing requires a group effort from the Meargh and the Dirach. In
structures. The contents of these caste quarters are usually rules terms, the mist can be replaced with the Lore of Shadow
limited to blankets and maybe mattresses and pillows stuffed
with grass and leaves, communal tables and benches, and a Nomidic Clans. Ancient Strongholds
central fire with a cauldron for cooking, as well as the tools of Almost every Fimir clan is nomadic at some point during its
the caste's trade; Shearl buildings often double as workshops. existence, as circumstances - such as lack of resources locally
The fewer Dirach and Fimm Nobles usually have caste or direct aggression from outsiders - can force clans that
buildings of their own, but with private rooms within, especially have been settled for decades or even longer to pack their
the Dirach who like privacy and space to work their magic and belongings and abandon settlements. However, a significant
commune with Daemons. Another building of note is a prison number of clans are permanently nomadic, constantly
for captives, but this probably won't be much different from wandering the outskirts of Human lands as need and the
other storage buildings, save being more secure and guarded whim of the Meargh take them. Some have travelled the
by Fimm or Shearl. There will also be a building for storage same routes for centuries (a single tour may take a decade or
(see Fimir Economics and Technology). The single most more) and are always on the move, whilst others simply travel
striking building is, of course, the Meargh's tower, dominating between regular seasonal haunts (the sandy dunes in the
the heart of the stronghold or perhaps looming above it on a winter, the marshes in spring and autumn, an abandoned
hill or rocky headland. As mentioned above, the Meargh's tower mine for the bright summer months). In contrast, a tiny
is usually built by the Shearl or sometimes magically minority of Fimir clans have lived in settlements that were %
constructed, but abandoned watchtowers and lighthouses or established centuries ago, or perhaps even longer. Perhaps it
disused windmills are attractive alternatives. For some is these ancient strongholds that have given rise to the stories
strongholds, especially coastal ones, the word 'building' might of the great Fimir castles. Of course, such settlements are
be replaced by 'cave'. incredibly well hidden to have survived and developed, and
are only likely to be discovered by chance or through
possession of secret knowledge. Such settlements are not
Fimir structures made of stone or the black Fimir wood are necessarily that remote from Human lands, but may be
robust and it would be very difficult to break through a wall to protected from prying eyes simply by being at the heart of a
gain access quickly or quietly. However, Fimir lack the means marsh so treacherous that no explorer has ever safely
to produce Human-standard locks and keys, and so doors have navigated it or in a manner similar to the hidden Wood Elf
to be barred from the inside (or in the case of prison structures, forest towns and cities (courtesy of Daemon magic).,'
the outside, and secured/with stout rope and good knots).
t\1
Spell Pall of Darkness, replacing the swirling darkness with to part with Human females), but also deal with Goblinoids
swirling mist. As an alternative rule, the area covered by either and sometimes Dark Elves when at sea.
form of the mist may be direcdy related to how high the casting
roll is, combining the casting rolls of the Meargh and her In terms of skills and technology, the Fimir simultaneously
Dirach. Once in place, the mist lasts until dispelled, so it is occupy the stone, bronze and iron-ages according to the
effectively permanent, although occasional thickening resources available at the time. If all they have access to is
ceremonies are performed. In practice, such large mists are flint, they make flint tools. If all they have is bone and ander,
not at thick as smaller ones, but they are sufficient to conceal a their fishhooks and spearheads are made of the same. In
settlement until one is almost upon it and to protect the Fimir suitable areas Shearl mine for metal to make weapons, armour
from the sun on a bright day. It is possible to wander into the and tools, and Fimir settlements are sometimes built near or
thinner edges of the mist and believe it has arisen entirely on the sites of abandoned mines. A poor-quality iron, known
naturally. as bog iron, collects in the saltpan of some marsh bottoms,
but the Fimir do not use it unless they have to because it rusts
Despite what many might expect, there are no sacrificial slabs easily. They prefer to mine for copper and tin to make bronze,
or altars to be found in or even near Fimir settlements. Sacrificial which is primarily used to make armour, specifically the belly-
rites always take place by water or marshy, boggy ground. Some shield, but also weapons. Bronze is a relatively soft metal, so it
settlements may construct platforms on the edge of rivers, is not good for blade weapons, and Fimm belly-shields have
perhaps in the centre of ponds and lakes or even short piers to be thick and heavy to be effective. Fimir make use of natural
into the sea, but this is for convenience only. The only Fimir materials whenever possible, especially long grasses for making
who use altars for sacrifice are those few who turn to Chaos. rough clothing, rope and nets, stone, bone and wood for
weapons and building materials. Animal hides are cured for
Fimir Economics and Technology making clothing, bags and other coverings, animal guts and
The Fimir are essentially omnivorous hunter-gatherers with sinew for cord and bindings. Peat is dug for fuel, and the Shearl
only a basic economy based on barter, theft and scavenging. also dig in search of bog oak - wood from trees long since
Only a handful of clans tend goats, sheep or cattle for meat dead and sunken in the marsh. Bog oak is stained dark and
and milk, and even fewer live in areas suited to growing crops made hard but brittle by years in the peat and is used mainly to
that are not already dominated by Humans. They catch fish in make ornaments, toys and jewellery, rather than weapon hafts.
nets and marsh rodents and lizards in simple traps. Marshland
birds are snared in nets and their eggs stolen from their nests. Luxury materials such as gold and jewels are generally
The Fimir eat edible roots and any fruit they can lay their claws uncommon in Fimir culture, but Fimir can acquire such things
on. They even crunch up snails or boil them in big pots. Fimir after attacks on coaches and merchants, and some harvest pearls •.
sometimes go after bigger prey such as Bog Octopus. Coastal from oysters and fresh-water mussels and gather amber. Fimir
Fimir eat a lot of fish, but also shellfish, crabs and seaweed, who mine for copper and tin sometimes strike more precious
and they hunt Dragon Turtles and steal their eggs - coastal metals (although copper and tin are precious enough to the
Fimir rarely have to resort to raiding and stealing merely for Fimir). Most Fimir are unimpressed by luxury goods, although
food. However, many Fimir clans are periodically faced with the Fimm Nobles, especially those in Albion, like to wear gold
food shortages. When food is limited there is usually a caste cloak-clasps set with a blood-coloured jewel such as a garnet
pecking order for who gets the best bits, although it is quite or ruby. Similarly, Dirach and occasionally Meargh, wear gold
common for all the food to be boiled up in a massive cauldron torques around their upper arms. Fimir who possess such
and ladled out. Female Human prisoners, especially pregnant jewellery are either lucky thieves, have an excellent Shearl
ones, are always well fed, although the food may not be to their craftsman within their midst or else indulge in trade with a
taste! When food is very scarce, which is often the case in inland clan that does. Some precious stones and metals are used or
bogs, Fimir raid Human setdements. They rusde cattle and made into spell components used by the Meargh.
sheep from time to time (sometimes using Cromara Daemons
to entice cattle away: see A Fimir Bestiary) and raid (or sneak General Stores. Big Equipment and Travelling Kit
at night) villages and farmsteads to steal weapons, food and As scavengers and hoarders, often desperate for resources,
whatever else they can find and carry. Coastal Fimir are expert Fimir clans accumulate all sorts of junk, especially clans living
beachcombers and some clans indulge in the unsavoury practice in permanent setdements. Much of this stuff is useless, bits
of wrecking. On stormy nights and foggy days, the Fimir light and pieces randomly looted from villages or ships during raids
fires to lure unwary ships onto the rocks around the Sea of or found washed-up on lonely seashores. Some of it is worth
Claws and then attack and plunder the stricken vessels for all having and other individually useless items can be cobbled
they're worth. (There have been rumours of Human wreckers, together into something the Fimir can make use of. Fimir are
worshippers of Stromfels, allied with Fimir.) Fimir barter and tidy up to a point, and set aside a room, building, cave or patch
trade goods, food and prisoners with other clans (they are loathe of groundjtvhere this can all be heaped and njmmaged ihrou
later. However, important things such as food, weapons, tools Fimir who are going on expeditions away from their settlement •
and immediately useful raw materials are usually organised and for a significant period of time often take with them a small
stored separately for ease of access. selection of kit (carried by Shearl) that is likely to come in
handy; this is apart from the usual items such as food and
Store rooms may be filled (if the Fimir are fortunate) with weaponry. This kit includes spades (to dig holes to skulk in),
rope, nets, sacks, preserved food stored in leather buckets, pots rope (to secure prisoners or drag heavy objects), nets (to fish
and barrels, weapons, raw materials of wood, peat and coal, or trap with) and tarpaulin, heavy skins or even tents (to shield
stone and flints, bones, animal hides, metal ore and just about themselves from the sun). Shipboard Fimir also have ropes
anything else that the Fimir could have conceivably stolen from with hooks or grapples for grabbing enemy ships or dragging
others. (Nomadic Fimir may have stashes hidden at points along things from the water. \
their traditional routes.) However, do not assume the Fimir
have any of these things, especially not in great quantities - It is worth emphasising that despite the range of tools and
most Fimir have just enough to survive and not much more. materials listed above, the Fimir are not normally overburdened
with resources, especially nomadic Fimir who are limited to
One of the most useful items Fimir can find or build from what they can carry. This also applies to Shearl craftsmen - not
stolen rubbish is a pump. As bog-dwellers and seafarers, hand- every clan is blessed with the presence of such skills.
operated pumps are enormously valuable items. Fimir cannot
build pumps from scratch, only bodge together from leather Prisoners
tubes sealed with pitch, metal pipes and a Shearl blacksmith's The presence of prisoners is a normal part of Fimir existence.
limited ingenuity. Other large equipment used by the Fimir Although Fimir themselves may be used during their monthly
includes A-frame cranes, winches and pulleys. Not all Fimir religious sacrifices, it is usual for a male of another race to be
clans necessarily have the know-how to construct these things, used (see Sacrificial Rites for more details) and this means
and so the knowledge or the items themselves become tradable most Fimir clans have at least one male captive at any time.
resources between clans. Additionally, a clan may have a number of Human female;
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Fimir die fighting, but others who are lucky enough to become who are senior to him. Failure to obey this rule leads to
old reach a point when they are of no value to their clan punishment, the degree of punishment depending on the
anymore, taking more than they contribute. These Fimir are maturity of the Fimir (older Fimir are expected to know better)
expected to offer themselves up for ritual sacrifice, and most and how much danger (to individuals, the clan or Fimir society)
do so quite willingly. Death rites and ritual sacrifice are discussed
is created by the act of disobedience. Punishments range from
in more detail in Memories of the Waterland. verbal, physical or social chastisement to sacrifice or exile to
execution by fire. In practice, what this means is that
Crime and Punishment disobedient, lazy or surly young Fimir are shouted at, spanked
There is relatively little crime within Fimir society. The only or denied food or the privilege of being involved in clan events;
law is an unwritten one that instructs every Fimir to obey those such punishments are usually administered by a Dirach, but
sometimes the Meargh. A severe talking to from the Meargh is
The Strange Case of Human Fimir often more than enough to straighten out a grown Fimm Noble,
Svabhaavajam sometimes results in the Human part of the although a temporary ban on attending clan events such as the
Fimir soul winning out over the other soul-castes: the baby's monthly sacrifice is the typical punishment for grown Fimir
tail shrinks and shortens until it vanishes, its single white eye who should know better. An adult Fimir for whom this sort
splits into two normal Human eyes and ears sprout from the of chastisement fails to work after repeated attempts, especially
sides of its head. The whole body transforms into an entirely if the behaviour threatens the safety of his clan, is liable to
normal Human baby. Although not quite as rare as the birth end up as a sacrifice - if deemed unworthy of sacrifice, he is
of a Meargh, this event is extremely uncommon. This Human exiled, which is considered a greater punishment and a death
baby may be male or it may be female, meaning that a Fimir sentence anyway. Execution by fire after being tied to a tree is
baby who appears male can transform into a Human female a punishment reserved for Fimir who commit the severest of
baby! Such babies are regarded with discomfort and crimes, such as attacking the Meargh, advocating certain (but
bewilderment by the lower castes until they are advised how not all) heresies, betraying their clan or their race or deliberately
to behave by the Dirach and Meargh. These rare babies have trafficking with the powers of Chaos. Punishment sacrifice is
a mixed destiny: male babies, whilst treated with reverence, discussed in more detail in Sacrificial Rites.
are destined for sacrifice or fulfilment of Daemonic bargains,
but female babies become adopted as part of the clan (note Clearly, this is all rather vague compared to Human law and
that this adoption applies only to female Human babies that there is ample room for interpretation of what constitutes
result from Svabhaavajam, not those stolen from Human disobedience, although it often comes down to the judgement
settlements). The child grows and develops as any normal of the clan's Dirach, who also administer most punishments.
Human baby does, and is brought up as a Fimir by the Shearl This is very rarely a problem, however, except sometimes when •
and treated as a Fimir, with a role and level of freedom in
the Dirach and the Fimm Nobility are involved. Most Meargh
the clan akin to that of any Shearl - she is not regarded as
tolerate a degree of bickering between castes, but if it reaches
just another Human female captive, but as a true Fimir. She
the point where it distracts her then she will deal with the matter
is taught to speak Fimar and behave like a Fimir. When she
vigorously.
achieves maturity, she will be used as a breeding machine as
any Human female captive would be, but having grown up
Heresy - disputing the basic Fimir beliefs regarding the race's
as a Fimir, surrounded by other Fimir, this rare woman is
origin and the nature of Maris and Fimul - can also be seen as
less inclined to the same feelings of horror and revulsion as
disobedience. However, the degree to which heresies are
a normal woman. Her reaction to other Humans is likely to
be identical to those of any other Fimir, but - if only for tolerated or punished depends entirely on the particular heresy
plot-related reasons - she may possess a degree of curiosity and the attitude of the Meargh. More details of heresies are
with regards to others of her kind. found in Slaying the Father: Fimir Heresies.
Fimm Nobles
But what of the child's mother? Well, the mother of a baby
The Fimm Nobles occupy a difficult position within Fimir
Fimir that transforms into a Human male during
society. They are the most physically powerful of the Fimir,
Svabhaavajam remains a captive brood-mare. However, it is
arguably the immediate leaders of the Fimm Warriors and
traditional for the Fimir to release mothers of female Human
Fianna Fimm, and have almost, but not quite, equal standing
'Fimir'. Pardy, this is because the baby represents a more
with the Dirach. Each Noble is direcdv in charge of a particular
valuable replacement (the mother has 'bought' herself out
group of Fianna and Fimm Warriors and is ultimately
of captivity) and pardy because it symbolically severs the
responsible for training and drilling them in the art of violence.
baby's ties to its direct Human heritage. The Fimir take the
In theory it is they who should select targets and organise
mother out into the mists and leave her near a road or a
attacks, especially as they represent the pinnacle of the Fimm
setdement where she carufind or be found by other Humans.
can t: caste. In pi<actice,riowever, things are not that simple
h 32
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Although the Nobles are not stupid, they are not as clever, to demonstrate stamina or combat with training weapons.
thoughtful or as wisely cautious as the Dirach and the Meargh, These contests, in conjunction with more serious fights, result
and tradition demands the Nobles follow the wisdom of the in a hierarchy within the Fimm caste, and every Noble wants
senior castes. Also, the Nobles rely heavily on the Dirach in his warriors to be at the top of that hierarchy, as this increases
time of battle, as well as in time of peace. As noted elsewhere, the likelihood that they will be chosen by the Meargh or Dirach
the Fimir do not react well to direct sunlight (see Favourite for exciting and dangerous raids or other missions, or as
Environments) and the Dirach are often required to provide personal bodyguards when outside the settlement. Although
a mystical mist to shield the Nobles and their warriors from this competition might be expected to lead to infighting within
the hated sun. Without the Dirach, the Nobles and their the caste, in practice it doesn't, mostly due to the tight bonds
warriors can be seriously impaired when fighting during daylight imposed by the caste system. In conjunction with his fellow
hours. Fimm Nobles often resent reliance upon the Dirach Nobles, he organises patrols and sentry duty around the clan
and this can lead to a degree of friction between the castes. settlement, although the Dirach, irritatingly, keep an eye on
However, the Nobles possess a very healthy fear of the Dirach, this too.
their magic and their Daemonic friends, and also what the
Meargh might do to them if they started causing trouble. Also, Dirach: the Daemonfriends
the Fimir tradition of obedience to those above you is so While it remains the duty of every Fimir to serve and obey his
ingrained that it is second nature for most Nobles to accept clan's Meargh, none follow her more dutifully than the Dirach.
the situation. Nevertheless, Fimm Nobles do vie with the They are her disciples and act as her representatives when the
Dirach for the favour of the Meargh and become adept at Fimir venture beyond the confines of their settlement, and are
finding ways to put down or humiliate the Dirach without it responsible only to her. They are the brains to the Fimm Nobles'
looking like deliberately stirring up trouble (following orders brawn, and they outrank these powerful warriors, albeit
too literally, constantly suggesting alternative plans, for marginally. With the exception of the Meargh, they are the
example). Fimm Nobles also have long-standing tradition of only caste to possess magical powers. They are far from the
wearing horned helmets, because it so often annoys the Dirach greatest of magicians, but their powers are innate and
who look upon it as direct mockery of their caste's horns. instinctive, unfettered by the restraints imposed by disciplined
learning. Each Dirach forms a close relationship with a
7
For a few Nobles, however, this is simply not enough and they particular Daemon ally (hence the term 'Daemonfriend ), which
find the control imposed upon them by non-warriors almost often means that they have a powerful edge over
unbearable. They may become increasingly surly, rude and Daemonologists of other races.
disobedient towards the Dirach (although not usually towards
the Meargh who is simply far too scary and dangerous). Whilst Dirach are responsible for day-to-day stewardship of the
most Meargh tolerate this, if there is a risk of destabilising the setdement, ensuring that supplies, especially food stocks, are
clan structure (say by the Noble encouraging acts of defiance) kept at adequate levels and that the physical structures of the
then the threat of sacrifice or exile may become necessary, settlement are kept in good repair. In practice this often means
threats which will be ruthlessly implemented if the Noble directing the activities of the Shearl and making sure that they
doesn't back down (see Crime and Punishment). A few of are always working hard - this is not an arduous task, as most
these Nobles go into self-imposed exile before they can bring Shearl are in awe of the Dirach' magical power, not to mention
the wrath of the Meargh down upon themselves, secretiy fearful of their anger, and usually do as they're told as fast as
leaving their clan, either alone or, rarely, having persuaded their they can. (However, Dirach are magicians not craftsmen and
most trusted Fianna and Warriors to accompany them; they rarely interfere with the technical aspects of what the Shearl
sometimes end up accompanying or leading Goblinoid do.) Similarly, whilst the Fimm Nobles are largely responsible
warbands far from their original home. However, such Fimir for organising the rest of the Fimm and maintaining the security
usually find life outside a clan unbearably, wretchedly of the settlement (posting guards, organising patrols, having
depressing. the Shearl add and repair defences), the Dirach keep watch
over the Nobles and interfere whenever they feel it is necessary,
Significant conflict, however, is fairly rare and on a day-to-day usually to the annoyance of the Nobles.
level the Fimm Nobles have enough to occupy themselves. As
noted above, each Noble leads his own band of Warriors, The Dirach also police caste rules, watching carefully for
Fianna and possibly a few younger Nobles, the size of which transgressions. The rules are not often broken, however, largely
really depends on the size of the clan and the number of other due to the strength of their cultural ideology and the painful
Fimm Nobles. The Noble is responsible for conducting or over- and sometimes terminal outcome of misbehaviour. Most
seeing their regular exercise and training. Some of this training Dirach help keep control by maintaining a casual aura of
takes the form of competitions between each Noble's troops, Daemonic menace (not a spell, they just have naturally
whether irk the form of wrestling matches, swimming contests threatening demestiours and carry large sacrificial knivjbs). Thiel
35
LiiL
soon as the Dirach is roused the Daemon instantly returns to Wandering Dirach
its own realm - it is as though the Daemon is able to watch Across the northern Old World and beyond there are
over the Dirach. wandering Dirach who are no longer fully attached to any
Fimir clan. Broadly speaking, there are two categories of
Mcargh: the Witch-Queens such Dirach: exiles, and ambassadors who fulfil a role in
The Meargh is at the heart of every Fimir clan. Not only is she wider Fimir society.
the most powerful wielder of magic within the clan, she is Some exiles have been formally thrown out of their clan as
often as physically strong and tough as the Fimm, as her punishment for some crime (repeatedly publicly disagreeing
ferocious temper occasionally proves. Most importandy, as the with the Meargh, for example) and are commonly branded
symbolic mother of her clan she is a direct representative of or tattooed in some way to identify them to other Fimir
Maris, queen and sorceress. She is as loved by the lower castes clans, which shun them entirely. These Dirach tend to fall
as she is feared, which is gready. Any of her clan would willingly victim to the desperate depression that affects most Fimir
give his life to save hers, and all know they might just have to who are separated from a complete clan.
one day.
Other exiles are Dirach who have left voluntarily because
they feel they can no longer be part of a clan (having turned
The great power and influence ever)' Meargh possesses comes
to Chaos or become a believer in the Good Father heresy
with equal responsibility. As Maris advised and aided the men
(see Slaying the Father: Fimir Heresies below) for
of the Waterland (at least until they turned upon her), every
example). Dirach who leave voluntarily with some measure
Meargh must care for and protect her clan from the storms it
of purpose tend more towards melancholy than depression
must undoubtedly face. Each Meargh is bound to her clan,
and despair; the rare Chaotic Dirach are usually just mad.
and she cannot simply abandon it to pursue her own interests.
Dirach (in fact, any Fimir) who vanish without word or who
Only rarely do Meargh stray far from their setdements (or the
are suspected of turning to Chaos are usually tracked to
safety of the majority of the clan if it is nomadic), and they
down to find out why.
only lead their clans in battle when settlements themselves are
attacked or when their whole clans go off to war. A Meargh Sometimes, the number of Dirach in a clan grows too high
delegates leadership of raids and other minor conflicts to her - it is unusual, but it can lead to conflict when there is not
Dirach. enough for each Dirach to do. When it happens, one Dirach
usually volunteers to become a messenger or roving
Whilst the well-being of the clan is more important than the ambassador who roams the land, travelling between clans,
fate of an individual Fimir, the Fimir are so few that most bringing news, carrying messages or warnings, preaching
Meargh also look out for the safety of individual Fimir, as and telling stories and aiding other Fimir wherever possible.
long as doing so will not compromise the rest of her clan or Dirach who have survived the death of their clan often take
other Fimir. However, a Meargh's care is not a soft-hearted this role upon themselves. Such Dirach are a minor but
one - a Fimm rescued from Human captors is as likely to receive important link between clans. They are treated courteously
a thrashing (verbal or physical) for his foolishness in getting by the clans they encounter and are shown hospitality,
caught, as he is a welcome home. The affection Meargh feel although they never stay with a clan longer than a month
for their charges is well hidden; no Meargh wishes to appear before moving on. These Dirach are often quite lonely and
soft. although wary of non-Fimir are often willing to talk to those
of other races if the risk seems acceptable.
Although Meargh are undisputed leaders, all rely upon their Two examples of wandering Dirach are Affed and his son
Dirach to varying degrees. Most Meargh hold regular monthly Arrod. Affed became corrupted by Nurgle and was forced
meetings with their Dirach, usually on nights of the new moon. to flee his clan before he was found and out and killed. His
(Nights when Fimul's eye is closed are considered inauspicious son Arrod had already chosen to leave his clan, with the
for Fimir to be out and about, but auspicious for making plans grudging understanding of the Meargh, having come to
in secret; also, a less wakeful Fimul also means a more dominant believe in the Good Father Heresy and desiring to escape
Maris, strengthening the Meargh's own dominance over the his father. However, when his father went rogue, his clan
males.) The Meargh is very much in charge of these meetings, tracked Arrod down and the Meargh charged him with
asking questions and demanding answers rather than seeking out and killing Affed. Arrod accepted this task and
entertaining suggestions and advice from the Dirach. However, has been chasing the cunning Affed through the fringes of
some matters and decisions she expects the Dirach to manage Human lands for decades. Arrod seeks to do good wherever
for themselves, and she tells them so if she believes they are he can and tries to repair the harm done by his father, while
failing. If the clan is facing serious problems of one sort or Affed cheerfully spreads disease and corruption wherever
another, the Meargh holds formal meetings with her Dirach he goes, delighting in the fact that his son's life revolves
» more freqlendy. She son/etimes summons the Fimm Nobles around tfis once/more.
36
V^B^Mȣ
• <"Hrt!W •
to meetings in order to give them orders directly, emphasising otherwise, who has something genuinely interesting to offer
the importance of those orders. her should be able to evade a Meargh's natural aggression and
deal directly with her rude, bad-tempered side (GMs take note:
A range of issues are discussed at these monthly meetings, the Meargh represent^«toA>roleplaying opportunities).
key one being clan security. Meargh like to be informed of any
emerging threat and make sure her Dirach are making effective Older Meargh have been alive a very, very long time. Although
use of the Fimm in watching for and countering enemies. The they do not get out much, their age, scrying talents and
issue of supplies (food, raw materials, captives) bores most conversations with Daemons mean they know a lot of history
Meargh, but this is an essential matter for a Meargh to keep and may have had first hand experience of historical events
her eye on, and if she thinks there are problems she instructs the PCs might need information about. Information (about
her Dirach to seek ways to resolve them and report back. The ancient events, places or people, or anything that can only be
Dirach also (if they feel well-disposed) tell her about any deviously obtained through the use of Daemons and scrying)
petitions they have been asked to bring before her (Meargh is a powerful incentive for PCs to deal with the Fimir in a non-
rarely ask), and she either makes a decision there and then or violent manner. Of course, Meargh always want something in
thinks about the matter and gives her response at the next return.
meeting. The Dirach always raise disciplinary matters with the
Meargh if they feel she should be the one to pass judgement, It is important to recognise that in spite of all they have in
or if they want the transgressor to fall into the Meargh's bad common, every Meargh is an individual with her own interests
books. Finally, meetings usually conclude with some discussion and obsessions. This is another legacy of Maris, who was very
of Daemons. Discussion ranges from dealing with any much her own person. Differences range from the level of
annoying Daemons who have been summoned for whatever hostility each Meargh displays towards Humans, to an individual
reason but have declined to leave afterwards, to who should who is very concerned about her appearance and grows her
be invited to the next monthly sacrifice to the memory of hair long to roll it into dreadlocks, to becoming obsessed with
Fimul. observing the comings and goings at a certain town or village.
One Meargh has an abnormal interest in the activities of the
Provided it is not in a constant state of peril, relatively little of Fimm caste and practices her own martial skills, to the dismay
a Meargh's time need be spent worrying about her clan; this is of her Dirach. She is mostly interested in non-lethal tactics,
left to the Dirach. Instead, she concentrates her attention on being keen to humiliate her foes and laugh in their still-living
magic, communing with Daemons and scrying, often hiding faces!
away in her tower, only opening the door or yelling out of a
window if she wants food or requires some item or assistance Few Meargh waste time thinking up grand or subtle schemes
in her activities. She won't be lazy, however, and if she needs to take over the land (as an occasionally nomadic people, most
something from the marsh she goes herself, keeping within find the idea ludicrous), but most of them have their own
sight of the settlement unless she has taken some guards along peculiar projects. Typically, these are concerned with the long-
with her (though more to keep her clan happy than out of fear term security and viability of the clan, but may also stem from
for herself). She also endeavours to keep a surreptitious eye on personal interests, suspicions and eccentricities. For example,
her underlings, either through scrying or simple watchfulness. some are curious about the nature and potential uses of the
mysterious ethereal entities known as marshlights, and others
Meargh are notoriously bad-tempered, rude and aggressive and attempt to learn of and uncover any secrets hidden in their
this undoubtedly stems from their raw power, uniqueness lands. Others consider, develop and put into practice subtle
within each clan and position as representative of Maris. All schemes to entice the unwary into Fimir territory. Old and
Fimir move out of her path, hurriedly or casually, if they see quite probably ancient grudges may inspire the desire for
her coming (those not paying attention usually receive a whack revenge. However, Meargh are aware of the dangers of letting
round the head from her staff and a few choice words). The anger guide their actions and so Meargh vengeance is slow and
hags also possess the animalistic streak found in all Fimir castes, subtle, but icily vicious. Groups or individuals who have
which despite their intelligence they can never quite throw off; thwarted her in the past often become the focus of her
they can descend to brief and sudden savagery if seriously attention, a curiosity that might be hostile or (relatively) benign.
provoked. Meargh hate having their time wasted (few of them
see their life-expectancy of 2000 years as really being long Apprentice Meargh
enough) and can see through fools and most flatterers in an If a Meargh has an apprentice, much of her time is focused on
instant (characters attempting to deal with them using Blather training the young one to take over her role when she finally
should face penalties to their rolls). However, they are intensely dies after centuries of rule. Apprenticeship takes decades, if
curious about the world at large, occasionally insanely so, not a century or more, and during that time an apprentice is
perhaps bacause of their remi-confinement. Anyone, Fimir or almost codstantlylby the Meargh's side. Otje reasontfor trJsj
37
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lengthy apprenticeship is the haphazard and disorganized
approach to training adopted by most Meargh, whose brains
are often leaping from one idea or curiosity to another unless
they have something of great importance or interest to focus
on. One minute an apprentice can be stood stirring a potion
and reciting hundreds of Daemon names in an effort to learn
them all, the next she is whisked off for an impromptu
herbalism lesson as the Meargh heads into the marsh to look
for some birds' eggs. In addition, there is a much knowledge
the apprentice needs to learn and practice.
capable of forward planning, reacting swiftly to crises, the Fimir cannot have a quiet, normal life: their race's continued
developing battle strategy and maintaining the integrity of their existence depends upon preying on Humans, and their physical
settlement between them, though with varying degrees of petty appearance and kinship with Daemons is more than enough
squabbling. Like pack animals, the male Fimir know their places, to provoke hostility even without their need for theft, kidnap,
though there is occasional rivalry between them. Meanwhile, rape and sacrifice.
most Meargh exhibit the arrogance and confidence of those
who rule through divine right, but only a fool would try to The Fimir are an incredibly practical race. Having been forced
outsmart a Meargh on her own territory. so often to run from the lands they have previously setded,
they have learnt to make do and adapt accordingly. They take
It has been a long, long time since the Fimir have had any what they can find or steal and try to make something useful
long-terms plans or goals. For more than two millennia, all the from it. They are resigned to their situation and rarely waste
Fimir have wanted is to survive with as little interference from time trying to develop dramatic schemes to improve their lot.
or interaction with other races as possible. In the short term The primary motive of every Fimir is the simple survival of its
and the long term, the main aim of all Fimir is to draw no clan, and most actions are decided upon with this goal in mind.
more attention to themselves and their settlements than is If a scheme can bring the clan some benefit without seriously
necessary for survival. They have no imperial ambitions or endangering it, then it may be worth putting into action. If a
secret agenda and their previous attempt at unification (see particular course of action is likely to have dangerous
Out of the Waterland) only brought disaster upon them. Now repercussions for the clan, then even if that course of action
they seek only to get on with their lives and honour their race's may also provide some advantage to the clan it is unlikely to be
parents, whilst ignoring the rest of the world. Unfortunately, undertaken. The Fimir have become adept at making swift
Solitary Meargh
A number of Meargh lost their entire clan during the war and may even be willing to assist in fighting Chaos. However,
with the Juton tribe and others have lost their clan in the just because they aren't surrounded by Dirach, Fimm and
centuries since: disease, starvation, lack of breeding stock and Shearl doesn't mean they can be pushed about and casually
conflict all take their toll. There has never been a place for threatened; they usually have at least a couple of Daemons or
these Meargh in Fimir society and they are all but exiled from elementals that can be called upon at short notice.
it, because there can be only ever be one Meargh and one
One of the most ancient Meargh (over 2,500 years old!) in
apprentice in any clan. However, Meargh are made of stern
the Old World is a mad and ludicrously wrinkled creature
stuff and a clanless Meargh is perfectly capable of carving
named Aughra. During the war with the Jutones she was one
out an existence for herself. However, she won't normally
of the few Meargh who actively opposed the Hell-mother's
seek out the company of other Fimir (although she might
plans for unification. Unfortunately for her, a conspiracy
encounter a Death-Quest and found a new clan) or that of
within her Dirach resulted in the defection of her entire clan
other races who might accept her, such as the goblinoids, so
to the Hell-mother's side. Before her enemy could catch her,
it is often a solitary and lonely life, with only Daemons for
Aughra fled the Wasteland, heading westwards, ultimately to
company. Some secretly live close to villages and towns, but
the peaks of the Middle Mountains. In time, she found herself
away from well-travelled roads or worked fields. The Meargh
a perfect home: a deep, dark cave well-hidden behind a
Slall (known to locals as Mother Sally), who lives in a moss-
waterfall, protecting her from the sun and reminding her of
covered, fungus-ridden woodland hovel an hour's walk from
her race's ties to earth and water. The forested slopes provided
town, survives happily by hiding herself in hood and rags,
her with food and firewood and there were no local Dwarfs
dispensing contraceptive advice, love charms and cursing dolls
to harass her. With the exception of the local giants (who
to young women who dare seek her out.
have come to ail-but-worship her down the centuries),
The decaying village of her dead clan, hidden in the depths mountain goats and the occasional travellers, she has lived a
of ancient forests, or lurking in a mountain cave far from her long, peaceful and contented existence with no responsibility
old lands: all are places a solitary Meargh might make her to anyone but herself. She remembers her ancestry and
lonely home. Such Meargh spend their days talking to acknowledges Maris and Fimul in her prayers, and sacrifices
themselves, practicing magic, communing with Daemons and billy-goats in memory of Fimul. She binds their limbs and
spying on the outside world with their scrying skills, much as neck, clubs them and cuts their throats as tradition requires,
they always did. Although they are verbally aggressive, rude, but she saves and eats their meat before casting the remains
spiteful and at least half-mad, they are often willing to talk to into the water (there are a lot of old goats' bones in the river
anyone who happens upon them. They are quite happy to running down that particular mountain). Like many other
bargain and deal with anyone who wants information or aid Meargh, Aughra decided long ago that Chaos assisted the rise
(they are sometimes sought out by Daemonologists seeking of the Hell-mother. For this reason, Aughra has a hatred of
to learn flew spells, Daemons' names and greater wisdom) Chaos which, whap expressed, is truly terrible to behold.
cost/benefit analyses: even the Shearl and Fimm in the absence them have resulted in the Fimir becoming xenophobic in the
of a senior caste member know that keeping their heads down extreme (their warriors' tendency to wear cloaks the colour of
or running away makes more sense than getting embroiled in a Human blood being one of the more polite examples). The
futile fight. However, this is not to say their decision-making is Fimir know they are feared and hated, both for their appearance
flawless: poor intelligence or reconnaissance, confusion after and their kinship with Daemons, a fact constantly restated and
sudden exposure to bright sunlight or conflict between two or emphasised in their origin myths. However, the Meargh and
more Dirach or between a Dirach and a Fimm Noble can all Dirach try not to allow bitterness, fear and hatred to force
lead to errors of judgement. Even the Meargh can make them into situations that would jeopardise their race's survival;
mistakes when enraged or misinformed; they are partly Human, the Goblinoids in their fecund hordes can afford the luxury of
after all. giving vent to their hate and rage, but the Fimir cannot. They
tend to regard other races as dangerous rivals that are best
The Fimir are also an angry and bitter people: the murder of avoided, kidnapped, or slaughtered according to necessity rather
their race's father and the exile of their ancient ancestors from than desire. For the most part, the Fimir direct their active
the Waterland by the Humans have never been forgotten, and hostility towards Humans alone, but other races can sometimes
they resent their reliance upon Humanity for their survival. serve equally well when the Fimir are looking for sacrifices.
Whilst the lands they inhabit are to their liking (misty and
remote, close to earth and water), they resent the fact these Humans are the ball and chain on the collective ankle of the
lands are those that Humans have dismissed and rejected as Fimir and their dislike of Humans is born from resentment of
unworthy. However, the Fimir are not subject to the hatreds this fact as much as it is from what the men of the Waterland
and animosities that afflict so many of the other races. Firstly, did to Maris and Fimul. Despite their feelings, the Fimir would
their practicality7, as well as bitter experience born of long life, have as little to do with Humans as possible if it was not for
has taught them that succumbing to their aggressive emotions the fact they are vital to the continued existence of the Fimir.
is dangerous to the individual, to the clan and to the Fimir However, even though their origin myth constandy reminds
race. Secondly, thousands of years ago the Fimir developed a them how badly Humans treated their race's parents and
ritualised oudet for these feelings in the form of regular, highly ancestors, the Fimir can't deny the fact their race's Mother, as
symbolic blood sacrifices (see Sacrificial Rites in Memories well as every one of their individual mothers, was a Human.
of the Waterland). Together with their structured society these The significance of this is largely lost on the Shearl and the
things make the Fimir a race of disciplined individuals, able to Fimm (even the Nobles), but the Meargh and the Dirach with
feel their emotions as passionately as they like, but without their greater intelligence and knowledge are aware of the bitter
allowing them to control their actions (though as described irony. It is perhaps because of this there is a certain ambiguity
above, they are not perfect machines, and individuals or even about their relationship and attitude to Humans. As noted
whole clans sometimes succumb to their anger). This is not to above in Prisoners, some clans like to involve Human captives
say most Fimir are aware of and understand how their own in various parts of the clan's social activity. There is also a
behaviour is regulated; the vast majority of Fimir are still brutal, strange story about a Reikland village that came under attack
instinctive creatures, and only the Meargh are really intelligent by Beastmen. At the most desperate point of the fight when
enough to understand why the race behaves as it does. the stockade was about to collapse, a thick blinding fog came
down. There followed a terrible shrieking and screaming, and
By most standards, the Fimir are evil. They steal, they murder, when the fog rose a short time later, the villagers found the
they abduct, they rape. They are willing to torture living sentient mangled bodies of Beastmen laying strewn around the ground
beings if they feel that it is necessary. They worship Daemons, beyond the stockade. Some would argue this was the Fimir
form friendships with some and are themselves partly protecting their resources, but to date the Fimir have never
Daemonic in nature. As far as they are concerned they have no bothered the village; the villagers themselves now have an
choice in any of this, but at the same time they feel no remorse ambiguous attitude to local Fimir.
for their actions and consider much of what they do to be fair
payment for what Humanity has done to them, their ancestors If they are not directly threatened and can ensure the safety of
and their race's parents. However, they neither agonise nor gloat
their clan and setdement won't be compromised, then Fimir
over their actions or situation, although they can find pleasure
(with the appropriate language skills) are prepared to converse
and satisfaction in their successes, sadness in their failures and
with Humans, even bargaining and trading if the Humans have
losses. something the Fimir really need. Likewise, if a small group of
Humans (adventurers?) wished to converse with a Meargh,
The Sunlight Folk perhaps in the hope of acquiring information or resolving some
conflict without bloodshed, and could find a party of Fimir,
Much as they would like to be, the Fimir are not alone in the
then they might be able to persuade the Fimir to arrange a
world and they have dealt with many other races, usually from
meeting \^th the/Meargh herself or through one qir mo
a positjonjof ambush. Millennia of other races trying to kill
Dirach acting as liaison. The Dirach names a place and time also far more reluctant to enter the dark and enclosed spaces
making it virtually impossible for the Fimir to be subject of an of the Old World's forests.
ambush. It is conceivable Humans could be brought to a
settlement, but they are certain to be blindfolded or led through Dark Elves are another matter. On rare occasions, the Fimir
thick, confusing fog. have met Dark Elves at sea and have discovered they have
some things in common, such as ritual sacrifice, strong roles
While the Fimir are evil, many Humans are equally evil if not for females in their societies, and a general dislike of other
worse. The Fimir consent to work with these evil men and races. However, the Fimir are still wary of the Dark Elves. The
women if what is offered in return is valuable enough to them. Fimir sense the evil cruelty of the Dark Elves and they remain
In particular, some slavers and smugglers of Human captives cautious. The Meargh realise the Dark Elves are just the sort
deal with the Fimir, perhaps in return for a Daemon to attack of race that would use and manipulate the Fimir if they could,
a rival or for the chance to spend a night of dark passion with and no Meargh could tolerate that. Trade (prisoners, magical
a succubus. Daemonologists go looking for Fimir in the hope effects and information) might take place between the Fimir
of increasing their knowledge. Meargh may trade spells (Dirach and the Dark Elves, but every Fimir will watch his tail. Such
can't do this, as their magic is innate, instinctive and not dealings are likely to take place at sea, since Dark Elves have
teachable) and the names of Daemons (the Dirach can do this) no presence in the Old World (as far as anyone knows).
in return for spell ingredients, the names of other Daemons
or magical items. The poisonous form of the Fimir magical The Dwarfs of the mountains and the Fimir have had little to
fog fascinates necromancers, as it produces such lovely do with one another, mostly for geographical reasons, and the
undamaged corpses. Whilst the Dirach and the Meargh cannot Fimir are content with that. Those Dwarfs the Fimir have
teach this innate magical ability, they are able to provide the encountered in any significant number are the Norse Dwarfs
bodies. They are reluctant to kill their own captives in this or others living along rocky, mountainous coastlines around
manner and some another arrangement must be reached. the Sea of Claws. As discussed in What the Others Know,
the Norse Dwarfs have some measure of respect for the Fimir
Elves provoke a healthy wariness in Fimir, who steer clear of and beyond a few specific Grudges feel no imperative to fight
them whenever possible; there is usually little if any overlap in them. The Shearl are never sure how to deal with being treated
their respective territories anyway. They know Elves have respectfully and either fight or back off according to the
powerful magic at their disposal and are able warriors, and circumstances, but the Fimm usually accept any offered
they respect these things in as much as they pose a threat to challenge unless ordered otherwise by a senior caste member.
the Fimir. They have no great fear of Elves, but since Elven Meargh and Dirach on the other hand tend to play this to their
women are of no use for breeding, Fimir see little point in advantage and are willing to speak to and deal with the Norse
provoking them. However, any Elf who actively opposes Fimir Dwarfs, as long as the Dwarfs do not immediately try to chop
activity becomes a legitimate target as far as the Fimir are their heads off.
concerned, and they make perfectly acceptable sacrifices.
Nevertheless, Elves inspire considerable unease in some Fimir Gnomes and Halflings figure little in the concerns of the
clans. This unease stems from an uncommon sequence of Fimir Fimir, although they crop up in several comical Fimir stories.
stories hinting at a relationship between Maris the Witch It seems the Fimir have some difficulty in taking these
Princess and another lover, preceding her relationship with diminutive races seriously, and consequently their hostility
Fimul the Mud God. The mysterious lover is not named and towards them seems less than to most. Nevertheless, some
barely described in the stories, but they do say he was not a Fimir have noted that the smallness of these beings makes
man of the Waterland and suggest he had a close affinity for them easier to bundle up and carry off for sacrifice or as gifts
nature, forests and the ocean. He may have fallen from favour for Daemons. There was a case of two Gnome travellers being
with Maris long before her relationship with Fimul began, but strung up by their ankles from a tree branch and swung
the stories tell of his dark jealously of Maris' new love. backwards and forwards for several hours before the Fimir
However, he also seems to have been fearful of Fimul and was became bored and wandered off into the mist. Also, the
unwilling to confront him directly. The stories go on to suggest industriousness of Gnome and Halfling communities in the
this former lover stalked Maris and Fimul during their flight rural north of The Empire makes them choice targets for Fimir
through the wilderness when they were pursued by the men out to steal someone else's harvest.
of the Waterland (see Memories of the Waterland for more
detail on Fimir legend). In these stories, the former lover Goblinoids are amongst the few races Fimir are prepared to
becomes a very dark and intimidating figure, fearful of direct interact with in a reasonably friendly manner. They understand
confrontation with Maris and Fimul, but threatening the rage, hate and need to survive that consume these various
nonetheless. Fimir clans that still remember and tell these stories tribes and races. What's more, the Fimir know these are the
are not only far more waw of Elves than most clans, but are only intelWent ra*s not repelled by their physical appiaranc
k.
%\f*
** 'M r ''& •
The Fimir show hospitality to Goblinoids, as long as they do Elves and Dwarfs the Fimir have to contend with, but also the
not abuse it, and will support them in battle if the rewards and forces of Chaos, rampaging Goblinoids and Skaven rooting
risks are reasonable. They also trade weapons, captives and through the marsh for Warpstone, as well as all the other
food. Goblin shamans and Meargh and Dirach happily discuss monsters infesting the desolate places of the Old World.
magic together, and the warriors enjoy showing off their
physical and combative skills to one another. Fimir Death- During times of major conflict, Fimir take full advantage of
Quests sometimes join with Goblinoid groups, but their bleak their magical heritage, exploiting their mists in particular, but
and depressed attitude is at odds with the rowdy passions of also calling forth Daemons and elementals. They expect and
the greenskins, so such relationships are often temporary. Much give no quarter, unless they want captives. This does not mean
of this is also applicable to Ogres and Trolls. they rush into every fight they can or that they go looking for
trouble without reason. If the Fimir have other business when
The Skaven and the Fimir have history, or so it is said. As they have an unavoidable encounter with outsiders, they are
discussed in Out of the Waterland above, these two races are willing to resort to limited discussion involving intimidation,
said by some to have fought a long, vicious war that was threat or a simple offer of you-go-your-way-we'11-go-ours to
ultimately disastrous for both. It is far from clear whether or avoid a fight. If forced, they either run or fight, according to
not this war actually took place, but regardless of the truth the what they are facing. The most commonly encountered groups
idea that some old hatred exists between these two enemies of of Fimir, with their tactics, are described below.
man is worth developing. What is certain though is the Fimir
do not like the Skaven. Part of this dislike stems from simple Scouting Parties
jealousy of Skaven fertility; the Fimir struggle to perpetuate The Fimir do not rush blindly into battle and unknown
their race and the ratmen breed like the vermin they are. The situations. Small scouting parties, typically consisting of a
Skaven also worship a god of Chaos, making them dangerous, Dirach, a Fianna Fimm or Fimm Noble and a couple of Fimm
unpredictable and untrustworthy. The Fimir object to the Warriors, explore new lands and observe villages and roads
Skaven being parasitic on Human society, stealing and before hunting, raiding or war parties head out. Whilst these
consuming its unwanted refuse. As far as the Fimir are groups are ready to fight, secretive observation is the aim and
concerned, they have exclusive rights to use and take from contact with non-Fimir is actively avoided. If they are spotted
Humans. Furthermore, the lower castes worry that the and hunted, they attempt to lead their pursuers as far away
burrowing of the ratmen through the earth might disturb Fimul from the home settlement as possible and then lose them. If it
in some way, though Fimul has never apparently indicated as comes to a fight they defend themselves, but unless the fight
much. Skaven venturing into Fimir territory, perhaps on their goes easily in their favour they take any opportunity to escape.
endless quest for Warpstone, are vigorously challenged and Scouting parties can crop up in unusual areas, which might •
captured for sacrifice. account for unlikely tales of Fimir sailing down the Reik.
Beastmen and mutants often drift into the isolated lands of Foraging and Hunting Parties
the Fimir. Whilst the Fimir have some understanding of these Groups of Fimir out looking for food usually consist of maybe
creatures as fellow outcasts (especially mutants driven out by half a dozen Shearl, watched over by a Fimm Warrior or Fianna
Humans because of their appearance), the link to Chaos is Fimm. They tend not to travel more than a day's journey (there
enough for the Fimir to avoid them or deal with them by force. and back) from their settlement or campsite. The Shearl check
Human females are carefully scrutinised (physically and and set traps and gather edible roots, plants and berries; the
magically through scrying) for signs of mutation before they opportunities for real hunting are limited out in the marsh:
are used as breeding stock. Mutant Fimir can and do arise from Coastal Fimir go fishing, check lobster pots and scour rock-
time to time, the same as in Human societies, but it is hard for pools. Bog octopi and Dragon Turtles offer a challenge (as
them to go unnoticed in Fimir communities. Mutant Fimir are well as a tasty meal), so Fianna Fimm and Nobles accompany
pitied by their brothers, but killed and burnt to ash as soon as hunts if one of these has been sighted. Dirach do not usually
possible. go on these hunts, simple food gathering being beneath them.
Hunting parties rarely venture close to Human settlements and
Into Battle roads, but if circumstances dictate that they must, Dirach will
accompany the group to provide magical mist. Foraging and
The Fimm are a caste of dedicated, powerful warriors and
hunting parties avoid any non-Fimir they become aware of,
even the average Shearl is more than a match for Humans in
sometimes lying on the ground, hiding in ditches, pools, or
terms of muscle, resilience and weapon-craft. Despite their
bushes to keep out of sight. Like scouting parties, if they are
avoidance of unnecessary and futile fights, the Fimir are a
spotted and hunted they try to lead their pursuers in a direction
martial race. They simply have to be in order to take what they
away from their settlement and into danger if possible,
need to survive and defend themselves from all those who
(treacherous marshes or the territory of hostile beasti).
fear arjd h|te thetp. Remember, it is not just hostile Humans,
42
• f«
.sqgggjF;'^.
<P**.^W7
elementals are summoned to hasten the speed of Fimir ships bodies are horribly twisted and stained dark orange-brown from
at sea or on rivers, or to crash against the hulls of enemy ships. the peat. On the coast, the bloated, fishy corpses of sacrificial
Earth elementals assist in ripping apart the earthworks and victims stumble dripping from the depths to fight for the Fimir.
stockades surrounding villages. Daemons and elementals are The Daemons, elementals and undead of the Fimir are R\
often summoned if the Fimir anticipate their enemies having discussed in detail in In the Hands of the Father, Mother's '
magical abilities which the Dirach or Meargh cannot match. Magic and A Fimir Bestiary below. Fimir sometimes form
Inter-clan warfare almost always involves Daemons and alliances with the Goblinoid races, as well as Ogres and Trolls.
elementals, leading to spectacular battles as these magical
powers collide. Daemons and Fimir fight shoulder to shoulder, Mist oo the Water
whilst above them winged Daemons clash and beneath them
A notable number of Fimir colonies are found on the coastlines
the ground shakes and splits apart, and geysers of mud erupt
of the northern Empire, the Wasteland, and as far afield as
as earth and water elementals try to annihilate one another.
Norsca and Kislev, in addition to estuaries and rivers further
The dark power of necromancy is also within the abilities of
inland. They are able swimmers and live among the marshes in
some Meargh. The summoned dead are typically bog bodies,
the mist. Clearly, the Fimir have a strong affinity for water, so
the corpses of Humans and Fimir sacrificed and put into the
it is hardly surprising then that they build vessels - black low-
marsh centuries ago. After countless years, their preserved
hulled longboats - in which they take to the
sea and remote rivers in the north of the
Empire, even onto the Reik itself if you believe
the stories of some old rivermen.
Fimir Longboats
The Fimir ships have a near-mythical status
amongst the sailors and rivermen of the Old
World. Since they are normally shrouded in
thick sea fog, few Old Worlders have ever had
a clear look at one. At sea, sailors are rarely
aware of a Fimir ship until it glides suddenly
and silently out of the mist and sometimes
not even until the longboat crashes violendy
into the side of its victim. In the subsequent
confusion, the sailors rarely get a good look
• at the longboat; they are too busy fighting for
• their lives. This fact, added to sailors' natural
I talent for telling great tales of the sea (and
I their liking for the odd jug of rum), gives rise
to some wild and bizarre stories of Daemon
ships devouring all in their paths. Serious
scholars examining more sober reports believe
Fimir boats are similar to the longships of the
Norsemen, but made of a hard black wood.
Men, with the usual arrogance of men, assume
the Fimir stole the design and even the ships
*%^ from the Norse.
Fimir Wood longboats and their crew shifting in and out of the real world
The hard black wood the Fimir use to build their longboats, in a ghosdy fashion).
and sometimes the towers of the Meargh, is not natural. It is
The Fimir have a long-standing arrangement with Firest. The
cut from the body of a highly unusual Daemon Prince, part
Daemon's primary motivation is to continue to inspire fear
of which the Meargh and her Dirach can summon with a
and terror in those who encounter it. In return for the wood
lengthy ritual (see below for details). The Fimir call this
they harvest from it, the Fimir give Firest some object that
Daemon Prince Firest, although this is not its true name; the
adds to the fear and terror it can inspire. Common gifts are
Fimir do not share that with outsiders.
things like Giant Spiders (difficult to catch, but it can be done),
Dense forests can be terrible, frightening places. For many Beastmen and other monsters like Manticores - traditional
thousands of people in the Old World, forests are forbidding terrors of the forest. They also provide victims for Firest's
and secretive, hiding monsters in their shadows and even entertainment, something to play with when it is away from
greater terrors in their tight tangle of black branches and the world. Any number of small children are kidnapped and
leaves; there are ancient parts of some forests that inspire left in its depths to fend for themselves, as well as adults, city-
fear in Wood Elves, Zoats and Treemen. From this cumulative dwellers and country folk alike. Evil types, such as bandits
fear of unknown woodland depths Firest is born, a living, and witches, are drawn to it, and often disappear within. All
intelligent self-aware and thoroughly Daemonic place. There those who enter it, even the Fimir, are subject to Firest's terror
is nothing remotely anthropoid about this Daemon Prince; it games. These can range from unsettling whispering or rustling
is literally a forest, filled with trees and birds and animals, as in the undergrowth and glimpses of figures lurking behind
well as more horrible things. trees to simple attacks by forest beasts. Firest also creates more
elaborate scenarios involving the various creatures and
The effect of the Fimir summoning ritual is to draw a part of intelligent races it has trapped within its boundaries, often
Firest into the real world, where it appears initially as a very using the promise of freedom or the temptation of hidden
ancient piece of forest or woodland: dense, dark and very secrets as motivating factors.
overgrown. Sunlight all but vanishes after one ventures more
than a few yards into it, but deeper within is where the Fimir For the Fimir, interaction with Firest carries some risk, but
go to cut down the black trees for the wood to construct their less than for most creatures and the advantages of the black
hardy longboats. On foot it is possible to walk around Firest's wood more than makes up for it. Summoning Firest requires a
edge within a day, but attempting to pass direcdy through it is lengthy ritual, taking from one to several hours depending on
virtually impossible, not merely because of the dense tangle, the quantity of black wood the Fimir need - wood for a small
dells and hollows, but because internally Firest borders on the longboat may need a hour-longritual,wood for a large warship
infinite. or a Meargh's tower may need a ritual lasting up to seven or
more. See, Heroes of the Fimir for details on the ritual.
Depending on the construction project in mind and the size
of the clan, it may take them a week of constant work to fell Usually, Firestis summoned close to an existing, natural forest
enough trees and drag them into the light. Eventually, Firest so its arrival is less obvious. However, coastal Fimir, for
succumbs to instability, periodically fading and flickering until obvious reasons, tend to summon Firest more than other clans
it suddenly blinks out of the real world. Those still present do. Consequently, there are all sorts of sailors' legends and
within its boundaries when it goes vanish with it. The harvested tales about strange forests mysteriously growing overnight or
wood that has been dragged out, however, is not subject to flickering into existence on lonely shores where no tree grew
instability (although GM* may wish to play with the idea of before.
M€
H:
RUINOUS INHERITANCE
Much of Fimir social behaviour and other activity is based on Although interaction between men and Daemons was not
the stories describing the origin of their race. The Fimir unusual in the Waterland, Daemons were seen as little more
understand and explain their physical and magical natures than powerful servants to be summoned and commanded and
through these same stories. They represent their primary belief then dispelled. Maris, however, had long seen them as far more
system, which almost entirely controls their way of life. The that. Daemons were her best friends and companions, far more
following sections describe Fimir origin beliefs that have interesting, knowledgeable and imaginative than most of her
previously been mentioned, but in more detail, showing their own race, though being a practical woman she frequently put
place and practical uses within Fimir culture. them to work to aid her people. Whilst many Daemons were
naturally contrary and unpredictable, others were sure and
Memories of the Watcrland constant in their natures and devotions, as befitted their
particular natures. Men, on the other hand, could be contrary
The Fimir do not rely on a written theology, but an oral one
and constant according to their needs and desires, far too much
told and retold over thousands of years. It is complex and
like Chaos and its reviled Daemons for Maris' liking. With this
variable, distorted by time, teller and circumstance. The many
thought in her mind, Maris sought a lover from the world of
stories and different versions thereof have also become training
Daemons, one who could fulfil her in mind, body and spirit,
tools. Few Meargh or Dirach tell the same story in precisely
one whom she could rely upon to be unchanging.
the same way, but the stories telling the origin of the Fimir
race can be broadly divided into six phases, describing a
summoning, a courtship, a chase, a birth, a murder and an The stories are unclear how Fimul came to Maris' attention
exile. These phases are described below, but we are dealing and precisely why she deemed him suited to her needs. He
with the generalities and not the specifics. GMs should feel may have made himself known to her, either directly or through
free to expand and modify them depending on their needs and Daemons under his command. Maris may have discovered his
whatever point a particular Fimir storyteller is trying to make. true name via scrying or in written texts. Or, she may have
Do not expect everything here to make perfect sense, to fall been a follower of or had respect for the god whom Fimul
neatly into place or to be free of apparent contradictions. This ultimately served and discovered Fimul to be a Daemon held
is religion, and on that score the Fimir are as much like Humans high in that god's regard. Whatever the case, on discovering
as they are not like Humans. Fimul's true name, Maris prepared and secluded herself in the
highest room of her tower to summon him into her presence,
although some insist the summoning took place in the lonely
The Summoning
marshes of the Waterland rather than high above them. The
The mother of the Fimir race was a Human woman named
ritual took a full lunar phase, from new moon to full, during"
Maris. The Fimir call her a princess and a witch, and in their
which time Fimul opened his eye and awoke to Maris' calling.
eyes the latter is as regal as the former. She lived in a place
Curiosity, or desire, or the mystic connectedness of earth and
called the Waterland, a mighty river delta leading to misty seas,
water drew him to accept that call.
and resided in a magnificent gleaming white tower that stood
amongst many others. As witch and princess, Maris was an
adviser, leader and protector of her people, casting her spells, These tales are told in different ways for different audiences.
scrying the future and working with Daemons and elementals Versions told to the whole clan focus on the nature and beauty
to ensure the safety and prosperity of her people. It was a role of the Waterland and of Maris herself. Her rejection of men
commanding both respect and fear, but mostly respect, from in favour of Daemons is important, but her ongoing sense of
both her peers and those beneath her. However, the Fimir responsibility and duty to her position is made clear. The
stories say Maris was also lonely and isolated by her position. importance of Maris to her people's well-being is always
Few Human men could match her power and knowledge, and emphasised by Meargh, as is their deep respect for and
those few who were worthy looked upon her only physically obedience to her. Stories of Maris' role in her society and her
or as a tool they might use jo serve their own purposes. Because summoning of Fimul are used by Meargh to teach apprentices,
if thi^ Miris turjned elsyvhere for love. about the^ own rple in Fimir society and to train thefti in tlej
llliJi 47
: r:t,' * ,.%*' *r*,
practical aspects of magic and Daemon summoning. The Chase
Apprentice Meargh and Dirach learn most of the true names As described in the courtship stories, Maris and Fimul remained
and natures of Daemons that are known to the Fimir through in her tower's upper chambers for many days, but she never
stories in which Maris considers their suitability as lovers. neglected her role as magical protector of her people, sending
out Daemons to aid, repair and protect. Self-imposed isolation
The Courtship was not unusual for witch-princesses, especially Maris, but there
The Fimir are more prudish than one might imagine and they came a time when the men of the Waterland began to wonder
do not dwell too long on Maris and Fimul's courtship. It would why she remained hidden from them for so long. At first they
seem from the tales that an awful lot of talking and discussion sent messengers asking trivial questions about her well-being,
went on, especially which Maris ignored
regarding the beauty p because she had more
of the Waterland and important things to do.
the elements of earth Then they sent
and water, which the messengers bringing
couple, of course, requests and petitions,
represented. which Maris consented
However, this to hear whilst Fimul
sequence of stories is was out of sight, but
as close as the Fimir declined to fulfil, not
get to being poetic. because she was lazy or
That said, the Shearl disrespectful of her
and Fimm are responsibility, but
frequently bored by because the time was
these stories, which not right to perform
are most often such magic, or because
referred to by the requests were
Meargh, their foolish, or had no
apprentices and purpose. Others were
Dirach during more requests for aid in tasks
metaphysical that could be fulfilled
discussions of easily by the men
elementalism. themselves, and she
Nevertheless, the accused them of
elemental kinship laziness. This part of
between Maris and the tale is heavily
Fimul and their emphasised, as they
respective elements remind all castes that
are used to reassure Maris does not want
the lower castes when her children to become
faced with terrible lazy and use Daemons
storms at sea, needlessly just because
rockfalls or they can. Then they ra
mudslides, and are sent messengers
referred to when issuing summons to
Fimir are sacrificed meet her peers, which
into the marsh or sea. Maris angrily and
Perhaps most interestingly, at least to scholars and magicians, defiantly rejected, demanding to know who had the right to
encoded within these stories is a staggering amount of summon her like a Daemon or elemental.
elemental lore pertaining to earth and water as well as spell-
related information. Sailors and miners may also find useful The arrogant men of the Waterland would not accept that
knowledge within them if they are prepared to listen - Maris would wish to shut herself away from them, even though
experienced Shearl use versions of these stories to teach she continued to perform the important duties expected of
into Maris' tower as a mob to discover what she was doing. It heavy pregnancy slowed the couple's pace allowing their
was then, high in the spire of Maris tower, that she and Fimul pursuers to close the distance. Despite Maris' great strength
were discovered together. The ignorant, arrogant men of the of will and Fimul's support, there came a point when neither
Waterland were disgusted and horrified that Maris had taken a of them was able to run any longer and they were forced to
Daemon lover, and affronted because she had rejected them. rest. When the sun was at its highest, the men of the Waterland
Their outrage was countered by a furious Maris, who justified came with clubs and chains. Both Maris and Fimul were taken
her right to find a worthy lover of her own choice, but when prisoner and brought back to the Waterland, where they were
the men pressed the matter, Maris struck one down and spread imprisoned separately while the men of the Waterland
his blood across the floor. wondered what to do with them. The pregnant witch-princess
was imprisoned in relative comfort - this she demanded as
The ensuing battle between Maris and the men of the Waterland befitting her noble status and condition and it was given to
is one of the most important and rousing tales of the Fimir her, as the men were still fearful of her anger. Maris demanded
origin and has been told and retold many times to much Fimul be given the same treatment and the men of the
whooping and cheering, and it serves to prepare the Fimir for Waterland promised it would be done, but they lied. Fimul
battle. In it, Maris is depicted as much a warrior as a witch, was hidden in the deepest, vilest dungeon they could find.
increasing her importance in the eyes of the Fimm castes. Fimul
appears to take little direct part in the fighting, but at the same In time, Maris gave birth to three healthy sons. One was very
time he remains there to support Maris with magic and so is clever, one was very strong and one was very loyal and helpful.
not seen in a negative light - his limited role here is just another Her children delighted Maris, but the men of the Waterland
part of the mystery of Fimul. However, no matter how were horrified and disgusted, and named Maris the Mother of
excitingly or bravely Maris fights, there comes a point in the Monsters. They covered their fear with cruel sneering, deriding
tale when the men of the Waterland become too many and the sons' single eyes and stepping on their tails. They desperately
Maris and Fimul are forced to flee her tower out to the wanted to kill the sons, but, as ever, were fearful of Maris, and
Waterland and beyond. so insisted her children be sent away, exiled from their mother
and the sacred Waterland. To this, Maris very reluctantly
The chase sequence contains more stories and parables than consented, knowing that eventually the men's anger and hate
any other (GMs should feel free to run riot). There are stories would overcome their fear and her sons would be murdered.
to inspire fear, joy and hope, as well as to teach Shearl and Before they were taken from her, Maris gave each one a gift.
Fimm the practical skills of stealth, hiding and trap-making, To one she gave a great staff-wand so that he could learn how
and numerous other survival skills the couple may have to contact his Daemon cousins. To another she gave a bowl-
demonstrated during their flight. Certain men of the Waterland like shield with which he could protect his belly when he fought
become stronger individual characters within the chase stories, his enemies. To the last son, she gave a hammer so that he
providing specific hate-figures for the audience, but there is could protect and build wherever he went. The children of
relatively little continuity between clans in this aspect - individual Maris and Fimul fled the Waterland, feeling the jeers and sticks
Humans with whom modern Fimir become entangled are of the men as they went.
sometimes compared directly with these characters, either
becoming characters in stories themselves or being seen as These are predominantly tales of woe, but as usual they provide
embodiments of those characters. It is also in these tales that knowledge and social education. The three sons of Maris
hints of a non-Human former lover of Maris can be found. highlight the three male castes of the Fimir; their birth and the
Jealous of Maris' love for Fimul, he stalks and hinders them as gifts Maris gives them strengthen their ties to her, reminding
they flee through deep forest, either slowing them or secretly them of their expected duties. Additionally, oddly detailed
guiding the pursuing men of the Waterland. Not all Fimir have descriptions of the birth are actually training guides to
this character in their stories, but those who do are often fearful midwifery.
of deep forests and those who inhabit them such as the Wood
Elves. However, they take comfort from the fact the jealous The Murder
figure is wary of approaching Fimul too closely, as they are As Maris predicted, the men of the Waterland soon overcame
either known or linked to one another in some way, and Fimul their fear of her anger, but not before her sons had been safely
is by far the most knowledgeable and powerful of the two. exiled from the Waterland. The frustrated men turned their
anger and hatred towards Fimul and decided he should be
The Birth punished, although he had clearly committed no crime except
Although the chase sequence suggests Maris and Fimul were daring to love a Human woman, who in turn loved him. They
on the run for many years, the men of the Waterland eventually bound him, took him out into the marshy depths of the
caught up with them because Maris became pregnant. For the Waterland, and murdered him, throwing his body ipto the
The Tile of the Sons of Maris and the Mother's Exile
there for seven years, bearing him three sons and a daughter.
Hear me, children of the Yiarth and Water, sons of Maris the Riper
But at the end of that time, she tired of the estuary mud, of
Princess and Fimiil the Mud God: the tale of the Wandering Island
and our Mother's exile. living on fish and flotsam and of the salt-tasting air, and she
After the sons of Maris had been driven from the Waterland, decided to travel onwards.
they wandered the world for seven years, seeking a home She rode the waters to the island kingdom of her youngest
where they and their mother could live in peace. But wherever son, a dark and rocky fortress jutting from the sea, crowned
they went they were met by hatred, and they were forced with a castle of shining black rock. And remained there for
further and further from the lands of the Sunlight Folk. seven years, bearing him three sons and a daughter. But at
At the end of that time they agreed to go their separate the end of that time she tired of the terrible loneliness of
ways, each to seek a home in a different place. The eldest the place, and she went to her son and said, "The years I
son travelled inland, searching for remote watery lands amidst have spent in your proud and terrible kingdom have been
the earth of the world, where the Fimir could be far from the happiest since I left my home, but I cannot abandon my
the Sunlight folk. The middle son travelled to the coast, other children. This island shall become my ship when I
hoping to find a secret harbour where earth and water met, visit them, and by Earth and Water and Fimiil my lover who
where the Sunlight Folk would never discover them. The intercedes with them, it shall pass without trace through sea
youngest set sail into the great empty sea, looking for islands and land. And this casde, which shall be everywhere, will be
of earth amidst the water, where the Sunlight Folk would the capital of my children's lands; and you, my favoured
never dream of coming. child, shall be King above all others except me and my
daughters and daughter's daughters, until at last the ship
In time each of them found the place he sought: a great and reaches the misty harbours of the Waterland."
misty marshland, a hidden estuary, and an island far from
the coast. And each sent a message to Maris as she languished And since that time, the Wandering Island has roamed the
in the prisons of the Waterland, inviting her to come share coasts and rivers of the world, appearing where it may carry
his home. It was thus that our Mother's exile began. the word of the King and of our Mother the River Princess
to all the Fimir, and, when the time comes, to bring us tidings
Maris travelled first to the lands of her eldest son, and
of our long journey home.
remained there for seven years, bearing him three sons and
a daughter. But at the end of that time she tired of the poison We are hunters and hunted, exiled like our Motherfrom the nations
mists, the barren landscape and the endless grey rain, and which gave us birth. This is how it will ever be for the children of
she decided to travel onwards. Fimul, until Maris, mother of the People, claims her throne in the
Waterland and makes for us a harbour, where the Wanderers can rest
She went next to the lands of her middle son, an inaccessible
and the Fimir live in peace.
harbour at the mouth of a slow river. And she remained
The Murder of Fimiil is probably the most consistent of all is here the legendary Wandering Island of the Fimir first
the stories told by the Fimir, showing little variation between appears. The island represents a sort of heaven for them,
clans, even ones spread as far apart as the fens of Albion and although a heaven not necessarily connected with an afterlife.
the icy coasts of Kislev. The reason for this is probably that
the Fimir re-enact the story every full moon. With the exception Once again, GMs have the opportunity to create specific tales
of this important detail, every clan faithfully recreates the relevant to their own campaigns. However, the accompanying
sequence of events in Fimiil's murder (described below in text box, The Tale of the Sons of Maris and the Mother's
Sacrificial Rites and the accompanying text box, The Tale Exile, provides an example of the most important cultural
of Fimiil's Murder). themes and issues within these stories. One interesting feature
of this tale is the suggestion that the Wandering Island
The Exile represents a third, lost branch of the Fimir, the other two being
The stories of the exile of Maris' three sons and of her the Fimir of coast and swamp respectively. The reality of the
subsequent self-imposed exile are similar to the chase sequence island Fimir and the Wandering Island in particular remain a
of tales in that they are many and varied, and frequendy full matter of conjecture, but the Wandering Island has acquired a
of adventures, trials and challenges. Like those stories, they more mystical meaning in Fimir culture, perhaps unsurprisingly
teach the Fimir practical skills, but much more importandy considering its apparent mobility. This is discussed below.
they teach the Fimir about their place in the world and why
they must live as they do. The tale of How the Second Son BecameMore Tales of the River Bank
Three, a story explaining the origins of the three Fimm sub- Whilst the numerous stories telling the origin of the Fimir
castes,is also part of fhisigroup. Perhaps most importandy, it comprise the bulWof the Fimir oral tradition, they als£> have
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number of other stories to tell. The
Deeds of Ba/or - stories of Balor's
adventures as a mortal Fimir -
forms a significant group in itself
(Balor's binding of the Daemon
Prince Lisaart is mentioned below).
They also have several stories
involving Gnomes and Halflings,
the activities of which seem to
amuse the Fimir no end (Mother
Manx and the Gnome, detailing
exchanges between a Meargh's
Daemons and a Gnome illusionist's
deceits, is a favourite). Tales of
Fimir loss and suffering are
common. Ghost stories are also
popular, especially with the Shearl,
and these deal with the natural fears
of the Fimir. For example, the ghost
of the Fimir who was (supposedly)
burnt to a crisp when caught out in
the sun and who comes back
looking for somewhere dark to hide
is a classic, as well as ghosdy Death-
Quests that lure away apprentice
Meargh to ghosdy netherworlds to
become their new leader.
Sacrificial Rites
Blood sacrifice of living Humans is
a major part of Fimir life and
sacrificial ceremonies are performed
once every month when Mannslieb
is full. These are whole-clan events,
involving much singing and
chanting, led by the Meargh and her
Dirach. Various Daemons are
summoned to watch, sometimes
including a Daemon of Solkan (see
The Fimir and Law). The ^
ceremony is full of symbolism for the Fimir and is a re- considered a great honour. Females, Human or otherwise, are
enactment of the murder of Fimiil the Mud God by the jealous never acceptable for this particular ritual sacrifice, under any
men of the Waterland. Fimir legend describes how Fimiil was circumstances.
bound with his hands behind his back and taken out into the
Waterland, led by a rope around his neck. At the water's edge, Representatives of each caste play a role in the ceremony. Shearl
Fimiil was stunned by a blow struck across the back of his give the victim his final meal earlier in the evening. Fimm
head with a club and had the rope around his neck tightened, (Warriors or Fianna) bind the captive's hands, place a noose-
choking him. After this, Fimiil's throat was cut with a knife leash around his neck and escort him to the edge of the water
and his body thrown into the waters of the marsh where it where the rest of the clan has gathered; they retain hold of the
sank forever. This sequence of events is recreated with a captive, captive until the end. A Fimm Noble strikes the captive a blow
preferably a Human male, but it may be a male of another across the back of the head; a Fimm holds the victim upright.
humanoid of any other race if there is no other choice. If a A Dirach then tightens the noose around the captive's neck.
suitable captive is unavailable an old Fimir, probably a Shearl, Finally, the Meargh herself draws a sharp blade, slices tr
invari^blyj volunteers x.<f play the role of Fimiil - this is captive's throat, apd anoints the front, of bier skirt b^low hf r|
l/ii.JJ 51
>S i l l
waist with fresh blood. Finally, the Fimm who have been back to them (although some Fimir storytellers optimistically
holding the captive push or throw the corpse into the water. suggest otherwise - see the conclusion of The Tale of Fimul's
The whole ceremony is conducted with a calm, controlled Murder).
dignity in silence or with low rhythmic chanting; only the victim
raves or screams; his cries are limited by the rope choking him Perhaps surprisingly, sacrifices are rarely ever made to Maris.
and then suddenly cut short when he is hit across the head. One rare exception is when an old Meargh decides it is time
for her apprentice to take over from her (all but a tiny few
This monthly sacrifice under the full moon serves two purposes. Meargh however, prefer to drop dead of old age first). This
Firstly, it honours the memory of Fimiil at the time when he is sacrifice is very different from the one described above. The
believed to be most watchful of his children (the full moon whole clan, probably Daemons and elementals (especially water
representing his open eye). Secondly, it represents an act of elementals) and possibly Meargh or their representatives from
revenge against Humanity for what the men of the Waterland other clans all assemble on the night of a half moon, when
did to Fimiil. Despite the brutality and symbolic vengeance of Maris and Fimiil are considered equally watchful. The rite is a
the ritual, it is conducted in a solemn, dignified manner, with very simple one, carried out in silence or with a low, murmured
no sense of excitement. Outsiders, especially those who've had chant. The Meargh to die is led out into the marsh, or the
the misfortune to witness sacrificial rites by the followers of waters of a lake, river or sea, by her apprentice. The Meargh
Chaos, are likely to be confused or perhaps more gready turns to her clan and those others assembled (who cease their
horrified by the apparent lack of passion and enthusiasm shown chant) and says her farewell and tells a story of Maris and
by the Fimir. Although the Fimir consider this monthly sacrifice Fimul that seems relevant to her at that point. Then, the Meargh
hugely important, they cannot find much joy in it. The memory lies down in the water and her apprentice holds her under until
of Fimul's ancient murder is a bitterly sad one for them, and she drowns. The apprentice, now Meargh of her clan, orders a
they know the deaths of a few Humans can never bring him short period of silent reflection, before initiating celebratory
death rites for the drowned Meargh.
The Tile of Fimul's Murder
Hear me now as I remind you, children of the soil and rain, of the Death Rites
terrible tale of the Father's death at the cruel hands of the men ofAlthough
the not sacrifices in the usual sense, Fimir death rites
Waterland. share some similarities with the monthly sacrifice, specifically
The men of the Waterland were jealous of the love Maris that they are whole-clan events, involve putting the body into
had shown to Fimiil, and hated him for it. The men came the marsh or water and Daemons are likely to be invited to
together as one and bound our Father and tied a rope around attend. The deceased's body, however it died, is viewed as an
his neck, and led him out into the desolate places of the offering of sorts to Maris and Fimiil; 'gone to Maris' or 'gone -
Waterland. Where the earth was mossy and sodden they to Fimiil' are common Fimir euphemism for death, as are 'gone
brought him, and at the edge of the water they beat his into the marsh' or 'gone to sea'. Bodies are wrapped in the
head with sticks and stones until he almost forgot who he best available materials and put into the water swifdy but with
was and almost forgot whom he loved and almost forgot reverence. Even if the clan is short of resources, Fimm with
his dear children. But even as he sought to remember these armour and weapons take them with them, and the same is
things, the men of the Waterland tightened the rope around true for the sacrificial blades of the Dirach and Meargh. Shearl
his neck so he could not shout the names of those he most craftsmen are sent with the tools of their trade. Most Fimir
cared for. Not satisfied with this cruelty, the men of the believe the dead go to be with Maris and Fimiil, but only a few
Waterland drew a blade and slashed Fimul's throat from believe strongly in the idea of the Wandering Island as a Fimir
side to side so that his blood poured onto the earth and heaven.
into the water. Finally, they took his body and heaved it
into the mud of the Waterland, too foolish and too Despite their often morose or dour natures, Fimir prefer to
unthinking to know how fitting a place it was for Fimul's celebrate the deceased's life rather than mourn its passing (this
body to lie. There the Father sank into the earthy waters might seem normal for us, but it is not yet a fashionable idea
and rested. for most Older Worlders still influenced by the imager}' of
Morr and his priests). It is an opportunity for storytelling, and
We are the children of Fimul, and of Maris, and we shall not forget
the more significant the individual within the clan, the longer
our Father or the cruelty done unto him by the men of the Waterland.
the rites can go on - death rites for a Meargh can last for days,
Our remembrance of him will heal him and strengthen him, and in
led by the new Meargh and even attended by other Meargh,
time he will return to us. Be glad, for he may already have returned to
especially ones who had dealings with the departed in life. Even
Maris the Mother, ruling with her in her castle on the Wandering
a Shearl's passage into the marsh can last the night if he had
Island where one day we shall all live together.
acquired a reputation.
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survive and not the twisted self-loathing of the Fimir imparted something of herself. This woman is herself of little
themselves. import, but her future daughters will be the answer to the curse
hanging over the Fimir. Her daughters will be perfecdy normal "^
Another heresy has evolved around Maris the witch-princess. Human females, but ones capable of giving birth tofertilefemale
In orthodox Fimir mythology Maris is depicted as a Fimir. The Daughters, as they are called, may already have been
romanticised Human princess, young, beautiful and noble. The born and grown into young women somewhere deep within
heresy suggests that while Maris was indeed young and beautiful the lands of men, and are waiting for the Fimir to find them
once, she sacrificed her beauty either as part of the ritual to and bring them home. Despite the attractiveness of this idea,
summon Fimul or to prove her love for him. Her sacrifice was and its extraordinary importance if it is true, almost all Meargh
one of self-mutilation, putting out one of her eyes and slicing have ruthlessly suppressed it. The Meargh like being special
her ears from her head. Some versions of the heresy suggest and in control, and are comfortable with the rigid social order
that Fimul cruelly demanded she do this in return for his love, they have controlled and maintained for centuries. The
whilst others insist Maris mutilated herself before Fimul could possibility that the status of future Meargh could be reduced
stop her and he was instandy overcome with love for this to that of breeding machines appals them almost beyond
woman who sacrificed her beauty for him. The latter version comprehension. The idea that the social order and their position
is sometimes linked to the portrayal of Fimul as a good within it could be so dramatically upset is enough for them to
Daemon. Fimir clans believing that Maris' sacrifice was stamp down hard and violendy if they become aware of their
demanded by Fimul tend to be cruel and bloodthirsty, underlings even hinting at this heresy. This has not stopped a
mutilating their female captives in a similar manner. few Dirach privately considering the possible ways of locating
the Daughters. These Dirach heretics regard the attitude of
A new heresy that has been slowly emerging over the last the Meargh as a heresy in itself, as Meargh are supposed to be
hundred years or so also involves Maris. It announces the spirit an embodiment of the Mother of the Fimir and should surely
of Maris has travelled beyond the castle towers at the heart of wish to take their caste's role to its logical conclusion. This is
the Wandering Island and into the world of men. There, the not an opinion any Fimir is likely to express too loudly, however.
spirit of Maris has touched the soul of a Human woman and
till 54
LdAiJ a I . >.
j#Hv itt^. .-
LORD AND LADY
Miris Fimul
The Fimir give Maris various names. Maris the Mother, the Fimul is a mysterious figure even to the Fimir. Usually
Witch Princess or the River Princess are the most commonly only referred to as the Father, the Mud God or simply
used, but Maris Daemonwife, the Queen in the High Casde Fimul, it is hard to say just who or what Fimul was and
and the Tear of the Water are occasionally used. Some bitter is. Fimir stories suggest he was a powerful Daemon
Fimir who like to castigate themselves have called her Mother serving some higher being such as a god, although what
of Monsters. She is adored by the Fimir, many of whom sort of Daemon he was and what sort of god he served
believe she still lives in Human form in the obsidian casde of is unknown. Surprisingly, Meargh offer little speculation
the legendary Wandering Island; their respect and love for on these matters. The Dirach, whilst more curious and
her are even stronger than the same feelings they have for thoughtful about the masculine element of Fimir
the Father, Fimul the Mud God. They regard her as a true nature, are no wiser either. What discussion there is on
goddess, and she is seen as a continual, loving presence in the subject is frowned upon (see Slaying the Father:
their lives. Fimir Heresies). It is also unclear whether the 'Mud
God' aspect and elemental connection to earth stems
Most Fimir visualise Maris as a romanticised and utterly
from Fimul's original nature or was something that
beautiful Human princess who once lived amongst the
arose after he was murdered and cast into the marsh.
coundess gleaming white towers of the fabled Waterland.
Most Meargh and Dirach do lean towards the view
She was a great and powerful sorceress who communed with
that he was connected to the element of earth, and to
Daemons, and the elementals of earth and water for the
marshland in particular, before Maris summoned him,
benefit of her people. The Fimir hold strongly and
and that it was these ties that, in part, encouraged Maris
unequivocally to this fairy-tale vision of Maris and her
to summon him in the first place - his symbolic link to
Waterland casdes, and have done so for at least three thousand
her watery land was important. As a mud god, Fimul
years (before the birth of the oldest living Meargh). This vision
is obviously connected with water as well as earth,
of Maris may well be true, but at the same time it could equally
although Maris is more strongly connected to water.
be that she was a simple tribal shaman, interceding with the
spirit world of Daemons and elementals to bring the rains Regardless of these mysteries and uncertainties, all
and make the soil fertile for her tribe. The gleaming white Fimir see Fimul as a powerful Daemon, an elemental
towers of the Waterland casdes may really have been simple force and a god. However, he is a resting, wounded
wood and mud shacks roofed with reeds. Alternatively, she god. In Fimir belief Fimul has never completely
and her tribe may have been river nomads, sailing the waters recovered from the wounds inflicted on him and he
of a river system, ancient memories of which have become spends more time resting and dozing fitfully in the
the great delta of the Waterland. A storyteller from Araby marsh than he does watching the affairs of his children.
could easily reinterpret the romance of a tribal shaman and Even in stories proclaiming he now resides on the
an otherworldly entity as the tale of a desert sorceress guarding Wandering Island as Maris' consort, Fimul retains his
an oasis and a lustful djinn born of the fiery desert sands, so wounds. It is sometimes said only the blood of the
it is easy to see how the Fimir may have confused or elaborated Heart of Man can truly heal him.
their origins. Still, Fimir belief may represent the absolute
Whilst most Fimir believe they know, more or less, what
truth. Who can say for sure?
Maris looks like, few have any definite opinion on the
The Fimir stories depict Maris as a strong and determined appearance of Fimul and this remains another of the'
woman, which is perhaps at odds with the traditional image mysteries surrounding him. Even comparisons with the
of a beautiful fairy-tale princess. She seems to have been a Fimir themselves seems to be considered unlikely, a
leader or a major figure in her Human society, quite capable vague possibility at best. He has become, almost literally,
of defending herself socially, and violendy aggressive when a dark and shadowy figure. However, it is believed the
provoked. In the stories, when her relationship with Fimul is single eye of the Fimir is a trait inherited direcdy from
discovered by the men of the Waterland she defends her Fimul, and for this reason the moon (Mannslieb in
right to choose her lovers and she kills those who attempt to Reikspiel, Fimulneid in Fimar) is an important symbol.
attack Fimul, although she has the wisdom to flee and the Fimul is most wakeful when his eye is fully open and
cunning to hide when she sees that there is no other option. so it is on nights of the full moon that the Fimir make
These qualities of leadership and aggression, wisdom and sacrifices to him (see Sacrificial Rites above). Nights
cunning are traits inherited by the Meargh. Human women of the new moon are considered especially inauspicious
who share these traits can gain some measure of respect from for Fimir activity, despite the fact that darkness should
The Wandering Island armoured men carrying spears. Either they didn't see us orjust didn't
care, because they simply ploughed into theforest in pursuit of the couple.
Wed loosely linked ourselves together with rope so we wouldn't lose one
Their yells were silenced the instant they passed between the trees. We'd
another. Although thefog was dense, the moorland was at leastfirmand
paused, but started after them again. Afterwards, none of us really knew
there hadn 't been much rain. We were weary and fed up, but then Hans
whose side we'dplanned to be on.
said something about tasting salt in the air, and he was right too. It didn 't
make much sense since we were miles inland, but there it was anyway.
Jann, ouryoung wi^ardly apprentice, was convinced there was magic When we were inside theforest too, we could hear the yelling and screaming
afoot
-1 think shed been listening to too many stories about the bloody bogahead of us; we blundered through the bushes and treesfollowing
again
ghosts or Daemons or whatever they're meant to be. Still, she'dthe noise, sometimes even catching sight of the spearmen. But we were still
sensed
weird things before and been right, so we were all worried even if together
tied we and never stood a chance of catching up. As their criesfaded,
didn't let it show to each other. so did the forest, and before we knew it we were suddenly engulfed in fog
again. We stopped to catch our breath.
Then it got strange. The heather we'd been walking across was pretty
springy underfoot, but then we heardJacob s hobnails sparking on The fog thinned quickly, burnt off by the sun, and we found ourselves
rocks.
back
Soon we were all on sharply ragged rocks sticking up out of the moor, on the moor again. No sea, no rocks, no beach, noforest. Not even
which wasfineuntil we were splashing in rockpools and slipping around of salt in the air, though Jann said she could still taste it.
the taste
on seaweed! Seaweed1. I remember little black snails and little yellow
It's been
snails and limpets all over them. We stopped, talked worriedly about it, years now, but I met Hans in a tavern a while back. He was
but when Jacob tried to retrace our steps he came back saying that insteadas a caravan guard, but said he 'd killed some undead in a disused
working
mineatand had some other adventures. Might have beenlying,but then it
of moorland he just found water at the edge of the rocks, and saltwater
that. He'd waded in up to his thighs. We argued, not believing him,was nobutmore cra^y than what we d all experienced out on the moor. Thing
was,
wefound the same when we all went back. So we walked in the opposite he said that he'd met with Jann whilstpassing through the Wasteland.
direction. She was older, more powerful now, he said, but she was obsessed with
getting back to the beach, the island as she called it. She'd ended up
begging Hans to help herfindit again, reckoned that if we were all
The fog thinned and we found ourselves on a coarse sandy beach. It was
together again we could do it. Jann told Hans that she dfinallyfigured out
humid and we could feel the heat from the sunfighting through cloud and
whose side we should have been on that day, but Hans couldn'tpersuade
the remaining mist, beyond the shore, we could just about see the edge of
her to say whose.
a wood orforest. Jann wanted to stay on the beach, but Hans and Jacob
wanted to go huntfor somefood and build afire. I couldn 't blame them,
and we outvoted Jann. The tales of the Exile speak of a great Fimir capital, a vast
obsidian casde rising through the mists of a craggy island •
surrounded by treacherous rocks and reefs (see The Tale of
It was probably because she was so scared and watchful that Jann saw
the Sons of Maris and the Mother's Exile). In that casde
themfirst.She screamed at us, pointing. Twofigureswere running in the
dwells Maris the river princess. Most Fimir believe she rules
distance, one probably a woman, the other possibly a man. They must
there alone, but a few believe Fimul resides with her. The
have seen us, because they paused, then dashed fortheforest. We moved to
location of this legendary isle is a mystery even to the Fimir.
follow, reacting without much thought, but then we saw why the couple had
Their tales say it vanishes into the mists or sinks beneath the
been running: charging up the beach andyelling was a gang of
waves, reappearing elsewhere along the northern and western
coasts of the Old World. Some Fimir believe it represents a
Slaying the Mother lost third group of Fimir who chose to dwell on islands rathes
The single most ruthlessly suppressed heresy is the than on coasts or in marshes. It is also said to appear inland,
suggestion that the infertility of the female Fimir is an even in stories told by Humans and Wood Elves, although it is
unconscious sacrifice paid in return for their magical powers. rare for Fimir to feature in these stories. In these Human and
Only rarely has this suggestion ever been made, and usually Elven island myths, those who step onto the island and explore
by a Fimm Noble or Dirach leaning towards Chaos, it find they stay there for weeks, months or even years, but
especially to Khorne. The argument is that their use of when they leave hardly any time at all has passed outside the
magic renders the Meargh sterile, forcing the Fimir into a island's boundaries; alternatively, they find that just the opposite
position that limits their race's expansion and forces them happens. No Fimir is thought to have visited the Wandering
to abduct and rape Human women. Thus, Fimir reliance Island within living memory (and remember that Meargh can
on magic becomes a self-perpetuating cycle of suffering live for 2000 years or more), though some claim to have seen
and evil for all concerned. This heresy has never taken hold it, as have some Humans who have linked it to the Fimir.
because it borders on the rejection of Maris herself,
something even the most ruthlessly ambitious Dirach and
The Wandering Island is a real but profoundly mystical and
I
Fimm Nobles would have difficulty accepting.
mysterious place.iHow it came into existence is complet
and utterly unknown even to the Fimir. The closest explanation So, what does this mean? In practical terms, those who
they have is that it was discovered by one of the original three approach or who land upon the Wandering Island are passing
sons of Maris and it subsequendy became a royal vessel to into Fimir history (or at least history seen through the eyes of
carry Maris. Similarly, the Fimir have little or no real successive generations of Fimir, as revealed to them through
understanding of just what the Wandering Island really is or their stories). Also, as a result of Fimir interaction with other
what it represents for their race and none at all for what it races, one can pass into certain parts of the history of other
represents for Humans or other races. races (or at least Fimir interpretations of those histories).
Initially, those who pass close to the island are likely to be only
The whole of Fimir society and culture is based upon stories, observers (or the observed), but may eventually choose or be
ones that have been retold by different Fimir over thousands forced to land upon the island and become involved in some
of years. In that time, in the course of all those tellings, the way. Events (or stories) are replayed or re-enacted, sometimes
stories have changed. The broader aspects have largely remained in the same form; characters might witness the same events
intact (a summoning, a relationship, a chase, a birth, a murder from different perspectives. However, this does not mean the
and an exile), but many details have changed or acquired new Wandering Island is a time-machine for running WFRP games
meanings. What makes the Wandering Island such a special in earlier historical periods. In fact, the uncertainties of Fimir
place is that it remembers all these variations and interpretations.belief and their understandably biased views of the past mean
It is possible it adds its own interpretations and differences. the Wandering Island is completely unsuited to this purpose:
The deeper one travels, the older the stories get. In amongst the weight of myth and prejudice is too heavy for any objective
them all, perhaps at the heart of the island, there may be one historical truth to survive. Even Fimir who explore the island
that is the true source of all the others. Or there may be separate may not fully understand what they experience here, as their
origins for different parts of the story; and even these may current beliefs may not match what the Island has to show
simply be ancient echoes of an even older story or event. them, and only the Dirach and Meargh have sufficient
Whatever the case, the Wandering Island remembers and intelligence to even begin to truly comprehend it anyway.
replays these real or imagined events, and it is possible for
someone to come close to or even land upon the island, and As one travels deeper into the island, the landscape changes as
witness them or become involved. well as the history. In addition to experiencing the mythic history
57
,i..... . *,
of the Fimir, a traveller can experience the journey of exile relationship. For the Fimir, Daemons can be beloved siblings,
made by the Fimir race from the Waterland, only in reverse (so honoured friends, ambassadors, or worshipped gods; equally,
for the Fimir, such a journey can be seen as a journey home). some can be monsters to be feared and enemies to be repelled;
The physical shape of the land changes, as does the climate, minor Daemons are sometimes seen as mere tools, although
flora and fauna - a PC who picks an unusual plant before the ones deserving good treatment. Add to this the fact that almost
island vanishes in the mist holds a link to a land that some long all Fimir utterly reject Chaos and its Daemons, but maintain
dead Fimir once knew, at least if he can find someone to identify respect for some Daemons of Law. Compare this with the
it. prevailing Human attitude, where all Daemons are horrific
Chaotic monsters serving dark gods, to be feared and hated,
Players should really have no more understanding of the place controlled only by evil men, with no room for contradiction.
than their PCs. Those who encounter the Wandering Island
directly or merely experience its closeness catch fleeting Broadly speaking, the Fimir attitude to most Daemons
glimpses of mysterious figures, see ghosts (often Fimir or combines respect and reverence with some arrogance. They
unusually dressed people) or experience weird dreams in which feel a certain filial loyalty, but expect their rather extended
they may become part of a psychodrama, experiencing the Daemonic 'family' to assist them when required. Dirach and
experiences of others. Whatever they experience should inspire Meargh find it far easier than magicians of other races to
intense curiosity at the least, obsessive desperation for clearer summon and control Daemons (most are far more tolerant of
understanding and closer involvement at worst. Unless a GM summoning by Fimir), but they do not abuse their power and
plans to have a full-scale campaign exploration of the Island, involve Daemons in the social aspects of Fimir life as well as
encounters associated with it should be tantalising, but deny the militaristic. In fact, it is more common for Fimir to summon
players and PCs alike the knowledge or opportunity to analyse Daemons to bear witness to their monthly sacrifices than it is
the place to death. Ideally, of course, you want to make the to summon them to assist in kidnapping the victims in the
encounters tantalising enough that the PCs want to spend the first place. However, the different castes have differing attitudes.
rest of their lives trying to find it again. The Shearl tend more towards deep reverence, together with a
level of fear varying according to the might and nature of the
(N.B. This interpretation of the Wandering Island owes a great Daemon. The Fimm share this reverence, but are somewhat
deal to Robert Holdstock's 'Mythago Wood' sequence of less fearful of lesser Daemons, and have more time for
novels: Mythago Wood, havondyss, The Hollowing and Gate of Ivory, Daemons of a martial nature. Dirach have a far stronger sense
Gate of Horn. All these books are currendy in print. Before of brotherhood with Daemons than any other caste. Even
making use of the Wandering Island, GMs are very much something as powerful as a Daemon Prince is a brother in a
encouraged to read at least the first book to gain a far more Dirach's eye, albeit a far stronger older brother, one to be gready
evocative insight to the nature of the island. Another Holdstock respected and not annoyed. The traditional love-hate
navel, Ancient Echoes, may also be helpful.) relationship of siblings can often be seen between Dirach and
less powerful Daemons. Meargh, with greater magical might
to exert over Daemonkind, are much more arrogant in their
In the Hands of the Father attitude and have little fear of anything less than Daemon
Reclusive and isolated, Fimir clans have infrequent contact with
Princes. Daemons, however, are quite accepting of this,
the Sunlight Folk, and even interaction with other Fimir clans
recognising and respecting that this is simply part of Meargh
or wanderers can be uncommon. However, the Fimir are not
nature, although it undoubtedly annoys and frustrates some.
entirely introverted, and all clans maintain close and regular
contact with one special group of outsiders: Daemons. Like
almost everything else in Fimir society, this important Given that Fimir see Daemons as entirely natural, part and
relationship stems direcdy from the race's parental origins; with parcel of normal existence, they have a contemptuous pity for
a Daemonologist for a mother and Daemon for a father, others who cannot distinguish between Daemons of Chaos
fraternisation with Daemons is hardly unexpected. and Daemons serving other gods. In Fimir eyes, Humans have
lost a vital spiritual link between themselves and their own
gods (see Fimir and Daemons). In fact, the Meargh know
The bond between the Fimir and the Daemonic is complex.
more about the Daemons who serve the likes of Ulric, Morr
As a Daemonologist, Maris represents power and control over
or Taal (and other gods besides) than most priests of those
Daemons, but Fimul, as a Daemon himself, represents a blood
cults.
and spiritual kinship between Fimir and Daemons. It is because
of this fusion of dominance and brotherhood that the Fimir
have a relationship with Daemons unrecognisable in any other Daemon-worship
culture. The differing levels of power exhibited by the near- The worship of Daemons is a major aspect of Fimir society.
infinite diversity of Daemons add to the complexity of the At the highest level, this means worship of the Daemon Fimul
who is honoured, remembered and mourned at every monthly The Fimir hate and fear Chaos. Most Humans also hate and
sacrifice. However, the Fimir also worship several Daemon fear Chaos too, but that does not stop a disturbing number of
Princes. The most important are Balor (who is thought by some them becoming corrupted or turning willingly to dark gods.
outsiders to be the one true god of the Fimir), Lisaart and Perhaps because of their Human heritage, perhaps because of
Kroll, who are described below. Worship of these Daemons is their Daemonic heritage, the Fimir are just as vulnerable to
common to most Fimir clans, but individual clans may the temptations of Chaos as Humans are, although Dirach
additionally have special ties to other greater Daemons and and Meargh are more aware and suspicious of the wiles of
Daemon Princes. Worship of Balor, Kroll, Lisaart and others Chaos and its Daemons. For their part, the gods and Daemons
tends to be as-and-when, rather than following some strict set of Chaos would very much like to turn the Fimir to their cause,
of rules. Sacrifices are made when the blessing of a particular especially to make use of their ability to summon Daemons,
Daemon is needed for a particular endeavour. Sacrifices may as well as their sheer physical might. Fortunately, due to the
be at a clan level (where a living victim is killed in the name of close-knit nature of Fimir society it is almost impossible for
the Daemon) or the individual (a Dirach healer might throw hidden cults to flourish within a clan. Either the whole clan is
his meal ration into the marsh and ask for Lisaart's guidance corrupted (this usually requires the Meargh herself to be the
when trying to cure a particularly nasty bout of marsh flu initial source of the corruption; this is extremely unusual, but
afflicting his clan). Maris, however, is not considered a Daemon, not unknown) or a small band of renegades deserts the clan.
but a Human become a goddess. Renegades aim to get as far away from the other Fimir as quickly
as they can, or face being hunted and killed. Fimir clans that
Daemon-worship is also a subtle mechanism of social control. turn to Chaos usually face the combined might of other local
The Dirach use it to reinforce their own status - they are priests clans, which seek to wipe them out utterly, sparing none and
who are seen, literally, to call and commune directly with the burning the bodies (see Sacrificial Rites). Some Fimir, like
objects of worship. Similarly, it reinforces the absolute power Humans, might be corrupted so subtly that they are completely
of the Meargh. This, without doubt, impresses the Shearl and oblivious to it - the renegade Dirach Gobniu from the scenario
the Fimm, who have no abilities in this area whatsoever, and There's a One-eyed Fellow Hiding to the South of Kammendun in White
who rely on the Meargh and Dirach to enable direct contact Dwarf102 could easily be seen as an unwitting pawn of
with what is, in their eyes, part of the Divine. While neither Tzeentch.
Meargh nor Dirach can call Fimul from the marsh, both can
do the next best thing. Fimir hostility to Chaos stems from ancient instructions given
by Maris to her children. Maris made it clear that Chaos was an
The Fimir and Chaos unstable and destructive force and its Daemons were amongst
From high in the dense foliage of the tree where I'd hidden myself I the most dangerous and deceitful of all. She commanded her •
watched the iron-clad knights of Khorne advance heavily towards thechildren, for their sake as well as the sake of her memory, never
Meargh and her assembled clan. Surprisingly, they advanced slowly, notto involve themselves with Chaos, its Daemons or its followers.
with the frenzied madness I had come to expect from these bastards.They should not even attempt to root it out or attack it unless
Fimir interests were directly threatened, so as to minimise their
Instead, they beat their weapons slowly and menacingly against their shields
as they went. In contrast, the Fimir and their Daemons watched in total,contact with the deadly powers and to avoid drawing Chaos'
almost sullen, silence. attention to their race. Maris also made the subtle but important
distinction between Daemons of Chaos and other Daemons,
Suddenly, the Chaotics halted. Their drumming was silenced, the air a distinction not always made by other races (see Fimir and
Daemons). Over the last two and half thousand yearsj
stilled. From the midst of the horde strodeforth their leader, a surprisingly
Human figure even when encased in a shell of black armour whose jointssuspicions that the Hell-mother (see Out of the Waterland)
glowed the red of thefurnace. He raised his sword high, and screamed inwas secretly aligned with Chaotic powers have only served to
the language of the Empire, 'Blood for the Blood G o d ! " reinforce the wisdom of Maris' instructions in the eyes of the
Fimir.
Before he could bring down his sword to signal the attack, the air was
split with a sudden scornful laugh from the Meargh. Her laugh was The Fimir do not visualise the gods of Chaos in the same way
joined by the laughter of her clan, a torrent of humiliating abuse. Then, as most of the other races, having their own cultural
I swear she looked up at me in my hidingplace and in near perfect Reikspielinterpretations of what they represent.
cried, 'Mud for the Mud God!" Then her clan hurled itself at its
enemy. Our enemy. Khorne: The Blood God is an idiot, a thoughtless Human
giant with a single blood red eye and a mouth that can swallow
Smiling at that terrible pun, I decided tojoin my cousins and began mya dozen Fimir in a single gulp. He strides over the land fighting
descent. for no good reason and gorging himself on anythipg that
moves. Soi6n, theie are no Humans left. The Fimir have nb|
one to steal from and no one to bear the next generation of set in. Surely, Nurgle whispers, when all is hopelessness and despair it is
Fimir, and so they sicken and die. Soon afterwards, having eaten better to embrace loss and decay as friends. Such corrupted Fimir
every living thing in the world, Khorne himself dies. Khorne's miraculously gain a new lease of life.
violence holds an undeniable attractionfor the Fimm who are an obvious
target for the temptations of the Blood God and his Daemons. TheTzeentch:
Fimm Tzeentch is the destroyer, the usurper of the neat,
Nobles are the targets of dreams of power and glory; after all they are society the Fimir have created to ensure their survival.
orderly
commanders of warriors, they should be the ones leading, not witches
Tzeentchand brings change and disruption to Fimir culture, and
magicians. Khorne also tempts the Shearl: since the other casteseventually
often get causes its collapse. The Changer of the Ways also
first choice of the food, some Shearl have a secret admiration represents
and a direct challenge to the word of the Meargh. When
understanding of Khorne's colossal appetite. Dreams of bloody revolution
a Dirach suggests one-too-many new ideas, a wise Meargh is
and cannibalism sometimes drift across their sleeping minds. likely to wonder what Daemons he has been communing with.
Ever subtle, Tzeentch worms its way into the dreams of Meargh, carefully
Slaanesh: Gender and the associated differences are major implanting new ideas, new ways of doing things. Using itspowerful magic
parts of Fimir culture. The idea of a hermaphrodite being is a to twist her divinations and its shapeshifting Daemons to impersonate her
near impossible one for them to understand. Thus Slaanesh is trusted Daemon advisors, Tzeentch tries tofurther its unfathomable aims.
seen as two Fimir, a male and a female, permanently coupled. Dirach, Nobles, Fimm and Shearl are all equally vulnerable to Tzeentch's
The fact that Fimir do not mate with Fimir emphasises the whispers of change andpower.
perverse nature of this god. The origins of the Fimir lie in the
seduction and mating of a Human and a Daemon. The continuance TheofFimir and Law
the race is dependent on a violent and abhorrent act. The FimirToo arelate the witch-hunter noticed the circle her captive had drawn in the
denied the sort of normal relationships other races have. Slaaneshmud
makes
with its clawed toe. Foolishly she had ignored the muttered ramblings
use of thesefacts in its attempts to woo the Fimir. of her captive and misinterpreted its gestures as pleasfor mercy. Now the
hunter cowered before the Daemon, a man-shaped being composed almost
Nurgle: Nurgle is seen as a gigantic bloated worm slithering entirely of shining silver daggers of all shapes and si^es arranged like the
through the ground, spreading sickness wherever it goes. It scales of afish. Horrified, she could see that Solkan's symbolwas carved
spoils good food. It causes tail rot and marshfoot. It is upon each and every ra^or-edged blade. The Daemon stepped forward
responsible for thefilthydiseases the Fimir sometimes contract and with a pass of its hand the chains that bound the Fimir devilfell
from the depraved Human women. Fimir very, very rarely turn aside,to the ends of the cut links shining brightly. Stumbling to itsfeet, the
Nurgle. The exceptions are Death-Questsfor whom the rot has already
f
0k %
Fimir nodded to the Daemon before it ran off into the swiftly gatheringKroll
fog- As marsh and estuary dwellers, the Fimir have more experience
of the terrible beasts known as bog
"That one, you may not have," said the Daemon. octopuses than most other races.
Many clans have competed for
"B#/why, damn it?" territory with one of them at some
time or other and bog octopuses (
have become respected and
"Because it called me; and because it has a grievancefar older and nobler
thanyours." occasionally dreaded adversaries,
especially the largest of their kind.
It will no doubt shock and surprise many people to learn the In cases of especially powerful bog f.
Fimir have a closer relationship with the forces of Law than octopuses, the Fimir have settled
they do with Chaos. However, when thought about it makes for acceptance of a tentacle-waving neighbour who is kept
sense: the Fimir live in a rigidly structured society in which from moving too far by sacrifices of food (live animals or
every individual knows his (or her) place and where rules and people). This lengthy experience of contact, occasional semi-
boundaries are strictly drawn, customs and traditions are worship, together with the respect and fear the octopuses
followed, and orders are obeyed on pain of, well, pain. The inspire, have resulted in the formation of a gigantic, Daemonic
Fimir are a disciplined people: they have to be in order to control creature in their image. Some Fimir believe Kroll has always
their anger towards Humans and the world at large, preventing existed and that natural bog octopuses are her earthly children.
themselves committing rash actions that would bring ruin upon
their whole race. This is not to say they are perfect in their Kroll is a Daemon Prince worshipped at all levels of Fimir
behaviour - far from it - but they certainly strive to be. And society. The Shearl admire her nest building abilities. The Fimm
nobody ever said that the Lawful are also good. are impressed by her raw strength, deadly flailing arms and
armour-piercing beak - the tradition of carrying two weapons
Perhaps even more shocking, especially to the witch-hunters, by the Fimm Nobles stems from Kroll. The Meargh and Dirach
is the god of Law whom the Fimir have most respect for, are equally impressed by the quiet intelligence and cunning of
Solkan, god of vengeance and retribution. It is wrong to think Kroll. (In WFRP1, the bog octopus was a stupid animal - GMs
of Solkan as a purely Human god: ultimately Solkan is a being should feel free to increase the Intelligence score, as octopuses
formed from anger and desire for revenge, feelings almost every are known to be fairly bright creatures.) Kroll is as comfortable
sentient creature has at some point. For the Fimir, these are in salt water as she is in fresh water and so is respected by
unceasing and focused emotions, but ones largely controlled coastal and inland Fimir alike.
and balanced against what is required for the survival of the
Fimir. Solkan and his Daemons respect these emotions and Kroll is rarely summoned, but always appealed to when the
the ordered way in which the Fimir express them. The monthly Fimm go to battle one of her earthly kin. Sacrifices are also
ritual sacrifice in memory of the murder of Fimul is a symbolic made to her when the Fimir are under pressure on multiple
act of revenge against the men of the Waterland; all Fimir fronts. If the Fimir summon Kroll under such circumstances,
harbour a grudge against Humanity in general for this murder rather than appearing in the material world as a single gigantic
and for their race's subsequent treatment at the hands of men. bog octopus, Kroll can thrust up to eight single, massive
The ritual sacrifice is a controlled expression of Fimir feeling, tentacles into the world to assault, hold back or threaten those
a safety valve to stop them being overwhelmed by hate and different fronts no matter where they are. The victims of these
animosity. A Daemon of Solkan is often summoned to observe attacks are unlikely to realise just what it is they are really facing!
and acknowledge the importance of the monthly sacrifice. Kroll is also called upon if the Fimir want to affect something
or someone beyond their normal reach (a city, for example).
Of course, some of those who challenge the Fimir do so with Summoning Kroll involves a ritual requiring the sacrifice of
a legitimate desire for vengeance themselves, such as those one to nine living, intelligent creatures depending whether the
who have lost wives or daughters or sisters; Solkan and his Fimir want one or more tentacles, or the whole of Kroll with
minions acknowledge the righteous anger of those on both her terrible beak.
sides of this fight and aid both or neither if called upon.
However, unless someone has a genuinely personal reason for One to eight of Kroll's tentacles can appear wherever the
desiring retribution against the Fimir, Solkan and his Daemons summoner wants them to. Kroll's tentacles can be subtle as
invariably acknowledge the older and deeper grievance of the well as violent, able to coil around a sleeping victim's mouth
Fimir themselves over any other. before he wakes and screams, or pilfer objects from his pockets,
or even put objects into his pockets (Kroll has the skill Sleight
of Hand). If she desired, she could also push her eggs inside bound them with to tempt and snare Lisaart. With the Daemon
an unfortunate victim - who knows what might happen then? Prince subdued, Balor milked Lisaart's poison fangs. Impressed
by Balor's cunning, Lisaart chose not to take revenge when
Kroll can speak, but only when partially submerged in water - finally released. The venom is said to have been gathered in a
her voice is a terrible, bubbling rumble. However, she can also brass vessel and sealed with bees' wax. Fimir believe Lisaart's
speak psychically, her watery whispers insinuating themselves poison to be the most painful and fatal in the entire world.
into her target's dreams, making all sorts of tempting offers, However, Lisaart's role as healer and purifier means the venom
suggestions or instructions. is also believed to possess incredible curative powers, although
the stories are unclear as to how it can both hurt and heal.
Like Balor, Kroll is a very powerful creature and deadly in Nevertheless, this powerful duality makes the brass vessel and
combat. GMs are advised to use Kroll in more subde ways, its contents a legendary Fimir artefact, though no Fimir knows
either as a manipulator or manifesting only as a single tentacle where it presently resides, if it ever truly existed in the first
(the Fimir do not like having to sacrifice too many other Fimir place.
anyway) with a lowered Wound characteristic. When all of Kroll
is summoned, she is subject to the rules for Instability as any The Fimir offer prayers and offerings (usually giant insects killed
other Daemon, as described in the Old World Bestiary. and thrown into marshy ground or estuaries) to Lisaart in order
However, when only a single tentacle is summoned, the tentacle to secure good luck in matters of healing, secrecy and battle.
remains as long as it takes to complete a specific task, or until There is no ritual to summon Lisaart; if there ever was then it
it is destroyed, or until the GM has finished using it as a plot was lost long ago. However, the Fimir stories suggest that
device. Rules for Kroll and the ritual to summon her are found Lisaart can enter the real world at will in order to counteract
in Heroes of the Fimir. activities of Nurgle and its minions when they directly threaten
the Fimir. The origin of Lisaart's ties to the Fimir is unknown
Lisairt even to the Meargh, but it is presumed the bond was originally
Lisaart is another Daemon Prince who the Fimir revere as a formed through Fimul.
god, although not one in same
league as Maris and Fimul. Balor
Depicted as a giant scaled serpent It said by some that the Fimir worship a powerful god known
with a long, dragon-like head, as Balor, or the Eye of Doom.
Lisaart is worshipped by those Balor is believed to be a gigantic
Fimm who value cunning and Fimir or humanoid Cyclops with
speed over brute force when it an eye so large that six Fimir are
comes to battle. Lisaart is a silent and deadly killer, capable of needed to lift his enormous eyelid.
swift, precise and lethal attacks. Cunning and secrecy are also When that eye is open, all whom
elements of Lisaart's nature, and Fimir who have particular Balor gazes upon die. This is only
respect for this Daemon Prince often seek to learn Lisaart's pardy true. Balor is not a god, but he is a powerful Daemon
skills of camouflage and hiding, especially Dirach who have Prince, believed by the Fimir to be in the service of Fimul the
become assassins and thieves in the service of their Meargh. Mud God.
Fimm Nobles who seek to decorate their helmets and avoid
the wrath of the Dirach often have Lisaart as a decorative Fimir legends claim Balor was once a Fimm Noble in a time
crest instead of horns; these Nobles and their Warriors can be long, long before the birth of even the oldest living Meargh-,
more deadly than those who admire the unsubde and brutish His prowess in battle was extraordinary and the Fimm tell many
qualities of Balor. confusing stories about his achievements, mosdy involving the
slaughter of coundess warriors of other races and his siring
Lisaart is said to be an opponent of Chaos in general and Nurgle of many Fimir children, but one tells of his milking of Lisaart's
in particular. Lisaart constandy worms through the marsh after poisonous fangs (see Lisaart above).
Nurgle, purifying the ground the disease god has contaminated.
For this reason, Lisaart is also the Fimir god of healing and is Long before he lost his vigour, Balor volunteered for sacrifice
often prayed to by Dirach and Meargh when creating herbal and in doing so became a Daemon Prince at the will of Fimul
curatives or binding wounds. the Mud God. Some Fimir claim direct descent from Balor,
especially the Fimm Nobles; theoretically a member of any
The most famous Fimir tale concerning Lisaart features Balor caste could legitimately do so, but it would be hard to prove as
during his mortal days. Balor caught and bound a hundred only Balor himself could say for sure, and he's not very talkative.
giant water beetles (insects being the reptilian Daemon's
greatest power lies in his gleaming white eye. Whilst it does and understand the concepts of Dark and Colour magic and
not really require six Fimir to open his eyelid and his eye doesn't the so-called Winds of Magic, but they do not believe the magic
automatically kill all it gazes upon, Balor's eye is a terrible thing. they perform stems from this source. Rightly or wrongly, they
Any creature less than a god or another Daemon Prince who insist their magical power flows from their race's parents. In
makes eye-contact with Balor (who must make a successful this sense at least, Fimir magic perhaps has more in common
Weapon Skill attack roll to make contact) automatically loses with the Divine Magic of other races whose clerics are granted
2dl0 Wounds, irrespective of Toughness or armour, and gainstheir magic by the grace of their gods, although neither Maris
one Insanity Point; only one individual can be targeted per nor Fimul displays any sign of Wrath. Since the Fimir believe
round. This is a monstrous power, but fortunately for most that Maris and Fimul are free of the taint of Chaos, they also
PCs Balor rarely wastes it on mere mortals. Balor is only believe their magic is similarly untainted. In the eyes of outsiders
summoned to defend the Fimir from creatures such as powerful this possibility is over-shadowed by the Daemonic nature of
Chaos Daemons or Dragons. Balor can turn this ability on much of Fimir magic, by the need to sacrifice the living to
and off at will by blinking - some Fimir believe Balor is most perform certain rituals successfully and by the traditional way
vulnerable at this point - so Fimir (and, in theory, others) can in which Meargh teach their apprentices. By Human and Elven
speak to him directly. standards, this makes Fimir magic look like Dark Magic and
not like Divine Magic. However, a divine source goes some
The alleged need for six Fimir to open Balor's eye probably way to explaining why the magical abilities of the Dirach and
stems from the requirements of the ritual that can summon Meargh are different from those of other races (and from each
him into the world. Only the most powerful Meargh can hope other) and so symbolically tied to aspects of Fimir nature and
to summon Balor and six Fimir must be sacrificed at the climax. heritage such as Daemons, earth and water. The only Fimir to
Understandably, Meargh do not summon Balor just for the dispute this assessment are those few Dirach and even fewer
fun of it, only in cases of dire need (usually if her clan is facing Meargh who turn to Chaos, but whilst they believe that their
an over-whelming enemy force) and only if there is enough magic is Dark and Chaotic, they still believe it is a gift from
time. their parents. These twisted creatures point to the fact that
when they turn to Chaos they retain their abilities, arguing that
Rules for Balor and the ritual to summon him are found in if the parents were displeased with them then surely they would
Heroes of the Fimir. be stripped of their power. In the final analysis, the true source
of Fimir magic is uncertain, but the Fimir believe what they
Mother's Magic believe and they remain powerful wielders of magic.
The magical tradition of the Fimir is simultaneously divided
and united. On the one hand, the magical abilities of the Dirach Meargh and Dirach consider their abilities to be gifts from
are not spells in the traditional sense, but innate and instinctive their race's parents. The Dirach believe that without the blessing
natural abilities, originating from the Daemonic nature of their of Fimul they would not possess their innate, instinctive spell-
race's father, Fimul. However, the Dirach are limited in their casting abilities. Similarly, it is believed the spells and wisdom
ability. On the other hand, the spells and rituals used by the taught by every Meargh to her apprentice were once taught to
Meargh have come down a traditional route of magical tuition. the first Meargh by Maris herself, a tradition Maris expected to
The spells and wisdom of Maris have been handed down from be continued. This places a responsibility on the Meargh and
Meargh to apprentice for thousands of years, giving the Meargh Dirach to live up to the expectations of Maris and Fimul and
the flexibility and understanding of the other races' magicians. be worthy of their gifts. Most of the time this means that magic
Although this received knowledge has left little room for new should be used wisely to protect the Fimir, but it also permits
discoveries and truly original thought, it is possible for Meargh socialising with Daemons, privately or during clan events, as a
to learn new tricks. way of maintaining links with Fimir heritage and developing
greater understanding of Fimir nature.
At the same time, Dirach and Meargh share the natural ability
to produce a magical mist, a reminder of their race's origins in
Despite the magical power of the Meargh and Dirach, both
the Waterland and a source of comfort and protection, believed
show considerable restraint in their use of magic. Although
to be an ancient gift from Maris. Both are protected from members of both castes summon Daemons at least monthly
Tzeentch's Curse by the constant love of Maris and Fimul. for social and religious purposes, few cast spells casually. An
Furthermore, the Daemonic heritage of the Fimir allows them earth elemental may be called to create a Meargh's tower in a
summon many Daemons without the usual attendant risks. new settlement, but the bulk of the building work is undertaken
by the Shearl. Daemons are not summoned just to see off a
Human and Elven Wizards speak of magic as a force that handful of wanderers lost in the marsh. A Meargh won't cast
flows into the world from some foreign realm of Chaos and Watetwalk if there is a perfectly good alternative route and no
which js inherently dangerous. Dirach and Meargh accept this need to hurry. Odly if a threat or problem can really/only oei
63
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Daemonology
The Fimir relationship with
Daemons is described
throughout this article and
discussed in detail in the section
In the Hands of the Father
above. However, this section
deals with the Fimir/Daemon
relationship with regards to
how it affects their magic,
specifically the way Meargh and
Dirach go about summoning,
dispelling, binding and generally
dealing with Daemons. The
process is described in rules
terms in Lore of
Daemonology in Heroes of
the Fimir.
Summoning Daemons
Daemons are dangerous
creatures to deal with, but the
half-Daemonic Fimir find it
much easier to work with them
than other races do. This is not
to say it is a risk-free business,
but Dirach and Meargh can
summon Daemons on a regular
basis if they have to, with
minimal risk. One of the
reasons they can be so casual •
about it is they know the names
of so many Daemons, great and
small. Maris taught the first
Meargh the true names of
thousands of Daemons, and
while some of these have been
forgotten down the millennia
many more have been
overcome with magic do Meargh or Dirach resort to their remembered and shared amongst Meargh and Dirach. Most
powers. of these Daemons have long-standing obligations to individual
Meargh, Dirach, clans or the Fimir race as a whole, based on
For their part, the lower castes have a superstitious awe of bargains struck and fulfilled centuries, even millennia ago. These
magic (with the exception of some Fimir Nobles) in spite of it Daemons can be summoned in the knowledge that they will
being a normal part of their everyday lives. The fact that the do as the summoner asks without the need to strike a new
lower castes appear to have been less blessed by the Mother deal. (What some of these ancient bargains were is often long
and the Father in this regard only adds to the respect and fear forgotten, except perhaps by the Daemons concerned.)
they have for the Dirach and the Meargh and reinforces the
caste boundaries. The lower castes do not pretend to Two other important reasons why Fimir can work relatively
understand how magic works, what it is or where it comes safely with Daemons are their Daemonic ancestry and lack of
from, but they know the Dirach and Meargh have the power fear of most Daemons. Most Daemons know that any Meargh
to command certain forces that protect the Fimir race and or Dirach who summons them will bargain with them honestly
allow it to commune with its Daemonic cousins. and will also summon them for purely social events (such as.
the Fimir /nonthlf' sacrifice or simply for conversatijbn)
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not merely to send them into battle or bully them for 2 good Daemon to act as a messenger between them and a
information. This is in marked contrast to most other Human village in an attempt to build a truce. Given the nature
Daemonologists who see Daemons as little more than tools or and usual activities of the Fimir, the vast majority of Daemons
servants. they summon are evil, although they sometimes call on Solkan's
vengeful Daemons of Law. On balance, none of this is a big
Aside from knowing a Daemon's True Name, a Meargh or issue for the Fimir. As they can summon Daemons with relative
Dirach must also draw a Circle of Protection to contain the ease and have access to a range of Daemon names that rivals
Daemon; this does not usually offend Daemons as it the knowledge of all Human Daemonologists in the Old World
demonstrates a respect for their power. However, the Circle is combined, they can usually find a Daemon who will do
not an elaborate one and does not require any symbols to be whatever job they want doing sooner or later.
drawn within it or around the edge. The Circle can be made
with a length of rope, poured salt or blood, or just drawn in However, if a satisfactory arrangement cannot be reached, the
the dirt with a stick or claw of one toe. An extreme example is Meargh or Dirach either formally dismisses the Daemon or
creating a Circle to summon one of the powerful sea-Daemons simply takes the opportunity to converse with it for a while.
known as Morga. These are 30-60 feet long and can only be
summoned at sea. To create a Circle, a Meargh captains a Fimir It is vital to remember that even though the Fimir can deal
longboat and has it sail in a simple but very large Circle, pouring with Daemons comparatively easily, it does not mean they
blood from the aft of the ship. The Daemon cannot pass the constandy summon Daemons and send them off to work.
boundary of a properly created Circle except with the Meargh and Dirach make it plain to their apprentices that they
summoner's permission. Daemons specifically allied to the should never summon a Daemon to do a job the Fimir can do
Fimir - such as the Daemon Prince Balor or Maris' Ravens - for themselves: Daemons should only be summoned on the
only require a symbolic circle to be drawn as a gesture of basis of genuine need, for clan rituals and celebrations, or for
respect. private conversation and discussion. (Exceptions exist of
course: Fimir can rusde catde themselves, but using the natural
A successfully summoned Daemon must be bargained with - talents of the Cromara Daemons allows the Fimir to avoid
mutual respect or not, Daemons rarely do something for getting too close to Humans.) This remarkable restraint helps
nothing. However, many Daemons have long-standing maintain the largely good relationship between the Fimir and
arrangements with the Fimir. Sometimes payment has already Daemons. Also, no Meargh wants her clan to get soft from
been made in the past, sometimes it is not due to be paid for inactivity and over-reliance on Daemons.
many years to come, and sometimes the summoner has to hand
over payment there and then, but this is left to the GM to Dispelling Daemons \
decide upon for plot-related purposes. Examples of payments She had summoned it two blinks of Fimulneid ago at the cost of much
Daemons ask for include: sacrifice of living creatures (intelligent of her energy. At the time it was worth it; the Daemon
or otherwise, sometimes a specific individual); a magical item; Manatanardinanatrussss had routed the Imperial troops before they had
a promise to be summoned again at a specific future time and/ made much headway into the marsh, and they had lookedfor a different
or place of the Daemon's choosing and let loose; a random act shortcut. The Daemon's subtle trickery (he had manifested as a swarm
of cruelty; a random act of kindness; a song to be written of undeadgoblinsrisingfromthe bog) had kept her clan'spresence secret,
about the Daemon by an Elf minstrel; any number of other at least for a little while longer. But shed still have to consider moving
meaningful or incomprehensible requests. GMs should make everyone on soon.
such demands the basis for plots bringing Fimir into contact
with the PCs Manatanardinanatrussss was treated well afterwards, asked to stay for
the clan s celebrations; she d been under no obligation to invite the Daemon,
No Daemon is obliged to agree to any task for any offering. as the bargain he had honoured had been struck and fulfilled by her \\
Many Daemonologists resort to binding unwilling Daemons. predecessor centuries ago. No, the invitation was pure goodwill, and the
However, whilst a Meargh or Dirach could try to bind a Daemon's shapeshifting antics had proved popular with everyone. However,
reluctant Daemon, doing so goes against the spirit of a Manatanardinanatrussss had decided to linger close to the settlement,
relationship that has lasted millennia. Were word to spread to avoiding being drawn back into the Daemonworld.
other Daemons that the Fimir were attempting to bind them,
there would be a disastrous breakdown of the reasonably At first it had not been a problem, but Manatanardinanatrussss soon
amicable relationship between the two. Instead, Meargh and became bored and decided it would be amusing to pretend to be an attacking
Dirach summon Daemons that are likely to be in accordance bog octopus, an Elf on a griffin flying overhead and a gaggle of women
with their aims based on the Daemon's nature. For example, if lost in the marsh. Then it began deliberately scaring the Shearl.
the Fimir needed to steal a baby for sacrifice, they would not
summon pn ajgood Daemoryfor
Daemon/for the job, but they might summon She had beet tolerant, and remembered the rules of, courtesy, bjftt enou
f \l fj£mJLd.
65
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was enough. The thing was too disruptive and had to go. At first she The principle exception to this tradition comes when a Daemon
asked politely, but the only response was a blii^ard of rapidly shifting of Chaos is involved or if any other Daemon attempts to harm
forms. She had held her tongue; Manatanardinanatrussss was apowerful, any Fimir or Fimir interest or property, direcdy or indirectly;
strong-willed Daemon, and she was still too tired from the lengthy most Daemons accept that the Fimir have the right to defend
summoningto throw him back into theDaemonworld. However, after his themselves under these circumstances. The other exception
insult, that was exactly what she was going to do. So, she had rested. concerns Daemons who purposely linger near Fimir
settlements after completing a task they were set. Such
At dusk she told her Dirach to stay back and keep the others still and Daemons are tolerated up to a point, but are politely asked to
quiet, how on the horizon, the weak autumn sun gleamed red through the leave if they create problems; if they prove resistant they are
gathering mists. She walked slowly along the stream, which made her usually dispelled as politely and apologetically as possible.
think of Maris and shefound strength in theflow of dirty water. Away Meargh spread the word of such troublesome behaviour as
across the stream, she spied Manatanardinanatrussss amusing itself as far and wide as possible, which will call the Daemon into ill
an overly active willow tree splashing and stomping through the bog. The repute amongst the Fimir and its kin. Usually this proves
Daemon shifted to its trueform before she was halfway to it; the Daemon embarrassing enough that the Demon issues an apology. Those
knew why she was coming. It was a hideous, terrible thing to see; no that do not are cut off from Fimir society and run the risk of
wonder it did not want to be itself having their name traded with Human Daemonologists, who
show no respect and give no peace. However, full force is used
She paused to catch her breath; she was feeling more tired of late and in the case of Daemons who have been needlessly aggressive
hoped an apprentice would be born soon, while she still hadtime.Swiftly, and insulting to the Fimir.
Manatanardinanatrussss slid through the mud towards her and reared to
its full height, sensing her sudden fear of death andfailure. It towered Elcmcntilism
over her small, hunchedfigure.Laughing at her, it leant its great bulk Fimir are creatures of Man and Daemon, but they are also
over her, threatening to devour her, threatening to slaughter her clan, creatures of earth and water: their ancestral mother, Maris,
Mouths opened all over its body, deep and black and bottomless, gateways was a Human princess of the Waterland, their father, Fimiil
into hell. the Mud God, a Daemon from the earth itself. While the Fimir
do not have the same relationship with elementals that they
She raised her staff. have with Daemons, elementalism is an important part of the
magical repertoire of the Meargh passed down from Maris,
The strength of Maris flowed through her like a tidal wave; and is symbolic of the Fimir heritage. However, Meargh view
Manatanardinanatrussss felt it coming and let sharp bones and antlers elementals simply as tools, and do not befriend or worship
eruptfrom its skin. Unmoved by the threat, staff still raisedfirmlyin them as they do Daemons. Nevertheless, some of the oldest
one claw, she thrust sharply toward the Daemon with her dagger and Meargh who have made considerable use of elementals over
released her unstoppable order through it: the centuries develop a deeper understanding of them and the
ability to communicate with them. They gladly take advantage
"Took -Just fuck off!" of the knowledge this can bring. The key practical effect of
their superior understanding is that these Meargh are able to
There was absolute silence. make use of the connectedness of the element. For example,
if a Meargh summons a water elemental from a river or from
The Daemon burst in a shower of sparkling black light as itfled. The the sea, she may ask it a question about what is happening on
clan whooped. a riverbank many, many miles downstream or far out to sea-.
The reply from that distant part, relayed by the elemental, may
The Meargh grinned. Stillgot it, she thought. be a long time in coming (and earth elementals are incredibly
slow speakers), full of irrelevancies, and is from the rather alien
It is generally considered the height of bad manners for a perspective of the element, but that is where the Meargh's
Meargh or Dirach to dispel a Daemon she or he has summoned, centuries of understanding comes in. This ability can lead to
In practice they do not need to: the Fimir usually come to truly bizarre and awesome sights, as a Meargh stands at the
some sort of agreement with the Daemons they summon and top of her tower or on an open hilltop communing with an
even if one won't agree the Circle will contain them for as long elemental formed from the rain itself,
as it remains intact. Most uncooperative Daemons simply return
to wherever they came from after a failed bargaining session; a Earth elementals summoned by Meargh tend to take specific
few of the more annoying variety cheerfully linger in the Circle forms. The commonest types are of hard black rock or dark
for a while talking endlessly and generally making a nuisance thick peat. When summoned, the former cracks and splinters
of themselves from within its confines, until its summoner as it detaches from a cliff-face or rocky outcrop, grinding and
of the marsh, dripping water and
vegetable matter. Others take forms
appropriate to the area in which they are
summoned. For example, those
summoned near sand dunes may appear
as shifting mounds of sand (whole
dunes if they are really big) with grasses
and sand thisdes sprouting from them:
those from a beach as a mass of rounded
pebbles and sea shells or wet sand with
sand eels and ragworms writhing
through them. Similarly, water
elementals should match the site of their
summoning in some way, whether that
be a stagnant pond, thick with slimy
green algae, a fast-flowing river or a salty
tidal pool filled with crabs and snails. In
rules terms they are all the same - this is
about presenting elementals in
interesting and atmospheric ways and
not relying on the standard rock monster
or waterspout images.
Undead
Some Meargh are capable of casting the
spells Re-animate and Raise the Dead,
which allows them to reanimate the
bodies of those sacrificed by the Fimir. All a Meargh needs is and horribly distorts the features of the bodies. Consequently,
a source of previously sacrificed bodies. They do not have to these zombies are terrifying things that slither almost as much
have been sacrificed by the Meargh herself, but they do need to as they walk - they make truly vile assassins as they squeeze
have been sacrificedhy other Fimir and they cannotjust summontheir boneless forms though narrow gaps to choke and smofhes
up any old corpse in any old burial ground or battle site. A site their sleeping victims. Various tales of 'dead hands' reaching
of regular sacrifice, like a stretch of river or an area of marsh out of the watery earth are likely to have been inspired by
into which bodies are ceremonially thrown, is called for. For these creatures. Undead summoned from the sea or from rivers
this reason, Meargh can rarely summon undead in places remote are normal zombies or skeletons, although the former tend to
from Fimir settlements. However, since many Fimir clans are be horribly bloated and foul-smelling.
nomadic, ancient Meargh with long memories are aware of
ancient sites of sacrifice where bodies may exist. More often Necromancy was not a magical art much practiced by Maris
than not, bodies that a Meargh brings back from the dead are and consequently was not taught by her to the first Meargh.
of those who were sacrificed into areas of peat bog. The This perhaps explains why most Meargh are so limited in or
oxygen-free acidic conditions of peat bogs preserve these completely ignorant of this field of magic. However, some
corpses remarkably well, staining the skin a rich mahogany Meargh believe that the dead are not raised at all, but that the
colour. However, the acidic conditions also degrade the bones corpses are only reanimated by minor Daemonic entities.
and the pressure of the accumulated sodden peat compresses
J,.
Scrying
Along with traditional spellcraft, the legacy of Maris lives on Scrying Basins
in the form of scrying. All Meargh are capable of using the The stone basins used by most Meargh for scrying are often
magical skill of scrying to try to foresee the future, to get images very old indeed, passing from Meargh to apprentice on the
of current events happening far away or to find an answer to a death of the former, and are considered heirlooms of a
problem {an answer, not necessarily the best or simplest). sort. They are typically very simple in design: heavy but
Scrying is one of the most important abilities of a Meargh, moveable blocks of black stone with a carved round or
and she puts to regular use. It allows a Meargh to anticipate oval concavity. The stone may be obsidian (volcanic glass),
threats and plan accordingly - more than one Human expedition polished marble or granite. If one is broken, the Meargh
to wipe out a Fimir castle has discovered only some damp will have her clan seek out suitable stone for the creation
ruins, seemingly abandoned ages before. That said, Meargh of a replacement. After a piece has been shaped, carved
do not get it right all the time; few visions tell the whole truth. and polished by a Shearl mason (or an elemental or Daemon
The ability to scry other places, as well as other times, means in some cases), the basin is consecrated with the juices from
some people take the risk of seeking out a Meargh to ask for the eyeballs of a Human baby. The innocent vision of a
her assistance in spying upon places or people otherwise hidden babe is said to encourage unbiased visions.
or protected. Those who successfully meet a Meargh are usually Although clear water is most commonly poured into a
disturbed to learn that she already knows what they want from scrying basin, many Meargh use blood at least some of the
her. time. The fresh blood of a member of a particular race or
species is preferred when the question the Meargh seeks an
Meargh traditionally use a heavy basin of carved black stone, answer to concerns that race.
filled with clear water, and require a darkened place in which
A few basins have acquired reputations of their own, either
to scry. The light of a candle or of the moon is used to
for accuracy or for offering particularly sinister and
illuminate the water and the Meargh focuses on the reflected
menacing insights that disturb even hardened Meargh. For
light. Images appear in the water visible to all who look or only
example, Anrid (which means 'bleak' in Fimar) has remained
for the Meargh scrying.
in a catatonic state for nearly five decades following a vision
in the water, the nature of which is unknown even to her
At the time of writing, WFRP2 lacks a skill appropriate for former apprentice and successor, Bedrin, who now cares
scrying, so until one appears it is suggested that scrying is treated for her. Bedrin continues to use the basin, but only rarely.
as plot device to provide clues or red herrings to PCs, or to Her clan remains somewhat fearful of the stone. Another
explain why a Meargh was expecting the PCs' arrival and knows scrying basin mysteriously fills with blood during
so much about them. At the very least it can be used as part of thunderstorms, although the Meargh who owns this basin
an atmospheric scene, as the Meargh sits in the shadows of a offers this blood as payment to one of the Daemons she
flickering candle observing her bowl intently. However, in game regularly employs. Another, the so-called Daffynda (meaning
terms, scrying operates in much the same way as the Divining 'truth rock"), was lost in what are now called the Grootscher
skill in WFRP1, although the Meargh gets a +10 bonus to her Marshes near Marienburg during the reign of the Hell-
Intelligence for the purpose of testing. If GMs have access to mother, and was said to be able to read minds at a distance.
Apocrypha 2: Chart of Darkness, then they can follow the rules Any Human seer or fortune-teller who learnt of these and
for divination by scrying described therein, with the exception other basins would undoubtedly want to get hold of any
that Meargh do not suffer any critical effects, be they good or of them, regardless of their reputation, as such ancient tools
bad. of prophecy are sure to have unusual and powerful
properties
Scrying basins can be enchanted (treat as the Lesser Magic
spell Magic Alarm) so that the liquid in them boils and bubbles
in the event that the Meargh is being scryed or otherwise
magically spied upon herself. A Meargh so alerted then uses
her own scrying skills to attempt to track the spy back.
&9fs.£L
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being held captive in a secure house on the edge of a Human
town. She suspects the Daemonologist is using her Dirach as a
living spell ingredient to summon Daemons. The Meargh wants
to deal with this upstart Daemonologist herself (against the advice
of her other Dirach), but requires some non-Fimir to help her
pass through Human lands and avoid the sun, which is where the
PCs come in (this really upsets the other Dirach). The PCs may
want to confront the threat themselves, but will probably need the
magical skills of the Meargh to deal with any Daemons called up
by the Daemonologist. Although warned to stay out of it, the
Meargh's other Dirach and Fimm Nobles have no trust at all in
her guides, and secredy follow. Who knows what trouble they'll
get into when they get to town?
. The truth is that a group of Ores are responsible for the attacks.
However, they have also been causing problems for a small
nomadic Fimir clan which is resting in the region. The PCs are
likely to meet up with Fimir patrols before they meet up with the
Ores. Depending on how that first encounter goes, the PCs may
return home expecting a pat on the back for dealing with the Fimir,
only to be informed a week or so later that they owe the council
money because there's been another attack. Preferably, the first
encounter may be a little less hostile, giving the PCs time to discover
what the Fimir know, namely that the Ores represent a larger force
of something unpleasant that has its eyes set on the town. Once
this information has been exchanged (and the PCs may have to
offer something to get it), that may be the last they need to see of
the Fimir. However, if you want to see two enemies coming
I together to fight a greater mutual enemy, then have the Ores allied
I to Chaos, and give the Fimir an incentive that PCs can use to
%
/ I persuade them to form an anti-Chaos alliance with the local
I townspeople. It will be a heart-warming sight. The situation could
be complicated even further if the Chaos force has kidnapped the
clan's apprentice Meargh for its own ends. The rescue of the
apprentice by the PCs could be the price the Meargh demands for
her help in defending the town. Or, half the PCs form a PC/
Fimir team to attempt a rescue during the battle for the town,
while the remaining PCs defend the town, acting as liaison and
keeping the peace between the Human and Fimir forces.
70
M
Tidal Race: A Campaign Coconut origin of the Fimir is so long ago that this name may have no
The following campaign outline was written long before most connection to the original individual it refers to. The
of the preceding material. Although it has been modified concluding sequence of Tidal Race needs to be considered
and added to, elements may not sit entirely comfortably with within the context of the rest of the article, in particular the
all of the above. For example, the campaign strongly suggests descriptions of Maris and the Wandering Island in Memories
that a civilisation local to Araby (but predating it) was the of the Waterland, and not taken or presented at face value.
probable place of origin of the Fimir, but this is by no means
certain (see On the Origin of the Fimir). Inconsistencies Synopsis
are not necessarily a bad thing given the mysteries surrounding Thousands of years ago, when the Fimir were first arriving
Fimir belief, but GMs should feel free to add, remove, change in the Old World, a longboat made the hazardous journey
and mould material in whatever way they like. After all, a northwards, bringing with it the sacred items of Fimul the
campaign coconut is just a rather large scenario seed, and it Mud God to their new home. Before land was reached, the
is up to the GM to grow and shape it. ship was caught in a terrible storm off a remote coast, battered
against the rocks and lost with all hands.
There are two distinct phases to the campaign. The first phase
is very much an introduction: there are no direct encounters The place where the ship sank is now a few miles inland,
with the Fimir and as a result it is possible to run it with part of a great coastal marsh. The marsh contains a few
starting PCs. The PCs should be left with an abiding hatred scattered Human settlements, mostly fishing villages. There
of Fimir, but unable to do anything about it at this point. are known to be Fimir in the marsh, though the villages have
There follows an interlude during which the GM should run suffered only occasional depredations - infrequent enough
a variety of other adventures, many not involving the Fimir, that most people are prepared to take the risk and remain
but also others allowing the PCs (and players) to discover there.
more about the Fimir and their society. This interlude is
entirely in the GM's hands. After a winter of heavy rain, the remains of the ancient
longboat rise to the marsh's surface. They are far enough
from any settlement, Human or Fimir, to remain
The second phase can begin whenever the GM wants it to,
undiscovered at first, but as the ghosts of the crew try to
and allows the PCs to pick-up where they had to leave off
resume their journey, they enter one of the coastal villages.
before. Hopefully, the PCs will be a little tougher, a little
The villagers get the fright of their lives and start frantically
wiser and a litde more knowledgeable about the Fimir and
recruiting anyone who can help them. This is where the PCs
their beliefs. However, the second phase should not be rushed
come in.
into, not because of the level of challenge (which is easily
tailored), but because it involves meeting Maris on the
Wandering Island. Unless the PCs (and players) have had After a few ghosdy encounters, some disturbing dreams, and
previous opportunities to discover the depth and some of a great deal of rather fraught wandering around the marsh,
the details of Fimir belief in other encounters, then the final they discover the longboat, its ghosts and its treasures. The
stages of the campaign may lack interest and relevance for main thing they find is an amulet in the shape of a heart.
them. They do not find the sacred relics of Fimul. Given Fimul's
connection to marshland, his treasures dissolved into it a
long while ago. The heart, however, is a talisman given to.
Finally, it is vital to remember that the meaning and
Fimul by Maris, so that he might remember her.
significance of the campaign's closing stages are nowhere
near as clear-cut as they may seem. The meeting with Maris a
takes place on the Wandering Island, and because of the At this point in the campaign, the PCs are encouraged by an
nature of that place it is by no means certain (and probably NPC to hide the amulet, go away and have other adventures,
unlikely) that the Maris who is encountered is the Maris. while this campaign goes on hold. However, in time,
Regardless of what this woman or the Fimir believe, she circumstances persuade them to dig out the amulet from
may be an echo, or a memory, or a figure from a story created wherever they hid it, and begin investigating it in earnest.
though centuries of Fimir belief and storytelling. In fact, the
more she appears to fit with the traditional Fimir image of After various tribulations involving libraries, sinister alleged
Maris, the less likely it is that she is the true Mother of the scholars and lying Meargh translators, the PCs discover that
Fimir. Alternatively, the woman encountered by the Fimir the amulet contains directions for finding the Star of the Sea -
and PCs may never claim to be Maris at all, content to let the an incredibly potent magical treasure on which an ancient
Fimir and PCs make assumptions about her. Or, she claims civilisation was founded... until it was (allegedly) destroyed
,thaf th£ name 'Maris' holds no meaning for her; after all, the by the Fi^nir. T^e Star is now located on the lelendajfyj
71
K,0*.
~ ~ •"
Wandering Island, but part of the directions explain how to depictions are reminiscent of whatever the characters know
find the island. They now face a race between themselves of the Fimir. This part of the adventure should be about
and the Fimir to reach the Star first. roleplaying and getting to know the villagers. Dangerously
thick fog and rain can be used to discourage PCs from
Meanwhile, reports arrive of tremendous rumblings in the wandering off into the marsh too early; if any were injured
Wasteland. Both Fimir and Humans have been found dead, travelling to the village, then make them stop and heal. Some
apparently choked on mud. One unfortunate village has been small-scale village intrigue can come into play.
destroyed in a horrific mudslide. Worst of all, similar events
are beginning to happen outside the boundaries of the marsh. After a couple of nights, the PCs have a shared dream, in
Fimul the Mud God, denied his memory of Maris after which they are sailing during a storm. They seem to be some
thousands of years, is no longer quiescent, and his fury knows sort of giant reptilian creatures. They know they should not
no limits. be out in this weather, but their cargo is vital and must be
brought to its destination. One of the PCs dreams he is
It should be clear to the PCs that this strange threat is linked washed overboard and this wakes him up. For a moment, he
to earlier events regarding the Fimir longboat, and that only glimpses something in his room, but then it is gone. However,
by using the Star of the Sea can they fend it off. They must the door is open. Exploring the village in the dark, they (or
reach the Wandering Island, see off the Fimir and bring the just him if he fails to wake his companions) see more glimpses
elusive Star to Fimul before he can wreck the entire area. and hear odd noises, and through the mist they spot will-o'-
The minor catch is that the Star is a metaphor: it refers not the-wisp lights out in the marsh.
to a gem but to the royal line of the Waterland, the line that
ended with Maris, and of which she is now the sole The village priest sees his first ghost that night. He thinks he
representative. recognises it as being a Fimir, and mentions there are Fimir
out in the marsh (though none have been seen near this village
Village of the Dammed in living memory). He also tells the characters that a scholar
The adventure begins when two fishermen whose village from Marienburg, Claus Derwin, once visited the region
further up the coast is apparently being haunted recruit the looking for Fimir, though he did not find any. The PCs can
PCs in Marienburg. The fishermen are very vague about the head off into the marsh if they wish, but it will be dangerous
nature of the haunting: they know only that "ghostly and the villagers advise against it until the morning.
monsters" are menacing the village. Nobody has been killed,
although someone might have died of fright. The fishermen By daylight, the mist has thinned and the PCs go out into the
take the PCs by sea and then inland; the village is located on marshes to explore. They meet ordinary marsh creatures,
a large estuary in the midst of a great coastal marsh on the which might give them a shock or two, and they have the
western edge of the Tumble Downs (north-west of suspicion they are being watched. By night, they continue to
Marienburg; see Marienburg: Sold Down the River for a simplehave further dreams continuing the journey of the ship. These
map). Encounters with Razorbills are entirely acceptable, as conclude with their 'deaths' as the ship runs aground on rocks.
it doesn't matter unduly if the PCs arrive injured. An
encounter with Fimir is possible, but let it be a passive Down, and Shipping Water
encounter, perhaps a glimpse of Fimir longboats through After a few days of exploration and jumping at shadows, the
fog whilst the PCs are still at sea. characters discover an ancient, rotting longboat, wreathed in
mist and half-sunken in the marsh. Perhaps some insight from
After reaching the village, the PCs meet the villagers, get the the final dream of crashing on rocks points them in the right
lie of the land and maybe do a little exploring. There are direction (such as a weathered tip of a rock protruding from
relatively few farms in the area; apart from Marienburg, the the marsh, reminiscent of a tall spire of rock in the dream
nearest settlement of any size is Fort Solace. The air is cool of the shipwreck). However, the first vague glimpses of the
and smells of salt and decaying sea-life. It is lonely and often protruding bow are laden with menace.
fogbound. The villagers are curious about the PCs, but retain
the traditional Tumble Downer suspicion of strangers; it will
The ship contains a number of remarkably well-preserved
be up to the PCs to make friends. Fimir corpses (unnaturally so, as this is not a peat marsh),
but the most interesting thing they find is a large heart-shaped
Initially, the PCs see nothing, but they are occasionally obsidian amulet, upon which is a short inscription in an
disturbed or woken by villagers who have seen something or obscure language.
corroded, but just-readable book made of pages of beaten and adventures (use clans unrelated to the one that appears
metal; unfortunately, this is written in another ancient script, in this campaign) that begin to show the complexity of Fimir
which academic-types (possibly PCs, more likely NPCs based culture and their origin beliefs. In other words, use the material
in Marienburg) can identify as being related to both that on in this article.
the amulet itself and to the Daemonic Tongue. Even if a PC
has some understanding of Daemonic, the mix with the other When you think the time is right, get the PCs back in the
unknown language thwarts translation. general vicinity of Marienburg. Two things start happening
at this point. Firstly, the PCs start hearing rumours of tremors
While the PCs are away, a band of Fimir - who believe the in the Tumble Downs and stories of ghosts in the marsh
villagers are responsible for raising the ghosts, and assume (Fimul has finally become aware that the amulet, the token
automatically that they have already raided the longboat's of Maris' love for him, has gone, and he is becoming restless).
secrets - attack the village. (The Fimir themselves have a Secondly, they start having shared dreams again, some similar
superstitious dread of approaching the ship, which they know to the ones they had in the village. After this, they experience
of from their legends.) The characters return to find the a ghostly encounter with the dead village priest, who tells
menfolk and children of the village dead, and the women them to take the amulet to Claus Derwin; apart from that
gone. The village priest is still alive, barely: he has been nailed instruction he's cryptic and confused. Finally and importandy,
to the stockade wall with small Daemonic creatures set to they dream of nervous, scared Fimir gathered around the
torment him. He is able to whisper some cryptic message familiar remains of an old longboat, digging, apparently
and advise the characters to take whatever they have found searching for something.
away from the marsh and hide it somewhere secure; he will
attempt to extract an oath from the PCs to do as he asks. Sea No Evil
When the characters discover the outrage done at the village, Claus Derwin has not forgotten the PCs or the amulet. He
they may be keen to exact revenge and rescue the women, arranges a meeting for
but any attempt to track the Fimir will prove fruitless: they them with a new contact
have disappeared into the mist. The PCs find they have little whom he believes could
to do save to head back to Marienburg. assist in translation. He also
advises the PCs to avoid
Writ in Water showing the book to
The PCs may not do what the priest asked of them. Any anyone else, because of its
attempt by the PCs to translate the mysterious language meet Daemonic connections.
with failure for the time being - no one they speak to can The script on the broken | v ,.-'
make any sense of it. They may try to find Claus Derwin, amulet is a different matter, _ . „*_
who was mentioned by the priest. Derwin is very curious and he sends the characters I '-•:'"*!
and friendly, but unable to help at this time, apart from off to the Great Library of
pointing out a connection between the language in the metal Marienburg (he has heard
book and the Daemonic tongue (Derwin is a good man, but that some useful books
not scared of dangerous knowledge). He encourages them have recendy been brought out from under a dusty heap of
to do as the priest asked. If they persist in trying to get it less useful ones), where they can discover the following facts.
translated, the mysterious language's similarities to the
Daemonic tongue prompt unwanted interest from the • The inscription on the amulet is in a script related to but
authorities and less pleasant individuals, which should predating the language of ancient Araby, and probably W
encourage the PCs to follow the priest's advice and hide the means, "Within me lies the Star of the Sea." \
amulet securely. If they decide to sell it to the highest bidder, • The Star of the Sea was the name given by a fabled
then fine - they will just have to get it back again at a later civilisation for the near-mythical magical secret upon which
date. its royal line was founded.
• Creatures very reminiscent of the Fimir destroyed this
Once the PCs have done this, change the focus of the forgotten land with their Daemonic god, and the Star of
campaign completely. Play a series of unrelated scenarios or the Sea was lost in the catastrophe.
another campaign altogether. From time to time, drop
worrying little hints that someone or something is watching These facts can be presented as a heavily biased and distorted
and following the PCs (gut-feelings, hairs on the back of the version of the Fimir origin myths from Memories of the
• •PMBWM»' :?
Waterland. However, do not be too literal, as the PCs should The Meargh is expecting the PCs, as she has been scrying
not realise at this stage that the Star of the Sea is a person. them for some time. Privately she feels some guilt over not
discovering that the amulet had been taken from the longboat,
Derwin's contact proves to be a sinister Wizard (actually a as one of her long-dead predecessors was charged with
Daemonologist), who can provide a partial translation of watching over the site, although she is unlikely to show it.
the book for a price. The price, unfortunately, is the corpse She is actually reasonably willing to talk, because she knows
of a recent suicide (so some PCs may assume the Wizard is what the Star of the Sea really is and is desperate to find it,
a Necromancer). He has a body in mind, namely that of a but needs an incentive to tell the truth. Most likely, she makes
young woman who hung herself. Depending on how the a cunning show of reluctance and lies through her teeth. If
acquisition goes, the PCs may have to deal with angry priests the opportunity presents itself, she tries to have the PCs taken
of Morr later in the adventure. prisoner. They might meet some women from the village
they visited all that time ago who are still alive, but very badly
The Daemonologist still requires the assistance of scholarly traumatised.
PCs with their new knowledge of the ancient script on the
amulet, so the PCs won't be left out. The translation praises However, the Dirach do not want their Meargh's plan to
the wonder, beauty and value of the Star of the Sea, and succeed. They believe that if the Star of the Sea is returned
gives directions for discovering it, seemly talking of a vessel to the Fimir, the heritage of Fimul will be obliterated in favour
variously called the Ship of Ships, the Citadel of the Sea and of Maris. They have nothing against the Mother, but they
the Mother of Monsters. Wizardly PCs - as well as the want the Father to have equal custody rights. (Most of them
Daemonologist, who won't let on - may realise that the do not know what the Star of the Sea is anymore than the
directions are actually some type of magical ritual. However, PCs do, but they know it is something to do with Maris.
the translation is riddled with metaphor and too imprecise Those who do know will not tell the PCs.) They tell the PCs
to reveal the full details, especially for the directions. The that the Meargh lied, and will tell them the translation reveals
characters will realise they are going to need to find someone a method for summoning the Wandering Island where the
who speaks the Fimir language, and nobody knows of any Star of the Sea can be found. However, they only give up
Humans who do. this information after extracting a fairly binding vow (possibly
involving the extraction of blood) that they will not use the
They are going to need to talk to some Fimir; fortunately, Star's magical powers, but only hide it from the Fimir.
their recent dreams have told them exactly where to start
looking for some. If the PCs were imprisoned, the Dirach help them escape,
(though the PCs still have to do most of the work themselves,
The Marsh of Hides especially if they try to rescue the villagers as well). The Dirach _A
Travelling back to the ancient longboat, the PCs hear tales may use their Daemonfriends to assist. The characters should !~_J
of strange tides and earth movements, and the marsh seems be given the opportunity to keep or (more fun) regain the
unquiet when they enter it, with strange distant rumblings, book; the Meargh has already learnt from it what she wants
minor tremors and sudden streams of water. The silence of to know, anyway.
the birds is also worrying. The PCs meet some experienced
rivermen of the region who are increasingly concerned about Rivers of Belief
what is happening - one of them is planning to notify the The Meargh and her clan are on the move. Now that she
Marienburg authorities. The characters return to the destroyed knows the contents of the ancient book, she believes she
village, to the longboat and must track the Fimir to their can enact a ritual to call the Wandering Island and bring the \\«,
/ marshy lair. If need be, the ghostly priest or one of the Mother of the Fimir - Maris, the Star of the Sea - home.
rivermen can assist them in their search. However, the time is not yet right for the ritual to be
performed, so the PCs have time to do other things; the
The characters may try to capture patrolling Fimm guards or Dirach can let them know this using Daemonic messengers
Shearl out foraging, and they may even be successful, but if need be.
their vocabulary stretches to simple threats and insults at the
very best. It looks like the PCs will have to talk to the higher After their escape from the Fimir, the PCs encounter dead
castes, perhaps by trying to arrange a meeting on neutral Fimir, dead people and villages drowned in mud. They also
ground. Although they may attempt all sorts of cunning ploys feel tremors deep in the earth, see geysers of mud and water
to keep the metal book out of Fimir hands, eventually they bursting from the marshlands, and so forth. On the horizon
will have to bring it to the Meargh if they want her input. they catch glimpses of Fimir - maybe ghosts, maybe not. It is
possible tpat cerrain chapters from, The Dying of we Lii
campaign could be modified for inclusion at this point, who have come to investigate the disturbances in the marsh;
particularly Chapter \,A Watery Grave. Travel should be the Dirach may realise that Fimul is involved. If there are
increasingly difficult, but the disturbances caused by a restless two Dirach in the group, and the PCs explain the situation,
Fimul have not yet reached their peak. then one Dirach will want to report back immediately to his
Meargh, but his companion will agree with the opinions of
The PCs need to head back to Marienburg to complete their the Dirach who have been aiding the PCs, which could lead
research. While the Meargh may have recognised the more to a certain amount of excitement.
cryptic allusions in the book, the Dirach did not, and the
PCs will need to fill in a few gaps. If the GM wishes, they The Fimir clan they are now chasing have a head start on the
may have to acquire certain ritual ingredients to compensate PCs, who have been held up by the diversion to Marienburg
for not being Fimir themselves. This need not be difficult or and any encounters. However, the Fimir have been slowed
take too long, but they may need aid from Derwin. Their by the increasingly severe disturbances in the marsh; some
Daemonologist acquaintance has, for the time being, have been injured and the Meargh has been extremely
vanished, and if other scholars are brought in and realise the reluctant to waste her energy on magic. In addition, the Dirach
Daemonic connection, then leaving Marienburg may be who aided them earlier will send their Daemonfriends to assist
fraught. If priests of Morr have not already caught up with the PCs within the marsh if need be. With a bit of luck, the
them for the crime of body-snatching, then they are likely to characters reach the summoning site slightly ahead of the
now (clever PCs may turn them into reluctant allies). Fimir band, and can call Wandering Island themselves. A
Wizard or Priest is not absolutely necessary, but sacrifice of
The PCs eventually establish the ritual they need to summon something valuable to the PCs m//he required (even if it is
the Wandering Island and the summoning site: the very heart just paying Experience Points to learn the ritual). However,
of the marsh, close to a lake or a river. There is a strong hint it does not matter if the Meargh performs the summoning,
that they need to perform the ritual before the Fimir do or as long as the PCs are close enough to quickly follow them
else there will be real trouble. In reality this just means they onto the island.
need to get onto the Wandering Island soon after it is
summoned or else it may vanish before they get the chance, A great mist rises, through which a vast rocky mass can just
but there is no reason why they should realise this. about be made out. The crossing to the island is easy though
a bit unnerving due to the lack of visibility. The GM should
While in Marienburg, they hear more about the strange events remember that the arrival of the Wandering Island is a major
in the Tumble Downs. The tremors and bogbursts (fast event and take time to describe it as atmospherically as
flowing floods of thick mud) are now spreading erratically possible. As they cross to the island, the characters can hear
beyond the marsh's boundaries. If things go on at this rate, the hunting cries of Fimir in the mist. The sounds seem to
Marienburg itself may be threatened. In any case, anything come from all around them. The Meargh and her band have
big or powerful enough to influence the earth over such a caught up with them, and there are Fimir ahead on the island,
huge area has to be a cause for concern. too.
When the characters leave Marienburg, they are discreedy Although the island seems small, it takes several days to reach
followed by Derwin's Daemonologist and his cronies, what seems to be the centre, longer if the GM wants to use
including the corpse the PCs got him (now possessed by a the themes and environment of the Wandering Island to
Lesser Daemon). He has a clear idea of the value of what increase the PCs' understanding of the Fimir. The GM may
the PCs are after, and plans to steal it from them. Clever or wish to incorporate any ideas and theories the PCs/players
lucky PCs might be accompanied by allies in the form of have been formulating about the origins and beliefs of the
priests of Morr on the journey ahead. Fimir. Whatever happens, the characters find themselves
retracing the collective history of the Fimir in reverse, from
Tidal Race their present marsh-bound outlaw existence, the war with
Returning to the marsh, PCs encounter small bands of people the Jutones, through their great migrations and eventually to
fleeing towards Marienburg. They also meet representatives a bright land of clear water: the land of their birth. It is
of the Marienburg authorities heading into the marsh to assess possible to run a series of adventures that are not directly
the situation and perhaps resolve it; an Elementalist related to the progression of this campaign, in which the
specialising in earth and water magic might be amongst them. PCs lose their connection to their 'modern' world and become
This may be a good time to introduce a different clan of a part of a more primitive pre-Empire world; they may even
Fimir, unrelated to the one already encountered. The most begin to forget the world they have left behind. During this
likely suchlencounter is \Jth a Dirach and a number of Fimm time the fimir, \fho find this landscape of memow mu<j
fi^Ml ill JJ
1
easier to navigate, are likely to overtake them, but they may do not finish the Meargh off, she will implore Maris to return
be confused by events and experiences that do not fit to her children. The Daemonologist, adaptable fellow that
seamlessly with their current beliefs and stories. (At this point he is, will try to put himself in a position where he can exploit
it is worth recommending Robert Holdstock's Mythago Wood the somewhat naive Maris' magical powers. The PCs' main
sequence of novels once more, as these offer an insight into concern should be to persuade Maris to somehow stop the
using the Wandering Island during this part of the campaign.) devastation emerging from the marshlands, and then to return
to her faraway wanderings. (Keep in mind the points made at
Eventually, by however complex a route, the characters reach the start regarding the reality of this woman being the true
the centre of the island (or at least what they believe to be its Mother of the Fimir. When the PCs eventually leave the
heart). Here they find a great and beautiful palace, sunlit and island, allow them a brief glimpse of another tower poking
seeming to overlook a great river delta. The Meargh and her above the treetops, one that seems deeper into the island
followers are already there (and seem unaffected by the light). than the one that they have just visited. However, by this
The Daemonologist turns up very shordy afterwards (he may point it should be too late for them to go back.)
be gready changed by his experiences on the island), desperate
to stop anybody else claiming the Star of the Sea. A three- The outcome depends pardy on how the battle went, but
cornered battle for the Star is likely to ensue. It may be further most importantly on the persuasive powers of the PCs. Maris
complicated if Fimir from other clans or the representatives is inclined to let Humanity be punished for its treatment of
from Marienburg have become involved. The battle is her children, but she is also upset that her lover, Fimiil, is in
watched from a high balcony on an obsidian tower by a young pain. It is therefore likely that she can be persuaded to go to
woman who eventually calls a halt to the slaughter. She has the edge of the Wandering Island (but notoii it) and soothe
the magic, Daemons and elementals to persuade all but those his troubled spirit. The destruction will cease that same day.
with a death wish to do as she says; even the Meargh is cowed.
/ must go now, my children, and leaveyou to a world that is harsh and
The woman is the Star of the Sea: Maris, the Mother of cruel, a world thatforcesyou to be harsh and cruel merely to survive it.
Monsters, herself. She is appalled by what her children have But hear my words, my sons, my daughter. Know them and remember
become, but she cannot bring herself to blame them; instead, them: I will always loveyou, as will your father. Go with my blessing,
she blames Humanity for rejecting them. If the characters and live.
:
,5 *'
WJ* JNUL
"%
... .
HEROES OF THE FIMIR
Meargh: Tell me, stepdaughter: what are the principle powers ofPossible
the five Skills: Animal Care, Common Knowledge (Fimir),
Sea Lords? Rank them in order of might and tell me which of Concealment,
their Follow Trail, Outdoor Survival, Row, Sail, Search,
ichors is most beneficial to the healing arts and which smell the mostSigns (Fimir), Set Trap, Silent Move, Strike to Stun, Swim,
Secret
fragrant. Trade (Armourer), Trade (Brewer), Trade (Carpenter), Trade
(Cook), Trade (Fisherman), Trade (Miner), Trade (Mason),
Apprentice Meargh: *sigh* Mother,you knowj«# haven't taughtTrade me (Shipwright), Trade (Smith), Trade (Tanner), Trade
of the Sea Lardsyet. You 've been promising tofor the last three blinks
(Weaponsmith).
of Fimul's eye.
Common Talents: Flee!, Keen Sense (only for Shearl who
Meargh: Ach! Youfoolish child! Haven't I taught you plenty aboutcanother
smell women), Natural Weapons, Night Vision, Rover,
Daemons? If you want to learn about the Sea Lords, then summon and
Specialist Weapon Group (Entangling), Wrestling.
ask the Daemons thatyou do know of. More importantly: learn to lie!
Make it up! Creativity and improvisation are your two most powerful Armour: None
allies. You never know when you'll have to bluff some stupid Humans.
They'll never know the difference if you're imaginative and interesting Armour Points: None
Wslssj 5 T ,\y\\n\ IWPJFel Armour: Medium (Ragged Mail Shirt) or Heavy Armour
(Ragged Mail shirt with a Belly-shield).
I 33% I 9% I 40% 35% 1 20% j 14% ! 18% \ 14% 1
Armour Points: Body (2 or 4)
A j W [SB TB MJMayj IPJ FP |
|_ 1 | 16 j 4 3 4 0 0 0 j Weapons: Two-handed Axe or Hammer. A Fimm's claws
count as Natural Weapons.
H jj (L
'*.•'•'.• -.;] „•
Armour Points: Body (2 or 4), sometimes Head (2)
lanna rimm Weapons: Two-handed Axes or Hammers (one in each hand).
WS]BS| S | T Ag|fb*|wpjr«i A Fimm Noble's claws count as Natural Weapons.
A W S B T B M M*J IP FP|
Dirach
| 1 | 19 5 3 4 0 0 0 i WS]BS| S T A,, lint JWPJFel
I 33% | 9% | 40% 30% 30% [ 24% ! 28%! 14% 1
Possible Skills: Command +10%, Concealment, Dodge Blow,
Follow Trail, Intimidate, Outdoor Survival, Row, Sail, Search,
Secret Signs (Fimir), Set Trap, Silent Move, Swim.
1 1 1 18 | 4 3 4 2 0 0 i
Common Talents: Disarm, Flee!, Natural Weapons, Night
Vision, Rover, Specialist Weapon Group (Two-handed), Strike Possible Skills: Academic Knowledge (Astronomy),
Mighty Blow, Strike to Injure, Strike to Stun, Sturdy, Unsettling, Academic Knowledge (Daemonology), Academic Knowledge
Wrestling. (History), Academic Knowledge (Magic), Academic
Knowledge (Theology), Channelling, Command + 20%,
Armour: Medium (Ragged Mail Shirt) or Heavy Armour Concealment, Dodge Blow, Follow Trail, Heal, Hypnotism,
(Ragged Mail Shirt with a Belly-shield). Intimidate, Magical Sense, Navigation, Outdoor Survival,
Perception, Performer (Storyteller), Prepare Poison, Read/
Armour Points: Body (2 or 4) Write (Fimar), Row, Sail, Search, Secret Signs (Fimir), Set Trap,
Silent Move, Speak Language (two of Reikspiel, Norse,
Weapons: Two-handed Axe or Hammer. A Fimm's claws Wastelander, Bretonnian, Kislevite or Albionian), Shadowing,
count as Natural Weapons. Speak Arcane Language (Daemonic), Speak Arcane Language
(Magick), Swim, Torture, Trade (Herbalist).
ill lull 78
*•-:«<- -i
;
:: '™*
FimirMist: Dirach and Meargh can create a magical fog Aged 250-500 (an established clan leader, known to other
to surround the Fimir as they travel in sunlight. One or clans)
more Dirach and Meargh make a Casting Roll and for
every 3 points scored on the combined total an area of WS]BS| S I T |A V ,|I«I ]WP|F*I 1
six yards is covered by the mist. Any non-Fimir entering
[ 43% 19% 50% | 40% 1 50% | 54% ) 48% 1 44% 1
the mist must make a successful WillPowerTest or suffer
a 10% penalty to their Will Power while within it. The A Iw SBIT B M Mao] IP FP
mist can be made slightly poisonous: a Casting Roll is
made as normal, but for every 6 points scored on the 11 21 5 4 4 4 0 0
combined total an area of six yards is covered by the
poisonous mist. Non-Fimir within the poisonous mist Aged 500-1500 (a powerful creature)
must make a successful Toughness Test to resist the poison
or suffer streaming eyes and coughing, resulting in the
following penalties: M-l, WS-10%, S-l, T-l, Ag-10%,
WSIBS! S I T I A J W IwpJFei
WP-10%. Missile fire is impossible within a Fimir mist. I 43% " 19% 50%~[ 40% 60% 1 64% \ 58% ! 54% I
Daemonic Affinity: No Will Power Test is required to
control most non-Chaotic Daemons when summoned.
A I W SBfTB MKUJ IP FP
Chaotic Daemons are only summoned by Dirach who |_ 1 | 21 5 4 4 4 0 0 i
have turned to Chaos, and a Will Power Test is required
to control them. Summoned Daemons are subject to Aged 1500 upwards (still powerful, but weakening a little
the instability rule described in the Old World Bestiary, physically)
rather than remaining for ldlO minutes as described in
the spell. This rule can be effectively replaced by the WSIBSI S T |Au|t l]WP]Fel
n
Lore of Daemonology (see below). j 1
1 33% 19% 30% 4 0 % | 5 0 % 74% 68% 1 54% 1
Armour: None
•I
^MSr^SsIL
• f *%^m-«f• "1
80
Summon Firest Consequences: If the ritual fails, another summoning attempt
Type: Arcane cannot be made for a full month.
Language: Fimar Casting Number: 22
Magic: 3 Casting Time: For 1 hour per day Firest is required to exist
XP: 300 in the real world whilst the Fimir harvest wood; it should be
Ingredients: An offering of a creature or person with one of equal to the number of offerings (see above) made.
the following talents: Dark Lore, Dark Magic, Frightening, Description: If the ritual succeeds, Firest appears in the
Menacing, Terrifying or Unsettling, and/or intelligent creatures summoner's immediate vicinity, and Fimir can enter it to harvest
who can become Firest's victims. These are all required by Firest wood. After the period determined by the length of the ritual,
to be alive. One such offering is required for each day the Firest must test once per day for instability as per the special
summoner wishes Firest to remain in the real world. rules for Daemons in the Old World Bestiary.
Condition: Two other spellcasters each with a Magic
Characteristic of at least 1 must chant in unison for entire
casting time.
'-V
c>.
81
\ ...C i* 4 .
A Fimir Bestiary They often only have a single glowing eye, reported as being
the size of a dinner plate
The WFRP2 rulebook and the Old World Bestiary provide a
small selection of Daemons. The most useful of these are the
Daemon Imp and Lesser Daemon from the rulebook. The
Daemons in the Old World Bestiary are all Chaotic and are
therefore unsuitable for normal Fimir. However, GMs can still
make use of the raw characteristics and rules and apply them
to non-Chaotic Daemons of their own making. For
convenience, a number of new Daemons are described below.
These Daemons are designed to be unusual and untraditional
(for WFRP), and in some cases to provide potential plots in
their own right. The Fimir themselves were inspired by creatures
from folklore and some of the Daemons below have their basis
in folk tales. GMs may wish to pursue this angle and develop
additional Daemons accordingly.
Black Shuck
There are countless tales of massive black-haired hounds
stalking the moors in search of prey, terrorising livestock and Skills: Follow Trail, Perception +10%, Shadowing, Silent Move,
lonely travellers alike. These hounds are sometimes called Black Swim. s
Shuck or Shock. At least some stories are based on the
Daemonic hounds summoned by Fimir as trackers or as allies Talents: Alley Cat, Daemonic Aura, Fearless, Frenzy,
in battle. They are commonly used when raiding villages that Frightening, Keen Senses, Natural Weapons, Night Vision,
have dogs - the Shuck enters the village and attempts to subdue Rover, Strike to Injure.
the dogs so they do not bark and alert people when the Fimir
enter the village. The Shuck may lead the dogs away from the Special Rules:
village or even turn them against the villagers when the Fimir • Alpha Male: A Black Shuck can attempt to dominate
attack. The Fimir of the eastern fenland of Albion are especially up to 4 dogs or 1 wolf as a Full Action. Each target
fond of these devil dogs, which form a significant part of that animal must make a Will Power test. Any target animal
region's folklore. that fails falls under the influence of the Shuck and will
follow its lead.
Black Shuck are about the size of large War Dogs (up to 4 feet • Instability: Black Shuck are subject to instability as
at the shoulder, up to 6 feet nose to tail) and with coats of described for Daemons in the Old World Bestiary.
"**x
Armour: None Special Rules:
• Follow My Leader: The ability of a Cromara to encourage
Armour Points: None ordinary catde to follow them is automatic and can only
be overcome by killing or dispelling it. However, any attack
Weapons: Tooth and Claw that fails to destroy a Cromara cow outright will cause it
to run away, closely followed by any catde in the vicinity.
Cromara bulls may run away as an alternative to fighting,
Cromara as a stampede of cows following it is a more effective
attack than anything it can manage alone.
Cromara are Daemons with the form of exceptionally healthy
hornless dun-coloured cattle. They are not particularly • Fertility: Cromara cows that can be persuaded to stay with
malevolent and are only marginally above animal intelligence. a normal herd (usually achieved by treating them very, very
Countless centuries ago they may have been associated with nicely) give twice the milk of a normal cow and give birth
some long forgotten rural or agricultural god. Fimir usually to twins when mated with normal bulls. Cromara bulls
only summon them to steal cattle; a Cromara will become part mated with normal cows always father healthy twins.
of a herd only to entice the other catde away at night, leading Cromara bulls and cows prefer to ignore one another.
them into the lands of the Fimir. However, Fimir also summon • Instability: Cromara are subject to instability as described
Cromara to milk them when there are baby Fimir to feed. for Daemons in the Old World Bestiary.
Farmers and herdsman know the folk tales about these
creatures, but are completely unaware of any connection to Armour: None
the Fimir. In fact, many herdsmen would love to have a
Cromara amongst their herd for a short time, as it is said the Armour Points: None
bulls father calves of great vigour, and often twins at that. The
catch, of course, is stopping them leading the herd away. Weapons: Horns
Cromara often lead catde away to greener pastures if the farmer
is a cruel one. Cromara do not start fights and their usual
reaction to being attacked is to run away as fast as they can. Fuath
Cromara bulls do not start fights either, but will stand and These magnificent horses appear as meek, but splendid steeds
fight if the odds are on their side. just demanding to be sat upon and ridden. However, anyone
foolish enough to sit on a Fuath's back is swiftly carried off
deep into the lands of the Fimir. The Fimir often use these
Daemons as a cunning method of kidnap, but do not ride '
them themselves. Sometimes the Daemon is instructed to
attempt to drown anyone who sits on its back by riding into / ? • *
the nearest body of deep water.
Fuath can appear as almost any breed and sex of horse, but
whatever form they take they appear as magnificent, docile
animals. However, as soon as they are mounted they become
uncontrollable and gallop off, mad of eye and flared of nostril,
their skin foamed with sweat.
L^JLAW / J Z I
'tt'vf*
'sife^Df'
•ri^J^KU
Maris* Ravcns
The Fimir believe these raven-like Daemons were specially
created by Maris to act as spies and messengers for her children.
Meargh and Dirach sometimes use them to harass Humans,
either by attacking them directly (usually in numbers) or by
becoming a friendly nuisance. Although very similar to natural
ravens, Maris' Ravens are far more intelligent and are capable
of understanding and speaking many languages. Although evil,
they can be quite charming and, unless specifically ordered
otherwise, quite happily converse with anyone who listens,
feeding the listener all sorts of news and gossip, only some of
which is likely to be true, although they are (nearly) always
truthful to the one who summoned them. They cheerfully allow
Skills: Navigation, Swim. Humans to bribe them for aid and information with gems and
shiny gold coins, only to rip them off with lies, half-truths and
Talents: Daemonic Aura, Fearless, Flee!, Frightening (only botched jobs.
when their true nature is revealed), Keen Senses, Natural
Weapons, Orientation.
These Daemons appear as perfectly ordinary ravens. It is only
on very close inspection that one can see that they possess
Special Rules:
only a single large black eye. This discovery is likely to label
• HellBade: The instant someone sits on its back, the Fuath them as mutants rather than Daemons, although the effects
races off, either into the lands of the Fimir or into the of instability and their disappearance from the real world
nearest body of water in an attempt to drown the victim. following 'death' also reveal their true nature.
The best way to escape this is to leap from the Daemon's
back, but given the speed at which it runs, this is a terrifying
prospect. In order to do so, the character must make a
Wilt'Powertest (the Ride Skill and Fearless Talent provide
bonuses). If successful, the character finds the courage
to jump, but takes Falling Damage as for a six yard fall (5)
as they hit the ground (armour does not reduce the amount
of damage done). It is possible for a character to draw a
small weapon such as a knife or dagger and attack the
Daemon whilst sat upon its back. However, if the
character successfully kills the Daemon it collapses and
the rider will go down with it in a terrible heap. This results
in Falling Damage as for a 9 yard fall (7) when they hit
the ground (armour does not reduce the amount of
damage done). If the Fuath successfully carries the rider
into a lake or a river, the rider is dismounted and the
Daemon, which can breathe underwater, attempts to
drown its victim. A combat is run, in which the victim's WS]BS| S 1 T |AK|W ]WP]Fel
Weapon Skill Tests are Challenging; additionally, the victim
1 33% 0% 10% 10% 35% | 35% i 20% 1 40% 1
is treated as though he is Suffocating (page 136 WFRP).
• Instability: Fuath are subject to instability as described for A |W SBTBlMlMag] ip| FP 1
Daemons in the Old World Bestiary.
1 2 || 6 1 1 2(8) 0 0 0 :
Armour: None
Skills: Blather, Charm, Concealment, Dodge Blow, Evaluate,
Armour Points: None
Follow Trail, Navigation +10% , Perception +10%, Search
+20%, Silent Move +10%, Shadowing + 10%, Sleight of Beak,
Weapons: Kicking Hooves
Speak Languages (various).
I
JiLu
%\$» • « "^'/V,
• s^P^plr
Talents: Daemonic Aura, Dealmaker, Fearless, Flee!, Flier, if they want to drive locals or setders away from the area without
Hoverer, Keen Senses, Mimic, Natural Weapons, Orientation, revealing the existence of the Fimir. They also summon them
Public Speaking, Schemer, Sixth Sense. for the purpose of kidnap, the Daemon dragging its victim to
some isolated spot on the river where they are passed into the
Special Rules: claws of the Fimir. The Fimir might summon half a dozen or
• Instability: Maris' Raven are subject to instability as more of them to attack riverboats, where they can reach from
described for Daemons in the Old World Bestiary. the river with their long arms and pull sailors from the deck
and drown them. If appearing in a beautiful form, a Greenteeth
Armour: None may be subder in its attacks and may talk to her potential victim,
luring him closer as she sits on the bank with her feet in the
Armour Points: None water or trying to entice him to join her swimming.
A W SB TB M ]Mag] IP FP
|_ 2 || 12 4 3 6/4- 0 0 0
1
The different Fellowship scores represent an old or ugly
Greenteeth and a pretty, seductive one respectively.
Greenteeth have a Movement of only 4 when forced onto
land.
Special Rules:
• Elastic Limbs: The arms and fingers of Greenteeth are
capable of sudden elongation allowing them to remain in
the water and make grab attacks at victims on the shore
or on boats and rafts. If the victim is successfully grabbed,
no damage is done, but the victim is pulled into the water.
With the victim in the water, the Greenteeth, who can
breathe underwater, attempts to drown them. A combat
is run, in which the victim's Weapon Skill Tests are
Challenging; additionally, the victim is treated as though
he is Suffocating (page 136 WFRP2).
85
-3Df<&£
• Instability: Greenteeth are subject to instability as described Skills: Concealment (in water only), Shadowing (in water only),
for Daemons in the Old World Bestiary. However, if a Silent Move (in water only), Swim +20%.
Greenteeth is pulled completely out of the water, then it
must check for instability every round. Talents: Daemonic Aura, Contortionist, Fearless, Natural
Weapons, Strike Mighty Blow, Strike to Stun, Terrifying,
Armour: None Unstoppable Blows.
Armour: None
rantoes
Pantoes are Daemons of silence and secrecy serving an
unknown god. Whilst these entities are known of by
Daemonologists of other races, not a great deal is known about
them. However, they apparently hate the Slaaneshi Daemons <
known as Keepers of Secrets. They are highly variable in form
WSJBSJ S T |,w|l„i]WPJFel ; and ability, and never speak. When summoned, the only task
they can be persuaded to perform is one involving promoting
I 56% 1 - 1 72% 65% 1 30% j 14% | 89% j -
silence or secrecy. No bargain is apparently necessary as the
A | W SB T B | M | M ^ | IP F P | act of keeping a secret itself seems to satisfy them. Fimir
typically use Pantoes to recover the bodies of Fimir killed in
7
1 2 -' J 6 [ 10 1 0 0 0 I Human lands to prevent them being studied and characterised.
1
For every 10 feet of body length a Morga has 15 Wounds. Pantoes can take the shape of almost any creature or object.
Morga are between 30 and 60 feet in length (usually depending However, that shape will appear to be no more than a shadow,
on how much of a challenge the GM wishes the PCs to one that can be as substantial as the thing it represents or as
experience).
Special Rules
• Eye of Doom: Balor can make a gaze attack as a Free
Action. Success inflicts 2dl0 Wounds and one
Insanity Point, regardless of the target's TB or AP.
• Mighty Weapons: Balor can fight with a two-handed
weapon in each hand.
• Tail Blade: Balor's tail is equal to a sword and gives
him an additional free Parry or free Standard Attack
each round.
• Instability: Balor is subject to instability as described
for Daemons in the Old World Bestiary.
fine as smoke. Their silence and placid invulnerability when in Armour: Heavy Armour (Belly-shield with side-plates, Helmet)
non-solid form can provoke a profound sense of unease.
Armour Points: Head (3), Body (3)
No Characteristics, Skills, Talents, Armour or Weapons details
are given, as these depend entirely on the form the Pantoes Weapons: Two-handed Axe in each hand
takes.
1
Kroll's Attack Characteristic depends on the number of
Balor - Daemon Prince sacrifices made to her, and thus how many tentacles she can
extend into the physical world, 9 representing Kroll in her
Balor is described earlier in the article, but is essentially a giant
entirety with her powerful beak.
Fimm Noble with full belly-shield and a two-handed axe in 2
The first number represents Wounds for Kroll as a whole;
each claw.
the second number represents Wounds for an individual
tentacle.
3
The first number represents movement through a marsh, bog
Skills: Sleight of Tentacle names, relying on the same Daemons time and time again.
Consequently, twisted relationships develop between Daemons ™
Talents: Contortionist, Disarm, Fearless, Frightening, Natural and Daemonologist over time. I .
Weapons, Terrifying (when the whole of Kroll is visible).
The Fimir know the True Names of many, many Daemons, handed •
Special Rules down the generationsfrom Maris herself.
• Flailing Tentacles: Kroll's tentacles count as Hand
Weapons with the Fast, Impact and Snare Qualities. Rules: Acquiring the talent Arcane Lore (Daemonology) gives •
• Powerful Beak: Kroll's Beak counts as a Hand Weapon the Daemonologist knowledge of one True Name, usually of i \
with the Impact Quality. a Daemon Imp. Discovering True Names of other Daemons
• Instability: Kroll is subject to instability as described can be roleplayed - the Daemonologist seeks out someone \
for Daemons in the Old World Bestiary. knowledgeable and persuades or pays him to reveal a few names.
Alternatively, if the Daemonologist has access to ancient tomes j
Armour: None discussing Daemons, then a successful Speak Arcane Language
(Daemonic) Test will reveal a number of True Names equal to M
Advanced Armour: None the Degrees of Success. Each True Name will take a week's M
research to discover, and the Daemonologist can abandon his » •
Weapons: None research at any point. The nature of the Daemon is in the *%j
GM's hands. tm
Rules: The Daemonologist simply says, "Go!", or, "You are Note that only one Daemon can be dispelled at a time -
dismissed from my sight," and the Daemon will vanish. dispelling multiple Daemons at once requires the Daemonbane
However, this assumes the Daemon is still contained within a spell.
Circle of Protection; if not, it will have to be dispelled.
Fulfilling Bargains and Bound Tasks
Dispelling Daemons A Daemon who fulfils a task set as part of a bargain returns to
A Daemonologist may be faced by Daemons summoned by its summoner to inform him of success or failure and receive
his enemies or threatened by one he summoned which escaped its payment if it has not already been given it. A Daemon will
from a badly drawn or accidentally damaged Circle of make its best effort to succeed in a task it has agreed to, and
Protection. Fortunately, he has another option other than for this will expect payment even if it fails. A Daemonologist
fighting or fleeing: he can try to dispel it. can renege on the bargain and attempt to dispel a Daemon,
but he can never successfully bargain with the Daemon again
Rules: Dispel Daemon is a Full Action, involving an opposed and will have an enemy for life. When the bargain is concluded,
Will Power Test between the Daemonologist and Daemon. If the Daemon vanishes and cannot be summoned again for a
the Daemonologist is successful, the Daemon is forced to full month.
return from whence it came. The Daemonologist can be aided
by assistants (who must also take the Dispel Daemon Full A Daemon bound to a task will return briefly to the one who
Action and have the relevant skills and talents) in the same bound it, inform him of success or failure and then vanish. It
way as summoning, but ut sacrifices
sacn provide no benefit. too cannot be summoned again for a full month.
/ ,L AJ tj/iiLh,
.
END NOTES
In 1996 I had a phone call from my friend Lea Crowe: processor and I had to re-type them into the PC, using
Hogshead Publishing was looking for submissions for Lea's original structure to build on - the title and most of
sourcebooks on various races and would I be interested the major headings throughout this article are Lea's work.
in collaborating on one? Some races were taken already Now I just had to fill in the blanks and get rid of the
and although the goblinoids would be enormous fun to rubbish (I never did figure out what I'd meant by the
work on, Lea suggested we try the Fimir. I said yes. "ritual significance of the marsh willow"). At that point,
I think I had maybe 5,000 words; as I write this, before
I scoured various Games Workshop publications, rewriting editing, there are over 74,000, so that's a fair bit of blank
and vaguely developing what little information on the filling, and hopefully not too much rubbish.
Fimir there was. A few days later, Lea sent me a synopsis,
a structure for the sourcebook and, most importantly, the My main aim in writing about the Fimir has been to make
Tale of the Sons of Maris and the Mother's Exile found them in more than, in Lea's words, "poorly-characterised all-
Memories of the Waterland. In the accompanying letter, purpose bastards". Yes, the Fimir are evil, but there are
Lea wrote: ".. .there is one major point I think mustn't be underlying reasons for their behaviour. Not excuses or
obscured: the Fimir are evil. They are brutal murderous justifications, but reasons. I also wanted to avoid the worst
rapists and we can neither change nor excuse that. This trap of WFRP, namely that every threat comes down to
will make it quite a challenge to make them anything other violent, rampant Chaos. It is easy to see a fusion of man
than poorly-characterised all-purpose bastards, but I don't and Daemon as being innately Chaotic, but the WFRP1
want to be caught making excuses for these scum." Lea's rules made it clear that the Fimir are Evil not Chaotic;
f~ ideas for the origin of the Fimir, of Maris and Fimul and they aren't just shaven Skaven with eye-patches.
the expulsion from the Waterland, were vital.
Most importantly, I wanted to give PCs reasons for
Between us we sent a proposal off to Hogshead. Via Lea, wanting or needing to actually talk to the Fimir, and give
I heard that word was positive, although the idea now the Fimir a willingness to listen, if only warily. For this,
was to drop any suggestion that Fimir could be taken as the Fimir needed a culture, something bigger than what &
PCs (originally the plan for all the race sourcebooks) and was offered in the WFRP1 rulebook and supplements.
turn it from a pure sourcebook into a campaign with However, characters also need opportunities to interact
background material. Lea and I put together another with the Fimir, or else there'd be little point in their culture
proposal, this time with Tidal Race (largely Lea's work) being there. This is why the monthly sacrifice is an outlet
central to the outline. I eventuaDy heard from James Wallis for Fimir anger, allowing them to react more rationally
that he'd liked it, although he thought that the ending when faced with outsiders. This is why the rite of
didn't work. However, there was a bigger problem. petitioning may be invoked by non-Fimir. This is why
Meargh have the ability to scry in addition to having other
There'd been a change at Games Workshop. The Games knowledge and powers that could help PCs. This is why
Workshop representative who had originally said Meargh are curious about the outside world, and why some
M Hogshead could consider proposals for a Fimir book had solitary Meargh and wandering Dirach can be found there.
moved on. Their replacement said that Hogshead could
not do a book dedicated to the Fimir. So, that was the end There are, almost inevitably, some contradictions between
of that. this article and official material: Balor is not the primary
god of the Fimir; the caste of newborn Fimir is not
I can't remember when I first started work on the Fimir obvious; Daemon summoning is significantly simpler and
again, probably 2000/2001, but I was encouraged by the safer; and there are probably other differences too. I make
positive reaction to my article, 'The Trust', in Warpstone no apology for this. Personally, I have little time for the
18. My ofiginal notes were written on a dedicated word- idea of 'official'l rules and background., but at tHe sariel
91
time I realise that if I'm writing for publication then the End Notes 2
official line has to be acknowledged. Any changes are It's July 2005 and The Fimir: Ruinous Inheritance won't be
intended either to add something interesting (say, Maris published for a few months yet. However, the article has
and Fimul) or deal with perceived problems (making it been looked over by a number of people. We have a rough
easier for Meargh and Dirach to summon Daemons publication date for Warpstone 25, and the artwork is
despite their low Will Power). \oo\ringfantastic. In addition to those I thanked in my first
end notes, I must add all the artists who have contributed
I've stopped writing now (well, sort of), but I want to to this article. Having spent so much time writing and
write more. If after reading Ruinous Inheritance you revising, the article has become a little too familiar and
have any questions, thoughts and ideas regarding the Fimir most of the excitement now comes from seeing the
and the article, then write to Warpstone, or post somethingbrilliant pictures the artists are creating for it.
to the WFRP mailing list or on the forum at www.strike-to-
stun.com. If interesting or repeated questions are asked or The arrival of WFRP2 necessitated some revisions, but
if there are good ideas, we'll deal with them in a later fortunately the article was never very rules-heavy. The
issue of Legion, available free to Warpstone subscribers excised WFRPl details should appear on the Warpstone
and eventually for download at the Warpstone website. website. Although it has good and bad points, I'm pleased
to note that some of WFRP2's changes have been in
I want to thank John Foody for his advice and suggestions keeping with changes of the WFRPl rules I made myself
(the Shearl who can smell and track women are his fault, to give the Fimir an easier time, Daemonic instability being
you know), and for always listening to my justifications one example. I've been able to cut a few thousand words
for doing things a certain way; his positive comments and as result, allowing room for a set of rules for summoning
willingness to go with my ideas undoubtedly helped me Daemons.
keep writing. Lea Crowe deserves special thanks for
originally inviting me in on the project, for the structure I was both amused and pleased by the approach taken by
of the article and for giving the Fimir a soul from which the Old World Bestiary, an approach I'd taken (albeit in a
everything else grew. Thanks also to Anthony Ragan, who different style) in What the Others Know. Also, the
kindly provided me with the elegantly simple name 'Hell- quotes opening The Sons of Men and Angels are
mother' and whose historical details in Marienburg: Soldspookily similar to the 'three quotes' of the Old World
Down the River proved useful. I should also nod my headBestiary. At the same time I was saddened by the loss of
to Graeme Davis who kindly gave me the names of his so many lesser creatures and monsters from the original
co-conspirators in the original creation and design of the game, especially ones significant to the Fimir. Luckily, there
Fimir; if you're wondering who the others were, check are other fans making the effort to keep them alive. Cheers,
out the Travellers' Tales in What the Others Know. guys.
Friends from Bangor Wargames and Roleplaying Society
(1989-95 give or take) deserve a mention for opening my Thanks are also due to the rest of the Warpstone team for
eyes to what could be accomplished in roleplaying. Finally, checking over this rather long article. It's appreciated.
my girlfriend Rebecca deserves a hug for putting up with •
the annoying daily words, "I really should do some Finally, thank-you for buying this issue of Warpstone. Write
writing". to let us know what you think - we really do need and
value your thoughts, comments and suggestions on all
Now, where are my notes on the Zoats? Warpstone articles.
Robin Low
July 2005
92
ML