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Legion 1
LEGION
issue six - january 2006
MORE ON THE FIMIR
HELLO
Welcome to this special issue of Legion,
dedicated to the Fimir as support for the
article in issue 25. Here are two origin myths
for the Fimir and thoughts on the lands they
inhabit. Throughout you will also find
sketches from John Keane, early ideas for the
illustrations in the final article. This page
shows an alternative border from Mike
Rooth. More sketches are found in Alfred
Nuñez Jr's Warhammer Fantasy Battle 6
stats, available separately.
considered a holding action. It was felt that a long-term,
and likely post-Slann, solution was necessary. On this
basis, P:WB was expanded into a Racial Configuration
Program: the Geno-Priests would construct a new race,
or modify an existing one, with specific abilities to
control and destroy warp entities. Once again, resource
limitations meant the Geno-Priests could not build a
wholly new race. It was decided that the new race would
be constructed from the relatively fresh racial stock of
Humans, combined with that of ourselves.
Divination Scans were targeted at larger congregations
of Human tribes, specifically looking for individuals
demonstrating warp-control techniques. A number of
suitable specimens were identified, but one stood out
as having exceptional intelligence, physical strength and
warp-control abilities. Additionally, this individual was
female, making her suitable for in-utero transformation.
The Geno-Priest in charge of the project self-modified
his glands to render his cells compatible with that of
Humans, as well as adding in sequences identified as
enhancing warp-control capabilities. It should be noted
at this point that his resources and facilities were limited,
and procedures were necessarily basic.
Record of the Old Slann
A carved crystal fragment (a significant portion is
broken off and missing), translated from the Old Slann
by Kerielle of Saphery, Librarian of the Tower of
Hoeth:
Eyes of: Blessed Tech-Priest Goolaump
Hand of: Humble Tech-Scribe Adulp
In-utero transformation involves natural coupling and
birth processes. The Geno-Priest took advantage of the
target females normal interaction with warp entities to
make himself known to her, and he was believed by her
to be a warp entity himself. As a priest (of sorts) herself,
she was to a degree isolated from others of her kind,
which facilitated the interaction. At this time, support-
Slann were withdrawn to work on other vital projects,
in the belief that the fathering Geno-Priest could oversee
the remainder of the work with a single Elf technician.
With hindsight, this was a mistake [crystal tablet
broken at this point]
Following the Catastrophic Gate Collapse and
Annihilation of the Old Ones, surviving members of
High Slann Control discussed, organised and
implemented a variety of damage-control and clean-up
projects. One of these was Project: Warp-Bane. The aim
of P:WB was to seek and destroy intruding warp entities
and limit further incursions, with a long-term goal of
complete eradication and permanent control. In the
short-term, P:WB involved specialist Slann and support
troops, but due to resource losses this could only be
Editors: The usual suspects.
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characters within the Warhammer world are trademarks of Games Workshop Ltd. and are used without permission. Warpstone recognises the status and ownership of all
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1
A WARPSTONE PUBLICATION
HELLO
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IN THE LANDS
OF THE FIMIR
OF THE FIMIR
The Fimir are described as living in places casually
referred to as marsh and moor, swamp, fenland and
bog. All these words conjure up images of remote,
desolate places where earth and water meet.
Certainly, these are images we should evoke when
we talk of the Fimir, but it is wrong to assume all
these places are the same. The way the scenery is
described to players is important as it creates
atmosphere. A barren windswept moor can be
enormously atmospheric if described well, but the
same description every time the characters encounter
Fimir not only loses its freshness, it also short-
changes the Fimir and the range of landscapes they
inhabit. Think about the shape of the different
landscapes, the types of plant and animal life living
in them, the quality of the air and weather and the
different challenges characters might face when
travelling across each of them. General descriptions
of the different lands of the Fimir are given below.
Use them and play with them to develop
atmospheres of loneliness and isolation, but ones
in which the players and their characters can always
find something new to look at and think about. Play
up different aspects that might be of interest to
different characters: a hunter will notice the different
birds and animals, a herbalist may be interested in
what plants are found in the different regions, a
Dwarf may feel more comfortable with the lonely
sea cliffs than he does with the lonely open moors.
Use things like the presence of medicinal plants
(sigma-foil), spell components (wing feathers from
a bird of prey, bog octopus eyes, water beetles), and
valuable animal products (beaver pelts, rare birds
eggs) as hooks to draw the PCs to a certain region
in the first place.
mosses and lichens. The heather tends to grow on
drier ground, a fact used by knowledgeable rangers
and travellers to avoid treacherous bogs. The ground
underfoot is often springy, thanks to the thick soil
and heather, but it can be hard to run though this
coarse vegetation. Trees are scarce because the wind
tends to batter and uproot exposed saplings, but
tough and gnarly shrubs and yellow-flowered gorses
cling to exposed and weathered rock surfaces. Curlew
and grouse are common moorland birds, with foxes,
merlins and buzzards being their typical predators,
which also prey on the rabbits. Wild goats and sheep
are found wandering over the landscape, and possibly
herds of deer. Whilst upland moors are sometimes
too exposed and dry for the Fimir, they are often
suitably desolate and craggy, and when they bring
down their mists these areas become quite appealing.
Swamps: There are not too many proper swamps in
the northern Old World, and they are more
commonly found in warmer southern climes.
However, swamps are essentially flooded forests and
The Moors: Moorland is typically windswept,
perhaps gently undulating or with smooth high hills
and streams running in rocky gullies. The ground is
often completely carpeted with heather, so the late
summer landscape is coloured pink or purple or
white, with occasional rocky outcrops covered with
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IN THE LANDS
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there is no reason why there shouldnt be a few
swamps in low-lying regions of the heavily forested
Old World if you want them. Treat them as hidden
places, impossible to navigate on foot and best
traversed by canoe or raft, with only a few patches
of drier ground - a clan of Fimir living in crude,
rotting houseboats may provide a novel encounter
for PCs and players who think theyve seen it all.
The trees should be suitably tangled and twisted,
their branches laden with shaggy lichens and fungi
in the autumn. With few landmarks, swamps should
be places where it is dreadfully easy to get hopelessly
lost. There is a lot of life in them too, from clouds
of annoying biting flies in summer, to the fish and
the frogs, to coypu, water-voles and waterfowl.
Throw in a few snakes too, either swimming through
the water or slithering along vines and branches
above the PCs.
Bogs: Bogs are regions of ground where water
collects, but where there is no actual circulation of
fresh water. There are no rivers or streams to carry
away waste products, and they are fed only rainwater,
which lacks any nutrients. The accumulation of dead
plant material makes the still water acidic (after a
while the water stains anything in it a dark rusty
orange colour - the lighter-skinned Shearl and Fimm
Warriors often get stained this colour). This means
only plants able to cope with acidic, low nutrient
and waterlogged conditions grow there. Sphagnum
moss, or peat moss, is a dominant plant in bogs,
acid-loving and extremely water absorbent. In the
Old World this moss has two useful properties - its
absorbency makes it ideal for babies nappies and it
can also be used to treat wounds (the acidity from
the bog water it absorbs helps control infection).
Other plants of interest include the cranberry and
the carnivorous insect-eating sundew and pitcher
plant (mutant varieties of these are of obvious
interest to GMs). Perhaps because of the limited
plant life, animal life is sparser here too. Insects,
snakes, various amphibians and a few small rodents
are here, preyed upon by larger birds. Fish are not
found, as the acidity of the water is a problem for
them. The smell of marsh gas and stagnant pools
can be strong. Of all the environments the Fimir
inhabit, this is probably the harshest due to the
relative scarcity of useful plants, animals and fish.
Fimir who live in the bogs are likely to feel that they
have been forced there by the Humans who
dominate more fertile land. This resentment
combined with sheer need for resources means bog-
dwelling Fimir can be a serious scourge of the nearest
Human communities and travel routes. Nearby
Human communities often rely on digging peat for
fuel and for sale. Large holes where peat has been
dug for centuries fill with rain water and sometimes
connect with river systems, forming fertile shallow
broads, navigable by small boats.
Fens: These are also low-lying areas of land where
water collects, but there is circulating fresh water.
The eastern fens of Albion are a prime example in
the Old World. Here can be found numerous islands
of various sizes and height above the waterline, set
in a landscape of broad lakes, ponds and marshes.
The water is full of life: fish, frogs, snails, otters and
water voles. Bird life is abundant. Long grasses and
especially reeds dominate the land and shallower
waters; those in canoes or on rafts can easily hide if
they keep their heads down. As the land is flat, the
winds can be strong, and very cold in winter. The
trees are often spindly and flexible, and have a
distinctive lean indicating the dominant wind
direction. Humans have begun digging ditches to
drain parts of the fens to use the excellent dark soil
for arable farming.
Estuaries: Tidal marshes are dynamic places, where
water levels rise and fall with the tide, creating islands,
rivers and pools. For this reason, they can be
treacherous for those who lack local knowledge and
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complexes, but the more nomadic clans may over-
winter in the dunes when the mists roll in off the
grey seas to settle over the hills and hollows. Dunes
are notoriously dangerous to burrow into (unless
youre a rabbit), usually collapsing onto anyone
foolish enough to try. However, an earth elemental
can stabilize a tunnel system for a time.
understanding. Here, saltwater meets fresh, and this
brings plant life that can survive the changes. As
well as fish and seabirds, there are crabs and shellfish.
Underfoot is a thick matting of dead grasses and
seaweeds, fish bones, dead crab legs and carapaces
and seashells. The smell of salt, rotting seaweed and
dead fish is strong in the air. As entry points to the
sea, estuaries are often sites of Human settlements
taking advantage of ships coming from inland out
to sea and vice versa, and this might make them a
focus of Fimir raids. However, salt marshes are of
no use for growing crops, so farming communities
do not develop here.
Cliffs: Battered by winds at the top, showered with
salt spray at the bottom and often terribly cold along
the Sea of Claws, cliffs are seemingly inhospitable
yet often covered with life. There are nesting seabirds
by the hundreds if not thousands, small snakes,
lizards (eating eggs, no doubt) and insects on the
cliff face, not to mention crabs and snails and other
sea animals in rock pools at the bottom. The rock is
often covered with lichens, tough mosses and
heathers, and other hardy flowering plants (as well
as thick masses of bird droppings which some
enterprising souls gather for fertilizer); at the base
of the cliff seaweeds of red, green and dark brown
cling in rubbery clumps, full of small snails, some
of them edible. Centuries of waves smashing into
the rock can open up crevices, working them into
passages and caves where the Fimir or worse
creatures crawling from the sea may be found. This
is another bleak landscape, but a noisy, lively one as
the winds and waves crash against the rock and the
seagulls call and screech.
Sand Dunes: Large, deeply undulating dune
complexes are fantastically atmospheric places. The
sandy dunes are often high with very steep sides.
Deep hollows (called slacks) form between the
peaks and when youre in one, it seems that youre
cut off from the outside world as the surrounding
dunes block even the sound of the wind coming in
off the sea. The silence can be terribly eerie, but the
sensation of utter isolation is enormously appealing
to the Fimir. The dunes are held together by the
deep roots of densely-growing maram grass with
its sharp-edged leaves, as well as many other grasses,
and dotted over with sea holly, yellow-flowered
evening primrose and pink-flowered sea stock. In
summer, the dunes are alive with insects,
grasshoppers, butterflies and moths. Rabbits and
nesting sea birds, lizards and even hedgehogs are
found here. Few Fimir permanently settle in dune
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A Skave
n’s Tale
ale
hurried off to unblock the openings to their Skavenhold.
However, the Skaven who had been shaved by Nurgle
were in a sorry state. Bleeding, earless and with only
one eye left each, they fled from the sun, scared and
confused. Nurgles sickly touch infected them through
their wounds and changed them in many ways: their
skins changed colour, their bellies became swollen and
they all became very, very stupid. Whilst the hair grew
back on the Skaven shaved by the Horned Rat, those
held in Nurgles mucky palm remained hairless for the
rest of their days. In time, Nurgles shaven stopped being
Skaven altogether, and the real Skaven forced them out
of the Skavenhold, up into the world of men.
he Horned Rat and the Great Lord of Chaos Nurgle
have always been the best of friends. During the Time
of Chaos, they spent years together sorting and sifting
through the flotsam and jetsam of the world, trying to
outdo one another with the interesting titbits they found
lurking in its cracks. They worked together on creating
wonderful new diseases and afflictions for the Skaven
to carry through their tunnels to every known land,
laughing and smiling at each success, learning from every
failure.
One day, the two gods had nothing in particular to do,
and were on the point of becoming bored when Nurgle
suggested a game, more of a contest really: to see which
of them could shave the most Skaven in an hour. The
Horned Rat thought this an excellent idea, and the pair
went straightaway to the nearest Skavenhold. Nurgle
bunged up all but two openings with dirty old rags, and
the Horned Rat put his mouth to one opening and blew
hard until all the Skaven rolled and tumbled down the
passages and popped out the remaining hole. With the
dazed Skaven in a huge heap between them, the gods
set their hourglass and began shaving.
And that, my little ratlings, is how the Fimir came into
being.
The Horned Rat was armed with his mighty sword, its
single razor edge made of thousands of incisors pulled
from the jaws of the greatest Skaven heroes and warriors
to have passed beyond; Nurgle wielded a short, blunt
and rusty knife, its handle bound round and round with
greasy string. The Horned Rat shaved his Skaven with
finesse, Nurgle with gusto. The Horned Rats sword slid
neatly along tail and under armpit, barely leaving hint
of a nick or shaving rash, and he was soon in the lead,
piling up Skaven nude as they the day they popped from
the womb. Nurgle, despite his immense enthusiasm, had
less success with his rusty blade. He lopped off ears,
mutilated tail-ends and made such a mess of turning
each Skaven head that he always gouged out one eyeball.
sketch for unsused art
Of course, the Horned Rat won, as he always does in
the end. Nurgle was disappointed in his performance,
but the Lord of Decay has always been a good sport
and was not bitter about it. He immediately had another
suggestion for a different game to play, this time
involving rotten old vegetables, worms and any Elves
they could find.
As the gods wandered off, the shaved Skaven picked
themselves up and dusted off the furry shavings. The
Skaven shaved by the Horned Rat shivered a little, but
the sun was bright and they were not too cold as they
early draft of cover layout
5
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