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DWARF RACIAL FEATURES

Mountain Dwarfs
Skills: Common Knowledge (Dwarfs), Speak Language (Khazalid), Trade (Miner, Smith, or Stoneworker),
Read/Write.
Talents: Dwarfcraft, Grudge-born Fury, Resistance to Magic, Stout-hearted, Sturdy.
Traits: Night Vision

Expatriate Dwarfs
Skills: Common Knowledge (Dwarfs), Speak Language (Khazalid), Speak Language (Breton, Estalian,
Kislevarin, Reikspiel or Tilean) or Read/Write, Trade (Miner, Smith, or Stoneworker).
Talents: Dwarfcraft, Grudge-born Fury, Resistance to Magic, Stout-hearted, Sturdy.
Traits: Night Vision

Norse Dwarfs
Skills: Common Knowledge (Norsca), Consume Alcohol, Speak Language (Khazalid), Speak Language
(Norscan), Trade (Miner, Smith, or Stoneworker).
Talents: Dwarfcraft, Grudge-born Fury, Inured to Chaos (ToC), Resistance to Magic, Stout-hearted,
Sturdy.
Traits: Night Vision
Special: There is a 5% chance Norse Dwarfs begin play with a mutation.

Chaos Dwarfs
Skills: Common Knowledge (Dark Lands), Common Knowledge (Chaos Dwarfs), Search, Speak
Language (Khazalid), Trade (Gunsmith, Smith or Stoneworker).
Talents: Dwarfcraft, Stout-hearted, Sturdy.
Traits: Night Vision
Special: There is a 25% chance Norse Dwarfs begin play with a mutation.

OPTIONAL RULE: FORTITUDE OF THE DWARFS


The Dwarfs are a tough and resilient race, able to shrug off injuries far quicker than most others. When a
Dwarf is injured they can, upon a successful Toughness Test, heal faster than per normal, recovering an
additional 1 Wound per day if Lightly Wounded or 1 Wound per week if Heavily Wounded (see WFRP pg.
133).

OPTIONAL RULE: STONE & STEEL


It is often said that Dwarfs have hearts as durable as stone and unbendable will of steel. This is mature
Dwarfs develop a natural resistance to magic and are more durable to the corrupting nature of Chaos,
though abominations are still born within the Holds as the very air contains trace amounts of warpstone
dust, released into the air as the Dwarfs delve ever deeper into the earth and disturb those deposits that
are best left alone. When an adult Dwarf fails a Toughness Test to resist mutation, the mutation is
swapped for a random disorder instead (see WFRP pg. 200). Those that gain a mutation as a Reward of
Chaos (see ToC pg.167) cannot switch the mutation for a disorder as they willingly follow the Ruinous
Powers.

ELVEN RACIAL FEATURES

Wood Elves
Skills: Common Knowledge (Elves), Speak Language (Fan-Elthárin), Speak Language (Breton, Reikspiel
or Estalian) or Read/Write, Outdoor Survival.
Talents: Aethyric Attunement or Specialist Weapon Group (Longbow), Excellent Vision, Coolheaded or
Savvy, Resistance to Disease, Rover, Provincial Expertise (choose one forest realm).
Traits: Night Vision
High Elves
Skills: Common Knowledge (Elves), Speak Language (Tar-Elthárin), Speak Language (Any one) or
Academic Knowledge (Arts, Astronomy, Philosophy or Theology), Read/Write.
Talents: Aethyric Attunement or Specialist Weapon Group (Longbow), Coolheaded or Savvy, Excellent
Vision, Resistance to Disease, Seasoned Traveller or Schemer, Provincial Expertise (choose one Ulthuan
Kingdom or Colony in the Old World).
Traits: Night Vision.

Dark Elves
Skills: Common Knowledge (Elves), Speak Language (Druhir), Intimidate, Speak Language (Any one),
Haggle or Outdoor Survival.
Talents: Aethyric Attunement or Specialist Weapon Group (Crossbow), Coolheaded or Savvy, Excellent
Vision, Resistance to Disease, Warrior Born, Provincial Expertise (choose Naggaroth City) or Rover.
Traits: Night Vision

OPTIONAL RULE: BLESSING OF LILEATH


There are many that believe that Elves have a natural affinity for the Aethyr to such a degree that they are
able to ‘feel’ the subtle taint of Chaos upon the natural order of the world. The following optional rule
allows all Elves the possibility to sense the taint of Chaos, without taking away control from the GM. All
Elves can as such ‘feel’ the presence of corruption and thus may treat the Magical Sense Skill (see WFRP
pg. 94) as a Basic Skill. Those with the Aethyric Attunement Talent still gain the +10% bonus towards the
Magical Sense Skill Test when used in this manner.

OPTIONAL RULE: GRACE OF THE ELVES


There are unfortunately some cases where a young babe is born with a mutation, as the Winds of Magic
that permeate the child’s mother can put the unborn child in duress and course uncontrollably through
their still developing body. Upon reaching adulthood, an Elf is capable of resisting the corrupting nature of
Chaos to a greater degree and as such when they fail a Will Power Test to resist mutation, the mutation is
swapped for a random disorder instead (see WFRP pg. 200). Those that gain a mutation as a Reward of
Chaos (see ToC pg.167) cannot switch the mutation for a disorder as they willingly follow the Ruinous
Powers.

-------------------------

Mother's Ruin
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Mother's Ruin
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Mother's Ruin: When wielded by a female, this sword gives a +10% to Fellowship tests to Command.

Goblin's Bane
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Goblin's Bane
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Goblin's Bane: Any critical hit on a goblin is treated as outright killing them.

Legbiter
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Legbiter
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Leg Biter: Any attacks that hit the legs with this weapon, roll on the critical hit chart for a leg-chopping
related result.

Crow Feeder
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Crow Feeder
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Crow Feeder: Any death caused by this weapon summons a murder of crows – either magical or natural –
they then eat and devour the corpse.

Brain Wounder
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Brain Wounder
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Brain Wounder: Any critical hit on the head, roll on the critical hit chart. Continue Ulric's Fury as normal
after this is done.

Troll Cleaver
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Troll Cleaver
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Troll Cleaver: Any wounds made by this weapon do not get regenerated.

Dragon Tooth
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Dragon Tooth
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Dragon Tooth: Once per week, the wielder can strike the ground and a fully advanced Champion who is
intelligent, can interpret commands correctly, fully loyal however he does not speak, he is fully protective
of the wielder. The wielder can choose between a Dwarf Champion (Melee with gunpowder weapons),
Human Champion (Both Melee and Range) or an Elf Champion (Range, Bright Wizard Lord, some
Melee).

Orc Hewer
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Orc Hewer
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Orc Hewer: When fighting greenskins such as Orcs, you gain +10% S and WS.

Stone Breaker
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Stone Breaker
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Stone Breaker: If the wielder chooses to attack a stone wall, it acts as if it were hit by a trebuchet.

Blood Bringer
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Blood Bringer
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Blood Bringer: All attacks made with this weapon splatter and drench the target in blood.

Grudge Settler
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Grudge Settler
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Grudge Settler: If the sword is used against a target that is begrudged by the user, do not roll for damage
and instead roll on the critical hit chart.

Beast Slayer
Group: Ordainary
Enc: 30
Damage: SB+2
Qualites: Best, Impact, Armour Piercing, Fast, Runefang, Beast Slayer
Runefang: Ignores AP, automatically inflicts Ulric's Fury
Beast Slayer: Whilst fighting any beast-like creature, you gain +10% S and WS. Furthermore the beast
loses -20% to T and WS.

Grypsera:

Apple Pie: 1) A clumsy thief; 2) An inexperienced thief.


Axe: A Middenlander. So-called because of the sacred weapon Ulric, the Middenland patron diety, is said
to wield.
Bilking: Cheating.
Bird: A prisoner.
Black Rose, the: The death sentence.
Bleeding: Giving up money. “I’ve bled the cull already”: I have already taken the man’s money.
Blind: Justice. Chiefly used in Averland and Wissenland.
Blubbered: Fat. Chiefly used in Nordland and the Wasteland.
Bog Trotter: A Wastelander.
Boner: An Ostermarker. So-called because of their traditional obsession with matters related to death.
Book: A playing card.
Bootying: Purposefully losing; a common gambling tactic. “He’s playing booty”: He’s purposefully losing.
Brother: A Pickpocket’s associate. Typically he receives stolen goods then flees the scene, ensuring the
Pickpocket carries no incriminating evidence. From ‘Ranald’s Brother’, a popular tale from the ‘Riddles
Ten’, a Ranaldan Holy Book.
Buck: A husband.
Bull: An Ostlander.
Bully: 1) A coward; 2) A man who pretends to be something he is not. “The cove’s my Bullybuck”: The
dishonest man pretends to be my husband.
Bullypie: A Thief who encourages quarrels in order to rob both parties when their attentions are
elsewhere.
Bunting: 1) Petticoats; 2) Skirts.
By The Blade: In the stocks or pillory. From the myths claiming Verena carries the Sword of Judgement
and threatens petty criminals with it, warning them not to commit worse crimes.
Cockling: Hanging. ‘The Dirty Dove was cockled”: The thief was hung for stealing from a temple.
Cadger: A Begger.
Cadger’s Hall: A Shallyan Mercyhouse established to feed the homeless.
Cadging: Begging.
Capper: A Thief who steals hats and hoods.
Canter: 1) A liar. 2) Someone who knows Thieves’ Tongue.
Cannon: A Nulner. From one of the city’s heraldic devices.
Cap’n: A Thug.
Cap’n Book: A Thug employed to threaten Gamblers who refuse to pay because they suspect cheating.
Cat: A Rogue or conman. From Ranald’s sacred animal.
Cat-faced: 1) Two-faced; 2) Charming.
Cat’s Eyes: Fake sores; commonly used by beggars to elicit sympathy.
Cauliflower: A judge.
Chink: Coins.
Chopped: Good. From Altdorf rhyming slang: Chopped Wood—Good.
Chum: A person you have shared a prison cell with.
Clack: Tongue.
Clacking: Talking.
Clank: Brass pennies.
Clanker: An obvious lie.
Clean: Expert. “The cove’s a clean miner”: The man’s an expert lock picker.
Clod: 1) A country person; 2) A dullard.
Coachload: A large sum of money.
Cogging: Cheating at dice.
Cold Cut: A Morrian.
Convenient: A mistress.
Copper: A Watchman. Chiefly used in Altdorf, where the Watchmen carry copper badges.
Countess’s Court: A Brothel. Named for Grand Countess Emmanuelle of Nuln.
Cove: A dishonest man.
Cracking: Burglarising.
Cracksman: A Burglar.
Creaking: Spilling secrets. “The cat creaks”: The rogue can’t keep a secret.
Croaker: A man who always foretells doom, no matter how positive the circumstances.
Crowner: A Reiklander. So-called because of the airs and graces most Reiklanders are said to have, or
because of how rich many of them are in comparison to those from the other provinces.
Cull: An honest man.
Cup-shot: Drunk.
Curb: An Angler’s hook.
Curber: An Angler.
Curls: Clippings shaved from coins, which typically curl.
Karls: Hands. From Altdorf rhyming slang: Karl-Franz—Hands.
Darkman: A Counterfeiter of documents, licences, and passes.
Daughter: A key. From an obsolete term, “locksmith’s daughter”.
Dead Water: A thieving job that yielded poor results. Chiefly used in Reikland and the Wasteland.
Dehaglying: Throwing grit in a victim’s eyes before stealing from him. From Altdorf rhyming slang:
Dehagli’s Fit—Grit; Dehagli is a God of Tailoring in many parts of the Empire.
Dehagli: 1) A Thief who carries grit to aid thieving; 2) a Thief who pretends to assist Dehaglied victims,
stealing from them as their grit-throwing associate flees.
Dell: An honest woman.
Dice: Loaded dice.
Diceman: A Counterfeiter of coin dies.
Die Hard: To show no fear at the gallows. Gangs often tell their members to “die hard”, to maintain their
reputations.
Dipper: A Pick Pocket.
Dipping: Pick Pocketing.
Dirty Doves: Thieves who regularly steal from shrines and temples. Chiefly used in Reikland.
Disguised: Drunk.
Dog: A Middenheimer.
Dog Pound: Jail. Chiefly used in Talabheim.
Dogger: A Watchmen. Chiefly used in Talabheim, where the Watchmen wear signs of Ulric.
Done: Robbed.
Dove: A fool. From the myths that Ranald tricked immortality from Shallya.
Doxie: A dishonest woman.
Dragpie: A Thief who grabs goods from passing carts, wagons, and coaches.
Droner: A Wissenlander. So-called because of their droning, monotone accents.
During the Reign of Empress Karl: Never.
Ease: Kill. “Make it easy for the dove!”: Kill the fool!
Escapee: A chimney sweep; so-called, as he is said to have escaped from Morr’s Realm.
Eyes: Sores, boils, and similar.
Eyeman: 1) A Talabheimer; so-called because Talabheim is often referred to as the Eye of the Forest; 2)
an ugly man.
Education: Imprisonment; from ‘Verena’s Education’. “He’s gettin’ an education”: He’s in prison.
Elbower: A Gambler.
Elbowing: Gambling.
Empress Molrella: 1) A high-born woman with low-born tastes; 2) A woman with pretensions above her
station. Supposedly the 13th century Empress, Molrella I of Nuln, had notoriously salacious tastes.
Family Man: A Fence.
Fat: Rich.
Father: A temple. From Altdorf rhyming slang: Father Klaus—Sigmar’s House. It is common practice in
Altdorf to call priests you do not know the name of ‘Father Klaus’.
Flagpie: A child hoisted through a small window so he can throw goods to a Thief waiting outside.
Frosty-Faced: Pock-marked.
Gagger: A Rogue who spins tales of suffering to con well-meaning folk.
Gagging: 1) Lying; 2) Storytelling.
Garland: A Judicial Champion. From Altdorf rhyming slang: Garland Campion—Judicial Champion.
Garlands awarded in Reikland for success in tourneys are commonly made from campion flowers.
Groper: A Usurer.
Groping: Lending money.
Guild: A gang of criminals.
Gull: A very gullible person.
Gullgroper: A Usurer who lends to habitual gamblers.
Hammer: A Sigmarite.
Hanger: A purse.
Hayman: A Usurer who lends money to prisoners so they can make bail, and often charges extortionate
rates of interest.
High Tide: Indicates a man’s pockets are overflowing with wealth. Chiefly used in Nordland, Reikland, and
the Wasteland.
Hunter: A Hochlander.
Imperial Wedding: A marriage between a harlot and a criminal.
Ivories: Teeth.
Ivory Box: Mouth.
Jigger: A whipping post.
Jink: Gold crowns of dubious origin.
Keeping It In The Family: Fencing goods.
Kitten: A child recently taken to thievery.
Knuckles: Dice.
Lattice Pie: A Thief who pretends to be a Lamp Lighter, allowing him to carry a ladder in order to reach
high windows.
Library: A pack of cards.
Lifter: A Thief who steals from shops and markets.
Lifting: Stealing from a shop or market.
Lily pad: A Thief who steals from moored boats.
Livestock: Lice, fleas, and similar parasites.
Lord of the Narrow Sea: A drunkard who urinates under a table on the shoes of those sitting opposite him.
Low Tide: Indicates a man has no money left in his pockets. Chiefly used in Nordland, Reikland, and the
Wasteland.
Lumber: Stolen goods.
Lumber Yard: A safe house, typically used to store stolen goods.
Maiden’s: 1) Darkness; 2) Night-time. From ‘Maiden Time’: the Blind Maiden, a symbol for Justice, is said
to have no disadvantage in the dark.
Maiden’s Bluff: The act of hiding in a house during the day, so it can be opened at night to let in other
Thieves.
Marine Officer: A useless person. So-called because Reiklander Naval Officers are said to be useless by
Seaman. Chiefly used in Altdorf.
Mastiff: 1) A Bailiff. 2) Someone working for a Bailiff.
Miller: Murderer.
Milling: 1) Breaking someone free from jail; 2) Stealing; 3) Killing.
Milling Tilean: A Pit Fighter.
Miner: A Lock Picker.
Mining: Lock picking.
Mine shaft: 1) A building to be entered by lock picking; 2) a criminal job centred around lock-picking
Mobility: Commoners. From ‘The Mob’; used in counterpoint to the nobility.
Moll: A harlot. Supposedly named for Empress Molrella I of Wissenland.
Moller: A person in charge of a brothel.
Morr’s Fair: A public execution.
Moveables: Rings, brooches, bangles, and similar, easily removed jewellery.
Norser: A Nordlander.
Old Sheaf: Wife.
Owler: 1) A Judge; 2) A Verenan.
Pa Bloater: The Plague Lord, Nurgle.
Pad: 1) A road; 2) A thief who robs from travellers (either a Footpad for unmounted robbers, or a Highpad
for mounted Robbers—i.e.: Highwaymen).
Parade: A horse.
Parader: A Thief who cuts bags from passing horses.
Peeking: Being on guard duty.
Pelter: An Ulrican.
Pie: A Thief. From ‘Magpie’, Ranald’s sacred bird.
Pie Eater: Watchman; commonly, just ‘Eater’ is used.
Pieman: A Master Thief, or other receiver of stolen goods.
Piking: Running away.
Pincher: Someone who palms money when counting it to another, stealing a proportion of it.
Plum Pie: A female Thief who employs her femininity to steal from men.
Pot: Head.
Prince, The: Ranald. From Ranald’s sobriquet, ‘The Prince of Cats’.
Rabbit: A child.
Ravenposts: Gallows.
Rhya’s Plea: A claim of pregnancy by a woman convicted of a capital crime. Some courts, especially
Verenean courts, will not punish an unborn child for a mother’s misdeeds.
Rigging: 1) Conning. Chiefly used in the Wasteland. 2) Putting on one’s clothes.
Rum: 1) Odd. Chiefly used in Stirland; 2) Good; 3) Valuable. Chiefly used in the Wasteland.
Sausage: a Sigmarite.
Savings: Lawyers. From Altdorf rhyming slang: Savings Sawyer—Lawyer.
Scab: 1) A worthless man; 2) A man without skills.
Scraper: A Counterfeiter of art.
Scratchlander: A Stirlander. So-called because all Stirlanders are said to have fleas.
Seaman: A Marienburger.
Shimmy: A silver shilling.
Shiner: A gold crown. Chiefly used in Altdorf.
Shop: A prison.
Simple: A poison.
Silver Laced: Infested with lice.
Sixer: An Usurer. So-called, as any charge of over five in a hundred is viewed by most as criminal.
Skimming: Embezzling.
Skimmer: An Embezzler.
Skuller: Altdorfer. From one of the city’s heraldic devices.
Smudger: Shallya. So-called because her eternal tears would cause her paint to run.
Snoot: 1) A Highwayman that only robs from the rich, and treats his victims with courtesy. 2) A fanciful
claim, unlikely to be true.
Sop: Bribe.
Stalling: Being inducted into a gang of criminals.
Stateman: A Beggar or Rogue who pretends to be an injured soldier.
Stretch: One yard.
Sticks: Pistols.
Stop Temple: The main hideout of a gang of criminals.
Tailor: Averlander. So-called for the number of tailors to be found in Averheim.
Thumbing: Pressing the thumb into an eye for the purpose of permanently blinding. This is a common
practice with gangs from Ostland and Ostermark.
Toaster: A fencing sword.
Tobaro: A sword. Tobaran blades are said to be some of the finest in the world.
Tobarese Pie: A Thief that swipes swords from sheathes and runs.
Togs: Clothes.
Tooth-pick: A cosh or cudgel.
Top: A blow to the head.
Topper: An executioner.
Tradesmen: 1) Thieves; 2) Members of a gang of criminals.
Tusker: Talabeclander. From the myths that Taal often appeared as a Boar.
Twitcher: A Thief who hovers near alley entrances whipping cloaks from passers’ backs. Chiefly used in
Talabheim.
Velvetman: A noble. So-called for the green velvet cloaks worn by nobles at the Altdorf court. Chiefly used
in Reikland.
Waits: Musicians paid to play beneath the windows of the rich at night.
Waiters: Thieves who pose as Waits.
Wash: Paint worn on the face to enhance attractiveness or aid disguises.
Watch Harvest: A bad time to attempt a crime.
Whisker: A great lie.
Windy: Foolish.
With A Rose: With an expectation of privacy. Roses, the sacred flower of Morr, are often arranged on
tables when a meeting is solemn and private, and none should discuss its details with others. The roses
are often chosen for their closeness to gang colours.
Wrinkler: A Thief who steals wet linen from lines.

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