
This
month's Warpstone has a slight 'Dwarf' theme, featuring two
articles on Dwarfs as well as the usual: The Correspondent,
reviews, Warpstone Fragments, and the continuing Talabheim articles.
Review: Realms of Sorcery
Warpstone begins with a review of Realms of Sorcery, and a mixed
one at that. The review is measured and comprehensive and worth
reading.
Review: A Private War
This article is a welcome addition as there has been a lot of
discussion about Tim Eccles' A Private War, a self-published
non-licensed WFRP product. There's been little firm detail regarding
this product previously, but this is another excellent review
that helps inform the reader. Ordering details are provided
as well.
Warpstone Fragments
The usual Warpstone blurb for their new release Corrupting Influence,
mini-reviews for marginally applicable products, and an unnecessary
superficial review of the Lord of the Rings movie. Sadly, any
mention of Strike to Stun is absent from Warpstone Fragments,
quite an oversight on their part.
The Correspondent
In my opinion, this issue's column is a good example of how
'The Correspondent' should be. Tim Eccles' column tackles the
issue of language in the Warhammer World and proves to easily
be the most rewarding of "The Correspondent" columns.
While the article is somewhat casual in style, this is perfectly
acceptable in this format and he looks at a number of issues
that we have all thought about but never really addressed more
fully.
What makes this column excellent is the author's
willingness to offer a number of alternatives to the reader
and open it up for greater dissection. But I get ahead of myself!
The article really begins with the use of accents in the game
proper, an interesting discussion although my opinion sometimes
differs with the author's. Thought provoking and a useful read
for any GM or player.
The article then covers Old Worlder and Classical,
covering a number of options and reiterating what little information
has already been written upon this officially, a very welcome
touch. From there, it progresses into a range of topics, dialects,
arcane languages, and the WFRP languages in respect to the real
world. The only stumbling point is the "Linguistics"
part that seems a bit unfocused and the author's intent unclear,
but maybe I just got hung up on the subtitle. The section on
literacy I found particularly illuminating, even learning to
my surprise that Humans didn't develop written script until
quite recently. The last thing about the article I would like
to applaud is the inclusion of town criers, which is a thoughtful
if somewhat surprising addition to an article on languages.
I like the subject, tone, and methodology of the
article, and if future articles continue this trend, 'The Correspondent'
will become one of the most interesting and provocative parts
of Warpstone.
Fire in the Hole
The first problem with this article is its title, which I assume
was intended to be humorous but really has little to do with
the actual article. Setting that aside, 'Fire in the Hole' is
an interesting concept, bungled in execution: "What of
the Humans who live in areas controlled by dwarves?".
Firstly, this piece is dry and scholarly, filled
with an elaborate yet tedious pseudo-history. The "Dawikoni"
- Humans under Dwarven reign - are insipid, simply a blend of
Dwarven and Human cultures with little complexity beyond that.
Rather than focus on cultural details, the article continually
resorts to the aforementioned pseudo-history. It seems to me
what is missing is a dynamic and contemporary overview of a
group of conflicting sets of cultural values. The potential
for divided loyalty and culture clash is great, yet this is
simply overlooked and instead we have a predictable and uninspired
amalgamation. Essentially, this article is for playing Dwarven
characters with a Human profile.
A Dawikoni NPC is provided, but rather than tell
much of the character's personality or experiences, most of
the description is the NPC's typical response to meeting a group
of PCs. The article improves somewhat in the Adventure Ideas,
but the intriguing elements in these adventures, religion differences
and heresy, land disputes, and divided loyalties are all things
that should have been developed to greater extent in the article
proper.
Overall this is a disappointing article, focusing
more on a needlessly fabricated history and less on culture.
Superstitions of these folks, their belief systems, text boxes
describing aspects of their culture like the ones in the Talabheim
article, and exploring the complexities of the blending of Dwarfen
and Human culture would have all been welcome improvements.
Fortunately this is the worst article in this issue, and the
others are considerable improvements.
The Sea of Claws
Once again, Warpstone manages to surprise me with an article
I never would have thought of, and I should note, a pleasant
surprise at that. This is an exceptionally well-written, detailed,
and creative yet canny article. The author does an excellent
job of drawing upon a number of sources and blending them into
a coherent and entertaining whole. Elements of the much-ignored
Man o' War and its supplement Seas of Blood have been cunningly
drawn upon and integrated into the document, taking things that
would displease the average WFRP fan, and by shrouding them
in myth and superstition, make them more plausible. Even the
dichotomy of WFRP and WFB Bretonnia is cleverly dealt with,
drawing upon and improving both with a well-executed synthesis
of the two.
Where should I continue in my praise? I would
start with the art, but the map itself of the Sea of Claws is
very beautiful and I constantly found myself consulting it as
I read along. The art is good, but the article itself is more
remarkable for its breadth and depth, covering the physical
and climatic features, wildlife, trade, and history. While I
am not all that interested in pseudo-history it is very general
for the most part and provides a summarised timeline that may
have been drawn in part from Man o' War, but since I do not
own it I cannot confirm this.
Deserving special mention is the bulk of the article
on the geography of the Sea of Claws. A bit of an epic undertaking,
it covers the coastline from Bretonnia, to the Wasteland, through
the Empire, to Kislev and the Troll Country, all the way to
the Norse Coast. An ambitious effort to cover so much territory,
but to the author's credit the whole area is carefully rendered
with particular attention to detail. Rumours, superstition,
history, anecdotes, are all given for the various points of
interest making for an enjoyable and enlightening read. My only
criticism is that the sections of coastline could have been
broken up by location thus making for an easier read, or having
the locations italicised or emphasized. The article concludes
with an example campaign for the Sea of Claws.
I can think of few things written about the Warhammer
world as enriching for the setting as this carefully written
and artful article.
The Order of the Ram
This continues the 'Dwarf' theme of the issue and this piece
is a rather simple and unassuming article on a militant order
of Dwarfs that defend the mountain passes and other above-ground
Dwarf holdings. While some might be taken aback by the 'goat'
companions of some of the Dwarven members of the order, I found
the author to be refreshingly unpretentious and merely eager
to share his ideas.
I did wonder about a handful of things, such as
how the inaccessibility of the lodges created problems for construction,
supply, and maintenance, but overall the article was useful.
Talabheim
The Talabheim series continues with instalment
four 'A Small Piece of Kislev'. The articles have all been excellent,
although the last one was a bit disorganised, but this article
is as good, if not better than the previous ones. First and
foremost, it is quite evocative and enriching, detailed and
compelling. Text boxes abound with elements about local culture
and law, and descriptions are offered for local characters.
The article is wonderfully done with one exception;
there is a long digression halfway through the article about
'The Vory', a Kislevite crime gang. Its long and extensive treatment
midway through the article was very jarring and probably should
have been better integrated into the article, or better yet,
set off in a text box.
I was a little disappointed in the short treatment
of two other districts: Ostenfled and Federhof, each given a
paragraph of detail. I would like to see these areas rendered
in greater detail, since the Warpstone team has proven so talented
in its treatment of Talabheim.
This series isn't finished, but already Talabheim
has become the most intriguing city in the Old World, even more
so than Marienburg and Middenheim - high praise indeed! Talabheim
once seemed to have little to offer, but the Warpstone team
has really endowed this city with deeply rich background, interesting
NPCs and locales, and most importantly, an air of mystery.
Making the Cut
The first thing this article has going for it is its clever
name, but before I proceed I'll have to remind you of what I
thought in my review of the last issue's "Guilds Within
the Empire": there was plenty of breadth but not enough
depth in that initial column. It was my stated hope that later
articles would provide greater detail.
Was the problem of depth remedied? Very much so!
It seems to have taken only one issue to get warmed up, and
Tim has produced a very informative article on the Medical Guilds
of the Empire. One thing that may turn the reader off is the
author's digression at the beginning of the article. The first
point to be made is excellent: the dilemma of professional surgeons
in a world of magic healing. The second point is needlessly
distracting, although I found it interesting and agreed with
the author's argument. The digressive second point costs the
article some of its focus. Transparency and a stating of the
author's premise are entirely acceptable, but this seemed to
stray too far from the topic.
From that shaky start, the article recovers admirably
and pursues some interesting points, most importantly the dichotomy
of physician and barber-surgeon and the responsibilities of
each. The role of nurses is touched upon, as well as some details
on the interaction of the Medical Guilds and the religious authorities.
The article also clearly outlines the means of
joining the guild, how much Guild fees are and a few other topics.
Sadly, the services that a Guild provides for its membership,
the leadership of the Guild, and the relationship between guild
members are sorely lacking. I hope future articles on guilds
cover these details. Overall, the article is a success. Some
articles are instructive, others inspiring, and this one was
both.
The Profit of War
I don't generally read scenarios, I don't GM them and I don't
want to read them in case someone else decide to play them,
however this one I read due to its placement in Talabheim.
I regretted my decision at the start with its
rather brief yet convoluted back-story, although the plot itself
becomes readily apparent as one reads the scenario. The adventure
revolves around an illegal arms shipment to Orcs, a subject
I found mildly implausible although the author wisely provides
an alternative.
The above criticism aside, the adventure is a
good one, heavily investigative and I found that the author
broke from normal conventions and created a dark and open-ended
conclusion to the adventure. I heartily recommend this adventure
to any that use these adventures and is interested in introducing
the players to Talabheim. Lastly, I particularly enjoyed the
inclusion of the 'Talabheim Street Life' in the adventure.
The Charge
For me, the worst thing about the fantasy genre is its "literature".
I am notoriously critical of fantasy literature, so keep my
bias (perhaps, prejudice) in mind when I discuss any kind of
fantasy writing.
I was looking forward to this story written by
Jody MacGregor, author of some entertaining reviews on rpg.net.
I didn't enjoy this story: little attention to detail, vague
characters making empathizing with them a moot point, and a
rather context-less narrative, with no real grounding in the
Old World.
Conclusion
This issue of Warpstone is definitely worth picking up. No article
in it is as great as 'The Trust' in Warpstone 18, but overall
I found the material in this issue to be better. The reviews
were useful, 'The Correspondent' at its best, and 'The Sea of
Claws' was a refreshing and wonderful addition. The 'Talabheim'
article is as detailed as 'The Sea of Claws' and I found it
surpassing even its remarkable predecessors. The first guilds
article was not very rewarding, yet 'Making the Cut' is an excellent
part of what I hope to be an engaging series. Lastly, there
is a good scenario that fits in well with the Talabheim project.
This Warpstone issue is as good a purchase as anything published
officially by Hogshead.
