There is a woman incarcerated in the Great Hospice who claims not only to be Princess Isabella von Holswig-Schleistein, sister to Emperor Karl-Franz I, but also to be in love with Duke Leopold von Bildhofen of Carroburg and a scholar herself, worthy of the title, ‘The Seer Princess’. Of course, his Imperial Majesty would likely refute such claims, but look upon kindly the efforts of the sisters of Shallya of the Great Hospice in tending to her well-being, just as Duke Leopold would deny any such relationship. What is in no doubt is that the women, simply known as ‘Isabella’ is of good stock and educated, given the papers that have been slipping out of the Great Hospice, which are of scholarly note and interest. The first of these has been collated as Archives of the Empire Volume I. This is a supplement for Warhammer Fantasy Roleplay, Fourth Edition, published by Cubicle Seven Entertainment Ltd., which has since been followed up with further entries in the series—Archives of the Empire Volume II and Archives of the Empire Volume III. This slim first volume collates information about the Empire and the three major races living within and alongside its borders.
Archives of the Empire Volume I opens with a journal entry for Isabella before getting down its first subject matter. This is a presentation of the state of the Empire in the Year 2512 IC, notably before the events of The Enemy Within campaign play out and come to fruition with Empire in Ruins, the redone fifth, and final part of the campaign. It provides a one- or two-page description of each of the ten Grand Provinces—that is, those provinces which provide an Elector Count who has the right to elect the emperor—of the Empire, from Averland and Middenheim to Talabecland and Talabheim. These in turn list the official name, ruler, government, capital, internal provinces and notable freistadts (self-governing towns and cities), and primary exports for each Grand Province, as well as details of their lands, peoples, and significant places. The descriptions are broad in nature given the limited amount of space given to each, for example, Averland consists of floodplains, is known for its longhorn cattle and vineyards, feuds with neighbouring Stirland over three independent fiefdoms, and its peoples are seen as flighty and fickle, but still adhering to tradition, whilst Stirland has a reputation as a rural backwater and its peoples as being highly superstitious, being obsessed with both beer and their ancestry, a strong dislike for Halflings for the loss of the province’s good farmland to form Mootland, and a particular fear of vampires and the undead given that the County of Sylvania, the historic home of the Vampire Counts lies to the immediate east.
In places—and this is a feature of Archives of the Empire Volume I—the supplement clearly points to other supplements which have expanded treatments of their subject matters. For example, the description of Reikland points to Warhammer Fantasy Roleplay, Fourth Edition and the Warhammer Fantasy Roleplay Starter Set for more information, and in the case of the latter, more information on the town and goings on in Ubersreik. Whilst this is undeniably all useful, but the problem is that the relative brevity of the information feels out of place in this supplement, where at just a page or two in length, they would have provided a good overview in the core rulebook. Or alternatively, these pages could have been expanded to take up the whole of Archives of the Empire Volume I rather than covering the number of subjects that it does. In meantime, these descriptions are still good introductions, but no more, and the likelihood is that they will be superseded by supplements dedicated to them of their own, such as Middenheim: City of the White Wolf. Individual maps of the Grand Provinces would also have been useful.
‘Halfling Clans of the Reikland’ explores the presence of Halflings—sometimes seen as the joke Player Character race in Warhammer Fantasy Roleplay—in one of Grand Provinces of the Empire. Which begs the question, what are Halflings like in the other nine Grand Provinces? Followed by, could this have been saved for a big supplement on Halflings which covered the whole of the Empire? It feels as if there nine other articles to come dealing with Halflings in those other Grand Provinces, as if Archives of the Empire Volume I is some kind of partwork. Nevertheless, this is entertaining content, describing twelve of the most common clans to be found in Reikland. They include the Ashfield Clan, known for its Fieldwardens who patrol the borders of Mootland and its archers, many of whom join the imperial army; the Rumster clan, which specialises making pies and pastries; and the Lowhaven, thieves and racketeers who band together to stand up against the ‘big ones’ as Humans are known. These without a clan are known as Lostpockets. The clans and their predilections make for easy characterisation, whether that is of Player Characters or NPCs, and it is going to be up the Game Master and her players whether they want to embrace, at best, the archetypes, at worst, the clichés, that these clan descriptions present. One way to embrace these is to use the various skills and talents suggested for each clan that can be added to or replace those listed in the core rulebook.
Better still is ‘A Guide to the Grand County of the Mootland’, which describes its founding, history, politics—mostly a lack of them because Halflings are busy doing other things, tourism, and major locations. With its bucolic rolling hills, the inspiration for The Mootland is obvious, but the chapter gives a plenty of fun twists and tweaks to make it feel like the Old World. Thus, in the timeline, there have been several pie wars—mostly over the placement of pastry, the flan is illegal, and the sausage roll remains a symbol of lean times and looked upon with disgust! There are notes for the Game Master on how to speak Mootish or ‘Haffenaff’, which comes across as a rural version of Cockney; the Fieldwarden Jasperjohn Maskerline is using diversions and psychological warfare in the south to trick Goblin scouts that the Halfling forces are ten times the number that they actually are, which is a lovely historical reference; and the pranksterish nature of Halflings means that they bolster the region’s tourist industry with a ‘Grand Tour’ that is just one big joke on the ‘big ones’ visiting for a bit of Halfling exoticism. Where ‘Halfling Clans of the Reikland’ provided NPC examples for each of its twelve clans, ‘A Guide to the Grand County of the Mootland’ goes even further with lots of extra details and almost a scenario hook—literally given fish hook through each one on the page—on every page.
Then having done Halflings, Archives of the Empire Volume I does Dwarves, and does so in a similar manner to Halflings. Thus, you have Dwarves in the Empire and then Dwarves on home territory. ‘Imperial Dwarves’ examines the Dwarves who live across the Empire, highlighting the close links between the Empire and the Dwarves, and examining the not always cordial relationship between the Imperial Dwarves and their cousins in the Dwarf holds in the mountains, the nature of Dwarf society and settlements—the latter highlighting how they effectively build mini-fortresses with tunnels to hold supplies below, and so on. These are accompanied by three decent NPCs and story hooks for each. Contrasting this is ‘A Guide to Karak Azgaraz’, a Dwarf hold which is just south of, and has close ties with, Ubersreik, and is governed by relatively young Dwarven king—sone would say too young, whose council is riven by old grudges. The description focuses very much less on the clans to be found in the hold, and more on the locations in and around the hold, such as the skybridges which form the only point of access from the south, the fortified Argraz Trading Post built in Merchant Pass to control trade, the Under the Mountain Inn within the hold where outsiders can trade, the Erdinken Brewery which serves non-Dwarves weaker so as not to waste the good stuff, and the various Deeps where the dwarves actually live. Beyond this, it notes some of the threats faced by the hold, including bandits, Goblins, and Orcs. The accompanying adventure hooks involves the Player Characters dealing with these external threats as well as getting involved—carefully—in Dwarven politics within the hold itself. Given how close to Ubersreik the hold is, ‘A Guide to Karak Azgaraz’ is actually fairly useful, but what lets it down is a lack of maps. It would have been really useful to have maps of the hold to help the Game Master describe it to her players, and similarly, maps of the typical settlements of the Imperial Dwarves would have been useful too. Lastly, there is no proper illustration of Karak Azgaraz, so the Game Master is left wondering what it, and especially, its skybridges, look like.
Penultimately, for the Elves, Archives of the Empire Volume I simply presents ‘A Guide to the Laurelorn’. There is no discussion of Elves in the Empire, but instead this description of the Laurelorn Forest, an independent Eleven kingdom on the southwest border of the Empire, between Nordland and the Wasteland. The Wood Elves—or ‘Eonir’—are distinct from the Athel Loren—or Asrai—in that they are less isolationist and their spiritual ties to the trees are substantially weaker. The chapter includes a history of the Laurelorn Forest, a description of the three social classes, and a visitor’s guide. There is a definite sense of age to the region, evidenced in the three classes which make up the Elves’ society based on where they and their ancestors were during the War of the Beard. The upper classes reside in the restored ruins of the original Elven colony, the middle classes took refuge in the forest during the War of the Beard, and the lower classes entered the forest after the war. It should be noted that War of the Beard took place five millennia ago. Besides numerous scenario hooks, it is suggested that for Player Character Elves from Laurelorn Forest, High Elves and their associated Careers represent upper class characters and Wood Elves and their associated Careers the middle classes. It is suggested that none of the working-class Elves become adventurers. Overall, the description and details of Laurelorn are decent.
Rounding out Archives of the Empire Volume I is an appendix containing four new careers. Three of these are from the Ranger Class. The Ghost Strider is a forest warden for Elves; the Fieldwarden which patrols the borders of the Mootland and is for Halflings; and the Karak Ranger is for the Dwarves and patrols around a Dwarven hold above and below ground. The fourth career is an oddity, a bit of silliness that the Game Master can choose to include or not in her campaign. This is the Badger Rider for the Halfling. A member of the Warrior Class, the Badger Rider is typically a loner, akin to a questing knight, doing good deeds across the Mootland and protecting its borders. It does need stats and details of the badger, which are not given here or indeed suggested where they might be found. Overall, a good selection of new race-specific Careers along similar lines that will make Player Characters of those races standout for more than just being members of their races. This is followed by an appendix of new weapons particular to the three races discussed in the supplement. Halflings will, no doubt, want to ride into battle wielding either Nan’s Cleaver or an Iron Skillet, whilst every Dwarf Slayer will hope to be armed with a Slayer’s Axe, which is even more deadly than a standard two-handed axe.
Physically, Archives of the Empire Volume I is well presented. The artwork is excellent, the layout clean and tidy, and the maps decent, although there are not enough of them. The book does need an edit in places.
Archives of the Empire Volume I is companion to, and a medley of information for, Warhammer Fantasy Roleplay, Fourth Edition and is very much hit and miss in terms of its content. Fortunately, more hit than miss. The primary miss is that the Grand Province descriptions feel like they belong elsewhere and will leave the reader wanting more, as will the description of the Halfling Clans, oddly confined to the one Grand Province. The hits though, include the descriptions and details of the three races, backed up the innumerable adventure hooks, which are all definitely more useful and can be brought into play much, much easier. In particular, the description of the Mootland is really very good, not just informative, but entertaining too. There is definite sense that the authors were having fun when they wrote this chapter.
Ultimately, if it leaves the Game Master wanting in places, the Archives of the Empire Volume I is a still a good supplement for Warhammer Fantasy Roleplay, Fourth Edition, providing in particular, support and background for Dwarves, Elves, and Halflings that will enhance the Game Master’s campaign.
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