Alright, let's craft an alternate Warhammer Fantasy universe where ONLY the 1st Edition of the game is considered canon. This will result in a world considerably different from the later, more structured and internally consistent versions. Think less epic fantasy, more grimdark sword-and-sorcery with a healthy dose of satire.
Universe Profile:
Universe Designation: WFRP-1E (Warhammer Fantasy Roleplay - 1st Edition)
Key Difference: ONLY the lore, rules, and atmosphere presented in the 1st Edition Warhammer Fantasy Battle rulebook and the accompanying Warhammer Fantasy Roleplay 1st Edition materials are considered canonical. All subsequent editions, novels, and supplementary materials are considered non-canon.
Core Tone: Grim, gritty, and darkly humorous. The world is dangerous, corrupt, and often absurd. Survival is a constant struggle, and even the forces of good are flawed and morally ambiguous. High lethality is a key feature of both the tabletop game and the roleplaying game.
Key Changes Implied by 1st Edition Canon:
The Old World:
Less Defined Geography: The map is vaguer, the distances more uncertain. Travel is dangerous and time-consuming. Many areas are unexplored or poorly understood.
Smaller Scale Conflicts: While war is common, it's often on a smaller scale, more focused on skirmishes and raids than epic battles.
More Emphasis on Towns and Cities: The setting focuses on the lives of ordinary people in towns and cities, rather than grand kingdoms and empires.
Higher Social Stratification: Medieval society is very unequal, with a huge disparity between the rich and powerful and the poor and downtrodden.
Magic:
Dangerous and Unpredictable: Magic is powerful but also inherently corrupting and dangerous. Spellcasters are often feared and distrusted.
Chaos Infiltration: The Winds of Magic are deeply intertwined with Chaos. Using magic risks drawing the attention of daemons and other malevolent entities.
Wild Magic: Spellcasting can have unexpected and often disastrous consequences, as the magic surges out of control.
Less Defined Lore: The Schools of Magic are less clearly defined.
Chaos:
All-Encompassing Threat: Chaos is a pervasive and insidious force, corrupting everything it touches.
Mutations are Common: Exposure to Chaos can result in physical and mental mutations, transforming people into grotesque creatures.
Cults are Widespread: Chaos cults thrive in the shadows, plotting to overthrow the established order and spread their dark influence.
The Chaos Gods are Less Defined: While their aspects are present, the four Chaos Gods are not as clearly defined in their portfolio or purpose.
Races:
Humans are Dominant: The Old World is primarily a human-centric setting. Other races (Elves, Dwarfs, Halflings) exist but are less integrated into human society.
Elves are Alien and Distant: Elves are aloof and mysterious, with motivations that are often incomprehensible to humans.
Dwarfs are Stoic and Grumbling: Dwarfs are traditionalists, clinging to their ancient customs and holding grudges against anyone who wrongs them.
Halflings are Content and Self-Preserving: Halflings just want to live their lives and cook delicious food, trying to avoid being killed by any of the bigger factions.
Religion:
Polytheistic Pantheon: The Old World has a complex pantheon of gods, each with their own followers and rituals.
Local Variations: Religious beliefs and practices vary from region to region, with many local cults and traditions.
Moral Ambiguity: The gods are not always benevolent, and their followers can be just as flawed and corrupt as anyone else.
Technology:
Medieval Level: Technology is roughly equivalent to the late Middle Ages.
Unreliable and Dangerous: Technology is often poorly understood and prone to malfunction. Blackpowder weapons are especially unreliable and can backfire with disastrous consequences.
Artisan-Based: Production is largely artisan-based, with skilled craftsmen creating unique and often beautiful objects.
Alternate Timeline (WFRP-1E):
Prehistory: The history before the coming of humans is shrouded in myth and legend. Ancient races and civilizations have risen and fallen, leaving behind ruins and powerful artifacts.
The Coming of Chaos: Chaos first breaches the world, bringing destruction and corruption.
The Rise of Sigmar: Sigmar unites the human tribes and founds the Empire.
The Age of Expansion: The Empire expands its territory, conquering new lands and pushing back against the forces of Chaos.
The Time of Troubles: The Empire is beset by internal strife and external threats. Civil wars, rebellions, and invasions threaten to tear the Empire apart.
The Present: The Old World is a dangerous and unpredictable place, where survival is a constant struggle and where the forces of Chaos are always lurking in the shadows.
Impact on Factions:
The Empire: A sprawling and often chaotic nation, ruled by an Emperor who is often weak or incompetent.
Bretonnia: A land of chivalrous knights and feudal lords, obsessed with honor and tradition.
Kislev: A hardy nation on the border with the Chaos Wastes, constantly battling against hordes of daemons and mutants.
Tilea: A collection of independent city-states, known for their wealth, trade, and intrigue.
Estalia: A land of explorers and conquistadors, seeking riches and adventure in the New World.
Overall Tone and Themes:
Grim and Gritty: The world is harsh and unforgiving, with a strong emphasis on survival.
Dark Humor: The setting is full of absurdities and contradictions, often played for comedic effect.
Moral Ambiguity: The characters are often forced to make difficult choices, with no clear-cut right or wrong answer.
Personal Agency: The actions of player characters can have a significant impact on the world, shaping its destiny for better or worse.
Conclusion:
A Warhammer Fantasy universe based solely on the 1st Edition is a vastly different experience than the later, more epic and structured versions. It's a darker, grittier, and more morally ambiguous world, where survival is a constant struggle and where the forces of Chaos are always lurking in the shadows. It's a world where anything is possible, and where the actions of individual adventurers can have a profound impact on the fate of the Old World.
A Stupidity So Refined, Its Practically a Religi by vexplex, literature
Literature
A Stupidity So Refined, Its Practically a Religi
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