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D — The Daemon Within

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  Vaervenshyael’s “Host of Fiends” affliction and the terrifying loss of control it threatened. There are enemies you can see, track, and kill, and then there are the ones that wear your skin. Vaervenshyael’s affliction, whispered about as the Host of Fiends , was not some theoretical curse or abstract corruption. It was present, it was intimate, and it was patient. Most of the time, it was quiet, an ember buried deep, felt only in moments of strain or anger. But when it stirred, it didn’t ask permission. It clawed upward through her thoughts, distorting instinct into impulse, precision into savagery. The assassin who prided herself on control became something else entirely: quicker to act, prone to violence… and far less discriminating. What made it terrifying wasn’t just the violence, it was the erosion of control. Each time the daemon pressed closer to the surface, the line between Vaervenshyael’s will and its hunger grew thinner. Was the flash of anger hers or theirs? Was the r...

C — Cosetta’s Warnings

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  “ The barmaid hedge witch who often sensed danger before anyone else.” If Padua had a pulse, Cosetta always had her finger on it. To most she was just a barmaid, quick with a drink, quicker with an insightful remark, but the regulars knew better. There was a pattern to her interruptions: a muttered “not tonight you don’t” when someone suggested the forest road, or a firm hand on a wrist just before a deal was struck, or even a look toward the door seconds before it burst open. She never explained herself, and if pressed, she’d laugh it off as nerves or too much cheap wine. But the people who ignored her tended not to come back. What made Cosetta compelling wasn’t raw magical power, it was her instinct sharpened into something uncanny. She had a hedge witch’s gift, half-formed and half-suppressed, forced out through actions she couldn’t always control. In a world thick with danger, beastmen in the plains, agents in shadows, worse things stirring beneath…well, many surfaces, her wa...

B — Beastmen on the Road

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  “ A rushing herd encountered on an overland march is a reminder that Chaos always moves in the wild places.” The road west should have been empty. The group was already heading toward danger, a storm-wracked tower on the horizon. Instead, the party saw movement: a herd of beastmen, loping fast and low, cutting across the land with a purpose no civilized mind could fathom. That’s the thing about beastmen in Warhammer, they don’t just sit in the wild. They move through it like a current. You don’t always know where they’re going, only that if you’re in their path, you’ve already made a mistake. For Vaervenshyael and her companions, the attack wasn’t some grand, heroic set piece. It was unexpected, messy, and dangerous in a very real way. The doctor was badly wounded. There was no clean victory, no triumphant moment. There was only the grim necessity of surviving and pushing forward. And that’s why it was memorable. It was a realization of how small one is compared to the wider, wil...

A — Assassin in Exile

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“ An elf assassin far from Ulthuan, living among humans in the rough frontier town of Padua.” Vaervenshyael was never meant for a place like Padua. But now she would feel out of place anywhere else. As an elf assassin, she trained in precision, patience, and perfect self control. Instead, she found herself instead in a rough frontier town full of loud humans, very bad ale, and almost constant danger. Padua wasn’t precise. Padua wasn’t always patient. And Padua could have some very poor self control. Problems didn’t disappear when no one was paying attention. They kicked in the door, set something on fire, and demanded to be dealt with immediately. But the elf stayed. At first, she carried herself like someone above it all. Humans were short-lived, impulsive, and often frustratingly barbaric. But exile has a way of reshaping perspective. Over time, the distance between her and the people of Padua narrowed. She began to understand what they were fighting for: survival, stability, and a p...

April 2026 A-Z Blog Posting Challenge

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  Good morning and heads up!  I have been trying to kickstart my return to more regular blogging. I had weekly topics ready to discuss throughout the whole year. Then I was sick for much of February. Which also halted any blog prep I was making for March. So I knew I needed to kick things up a bit for April. I have been part of this blog posting challenge once or twice in the past. As before, my topic will be Warhammer Fantasy Roleplay second edition. But more specifically, the posts will focus on different experiences from the point of view of a character I played in a very specific campaign. The character was an elf, Vaervenshyael. The campaign was humorously titled The Gigantic Melancholies of the Princeps. What the Princeps is and what the melancholies were, I plan to address in April’s posts.  I accessed dozens and dozens of my play session write ups to squeeze out these A-Z topics. Previous readers of the blog may recognize many of the events and themes, though not ...

Your First Adventures Shape Your Hero

A character’s first adventure can really shape the path they take for their whole career. If the characters take the job cleaning rats out of the tavern’s basement, then the town may think of them as monster hunters. After a few monster hunter jobs, the characters may think of themselves as monster hunters. Alternatively, clearing the basement may just have been one job of an errand-boy type career. Perhaps it’s clear out the basement one day, and deliver a message to a town a couple dozen miles away the next day. The errand-boy job may be less interesting, but is it profitable? Speaking of profitable, was the character’s first job for a merchant? Are they then set up favorably in the merchant guild? A guild may have a wider variety of more interesting jobs. But they characters in the party would still be thought of as errand-boys.  Perhaps the first job the party took was a task for the church. Will the church outfit the party, provide blessings, and maybe even provide healing? Th...

New Character. New Goals.

A new character is a blank slate. You don’t want to fill that slate before even setting out on your first adventure. You want to keep room on that slate to write as much as possible about what happens. What your character experiences through play. What your character learns. What your character does.  But a goal or two does help. Even if the goal is to accumulate gold. Then many players ask themselves why? Why does this character want all this gold? That’s how you start filling the blank slate before your adventures even happen. Maybe the why is better left until later. Until you get to know the character. Until the adventure fills in some blanks. Is your goal to be the party protector? Do you need to know why? Or will you find out why during the adventure? Perhaps you find out why when that other character you protected does some great deed in the future.  Play to find out. Play to flesh out. Play to explain those short, one-liner goals. Each play is likely to bring different...