Karak Azgal: Explore the Mountain Kingdoms of the Dwarfs (Warhammer Fantasy Roleplay) Book + PRICE WATCH * Amazon pricing is not included in price watch

Karak Azgal: Explore the Mountain Kingdoms of the Dwarfs (Warhammer Fantasy Roleplay) Book

Karak Azgal is a background book that is a must for roleplaying officiandos. Karak Azgal was once a rich Dwarf hold, but it fell to the forces of chaos. A dragon moved in, and dug out much of the treasure hidden in the dungeon to form a horde. This dragon was slain, over a thousand years ago by a Dwarf named Skalf. He claimed the treasure, and ownership of Karak Azgal. He realised the hold was too infested to clear out, so he built an enclave above the Hold and set up court there. A city has now grown up, rich from the treasures brought up by adventurers. The dwarfs encourage folk to go down there and recover their ancestors goods (and tax the hell out of them for doing so) but aren't too fussed about clearing it themselves- Dwarfs take the long view that one day the Goblins that live down there will go extinct, and when they do, all the gold down there will come back into Dwarf hands. They are, in fact being very generous in allowing folk to go down there and bring it back up- why, they might even get to keep 10% of it! That's practically giving it away¿The city setting of Karak Azgal is perfect for Dwarf gags, intrigue and numerous excuses to be sent into the dungeon. It should be richly populated with interesting characters, and should logically extrapolate what happens to a city that has grown up on a treasure horde- for example, " everything's very expensive- if you don't haven any money, you can always take an advance on what you're about to earn¿just sign here (think record company)" No one bothers to learn your name until you've been down and back out a couple of times. " Dungeoneering teams are commissioned to map areas. " There are 'recovery outfits' that specialise in finding ancestral treasure. " People bet on the dungeoneering teams. " You can pay for your funeral in advance should you not make it out" Tavern/first aid outposts have grown up over the air shafts that lead deep into the hold- complete with winches, tax specialists, and healers, bookies, recruiting sergeants, touting guides and roaring drunk dwarfs." Dwarfs tracking down and sealing any 'secret' non-dwarf controlled entrances to Karak AzgalWarhammer Fantasy Roleplay (WFRP or WHFRP) is a roleplaying system created by Games Workshop. It is set in the Old World, which bears some resemblance to late medieval / renaissance Europe. The world is threatened by the forces of Chaos. The major power in the Old World is the Empire, in which most of the adventures are located. The Empire itself is a country full of intrigue, conspiracies, and dark plots.BL Publishing is the publishing wing of the world famous Games Workshop group of companies. As well as its new Black Industries imprint, the division is also home to the Black Library, which has been producing best-selling and award-winning novels, comics and artbooks set in the worlds of Warhammer since 1997. It also includes the Black Flame fiction imprint for non-Warhammer titles, and Warhammer Historical Wargames.Warhammer Fantasy Battle was originally published in 1986 and subsequently licensed to Hogshead Publishing. This is the second edition of Warhammer Fantasy Roleplay.Read More

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  • 1844162672
  • 9781844162673
  • Green Ronin
  • 13 October 2005
  • Black Industries
  • Hardcover (Book)
  • 128
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