TEXT: Spears Of the 
  Maiden
  A Tilean Sourcebook for Warhammer Fantasy Roleplay
  
  IntroductIon
  Credits
   
  Part 1 
  Chapters 1 - Land and its People - Michael Dowling
  Chapter 2 -  People of Tilea - Michael Dowling 
  Chapter 3 - History – Steven Lewis
  Chapter 4 - Religion – Jerzy Śmiałek and Rick Wolf
  Chapter 5 - Magic – Jerzy Śmiałek
  Chapter 6-  Politics – Alexander Bateman
   
  Part 2 
  Chapter 7 – Luccini
  Chapter 8 – Verezzo
  Chapter 9 – Remas
  Chapter 10 – Other Locations:
  Written by Alexander Bateman and Michael Dowling.
  Gazetteers compiled with the aid of WFRP.it and Mad Alfred and Dwarves: Stone and Steel
  Map compiled by Antonio Baro, Based on originals by Andreas Blicher and Games Workshop
   
  Part 3 
  Chapter 11 - Playing a Tilean – Michael Dowling
  Chapter 12 - Tilean Careers – Mikko Savolainen
  Chapter 13 - Diplomat Relations – Willem Ritter
  Chapter 14 - Adventuring in Tilea – Willem Ritter
   
  Appendixes
  Appendix I - Replacement Origins Table – Michael Dowling
  Appendix II - Tilean Names Table  - Johannes Antonius Wiegerinck
  Appendix III - Alternate Spell Lists  - Antonio Baro, Nicola Zanetti
  Project Lead – Michael Dowling
  Internal Images – Copyright free images from www.clipart.com, Black and White Cover art by Erik Wimbo Coloured by 
  Jakub ‘paskud’ Redys
   
  Editors and proof readers of the WFRP Tilea Project:
  Alexander Bateman,  Dave Graffam, Mike Congreve, Cedric Mapenburg,  The Liber Fanatica team (Jude Hornborg, Henrik 
  Grönberg, Wim van Gruisen), Jon Webb, Roy Isaac Johnson, Matthew Paisie, Mikko Savolainen
   
  Contributions and help from:
  WFRP.it (DottWatson, Daniele Castagnino), Jerzy Śmiałek, Antonio Baro, Daniel Karpinski, Jakub ‘paskud’ Redys and all of 
  the feedback and ideas inspired by the members of the Official and Unofficial WFRP Forums both past and present.
  Questions regarding this project can be directed to tilea.project@googlemail.com posted on the Official FFG forums or on 
  www.strike-to-stun.net.
  This project is a not for profit work and no money is to be charged for its viewing, downloading or printing out. Any donations 
  towards the expenses met in the making of this project can be directed via Paypal to the above email address but this is on a purely 
  voluntary basis. 
  This project has been compiled with all due respect to Games Workshop and the Licence holders of the WFRP and Warhammer 
  lines, all trademarks are the property of Games Workshop  and this supplement is intended to be entirely unofficial and in no way 
  infringe upon these. The project conforms as much as possible to the established background of the WFRP and GW Worlds and 
  does so with the full acknowledgement of all intellectual and legal copyright ownership over these worlds by Games Workshop 
  and not the authors of this project.
  2
  
  IntroductIon
  Welcome to the Tilea Project. This endeavour began over a year ago when Black Industries shut down and it’s been quite a 
  ride. Our brief and our intention was to collate the scanty knowledge of Tilea in the Warhammer world and to supplement that 
  information into a book that any WFRP fan could use. I believe we’ve done this, but it’s not been without its complications. For 
  instance, it was particularly difficult to nail down the timeline of Tilea’s history as there were only scattered references in vari-
  ous Warhammer publications. We’ve expanded somewhat on the available lore, partly because there was little consistency to 
  it. We hope that you find our version of Tilea to be your liking. For me, this has been a major challenge and it has played a big 
  part in my life over the last year. I have learnt more about the real Italy and the history of the area than can possibly be healthy 
  but it has certainly been worth it.
  I’d like to thank everyone who contributed to this project. It wouldn’t have gone anywhere without them. Most especially I 
  would like to thank Alexander J. Bateman for his incredible memory when it comes to Warhammer canon, Jude Hornborg for 
  his tireless editing and hammering of the project into shape and the Liber Fanatica team as a whole for allowing us not just a 
  place to discuss the project but access to some very useful resources. 
  Michael Dowling, Project Manager
  3
  Introduction
  The Duel
  With a laugh, head was parted from shoulders and Harkon, the mad border prince, advanced
  through the streets of the small town. Tucked between two spurs of the Apuccini Mountains, it was
  sheltered from the worst of the weather and all but the most determined of raiding parties. Harkon and his men had 
  chosen this place because of its challenges, but again they had been let down. The defenders here were weak. The plun-
  der would have to be satisfaction enough. The prince’s warriors split up into small groups to chase the town’s scattering 
  guards, and the place became a fiery playground of blood, fear and the thrill of murder. 
   
  Harkon waded alone into the armed militiamen before him, sweeping his axe left and right in a grim harvest. 
  He cut and hacked at all that were in his path. There were children and women among them, and these he slaughtered 
  cruelly.
   
  He cleaved through a halberdier, the body parts landing with wet thuds on the cobbled road. A few terrified folk 
  could be seen fleeing from him, already far down the street. Harkon bellowed, spittle flying from his lips. Suddenly he 
  went silent and wrinkled his brow. Just below his eyeline, in the vicinity of his armoured shoulder, there was a glint of 
  orange light. A metal object there, reflecting
  a burning building at the end of the road. Looking down, he was startled to find a stiletto embedded deep in the flesh 
  of his arm. Now where had that come from? He plucked it out and tossed it into the pile of corpses. Who had dared to 
  throw a knife at him?
  
  IntroductIon
  4
   
   
  A poisoned knife, no less! His wounded arm was beginning to tingle. The numbness around the gash was giv-
  ing way to burning and itching. He ignored his discomfort as he stalked around the corner of the nearest house looking 
  for vengeance. What he found was a man in brightly coloured garb and a long cloak. He was an olive-skinned native, 
  sneering as though he enjoyed the sport of battle as much as Harkon.  They stood facing each other less than ten yards 
  apart in the moonlit alley. 
   
  The warrior prince cursed in his own tongue. The Tilean did the same, taunting him. He held only a knife, 
  weaving it elegantly in the air. Harkon raised his blood-spattered axe and made a rumble in this throat. In a rage, Harkon 
  leapt forward. Before his second step he was stopped by a streak of pain. An arrow or bolt — it didn’t matter which 
  — had ripped into his back. A sneak attack! His lungs were filling with fluid and he felt himself losing strength to the 
  poison and this new deep injury. Harkon was more disappointed than angry. He should have expected as much from 
  these lazy people. He fell finally, the prized axe slipping from his fingers that seemed reluctant to let go, even in death. 
   
  From a shadowed door leapt another figure. She was nimble and beautiful, her diamond-quilted dress short 
  enough to be practical and flirtatious all at once. In one hand she carried a small crossbow, a repeater fitted with a boxy 
  magazine and a quick-loading mechanism. She stepped through the morbid scene, over rent bodies, shattered poles and 
  halberds, until she stood over the slain brute. The man spoke to her. “What do you say, Isabella? Should we just split the 
  valuables? We could avoid a fight.” His tone was mocking, not conciliatory. It was all part of the dance. Isabella, who 
  had waited too long for this moment, had another idea. “I’d prefer to kill you and take it all for myself, Carlo.” “What-
  ever you desire,” said the dapper man. “You know it’s only customary that I offer a diplomatic solution to our prior 
  disagreement, which was so unceremoniously interrupted.” Isabella offered him a patronising smile. It was one that told 
  him she would not be talked out of a fight. 
   
  They both made themselves comfortable in their stances, loosening the laces on their collars before drawing 
  swords and left-hand daggers. As they prepared themselves, they prayed softly to their gods. “Ready?” Isabella asked. 
  “Make your move.” And so she advanced, her fencing blade held out before her. As they closed into fighting range, 
  she feinted low to one side. Carlo knew she would try this. He held his ground, thrusting his dagger where he guessed 
  she intended to go. Fabric ripped. Isabella spun, tucking her arms in close. Her opponent took one step back and held 
  both weapons ready to parry. As Isabella completed her spin, the four blades struck. For a moment the duellists were 
  locked together, their legs entangled. Soon they’d be grappling on the ground, where Carlo would have an advantage in 
  strength. He kicked her legs out from beneath her, wasting no time. She gave way easier than he predicted, falling back-
  ward onto her rump. But Carlo, off-balance and with momentum pushing him toward his rival, found himself pierced in 
  the throat and gut. His own weight pressed him down on the steel blades. 
   
  He gurgled as Isabella shoved him over onto his side, freeing herself. She withdrew her weapons and let him 
  bleed for a moment. His eyes were bulging and he worked his mouth like a fish. Isabella raised herself and breathed in 
  the night air. Dying Carlo was trying to say something but his mouth was full of blood. She understood anyway. End 
  it quickly, he asked, for honour’s sake. So she sought out the prince’s axe to finish the duel. It seemed a fitting way to 
  share her victory. When its work was done, she returned it to its owner. She was no thief; she’d not earned this prince’s 
  weapon. 
   
  Though she lived like a thief, stealing lives and taking advantage of those who took dangerous roads,  the work 
  had always been about something else. Her twisted sense of pride didn’t stop her from adding Carlo’s rather excellent 
  sword to her own collection, however. Before daybreak, when the fires of the gutted town had died and the prince’s ma-
  rauding company had found his body, Isabella had moved on toward other hunting grounds. Cresting a hill, the morning 
  light warming her, Isabella turned to see the mauve mist hanging over the town nestled in its valley. 
   
  She felt somehow attached to the place, as though she’d left something behind. There were fresh blazes in the 
  streets, new plumes of wood smoke rising through the dawn rays.She could see that her life was not too different from 
  those of the savage invaders and yet in her heart she would rather that the town remain Tilean. She counted the bolts in 
  her crossbow’s magazine and in the quiver she carried. She tested the draw speed of her knives and swords. 
  With a salute to the sun, she strode back into the valley to reclaim a part of her home. 
  
  contents
  5
  Part 1 - An overview of Tilea, its geographical 
  makeup and the poltics and habits of its popula-
  tion
  Chapter 1: The Land -         
   
   Page 6
  A Tilean Lexicon (Table) - 
   
  Page 11
  Chapter 2: The People of Tilea -  
  Page 12
  cultural Treasures -   
   
  Page 15
  Chapter 3: Tilean History -   
  Page 16
  Tilean Timeline 
  - 
   
  Page 20
  Chapter 4: Religion -   
   
  Page 21
  Views from the Street - 
   
  Page 23
  Chapter 5: Magic - 
   
   
  Page 24
  Spell Lists - 
   
   
   
  Page 27
  Alternate Chaos Manifestations - 
  Page 27 
  Chapter 6:  Politics -   
   
  Page 29
  Part 2 - A look at the most important cities of 
  Tilea
  Gazetter of Tilea -  
   
  Page 32-33
  Map -  
   
   
  Page 34
  Chapter 7: Luccini -  
  Page 35
  Burial Customs - 
   
  Page 36
  Isabella Marconi: NPC - 
  Page 38
  Luccini Gazetter  - 
   
  Page 42
  Chapter 8: Verezzo -  
  Page 44
  Colour Pallazi - 
   
  Page 45
  Urgrim Grimlock: NPC - 
  Page 46
  Verezzo Gazetter - 
   
  Page 49
  Chapter 9: Remas - 
   
  Page 49
  Solkan -  
   
   
  Page 50
  Benito Valente: NPC - 
  Page 52
  Remas Gazetter - 
   
  Page 55
  Chapter 10: Other Areas - 
  Page 56
  Part 3 - Guides to running a campaign in Tilea 
  and new careers and rules to setup characters
  Chapter 11: Playing a Tilean -  
  Page 57
  Chapter 12: Tilean Careers -  
  Page 58
  Chapter 13: Diplomatic Relations - Page 61
  Chapter 14: Tilean Adventures - 
  Page 66
  Daedadlian Art - 
   
   
  Page 67
  Themes & Plot Hooks  - 
   
  Page 68
  Appendix I: Alternate Origins - 
  Page 70
  Appendix II:Tilean Names -  
  Page 71
  Appendix III:- Alternate Spell Lists - Page 72
  Astral Magic -  
   
  Page 72
  Way of Body -  
   
  Page 73
  Way of Mind -  
   
  Page 74
  
  Part one
  “You Imperials think us weak, but you’re just fools who 
  assume your nobility without question. In Tilea only the 
  strongest and most cunning rule. Not through blood, but 
  through skill alone is power won.” – Lucrezia  Belladonna, 
  Ruler of Pavona
  T
  he ancient land of Tilea lies to the south of the Empire, 
  far from the taint of Chaos. It is a warm and hospitable 
  land of plains and rolling hills. Ages-old villages and farms 
  lay scattered throughout the countryside, many of them hav-
  ing changed little over the millennia. The nation is circled by 
  mountain ranges, and for this reason Tilea is thought by its 
  neighbors to be a place of safety and comfort, populated by 
  soft and decadent people accustomed to easy living.
  But they are wrong. In the depths of the Blighted Marshes 
  the Skaven twitter and screech while plotting the downfall of 
  the city-states. Dark Elves pounce on Tilea’s coastal com-
  munities in lightning raids launched from the seas. In the 
  mountains and deep forests lurk Greenskin races and countless 
  other species of evil. Of course the deadliest threat in Tilea is 
  humanity itself. Merchants vie for the riches of trade as titled 
  princes shout over each other for governing power. Pirates raid 
  villages and attack galleons everywhere in this region. In the 
  north, nobles of Bretonnia and the Empire plot to seize control 
  of Tilea’s land and wealth for themselves.
  All the while the worshippers of the many gods tempt to 
  seduce the souls of humankind.
  Despite this constant struggle, the people of Tilea are highly 
  social. At the crossroads of the Old World, Tileans are com-
  fortable among strangers and form fast friendships with no 
  promise of lasting. This contributes to its reputation as a mer-
  cenary culture well aware that every person has both a price 
  and something to trade. As a society, Tileans do not hide from 
  the dark secrets of Chaos or deny that the Skaven lurk under 
  the floorboards, and are willing to acknowledge any god who 
  may aid them.
  Principal Geography
  Tilea e divisio e tre parte. “Tilea is divided into three parts” 
  begins the Bellona Myrmidia and so it remains.
  The western arc of Tilea ends at the Abasko Mountains, 
  beyond which are the fractured Estalian Kingdoms. While the 
  mountains continue down the flank of Estalia from here, down 
  towards the sea, forming a rugged landscape with few places 
  for settlement. 
  The coast here is choked by a vast island chain known as the 
  Thousand Islas, a treacherous zone of uninhabited islets and 
  sharp reefs that have never been fully charted. These rocky 
  islands have sheltered bays and coves where vessels may seek 
  refuge from a pursuer or bad weather.
  Even taking one of the better-known lanes throughthese 
  waters may test a sailor’s nerve, as they may face swirling 
  currents, rapid shifts in wind direction, mirages and fast mov-
  ing thunderstorms. The southernmost point of the Thousand 
  Islas is known as Fools’ Point, a craggy haven for seagulls and 
  little else.Western Tileans are typically wary of strangers and 
  acknowledge no prince or city-state as ruler. They are content 
  to live simply as fishermen or keep herds of goats in green val-
  leys high in the mountains. Many have reputations as cheats 
  and conspirators who rob from caravans moving through the 
  mountain trails. This has done little to improve relations with 
  the Estalians, who view themselves as rivals with the Tileans 
  as heirs to the ancient but short-lived Reman Empire. There is 
  little industry, and while the Abaskos are thought to be rich in 
  copper, most of the easily reached veins were mined out long 
  ago. The city of Tobaro is a vital trading center in this region, 
  being a seaport within a few days’ travel of nearly every other 
  Tilean city-state, as well a having links to the Estalian main-
  land by way of the Tramoto Pass. The pass is a steep-sided 
  canyon carved by the River Eboro, which has its source in the 
  Irrana Mountains but cuts straight through the Abaskos on its 
  way to the Tilean Sea. Both the Tileans and Estalians have 
  invested in bridgeworks and walled camps for travelers along 
  this route. However, these are as likely as not to be held by 
  brigands and highwaymen.
  To the north, the swollen delta of the Blighted Marshes juts 
  into the Tilean Sea like a cancerous growth. This low territory 
  collects up hundreds of streams running down the slopes of 
  the Irrana Mountains, many of which feed into the brackish 
  plodding waters of the River Bercelli. No human willingly 
  visits this dismal bog, for there’s nothing of value in its stink-
  ing expanse of fetid pools and marsh weeds. The trees here 
  are few and sickly, and creatures unmentionable writhe in the 
  shallows, curling their limbs into the roots where they can hide 
  and await the passage of something meaty.
  Somewhere in the west of the Blighted Marshes is the 
  mythical city of Skavenblight. The wicked rat-things that 
  breed within its filthy tunnels are the stuff of nightmares and 
  dark tales throughout Tilea. What the Skaven do in there isn’t 
  well understood, but their influence stretches further than any 
  human would dare imagine. Though usually content to work in 
  secret, these twisted creatures sometimes pile into crude boats 
  to conduct raids at sea, or climb up through the sewers into a 
  city at night when they can abduct sleepers straight from their 
  beds. The fates of these kidnap victims aren’t clear, but it’s be-
  lieved that many are sold as slaves while the rest are subjected 
  to horrifying experiments in the warrens of Skavenblight.
  The broad arch of the Tilean horseshoe stretches away to the 
  east of the Blighted Marshes, curving south into a broad penin-
  sula. This landmass is what many foreigners equate with the 
  whole of Tilea, being a continuous geographic feature reaching 
  out from the Old World toward Araby across the Great Ocean.
  The region hosts a variety of environments, with ragged 
  mountains along its northern and eastern borders, wooded 
  foothills and fertile river valleys, dry plains and sandy 
  beaches.
  Surrounding the Golfo di Miragliano and running south 
  Chapter 1: The Land
  6
  
  Part one
  along the Tilean Sea is a hilly country divided into acres of 
  farmland and fallow fields, with pockets of cypress trees stand-
  ing amongst them like great assemblies of pikemen. Groves of 
  olive trees cling to the hills, their tenders living in mud brick 
  houses with tiled terracotta roofs. These are in turn watched 
  over by the fortified manors and villas of the nobility, whose 
  private armies are sometimes called upon to defend against 
  Orc raids launched from the Vaults. As the primary land route 
  to Bretonnia, the Nuvolone Pass is very well policed and 
  kept open throughout most of the year by patrols of mounted 
  crossbowmen.The spine of the Apuccini Mountains forms a 
  barrier between Tilea and the Border Princes. Nestled against 
  the western slopes of the Apuccinis is the Tettoverde Wood, 
  an alder forest filling a triangle of land formed by the rivers 
  Cristallo and Bellagio. In the autumn, this forest turns fiery red 
  and temporarily earns the nickname Tettorosso, a term that can 
  easily confuse the unwary voyager. These woods are important 
  landmark for those taking the Via Nano, a road that may be 
  older than the Reman Empire and one that has been part of the 
  spice and silk trade for a thousand years or more. When leav-
  ing Tilea along this stony path, travelers must ford the Bellagio 
  near the last southern stands of the Tettoverde before twist-
  ing up the slopes of the Apuccinis on their way to the Border 
  Princes. The Via Nano is among the most dangerous roads in 
  all of Tilea, with countless blind turns and high cliffs giving 
  ambushers every advantage. Mercenary companies based 
  around Trantio offer their protective services for a high price, 
  knowing the value of the cargoes that move through here.
  Further south are the Trantine Hills, a favourite site for 
  armed companies on mock manoeuvres and as a mutually ac-
  cepted battlefield for rival city-states. The hills are covered in 
  dry grass and are roamed by herds of wild horses and long-
  horn cattle. An important part of any Tilean soldier’s training 
  is learning to capture mustangs and wrangle cows, as well as 
  avoiding the wrath of angry bulls. Reflexes are sharpened in 
  these duels of man against beast, along with a respect for the 
  power of nature but also a confidence in one’s ability to com-
  mand it.
  Clusters of grey elms mark one’s approach to the lower 
  reaches of the Tilean peninsula, where sea breezes bring cool 
  air and moisture to a land sometimes parched by long summer 
  days. Fed by the mineral-rich waters of the rivers Remo and 
  Riati, the central coastline and croplands yield olives, grapes, 
  cheese and meats of good quality. Wine and olive oil are pro-
  duced in such quantities that a number of merchant families in 
  the port cities of Remas and Luccini have entire fleets dedicat-
  ed to exporting them. As with other areas of Tilea, the working 
  classes owe their lives to local princes, but here there is greater 
  wealth and more powerful factions than found anywhere else 
  in this land. The prosperity of this region is partly to blame 
  for the inability of any one leader to gain strength, as there are 
  simply too many interested parties with too great a stake in the 
  area’s politics and economy.
  In southernmost Tilea the Apuccini Mountains give way 
  to hills. These are at last swallowed by the Sussurrio Wood, 
  the murmuring forest. Local legends maintain that the woods 
  spread from Elven burial mounds placed there millennia ago, 
  and that their spirits and ghosts live within the trees. Most who 
  have explored this forest report voices and odd sensations, and 
  very often lose their ways. Some swear that fairies and gnomes 
  play at magic and weave dreams within the Sussurrio.
  At the end of this arm of the horseshoe is the arid Plain of 
  Luccini, a rocky waste tufted with wheat grass not worth the 
  trouble of harvesting. Most Tileans avoid it, staying close to 
  the shore if they must make a journey between the city of Luc-
  cini and the town of Monte Castello on the Black Gulf. The 
  coastal settlements along this road face the waterway known as 
  Pirate’s Current, and the rogue’s island haven of Sartosa across 
  the channel. The attitude of many Tileans in this region is 
  guarded, since they are particularly vulnerable to attacks from 
  border princes, Dark Elves raiders and other seaborne enemies.
  The Sea
  “I spent my days as a child crammed with my six brothers in 
  the filth of a Reman basement. Is it any wonder the freedom of 
  the sea called to me?” – Bella di Manaan, Pirate Princess
  “Nothin’ but fish guts and wood bits in some of those little 
  villages. Wouldn’t surprise me if they made their beer out of it, 
  judging from the taste.” – Grimwold Thundershanks, Dwarf 
  Mercenary
  The Tilean Sea is a wide channel of generally calm waters 
  that divides Tilea into its three regions. This warm and shallow 
  sea is beautiful to the eye, and the subject of much Tilean art-
  work and lore. Its glasslike surface is to be feared as much as 
  admired, as this means light winds and long delays for sailors. 
  At its worst, it requires rowing a heavy ship for hundreds of 
  miles to shore, a slavish task certain to lower morale.
  These are crowded waters. Traders from all over the known 
  world visit Tilea, and traffic is heaviest between the city-states 
  of Remas and Luccini. Merchant convoys and their armed 
  escorts arrive daily, stopping at a favourite port city to quickly 
  refit before heading back onto the open sea. Except in the most 
  remote corners of the Tilean Sea, it is expected that another 
  ship will be spied every few hours, day or night. All good 
  captains employ an expert spotter who can tell the difference 
  between an innocent trading vessel and a pirate that’s only 
  masquerading as one.
  At its northern terminus, the headland of the Blighted 
  Marshes divides the Tilean Sea into two bays. Both are 
  important to the sea trade and present unique dangers. Tilean 
  harbour pilots have mastered the art of extortion in these bays, 
  sometimes intentionally grounding a fat trading vessel where 
  raiders can easily take it.
  To the west is the Golfo di Fodore, where jagged rocks hide 
  just below the waters. It is most treacherous along the Estal-
  ian side where rough waters and sheer granite cliffs may claim 
  7
  
  Part one
  unlucky ships. The sailors of nearby Tobaro have made an art 
  of navigating these hazards, but they form an effective barrier 
  against pirates and help to reduce the effect of storm surges.
  To the east of the Blighted Marshes is the Golfo di Mi-
  ragliano, also called the Golfo di Pearls. This is a dark and 
  muddy bay mined with sandbars that shift daily. This brackish 
  sea often floods the port of Miragliano and its famous canals 
  during high tide.
  The coastlines of eastern Tilea are typically sandy or rocky 
  beaches that stretch for unbroken miles to the Black Gulf. This 
  gulf separates Tilea from the Border Princes and the Badlands, 
  lawless regions where the fight for supremacy is waged by 
  desperate factions loyal only to their avarice. Here the south-
  western reaches of the Tilean Sea blend into the Bay of Wrecks 
  and the Lagoon of Tears. This is the gateway to the Dwarfhold 
  of
  Barak Varr and the key to dominating trade from far Ind and 
  mysterious Cathay.
  Much of the bounty of the sea ends up on dinner plates. 
  The harvesting of mussels, clams, crabs and shrimp forms the 
  livelihood of many Tileans. Tuna fish, anchovies and mackerel 
  are other important seafoods caught in this region.
  The Mountains
  Tilea is framed and protected by its mountains. They are 
  roamed by red deer and long-haired goats as well as the wran-
  glers, hunters and herders who make their livelihoods from 
  them. As with all of the Old World’s mountains, they are also 
  plagued with Orcs, Giants, Ogres and many frightening beasts 
  besides. Travellers through this land are warned to stay on 
  guard.
  The snow-capped peaks of the Irrana and Abasko Mountains 
  make up much of western Tilea. This is a bleak but beauti-
  ful area peppered with lonely villages and monasteries, with 
  few roads and mountain passes. It is much beloved by priests 
  and other seekers of enlightenment as a place where one may 
  commune with the gods while hiking and climbing its craggy 
  features.
  The Irranas form Tilea’s northwest border. As one travels 
  east, these mountains become increasingly jagged and uneven, 
  their peaks seeming to lean toward one an other. These are the 
  Vaults, a jumbled and mist-shrouded region of deep valleys 
  and impossible heights formed from the collision of three dif-
  ferent mountain ranges. It is named for the sensation one gets 
  while in one of the troughs, the walls on either side rising so 
  steeply that only a bare strip of the sky may be visible. These 
  mountains are the domain of the Dwarfs of Karak Grom. The 
  only humans who live here to compete with them are the des-
  perate, the outcast and the shunned.
  The Apuccini Mountains form the eastern border of this 
  land. Through them are several passes to the Border Princes, 
  and most of the smaller settlements of eastern Tilea can be 
  found along the roads. Life for these villagers has improved 
  only because of increased settlement in the Border Princes, 
  drawing away raiding Orc warbands while bringing additional 
  wealth as an important trade corridor.
  Separating the two most significant passes through the 
  Apuccinis are the Trantine Hills. The villages along the fringes 
  of these hills are renowned for their wines and the quality of 
  their beef taken from white cattle rumoured to have been left 
  behind by Elves in centuries past. The region sees frequent 
  wars between Trantio and Pavona, and occassionally between 
  the great cities of Lucchini, Remas and Verezzo. Orcs and 
  bandits also lay claim to these hills and sometimes pour into 
  the lowlands to take what they want and burn the rest, so when 
  the princes’ armies aren’t fighting one another they’re defend-
  ing the Trantines from marauders.
  The Plains
  “I know it must sound crazy, but it’s safer to travel at 
  night. If there were trees or gullies out here we’d be able 
  to make progress under the sun. But you’ve seen what it’s 
  like, and you know we’re too easy to spot. Did you see those 
  crossbows they had? If we’re anywhere between them and 
  the horizon, they’ll spot us and be bearing down us before 
  we know it. So I don’t care if it’s too hot or too bright for 
  you. If you’re not going to sleep, don’t complain to me. My 
  job is to keep you alive, not keep you comfortable or well-
  rested.” – Pietro, Outrider Formerly with the Sun-and-
  Spear Mounted Company
  “Nice wide fields, could almost pretend I’m back on the 
  steppe if it wasn’t for the svolich heat.” – Boris Chzov, 
  Kislev Horse Archer
  The eastern arm of Tilea is a broad swathe of land that is 
  known to be exceptionally dry, where tenacious olive trees 
  cling to life amidst fields of brown grass baking in the sun. It is 
  good territory for training infantry and mercenaries, and there 
  are often companies of pikemen or cavalry practicing maneu-
  vers on this level terrain, kicking up dust. Beyond this martial 
  function, it is hard land to subsist on at the best of times. The 
  Tilean inland is also claimed by rogue fighting units from one 
  of the city-states, intrepid Border Princes in a little over their 
  heads and disorganized Goblin clans looking for easy targets.
  Heat lightning can spark fiery maelstroms in the arid 
  lowlands that may burn out of control for weeks. The smoke 
  from these fires covers southern Tilea with a pale haze through 
  autumn, turning the sun red and washing the atmosphere in a 
  rose light. With each wildfire a fresh layer of dust is laid down 
  over this parched earth. In the aftermath are landscapes turned 
  to charcoal, sometimes stretching from the sea to the moun-
  tains. It takes surprisingly little time for these blackened lands 
  to recover, but of course there wasn’t very much there to begin 
  with.
  Along the Tilean Sea’s more hospitable eastern seaboard are 
  soils supplied with rich silt from the many streams and rivers 
  that flow down from the Trantine Hills. Most of Tilea’s popu-
  lation lives in this patchwork of vineyards and farms yielding 
  an abundance of cereals, fruits, cheeses, salt, garlic and native 
  8
  
  Part one
  seasonings. The southeast has less variety, being primarily 
  wheat fields, poultry farms and goat herds.
  Roads first laid down in ancient times cross the plains, and 
  travellers along these arteries will pass marble tombs and 
  ruined monuments to a dead culture. Some stretches of these 
  paths are well-maintained by locals, but most have fallen into 
  disrepair and are useful only as guides. Horses and carts are 
  more likely to travel along the sides of the crumbling stone-
  work tracks, counting the carved milestones that still mark the 
  way as they did for the Reman Empire.
  For many villages of central Tilea it has become a tradition 
  to bury the dead in cairns made of broken rocks taken from 
  roads. This habit has resulted in graveyards that lie along 
  unpaved trails stripped bare of their cobblestones. Indeed, it’s 
  unlucky for a Tilean graveyard to be approached by a paved 
  road, a superstition taken to such an extent that some villagers 
  will clear the cobbles for miles if there is a grave anywhere 
  within sight of it. These sudden disappearing roadways have 
  gotten many a foreigner lost, while the natives see this as a 
  good way to frustrate would-be raiders.
  Climate
  “With this warm weather and the shimmering blue sea, 
  I’m constantly reminded of the old days. It’s truly a pleasure 
  to visit.” – Eldrad Half-light, Dark Elf Corsair
  “As the story goes, the fisherman gets trapped in a fog, 
  going this way and that trying to find his way out, never 
  seeing the sun and losing track of time. There’s no end to 
  it. He starts to think he should have reached the end of the 
  world by now. He goes insane. He decides he’s going to 
  jump overboard and so he puts a weight round his neck. 
  Splash! In he goes! And as he’s being dragged under, he 
  sees the water get brighter and brighter. Then he realises 
  the sun’s come out, and as the fog lifts he can see that the 
  boat has drifted back into the harbour, but it’s too late. The 
  last thing he sees are the barnacled piers of his home port 
  and a dozen skeletons in the sand below, weights round 
  their necks.” – Lorenzo Parma, Fisherman
  Tilea has a mild but arid climate, the temperature gener-
  ally warm and not varying greatly between north and south. 
  In all seasons but summer it is usual for a heavy morning 
  overcast along the coasts. A warm reeking mist hangs around 
  the Blighted Marshes and thick woodsmoke drifts through the 
  streets of every city-state. But no matter where one goes, there 
  is a whiff of salt ocean air.
  The western and northern arms of Tilea receive a fair share 
  of rainfall as clouds blowing in from the Tilean Sea and Great 
  Ocean burst when they reach the mountains. The eastern plains 
  of the region are quite dry, with brief rain showers in early 
  spring and autumn but rarely at any other time. In the winter, 
  fogs roll in off the sea. Some of these can be of legendary 
  height or speed, or last for days.
  During the coldest months light snow falls in the higher 
  elevations and in some parts of the north. As the year grows 
  warmer, the very rich will hire expeditions to bring ice down 
  from the mountain peaks to satisfy the novel luxury of a cold 
  drink in the city-states. At the height of summer the entire land 
  swelters under a heat wave, affecting the far south and the 
  plain of Luccini particularly. These dry spells have been re-
  sponsible for famines lasting years, and in some parts of Tilea 
  it seems as though the lean times only improve just beforee 
  another drought.
  Every few years, a high storm-wind that the Tileans call il 
  Scirocco arrives from the south, bringing with it dust from the 
  furthest reaches of Araby that clogs the lungs of anyone caught
  in its wake. Many a Tilean carries a lifelong hacking cough 
  as a result of breathing in the foul air of il Scirocco.
  The Cities
  “I’ve been to Altdorf and thought that was big. I’ve seen 
  the size of Marienburg. But they ain’t nothing compared 
  to Remas, not in size and certainly not in stink.”– Gunther 
  Haarkonen, Emp ire Merchant
  “It’s not that big, although the locals would certainly 
  have you believe otherwise.” – Juan-Manuel Esteben, 
  Estalian Caravan Leader
  “There’s nothing so magnificent as a Tilean city. Remas 
  is so expansive, on one will ever be able to learn its every 
  street. Luccini has more shrines than any other city in the 
  Old World. The odour of Miragliano is the most power-
  ful and distinctive in all the world. Whatever we do, we do 
  it bigger and better than anyone else. So that smell that 
  you’re complaining about? You’ll remember it when you go 
  back home and you will judge all other stinks by it, I prom-
  ise you.” – Enrico Bassilica, Tilean Mercenary
  Whether or not they are aware of it, every Tilean community 
  large or small is governed by one of the mighty city-states. 
  These cramped centres of commerce are where the most pow-
  erful and wealthy princes have gathered, imposing their right 
  to collect taxes and raise armies to defend themselves from 
  their rivals. The struggle between the city-states is an ever 
  changing dance of influence and territorial claims, frequently 
  settled by military engagements but just as often by posturing, 
  bribery and ransoms.
  Because of this arrangement, politics plays an enormous 
  role in the lives of most Tileans, though most will have no 
  voice in it. Conscription and rationing are common, but it’s 
  accepted as a temporary sacrifice to ensure long term survival. 
  After all, “the call of the city is the order of the state,” or so 
  the princes assert in their courts. But things are not as despotic 
  as one might expect, and vil lages along the borders between 
  two states may choose to join either. It serves each prince to be 
  agreeable as well as ambitious, as Tileans have a strong sense 
  of pride and they will only follow those that they trust and 
  respect.
  One cannot forget that Tilea has been inhabited for more 
  than four thousand years, existing in much the same state as it 
  9
  
  Part one
  is in today. Powers may change hand or natural disasters may 
  empty a region of its entire populace, only later to be reset-
  tled and rebuilt using the same stone blocks hewn by bronze 
  axes in ancient times. Thus the typical Tilean settlement is 
  composed of buildings of various styles but with walls of a 
  mottled grey, lichen-crusted colour. Even the roof tiles are 
  likely to be grey, made from slate that’s found all along the 
  coast and in great deposits that rise out of the plains Only in 
  the larger towns and cities is there a trend to whitewash walls 
  and furnish houses with red clay tile roofs. Still, the peculiars 
  of any region will give rise to unique traditions, lending to 
  each small village a strong sense of identity, and to each city a 
  certain character.
  Remas
  This city is built on the former capital of the Reman Empire 
  that briefly united the lands of Estalia and Tilea under a single 
  banner. Approaching Remas by water, visitors will witness one 
  of the busiest ports in the Old World, spanned by a stunningly 
  high bridge of Elvish construction. Across the millennia the 
  city has grown into the hills overlooking the vast harbour, 
  and it has so many districts that a council of 50 is required to 
  govern it. These are kept in check by a three-member order 
  that forms the true leadership, giving some truth to the local 
  assertion that nothing in Remas is decided by just one person.
  Luccini
  In the poorer south of Tilea, the city-state of Luccini is the 
  centre of culture. Luccini very much captures the soul of the 
  people it governs, being a feisty folk who resent any who 
  would look down upon them. Luccinians are proud and stub-
  born, believing themselves the only true Tileans and deserving 
  of envy.This city is best known for its Elven ruins and as a 
  meeting place for worshippers of Morr. It is home to the legen-
  dary Acropolis of the Elves, protected by the cultists of Morr 
  who forbid any to enter its the chambers and passageways at 
  its heart. There is a darkness about Luccini, as old and holy 
  secrets are carefully guarded lest they reveal too much about 
  the dead. 
  Verezzo
  Bridging the croplands between Remas and Luccini is the 
  city of Verezzo, the lifeblood of the country, and a microcosm 
  of Tilea itself. Verezzo’s decadent nobles build towers ever 
  higher above the hovels of the poor, showing their superiority. 
  They commission white marble bridges to link their towers, 
  allowing them to forever ignore the squalid peasants beneath 
  them.
  Much entertainment is to be had at the plebs’ expense as 
  every Holy Day the starving masses are invited to chariot races 
  encircling the city, or sometimes running straight through its 
  central avenues. These are always sponsored by one of the 
  “colours,” the rival merchant guilds that run the city and are 
  constantly trying to outdo each other. The excesses and cor-
  ruptions of this old city are grown into its foundations at this 
  point, and even the normally defiant commoners of Tilea ac-
  cept the state of things in Verezzo because it has always been 
  so. Besides, the baubles and trinkets thrown down from the 
  towers of the elite almost make up for the oppression.
  10
  Classical Language – The Scholar’s View 
  “Where did Classical originate? Most scholars agree the 
  Classical script was taught to the early Tylians by Elves, 
  either as a limited form of Lingua Praestantia, or as an 
  inventory system for commerce. We can only speculate 
  on its original purpose, for precious little survived of the 
  Elves’ legacy following the destruction of Tylos. However, 
  the oldest Tylian prayer scrolls at Luccini University pre-
  date all other Classical texts.” 
  “One must understand that the broader dissemination 
  of Classical – the chosen script of our Lady of Justice – 
  was inevitable. Oh, I daren’t place the wisdom of Verena 
  above the strength of Ulric, nor the courage of Sigmar. 
  No, it was the nature of the language itself that carried it 
  northward. Each word in Classical, each letter, is a potent 
  signifier of an ancient, universally-shared concept. To a 
  conscious reader these signifiers are invisible, but upon 
  further meditation their meanings are revealed in dreams. 
  I am confident that the Empire’s greatest inventions were 
  conceived in their creators’ waking moments, after a night 
  of fruitless study.” 
  “Of course, I would be foolish to claim that true enlight-
  enment can only be found in Classical script. More accu-
  rately, the lesser scripts (being intended for common use) 
  contain universal signifiers that are emotive and practical 
  in nature. Studying a text in Reikspiel, one might reach the 
  same conclusion in twice the number of hours of Classi-
  cal study, because Reikspiel is a clumsier conduit to the 
  hidden truths of divine wisdom, geometry and science. But 
  now I fear that you’ll think me a linguistic elitist. Please 
  trust that I am only telling you what I know to be true.” 
  “I have seen evidence that scholars of impure dialects 
  such as Teuto-Classical and Breton-Classical are disad-
  vantaged, by comparison, to scholars reading Archaeo-
  Classical. In fact, my decision to leave the College of 
  Engineers was predicated upon that institution’s refusal 
  to adopt the Archaeo-Classical dialect. In my humble 
  opinion, human life spans aren’t long enough to accrue 
  knowledge at such a leisurely pace as the Elves can af-
  ford.” - Emanuel Sudenborg, Priest of Verena in Altdorf 
  (ex-Engineer, ex-Philosophy professor)
  
  Part one
  A Tilean Lexicon
  Acropolis
  The centre or citadel of an ancient Elvish ruin, often built over by Tilean settlers
  Alito puzzolente
  Bad breath; an offensive term for Bretonnians
  Citadella
   A large Tilean fortification
  Battona
   A lady of negotiable affection
  Berlusconi
   Insulting word for excessively revealing trousers. Believed to have once been the name of an unpopular ruler
  Boun giorno/a 
  sera/a notte
   Good-morning/evening/night
  Capo
  Captain of a mercenary band or town militia; sometimes used informally referring to gang leaders
  Carabiniere
  A military guard or city enforcer; believed to originate either from the Brettonian word for mortician (escar-
  rabin) or from the citizens of the small town of Calabria
  Condotta
  A contract
  Condottiero
  Mercenary leader of a Condotta army; usually consisting of several regiments serving under the same con-
  dotta
  Contado
  Settlements (mainly villages and small towns) located near a city-state and directly responsible for its upkeep. 
  Many city-states are within walking distance of their tributary contadi, allowing easy journey between them
  Consul
  One of several titles used by the more democratic city-states to indicate rulership
  Ducato
  A minor village or collection of farms ruled by a noble or priest; often used as bargaining chips between fac-
  tions for the small tax income generated
  Fancazzista: 
  A layabout; a man who does nothing
  Fare il grande
  Show off; behave like someone important
  Figlio di papà
  A "father's son", someone who attained his position through nepotism
  Forum
   Marketplace or open space within a city, usually reserved for the main square.
  Furbizia
   Slyness, cunning; street smarts that allow one to get away with murder, often literally
  Governicchio
  A small or weak government; one destined to fall
  Grappa
  Extremely strong brandy, similar to Dwarfen gragrint in taste and manufacture
  Kalends
   Start of the Tilean month, occurs on the new moon
  Ides
  Half point of the Tilean month, occurs at the full moon
  Leccapiedi
   A sycophant
  Mendicante
  A beggar
  Palazzo
   A moderately grand-looking building or impressive piece of architecture
  Piazzas
  A town square surrounded by shops or important buildings
  Venator
  A mounted warrior who uses a lance; general term to describe Tilean heavy cavalry
  Peones
  Signori with very little political power and desperate to hold the position; frequently in the pay of a consul
  Podestà
  Term for a high official employed by a city. Podesti are usually hired from a different city to minimise cor-
  ruption
  Primus Pilum
  "First Spear"; an archaic title referring to the head of a temple
  Ratto della peste
  Plague rat
  Ribaltone
  A radical or fickle politician who frequently tries to incite the plebs or force through ill-considered legislation
  Saccente
  A know-it-all; derogatory term for a prince's hired Uomo Universalis if he becomes unpopular
  Il Scirocco
  The harsh, hot wind that periodically blows from Araby
  Signori
  Formal title for the councilmen of a town (not to be confused with signor, signorina or signora, which are 
  titles used to address a man, young woman and married woman, respectively)
  Strega
  A witch
  Triumvir
  Title of one of the three "princes" of Remas
  Uomo universalis 
  The universal man; one exceptionally skilled in many fields
  Zitellona
  Old maid
  Spelling tip -  singular words usually end in -o (masculine) or –a (feminine) while most plural words end in -i
  An excellent website to visit for Italian translations is http://www.wordreference.com/ offering a look at grammar structure, 
  pronunciation and alternative uses of words
  11
  
  Part one
  Chapter 2: The People of Tilea
  A Tale of Three Peoples
  L
  ike the land the Tilean people live on, Tileans can be 
  divided geographically into three broad categories, how-
  ever demographic boundaries are not straightforward because 
  the population is mixed and mobile.  Mercenaries from all 
  across the Old World seek employment in Tilea, and many of 
  them settle down there eventually. Travel between city-states 
  is commonplace, and the Tilean people treat multiple religions 
  with familiarity and reverence. In general, Tileans are an easy-
  going and jovial people fond of food, drink and lovemaking.
  Tileans embrace their mixed heritage with pride, for it con-
  fers them an air of worldliness. With practised nonchalance, 
  Tileans enjoy describing sights rarely seen in the Empire. At 
  the same time however, Tileans take great pride in their home 
  towns’ distinctive dress and cuisine. Tilean regional culture is 
  celebrated in a flamboyant, competitive fashion with colour-
  ful festivals that reinforce old grudges between villages and 
  towns. Visitors travelling in Tilea are often overwhelmed by 
  the diversity of ideas, beliefs and customs.
  Northern Tileans
  In the far north are the workmen and people of simpler 
  tastes. Influenced heavily by the Dwarfs and the Empire across 
  the mountains, northern Tileans are great believers in holding 
  others to their words and honouring oaths. Generally speaking, 
  northern Tileans are mistrustful of strangers and see nothing 
  wrong with cheating or robbing those who haven't proven 
  themselves. Northerners tend to be fair-haired with blue or 
  green eyes, and they share many characteristics with people of 
  the southern Empire.
  Vendetta
  The culture of vendetta (See Chapter VI – Politics of Tilea) 
  is prevalent throughout Tilea’s northern mountain range. In the 
  face of external dangers in this rugged terrain, internal quarrels 
  must be settled quickly and for the good of all. The vendetta 
  tradition has also spread to several Tilean cities, where it’s 
  used to demonstrate patronage rather than ensure mutual 
  protection. In urban centres, the vendetta is practised by nobles 
  and criminals, who are often one and the same!
  Central Tileans
  In the lowlands of central Tilea are the great cultural melting 
  pots of the cities. The plains are also home to those few nation-
  alists who actually identify themselves as being Tilean, rather 
  than citizens of individual city-states. Some noblemen of Tilea 
  can trace their family lines back over a thousand years. The 
  “plebs”, as they are called by nobles, are commoners and mer-
  chants who have usurped much of the de facto ruling power 
  from the nobility. Plebs craft the fantastic artwork and ply the 
  mercantile trade that Tilea is so famous for. Central Tileans 
  have a tendency to boast and talk constantly for hours. They 
  are typically lithe and short, with black hair and dark brown or 
  green eyes.
  Southern Tileans
  In the south of the country live Tileans whose ancestors 
  came from ancient Nehekhara or were captives during the 
  wars with Araby. Southern Tileans are the land’s best sailors 
  thanks to their natural balance, and their tradition of etiquette 
  also makes them good diplomats. According to custom, even 
  the worst enemy of a southern Tilean must be guaranteed safe 
  haven in his home for three days – although any northerner 
  who’s dared to test their luck recommends leaving promptly 
  before the grace period expires. South Tileans have dark skin 
  and black hair.
  Pride and Passion
  Unlike the Empire, which is often conceived as a single 
  political entity, most Tileans think of their land as a collection 
  of bickering independent states vying for influence and control 
  with one another. Citizens do not consider themselves Tilean, 
  but instead Reman, Tobaran, Trantian, etc. Ignorant foreigners 
  suggesting otherwise may cause arguments, leading to outright 
  duels unless a swift and sincere apology is offered. Scholars 
  and educated citizens refer to the people as “Tileans”, but 
  only for the sake of terminological convenience. Each citi-
  zen takes great pride in his home town and its achievements, 
  extolling their virtues at every opportunity. Young Tileans are 
  not expected to stay in their home towns forever, but many do 
  anyway. Immigrant families can remain somewhat isolated for 
  several generations before they’re accepted as true residents of 
  a community.
  Tileans are said to be driven by their passion for food and 
  art. This is quite true, but their passion is not as irrational as 
  most foreigners believe. In the constant struggle for power 
  between wealthy nobles, the greatest rewards are claimed by 
  the best artisans. Becoming the best artist, the best sculptor, 
  the best lover or the best chef is the surest way to please one’s 
  patron and rise above the obscurity of the masses. Of course, 
  12
  
  Part one
  behind every great achiever a dozen others follow nipping 
  at his heels. The fickleness of power makes one’s choice of 
  patron a dangerous gamble, where the slightest misstep can 
  lead to bankruptcy or even death.
  Competition between rival artisans has generated many 
  artistic and scientific wonders for the princes of Tilea. Devi-
  ant artists occasionally produce sinister masterpieces like the 
  Puppets della Golfini or the blasphemous poetry of Dantelli, 
  but Tilean princes are hungry for prestige so they willingly 
  accept the risk of commissioning these controversial projects. 
  The cult of Myrmidia, which remains Tilea’s primary religion, 
  is not concerned with controlling artistic freedom. So long as 
  artisans do not advocate the worship of false gods, they can 
  experiment as they wish. Conversely, Sigmar’s witch hunters 
  take great pains to block the import of blasphemous Tilean 
  artwork into the Empire. Individual Myrmidian priests have 
  expressed concern with the Imperial witch hunters’ hostile 
  policies, but the cult has not issued a formal statement on the 
  matter.
  The Empire’s ruling class considers Imperial artists to be 
  far superior to Tilean ones. The Empire also claims to lead the 
  way in scientific advancement, when in fact their technological 
  superiority is largely owed to the brilliance of inventors like 
  Leonardo di Miragliano and the Dwarfs. Tilean artisans reject 
  the Empire’s distinction between art and science, for it was 
  mathematics that enabled the construction of marvellous build-
  ings like il Duomo di      Trantio, and the lavishly
  embellished fortifications of Monte Castello. Without geom-
  etry, they contend, painters wouldn’t have discovered 
  the intricate perspective system that gives 
  life to the frescos and portraits in 
  Tilean palazzos.
  Uomo Universalis
  The constant struggle for artistic excel-
  lence benefits truly gifted specialists who love what 
  they do. However, the pinnacle of human achievement is to be 
  remembered by history as an Uomo Universalis, or “universal 
  man”. Skilled in the arts, sciences and many other fields, the 
  Uomi Universalis are supremely knowledgeable. The most 
  famous Uomo Universalis was Leonardo di Miragliano whose 
  work has never been equalled. Miragliano’s steam tanks have 
  left generations of his countrymen awed, and Tilean princes 
  jealous of the Empire’s powerful toys. 
  Language
  The Tilean language has its roots in the Classical language 
  first taught by the Elves to the Tylian tribes. Tilean is one 
  of the oldest human languages in the Old World. Both the 
  Bretonnian and Estalian languages are heavily influenced by 
  Tilean. At least a dozen dialects of Tilean are spoken within 
  its borders and throughout the Old World. Only two branches 
  of Tilean can be classed as “true” Tilean: Antiquo Tileano and 
  Novo Tileano. 
  Antiquo Tileano
  The Tilean dialect named Antiquo Tileano is spoken prima-
  rily in Luccini. Antiquo Tileano uses many archaic terms that 
  were originally Classical phrases, and some minor words are 
  even believed to originate from the Elven languages Elthárin 
  and Anoqeyån. Antiquo Tileano also shares similarities with 
  the archaic languages of the priesthood and magic users of the 
  Empire. Adherents of the Prime Language theory believe An-
  tiquo Tileano has closer etymology to the legendary Old Ones’ 
  lingua universalis than other modern human languages do.
  Nuovo Tileano
  The most commonly spoken Tilean dialect, Nuovo Tileano is 
  heavily influenced by Reikspeil. Novo Tileano is used widely 
  across the Tilean peninsula and indeed throughout the Old 
  World. Many foreign lands recognise Novo Tileano as a trad-
  ing tongue. Nuovo Tileano is a mixture of Antiquo Tileano, 
  Classical, Estalian and Reikspiel. The most ardent supporters 
  of Nuovo Tileano are agitators from the area of Remas and 
  Trantio, who encourage the use of their shared dialect to unify 
  the entire peninsula of Tilea.
  Classes and Social Mobility
  Class barriers in Tilea are easier to break than within the 
  Empire, but they strongly influence Tilean society neverthe-
  less. Nobles occupy the top stratum, for they rule the powerful 
  city-states and urban mercantile leagues. The noble class also 
  includes the “country gentry” who once ruled Tilea during the 
  Reman Empire, and who now govern its rural princedoms. The 
  Tilean middle class includes traders, guildsmen and mercenary 
  captains. Finally, the large working class consists of urban and 
  rural poor folk, who live almost as miserably as their down-
  trodden Bretonnian counterparts. Most Tilean peasant families 
  have worked the same scrap of land for centuries, but young 
  farmers with ambition sometimes migrate to the city for 
  new opportunities.
  In a land where people can rise above their station or lose 
  everything overnight, a person’s clothing reveals 
  much about his profession and position in 
  society.
  Noble Fashions
  The fashions of the Tilean nobility are 
  constantly changing, especially for younger aristo-
  crats. Clothing of the finest cut made from and exotic fabrics 
  such as cotton or silk are highly sought after. Furs and cloaks 
  are the favoured evening wear for balls and operas. In hom-
  age to the brave mercenaries who returned from the Storm of 
  Chaos, codpieces and dashing feathers from the Empire have 
  become the latest fashion trend.
  The princes and senators of Tilean cities try to keep pace 
  with the changing fashions of the young nobles. Styles from 
  four years earlier are sometimes considered forgivable. In the 
  case of women’s fashion, wardrobes of young court ladies are 
  influenced by the older, more powerful noblewomen. The eld-
  erly Lucrezia Belladonna spends a fortune buying new outfits 
  every month, each with newer and bolder cuts than the last – 
  13
  
  Part one
  and even more daring necklines. Exotic jewels are appearing 
  with increased frequency in Tilean women’s fashion. Many 
  a Tilean nobleman has groaned at the news that his wife has 
  given birth to a daughter.
  Middle Class Clothing
  The growing Tilean middle classes wear outfits similar to the 
  nobility, though fashions change much less frequently. Men 
  typically wear linen hose, a woollen or linen undershirt and an 
  exotic tunic or cloak over top. Middle-class women of Tilea 
  wear flowing dresses with v-necked corsets, and women’s 
  clothing is usually heavily embroidered or patterned. A modest 
  number of jewels may also be worn. Certain fabric colours 
  or types of jewellery are identified with specific city-states. 
  For example, few middle-class Remans wear outfits without 
  having red as the predominant colour, while Luccinians are 
  stubbornly unwilling to wear a piece of clothing that doesn’t 
  contain any black.
  Tilean merchants wear simpler outfits than their Imperial 
  counterparts, for they prefer not to flaunt their wealth too 
  conspicuously. Most Tilean merchants opt for a long linen shirt 
  over a linen undershirt, with simple hose and stout boots. What 
  makes the merchants’ clothing interesting is the symbol of 
  office worn around their necks and displayed on their chests. 
  This amulet is an intricate disk of gold stamped with the mer-
  chant guild’s coat of arms and decorated with the finest filigree 
  and jewels. Merchants of Tilea’s largest and most prestigious 
  guilds often find themselves becoming hunchbacked in old age 
  from the weight of their amulets.
  Peasant Dress
  Tilean peasants wear simple outfits of brown, grey or off-
  white. Expensive dyes can rarely be afforded by peasants. 
  Lowland peasants are looked down upon by wealthier Tileans 
  for being foolish enough to stay on the dirty farms where they 
  were born. Meanwhile, the mountain peasants of Tilea dress 
  almost the same as farming peasants, but they are treated with 
  respect by the urban population. Mountain peasants are proud 
  and fierce people who guard the dangerous borders of Tilea. 
  City fops who judge peasants by their clothes usually receive a 
  lesson in humility if a mountain peasant is insulted by mistake.
  Entertainment
  Entertainment in Tilea is just another tool for keeping the 
  plebs subdued. Nobles stage elaborate spectacles to distract 
  the peasants from their plight, and perhaps release some of the 
  pent-up anger that could otherwise fuel revolts. Duels are a 
  popular form of entertainment in Tilea, attracting huge crowds 
  to parks and piazzas. Duelling was originally invented in the 
  city of Remas for settling scores between rival families, but to-
  day duelling is a commercial sport. A challenge may be issued 
  by anyone, but duels cannot be fought outside the purview of 
  the Duellists’ Guild.
  Tilea claims credit for one of the most famous sports in 
  the Old World: pit fighting. Pit fighting has its origins in the 
  ceremonial combats of Luccini that were held to honour the 
  dead. Over time, the practice spread to other cities in the form 
  of Gladiatori arena matches, and eventually inspired the brutal 
  sport of pit fighting in the Empire. Tilean Gladiatori fans claim 
  that Imperials are too stupid to understand the sportsmanship 
  that defines their complex sport, preferring instead the mind-
  less blood and sweat of the pit.
  Food culture
  Tilean food is famous throughout the Old World, and many 
  untraveled foreigners believe Tilean peasants enjoy exotic 
  cuisine at every meal. Historians from the Empire claim that 
  Tilea’s cooks learned to create sumptuous, innovative dishes 
  after the Arabyan invasions introduced spices to the land. In 
  fact, most Tileans eat the same things for breakfast and lunch 
  as other Old Worlders; rye or barley bread with cheese or 
  curds. However, in the evening Tileans enjoy their delicious 
  pasta, which is in fact a legacy of the Araby wars.
  Meat is eaten less often by Tilean commoners than those 
  in the Empire, and is usually reserved for special occasions 
  such as weddings or festivals. However, the Tilean nobles and 
  middle classes eat more diversely than their counterparts in the 
  Empire. Artisan chefs prepare multiple courses to complement 
  each others’ flavours. Tilean nobles enjoy soups spiced with 
  warm cinnamon from Araby, and the strange tzeentchuan pep-
  percorns from distant Cathay.
  Pasta and Pizza
  Pasta made from various types of wheat is the most common 
  dish of Tilea. From south to north, pasta has spread to become 
  the favourite dish of rich and poor alike. Tilean pasta is usually 
  served with a cheese-based sauce. The secret of pasta-making 
  was first introduced by Arabyan raiders who captured the 
  island of Sartosa a thousand years ago. Because pasta can be 
  stored for months, it was a staple of the siege defenders’ diet 
  before the Tileans eventually recaptured Sartosa. According to 
  legend, an Arabyan chef named Hamad revealed the secret of 
  pasta in exchange for his freedom. Hamad’s captors granted 
  him freedom, but took his life shortly thereafter.
  The legacy of culinary innovation continues in Tilea, with 
  everyone constantly striving to create their own unique reci-
  pes. Tilean chefs combine the staples of their land – cheese, 
  pasta and olive oil – with spices from abroad. A new fruit from 
  faraway Lustria called the “tomato” is reportedly being eaten 
  in the city of Verezzo. Most recently, the tomato was served 
  to the nobles of Verezzo in a popular dish named “Pizza” in 
  14
  
  Part one
  honour of its creator, Michelangelo Tartaruga Pizza.
  Piazzas
  An important aspect of Tilean society is the town square, or 
  “piazza”, which plays an important role in both culinary and 
  duelling culture. The piazzas scattered throughout Tilean cities 
  are crammed with people during the day, meeting for both 
  business and pleasure. Many piazzas remain crowded late into 
  the night with patrons sitting at tables outside the taverns, eat-
  ing pasta and sipping fine coffees and wines. Occasionally, ta-
  bles must be vacated to make room for a duel, but most Tileans 
  will cheerfully stand aside to watch a fight in the piazza.
  Tilean Forks
  Marco Colombo is usually credited for introducing what is 
  now a fairly common item in the Old World. After his return 
  to Trantio, Colombo hosted a grand feast for a High Elven 
  prince. When the meal was served, the prince produced a fine, 
  two-pronged utensil and proceeded to cut his meat into small 
  pieces, which he then speared on the prongs. Colombo’s court 
  was astonished by Elf’s grace and delicacy, and they watched 
  with bemusement as he ate. Despite its initial strangeness, the 
  fad soon caught on and now the fork has spread beyond Tilea 
  to the Empire, Bretonnia and even Kislev in the distant north.
  Mutation
  Tileans suffer less mutation among their people than those of 
  the north. Most theories claim that the mountains surrounding 
  Tilea provide a natural buffer from the winds of magic, pre-
  venting Chaos magic from taking hold on the people. Tilean 
  infants are generally checked for flaws at birth, and mutants 
  are either taken in by a Shallyan orphanage or abandoned on 
  the streets. As a result, mutations are quite prevalent among the 
  Tilean underclass. Tileans who find their bodies mutating later 
  in life have little hope, for Verenan and Myrmidian laws deny 
  them legal protection and their possessions become forfeit.
  15
  cultural Treasures
  Il Duomo di Trantio - Located in the heart of Trantio, this 
  temple boasts the largest freestanding engineered dome in 
  the Old World. This temple of  Myrmidia  is decorated with 
  a simple green-and-white pattern, with dozens of Dwarf-
  carved statues set in niches.
  Nahmud Against the Gorgon - An elegant statue located 
  in Remas’ main piazza shows the dark maiden carrying the 
  head of a defeated monster. The statue was designed and 
  sculpted by Malvenuto Cellini.
  The Birth of Myrmidia - A surprisingly detailed but en-
  tirely mythical portrayal of the goddess Myrmidia, painted 
  by the artist Booticello. The portrait, which is currently 
  located inVerezzo depicts Myrmidia surrounded by nymphs 
  rising from the sea. A surprising number of replicas of this 
  painting have found their way north to the Empire.
  Il Principe - Written by an anonymous author, this book 
  describes the politics of a small Tilean city believed to be 
  Cittàfinestre. Il Prince outlines exactly what the prince must 
  do for his city to remain strong. Sadly, the book’s warning 
  went unheeded and Cittàfinestre was razed by Orcs. Copies 
  of the portentous book are now making their way north into 
  the Empire.
  La Torre Pendente - The original leaning tower in Mi-
  ragliano designed by Leonardo di Miragliano, has never 
  been bettered. Il Torre Pendante is fifty feet tall and leans at 
  an angle of 5 degrees, defying both gravity and logic. Many 
  architects have tried to match Miragliano’s accomplish-
  ment, but most leaning towers end up relying on struts to 
  support their weight.
  Uffizi Galleria - A gallery of ancient Elvish and Reman art 
  recovered from ancient ruins by a Consul of Remas in the 
  14th century. Studied by artists throughout the region, the 
  Uffizi Galleria in Remas inspires everyone who visits.
  
  Part one
  Chapter 3: Tilean History
  T
  he history of Tilea is shrouded in myth and legend. 
  Raconteurs tell tales of lost cities and the rise and fall 
  of a glorious civilisation, millennia before the time of Sigmar 
  in the north.
  The Age of Myths (Circa -2500 to -1500 IC)
  The very first tribes to enter the lands of the Old World 
  came from the south nearly five thousand years ago, forced 
  northwards by more powerful tribes that sought to enslave 
  them. Imperial scholars sometimes refer to these first hunter-
  gatherer tribes as the Barrow people or Belthani, although 
  Tileans more often refer to them as Tylosians. 
  One ancient legend of this region is recounted in the epic 
  Tilean poem known as the Thirteen Tolls of the Bells, based 
  on an earlier Dwarf work known as Doom of Kazvar. This 
  poem recalls a lost Tilean city where men hired Dwarf masons 
  to create a great temple to Tylos, the patron god of the city. 
  In both version of the poem, the legend of Tylos does not 
  end well. A stranger who came to aid in the building of the 
  temple brought curses from his strange god. During one night 
  of thunder and madness, the great temple bell tolled thirteen 
  times, whereupon the loathsome Skaven rose from their cav-
  erns and took the city. (See Children of the Horned Rat, "The 
  First Wave", pg. 27).
  The Archaic Age and the First Remen Empire
  (Circa -1499 to -1 IC)
  After the Elves departed from the Old World in -1500 IC, 
  the first Human empire in the Old World emerged. Founded 
  by a tribe who took the name Remans after their greatest 
  leader, the first Reman village would be built among the ruins 
  of the abandoned Elven colony upon which the modern city of 
  Remas stands today.
  The Tilean tribes at this time were mainly shepherds who 
  grazed their flocks near small towns around the ruins of Elven 
  settlements. Despite their pastoral habits, the Remans were 
  at heart a warrior tribe, depicted in art and poem as naked, 
  muscular and bearded. The aggressive Remans expanded 
  their influence until all the tribes of the land known as Tylia 
  owed allegiance to the chieftains of their village. The Reman 
  chieftains eventually declared themselves Kings of Kings and 
  forced the neighbouring tribes to pay them tributes of women 
  and slaves. Judging by artwork and relics found in the most 
  ancient Reman tombs, the worship of Solkan began around 
  this time among the kings of ancient Remas. (See Chapter IX: 
  Remas for more details on Solkan).
  Some historians believe the ascension of Solkan’s cult 
  forced those tribes worshipping Tylos and Myrmidia to flee 
  the Remans into the Mountains. The refugees are believed to 
  have sought shelter in the east, across the Apuccini Mountains 
  in the region known today as the Border Princes. Scholars are 
  not certain whether these fleeing tribes drew the attention of 
  the powerful Nehekharan Empire in the south. Nevertheless, 
  the Priest-Kings of Nehekharan did notice the empire from 
  which they fled. Hungry for power and slaves to build their 
  splendid palatial tombs, the Nehekharans quickly launched an 
  invasion to conquer the Remans.
  Popular Tilean epic poems describe waves of dark-skinned 
  warriors crossing the ocean from far Zandri in the south and 
  across the eastern mountains. Invading Nehekharans clashed 
  with the Remans in a series of bloody conflicts. Although the 
  savage Remans were superior fighters, the limitless armies of 
  Priest-King Amenemhetum the Great eventually overcame 
  them with sheer weight of numbers, and by the year -1200 IC 
  when Alcadizaar the Conqueror took up the mantle of Priest-
  King, all of Tilea had been under the yolk of the Nehekharan 
  Empire for several years.
  Despite being subjects of the Nehekharan Empire, the 
  subjugated Tilean tribes still traded with their conquerors 
  quite freely, and even journeyed to Nehekhara for education 
  and opportunity. Tilean scholars often claim that the ancient 
  Khyprian Road running the length of Khemri is of archaic Til-
  ean construction. Early Tileans also traded with the barbaric 
  tribes north of the Black Mountains by way of mountain pass-
  es and the River of Echoes. Evidence shows that the subju-
  gated Remans led raiding expeditions to sate the Nehekharan 
  Empire’s demands for slaves. These slaving raids brought the 
  Remans to the distant lands now comprising Estalia, where 
  they captured foreign villagers for their Nehekharan overlords 
  in place of pure-blooded Reman warriors.
  All things must end, however, and in -1151 IC when the 
  dead began to rise across the entire known world, the Nehek-
  haran Empire and its Tilean vassals were doomed.
  The Dead Arise
  Far to the east, the Great Necromancer had broken the 
  chains of death. His great ritual awoke the dead of Khemri to 
  serve him, and then he turned upon the Skaven who had once 
  aided him. When the Skaven attempted to stop the Great Nec-
  romancer, a great magical duel was fought across hundreds 
  of miles. The fallout from this cataclysmic sorcery lingers in 
  parts of Tilea to this day. 
  The Nehekharan Empire collapsed and Tilea was devas-
  tated. Hordes of Orcs to the south and east that had long been 
  16
  Seven Wives for Seven Brothers
  "A collection of ancient manuscripts predicted that the 
  old Tilean tribes included too few women to survive, and 
  therefore would fail to re-establish their strength after the 
  fall of Tylos. Seven great houses had settled in the ancient 
  ruins of Remas, and under the leadership of their chieftains 
  they established trading relationships with the more savage 
  tribes of the Old World. The ancient knowledge of the Re-
  man tribes’ lost city was exchanged with the barbarians for 
  their womenfolk. Some so-called scholars from the Empire 
  claim that our ancient forefathers stole their women, but 
  those are just lies borne of jealousy. " - Father Severus 
  Lucius, cult of Morr
  
  Part one
  kept in check soon overran Khemri, before pillaging Border 
  Princes settlements and marching into Tilea itself. Tilea’s 
  eastern inhabitants scattered, some hiding in the mountains 
  and others sailing far away in their primitive ships. Tilean 
  refugees sailed as far away as Araby and settled the islands 
  around Estalia. 
  All the while, the dead rose from the ancient battlefields and 
  cemeteries of Tilea. Every major settlement fell to the Undead, 
  who in the first weeks pressed ever northward. Heading to-
  ward the darkness of the Blighted Marshes before finally los-
  ing impetus, the walking dead began to linger along roadsides 
  and in the smoking ruins left behind by the Orcs. Even today, 
  the Zombie Marshes covering the northernmost region of Tilea 
  crawl with animated dead that are a legacy of this time.
  With the Reman Empire shattered, the next few hundred 
  years saw the lands of Tilea turn to wilderness. Vagabonds 
  controlled the roads and passes. The abandoned cities became 
  home to shepherds, brigands or worse, all of whom were 
  shunned by decent folk. This was a dark time with much fight-
  ing between small settlements, some of which was secretly 
  orchestrated by the scheming Skaven. Much of the Remans’ 
  knowledge, including great works of art and literature were 
  lost, destroyed or stolen. 
  Dominion of the Southern League
  As the Undead presence diminished over the next three cen-
  turies, several petty kingdoms were able to emerge. However, 
  constant infighting between these fledgling kingdoms meant 
  that no single king was able to attain power over the others. 
  Slowly, newer settlements began to develop, forming leagues 
  and alliances amongst themselves. The Southern League led 
  by the mountain fortress of Marossa extended its powers over 
  much of the Tilean peninsula. Northern villages were trapped 
  between the armies of the Southern League and the tribes 
  migrating south from the lands of the future Empire. 
  Displaced followers of the tribal gods began to establish 
  shrines and temples in the new settlements springing up 
  around Tilea. Priests traveled the land preaching the word of 
  deities such as Morr, Verena and Shallya; old religions that 
  had been preserved over the long years since the collapse of 
  the Reman Empire. Chief among the faithful were the priests 
  of Myrmidia, who moved down from their mountain exile to 
  tell of the ancient past and of the Eagle goddess. 
  A new noble class emerged over time and true kingdoms 
  began to form. Some of these nobles 
  claimed to be descendants of the Reman 
  kings, backing up their allegations with Re-
  man artefacts recovered from ancient ruins. The 
  Southern League became ever more decadent 
  over time. 
  Marossa consolidated its power 
  by forming a union with the nearby 
  town of Teal, where hundreds of 
  slaves captured from surrounding 
  lands toiled their lives away carving 
  legions of exquisite statues from 
  bedrock.  Faced with the cruelty 
  and malice of the powerful Southern 
  League and raiding parties from the 
  warlike northerners, Tilea's peo-
  ple adopted a culture of discontent 
  and brutality. Eventually, a leader 
  emerged who could unite the fragmented villages against their 
  more powerful foes. 
  Myrmidia Reborn
  The woman who would become First Queen of Tilea was 
  named Macaria Medina according to the records of ancient 
  temples. Historical texts place Medina’s rise to power some-
  where between -15 to 50 IC, however the precise date is 
  uncertain, causing many arguments between various Tilean 
  factions to this day. Conflicting accounts of Myrmidia’s ascen-
  sion have also created friction with branches of the cult in 
  Estalia, where Myrmidia is revered above all other gods.
  The most common stories indicate that a young Medina was 
  sold by her family into an arranged marriage with a prince of 
  Marrossa. Estalian priests claim Medina was a slave origi-
  nally born in their lands, and some even claim her marriage 
  occurred in Estalia. Legends say that Medina was abused by 
  her contemptible husband. So brutal was Medina’s husband 
  that the otherwise peaceful girl one day took his spear during 
  a beating, and in an act of self-defence, she thrust the weapon 
  deep into his gut. 
  According to scriptures, Medina then fled from her hus-
  band’s family to the northern countryside and became a ban-
  dit. As a charismatic young woman dedicated to righting the 
  wrongs of the world, she quickly drew people to her banner. 
  Soon Medina led of a small but successful troop of bandits, 
  which she committed to aiding the poor citizens of Tilea. 
  Medina’s freedom fighters repulsed attacks from the mountain 
  passes of the north and stemmed the tide of northern barbar-
  ians causing havoc among them.
  Within a few years, Medina had risen from being a bandit 
  chief to becoming the most powerful leader in the lands. She 
  was elected ruler of several northern towns and commanded 
  an army that dwarfed any other in the north. In the first of Me-
  dina’s twelve great battles, she destroyed a massive army from 
  Marossa that was positioned to destroy her and restore the 
  Southern League’s dominance. Medina then fought another 
  four great battles on Tilean soil and in the process united the 
  disparate city-states into one empire.
  The Classical Age(Circa 1 IC to 457 IC) and the 
  Second Reman Empire
  It was after the destruction of Marossa and Teal by Macaria 
  Medina's army that historic texts began proclaiming her to be 
  Myrmidia reborn. Medina proceeded to unite Tilea, and her-
  alding a time of rebirth she went on to plan her next moves.
  The united city-states of Tilea formed a confederacy that 
  Medina governed with wisdom and foresight. Gone was the 
  fear of oppression and sacrifices to Solkan that had blemished 
  the empires of ancient Remas and the Southern League.
  It is recorded that Medina headed west and conquered 
  Estalia, while in Tilea, plans were laid for the restoration of 
  Remas. When Myrmidia’s army invaded Estalia, the sight 
  of it crossing the Abasko Mountains with fierce Arabyan 
  Tuskars at the forefront filled the Estalians with fear.
   According to Tilean scriptures, the Estalian penin-
  sula fell under Medina’s control after ten years of 
  campaigning to unite the lands. Then she returned 
  to the Estalian city of Magritta at the head of her 
  army, eager to be crowned queen of a new 
  nation in the great temple there. However, on 
  the day of Medina’s coronation she was struck 
  17
  
  Part one
  down by an unknown assassin's blade whilst praying before 
  the high altar.Following Medina’s death, the fledging Second 
  Reman Empire nearly crumbled before it existed. Estalia 
  became a battleground for rampaging armies of Tileans and 
  Estalians as the newly conquered territory tore itself apart.
  Despite the queen’s death, the fledging cult of Myrmidia 
  was able to implement at least some of her plans. Remas 
  was resettled and re-founded, and gradually a confederacy 
  of united Tilean city-states was formed. A senate based in 
  Remas was aided and advised by Priests of Myrmidia who 
  also held positions of power throughout the city-states.
  The only city-state to remain outside the confederacy was 
  Luccini, where religious war erupted between the ancient 
  cult of Morr and the rulers Lucan and Luccina. The twin 
  nobles had proclaimed themselves to be gods in mortal form 
  and founded a city on the sacred mountain called the Mount 
  of Myrmidia. Lucan and Luccina were blessed by Myrmidia 
  in gratitude for their aid during the war against the South-
  ern League, so with Myrmidia’s blessing, the city declared 
  independence from the Reman senate. 
  Thus, it came to pass that almost 100 years after Sigmar's 
  last journey the Second Reman Empire emerged. The new 
  Reman Empire invented and perfected the use of heavy in-
  fantry around 200 IC. These disciplined, armoured warriors 
  were armed with short swords and thick shields, and the 
  truly elite regiments were armed with pikes. Heavy infantry 
  were the perfect troops to fight against Orc hordes infesting 
  the mountains, but in the shadows of the Badlands, a council 
  of vampires had also noticed the growing empire.
  An army of Strigos first invaded Tilea around 250 IC. This 
  force of mortal soldiers led by vampires slaughtered its way 
  through the pass of the Dark Maiden 
  and razed many of Tilea’s villages. 
  The Reman Empire responded 
  rapidly and was able to defeat the 
  Strigos army with some difficulty. 
  However, their touted heavy infantry 
  was ineffective against the dark and 
  evilcaptains of the army. The vam-
  pires slaughtered entire regiments 
  and raised the dead of both sides to 
  spread fear and panic. 
  The Reman senate was divided 
  on the question of how to cope with 
  this new threat. Some senators were 
  filled with righteous fury and insisted upon a counter-attack, 
  whilst others were terrified of facing a city full of these 
  "Striga". After several years, the senate of Remas finally 
  announced its decision and the Remans went to war. Thou-
  sands of men marched through the Border Princes intending 
  to raze Mourkain to the ground, but they returned home 
  before any blood was shed. Their scouts reported that Orc 
  tribes had marched on the capital of Strigos while the Striga 
  armies had marched to face the Remans, and the Orcs had 
  destroyed all trace of the ancient city.
  Despite numerous expeditions to Estalia and the northern 
  lands, the Reman Empire never truly managed to establish a 
  foothold outside of Tilea. Despite its best attempts, the cult 
  of Myrmidia could not keep the city-states united. Cor-
  ruption in the senate house caused the empire to weaken 
  gradually. In 334, Remas declared Luccini and the Mount 
  of Myrmidia to be a vassal state. Much of the Myrmidian 
  cult's power was usurped and its lands were annexed by 
  power-hungry nobles. Several city-states seceded from the 
  empire, and the cult of Myrmidia was disrupted by factional-
  ism. Some priests attempted to appease the Reman senate, 
  meanwhile others lobbied to dissolve it and take its power 
  for themselves. Many of the cult's priests departed westward, 
  travelling to Estalia
  By playing the Myrmidian factions against one another the 
  Reman senate emerged stronger than ever, but it also sowed 
  the seeds of its own downfall. In 415 Remas was raided by 
  Dark Elves, descendants of the ancients who now returned 
  and brought only death. Though the first raid on Remas was 
  repelled at the bridges by elite Republican Guards, the next 
  few years saw the coasts ravaged and burnt several times by 
  the Druchii. 
  When Settra the undead King of Khemri returned to claim 
  his vassal state, the centralised Reman Empire fell, unable to 
  cope with so many foes at once.
  The Dark Ages (Circa 475 to 1240 IC)
  These combined assaults upon Tilea ushered in a new 
  era that is often referred to by scholars as the Dark Ages. It 
  was a period that saw the Tileans constantly challenged for 
  survival, and they lost a great deal of knowledge. From the 
  lands to the east the Greenskins came in such numbers that 
  it is said the golden plains of Luccini turned green. The very 
  first wave of Greenskins caught the city-states by surprise 
  while their forces were deployed to defend Tilea’s coastlines. 
  Many of the eastern settlements were sacked by Greenskins, 
  forcing vast numbers of refugees towards city-states on the 
  western coastline.
  Without a strong leader to unite 
  them, it took four hundred years for 
  the Tileans to finally drive out the 
  greenskins. The constant destruction 
  wrought by the green menace meant 
  that much of the ancient knowledge 
  remaining from the times of the Re-
  man Empire and the Classical Age 
  was destroyed. The precious lore that 
  survived from those times is remem-
  bered for the most part as myths and 
  fables.
  The Tileans were able to drive the 
  Greenskins completely from their 
  lands around 978 IC. However, weakened from centuries of 
  warfare they were unable to fend off the Norse raiders that 
  had begun threatening their coastlines. The Norse, under the 
  leadership of Harak Bloodaxe, established a stronghold on 
  the island of Sartosa from which they raided. With such a se-
  cure base in the southern Old World, nothing was safe from 
  the northern raiders. After failing to drive the Norse from 
  the island of Sartosa themselves, the desperate Tileans hired 
  Arabyan Corsairs. They hoped that these experienced seafar-
  ers might stand a better chance of ousting the Norscans.
  Era of the Araby Wars (Circa 1240 to 1492 IC)
  The 13th century saw the beginning of hostilities between 
  the Old World and Araby. After the Arabyan Corsairs had 
  aided the Tileans in regaining Sartosa, they had decided to 
  take control of the island for themselves. The Corsairs were 
  taken by surprise, however, when the city-states presented 
  18
  
  Part one
  a united front against their aggression. The mainland was de-
  fended by an alliance of city-states, but because Tilea lacked 
  any real sea power, the island of Sartosa remained in the hands 
  of the Corsairs.
  The city-states realised that Tilea needed to be represented 
  by a strong naval force, so each city encouraged its merchants 
  to raise money for the building of ships. The new Tilean fleets 
  would be used both for profiteering and defence. During this 
  time, the first Condotto guilds were formed to represent the in-
  terests of competent soldiers and their captains. Usually these 
  freelance soldiers were employed by the city-states against 
  one another, but having a fulltime armed presence in Tilea also 
  helped to dissuade outside invaders. Condotto guilds gave rise 
  to a new trade in Tilea: the hired mercenary. With civil war in 
  the Empire worsening during this period, Tilean mercenaries 
  headed north and a profitable stream of gold flowed south.
  The reputation of the Tileans’ fighting ability spread as they 
  gained experience in the Empire's civil war. Their skill at arms 
  became widely renowned when Tilean Knights defeated their 
  Bretonnian counterparts at the historic tournament of Ravola. 
  When Sultan Jaffar of Araby invaded Estalia, the kingdoms of 
  the Old World unified temporarily to launch a crusade against 
  the invaders. Tileans were quick to join the crusade, for they 
  never forget a grievance against them, and the crusade was 
  seen as perfect revenge for the Arabyans’ betrayal at Sartosa.
  The crusade to liberate Estalia lasted for over two hundred 
  years, depleting much of the Condotto guilds’ might. Coastal 
  cities were left unprotected during the wars in Estalia and 
  Araby, causing Remas to fall prey to the worst Dark Elf raid 
  in history. Almost two-thirds of the city’s population was 
  captured or killed by slavers who arrived aboard a dreaded 
  Black Ark.
  Age of Exploration (Circa 1492 to 2000 IC)
  The constant demand for Tilean mercenaries throughout 
  the Old World became a source of pride for the Tileans after 
  the Araby Wars. Seeing the newfound wealth of the Condotto 
  guilds, Tilea’s nobility began to fund other ventures in the 
  hope of reaping great rewards. The most famous expedition, 
  led by Marco Colombo in 1492 to the distant lands of Lus-
  tria, was the first successful crossing of the Great Ocean by 
  Old Worlders. Stories tell that Marco left as an explorer, but 
  returned with such riches that he was able to make himself 
  Prince of Trantio. Artefacts from Marco's historic crossing 
  supposedly remain hung upon the walls in the palace of Tran-
  tio to this day.
  In 1501, Luciano Catena finally dislodged the Arabyans 
  from the island of Sartosa. Catena proclaimed himself prince 
  of Sartosa and allowed the island to become a haven for 
  wretched, untrustworthy brigands. After less than 50 years, the 
  island was officially declared a pirate port by other city-states. 
  Meanwhile, the Skaven who had remained quiet in Tilea 
  for the past millennia surfaced in Tobaro after poisoning the 
  ruling nobility. The city was retaken by the Tileans after three 
  years of fighting, but at great cost to Tobaro’s once fine build-
  ings.
  Continued discoveries were made, this time to the east by 
  exploring twins Ricco and Robbio, who opened the Great Silk 
  Road and Ivory Road. These roads enabled trade with Impe-
  rial Cathay and the Kingdoms of Ind to bypass the sea routes 
  that were controlled by the Elves. The land routes were no less 
  dangerous but they allowed human merchants to avoid paying 
  tributes to the Elves during their journeys, meaning more gold 
  entered their own coffers.
  In 1812, the land of Tilea was ravaged by a plague known as 
  the Red Pox which killed people by the thousands. The origin 
  of the plague was a subject of many rumours, with some 
  claiming that the opening of new trade routes was responsible, 
  and others insisting Skaven had unleashed the plague.
  The last major trade route was opened with the re-discovery 
  of the ancient River of Echoes, allowing Miragliano’s mer-
  chants greater access to trade with the Empire. Riots erupted 
  in Miragliano over the re-opening of the River of Echoes, 
  for people were fearful that a new plague would be carried 
  through it. Sponsoring of further expeditions was cancelled in 
  fear of upsetting the masses and losing control of the city-
  states.
  Tilea in the Era of Enlightenment (Circa 2000 IC 
  to the Present)
  At the start of the new millennium, prosperity spread 
  throughout the land of Tilea causing the arts and other areas of 
  culture to flourish. The man who would become the greatest 
  inventor of all time, Leonardo di Miragliano, moved to the 
  Empire to work in the Emperor's service after several of his 
  early inventions failed to impress the nobles of Verezzo. While 
  Tilean mercenaries helped to defend the lands of Kislev and 
  the Empire against the Great Chaos Incursion (for a price, of 
  course). 
  Around the year 2300 IC famine struck Remas and Verezzo 
  when recurrent infestations of mice depleted the grain stores. 
  The starving populace turned against their princes for fail-
  ing to prevent the famine, and as a result the first Republics 
  of Tilea were formed. Poor harvests over the next fifty years 
  meant that much of the rest of Tilea also suffered famines and 
  rebellions during this period were near constant.  The end of 
  this period was marked by a huge Greenskin invasion which 
  was held off at Monte Castello, the victory was seen as a great 
  triumph for it marked a thousand years of Tilean freedom 
  from outside aggressors. To this day, a great carnival is held in 
  Monte Castello to honour the captain who prevailed against a 
  far larger force. 
  But a dark cloud has covered Tilea within the last year, 
  when Skaven invaded Miragliano and routed its defending 
  army, pillaging and destroying vast areas of the city. Before 
  the invasion, it had seemed that Miragliano might rise to 
  become the dominant city-state of Tilea and perhaps unite the 
  peninsula after nearly two thousand years of squabbling. It 
  remains to be seen whether Miragliano’s survivors can muster 
  enough support from other city-states to return in force, expel 
  the Skaven, and begin to rebuild their once great city. 
  19
  “We are children of a once proud civilisation that existed 
  centuries before your Empire in the north, and many of 
  your so-called advances have been plagiarised from our 
  culture. It is only right that now you pay us gold for your 
  freedom.” – Umburto Bellini, Mercenary Captain
  “What do I think of Imperial history? I think it would be 
  wonderful if they had some!” – Signora Vassova, Tutor at 
  the Academy of Remas
  
  Part one
  20
  A Timeline of the City-States of Tilea
  The following time line uses the Imperial Calendar for its dates, the Tilean calendar’s dating system varies depending 
  where in Tilea you are, each city-state measures time from its own founding or the ascension of a particularly popular 
  Prince. As a result Merchants tend to use the Imperial system for measuring time as it is at least consistent if not entirely 
  accurate.
  Age of Myths
  -1780 - Legend has it that the ancient city of Tylos was destroyed on this date
  -1500 - The Elves return to Ulthuan
  Archaic Age
  -700 - Tilean shepherds seen grazing their flocks in ruined Elf cities
  Classical Age
  1 - The twins Lucan and Luccina build the city of Luccini amid the ruins of a former Elven city. Remas, Sartosa 
  & Tobaro are built in the following centuries. Most commonly written date for the ascencion of  Myrmidia
  451 - The coast of Tilea is ravaged by the fleets of the Dark Elves and Settra (king of the Undead in Nehekhara). 
  Sartosa is destroyed.
  Dark Ages
  475 - An Orc horde rampages through Tilea sacking many cities. 491-978 - Slowly the Tileans drive the Orcs 
  back over the Apuccini Mountains
  1017 - Norse raiders establish a stronghold in Sartosa.
  The Era of Araby Wars
  1240 - The Corsairs of Araby invade Sartosa
  1366 - As the civil war ravages the Empire, Tilean mercenaries fight on both sides.
  1425 - The historic tournament of Ravola in which the Bretonnians are defeated by Tilean Knights, thus Tilea 
  became safe from Bretonnian territorial advances.
  1448 - Mercenaries from Tilea help free Estalia from Sultan Jaffar’s army.
  1487 - Remas suffers a Dark Elf raid.
  Age of Exploration
  1492 - Lustria is “discovered” by Marco Colombo.
  1501 - The mercenary army of Luciano Catena recaptures Sartosa from the Corsairs of Araby.
  1563-1565 - Skaven capture Tobaro. Meldo Marcelli recaptures it later.
  1699 - Emperor Wu of Cathay receives the Tileans Ricco and Robbio.
  1757 - Sartosa becomes a lair of pirates.
  1812 - Tilea is ravaged by the Red Pox.
  1877 - Tobaro elects a pig as its prince. The pig retains the throne for 12 years.
  1948 - The Four Tyrannies of Tilea.
  Era of Enlightenment
  2000 - Art, culture and prosperity spread throughout Tilea.
  2012 - Leonardo da Miragliano, the inventive genius, enters the Emperor’s service.
  2236 - Grottio is exiled to the island of Nonucci for painting 2,000 naked nymphs on the ceiling of the Palazzo 
  Verezzo. 
  2321-99 - Recurrent famines grip Tilea. They are caused by thousands of mice eating the grains. Both Remas and 
  Verezzo are declared republics.
  2401 - 500 Tilean mercenaries hold out against 10,000 Orcs at the siege of Monte Castello.
  2485 - Borgio declares himself Prince of Miragliano. Over the next few years he wins battles all over Tilea to 
  make Miragliano the foremost city-state
  2503 - The mighty Borgio the ‘Besieger’ is killed in his bath with a toasting fork.
  2513 - The Prince of Pavona is poisoned by Lucretia Belladonna. He is her 7th husband!
  2522 - The Skaven rout a mercenary army defending the city of Miragliano and continue on to raze the city
  
  Part one
  Chapter 4: Religion
  “When-a Morrslieb hits a-your eye like a big cannon-
  ball, that’s a morte!” - Popular Tilean Song
  A
  ll Old Worlders know that Tileans worship Myrmidia. 
  Many also know that the cult of Morr is based in Luc-
  cini, and others will smirk when a Tilean talks of his honesty, 
  knowing how popular the worship of Ranald is there. Most 
  know little more, but the religious life of Tilea is much more 
  complicated than it first seems.
  Tileans are religious by nature, they are willing to accept and 
  honour most gods and saints that they encounter. Even foreign 
  gods are often given altars of their own in major temples. A 
  visitor from the Empire or Bretonnia might be surprised to find 
  small alcoves dedicated to Sigmar, Ulric and the Lady of the 
  Lake in Myrmidia’s major temples where they are free to wor-
  ship. Tileans have no desire to see any of the gods offended by 
  failing to offer them their proper degree of respect.
  Tileans place great emphasis on the need for traditional forms 
  of devotion. Tileans fear that if they alter the way in which they 
  have always worshipped, the gods may no longer listen. At 
  some holy sites, ceremonies so old that no-one remembers why 
  they are preformed are still carried out, with some using such 
  archaic language that no-one even understands the prayers that 
  are said.
  There are huge numbers of minor gods and local saints. Most 
  of these have been subsumed by the major cults but many still 
  retain their old local names, typically combined with the major 
  god’s name. Nero Manann, for instance, is the name given to 
  Manann as god of the Black Gulf, worshipped by every Tilean 
  sailor and trader making their way to the great port of Barak 
  Varr and shrines and altars can be found along the coast from 
  Cappo Cinno to Monte Castello. Each of these sub-cults has its 
  own variation of belief and form of worship that Tileans seek to 
  follow in addition to the great cults’ main strictures. 
  Other minor gods that are regarded as the spirits of a certain 
  area or household are known as Lares. Almost every Tilean 
  household – and certainly every important household 
  – has a small shrine to their Lares. These are the ances-
  tors or protective spirits of the family. At these shrines 
  Tileans will ask for the ancestors’ intervention in their 
  day to day life. The head of a family will pray that they 
  use their influence to ensure that the family prospers: that 
  its business dealings are successful, that its marriage 
  contracts will bring wealth and property, for advance-
  ment, or just that the warfare between Tilea’s merce-
  nary bands does not damage their interests. In Northern 
  and Eastern Tilea people might simply ask that their 
  ancestors judge them worthy to carry on their fami-
  ly names and to remain peacefully in their graves. 
  Further details of ancestor worship can be found 
  in Tome of Salvation (ToS).  
  Other shrines to the Lares are found by roadsides and at 
  crossroads. Here travelers can give devotion to the spirits of 
  the locality and ask for their blessings; coins and coloured rib-
  bons are common offerings. Some of these shrines are roadside 
  altars or even beautifully detailed miniature model temples, 
  but others are no more than cairns of piled stones. Many have 
  been combined with shrines to Myrmidia or in the south around 
  Luccini, Morr. The name of each set of Lares is generally com-
  bined with a name that marks their specific locality or sphere of 
  influence. 
  Tileans often call their gods ‘Mother’ or ‘Father’, Mater and 
  Pater in Tilean, as in Mater Myrmidia or Morrpater. Foreigners 
  sometimes assume that these names might reflect distinct sub-
  cults, examples of the Tilean tendency to combine the names 
  of major gods and related minor ones, when these are simply 
  examples of Tileans paying respect to those from whom they 
  seek favours.
  Whilst Tileans recognise the importance of appeasing all 
  the gods, the worship of some gods is proscribed. All the main 
  cults agree that the honouring of the Chaos gods, as well as 
  Khaine and Stromfels, is wrong and the secular authorities 
  have fallen into line, with the exception of the open worship of 
  Stromfels in Sartosa.
  Relations between the cults are not always harmonious. The 
  association of certain cults with particular city-states, such as 
  Morr with Luccini, has led to tensions between these cults and 
  patriotic members of other cities and other cults. It is not un-
  known for such differences to be settled by mobs led by a knife 
  wielding initiate.
  Myrmidia
  To those living in the Empire Myrmidia is a goddess of 
  warfare and tactics. Tileans, however, see Myrmidia’s military 
  role as only one aspect of her greater role as protector and 
  benefactor of the Tilean people. For Tileans, she is the patron 
  goddess of civilisation and cities, of science and invention and 
  of the arts and music. These are all qualities that Tileans see as 
  particularly distinctive of their culture. They take pride in their 
  metropolitan lifestyle, their use of technology and science and 
  the superiority of the artistic works of their painters, sculp-
  tors, composers and musicians. It is only fitting that their 
  goddess should take a particular interest in these areas.
  Her role is not confined to these areas in the Tilean 
  mind, however, and her worship has begun to intrude 
  into spheres normally associated with other, less popu-
  lar, cults. As the goddess of Human endeavours, skill 
  and civilisation, she is worshipped as the patron deity 
  of agriculture, horticulture and viticulture, sometimes 
  completely replacing the nature cults associated with Taal 
  and Rhya in the north. To artisans and workers, she is the 
  goddess of handicrafts and manufactured goods. As 
  Myrmidia Stella Maris, the goddess protects those at 
  sea and is the special patroness of navigators, pilots 
  and shipbuilders. As Stella Maris she is closely asso-
  ciated with the Morning and Evening Star in the night sky and 
  some Verenan scholars have suggested that this is an example 
  21
  
  Part one
  of a pre-existing cult that has become absorbed within the wor-
  ship of Tilea’s most popular goddess.
  Despite the popularity of Myrmidia and the wide range of 
  areas in which Tileans believe the goddess influences, Myr-
  midia as goddess of warfare is as important in Tilea as it as it 
  is in the Empire. The worship of other warrior cults, such as 
  Ulric and Sigmar, is barely known and the constant struggles 
  between the various cities ensure that Tilea is full of merce-
  naries and soldiers who pay her homage. Many of the most 
  important mercenary companies have their own temples to her, 
  often piled high with banners captured from defeated enemies.
  Every Tilean town and city has at least one shrine or temple 
  to the goddess and most have several. Even the smallest of 
  villages normally has a place where the faithful can venerate 
  the goddess. Statues to the goddess stand on most important 
  crossroads and these often double as shrines. Temples are of-
  ten colonnaded; others are fortified like military bases - these 
  usually are military bases as well as temples. The great temple 
  in Remas has thick outer walls that enclose the equivalent of a 
  small town - indeed the temple complex is a separate political 
  entity from the city itself, where the heart of the cult is based. 
  Its central shrine is a huge building of white shining marble 
  and the Remans boast that the tiled dome is the largest in the 
  world, a claim often disputed by the people of Trantio.
  Verena 
  The mother of Myrmidia and wife of Morr, Verena is unsur-
  prisingly an important deity in Tilea. While her role as the god-
  dess of knowledge is somewhat less than in the Empire, thanks 
  to Myrmidia's role as patroness of invention, she remains very 
  much in favour with academics and lawyers as their patron.
  As well as being the goddess of knowledge and justice, 
  she is seen as the patroness of marriage. To Tileans this is a 
  natural part of her role in legal matters. Marriage in the Old 
  World, particularly Tilea, is rarely a matter of love as much as 
  it is a contract between two families. Marriage ceremonies are 
  therefore conducted by Verenan priests who often spend more 
  time detailing the inheritance rights created by the nuptials and 
  on what terms the dowry is repayable in case of divorce than 
  anything else. 
  In a land where vendettas between families can continue 
  on for generations after those who start them have died and 
  where the rulers are ruthless merchants, those followers of the 
  goddess devoted to Verena as the bringer of justice have been 
  known to despair. However, they may take comfort in the fact 
  that the libraries of the cult, along with libraries owned by 
  universities and secular rulers of the city states are some of the 
  fullest and richest in the world. Given the unbroken history of 
  civilisation in Tilea and the lack of cults with a fondness for 
  destroying knowledge, many more documents have survived 
  there than other parts of the world. Many libraries contain row 
  upon row of ancient scrolls, some so fragile no-one dares read 
  them. Tileans claim that the first modern books were created in 
  the Tilean pioneer city of Bergamo in the Badlands, now long 
  since lost to the Greenskins.
  Morr 
  Often known as Morrpater (Father Morr), Morr is wor-
  shipped in a number of different guises. Morr’s aspect of god 
  of the dead and guide to souls is still by far his most impor-
  tant, but in his role as god of dreams and prophecy Morr has 
  spawned a number of minor cults. Altars to unusual aspects of 
  the god are commonly found in his temples. One of the most 
  important of these, in terms of influence but not necessarily 
  in its number of worshippers, is Morr as Sacred Father and 
  Husband. This cult, originally based in Luccini but now spread 
  throughout the Old World, stresses Morr as the god of seers 
  and as the companion of Verena. Whilst Verenans are interest-
  ed in knowledge, devotees of this aspect of Morr believe that 
  the dead possess wisdom that is veiled from the living. This 
  can be gained through the god by investigation and inspiration. 
  Another aspect of the god, common in most of Tilea but utterly 
  unknown outside of it, is Morr Bifrons, the two-faced god who 
  simultaneously looks in to both of his realms (Dreams and 
  the Land of the Dead). In this form, he is also seen as god of 
  gateways and journeys. Small shrines to this aspect of Morr 
  are often found in important town gateways and entrances to 
  Tilean homes or palazzos, as well as at lytch gates to grave-
  yards. As god of the gateway he is often associated with the 
  Lares and it maybe that this minor cult is an example of an old 
  god that Morr has subsumed.
  As his sub-cults show, for most Tileans, Morr is far more 
  than simply a god of the dead and of dreams. Some believe 
  that Morr is a divine father to all of humanity and Tileans are 
  his favoured sons. Whilst not an official part of the Morrian 
  doctrine, many in the cult of Morr regard the folk-tales that 
  suggest that Morr was once the mortal ruler of an early tribe 
  in Tilea as true. According to these Morr and Verena were 
  the first king and queen of mankind and much of humanity’s 
  knowledge comes directly from them. In these tales the gods 
  sent their daughter Myrmidia back to Tilea to set right what 
  had gone wrong with their divine plan for their people. Need-
  less to say these stories are less popular outside Tilea.
  Morr is particularly popular in the south of Tilea and his 
  cult is centred at the Theatre of Ravens in Luccini. Here they 
  hold their grand conclave every ten years and delegations 
  from around the Old World come to the heart of the god’s 
  cult. While lesser priests debate in the Theatre of Ravens the 
  most senior priests journey deep within the Acropolis, on 
  which Luccini is built, to the Chamber of Dreams. In fact, the 
  Theatre of Ravens is not the greatest of Morr’s temples in the 
  Old World, and the site is little used when it is not time for the 
  conclave, the cult’s smaller temples providing for the needs 
  of Luccini normally. Morr's close association with the city of 
  22
  
  Part one
  Luccini has led to difficulties in the past for the cult. The fol-
  lowers of Morr were briefly forced out of Remas toward the 
  end of the last century in an upsurge of anti-Luccinian senti-
  ment, led largely by other cults hoping to gain influence as a 
  result. The priests have now returned and repaired the dam-
  age to their great temple in the city. The priests of Morr try to 
  remain unconcerned by such matters: everyone comes to their 
  god’s care in the end and the people of Tilea rarely turn away 
  from their father for long.
  Visitors to Tilea are often surprised by local graveyard 
  customs and large numbers of shrines to Morr where he can 
  be worshipped. Traditional burial practice from ancient times 
  has been for tombs and graves to be built along the roads 
  out of the cities as well as centred around town gates and 
  important crossroads. Older tombs, graves and mausoleums 
  line the roads and are an impressive sight, visible reminders 
  of thousands of years of culture. A legacy of this traditional 
  custom is that Morr is sometimes worshipped at cairns or 
  miniature symbolic gateways erected by the roadside. Nowa-
  days, however, Morrian necropolises and gardens are increas-
  ingly common.
  Manann
  The worship of the Sea King is not so much popular than 
  seen as a necessity by many Tileans. Many of its adherents 
  live close to the coast and rely on the sea’s bounty to provide 
  for them. Much of Tilea’s wealth is tied to its trade, with the 
  sea and oceans often providing the easiest route for trans-
  porting goods. Unlike the tempestuous seas off the coast of 
  the Empire and the Wasteland, Tilea is relatively lucky: the 
  Black Gulf and the Tilean Sea are generally calm, peaceful 
  waters. Galleys, with rows of serried oars, ply the gently lap-
  ping waves. ‘Mathann is happy here’, is an old Tilean saying 
  describing smooth waters far from shore. Even so, storms can 
  blow in quickly from the open seas, whirlpools form and drag 
  boats to the ocean floor, or the seas are suddenly becalmed for 
  days. Anyone who voyages further afield knows that they put 
  themselves wholly into Manann’s hands and at ever increasing 
  risk. Every mariner is aware that the sea can be a dangerous 
  place. Seamen, pilots, fishermen and merchants with invest-
  ments in trading voyages all pay regular observance to Him. 
  Few Tileans have any particular love for the god, however. His 
  observances are sometimes coupled with prayers to Myrmidia 
  as Stella Maris (see the description of Myrmidia above).
  Manann is also sometimes known by his traditional name, 
  Mathann and as with the other gods of Tilea there are many 
  associated sub-cults. Particular stretches of water often have 
  their own name and particular rites and observances; these are 
  seen as aspects of the great god. Other sub-cults are named 
  after particular sea creatures. These are sometimes seen as the 
  sons or daughters of Manann.
  Stromfels
  The Shark god is as much reviled by Manann’s cult in Tilea 
  as it is elsewhere. Unlike anywhere else in the Old World, 
  however, Stromfels is openly worshipped in Sartosa. The 
  rich seas off the coast of Tilea contain the Great Sharks that 
  are sacred to the worship of Stromfels. The pirates of Sartosa 
  believe in regularly sacrificing to him, attracting sharks to 
  their ships with bloody lures before forcing prisoners to walk 
  the plank whilst the crew chants prayers to their god. They 
  see Stromfels as Manann the Destroyer who can produce huge 
  swamping waves from quiet seas. Many Tileans see Stromfels 
  as the outcast son of Manann, the voracious shark ever hungry, 
  ever hunting.
  Ranald 
  Of all the gods in Tilea, only Myrmidia is more popular 
  than Ranald, or to give him his Tilean name, Ronaldo. Since 
  Tileans see themselves as far brighter and more inventive than 
  their dull-witted neighbours in Estalia, the Empire and the 
  Border Princes, it is only natural that they delight in tales of 
  the trickster god, who reflects a part of their natural character, 
  the joker and the lover of 
  freedom. 
  For the many crimi-
  nal gangs that thrive 
  in Tilea’s cities, he is a 
  patron and reminder to 
  all that the lowliest can 
  change their fortunes 
  with their own wits. Even 
  gangs that rely heavily 
  on force and intimida-
  tion pay the god their 
  respects. Ranald’s role 
  as protector of the op-
  pressed has often been 
  23
  Views from the Street
  ‘They all worship that goddess of theirs, don’t they? Myrmidia. Used to fight alongside one of them and he was always 
  praying to Her and offering what-not every time we had a scrap! Can’t imagine what it’d be like with a whole nation of 
  them all doing the same. Bloody racket, it’d be. Still, he was alright with a spear, that lad.’ - Dieter Ulfredsson, Midden-
  land mercenary
  ‘How can those Tileans claim to be true heirs of our Blessed Myrmidia? They’ll bow and scrape before piles of rocks 
  by the roadside and hold festivals to any god they’ve ever heard of. In Estalia we honour the goddess first and always.’
  - Esteban Montoya, priest of Myrmidia at the high temple in Bilbali, Estalia
  ‘We show respect. The capo needs respect, our princes require respect, the gods and ancestors are no different, so of 
  course I honour the local Lares as I pass and give thanks to the gods for each journey safely made.’ - Lucio Castrado, 
  Tilean merchant adventurer
  ‘An odd lot. Always shouting and gesticulating, never pausing to think and measure their words and their deeds, as 
  they should. But they remember their forefathers, as is proper, and they remember the wrongs that others do them and pay 
  them back in blood, as they should.’- Oku Nain, Dwarf trader of Barak Varr
  ‘Those bastardo Verenans are always interfering! We know what justice is and it isn’t what they tell us. Just because 
  they side with the make-peaces who’d have us ally with the Remans – and we all know what they’d do to us if they had 
  the chance! And as for the Morrians, useless Lucinnians, the lot of them!’ - Bella Bortelli, agitator and citizen of the 
  Serene Republic of Verezzo
  
  Part one
  popular and even respectable in the land that gave the world 
  the word ‘tyrant’. Leaders of criminal families often like to 
  portray themselves as the protectors of the poor – even if in 
  fact they are not – and claim to act in Ranald’s name. 
  For Tilea’s Merchant Princes, he is popular as Ranald the 
  Dealer. Although they may publicly profess their devotion to 
  Mercopio, Ranald is privately worshipped by almost every 
  Tilean merchant who hopes to be able to outwit his competi-
  tors. Small shrines to the god can be found in every exchange, 
  market and counting house in the country.
  Sconduino 
  God of racketeers, blackmail and rustling, closely linked to 
  the Empire and Border Prince cult of Gunndred. Particularly 
  popular in the north near the Vaults, his cult is slowly spread-
  ing. His followers are noted for the viciousness of their feuds 
  and vendettas. Followers of Scunduino regard those of Ranald 
  with disdain and the degree of brutality with which they oper-
  ate make them natural enemies. 
  Shallya
  The sister of Myrmidia and daughter of Morr and Verena 
  is somewhat overshadowed by her more popular kin in Tilea. 
  Disease, sickness and poverty are just as prevalent in Tilea as 
  elsewhere, however, and the goddess still finds many in need 
  of her comfort. 
  Medicine is seen as an example of the sort of invention and 
  skill that Myrmidia is responsible for and Shallya’s role is 
  more confined to that of traditional remedies and the miracu-
  lous cure than in the North. Many physicians, however, still 
  pray to her along with other members of her family before 
  performing any form of medical operation: Verena for knowl-
  edge, Myrmidia for skill, Shallya for mercy should the gifts of 
  her mother and sister be insufficient and Morr if no other deity 
  can help.
  The popularity of Ranald as god of the oppressed means that 
  Shallya’s role as carer for the poor is less pronounced than in 
  the Empire. But her soup kitchens and bread dispensaries are 
  widely appreciated by the urban poor that cower in the larger 
  city-states’ streets, unable to find work or crippled by the re-
  sults of patronage and vendettas. Her temples are still refuges 
  for anyone suffering or ill and many still go to her midwives 
  when giving birth.
  Taal and Rhya 
  Nature tends to be of little interest to the major cults of 
  Tilea, which are all city based. This reflects a general cultural 
  bias in Tilea towards metropolitan and urban lifestyles and ei-
  ther ignores or denigrates the rural life. Whilst cultured Tileans 
  often have manicured country villas and enjoy the thought of 
  a pastoral lifestyle, they have no real interest in country life. 
  As a result, Taal and Rhya are acknowledged as gods by most 
  Tileans but their actual worship is often at a local level and 
  frequently under different names. On occasion, their worship 
  appears to be little more than an animistic belief in the power 
  of certain places and the Lares. 
  An important exception to this is the worship of Rhya as 
  Magna Mater or the Great Mother. The annual festival of the 
  Mother, at the Autumn Equinox, is honoured by practically all 
  women. Her mysteries are kept secret from men, but are said 
  to ensure fertility for the coming year.
  Taal is sometimes known as Faalus. In this role he is a god 
  of shepherds and animal keepers. Urban Tileans often joke 
  about Faalus’s role as a fertility god, his worshippers’ animal 
  flocks and their lack of human contact. He is said to have 
  many helpers – half-man, half-animal creatures or spirits 
  known as fauns. These creatures are similar in appearance to 
  Beastmen and some urban Tileans maintain that they are es-
  sentially the same. Because the rites of many fertility cults are 
  earthy and direct in nature, it makes it all the easier to suggest 
  that they are no more than fronts for worship of the dark gods.
  Ulric
  Although the Winter King is an important character in Tilean 
  myth, the worship of the god of Wolves and Winter, apart from 
  foreign mercenaries, is practically unknown. A possible vestige 
  of his worship in Tilea is the ancient festival of Lupercal – a 
  wolf festival – at the Spring Equinox. This is at the same time 
  as the festival of Campaign Start for Ulricans and mercenaries 
  often seek new contracts at this festival. It is generally held to 
  be a festival of Taal, however, and it is presided over by priests 
  of Faalus where they beg for the protection of animal flocks 
  from wolf attacks. Most Tileans see it as nothing more than a 
  chance to have a few drinks and dress up in sheep, goat and 
  wolf costumes like an effete Lucinnian.
  24
  
  Part one
  Chapter 5: Magic
  “There is something dark in the Winds here, I can feel it.” 
  - Magister Theodorus Kantor of the Amethyst College
  T
  ilea is a peculiar land without much central authority 
  in politics, let alone in magic. The land is far from the 
  Chaos Hordes of the North and their daemon-worshipping 
  sorcerers so, unlike the inhabitants of the Empire, the Tileans 
  are more tolerant and relaxed when it comes to dealing with 
  wizards. That does not mean, however, that a summary burn-
  ing of an offending wizard won’t happen. His offence would 
  just have to be graver, like casting a spell and causing damage 
  to someone, rather then just casting it. He is also much more 
  unlikely to be burnt alive for just existing as he would be in 
  some more rural parts of the Empire.
  Tilea was also subject to fallout from the Great Ritual of 
  Awakening performed by Nagash, the Great Necromancer, 
  over three and a half thousand years ago. Much like Sylvania, 
  the furthest point north the Ritual reached, Tilea contains focus 
  points of Dark Magic. Though these have less influence on 
  the country than they do in dread Sylvania. The Ritual has left 
  side effects that occur to the present day and that cause magic 
  to work somewhat differently in Tilea than elsewhere, an ef-
  fect that did not occur in Sylvania or the Border Princes for an 
  unknown reason.
  The Workings of Magic
  At the time of the Great Ritual, the Skaven residing in the 
  Blighted Marshes betrayed and attacked Nagash. The Council 
  of Thirteen pitted their magical might against Nagash’s, and 
  shielded “their” lands from the worst effects of the magic. 
  Still, though the living survived the great spell, the dead 
  awoke in Tilea and scattered focal points of Dark Magic ap-
  peared. As detailed in Chapter 3: History of Tilea the Undead 
  ignored the living for the most part, and converged on the 
  Blighted Marshes, the largest of these dark nexuses.
  Tilean Wizardry Traditions
  As has been said, the lack of central political authority in 
  Tilea contributes to the lack of a nation-wide magical organi-
  sation comparable to the Empire’s Colleges of Magic. That 
  said, however, with feuding Princes or infighting between 
  factions within the Republics, there was never a shortage of 
  people willing to spend funds on a “court magician”. As a 
  result there was nothing to stop those magicians from forming 
  an organisation of their own, whether local Hedge Wizards 
  or Magisters who traveled from the Empire over the last 200 
  years, these wizards are allowed to practice their arts freely by 
  most City-States providing they have managed to befriend the 
  rulers.
  Mutual protection, however, is an important factor for every-
  one in the Old World. This, and ease of sharing resources both 
  mundane and mystique, has led to like-minded wizards form-
  ing guilds of sorts. In many cases members of such organisa-
  tions all owe their knowledge to a single master who founded 
  it. Guarding their secrets as fiercely as only Tileans can, their 
  reaction to another guild’s member who comes seeking knowl-
  edge could be quite similar to the Imperial Magisters’ reaction 
  to one dabbling in a different College’s Lore.
  The following organisations have some measure of influence 
  in Tilea:
  The Alchemists’ Guild of Urbino
  “Much gelt, as you Imperials would say, flows through 
  glorious Tilea. It is only right that it attracted the Golden 
  Order here, to share the knowledge of Chamon with us.” - 
  Lord Magister Vito Andolini of the Gold Order
  Created at the order of the Patriarch of the Golden Order 
  Gotthilf Puchta over a hundred years ago by Magister Auric 
  the Transmuter, this is an official arm of the Golden Order in 
  Tilea. The Guild is located some twelve miles northeast of 
  Urbino, in one of the scores of castles the Tileans have built 
  during their constant wars.
  At first it was supposed to be but a haven for Gold Magisters 
  who would travel to this land, staffed by the good Auric and 
  a handful of his apprentices. In time, the Guild proved to be 
  the source of fabulous income from the myriad Tilean factions 
  who wished to hire an Imperial Magister. This attracted more 
  members of the Golden Order.
  Once their numbers grew and permitted it, the Magisters 
  obtained permission to grant licenses and began searching for 
  apprentices, similar to how the Colleges do in the Empire. 
  No Magister from the Alchemists’ Guild can progress beyond 
  the level of journeyman wizard without first visiting the Gold 
  College proper, but that has never deterred gifted Tileans from 
  joining. After all, they say, they can always return home.
  The Alchemists’ Guild is governed by a council of Magis-
  ters, led by a Lord Magister appointed by the Patriarch of the 
  Golden Order. In previous decades the unwritten rule was that 
  the post was available only to an Imperial subject. Recently, 
  however, in a controversial move, Balthasar Gelt appointed a 
  Tilean, Vito Andolini, to lead the Guild.
  The Shadow Academy
  “This is a land of opportunity! Why should I rot in the 
  Emperor’s service?” - Black Magister Pieter van Eck-
  hardt, previously of the Grey Order
  Though rumours of an all-encompassing Shadowmancer 
  conspiracy bent on preserving the Empire and hunting down 
  wayward Magisters abound, the Marienburger-by-birth Pieter 
  van Eckhardt proves that not all of them are as loyal as they 
  would have people believe they are. Or at the very least he 
  appears to prove it.
  Having grown tired of the Empire’s restrictions, he “left” the 
  Grey Order some forty years ago to pursue such applications 
  of his powers that would not have been considered legal by 
  his peers. Shadowy Tilean politics immediately attracted him 
  and soon he found himself at the head of a host of apprentices. 
  25
  
  Part one
  The demand for their specific skills 
  was huge, from “innocent” informa-
  tion gathering to assassinations and the 
  Shadow Academy grew. Through his 
  own studies, van Eckhardt reached the 
  power of a Magister Lord, and several 
  of his earliest disciples would be a 
  match for regular Magisters.
  That said, the Black Magister evident-
  ly has something to fear, as the location 
  of his Academy is kept in secret. Since 
  his students go out of their way to avoid 
  the Gold Magisters from the Alche-
  mists’ Guild of Urbino, it’s likely that 
  van Eckhardt fears that his former Im-
  perial masters will learn of him. Several 
  local parties might also hold grudges for 
  his Shadow adepts’ actions.
  Astral Magic
  The stars are right... - Maestro Vincent Lambertino
  Astral Magic is a school of magic that takes advantage of 
  the blue wind of magic, the Azyr, which in Tilean is called 
  Azur. Astral Magic is founded in the Tilean city of Padula and 
  its origins are somewhat mysterious. What is known is that 
  an Italian scientist named Antonio Sineva moved in to an old 
  defensive tower built over the ruins of an ancient elven build-
  ing, dating back to the Wars of the Beard around the year 1755 
  IC. His field of expertise was astronomy, and the tower was a 
  perfect place to make his studies of the heavens.
  Some say he came into contact with a Elven spirit inhabiting 
  the ruins that allowed him to develop his latent sensitivity to 
  the winds of magic.  His studies were greatly boosted and he 
  began to receive many requests for horoscopes which he made 
  with impressive precision. He kept his magical abilities a 
  secret and grew and refined it, until he became experienced in 
  the rituals and spells, transcribing them into books, that told of 
  the Azur, its manifestations and how to harness the wind.  Af-
  ter some time, he adopted a young orphan with who’s destiny 
  he had read in the stars.
  The school began as a small and secretive academy, whose 
  members were devoted mostly to astronomical research and 
  the preparation of horoscopes, its use of magic is one of the 
  more open secrets in Padula. One of the most famous students 
  of the school is Garineo Garinei, professor of mathematics 
  at the University of Padula, he is a prominent astrologer and 
  has done extensive research on the planet Tigris and claims to 
  have even observed moons orbiting this planet.
  The school is located in the old original tower, deep under 
  its foundations lies the tomb of Antonio Sineva in which some 
  powerful magical items are kept. The original tower has been 
  enlarged with a couple of outbuildings for living quarters, and 
  is called the “Specula” (this means place for speculations in 
  Padulan dialect). From here the Astral Wizards study the sky 
  and prepare their horoscopes, but also become familiar with 
  the use of Azur and study new forms of magic.
  After Teclis formed the Celestial College, the Astral School 
  started to send a senior wizard there in order to compare 
  their own spells, study the theory of Azyr and broaden their 
  knowledge. After completing their studies they return to the 
  “Specula” and another heads to Altdorf.
  The Way of Body
  “We have been here for millennia, 
  practicing the arts of Body. We do 
  not need fanciful magic of the Elves. 
  Our own, Human traditions are more 
  then sufficient. ” - High Shapeshifter 
  Lorenzo da Pavona
  One of the local Hedge traditions, 
  allegedly practiced since the Age of 
  Myths throughout the entirety of Tilea, 
  the Way of Body is a source of pride to 
  many Tileans. The tradition lacks much 
  formal organisation, though there are 
  several things all practitioners have in 
  common. Each Hedge Wizard is consid-
  ered to have finished his apprenticeship 
  when his powers enable him to change 
  form, at which point he can claim the title of “Shapeshifter” 
  and take his own apprentices. All firmly believe in improving 
  one’s body, and their spells reflect it. Finally, all are dismissive 
  of the Empire’s new form of magic.
  The titular leader of the Way of Body is the High 
  Shapeshifter, though the position is hereditary since the previ-
  ous millennium, and he holds very little real power, apart from 
  being able to call a grand assembly of all Shapeshifters.
  The Way of Mind
  “Those fools practicing the Way of Body may eschew 
  real power, be decadent and disorganised, but they’re right 
  about one thing. There are enough Human traditions for us 
  to safely ignore the Elven ways.” - Warlock Giovanni the 
  Mindbender
  Unlike the Way of Body, the practitioners of the Way of 
  Mind are organised into covens, in which all members are 
  equal. It is as widespread as the Way of Body and as ancient, 
  if its practitioners are to be believed. Each coven competes 
  with others for influence and resources, though rather peace-
  fully. Divination competitions are held by each coven to 
  determine whether the apprentices are worthy of joining it as 
  full members.
  Members of the college are all convinced of the power held 
  within the human mind and work tirelessly to unlock it. Their 
  powers of foresight often make them sought-after advisors of 
  Princes and their vassals alike.
  26
  New Talent: Hedge Lore - This is a Talent available to 
  Witches and Warlocks following established Hedge Magic tra-
  ditions that have their own spell lists, such as the Way of Body 
  or the Way of Mind. A Witch or Warlock may take this Talent 
  instead of the Witchcraft Talent, and may take it as many time, 
  as they want. The first time the Talent is taken, it will grant the 
  Witch her Intelligence Bonus (IB, first digit of Int) of spells 
  from the list. Every subsequent time the Witch learns the Tal-
  ent, it will grant her only IB/2 of spells, up to the total amount 
  of spells in the list, of course.
  You can also introduce similar Arcane Lore, Dark Lore, 
  Divine Lore and Lesser Lore talents, where appropriate
  
  Part one
  Spell lists (and RoS page numbers.):
  Way of Mind
  Way of Body
  Acceptance of Fate (142) 
  The Beast Made Well 
  (138) 
  Deathsight (143) 
  The Boar’s Hide (138) 
  First portent of Amul (150) 
  Claws of Fury (139)
  Second portent of Amul 
  (151)
  Form of the Ravening 
  Wolf (140) 
  Third portent of Amul 
  (152) 
  Form of the Soaring 
  Raven (140) 
  Omen(151) 
  The Talking Beast (141) 
  Banish (156)
  Limbwither (143) 
  Clarity(156) 
  Curse of Thorns (153) 
  Law of Logic (160)
  Earth Blood (153) 
  Bewilder (162)
   Fat of the Land (153) 
  Mindhole (164)
  Healing of Hyish (157)
  GMs without Realms of Sorcery are advised to use alterna-
  tive spells from the Core Rule book with a casting number of 
  less than 12 from all of the Lores of Magic
  Game Mechanics for Tilean Magic
  Mechanically Tilean wizards from a college are best created 
  using the Apprentice Wizard career from the Core Rules or the 
  Hedge Folk careers listed in Shades of Empire (SoE). Tilean 
  wizards using the Apprentice Wizard career are unable to enter 
  the Journeyman Wizard career without spending 200xp and are 
  unable to enter the Master Wizard career without becoming a 
  full member of the Colleges of Magic in Altdorf and undergo-
  ing the correct training.
  Casting Number Variances
  In addition to the changed miscast tables the casting value 
  of spells varies around Tilea, anywhere in the vicinity of the 
  Blighted Marshes casters subtract 2 from a spell’s casting 
  number and gain an additional Chaos die unless they have the 
  Dark Magic talent. Around the rest of Tilea spells are cast as 
  normal, except in population centres with over 100 people, 
  where casting numbers increase by 2. As always any changes 
  that affect the game’s core rules are entirely optional and used 
  at the GM’s discretion.
  These rules represent the rarity of very powerful magisters 
  in Tilea and tie in with the reduced strength of the Winds of 
  Magic in the area.
  Additional rules
  “When the traitorous Skaven freed the Nehekharan 
  usurper, Alcadizaar, and tasked him with assassinating 
  my Lord, the Great Necromancer retaliated in force. His 
  spells leeched life out of several of the so-called Lords of 
  Decay despite all the power of their horned god. Even as 
  the usurper destroyed His physical form, His immortal will 
  commanded the legions of local Undead to converge upon 
  Skavenblight, the Ratmen’s lair in the Blighted Marshes. 
  Through this concentration of will upon what is now called 
  the Zombie Marshes, Lord Nagash shaped the magical 
  environment of Tilea for all eternity. The potency of the 
  nexus He created there influences the entire land.” - Lord 
  Gorthuar de Veris, Highest Agent of the cult of Nagash
  A lack of formal training does not mean Tilea is without 
  wizards, but due to the dark spots scattered throughout the 
  land magic reacts differently to their presence than the Empire. 
  The twisted dark magics unleashed in his great ritual to control 
  Khemri have caused the following changes to the miscast 
  table:
  While most of Tzeentch’s Curse effects work as normal in 
  Tilea, several can turn into things related to death or Necro-
  mancy. The following Manifestations have a 50% chance of 
  being replaced with another (if the effect is completely new, 
  the description will be given in brackets): The result replaced 
  on the table is written in brackets at the beginning.
  Minor Chaos Manifestation Result
  (01-10 
  WFRP Core)
  Witchery with Breath of Chaos
  (11-20 
  WFRP Core)
   Rupture with Unnatural Aura
  (31-40, 
  WFRP Core)
   Horripilation with Haunted
  Major Chaos Manifestation Result
  (01-10, 
  WFRP Core)
   Witch Eyes with Wraith’s Touch (Your 
  entire body becomes chilling to the touch, 
  as if frozen. It reverts to its original tem-
  perature at dawn the following day.)
  (31-40, 
  WFRP Core) 
  Craven Familiar with The Dead Walk! 
  (D10/2 ancient Skeletons rise from the 
  ground as wayward magical energy acti-
  vates an echo of the Great Ritual and attack 
  you next round. They can’t attack in the 
  round they appear, as they claw their way 
  out of the ground, though can be attacked.)
  (41-50, 
  WFRP Core) 
  Chaos Foreseen with Ritual Echo (You 
  glimpse a remnant of the Great Ritual and 
  gain 1 Insanity Point. Any time after this 
  event, you can spend 200xp and gain the 
  Dark Lore (Necromancy) talent.)
  Catastrophic Chaos Manifestation Result
  (41-50, 
  WFRP Core)
  Heretical Vision with Thought of Nagash 
  (Lingering elements of the Great Necro-
  mancer’s will enter your mind. You gain 
  1d10 Insanity Points. Any time after this 
  event, you can spend 100xp and gain the 
  Dark Lore (Necromancy or Nagash) talent.)
  (61-70, 
  WFRP Core)
  Uninvited Company with Horde of the 
  Dead (D10 + your magic characteristic of 
  ancient Skeletons rise from the ground as 
  wayward magical energy activates an echo 
  of the Great Ritual, and attack you next 
  round. They can’t attack in the round they 
  appear, as they claw their way out of the 
  ground, though can be attacked.)
  (71-80, 
  WFRP Core) 
  Deamonic Contract with One of Us (One 
  random limb turns permanently skeletal, 
  you can still use the limb and feel pain but 
  anyone seeing this must make a fear test and 
  will probably try to burn you as a mutant.)</
  table
  27
  
  Part one
  Chapter 6: Politics
  T
  o the rulers of the Empire and Bretonnia, Tilea appears 
  to be both anarchic and ungovernable, a place where 
  petty feuds and competition for trade divide the populace. 
  However, Tilea is also a land of opportunity, where it is pos-
  sible to accumulate great wealth through talent, wits and indus-
  try, no matter how low one’s birth. This is due to the fact that 
  the rise of the burgher class in Tilea has been far more marked 
  than in other nations, something that Tileans are fiercely proud 
  of. As a result, ambition and desire for financial mobility mo-
  tivates almost every Tilean citizen. This combination of pride 
  and commercial competitiveness has shaped the two key facets 
  of  Tilean society: the Vendetta and the Condotta.
  The Vendetta
  Vendetta is the term for a long-running argument between 
  two Tileans or, more commonly, between two Tilean families, 
  cults or other institutions. It permeates society, from the most 
  opulent of noble houses to the poorest of peasants. Originally, 
  vendettae were carried out in response to the slaying of a 
  family member and, typically, took the form of a simple and 
  straightforward revenge killing of the murderer, normally 
  carried out by the victim’s closest male relative. However, 
  in modern Tilea the term now encompasses acts of revenge 
  carried out in response to any slight, real or imagined. Tilean 
  vendettae can be complex and long-running cycles of insults, 
  one-upmanship and violence, often spanning generations. 
  They provide a means for each Tilean to show his independ-
  ence from his fellows and no Tilean would ever be content 
  to forgive or forget even the smallest insult. Some scholars 
  draw parallels with the Dwarf Grudge and, indeed, the system 
  of vendetta is markedly more formalised in the north of the 
  peninsula than in the south.
  Conducting a Vendetta
  The most direct and obvious way of exacting revenge upon 
  someone for his crimes against you is through a straightfor-
  ward assault or murder, and it was along these lines that the 
  vendetta was most often conducted in the past. However, 
  over time, the methods by which vendettae are pursued have 
  evolved beyond simple violence to encompass more subtle 
  forms of rivalry, insults and one-upmanship, as families at-
  tempt to discredit or outdo one another. Reputation, standing 
  in society and commercial power play are all important facets, 
  and the elegance by which the sanction is achieved is often 
  as important in garnering respect for the party pursuing the 
  vendetta as the damage done to their opponent.
  One of the most popular, albeit expensive, methods of 
  pursuing a vendetta is through the building and adornments of 
  palazzos. Unlike other lands, these massive buildings are cre-
  ated by merchants, priests and politicians as well as members 
  of the nobility. 
  Sport is also an increasingly popular tactic. Horse and char-
  iot racing, pit-fighting and games such as snotball are popular 
  entertainment whether organised formally, in the great arenas 
  of the city states, or in the form of informal contests taking 
  place in the tiny piazzas of Tilea's towns and cities. Achieving 
  victory over your opponent provides a perfect way to publicly 
  humiliate him.
  The Condotta
  Perhaps because of the chaos of the 1st millennium, rigid 
  feudalism and class structures are not as dominant a part of 
  Tilean life as they are elsewhere. Instead, the Condotta, or 
  contract as it is known in the Empire, came to prominence as 
  the means of defining commercial relationships at all levels of 
  society. It has become such an intrinsic part of Tilean life that 
  even the noblest prince or the most corrupt republican couldn't 
  retain the most basic of servants without it. 
  The primary purpose of the Condotta is to define what serv-
  ices or duties are to be performed by the employee and what 
  recompense they shall receive from the employer in return. 
  In civilian life, market forces tend to keep the terms fairly 
  simple but convention has led to the widespread use of unusual 
  clauses, such as an allowance for sickness or time off for a 
  grandmother’s funeral. 
  A fundamental principle of the Condotta is that it should 
  benefit both sides. However, the relative balance of power 
  between the two parties plays a significant part in determining 
  the extent to which it does so. For example, only those with 
  influence are able to negotiate the addition of a sub-clause that 
  would reimburse them should employment terminate suddenly. 
  ”So, it’s agreed!” Luigi Barzone, Diplomat of the Court of Urbino to the Imperial Ambassador, sat back in his chair with 
  an air of finality. “You’ll support the Conte Urbino, so long as we align ourselves with you, but only if Remas is ascendant, 
  Luccini is descendant and the Condotta companies are on strike in the campaign season. Although that will, of course, depend 
  entirely on the outcome of our speculation in pike futures for the coming season.” 
  The Ambassador frowned. “Erm… Yes?”
  At this, the third man at the table, the Condottieri Martinez unrolled a scroll.
  “I feel that it is important at this juncture to point out that clause thirty four, section five of the regiment’s Condotta clearly 
  states that the regiment is not to be sent into battle against the forces of Condottieri Rodriguez,” the Mercenary Captain pro-
  nounced, pointing to the relevant section of the contract. “Hence, the company cannot be involved in this fight and we wish 
  you good luck. Have I also mentioned that it is pay day?” 
  Heinrich Schmidt, Imperial Ambassador to the city of Tobaro, adopted an expression strikingly similar to someone who had 
  just swallowed a wasp. 
  28
  
  Part one
  In some city-states, newborns are taken to the Verenan 
  temples by their parents, where their handprint is added to a 
  contract signing them over to the care and loyalty of the city 
  or the current prince. Citizens then undergo another ceremony 
  at eight years old to affirm their willingness to serve the city 
  and seal the contract for life, registering them as a full citizen. 
  In return for this, the city provides a daily or weekly ration of 
  grain for those with a copy of the contract signed by a priest of 
  Verena. 
  Patronage
  In addition to the Condotta, patronage plays an important 
  role in Tilean society and is seen as an ancient and honourable 
  institution, enshrined in both state and cult laws. Those who 
  require protection or assistance may petition a more power-
  ful individual to become their Patron or Patrizio. Sometimes, 
  these relationships are temporary, ending once the “favour” 
  has been repaid to the Patrizio, typically in the form of politi-
  cal support over a given issue or, in the case of a simple loan, 
  cash, mercenaries or other assets. However, more often, the 
  relationships are long-term, sometimes spanning generations. 
  Becoming a Patrizio allows the accumulation of status as it is 
  understood in Tilea that the Patrizio is always considered to be 
  at least as skilled, rich and powerful as those under his patron-
  age. This often leads to rich nobles and merchant princes com-
  peting to provide patronage for mercenary captains, priests, 
  court wizards, astrologers and artisans of all stripes.
  Structures of Rulership
  Although agitators in the Empire often portray Tilea as a 
  land of democratic republican states living in harmony, the 
  truth is that, outside of Remas and Verezzo, almost all of Tilea 
  is still ruled, at least in theory, by its nobility.
  However, the concept of nobility is much more fluidly de-
  fined in Tilea than in the Empire. Those of common birth are 
  able to obtain noble titles through marriage, conquest or even 
  simply by purchasing them. Additionally, anyone with a noble 
  Patrizio is considered a noble of one rank below his Patrizio 
  for the duration of the patronage. As a result, Tileans can gain 
  and lose noble status with what most outsiders consider to be 
  alarming ease and rapidity.
  The Tilean Princes
  Prince is the most prestigious title in Tilea and is, by cus-
  tom, restricted to the rulers of the five city-states of Luccini, 
  Miragliano, Pavona, Tobaro and Trantio. The city of Sartosa is 
  led by a so-called Pirate Prince, but this is an elected position 
  and is therefore not accepted by the majority of Tileans as 
  legitimate. Foreigners can be further confused by the fact that 
  the most powerful of Tilean traders style themselves merchant 
  princes after the Elven style. For example, while all three 
  members of the Triumvirate that rules Remas are currently 
  generally accepted to be merchant princes, none of them can 
  legitimately claim to be a Prince of Remas.
  The Nobility
  Tilean nobility is divided into those who serve the princes of 
  Tilea and the increasingly rarer aristocratic bloodlines. How-
  ever, both share the same hierarchy of titles.
  Duce or duke is the title typically associated with a minor 
  city-state or ducato (duchy). These are effectively of the 
  equivalent rank as a prince, save that their domain is not as 
  impressive as one of the Five Cities. The name of the city or 
  ducato is most commonly attached to the name of its ruler. 
  For example, the Duce Marino Zeluco is the duke of the 
  town of Zeluco, near 
  Miragliano, while 
  Duke Organza rules 
  the Ducato of Or-
  ganza in the Apucci-
  ni 
  Mountains. A female 
  duke is referred to as 
  a 
  ducessa. The term 
  doge is also used 
  in 
  the republics. 
  The title of conte (or 
  contessa, if female) 
  is 
  one rank below duce, 
  and is typically held 
  by those who oversee 
  a 
  small town or contea 
  (county), or by those 
  who have a Duce 
  as a patron. Conti 
  typically make up 
  the ruling councils 
  of 
  city-states, and many 
  mercenary captains, 
  court wizards and other 
  senior advisors hold 
  this rank. 
  Finally, barone (or baronessa) is the lowest rung of Tilean 
  Nobility. A single village or fortification will typically be 
  governed by a barone but the title is more commonly held by 
  those who have a conte as a patron. In larger cities, it is not 
  unusual to find that many of the most skilled burghers hold 
  this title. This invariably leads to visiting Bretonnian and 
  Empire nobles becoming disgusted to discover that the local 
  butcher has styled himself a baron. In the republics, the titles 
  of barone and conte, are often awarded for notable service to 
  the republic.
  ”Si, barone!”– A common response to a request 
  amongst Tilean friends, quoting Stiletto, a character in 
  the famous comedy A Dangerous Mouse
  The cults
  Tilean cults have not escaped the culture of the vendetta 
  or patronage, with each temple trying to outdo its rivals by 
  providing patronage for artists, architects and musicians. This 
  is most obvious in the cult of Myrmidia, whose temples are al-
  most always massive palazzos, with vast domes covered with 
  intricate mosaic work and frescos, leaning towers at impos-
  sible angles, supported only by science and numerous statues, 
  and carvings, often gilded and encrusted with precious gems. 
  The various cults and high priests also hire mercenaries as 
  elaborately-uniformed temple guards in an effort to one-up 
  their rivals. Imperial halberdiers are particularly in vogue, 
  with rival temples competing to hire the most prestigious 
  regiments and dress them in the most elaborate and decorative 
  uniforms.
  As mentioned in Tome of Salvation, the cults also award 
  their members a wide variety of titles. Again, the cult of 
  Myrmidia leads the pack in this respect, with many obscure 
  positions with which high priests may reward loyal supporters. 
  Often these positions and titles are taken from secular authori-
  ties, those who defy the cult are threatened with accusations of 
  Heresy or Mutation if the titles are not given to the cult.
  29
  
  Part one
  The Merchant Princes
  Tilea has no universal banking system and each city-state 
  mints its own coinage. However, due to the Tilean princes’ 
  and duci’s habit of pursuing vendettae beyond their financial 
  means, Tilean coinage has developed a reputation for having 
  little or no gold or silver content. As a result, most Tilean mer-
  chants prefer to use Imperial or Bretonnian coinage.
  This state of affairs has gifted considerable power and 
  influence to the merchants, due to the huge amount of money 
  and resources they own or control. With the high priests and 
  princes of Tilea often bankrupt, the merchants have been able 
  to buy their way into power by providing patronage for those 
  of greater station. Originally, the Elven term merchant prince 
  was only applied to those merchants who were so wealthy that 
  they could provide patronage to one of Tilea’s five princes 
  but, in more recent years, the term has come to describe any 
  merchant with significant authority over an area. 
  The Republics and the Burghers
  The largest Tilean republics are the great city-states of 
  Remas, Verezzo and Sartosa but there are also many smaller 
  republican cities and ducati, mostly sandwiched between the 
  River Remo and the Plain of Luccini. The majority of these 
  republics were founded during the seventy-eight year period 
  of famine that wracked Tilea around 2300 IC. Agitators and 
  demagogues spurred the populace to rise against the princes 
  and duci, who they (quite justly) accused of hoarding grain to 
  sell at greatly inflated price.
  While no two republics are governed in exactly the same 
  manner, most of them implement some form of democracy, 
  with each land-owner entitled to cast a vote for a council of 
  Signori, who elect a Signor or Podesta from amongst their 
  number to act as de facto ruler. Some also appoint a Capo del 
  Popolo to act as a leader for the citizens of the community not 
  on the council of Signori. While this seems an efficient method 
  of governing, many towns find that these councils quickly 
  become dominated by a single family or guild. As a result, the 
  role of Signor of some settlements is offered to a strong leader, 
  such as a Condottiere, or to the ruler of a 
  larger, more powerful city-state, in order 
  to protect the settlement from its enemies.
  Much of the power that vests with the 
  hereditary nobility in the Empire, is held 
  by the burghers in Tilea. Rulers come to 
  power and are deposed by these middle 
  classes on a regular basis, as they form 
  powerful guilds and voting blocks by 
  wielding the influence afforded them by 
  their wealth and through the control of 
  poorer citizens they employ. Many of 
  these legitimate businessmen would think 
  nothing of hiring an assassin to target a 
  rival during a crucial negotiation, or pay-
  ing an agitator to stir up trouble against 
  a ruler should their policies be bad for 
  business. While only the richest Imperial 
  merchants can afford heraldry it would be 
  a poor Tilean merchant who did not have 
  a coat of arms above the door, though it 
  is worth noting they may well be slightly 
  shop-soiled.
  Even in the more traditional city-states 
  and bucolic ducati, the average Tilean 
  citizen feels far more empowered than his counterparts in 
  the Empire. As a result, Tileans take great interest in politics; 
  afternoons and evenings are typically spent sipping red wine in 
  the piazzas and fora while passionately debating the issues of 
  the day.
  The Pirate Princes
  Pirates are a constant worry for Tilean trading ports and 
  merchants. Sartosa, the Estalian islands and the Border Princes 
  provide many small ports from which pirates can operate and 
  strike at Tilean merchant shipping with impunity.
  To combat the Pirate menace, the merchant princes have 
  taken to issuing letters or seals of Marque, creating privateers 
  – essentially pirate captains who prey upon their own kind. 
  These will often be issued in conjunction with large bounties 
  for the capture or sinking of specific pirate vessels and recov-
  ery of lost cargoes.
  The merchants of Tobaro in particular have waged many 
  campaigns against pirates, including assembling a vast merce-
  nary army to conquer a pirate stronghold on the isle of Cera-
  Scuro in 2492 .As a result, Tobaro is a popular port of call for 
  privateer captains and mercenary marine companies, giving its 
  harbours an eclectic, cosmopolitan feel, as different cultures 
  mix and sometimes clash.
  Military Matters
  Armies in Tilea are formed from mercenary companies, 
  rather than a militia or standing force of soldiers. These armies 
  are motivated purely by coin, rather than loyalty or honour. In 
  contrast to the Empire or Bretonnia, this has broken the nobil-
  ity’s traditional monopoly on military force. Ambitious mer-
  chants and would-be tyrants are able to raise armies as large as 
  those of the city states, as long as they can afford it. 
  Mercenary companies also seek employment beyond the 
  borders of Tilea and some, such as Leopold's Leopard Compa-
  ny, the Marksmen of Miragliano and the Alcatani Fellowship, 
  have become legendary throughout the Old World.
  Retaining the services of a mercenary company involves 
  assigning a Condotta to a Condittiére for 
  a specified number of lances (a unit of 
  soldiers that consists of between four and 
  six men), with the length of service and 
  amount of pay typically defined up front. 
  Many of these Condotta are incredibly 
  detailed, specifying, for example, what 
  supplies are to be provided to the army 
  when it is camped near a friendly city or 
  which other armies the Condittiére may 
  or may not fight alongside or against. 
  The signed contract is always stored at 
  a temple of Verena or at a neutral place, 
  with both parties having a copy to hand. 
  The Condittiére and his men carry this 
  into battle with them in case they need 
  to refer to the contract. Its loss can cause 
  serious problems, especially if they don't 
  altogether trust the client.
  The Mercenary Companies
  Sell-swords of all types flock to Tilea, 
  knowing that many opportunities for 
  profitable employment may be found 
  there. The Tileans are renowned for the 
  fact that they will hire almost any merce-
  30
  
  Part one
  nary company, no matter how untrustworthy or incompetent. 
  Indeed, as well as retaining the services of brigands, republi-
  cans and ogres, they have even been known to stoop to hiring 
  creatures such as orcs. As with all mercenaries, these less-
  disciplined mercenaries often turn to banditry which, in itself, 
  creates more work for other mercenaries. The villages of the 
  wine-growing region on the southern slopes of the Apuccini 
  Mountains have suffered particularly from the predations of 
  orc mercenaries who have forgotten who hired them and seek 
  to steal the wine or even enslave the winemakers.
  Duellists and Assassins
  Young, impetuous nobles often seek to settle vendettae 
  in the most simple and direct manner, duelling amongst the 
  cramped alleys of Tilea’s city-states. Unlike their Estalian 
  Diestro cousins, these Tilean duellists care little for the sci-
  ence and art of the blade. Instead, they are motivated only by 
  vengeance, honour or money. The most successful duellists 
  become mercenaries, selling their skill with the blade through-
  out the nations of the Old World. Many of them hail from the 
  city of Pavona, whose ruler, the Princess Lucrezia Belladonna, 
  is widely suspect to be not only a skilled assassin in her own 
  right, but also head of the most powerful and organised guild 
  of assassins in the Old World, whose services are often sought 
  by feuding parties seeking a permanent end to a vendetta or, 
  on occasion, by onlookers seeking to fan the flames of the 
  vendetta. The most enterprising duellists have established 
  a number of schools throughout Tilea to teach the art of the 
  blade to aspiring swordsmen.
  The Tilean Fleet
  Tileans are renowned as some of the greatest sailors in 
  the Old World. A great fleet of merchant ships ply the trade 
  routes between Tilea and the Old World’s great ports, such 
  as Marienburg, Erengrad and L’Anguille. In addition, Tilean 
  ships frequently trade with Barak Varr, Copher and even 
  Lothern. The Tileans’ reputation as explorers extends be-
  yond overland routes, like the Silk Road to Ind and Cathay; 
  Tilean captains have also opened up sea routes to Lustria and 
  founded the town of Nuevo Luccini, on the Cactus Coast. 
  Nuevo Luccini is a thriving Tilean trading port, complete with 
  a temple of Luccan. Many merchants and taverns have set up 
  shop here, making a living from those who wish to explore 
  and exploit the jungle. 
  Alongside Tilean merchants are the galleys maintained by 
  the city states, these patrol the coastal waters off Tilea and 
  are often crewed by criminals sentenced to the oars for their 
  crimes.
  Other Elements
  The Colours
  The Colours are phenomenon unique to Tilea. These organi-
  sations are common in the cities, where they act as vast social 
  clubs, often with a sporting theme. Their membership is drawn 
  from males of all political alignments and social levels, who 
  partake in drunken revelry and even, on occasion, organised 
  violence against rival Colours. In many cities, Colours have 
  palazzi staffed with the finest entertainers and chefs, paid for 
  by members’ annual dues.
  In the Republic of Verezzo, the Colours have become a 
  significant political force, after merchants and politicians 
  turned them into powerful voting blocks which they use as the 
  cornerstone of their political support.
  The Curse of Mordini
  The city-state of Lambrusco, nestled below the Apuccini 
  Mountains, illustrates the power of the vendetta and fickleness 
  of the Condotta. The city was once defended by an elite mer-
  cenary company, five thousand strong, under the command of 
  Ennio Mordini, one of the greatest Tilean mercenary captains 
  who ever lived.
  Mordini was in the employ of Duke Fabriano, a typical 
  Tilean noble who had a long-standing vendetta against the 
  duke of neighbouring Organza. Mordini led many success-
  ful raids on the Ducato of Organza, until Duke Organza was 
  forced to pay off Fabriano to end the vendetta. However, Duke 
  Organza, not wishing to suffer a complete loss of face, made it 
  a condition of the settlement that Mordini and his Legion were 
  disposed of, a condition the treacherous Duke Fabriano readily 
  agreed to.
  Sardo, another mercenary captain in Duke Fabriano’s em-
  ploy, was despatched to ambush and massacre Ennio Mordini 
  and his company. Mordini died along with all his men during 
  that ambush. With his last breath, he swore revenge, that 
  someday and somehow he would settle the account for the 
  treachery he had suffered on that dark day.
  Five years later, the Doomed Legion, as it came to be 
  known, marched again, in the form of a host of skeletons un-
  der the command of Ennio Mordini, risen from the grave as a 
  powerful wight king. Marching upon the Ducato of Lambrus-
  co, the Doomed Legion stormed and overran the city, cutting 
  Duke Fabriano’s mercenary defenders to ribbons and massa-
  cring its inhabitants. Of Duke Fabriano, it is whispered in the 
  corners of Tilean taverns that his execution was preceded by 
  seven days of torture at the hands of Mordini himself.
  How Mordini and his men returned from the grave is the 
  source of much speculation. Some whisper that a mysterious 
  necromancer raised them for his own, unknown ambitions, 
  while others speculate that Mordini sold his soul to the Ruin-
  ous Powers in order to fulfil his vendetta. Whatever brought 
  about his return, Mordini now rules the Dead Court of Lambr-
  usco, a vast haunted necropolis that serves as a warning to all 
  men how base treachery might be repaid.
  31
  
  Part two
  Part Two: Cities of Tilea
  32
  Tilean Gazetter 
  Name
  Size
  Ruler
  Pop
  Garrison
  Wealth
  Remas
  CS  
   Triumvirs 
  Poppeia, Julius, 
  Crassus
  130000
  350a/500b/5000c 
  5
  Trade, Govern-
  ment, Fishing, 
  Boatbuilding
  High Temples for 
  most cults, Adminis-
  trative centre
  Stiani
  T
  Triumvirs 
  Poppeia, Julius, 
  Crassus
  6000
  100b/500c
  4
  Trade, Agricul-
  ture, Wine
  Remas rules 
  directly, Capa Cuoco 
  head of garrison
  Astiano
  T
  Conte Girolomo 
  Mazzuli
  4000
  20a/250c
  3
  Agriculture, 
  Sheep, Wine
  Catrazza
  T
  Doge Jacoppo 
  Lombardi
  650
  10a/100b/50c
  2
  Agriculture, 
  Fishing
  Approx 1000 refu-
  gees and Miragliano 
  fleet now here
  Urbino
  T
  Duca Giovanni 
  Pergolesi
  5200
  50a/600c
  5
  Trade, Fishing, 
  Agriculture
  Scorcio
  ST
  Conte Andrea 
  Puccini
  800
  25b/60c
  3
  Agriculture, 
  Olive Oil
  Varieno
  T
  Conte Fedrico 
  Campi
  3750
  50b/350c
  3
  Timber, Cattle, 
  Wine
  Nonucci
  F
  Primus Pilus 
  Sabatine Mercer
  100
  10a/20c
  2
  Fishing
  Island village, 
  home to Myrmidian 
  prison
  Verezzo
  CS
  Signor Rossi
  56000
  170a/1200c
  4
  Trade, Agricul-
  ture, Industry, Wine
  Scozzese
  V
  Conte di Argen-
  tisso
  3500
  40b/300c
  3
  Wine, Agricul-
  ture, Olive Oil
  Rifraffa
  ST
  Conte Cesare 
  Lombroso
  750
  25b/25c
  2
  Wine, Agricul-
  ture
  Spomanti
  T
  Conte Jacopo 
  Montaperti
  3800
  50b/450c
  4
  Wine, Agricul-
  ture, Cattle
  Terenne
  T
  Conte Antonio 
  Montecchis
  4500
  50b/260c
  3
  Ore, Trade
  Raverno
  T
  Conte Girolamo 
  Sordello
  4000
  50b/200c
  3
  Agriculture, 
  Wine, Sheep
  Olesi
  T
  Duca Matteo 
  Boiardo
  6400
  100b/500c
  3
  Fishing, Agricul-
  ture, Trade,
  Luccini
  CS
  Prince Lorenzo 
  Lupo
  196000
  300a/800b/3000c 
  5
  Religion, Gov-
  ernment, Trade, 
  Shipbuilding
  Largest city in 
  Tilea
  Portomag-
  giore
  T
  Prince Georgio 
  Sideri
  5100
  60a/400c
  3
  Wine, Fishing, 
  Boatbuilding
  Minotupa
  T
  Prince Lorenzo 
  Lupo
  5000
  75a/750c
  4
  Fishing, Agricul-
  ture, Wine
  Capelli
  Duchessa Ve-
  ronica di Padua
  5100
  25a/500c
  3
  Timber, Sheep, 
  Trade
  Aldente
  T
  Conte Marsilius 
  Natta
  2550
  25b/100c
  3
  Wine, Agricul-
  ture, Olive Oil
  Pavezzano
  T
  Duca Baldassare 
  Peruzzi
  5600
  60a/1700c
  4
  Trade, Fishing 
  Agriculture
  Monte Cas-
  tello
  F
  Comandante di 
  Meglio
  2250
  150a/100c
  3
  Fishing, Cattle
  Pugno
  ST
  Marchesa Luc-
  rezia Petrarch
  850
  34b/70c
  2
  Agriculture, 
  Wine
  
  Part two
  33
  Organza
  ST 
  Duke Guillano 
  Organao
  231
  10a/23b/39c
  2
  Mining, Goats
  Kazad 
  Frankund
  F
  King Garil 
  Thunderclap
  230
  200b
  2
  Government
  Karak Eks-
  filaz
  DH
  King Hergar 
  Steelclad
  5000
  1000b/200c
  3
  Trade, Ore, Met-
  alwork
  Grung Mizpal
  M
  King Hergar 
  Steelclad
  57
  8c
  2
  Ore
  Karak Seda-
  zund
  F
  King Garil 
  Thunderclap
  150
  120b
  2
  Government
  Karak Grom
  DH
  King Garil 
  Thunderclap
  3200
  640b/120c
  3
  Trade, Ore, Met-
  alwork
  Khazid Urbaz
  V
  King Garil 
  Thunderclap
  90
  10b/6c
  2
  Ore, Metalwork
  K. Kaferkam-
  maz
  DH 
  King Skal Red-
  beard
  2500
  500b
  3
  Trade, Ore, Met-
  alwork
  Toscania
  CS
  Duchesa Patrizia 
  Malpighi
  8700
  150a/2000c
  3
  Trade, Wine, 
  Ore, Goats
  Porto Real
  T
  Governor 
  Emeric Gorge
  1200
  10b/150c
  3
  Sugar, Tobacco
  Porto Sarba
  ST
  Governor  
  Koenraad de 
  Graeff
  320
  10b/30c
  2
  Fishing Trade,, 
  Piracy
  Aguilas
  CS
  Marquis Juan 
  Narciso
  13000
  180b/1500c
  4
  Boatbuilding, 
  Trade, Govern, 
  Plantatioion 
  Port
  Porto Espejo
  ST
  Marcos de Nizza
  400
  20b/35c
  2
  Fishing, Planta-
  tion
  Miragliano
  CS
  Duce Vincenzo 
  Cornuti
  93000
  200a/400b/2600c
  5
  Trade, Boat-
  building, Govern-
  ment, Fishing
  Recent reports 
  indicate razed by 
  Skaven
  Cera-Scuro
  F
  Gov* Dominico 
  Caraccioli
  120
  50b/10c
  2
  Government, 
  Trade,Piracy
  Gorgon's Ola
  V
  Bacino Reale
  T
  Lord Gov di 
  Giudice
  252
  4b/52c
  2
  Trade
  Udolpho
  T
  Conte Guilio 
  Uberti
  4200
  150a/1000c
  3
  Ore, Timber, 
  Wine
  Ebino
  T
  Conte Galeazzo
  3600
  40a/200c
  3
  Trade, Agricul-
  ture, Cattle
  Ravola
  ST
  Contessa 
  Patrizia Malpighi
  850
  25b/35c
  2
  Wine, Agricul-
  ture
  Campogrotta
  T
  Conte Guido 
  Novello
  3500
  100a/400b
  3
  Trade, Goats, 
  Ore
  Trantio
  CS
  Prince Giorgio 
  da Vignola
  11000
  150a/200b/700c
  4
  Trade, Agricul-
  ture, Goats
  Pavona
  CS
  Prince Emanuele 
  Orlando
  12500
  100a/350b/500c
  4
  Trade, Agricul-
  ture, Wine, Sheep
  Raganos
  ST
  Duquesa Ti-
  gridia Arlanza
  910
  35b/50c
  2
  Ore, Woodwork-
  ing
  Durango
  ST
  Duque Nuno 
  Rasura
  850
  32b/50c
  2
  Sheep, Ore
  Guanir
  ST
  Duque Inigo 
  Arista
  720
  28b/45c
  2
  Timber
  Sartosa
  CS
  King Giovanni 
  Barbarossa
  3000
  1200b/1800c
  5
  Piracy, Trade, 
  Slavery, Fishing
  Tobaro
  CS
  Prince Tibaldus 
  Marsarius de Vela 
  18000
  100a/1200c
  4
  Trade, Ore, 
  Gemstones, Fishing
  Alimento
  V
  Conte Guido 
  Novello
  90
  5b/10c
  2
  Trade, Ore
  Settlement Size CS=City State(any size), C=City (10000+), T=Town (1000-10000), ST=Small Town (100-1000), V=Village (1-100), F=Fort (any size), 
  M=Mine (any size) R=Ruin, DH=Dwarf Hold(any size), Wealth (1=impoverished, 5=very rich), Garrison/Militia Quality: Excellent = A, Average = B, Poor = C
  
  Part two
  34
  
  Part two
  T
  ilea is defined by its great cities; vast melting pots of 
  civilisation rivalling even Altdorf and Marienburg. 
  Tilea’s cities stand like bastions of achievement in the bright 
  southern sun, but the real fortunes are made (and lost) in their 
  darkened houses and alleyways. Visitors are easy prey for the 
  greedy and unscrupulous – and sometimes those with darker 
  designs.
  This chapter details Luccini, Remas and Verezzo; three cities 
  which currently dominate political life in Tilea. 
  Luccini
  The city of Luccini was founded in O IC by the twins Lucan 
  and Luccina. Following is a brief summary of the city’s history 
  according to legends and stories.
  Legend holds that the temple complex at the heart of the 
  Acropolis was first inhabited by priests of Morr and the other 
  Classical gods millennia ago. The exact date of Luccini’s 
  founding has been questioned by scholars for centuries, but 
  whatever the truth of the matter, Luccini was certainly a reli-
  gious community by the year -100 IC when some of Luccini’s 
  priests departed to journey around Tilea at the time the South-
  ern League rose to power and travel became safer.
  The Founding of Luccini
  Around -20 IC the twins Lucan and Luccina, patron gods of 
  the city, were born to one of the many shepherd tribes inhabit-
  ing the ruins of the Elven colony surrounding the Acropolis. 
  The twins’ mother was an unmarried young girl at the time. To 
  save herself from shame, the mother abandoned her infants in 
  the colony's ruins, where few dared to tread for fear of wak-
  ing ancient ghosts. While abandonment was fairly common 
  in that time, healthy children such as the twins were usually 
  spared. The popular story holds that Morr himself intervened 
  and declared that the children were unready to leave the mortal 
  realm. The god of Death bade Lupus (or Ulric, depending on 
  the source) to send one of his servants and care for the children 
  until they were grown. 
  For 5 years the twins dwelt in a cave near the Theatre of 
  Ravens until they were found by a pilgrim shepherd journey-
  ing to the temple. The pilgrim’s first instinct was to kill the 
  children out of mercy. However, for some reason he took pity 
  on the wild, underfed children; unloved and unwanted, clutch-
  ing at the breast of a dying she-wolf. The pilgrim adopted 
  Lucan and Luccina, took them to the temple to be blessed, and 
  then returned to his tribe where he raised them.
  During Tilea’s unification under Myrmidia, the Southern 
  League appointed the twins as living embodiments of the gods’ 
  blessings on the Acropolis, and by extension the entire land. At 
  a pre-battle feast, the twins were invited to speak at the head 
  table. Unexpectedly, the twins decried the corruption of the 
  priesthood and declared that many had turned their backs upon 
  the laymen. As proof, the children pointed to the caves of their 
  childhood home, located so close to the priesthood but ignored 
  by them for so long. The twins then criticised the Prince of 
  Teal who led the army, for which they were immediately 
  clapped in irons. If not for Myrmidia’s success in the next 
  day’s battle, the twins would surely have been executed.
  Lucan and Luccina swore fealty to the warrior queen Myr-
  midia and went on to lead a regiment in her battles against the 
  Southern League and later Estalia. A month before Myrmidia’s 
  fateful coronation, the twins appealed for the right to found a 
  city at their birthplace. Myrmidia graciously granted them this 
  right, and also promised support and financial aid.
  It is widely known that Myrmidia died at her coronation, 
  before she was able to provide the support that had been prom-
  ised. However, Lucan and Luccina founded the city anyway, 
  amid great controversy. The Acropolis priests opposed the new 
  colony at every turn, organising raids to disrupt the economy 
  and invoking ghosts from the ruins to spread fear among the 
  settlement’s nervous inhabitants. Only the lowly priests of 
  Morr refused to engage in this spiteful campaign of sabotage.
  On the fateful day of Lucan and Luccina’s 30th birthday, a 
  fire gutted the inside of the temple complex. No one is entirely 
  sure how the fire started, but some say it was the gods’ judge-
  ment on their shameful priests. Others claim the twins hired 
  arsonists who entered the temple complex and fought their 
  way past its defenders until they reached the tunnels of the 
  Acropolis. Only the priests who sheltered themselves within 
  the chamber at the heart of the Acropolis were spared from the 
  blaze. From that day onwards, Morr’s servants alone inhabited 
  the mountain and visitors never stayed for long.
  When Lucan and Luccina died on the same day at age 55, 
  the religious people of Luccini believed the twins’ lives had 
  been a miracle. The more worldly citizens were concerned that 
  each twin had raised nearly a dozen children who had become 
  popular leaders in their own right. It was only hours after Luc-
  can and Luccina’s deaths that the first fights broke out, and the 
  Chapter 7: Luccini
  35
  
  Part two
  fighting continues even today. Around half of the city’s popu-
  lation believes Luccan’s descendants, the Lupo clan, should be 
  the princes of the city, while the other half is convinced that 
  Luccina’s children, the di Lucci clan, should rule. Currently 
  Lucan’s last direct descendant Lorenzo Lupo is in charge of 
  Luccini, enforcing generally benign laws, however he has ex-
  pelled many di Lucci supporters including Leonardo di Lucci’s 
  famous Leopard Company.
  Power and Politics
  Over its history Luccini has dominated the southern plains 
  of Tilea militarily. The city’s pikemen are ideally suited to 
  the flat Plain of Luccini while its navy is the strongest force 
  against the pirates of Sartosa. Military supremacy once en-
  sured that few other city-states were able to influence the south 
  politically, however with the increasing security of the Pass of 
  the Dark Maiden and the Old Dwarf Pass, trade between other 
  city-states may soon be able to bypass Luccini entirely.
  Luccini’s appearance makes it an appropriate location for 
  the centre of Tilea’s cult of Morr. The city is surrounded by 
  the dark ruins of the ancient Elven city. Its buildings are made 
  of bone white marble, with roofs of dark terracotta and black 
  slate. Perhaps to offset the city’s dour appearance, Luccini’s 
  citizens prefer their rulers to have an easy sense of humour. 
  Rulers who are judged to be excessively surly are often 
  overthrown by more jovial princes with a mob at their backs. 
  Lorenzo's sense of humour so far has mainly involved banana 
  skins and spikes, so he has become popular with the crowds. 
  There’s a saying in Luccini: “the prince is more dangerous 
  when laughing”.
  Luccini is the largest port in the south of Tilea, making it a 
  major trading hub with plenty of exports. Luccini’s merchants 
  have access to the crops of the south, olive oil from the plains, 
  wood from the Sussurrio forest and fine goods from the other 
  southern cities. Additionally, Luccini dominates the trade of 
  exotic goods from far Lustria and the Thousand Islas thanks to 
  its sizeable fleet of galleys and willingness to hire privateers. 
  Luccini imports an enormous amount of food for the hordes of 
  pilgrims that frequently swell its population to bursting point. 
  When food supplies are low, tensions rise between the city’s 
  inhabitants and the visiting pilgrims. Pilgrims are especially 
  abundant during the Grand Conclave of Morr which is held 
  every 10 years (see ToS).
  The city is also a haven for scholars. The Acropolis’ vaults 
  contain many texts supposedly written before the founding 
  of the Reman Empire. Lost libraries housing detailed funeral 
  writings and votive offerings are occasionally uncovered 
  amongst the miles of catacombs beneath Luccini. The priests 
  of the Acropolis sadly neglected the catacomb texts for many 
  centuries, and many of the subterranean libraries have been 
  looted and stripped of their most valuable books over the 
  years. Others have collapsed and become inaccessible. In 1400 
  IC, the Conclave of Morr voted to permit priests of Verena ac-
  cess to the catacomb libraries so they could copy and preserve 
  the remaining texts for future generations. The Verenans have 
  uncovered many historical records from ancient Tilea in the 
  process of their ongoing biblioarchaeological project prompt-
  ing interest from the city of Remas.
  Locations in the City
  1. The Theatre of Ravens
  Built on the ruins of an ancient Elven building on the Acrop-
  olis, the Theatre of Ravens dominates Luccini’s skyline. The 
  temple marks the eastern extent of the city’s Old Quarter. The 
  Theatre of Ravens was famously not covered by the Aurelian 
  Walls that protected the whole city when it was first founded. 
  The Morrian priests of Luccini at the time refused to allow the 
  Prince to block access to mourners who brought their dead to 
  be entombed at this place.
  The temple is a vast, circular building with a massive, 
  unsupported dome constructed on a scale still unsurpassed 
  by other cities.  Some legends have even sprung up around 
  its creation as it seems almost impossible for humans to have 
  built such a magnificent structure, in truth it is a relic of the 
  First Reman Empire. The building’s exterior has twenty-eight 
  entrances, each with no door but only a solid, open arch as 
  befits the strictures of Morr’s cult. Priests, monks and knights 
  bustle through the side rooms of the temple proper and the 
  greater temple complex. The temple complex includes two 
  monasteries, a separate building for the female priests, and a 
  barrack house for the Black Guards who stand on silent sentry 
  duty.
  The Theatre of Ravens is the heart of the cult of Morr, and it 
  remains independent from the rulers of Luccini. However, no 
  supreme leader of Morr’s cult exists in Luccini (or elsewhere, 
  for that matter). Instead, representatives from every temple in 
  the Old World visit the Theatre and debate theological issues 
  with their colleagues. Once each decade, the cult of Morr 
  holds a grand convocation in Luccini to debate matters of 
  cult policy. Decisions are reached democratically, and thesis 
  reports are distributed to all Morrian temples in the Old World. 
  36
  Burial Customs
  Much like the Empire, every city in Tilea has multiple 
  shrines to Morr and at least one temple to the god. However, 
  Tileans practice a number of customs for disposing of corpses 
  that are rare or non-existent in the north.
  Tileans sometimes use the purifying heat of flames to cre-
  mate bodies on a pyre. The ashes are then gathered in a clay 
  or metal pot and given to the family to dispose of as they see 
  fit. Some noble families maintain elaborate vaults contain-
  ing the ashes of long dead family members; others inter their 
  ancestors in fine tombs or shrines. The local temple of Morr 
  is usually willing to retain funeral urns for safekeeping. These 
  vessels are either stowed away in alcoves or immured within 
  the walls of the temple itself, with the deceased’s name writ-
  ten on nearby plaques for identification. However, not even 
  Morr’s sanctuary can guarantee the deceased’s’ safety from 
  necromancers who seek out human ashes to fuel foul magical 
  rituals
  Coastal and mountain regions have their own funeral 
  customs. Burial at sea can often involve using the corpse as 
  bait to placate sea monsters or shoals of sharks. In isolated 
  mountain towns, bodies are left for carrion birds (or worse) 
  to dispose of. This has caused much strife between different 
  sects of the cult of Morr, many of them see such practices as 
  barbaric while others see them as practical in certain condi-
  tions.  Elsewhere this is just how things have always been 
  done and woe to a wandering priest of Morr who stumbles 
  upon such a ceremony and objects.
  Regardless of specific burial methods, the cult of Morr 
  insists on overseeing the funeral ritual where it can. Any 
  experimentation on corpses is strictly forbidden, although the 
  soul has moved on the body belongs to Morr as payment for 
  its passage
  
  Part two
  Because of its important administrative role, the Theatre 
  of Ravens has also become a place of learning attended by 
  litigants, scribes and scholars. Members of the cult who spend 
  a great deal of time in the Theatre are affectionately known 
  as Ravens, named after Morr’s sacred birds that can be found 
  nesting around the Theatre in huge numbers.
  The catacombs beneath the temple are mostly of Elven 
  manufacture, and the simple stone sarcophagi nearest the 
  temple hold Elven remains. The rest of the complex has been 
  used for human burials. The deceased are interred by a variety 
  of methods ranging from simple wooden coffins, to muslin 
  wraps, to elaborately carved sarcophagi adorned with precious 
  metals and frescos. At the deepest level of the catacombs is 
  the Chamber of Lileath, which contains a vast circular pool of 
  water surrounded by sigils of apparent Elven design. 
  Guided by their dreams, priests and devout laymen alike 
  come to the Chamber of Lileath to bathe. Despite there being 
  only one entrance to the pool, over the years several bathers 
  who were later reported missing had never actually been seen 
  exiting the Chamber of Lileath, according to their colleagues.
  2. Dock Ward
  The Dock Ward of Luccini is packed with warehouses, 
  offices and shops covering fourteen acres around the mouth 
  of the River Trevere as it makes its way into the Sea of Tilea. 
  The buildings are clustered around a series of great piazzas 
  where Luccini’s guildsmen trade their goods with merchants 
  and recruit men to crew their ships. Interspersed with the other 
  buildings are many watermills that drive Luccini’s industry, 
  powering machines that produce textiles, paper and metal 
  goods.
  Many foreigners dwell within the Dock Ward, including 
  merchants looking for trade opportunities and mercenar-
  ies seeking employment. Exclusive inns such as the famous 
  “Black Pearl of the Two Seas” and the “Sorcerer’s Head” line 
  the market piazzas. These dockside inns cater almost exclu-
  sively to the rich foreign merchants who come to buy and 
  sell wares. The docks are also home to Luccini’s fine fleet of 
  Wargalleys, which is the envy of other Tilean ports. Luccini 
  has a long tradition of seafaring, and officers and crew of the 
  Luccini Navy are commonly seen around the district.
  The current rumour around the dockside piazzas is that 
  Prince Lorenzo Lupo’s youngest son Giordano Paolo Lupo has 
  run away to join a band of cutthroats and mercenaries.
  3. The Palazzo of Rectitude
  This modestly elegant structure is home to the Laughing 
  Prince’s judiciary, interrogation chambers and law-courts. The 
  Palazzo also contains three fighting pits used for resolving 
  ordeals by combat. As the number of merchants in Luccini 
  increases, so also does the army of litigants, scribes and other 
  staff who serve the palazzo. In fact, the palazzo proper cannot 
  contain all who work there, making the taverns and piazzas 
  around the palazzo important places to conduct legal business. 
  Royal litigants are commonly seen dealing with clients at a 
  table next to scribes frantically writing reports and judicial 
  champions having a quick drink before their next bout.
  The Prince of Luccini also appoints many scholars, called 
  ‘Emendators’, who are skilled in law, accounting and other 
  specialised branches of knowledge. Emendators are empow-
  ered to inspect government departments and merchant houses 
  within the city for irregularities such as incompetence, tax eva-
  sion or worship of forbidden powers. These shadowy figures, 
  accompanied by ranks of black-armoured guards, are feared by 
  people in positions of power. Emendators are also judges with 
  the authority to sentence people found guilty of corruption to 
  death, torture or to the benches of the galleys.
  4. The Fratelli Ward, the Cittàladro
  The northernmost area of the Old City, called the Fratelli 
  Ward, is encompassed by the Aurelian Walls. The ward is a 
  maze of small workshops, dilapidated tenement houses and 
  bazaars packed together in a melting pot. This district has 
  absorbed much of Luccini’s immigrant population due to its 
  cheap housing. The widely despised Strigany have settled here 
  in great numbers and live alongside Arabyan migrants. The 
  Strigany offer cultural curiosities such as fortune-telling, lucky 
  charms, potions and exotic entertainment for good prices.
  Crime families made up of thugs and racketeers thrive in the 
  Fratelli Ward, and the Luccini watch is unable or unwilling 
  to patrol its streets. Fences, forgers and a host of other illegal 
  professions openly ply their wares in the many piazzas, as do 
  monks and cultists of strange gods. Young nobles and mer-
  chants often visit this district to partake of its dubious attrac-
  tions, although they usually wear bandanas over their faces. 
  Visitors often wear pomanders on their belts, for the Fratelli 
  Ward is a festering ground for diseases during all but the cold-
  est months.
  5. The de Roelef Lace Workhouse
  Just outside the Aurelian Walls on the southern side of the 
  city stands the House de Roelef compound. Although the 
  merchants of House de Roelef dwell in the more prestigious 
  Acropolis Ward, this forbidding building of dull red brick 
  houses their main Luccini interest: lace production. The com-
  plex also doubles as a debtor’s prison where those who owe 
  House de Roelef money can opt for voluntary confinement 
  in lieu of having their case heard at the Palazzo of Rectitude. 
  Debtors know that the Prince’s justice is often a sure death 
  sentence, either by axe or chained to a galley’s oar. Entire 
  families dwell inside the small cells of the de Roelef Lace 
  Workhouse, spending their days sewing delicate bone lace in 
  37
  
  Part two
  the traditional Luccini and Marienburg styles.
  The cheap lace produced in this manner allows De Roelef 
  merchants to undercut not only the Lace Makers’ Guilds in 
  Estalia and Bretonnia, but also the other guilds of Luccini. 
  The city’s merchant houses frequently petition Prince Lorenzo 
  to end De Roelef’s competitive advantage. However, despite 
  House de Roelef ‘s virtual monopoly on the trade of cloth and 
  liquors from the Empire, there seems little chance that the 
  prince will move against them. Some agitators have called for 
  direct action by the populace itself to shut down the work-
  house, perhaps motivated by the other merchant houses.
  6. Isola del san Andrea
  Located at the harbour entrance, this island includes a 
  coastal bastion that was originally constructed during the Cru-
  sades against Araby. More recently, the fortress was designated 
  as a home to Luccini’s Guild of Philosophers and Engineers, 
  for inventors can conduct their experiments here without 
  risking burning down the whole city. The walls of the bastion 
  bristle with experimental cannons, rockets and other weaponry 
  designed to prove Tilea’s engineering dominance 
  over the Dwarfs and the Empire. However, many 
  Tilean devices are built with no regard for safety or 
  practicality, provoking shock and outrage from their 
  rivals in the mechanical arts.
  The fortress technically falls under the rule of the 
  crown of Luccini, but it holds a charter granting de 
  facto independence in all matters apart from war. 
  The fortress even mints its own currency which is 
  considered purer than Luccini’s own debased coin-
  age. Around the bastion are markets and gardens 
  displaying mechanical marvels such as clockwork-
  driven carnival rides. Nobles and merchants often 
  come to Isola del san Andrea with their loved ones 
  to relax. During trips to the island, visitors often hire 
  guild engineers to maintain their estates. Luccini’s 
  engineers are renowned for designing towers that 
  lean at absurd angles, which have been considered 
  the crowning achievement of Tilean architecture 
  since the time of Leonardo di Miragliano.
  7. The Palazzo Fabliaux
  The Acropolis Ward’s Palazzo Fabliaux is by far 
  the most prestigious of Luccini’s bathhouses. Each 
  morning, musicians announce its opening with 
  trumpets and drums. The Palazzo Fabliaux is more 
  than just a place to be washed by attendants; the 
  bathhouse is also a communal meeting place where 
  guests’ class affiliations are shed along with their 
  clothing. Noblemen and ladies mix with immigrants 
  from Araby and initiates of Shallya.
  Some pools are devoted entirely to exercise, and 
  the Palazzo Fabliaux also includes large steam 
  rooms for sweating out dirt and illness. Even 
  banquets take place in the baths occasionally, with 
  food floated out on specially-made wooden tables. 
  Much like Luccini’s other bathhouses, the Palazzo 
  Fabliaux is a hive of covert politics, scandalous 
  behaviour, and occasionally assassinations.
  Impressive statues adorn the Palazzo Fabliaux’s 
  humid interior. The most infamous statue, carved 
  by Grottio, allegedly represents the seduction 
  of Shallya by her own uncle, the god of murder 
  Khaine. Baths are not segregated by gender, but an unwritten 
  tradition of decency requires married women to wear veils 
  within the baths, while men are expected to keep their hats or 
  turbans on. Visiting merchants from the Empire and Bretonnia 
  find this practice utterly incomprehensible.
  8. The Noose and Anchor
  The multi-storey Noose and Anchor is an inn, theatre and 
  dancing hall catering to the many travellers and visitors that 
  come to Luccini’s Dock Ward. Owned by Nazario Rizzo, 
  a retired Luccini naval captain, The Noose and Anchor is a 
  popular spot with cheap rooms available at late hours. Nazario 
  Rizzo hires mercenaries to maintain order and ensure his 
  guests feel secure within the premises. Although rich mer-
  chants and nobles prefer to stay in the more expensive inns of 
  the Acropolis ward, the Noose and Anchor is a place where 
  up-and-coming merchants often rub shoulders with middle-
  ranking naval officers and itinerant adventurers.
  The Noose and Anchor is a haven for criminals as well, 
  particularly organised gangs like the infamous Cosche and 
  38
  Isabella Marconi Street Vendor and Woman of Mystery
  Career: Spy (Ex-Camp Follower)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  Start
  36
  31
  35
  30
  36
  30
  33
  43
  Adv
  +15
  +15
  +5
  +10
  +20
  +20
  +35
  +20
  Current
  36
  31
  35
  30
  56
  50
  53
  63
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  Start
  1
  10
  3
  3
  -
  -
  -
  2
  Adv
  +1
  +4
  -
  -
  -
  -
  -
  -
  Current
  1
  12
  3
  3
  3
  2
  Skills: Common Knowledge (Tilea, Araby, Estalia), Concealment, Dis-
  guise, Drive, Evaluate, Gossip +20, Haggle, Lip Reading, Perception, Per-
  former (Actor), Pick Lock, Search, Secret Language (Thief), Shadowing, 
  Silent Move, Sleight of Hand, Speak Language (Estalian, Tilean, Breton), 
  Trade (Cook)
  Talents: Dealmaker, Flee!, Hardy, Linguistics, Resistance to Disease, 
  Schemer, Seasoned Traveller, Suave
  Armour: Light Armour (Leather Jack, Thick Leather boots)
  Armour Points: Head 1, Arms 0, Body 1, Legs 1
  Weapons: Hand Weapon, Poison Darts, Rapier Wit
  Trappings: Disguise Kit, Homing Pigeons, Small cookery cart, Contacts 
  throughout Remas
  Background: Talk around the houses of the nobility says that if  
  somethings worth finding out then its worth finding out from Il Diva. By 
  night Isabella is Il Diva, a spy for the Prince himself and there is little that 
  she cannot find out about a mark.
  Born on the streets of Remas before running away to follow a  
  mercenary regiment in an attempt to strike it lucky Isabella has led a hard 
  yet varied life. After one to many of the regiments officers died after a  
  defeat or due to low pay the culprit was narrowed down to Isabella and her 
  tasty pies, naturally Isabella left the regiment in some hurry.
  Returning to Luccini for refuge she now spends her days selling cheap 
  food on the steps of the Palazzo of Rectitude and her nights indulging her 
  tastes for adventure and intrigue, hiring her services out to the highest  
  bidder.
  
  Part two
  Omertà gangs. Luigi Sauro, a dealer in curios and a noted 
  fence, operates from one of the inn’s guest rooms. Luigi once 
  served as Nazario Rizzo’s quartermaster and actually owns 
  a share in the business. Meanwhile the leader of the Omertà 
  gang, Paolo Omertà, is applying increasing pressure on Luigi 
  to gain a cut of his considerable profits. It might only be a 
  matter of time before Nazario Rizzo takes matters into his own 
  hands and declares a vendetta that will set the entire Dock 
  Ward alight.
  9. The Twin Temple
  Second in size only to the Theatre of Ravens, Luccini’s Twin 
  temple stands at the very centre of the Acropolis, over the very 
  cave where the twin gods Luccina and Lucan once sheltered as 
  mortal children. Attendance at the Twin Temple and the many 
  other small shrines that dot the city is very popular, in part due 
  to the crippling fines that are levied on any citizen of Luccini 
  who dares to miss the weekly service.
  Adorning this massive building are many golden images of 
  Holy Leopards , cryptic astrological symbols and statues of the 
  Divine Twins. White-robed priests perform services to both 
  deities here. Lucan’s services traditionally take place at mid-
  day while his sister’s observances are held during the night. 
  Initiates perform services throughout the day, sacrificing meat 
  and wine to placate the mythical two-headed leopard with 
  three tails that still dwells deep in the cave complex below the 
  Acropolis, according to legend.
  In 2505, the head of the Leopard Company of temple Guard-
  ians, Leopoldo de Lucci, attempted to claim the throne of 
  Luccini with the backing of the Twin Temple. However, the 
  priests betrayed de Lucci at a vital moment, handing the crown 
  to Lorenzo Lupo instead. In his anger, Leopoldo disavowed 
  the sacred oaths, led his Leopard Company to break down the 
  temple’s golden doors, and cast the treacherous priests into the 
  sea below. Leopoldo and his company then fled Luccini, roam-
  ing Tilea as swords for hire to this day.
  A little known fact outside of the Plains of Luccini is that the 
  Twin Temple plays a major part in funding Luccini’s settle-
  ment of the Cactus Coast in Lustria. In the colony of Nuevo 
  Luccini, residents’  taxes are used to supplement the Twin 
  Temple’s funding for a local temple of Lucan that was recently 
  established by the Twin cult. The Lucanite temple in Nuevo 
  Luccini is run by another exiled candidate for Luccini’s throne, 
  Father Brannardi.
  10. The Palazzo of the Sea
  The Breezefinders of Luccini are among the best navigators 
  in the Old World. Aspiring navigators are required to plot the 
  crossing to the Lustrian colony of Nuevo Luccini three times 
  before receiving official status. The Palazzo of Breezefinders is 
  a veritable fortress that dominates the docks and conspicuously 
  demonstrates the extortionate prices charged by the guild. The 
  Palazzo of the Sea incorporates the harbour’s lighthouse and 
  an ornate temple to Manann.
  Inside the tower, navigators raise their families and hand 
  down the secret arts of navigation from generation to genera-
  tion. Children who prove to be ungifted in the navigator’s arts 
  are employed in other nautical roles such as pearl diving, fish-
  ing or marine duty.
  Many Breezefinders study the science of naval warfare. One 
  of the guild’s most prized secrets is the art of brewing Fell 
  Fire, a formula that is keenly desired by the engineers of Isola 
  del san Andrea. The dreaded Fell Fire is a pitch-like substance 
  that sticks to anything and burns fiercely, remaining ablaze 
  even when doused with water. Centuries ago, the Breezefind-
  ers stole the formula for Fell Fire from the alchemists of Araby 
  who were rumoured to combine heathen science with the 
  magic of flame Daemons.
  11. The Spiral Minaret
  This inn is a popular meeting place for merchants and nobili-
  ty, located in the heart of the Acropolis ward. The Spiral Mina-
  ret has been owned by the Elf Legolam Silverspear for over a 
  hundred years. The inn is a quality establishment that caters to 
  small volume, high profile clients. The Spiral Minaret’s beds 
  are the softest in town and its wines are of the oldest vintages. 
  Guests are attended by dedicated young valets of both genders 
  that cater to their every whim. Minor services performed by 
  valets are discretely charged to the client’s bill, which is col-
  lected in full at checkout.
  The cult of Morr would pay handsomely for Legolam’s 
  knowledge of the Elven ruins in Luccini, but thus far the Elf 
  has resisted their modest offers. It’s rumoured that several peo-
  ple have approached Legolam with promises of vast wealth, 
  but the Elf seems impervious to persuasion. Many believe that 
  Legolam’s silence is largely a consequence of his close friend-
  ship with Prince Lorenzo Lupo’s current champion, the exiled 
  High Elf Asarnil the Dragonlord.
  12. The Blackstone Passages
  Luccini stands on the foundations of an Elven metropolis 
  that once covered an area several times larger than the present 
  city’s expanse. During the fierce fighting of the War of the 
  Beard, the Elven metropolis was levelled by Dwarfs from 
  Karak Grom. Today, the only remnants of this vast city are 
  small clusters of black-stoned ruins jutting from the surround-
  ing plains.
  The aboveground ruins are merely shattered remnants of 
  their former glory, but many of these sites provide entry to an 
  extensive series of subterranean passageways connected to the 
  city’s sewers and catacombs. Smugglers and brigands from the 
  Cittàladro use the Elven tunnels to bypass the guards patrol-
  ling the Aurelian Walls. Meanwhile, archaeologists and tomb 
  robbers explore the passageways for their own sake, seeking 
  abandoned artefacts and other riches. The tunnels are also in-
  39
  
  Part two
  habited by the usual Goblin and Skaven clans that plague the 
  residents of Tilean cities.
  Wizards and priests avoid the Blackstone Passages, for they 
  can see the pools of stagnant dark magic that formed in places 
  where ancient Dwarf runes of vengeance long ago disrupted 
  the pure streams of High Elf magic. The Undead flock to these 
  tainted passages like moths to a flame. Haunting screams and 
  laughter echo through sections of the tunnels when Morrslieb 
  waxes, scaring all right-minded folk away. However, dur-
  ing these auspicious times necromancers and warlocks roam 
  the tunnels seeking powerful servants suffused by the potent 
  magic of Dhar.
  13. The City of Stone
  Over time, graves and crypts and have been constructed 
  aboveground to preserve the dead from dark magic perme-
  ating the catacombs. These funerary structures are now so 
  plentiful that they surround the entire city, having become 
  integrated with the districts outside the walls. In the sprawl-
  ing City of Stone, the dead rest alongside the living. Crypts 
  are built mainly by devotees of Morr who are unable to afford 
  places in the catacombs beneath the Theatre of Ravens and the 
  Acropolis.  Many pilgrims of Morr visit the City of Stone, and 
  some of the older plundered crypts have been converted into 
  shrines and way stations for the faithful. Others are occupied 
  by paupers who can’t afford housing in the city.
  Occasionally, necromancers and vampires have been known 
  to take up residence in the City of Stone. Regular patrols are 
  organised by the cult of Morr to flush out undesirables and 
  ensure the city’s safety. Several hidden entrances to the Black-
  stone passages are located among the crypts, but anyone who 
  discusses them publicly is silenced by the cult of Morr and the 
  Prince’s agents. Bounties are offered for turning in criminals 
  caught digging into sanctified soil, or expanding crypts with-
  out a building permit
  14. The Lazaretto di Shallya
  This small estate, owned by the Sisterhood of Shallya, 
  is located on the western edge of the city just outside the 
  Aurelian Walls. Here, priestesses tend to victims of the many 
  plagues that ravage Luccini. The grounds of the Lazaretto are 
  devoid of other buildings, for no one wishes to live near this 
  renowned house of disease. Instead, the hospice is surrounded 
  by open meadows and flowerbeds maintained by initiates and 
  patients.
  Within the confines of the estate, the Sisters enforce a 
  regimen of healthy exercise and regular baths in the nearby 
  sea. Plague doctors wearing distinctive carrion-crow masks 
  of Morr attend the Lazaretto regularly. Morr’s doctors are 
  actually undertakers who consign patients that slip beyond the 
  Sisters’ care into the house of Shallya’s father instead.
  Traditionally, the princes of Luccini have bestowed their 
  blessing upon the Lazaretto. Luccini’s nobles often speed 
  along the hospice parkways in ornate gilded carriages, 
  laughing at the poverty and deformities of the city’s most 
  unfortunate citizens. Many a court jester has been recruited 
  from among the patients declared cured by the priestesses of 
  Shallya.
  15. Piazza della Danarosi
  This luxurious square near the docks welcomes the city’s 
  infrequent Elvish visitors. Its elegant houses are inhabited 
  by several families of Sea Elves that serve as guides to the 
  Breezefinders  during sea voyages or as labour for Elven ships 
  visiting the city.  All of Luccini’s Elves appear to be of the 
  same clan, called the Elthermodrians. Elthermodrian lineage is 
  organised along feudal lines with one ruling family handling 
  trade and negotiations, while the others are assigned to roles 
  as guards, tutors or stevedores. The Elthermodrians serve as 
  guides and envoys for visitors from Ulthuan. 
  Other Items of Note
  Portomaggiore
  Situated to the north of Luccini, this small town boasts an 
  exceptionally large palazzo called the Palace of Peace located 
  at the town’s edge. The palace was once home to a priest of 
  Myrmidia who kept the shutters barred and locked at all times. 
  The priest remained in his great chamber hosting an eternal 
  feast during which captured enemies were forced to dance at 
  spear point until they collapsed their feet bloody ruins and 
  lungs bursting for air.
  The prince hired many courtesans from around Tilea, and 
  they received a similar treatment. Courtesans unfortunate 
  enough to suffer injuries or disfigurements to their faces were 
  thrown from the upper stories of the Palace of Peace. Castoffs 
  who survived the fall were left to crawl away from the eternal 
  revelry through Portomaggiore’s dark streets. The terrified 
  citizens huddled behind closed doors, sure that the priest’s 
  black garbed men-at-arms would come fetch them at the 
  slightest sound.
  After standing abandoned for many years, the Palace of 
  Peace has now been re-occupied by Georgio Sideri, a young 
  man from Raverno with money to spend and friends to enter-
  tain. The palace once again hosts great feasts throughout the 
  night.
  Marconi’s Firstborn
  This Condotta regiment has been camped around the Plain 
  of Luccini for almost three years now. Marconi’s Firstborn is 
  a mixed regiment of horse and foot that has become more of a 
  brotherhood than a true mercenary company. The Firstborn are 
  fiercely loyal, both to each other the also to the legacy of their 
  brave commander Marconi who led his men from the front in 
  countless battles across Tilea. Marconi was killed in the battle 
  40
  
  Part two
  of Lupano River when his regiment’s flank collapsed suddenly 
  and Marconi’s position was overrun by the enemy, even as he 
  negotiated better terms with his employers.
  After the battle, Marconi’s sub-commanders found his 
  body still clutching the Condotta document, pen in hand and 
  arm outstretched. Proclaiming their leader’s death a miracle, 
  they carefully embalmed his body in its final, defiant posi-
  tion. Marconi’s mummified corpse remains in his luxurious 
  command pavilion to this day, negotiating eternally. The 
  leaderless mercenaries now insist that they can only accept the 
  command of a captain who’s able to secure even better terms 
  than Marconi’s final contract. Until that day comes, Marconi’s 
  Firstborn will decide all matters by drawing lots and debating 
  their course amongst themselves.
  Capelli
  This logging town on the fringes of the Sussurio forest ex-
  ports quality poplar wood for use in decorative panelling and 
  votive boxes. Capelli is ruled by Duke Alfonso Lupo, cousin 
  of Lorenzo of Luccini. Duke Alfonso can most often be found 
  at the Piazza Vecchio in the centre of the town, lounging in the 
  sun and surrounded by bodyguards and petitioners. The duke 
  does occasionally grant an audience to petitioners who aren’t 
  sort of funny-looking as long as they are from around the area.
  A small sight-seeing business operates in the forest near 
  Capelli. Parties of nobles pay good money to visit the deeper 
  parts of the woods, where they hope to see the legendary, 
  savage half-man-half-beast creatures called Fauns. Locals tell 
  of more expensive trips undertaken annually on the Night of 
  Mystery, when tourists can celebrate dark rites with the beasts. 
  According to rumour, not everyone returns from these Gehe-
  imnisnacht excursions.
  Aldente
  At the time of the Crusades, the town now called Aldente 
  was used to house servants and slaves of the defeated Araby-
  ans and pirates. After the Crusades, the prisoners became an 
  important part of the town’s population and it became known 
  as Al Gore. Over the years, the town became famous across 
  Tilea for the quality of its physicians, particularly its dentists. 
  Modern Tileans call the town Aldente, or “city of the teeth”.
  Ventimiglia
  The forbidding basalt walls of the Bastion of Ventimiglia 
  overshadow the town and harbour that nestle in the cliffs 
  below. Situated on the southern coast, this fortress was built as 
  one of many bulwarks against roving fleets sailing across the 
  Pirate’s Current from Sartosa.
  Although the cannons and ballista of the fortress make a 
  forbidding sight, the town has historically created more pirates 
  than it’s prevented. The most notable Ventimiglian pirate was 
  the ‘Black Corsair’, a notorious gentleman-pirate who sav-
  aged Tilean shipping for many years before eventually being 
  revealed as the Conte of Ventimiglia himself.
  Even today, the twisting cobbled alleyways of Ventimiglia 
  harbour many smugglers and pirates, earning the town a 
  reputation as a hive of villainy and scum. The current Count 
  Ignacio Finetti, although not predisposed to piracy himself, 
  does little to impose law on the populace. As long as exotic 
  goods continue flowing through his port, he takes little interest 
  in how and where they were acquired.
  41
  Leopards of Luccini
  Luccini’s heraldic symbol is the leopard. These beasts 
  were originally imported by immigrants from the Southlands 
  during the reign of the Nehekharan empire. Since the time 
  of the twins, leopards have supplanted the wolf popula-
  tion around Luccini. The leopards of Luccini are frequently 
  hunted for sport by parties of nobles clad in togas and animal 
  skins. Hunters arm themselves only with primitive javelins 
  in order to emulate the ancient sister deity, Luccina.
  
  Part two
  Contado of Luccini
  Size
  Ruler
  Pop
  Garrison
  Wealth
  Source
  Luccini
  CS
  Prince Lorenzo 
  Lupo
  196000
  300a/5000c 
  5
  Government, 
  Trade, Shipbuild-
  ing, Fishing
  Iraklia
  V
  Signor Steph-
  anos Pantheras
  34
  5c
  1
  Subsistence
  Mirmathi
  V
  Barone Bino 
  Costa
  78
  20c
  2
  Agriculture
  Farming settlement, 
  most farmers live in 
  Luccini
  Costco
  V
  Debora di Cop-
  pola
  56
  5c
  1
  Subsistence
  Vlacherna
  V
  Signor Fabrizio 
  Grasseli
  39
  1a/2b
  1
  Subsistence
  Avrippio
  ST
  Conte Greta 
  Yanni
  358
  20b/70c
  2
  Wine, Cattle, 
  Fishing
  Roccaforte del 
  Mar
  F
  Capo Giuliano 
  Adorno
  200
  30a/30b/100c
  2
  Raiding, Timber
  Nearest Luccinan fort 
  to Cappeli
  Sanatorio
  V
  Barone Verena 
  Gucci
  93
  20c
  2
  Agriculture
  Produces large quan-
  tity of Olive Oil
  Ariano Irpino
  V
  Barone Gabri-
  ella Esposito
  45
  5c
  2
  Cattle
  Farming settlement, 
  most farmers live in 
  Luccini
  Di Palma
  ST
  Doge Haline 
  Fiorentino
  657
  10b/100c
  4
  Wine, Trade, 
  Tolls
  Sits on the road 
  from Monte Castello to 
  Luccini
  Vene Spazi
  F
  Duca Dastardli
  330
  90b/140c
  2
  Tolls, Raiding
  Guards the strait be-
  tween Tilea and Sartosa
  Aldi
  V
  Barone Niccola 
  Pazzi
  76
  5c
  2
  Agriculture, 
  Sheep
  Paramythia
  V
  Signor Omar 
  Muzzeti
  83
  10c
  2
  Furs, Agriculture
  Minervino
  V
  Barone Zetico 
  Vitorio
  60
  5c
  1
  Subsistence
  Farming settlement, 
  most farmers live in 
  Luccini
  Ven. dei Chiaro
  F
  BaroneTonni 
  Testori
  300
  50a/100b/40c
  2
  Garrison in the 
  middle of the Plain of 
  Luccini
  Nuova Luccini
  ST
  Comte Nikolas 
  Alfresco
  967
  20a/80b/100c
  2
  Timber, Trade, 
  Spices, Gold
  Colony located in 
  Lustria 
  *Ven. = Venerato/singular, Venerati/plural, i.e Venerati dei Chiaro, Venerato Lorenzo – Reikspeil: Venerated/Sacred of the Plains, Vener-
  ated Lorenzo
  42
  
  Part two
  Chapter 8: Verezzo
  T
  he city of Verezzo clings to the top of one of the foot-
  hills of the Appucini Mountains. Bordered by a steep 
  drop to the river Riatti on the north and east, Verezzo sprawls 
  across the top of the hill like a mushroom. Steep walls increase 
  Verezzo’s height and keep the city's sprawl in check, so the 
  only solution for those seeking protection is to build their 
  houses ever upwards. Verezzo's famous white-washed walls 
  and the towers of the rich can be seen from miles around, 
  becoming a shining beacon in the scorching heat of the Tilean 
  summer. The slopes around the city are worked by farmers try-
  ing to earn a living from the rocky terrain.
  Originally one of the many small villages dotting the Appu-
  cini Mountains, Verezzo became an important staging post for 
  armies around 500IC as the Orcs in the surrounding mountains 
  were slowly driven southwards. Around 1000 IC Verezzo had 
  grown enough to become the most important town in the area, 
  exerting its influence over the smaller villages and farmsteads 
  for miles around thanks to its veteran Condottieri and merce-
  naries. For the next hundred years or more Verezzo continued 
  to grow, rapidly covering the entire hilltop until laws were 
  eventually passed to restrict the city's sprawl and keep it de-
  fensible. Ever since, Verezzo’s walls and buildings have grown 
  ever taller as the city became more crowded, and ironically 
  harder to defend.
  Early in the 15th century the city's fortunes were rapidly 
  reversed. Clashes with Luccini over the grain supply from 
  the plains and the rebellious towns along the River Riati 
  led to a series of disastrous defeats. Verezzo’s armies were 
  outdated and inexperienced, for the majority of the Orcs had 
  been driven out long ago. The fifty-year war, as it came to be 
  known, was characterised by the smaller towns changing sides 
  repeatedly between Luccini and Verezzo, until the Alliance of 
  Olesi saw them turn on both cities. Mass famine followed as a 
  result, forcing both Luccini and Verezzo to capitulate and sign 
  the humiliating treaty of 1505. A long, drawn out economic 
  and political recession followed.
  Around 1900, the city passed into the hands of the princes 
  of the Lotta dynasty who slowly expanded its influence to 
  cover much of the territory it had lost since the fifty years war. 
  The Lotta princes also founded the Guild of Inventive Artifi-
  cers and Engineers and many of the other guilds were formed 
  under their rule. While the Lotta family held onto power for 
  nearly 200 years, around 2250 they were replaced by a string 
  of unpopular dukes and princes who aggravated the population 
  by increasing taxes, letting marauding Condottiere pillage the 
  surrounding villages and even banning races around the city,  
  until the last prince of Verezzo, Jacopo della Lunigana came 
  to power in 2321. When Jacopo attempted to profit from the 
  poor harvests sweeping Tilea by charging almost ten times the 
  previous price for bread with the help of the Orange Colours 
  (mainly the bakers and allied trades guilds) the people re-
  belled. An orgy of destruction followed for nearly a week until 
  a confederation of guilds finally restored order with the aid of 
  newly hired mercenaries.
  Drafting up a charter in the aftermath of the riots, the guilds 
  publicly declared that Verezzo would become a free city run 
  by the people and the guilds. Elections would be determined 
  by votes from each city ward’s Colours. These would form 
  the basis for the political parties that now dominate the city 
  and host the sporting events that the city is so famous for.  The 
  citywide ball games and horse or chariot races are a Colour’s 
  measure of popularity, the more residents dressed in a par-
  ticular colour during the event, the more popular support that 
  Colour has.  However some individuals’ political affiliations 
  are changed mid-match with the aid 0f a rival with a bucket of 
  paint. Somehow though, the population manages to maintain 
  control of the ballot, often electing the sponsors of the most 
  daring or entertaining teams in the annual races, instead of the 
  most costly team. Nowhere was this more evident than in 2502 
  when they elected the Greens over the Reds after the Greens 
  chariot team chose to race on the treacherous sky bridges of 
  the city rather than through the traditional piazzas of the city 
  bottom. Sadly none of the Green team managed to return the 
  next year.  This year the Blue faction led by Signor Rossi 
  are in a clear majority and have taken out numerous loans to 
  ensure it remains this way when this year’s race and festival 
  season start.
  Locations in the City
  1. The Viasotto
  While the broad main streets that cut through the lowest 
  level of Verezzo are hives of industry and commerce, it does 
  not take long to wander into the realms of the underprivileged. 
  Locals know these areas as the Viasotto, comprised of a maze 
  of back streets with so many bridges built over them that they 
  stand in perpetual shadows. Typically, only the desperate and 
  insane stray into this level of the city, and even the city watch 
  gives the Viasotto a wide birth. Criminal fraternities, forbidden 
  cults and lepers all stalk these twilight streets, with rumours of 
  Ghouls, Vampires and worse dwelling in the shadows.
  Most of the buildings 
  were once granaries, left 
  over from the days when 
  grain would be stored for 
  year after year. Long ago left 
  to fall into disrepair, some 
  enterprising landlords have 
  converted these buildings 
  into tenements by erecting 
  walls of wood or even sim-
  ply carpets reinforced with 
  matted layers of mud. Others 
  stand derelict, occupied by 
  squatters or vermin. Never-
  theless, a few businesses are 
  located here, chiefly lotus 
  houses, pawnshops, taverns 
  and cheap hostels catering to 
  43
  
  Part two
  the Viasotto's citizens and rich bored young nobles who travel 
  here to experience the exotic taste of poverty.
  2. The Temple of Ranald
  Within the twisting alleyways of the Viasotto District lies 
  the Verezzo temple of Ranald which dates back to before the 
  classical age – an imposing structure decorated with many 
  black marble statues of cats. Here the clergy of Tilea's second 
  most prominent god dwell and pray, performing benedictions 
  for the masses.
  The temple is lavishly decorated in an eclectic mix of styles 
  and artworks, the highest regarded of these works is located 
  within the temple's central chamber. Grottio's “Apostolo  
  Sinistina” series of four frescos brings many visitors to the 
  temple. The first of the frescos tell of the birth of Ranald, 
  product of the union of Shallya with her uncle Khaine. The 
  second shows Khaine using the Grieve (See ToS, page 250) to 
  murder his brother Morr, and the third Taal banishing Shallya 
  for her crimes. The final fresco is prophesying, and shows an 
  adult Ranald striking his father with the Grieve. Needless to 
  say, many members of the cults of Shallya, Morr and Khaine 
  find these frescos blasphemous, as do many cultists of Ranald 
  from other cities.
  3. The Grain Exchange
  Once Verezzo's centre for trading in grain, the merchants 
  have long since abandoned this impressive building, stand-
  ing almost midway between ground level and the tower tops 
  inhabited by Verezzo's richer citizens. Instead the Exchange 
  now functions as a vast indoor marketplace, with tiny stalls 
  crammed into the offices and lining the bronze lattice bal-
  conies. As the owners refuse to allow permits for the sale of 
  foodstuffs, the Grain Exchange has become the place to buy 
  many other strange commodities. Stalls offering bright cloth-
  ing are nestled between bookstalls, jewellers and fortune-tell-
  ers, while cult initiates stalk the balconies looking to preach 
  and collect donations for charity. All the while small traders 
  offering hot savouries and sweet foodstuffs scamper through 
  the lines of stalls trying to avoid being spotted by anyone too 
  official.
  Rents here are expensive, although the whole layout is so 
  chaotic and ever-changing that many stallholders simply fail 
  to pay in the hope that the landlord's enforcers never notice 
  them. Many stallholders are engaged in other illegal activ-
  ity, with charlatans, pickpockets and fences finding the Grain 
  Exchange an ideal place to practice their trades.
  4. The Verezzo Guild of Accepted Magi
  Located in the highest level of an impressive twelve-story 
  tower, the Verezzo Mages Guild is one of the few institutions 
  openly teaching magic outside of the Empire. Membership 
  is open to all citizens of Verezzo that have a vote, essentially 
  any male with no criminal record and his own lodgings. Being 
  able to master the winds of magic is not actually a require-
  ment of joining, and indeed the majority of members are 
  merchants, politicians and other leaders of society rather than 
  actual mages. This has led to most outsiders viewing the Guild 
  as a political social club rather than a serious place of magical 
  learning, and its ties to other magical orders are weak at best.
  The guild's goals focus upon benefiting the city by restrict-
  ing magical research and casting without written permission 
  from the Exalted Master. In practice, this requirement for 
  permission limits the Guild's mages to spells and rituals deal-
  ing with masonry and other techniques of magical construc-
  tion, as the city continues in its relentless quest to expand ever 
  upwards.
  5. Cinque-scogliere
  Jutting out over the city walls and over the sheer cliff face 
  that drops down to the River Riatti, the Cinque-scogliere is a 
  strange building of modern engineering that acts as Verezzo's 
  only docks. Here the people of Verezzo pay to have cargo and 
  water lifted up from the River Riatti by a system of counter-
  weighted pulleys. Haulage fees are expensive but paying them 
  is preferable to driving downhill and out of the city to the river 
  so there are long queues and plenty of heated shouting and 
  disagreement over whose turn it is at the docks.
  Close to the city floor, teamsters and stevedores constantly 
  drag cargo from here to the many warehouses that line the 
  streets below, predominantly consisting of the grain that is the 
  lifeblood of the city. Boatmen often come up with their cargo, 
  and many taverns, theatres and cafés surround the Cinque-
  scogliere to cater to them. Queuing servants, bored merchants 
  and adventurous housewives often frequent these places as 
  well, giving this area of the city a distinctly cosmopolitan 
  atmosphere.
  6. Due Torri
  These two towers were originally granaries but have since 
  been claimed and expanded by the Dwarfs of the city. Secre-
  tive and apart, the Due Torri are among the few towers to 
  remain unlinked to the rest of the city's network of bridges. 
  Craftsmen instead journey by one of the tower’s several 
  Gyrocopters. The tallest tower is nicknamed “la Provvista” 
  and is home to most of the Dwarf population and its supplies, 
  while the smaller tower remains nameless. It is here that the 
  44
  Verezzo’s Colour Palazzi
  In most Tilean cities, the associations of guilds known as 
  Colours each maintain a large Palazzo, which is used as a 
  social club where the more important members can gather. 
  In Verezzo these Palazzos are even more pronounced, with 
  the Colours being the dominant forces in the republics 
  political processes. Most of these Colour-houses are nestled 
  among the pinnacles of the city, each competing to be the 
  tallest, grandest and most opulent.
  Some of these Palazzos were custom built while other 
  Colours have taken over existing structures. For example, 
  the Greens make their home in the old palace of the Lotta 
  family, once home to the Duces that ruled over the City-
  State, while the Reds recently moved to a new and expansive 
  building at the very top of Verezzo’s towers. Each Palazzo 
  is home to extravagant parties thrown by the city’s elite, and 
  competition for the best of Verezzo’s entertainers, chiefs 
  and artisans is heated, often leading to bouts of rioting and 
  assassination.
  While theoretically all Colours are equal, the Yellows, 
  Reds, Greens and Blues dominate the city, while the Whites, 
  Purples and Oranges are effectively marginalised. At no time 
  is this more evident than the “Festa della Republica” when 
  the elaborate voting system of the city swings into gear to 
  elect which party will dominate the senate next year. This 
  day is known for both its drunken celebration and rioting, 
  as many brightly dressed supporters clash around the ballet 
  boxes
  
  Part two
  Grothmir Clan produce metalwork for half of Tilea, including 
  the elaborately crafted Galloper guns used in many of Tilea's 
  mercenary regiments. A three year waiting list buys the rich 
  of Tilea some of the most advanced armour in the Old World, 
  inscribed with delicately crafted runes and litanies of devotion 
  and protection.
  7. The Verezzo Guild of Inventive Artificers and 
  Engineers
  Verezzo is known for its inventive spirit, and the tower-tops 
  of Verezzo are festooned with windmills and other devices, 
  many of which were designed and built by Daddallo, one of 
  the city's most famous and inventive sons.
  The Verezzo Guild of Inventive Artificers and Engineers is 
  located within the top level of the city, where it bustles with 
  specialists who flock to the Guild from as far away as the Em-
  pire, Estalia and even the Dwarf Holds. The guild specialises 
  in the pursuit of technology that makes living in the vertical 
  city easier, including vast screws to raise water from the river 
  and devices for harnessing wind power to drive mill-wheels.
  In addition to civil engineering, Daddallo has started a trend 
  in working on aerial transport, such as balloons, zeppelins, 
  parachutes and gliders. The most advanced inventions are 
  Daddallo's design of pedal-powered Ornithopters and theoreti-
  cal studies of Dwarf Gyrocopters. Many of these devices have 
  resulted in catastrophic accidents within the city resulting in 
  the engineers being imprisoned or exiled, including Daddallo 
  himself. Especially as the Dwarfs still refuse to reveal exactly 
  how Gyrocopters are powered.
  8. The Arena
  Even more so than the other cities and towns of Tilea, 
  Verezzo is renowned for the various team games such as foot-
  ball that occur informally in its piazzas and streets. With the 
  politics of the city dominated by the Colours, sport is a vital 
  means of gaining political dominance and each of the Colours 
  spends a small fortune each year in sponsoring athletes and 
  hiring assassins to thwart rival teams.
  At the entrance to the city's main arena stands Grot-
  tio's huge sculpture 'The Five Graces' carved from exotic 
  pink-veined Trantine marble. Inside, ball games, pit fights 
  and chariot races are staged, watched by crowds of fevered 
  supporters. As is common in the vertical city, the buildings 
  around the arena tower over it, and many have balconies from 
  which their owners can watch the games without paying. 
  Some enterprising citizens even operate restaurants upon the 
  balconies and bridges where one can eat as the games are 
  played below.
  9. The Sewers
  While most of the city passes above the lower levels and 
  few people venture amongst the twisting streets and wind-
  ing alleyways of Viasotto, there are levels of Verezzo that 
  lie deeper still below the ground. The vast storm sewer of 
  Verezzo is a winding network of passages allowing drainage 
  for the city above and housing man-made underground canals 
  to carry storm water and effluent.
  Sewerjacks patrol here, watching for smugglers and other 
  criminals who use the sewers for transport and storage. The 
  sewers often connect to hidden areas of the city, includ-
  ing many cellars, ancient catacombs and other underground 
  chambers. Sewerjacks tell many stories about the horrors that 
  lurk beneath the city, including Ratmen, Ghouls and strange 
  one-eyed things sporting tentacles.
  The sewerjacks have their own barracks located within 
  the Viasotto. The sewerjack barrack is a grim place where 
  hardened veterans gather to swap tall tales and drink bottles of 
  Grappa extorted from the gangs of smugglers in exchange for 
  turning a blind eye to their trade.
  10. The Black Guild
  Often obliquely referred to only as the “Eighth Colour”, the 
  Black Guild is Verezzo's most prominent guild of bodyguards 
  and assassins. Stabbio the Bad, an exiled Prince of Luccini, 
  founded the guild where he trained his henchmen in the arts 
  of duelling and the fencing styles of the Estalian Diestro. 
  Merchant princes hire the guild’s bodyguards to protect them 
  from assassins while they move around the bridge-streets of 
  Verezzo, and also to assassinate their rivals.
  Guild members dress in long black cloaks worn over 
  clothing designed in the latest Tilean styles. They wear their 
  hair long, held back with a jewelled circlet or tied back into 
  a long tapering ponytail. Under their cloaks, they conceal 
  long-swords or rapiers along with sword breakers, stilettos 
  and throwing knifes. Black Guildsmen are experts at fighting 
  amongst the bridges and alleyways that make up Verezzo, and 
  the guild’s services are in high demand, rivalling the infamous 
  assassins of Pavona.
  The most notorious modern son of the Guild is Vespero, 
  a young and self-indulgent nobleman of Luccini who is 
  known for his string of romantic affairs which often end in 
  life or death chases through one of Tilea's cities. Vespero has 
  worked as a henchman for some of Tilea's most important 
  men, including Borgio the Besieger when he ruled the city of 
  Miragliano.
  11. The Rossi Frecci
  Perched atop the Schillaci Gate on the eastern wall of the 
  city is a squat landing pad belonging to a battalion of mer-
  cenaries from the town of Catrazza, led by Signora Elissa 
  Tancredi. Known to have a stomach for heights, these were 
  45
  
  Part two
  the first people to test the daring contraptions of the Engineers 
  guild and take to the skies in pedal powered wooden glid-
  ers. The aerial mercenaries form an important scouting force 
  for the armies of Verezzo in the field, skilfully peppering the 
  enemy with crossbows while staying well out of the way of re-
  turn fire. The birdmen are a regular sight flying around the city 
  performing daring tricks with the utmost skill, all the while 
  remaining in perfect formation.
  12. Palazzo Francesca
  Located on the north side of Verezzo this building looks like 
  a non-descript tower from the street, but spreads out as it rises 
  until its upper stories spill out over the sky bridges of Verezzo 
  like some strange mushroom. This is Verezzo's oldest and 
  most important university, and although it pales in size com-
  pared with the likes of Remas' or Pavona's, the Palazzo Franc-
  esca has a reputation as one of Tilea’s most advanced. Here 
  studies of Medicine and Anatomy take place, the streets of 
  Verezzo providing a fertile source of volunteers for 
  experiments in the mechanical method of anatomy 
  first formulated by Vesalius. Run by the venerable 
  Dottore Vergognosi, the Palazzo’s administration is 
  rumoured to spend most of its budget persuading the 
  cult of Morr and city-watch to look the other way. 
  While the poor of the Viasotto know all too well to 
  steer clear of the bands of inquisitive students that 
  emerge from the Palazzo after dark, eager to run their 
  own experiments.
  13 Temple della Girogucci Fiore
  Verezzo’s main temple of Myrmidia stands proudly 
  in the centre of the city; buildings huddled around it 
  as if for warmth. The temple is named after a vener-
  ated soul who perished in an unfortunate incident in 
  the Appucini Mountains near the start of the city's 
  history, and is run by High Priest Augusto Spazzi and 
  his clergy. The towers’ method of service is unu-
  sual – the inside is crammed with benches arranged 
  vertically around the hollow centre while the priest 
  gives mass from a gallery near the top. The more 
  pious or wealthy the visitor, the closer he sits to the 
  top of the shaft and the attendant priest. Services are 
  held daily with the High Priest himself holding mass 
  once a month, usually on the Kalends, this service 
  in particular can get so crowded it’s been known for 
  some worshippers to fall from the balconies.
  Other Items of Note
  Olesi
  The dukedom governed from Olesi is perfectly 
  positioned to interfere with trade between Remas and 
  Luccini, being situated on the coast halfway between 
  them and extending almost to the walls of Verezzo. 
  As a result, Olesi is an important town for any of the 
  major cities to control. Olesi has been thoroughly 
  infiltrated by agents from each city, manoeuvring to 
  gain the ear of the current duke. Taking the lead in 
  the 50 years war, Olesi formed a defensive league 
  with the smaller settlements of the Verezzan Plain 
  against the forces of Verezzo, Luccini and Remas. 
  The league inflicted several unlikely defeats against 
  larger forces and established a federation of small 
  Republican states overseen by the city-states of 
  Olesi, Raverno and Terenne. The league’s mandate 
  was to protect the vulnerable towns and villages, but sadly, 
  the league collapsed over time. Centuries of subterfuge by the 
  mayors of Olesi had seen it slowly crush the councils of its 
  surrounding towns and install its own rulers. In 1948 IC the 
  government of Olesi itself collapsed when a brutal dictator 
  seized power. The coup is remembered now as one of the Four 
  Tyrannies of Tilea.
  These days, Olesi exerts little influence and has few re-
  sources to call upon. Its court is home to a weak duke and a 
  horde of double-dealing sycophants and courtiers. Occasion-
  ally Olesi’s ruler will hire a Condottiere to suppress a settle-
  ment that it judges to have fallen out of line, or to gain some 
  plunder for Duke Boiardo’s treasury. Most of the inland vil-
  lages now depend on the troops of Verezzo for protection from 
  bandits or soldiers in the pay of Olesi. Neither Remas nor 
  Luccini can allow Verezzo to grow too powerful from gorging 
  on the carcass of the Olesi dukedom.
  46
  Urgrim Grimlock, Dwarf Merchant 
  Career: Merchant (ex-Tradesman)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  Start
  43
  32
  26
  46
  21
  33
  40
  19 
  Adv
  +10
  +10
  +5
  +5
  +10
  +25
  +20
  +20
  Current
  48
  32
  31
  51
  31
  43
  55
  39
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  Start
  1
  12
  2
  4
  -
  -
  -
  1
  Adv
  -
  +4
  -
  -
  -
  -
  -
  -
  Current
  1
  16
  5
  4
  Skills: Skills: Charm. Common Knowledge (Dwarfs, Tilea, Empire ), 
  Drive +10,  Evaluate,  Evaluate, Gossip +10, Haggle +10,  Perception,  
  Read/Write,  Secret Language (Guild Tongue),  Speak Language (Reik-
  spiel, Khazlid, Tilean), Trade (Merchant +10%, Carpenter, Smith)
  Talents: Dealmaker, Grudge Born Fury,  Night Vision,  Resistance to 
  Magic,  Stout-hearted,  Streetwise, Sturdy,  Super Numerate
  Armour: Light Armour (Leather Cap and Leather Jerkin)
  Armour Points: Head 1, Arms 0, Body 1, Legs 0 
  Weapons: Hand Weapon (Ceramonial Axe), Dagger 
  Trappings: Rich Quarters in the “Due Torrie”, Empty Warehouse in 
  Luccini and Olesi, Extensive loan to the Captain of the Beowulf, Grim-
  lock Guild Badge worth 10 GC, Scales worth 1 GC, Bitter Grudges
  Background: Born in Karaz-a-Karak, Urgrim moved to Verezzo with 
  his family at the age of 13 after the establishment of the Grothmir hold-
  ings at the “Due Torri”. Naturally surly, Urgrim seemed ideally suited 
  to life as a craftsman until chance led him to secure a vital deal with the 
  Voreni guild of Remas. Soon Urgrim’s natural talent for mathematics 
  and calculus led him to become a fully bonded merchant of the Grimlock 
  family, bringing honour to his family and rising through the ranks of 
  Clan Grothmir.
  The young Dwarf has recently fallen on hard times. Piracy on the high 
  seas has destroyed a client’s expensive cargo which was bought with a 
  loan from Urgrim’s family, and an ongoing audit of the family’s finances 
  will soon reveal the loss. Despite the oath of the manling to repay him 
  with interest or to take his payment in flesh, Urgrim is starting to grow 
  increasingly nervous as he knows how fickle Humans can be. He may 
  well have to take the Slayer Oath if he cannot return the funds to the 
  vaults within the next month.
  
  Part two
  Raverno
  This small town lies to the south of Verezzo, standing watch 
  over the Via Diocletia and the fertile plains leading to Luc-
  cini. The city is ruled by the heads of the town’s guilds, and 
  has recently declared its allegiance to Verezzo. This is mainly 
  because of Luccini’s repeated attempts to capture the city by 
  force. On one occasion in the last year attempting to infiltrate 
  the town with an army of mercenaries disguised as sheep. The 
  council ruled that as long as Verezzo pays a fee to station Con-
  dottiere in the city, it would be far more sensible to side with 
  Verezzo while Luccini continues its campaign of conquest and 
  plunder.
  Strangely, the majority of town council members disap-
  peared in the night last spring and haven’t been seen since. 
  This has left the town’s fate firmly in the hands of the vener-
  able Doge Alfredo Sideri and several young members of the 
  merchants’ guild. Meanwhile Georgio Sideri, the young son 
  of the Doge, has won himself quite a reputation as a drunken 
  lout. Despite complaints of his behaviour to the Doge, Geor-
  gio’s antics have gotten worse if anything.
  Terenne
  The last town before the River Riatti’s headwater, Terenne 
  is famous for its falconers and the quality metal ore mined 
  nearby. Terenne is also the protector of the small villages and 
  monasteries that lie deeper within the mountains, at least ac-
  cording to the self-styled Duke of the town. The Duke is an 
  ex-Condotterie named Antonio Monlecchis who served nearby 
  Verezzo for years. After his contract was terminated, Antonio 
  led his soldiers to capture the town in a bloody three-day fight 
  against supporters of the resident mayor, before settling down 
  to enjoy his retirement. Antonio makes a point of keeping 
  the surrounding villages happy, otherwise they would soon 
  starve him out. He also makes a point of publicly humiliat-
  ing and killing residents of Terenne who oppose him. Despite 
  Verezzo’s best attempts, its soldiers have yet to kill Antonio or 
  intercept the caravans of ore that are sent down to Spomanti or 
  across the rough mountain trails to Pugno. Antonio Monlecchi 
  and his men are all veteran hill fighters, and they keep their 
  eyes open whenever they’re near Verezzo.
  Shallya’s Heart
  At the source of the River Palmero, this small temple of 
  Shallya sits high in the mountains and is an important pilgrim-
  age destination for the sick and the poor. Though Shallya’s 
  Heart is open to all disease-stricken visitors, it is most often 
  associated with sicknesses of the chest, fevers, asthma and 
  the like. Staffed entirely by women under guidance of High 
  Priestess Lisetta Pampinea, the temple is also known for its 
  elaborate beacon to guide lost travellers at night. Strangely, 
  many sufferers return fit and well but with an embarrassing 
  rash. The high temple in Bretonnia is said to be investigating 
  the Tilean rash, but has so far had more important things to 
  deal with.Solerno’s Passage
  Threading between the bare faces of the Appucini Moun-
  tains, this passage links Terrene to Pugno. Though long since 
  purged of most Greenskins, there is still considerable danger 
  from several tribes of Goblins that manage to lurk hidden 
  under the mountains. Hippogriffs can also be found occasion-
  ally, searching for food or nesting sites in the area. On rare 
  occasions, a tribe of Orcs can be found here uniting the Goblin 
  tribes before launching a minor Waagh! against the human 
  villages of the area. This is unusual, as most Orcs prefer a 
  straight fight against the settlements of the Border Princes 
  instead and only stumble on the pass by accident in their trav-
  els. Considerable numbers of Nehekharan and Reman ruins 
  can be found along the trails up to the Appucini Mountains 
  from Solerno’s Passage, most of which little more than a few 
  patches of rubble. Ancient legends suggest that the tomb of 
  Amenemhetum the Great lies somewhere in this area, but the 
  few parties who return from treasure hunting have done so 
  empty-handed.
  47
  
  Part two
   
  Contado of Verezzo
  Size
  Ruler
  Pop
  Garrison
  Wealth
  Source
  Notes
  Verezzo
  CS
  Signor Rossi
  56000
  170a/1200c
  4
  Trade, Agriculture, 
  Industry, Wine
  Spomanti
  T
  Conte Jacopo 
  Montaperti
  3800
  50b/450c
  4
  Wine, Agriculture, 
  Cattle
  Terenne
  T
  Conte Anto-
  nio Montecchis
  4500
  50b/260c
  3
  Ore, Trade
  Raverno
  T
  Conte Giro-
  lamo Sordello
  4000
  50b/280c
  3
  Agriculture, Wine, 
  Sheep
  Milfi
  V
  Podesta Diniz 
  dei Bibali
  78
  20c
  2
  Agriculture
  Della Monte
  M
  Condottiere 
  Herman Mann
  65
  5a/20c
  3
  Silver
  Noochi
  V
  Signor Roger 
  De Courcey
  67
  20c
  3
  Wine
  Lizzano
  V
  Primus Pilus 
  Verena Vazzi
  34
  5c
  1
  Subsistence
  Raggebonna
  V
  Sanford Sonni
  20
  1b
  1
  Subsistence
  Farming settle-
  ment, most farm-
  ers live in Verezzo
  Agrippa
  V
  Marccello 
  Mosca
  78
  5c
  2
  Agriculture
  Cittafinistre
  R
  Umberto Eco 
  (deceased?)
  Razed by Orcs, 
  previously a 
  centre of Tilean 
  patriotism
  Argithea
  V
  Jonas Es-
  posito
  65
  15c
  2
  Cattle, Sheep
  Farming settle-
  ment, most farm-
  ers live in Verezzo
  Garibaldi
  V
  Doge Victor 
  Emmanuel
  89
  10c
  2
  Naval Supplies, 
  Agriculture
  Produces the 
  finest Biscotti in 
  Tilea
  Alitilea
  M
  Podesta Tia 
  Carrara
  235
  10a/35c
  3
  Silver, Coal
  Ven.* 
  Lorenzo
  ST
  Conte Quin-
  tino Neri
  1350
  20b/50c
  3
  Cattle, Sheep, 
  Wine
  Monte Verde
  M
  Signor Laz-
  zaro Capri
  96
  1a/20c
  2
  Gold, Granite
  *Ven. = Venerato/singular, Venerati/plural, i.e Venerati dei Chiaro, Venerato Lorenzo – Reikspeil: Venerated/Sacred of the Plains, Vener-
  ated Lorenzo
  48
  
  Part two
  K
  nown affectionately as the Old Mother by its inhabit-
  ants, the city of Remas has the most chequered history 
  of all Tilean cities. The original Elven colony upon which 
  Remas is built was razed by an army of vengeful Dwarfs as 
  its populace fled via the city’s elaborate harbour. The tribes of 
  Tilea would later use Remas as the capital of the first Reman 
  Empire, naming both the city and the empire itself after the 
  greatest of their princes. The city was then razed for a second 
  time during the conquest of Tilea by the Nehekharan Empire.
  Re-founded by the cult of Myrmidia after Macaria Medina’s 
  apotheosis, the city would form the capital of the 
  second Reman Empire which would go on to 
  last for nearly four hundred years. Originally 
  planned as two great fortresses; one housing the 
  cult of Myrmidia and the second containing the 
  political apparatus of the empire, Remas was 
  wracked by civil war when the Senate accused 
  the priests of hampering the rule of the Empire 
  and the fortresses went their separate ways. 
  The city of Remas has always been a mar-
  tial city and its appearance reflects this. The 
  high temple of Myrmidia is a fortress in its own right while 
  the walls that surround the city proper are some of the finest 
  in the Old World. The city’s houses reflect the cultures of the 
  mercenary hordes that have been hired from throughout the 
  Old World. Onion-domed temples and squat yurts from Kislev 
  are mingled amongst the elegant wood and lacquer construc-
  tions of the Nipponese. Simple, practical architecture from 
  the Empire contrasts with the ornate style of the Baroque and 
  Gothic stonework of Tilea.
  Ships of every type dot the city’s harbour and many pirate 
  captains find it easy to sail in and visit the city unnoticed. 
  When native Reman sailors turn to piracy, they tend to be 
  even more vicious than Sartosans. Nearly every nation in the 
  Old World is represented by a quarter in the city. Even the 
  Elves have a few immaculate streets to call home, and Elven 
  engineers have made small fortunes helping to preserve the 
  structure of the Elven harbour over the years.
  Like the sea itself, the city undergoes ebbs and tides of activ-
  ity. During spring and summer months, the city is practically 
  empty as the Reman Senate and Myrmidian temples dispatch 
  mercenaries for campaigns around the Old World, and ships 
  sail out for the trading season. In the autumn months, Remas’ 
  harbour overflows with ships preparing for one last leg of 
  travel to their home ports or docking for the winter months. 
  During the winter months Remas is filled to near bursting by 
  off-duty regiments and camp followers.
  Fluctuations in the city’s population have occurred through-
  out Tilea's history. The cult of Myrmidia has nearly bankrupted 
  itself hiring mercenaries to fight various wars abroad, as it did 
  during the Araby wars, or chosen to consolidate its political 
  strength through bribery and patronage, secure in its fortress-
  temple. Currently the city lies half empty as vast numbers of 
  mercenaries have been paid to head north to fight in the Storm 
  of Chaos and few have returned.
  The city’s political situation has remained surprisingly stable 
  since the famines of 2321 drove out the princes, because the 
  merchants immediately formed a council to replace them. On 
  the Council of Fifty, five members are elected from the cult of 
  Myrmidia to represent the views of the Mount. The remainder 
  are chosen from various guilds according to their political 
  standing. A random lottery of Council members is held each 
  year to name three Triumvir's who act as leaders of Remas 
  and determine foreign, domestic and trade policy. Despite 
  occasional outbreaks of fighting among the Triumvir's, me-
  diation by the Council of Fifty has kept the peace within 
  Remas for 200 years.
  Ever since Consul Uffizi discovered a trove of 
  Ancient Reman artefacts in the 14th century, the 
  city has encouraged research into the history 
  of both of the Reman Empires, directly lead-
  ing to many aspects of they city’s culture being 
  modelled on the titles and terms of this ancient 
  empire. As Luccini contains a large number 
  of Reman artefacts and documents a number 
  of conflicts and thefts have been sponsored by Remas over the 
  years.
  Locations in the City
  1. The Mount of Myrmidia
  Known locally as the Mount, the largest temple in Remas 
  is the grand temple of Myrmidia. The Mount of Myrmidia is 
  massive walled citadel that is effectively a state-within-a-state. 
  The Mount is a many-tiered fortification, with elegant but for-
  midable walls and towers bristling with ballistae. The Mount 
  is patrolled by white-cloaked, halberd-wielding guards who 
  are traditionally recruited from the Black Mountain regions of 
  Averland, Wissenland and the Border Princes. 
   
  Several Myrmidian templar orders maintain chapter houses 
  within the Mount, including the Knights of the Merciless 
  Titan, the Knights of the Sword of Glory and the Knights of 
  the Righteous Spear. These knights are responsible for keep-
  ing the routes between the Mount and the surrounding Tilean 
  settlements safe for pilgrimages to the great temple. Merchant 
  caravans often travel alongside patrolling bands of Myrmidian 
  templars to take advantage of their protection. 
  The priests and initiates of the Order of the Eagle serving 
  in the Mount consider it to be the foremost temple of Myr-
  midia, for it is the historic monument marking the ascension 
  of Myrmidia from mortal to goddess. Both are claims that the 
  high temple in the Estalian City of Magritta disputes and as the 
  overall head of the Myrmidian cult currently resides in Mag-
  ritta it is the Estalian temple that is winning the dispute at the 
  moment, much to the annoyance of the priests of Remas
  2. University of Remas
  Many scholars acknowledge the University of Remas as the 
  Chapter 9: Remas
  49
  
  Part two
  oldest institution of learning in the Old World, where subjects 
  such as logic, reasoning, rhetoric, mechanics and advanced 
  agriculture were pioneered. Also home to the city’s high tem-
  ple of Verena the many buildings of the University surround 
  the Tower of the Heavens, a massive tower that seems to defy 
  gravity with its many delicate flying buttresses.
  The University temple is home to the “Summarium Sapien-
  tarum Vulgarium Fabularumque de Gentibus Mundi Antiqui,” 
  more commonly known as the Book of Myths. This massive 
  volume is an ongoing record of history, although critical 
  scholars argue that some of the earliest references are clearly 
  fanciful. Nevertheless, scribes at Verenan temples around the 
  Old World journey here to copy pages from this mighty tome. 
  The great Verenan temples in Marienburg and Nuln both have 
  near complete copies of the Book of Myths.
  The most recent scandal at the University occurred in 2499, 
  when due to an upsurge of religious fervour incited by the 
  Knights of the Holy Order of Saint Rembrand the Faithful 
  several of the Universities staff fled the city after citizens dis-
  covered that they had links with the pirates of Sartosa. These 
  exiles set up a rival institution in the City of Tobaro funded by 
  the sale of treasures looted from the university, including the 
  fabled Cornetto of Remas.
  Attached to one wing of the University is an entire gallery 
  of artefacts and statues recovered from a building site near 
  the Black Ruins nearly a thousand years ago. Several smaller 
  items such as the Cornetto of Remas were found intact in 
  near perfect condition but many of the artefacts were found 
  shattered and broken. It took nearly three hundred years for 
  dedicated teams of archaeologists to restore just half of the 
  recovered objects. Now the artefacts stand on display, proud 
  remnants of the Elven city and the Reman Empire from over 
  3000 years ago. This myriad assortment of statues and col-
  umns has inspired generations of Tileans.
  3. The Black Ruins
  These ruins were once a mighty temple to an unknown sun 
  god. The rubble is interspersed with massive statues of winged 
  figures wielding flaming greatswords, seemingly untouched 
  by whatever tragedy occurred here. Occasionally mutilated 
  corpses appear, crucified, at the Black Ruins, clutching signed 
  confessions of their research into magic, anatomy or the wor-
  ship of forbidden gods. The largest building still has its domed 
  roof intact, decorated with an impressive fresco entitled the 
  ‘Dawn of Doom’ by renowned artist Michele Mastrangeli. 
  This apocalyptic painting portrays a mirror image of Remas, 
  but with the temple complex portrayed as the only standing 
  structures in a ruined, daemon-infested cityscape.
  Tavern tales tell of people who have visited the Black Ruins 
  in the dead of night, only to find grim figures clad in black and 
  silver engaged in acts of worship or torturing their victims, be-
  cause of this the ruins are avoided by most Remans. Recently 
  black clad worshippers from the ruins emerged to battle the 
  fearsome skeletal daemon that was unleashed upon the city 
  by decadent cultists, although since then the inhabitants of the 
  ruins have returned to their secrecy.
  4. The Senate
  While the head of state is effectively the Triumvirate, Remas 
  is also home to a senate of fifty powerful councillors who pre-
  side over the complex business of ruling the city. The Senate 
  holds responsibility for debating the major political issues of 
  the day and passing laws created by the Triumvirate. Located 
  in a many-windowed building in the heart of the merchant 
  district that overlooks the Bay of Remas, the senate represents 
  the most powerful merchant houses in the city.
  The senate was most recently shocked to the core when a 
  captain of the city guard discovered prominent senator Maria 
  Sarsosa draining the blood from a patrolling city watchman. 
  Revealed as a Lahmian vampire, Maria fled north of the River 
  Remo where she raised a powerful army of Undead to raze the 
  city to the ground. Although the Senate of Remas successfully 
  defeated the renegade senator’s army with a hired Condotteire 
  and publicly executed her this scandal has caused the senate to 
  lose much of the average citizens’ trust.
  In theory the state still has authority over the rest of the Til-
  ean city states as the captial of the Reman Empire. As a result 
  several times in Tileas history the Senatus Consultum Ulti-
  mum or Ultimate Decree has been passed by Remas to provide 
  an excuse for a war or reinforce its claims upon territory. This 
  has had mixed results at best so its use is seen as antiquated.
  5. The Great Bridge
  The bay of Remas is too shallow for even the nimble Elven 
  catamarans to dock near the city proper. To compensate, a 
  50
  Solkan
  The forbidden god Solkan has many names, Sol-
  Khaine, Sol-Khan (Literally Sun-King) or even 
  Solden, but always he is associated with the sun and 
  the purity of fire. Solkan was once the principal god of 
  Remas, first worshipped by a small group of devotees 
  who travelled with the survivors of Tylos. Amidst the 
  chaos of their escape from the doomed city the believ-
  ers were promised that Solkan wanted only order and 
  loyalty from his followers. The Solkanites gradually 
  drove the cults of other gods underground and expelled 
  the sole priestess of Myrmidia who travelled with the 
  refugees into the mountains. The followers then rallied 
  the surviving settlers and expanded their cult through a 
  doctrine of strength through unity. In the aftermath of 
  the Nehehkaran invasion, the cult became increasingly 
  insular and devoted to revenge. Today the cult of Sol-
  kan is believed to have adopted the rituals of murder 
  embraced by worshippers of Khaine. Students of the 
  cult’s original tenets still exist, but worship of Solkan 
  is frowned upon by priests of other cults. 
  
  Part two
  huge circular harbour was excavated in the bay so the great 
  trading ships could dock. The harbour itself is in a poor state 
  of repair because the ancient Elven stonework has resisted Til-
  ean mortar. Colossal slabs of masonry lie scattered in the bay 
  of Remas posing a navigation hazard to shipping. The mighty 
  galleys of Remas’ fleet use these obstacles to tactical advan-
  tage, training in defence techniques that would force hostile 
  ships onto the submersed masonry.
  Connecting the harbour to the city itself is the Great Bridge, 
  an ancient and titanic Elven construction so wide that the citi-
  zens of Remas have lined it with soaring towers, fine houses 
  and palaces. Integrating human structures with the existing 
  Elven stonework posed the challenge of ensuring that build-
  ing foundations were stable. Many of the residences lining the 
  Great Bridge are four or five stories high and lean at precari-
  ous angles.
  The Great Bridge is one of the liveliest parts of Remas. The 
  lower stories of its buildings are often taken up with shops 
  or cafés serving fine wine or exotic Arabyan coffee. Market 
  stalls and wandering peddlers take up every inch of available 
  roadside space. Several private clubs are home to consortiums 
  of likeminded individuals such as rich students, merchants and 
  members of minor or forbidden cults.
  6. The Hellenic Merchant House
  Many politicians regard Luccini as the most powerful of the 
  Tilean city-states, but Remas glorifies the ancient past when 
  it was the jewel of Tilea and capitol of the Eternal Empire. 
  Tileans regard the merchants of Remas as typically aggressive 
  and arrogant, and this perception is reinforced by the members 
  of the Hellenic, merchant house. Many powerful Reman mer-
  chants of once noble bloodlines are affiliated with Hellenic 
  House, as well as agitators, scholars and assassins.
  On the surface the Hellenic House is no different from the 
  many other merchant families and consortiums throughout 
  Tilea, but it is actually the focal point of anti-Republican 
  sentiment in Remas and is situated just a stone’s throw away 
  from the Senate building. The current mistress of the house is 
  Duchessa Pulcrezzia Colonna, first daughter of the aged and 
  deposed Duke of Remas and wife of Earl d’Bloiz of Vieux-
  sávoir of Carcassonne and she plots constantly to restore an 
  Emperor to the throne of Remas.
  The Duchess is a dark ravishing beauty, and notoriously 
  temperamental. In particular, Pulcrezzia is critical of her 
  courtly entertainment and whispered rumours suggest that she 
  frequently sends unsatisfactory perform-
  ers to her personal torture chambers.
  7. The Academy di Grassi
  Master Giacomo di Grassi was one of 
  Tilea’s finest duellists and he opened a 
  fencing school in the summer of 1969. 
  The academy specialises in training young 
  officers and merchants in the art of fight-
  ing with the Reman gladius, a short sword 
  patterned upon those created by Estalian 
  tribesmen before the rise of Myrmidia. 
  Unlike the lighter, more precise foils and 
  rapiers used by most nobles, the gladius 
  can cause considerable damage with a 
  thrust. Di Grassi’s techniques revolve 
  around using the gladius with modern 
  fencing techniques, using the short,  
  heavy blade to control opponents swords before finishing 
  them off with daggers or bucklers
  A pleasant cobbled piazza lined with citrus trees serves 
  as the schoolyard where strapping, bare-chested young men 
  thrust at each other with padded training blades. Around the 
  central square are located many terraced buildings housing 
  small cafés where eligible young women, merchants and 
  senators often congregate to drink wine, gossip and watch the 
  duellists in training. Built on the foundations of patronage and 
  vendetta, the Academy is at the heart of Remas’ politics, one-
  upmanship and its elaborate and scandalous romances.
  8. The Triumvirate Walls
  The Triumvirate Walls consist of three interconnected city 
  walls. The crumbling Old Wall encircles the Lagoon of Remas 
  itself. The Old Wall encompasses the run-down settlements 
  of fishermen and ramshackle tenements that house the city’s 
  poorest citizens. The buildings, thickly coated in cheap flaking 
  paint, run along steep streets leading from the partially em-
  banked lagoon shore towards more prestigious houses that are 
  sandwiched between the Old and Middle Walls.
  The Middle Wall, although newer than the Old Wall, is 
  still ancient by most people’s standards. It encompasses what 
  once was a prestigious area of Remas before the Great Bridge 
  became a fashionable district for Remas’ most powerful mer-
  chants to live in. The noble families that shun trade dealings, 
  and who are often involved in plots and schemes to dispose 
  the Triumvirate and return the city to royal rule live in this 
  area
  The Outer Wall is the most modern and formidable. It 
  reaches up to a hundred feet high in places and is fortified 
  with ornate towers that bristle with gun-batteries and ballistae.  
  Three mighty trade gates provide the main entry points to the 
  city itself, although several small postern gatehouses are also 
  inset into the Outer Wall.
  9. The Old Palazzo
  Standing between the Old and Middle Walls is the Old 
  Palazzo, the former seat of government before the rise of the 
  Republic. The building is now a shell of clashing architec-
  tural styles and all the interior grandeur was looted long ago. 
  Omilio Mondo the Pretender most recently fortified the Old 
  Palazzo, but upon his death construction ceased and most of 
  his improvements have been reduced to rubble.
  Most recently, citizens have reported seeing activity around 
  the grounds of the Palazzo; black cloaked 
  figures moving amidst the ruins. Specula-
  tion abounds as to whether the cloaked 
  figures are anarchists, cultists or even 
  necromancers. The governing Triumvirate 
  is offering a substantial reward to any 
  citizen who provides useful tips leading 
  to an arrest. Of course, the district watch 
  house has been flooded by dubious offers 
  of ‘proof’ followed by demands for reward 
  money.
  10. The Temple of Morr
  Standing upon the white cliffs nestled 
  within the city’s Old Wall, this ancient 
  temple has survived riots, plagues and 
  even abandonment on several occasions 
  when rival cults ousted all the priests of 
  51
  
  Part two
  Morr from the city. Unlike in Luccini, Morr has never been a 
  popular god in Remas, for his priests are seen as practition-
  ers of necromancy. Morr’s traditions are associated with the 
  Mortuary cult that dominated the Nehekharan Empire, and it 
  was the Nehekharans who long ago overthrew the Classical 
  Empire of Remas.
  During its current period of ostracism from Remas, the 
  militant Morrian sect called the Fellowship of the Shroud has 
  made its headquarters in the nearby town of Monte Negro. 
  Many members of the priests  from Luccini despise the Fel-
  lowship. As a result, the Reman priests of Morr are often 
  commanded by their southern neighbours to act against the 
  Fellowship.
  Another major reason for the cult’s unpopularity is its prac-
  tice of disposing of the dead by throwing them from the cliff-
  top temple into the lagoon below. Many of the city’s 
  merchants regard the practice as barbaric; however 
  Remas’ fishermen are grateful, for they believe the 
  sunken dead are restless and act as shepherds, guid-
  ing fish into their nets.
  11. The Republican Guard
  The true military might of Remas lies in the Re-
  publican Guard. While the city’s merchant princes 
  hire independent mercenaries to guard their exqui-
  sitely carved palazzos, the Republican Guards have 
  acted as guardians and soldiers of the Senate since 
  the rise of the Republic. The Republican Guard is 
  funded by taxes levied upon each merchant of the 
  city, resulting in critics describing the Guard as little 
  more than a state-sanctioned protection racket.
  The Guard’s barracks are located within the twin 
  Elven fortresses that adorn each end of the Great 
  Bridge overlooking the harbour and the city proper. 
  These granite fortresses are eighty feet high, sup-
  ported by massive buttresses and constructed with 
  massive gates made of some ancient  Elvish iron 
  recovered from the ruins of ancient Remas. 
  The Republican Guards are extraordinarily 
  wealthy. Each guardsman is clad in plate armour 
  embellished with gems and gold plating, and is 
  armed with a fine sword, rapier and traditional pike. 
  Traditionally each guardsman also wears a scarf of 
  the finest red silk to represent the bloodied bandages 
  of his comrades who were injured or lost in battle. 
  It has become fashionable for guardsmen to wear 
  scarves donated by the adoring ladies of Remas. 
  Sometimes individual Republic Guard officers 
  lose favour with the Senate. Most recently, Captain 
  ‘Ragged’ Ricco was instrumental in the storming of 
  the Old Palazzo and subsequent execution of Omilio 
  Mondo the Pretender. After this incident Captain 
  Ricco became a popular figure in the city, so the Sen-
  ate regarded the young upstart as a threat and exiled 
  him along with his company. The former Guard 
  captain has worked as a mercenary throughout Tilea 
  for the last twenty years.
  12. The Bracceschi Condotta Guild
  The Bracceschi guild is the largest in Tilea, boast-
  ing half the land’s Condottiere on its books and 
  operating branch offices in other cities. The guild 
  acts much like other Condotta guilds by serving the 
  Condottiere as their negotiator with the city-states. The guild 
  safehouse is also where the original copies of the Condotta 
  are stored, countersigned by all parties with triplicate copies 
  issued to both employer and Condottiere for reference.
  The guild has branched out into several related fields such 
  as providing administration and logistics for the sizeable mer-
  cenary armies and acting as a handler for the pay provided by 
  their employers.  All of which has led to some suspicion that 
  guild is not quite as neutral as claims, both the cult of Myr-
  midia and the cult of Verena are said to be conducting investi-
  gations into the guilds conduct over the last several years. Of 
  particular concern recently are the guilds contracts with the 
  forces defeated at Miragliano.
  The guild's day-to-day operation is overseen by an appoint-
  ed guild master in each city. Bracceschi’s guild masters super-
  52
  Benito Valente, Broadsheet Writer and Public Menace
  Career: Demagogue (Ex-Agitator)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  Start
  32
  24
  31
  31
  38
  31
  37
  42
  Adv
  +10
  +10
  +10
  +15
  +20
  +15
  +30
  Current
  37
  29
  31
  31
  53
  46
  42
  67
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  Start
  1
  11
  3
  3
  -
  -
  -
  2
  Adv
  +1
  +4
  -
  -
  -
  -
  -
  -
  Current
  1
  13
  3
  6
  2
  Skills: Academic Knowledge (Law, History +10), Blather, Charm,  
  Common Knowledge (Tilea +10), Concealment, Disguise, Dodge Blow, 
  Gossip, Intimidate, Perception, Read/Write, Speak Language (Breton, 
  Tilean +10), Suave, Super-Numerate
  Talents: Etiquette, Flee!, Master Orator, Public Speaking, Street Fight-
  ing
  Armour: Medium Armour (Chainmail Jack, Leather Cap)
  Armour Points: Head 1, Arms 0, Body 2, Legs 0 
  Weapons: Hand Weapon
  Trappings: Small office rented from the Hellenic House, Best Crafts-
  manship Clothes, Own Soapbox, Writing Kit
  Background: A spirited but slightly naive agitator, Benito has spent 
  his life extolling just about every cause that has run through Reman 
  society. He is renowned in many circles as the measure of how well any 
  particular trend is doing. Should he support it then its almost certainly ei-
  ther successful or about to run its course, as soon as he adopted the trend 
  for double stitched hose the sales of the garment flatlined and the single 
  stitched variety came back into vogue again. 
  Despite this he’s popular among the common citizens for the angry 
  rants he fills his speeches and his paper with. So full of the most outra-
  geous lies and slanders that his audience can almost taste the spittle 
  flying from his mouth.
  Benito’s latests cause is that of the Rematore, the Rowers, those who 
  believe that Remas must focus its attention on controlling the seas of 
  Tilea with a strong and powerful navy instead of concentrating on the 
  mercenary forces that are Remas traditional strength. Regardless of his 
  reputation this small minority group accept him gratefully as the most 
  famous face that the cause has and hope that just this once Benito will be 
  right and the Rematori gain control of the Senate and its policies
  
  Part two
  vise contract negotiations and affairs relating to other guilds 
  and cults of the area. Guild masters send reports and copies of 
  all contracts back to Remas, where they are compiled by the 
  council of twelve who write monthly reports for Lorenzo il 
  Moro. Lorenzo is the guild’s head representative and face on 
  Remas' council of fifty. Until the contracts sent to Remas have 
  been stamped with Lorenzo’s seal and returned to the issuing 
  guild, no new contracts can be taken on by that branch.
  The guild’s facilities include both front offices and strong 
  offices. Front offices are elegantly decorated quarters located 
  in a townhouse or villa, intended to impress clients and allow 
  for negotiations to be conducted in an atmosphere of civilisa-
  tion and comfort. Strong offices are veritable fortresses guard-
  ed by highly paid veteran mercenaries. At the heart of the 
  strong offices are the Condotta vaults which are opened only 
  on the order of the local guild master. Opening the Condotta 
  vaults requires three separate keys that are held by employees 
  who've served the guild for more than three years. 
  13. Elf Quarter
  Contained within the Middle Wall along the main route to-
  wards the docks is the Elven quarter. The Elves’ white marble 
  houses are separated from the rest of the city by an exquisite 
  inner wall, making their district almost unnaturally quiet. The 
  Elves have enjoyed an open contract to supply the trading 
  houses of Remas with goods from Ulthuan and Lustria since 
  2400, and there are usually several Elven trading ships either 
  departing or arriving at the docks every week. Several Elven 
  ships have permanent berths at the docks. 
  Some of Remas’ more radical citizens are suspicious of 
  what the Elves are doing inside their walls. Most citizens 
  are content to spread gossip of the goings-on in the Elven 
  quarter, but stranger folk are known to crowd around 
  the Elven gates for days, hoping to see just a brief 
  glimpse of an Elf. It’s considered a mark of Ranald’s 
  favour to rob an Elven house and return in one piece, 
  let alone with anything of value. Consequently, Reman 
  Elves employ very few humans.
  14. The Field of Myrmidia
  This flat and muddy field is located outside 
  the city walls to the south of the city. The Field 
  of Myrmidia is where mercenaries and their 
  leaders pitch tents for the winter, though some 
  manage to secure housing in the city proper 
  as long as their heavy arms are left behind. 
  Mercenary captains spend the greater portion 
  of their winters in the Field of Myrmidia, over-
  seeing their soldiers and negotiating contracts 
  with clients until the next campaign season starts.
  When the new campaign season begins, the fields become 
  a recruiting ground. During this time, thousands of prospec-
  tive mercenaries crowd the field to sign on with mercenary 
  companies and Condotta guilds. Trestle tables and tents crowd 
  the area while merchants and thieves (who according to some 
  are essentially the same) trawl through the crowd looking to 
  part recruits and mercenaries from their money.
  In the summer months when mercenaries are abroad, the 
  Field of Myrmidia is dotted with native Remans looking to 
  cool down and escape the humidity of the city. While in the 
  winter the field almost becomes a marsh, its dank and muddy 
  waters adding to the fog of the city.
  15. Piazza della Popolo
  This vast square is the first sight that visitors see as they 
  enter the east trade-gate. Nearly half a mile across, the Piazza 
  della Popolo is a sea of activity most days. Market stalls that 
  are unable to set-up on the Great Bridge sell hot coffee and 
  exotic snacks on the western side of the Piazza della Popolo 
  instead. On the east side, visitors and wagons entering the city 
  go through the long process of inspection by the city militia 
  and occasionally the Republican Guard. Surrounding the 
  Piazza are temples and shrines dedicated to each of the major 
  deities and several minor ones including the merchants’ god 
  Mercopio.
  In the centre of the Piazza della Popolo is an ornate wood-
  en platform upon which the city’s stocks and gallows are 
  perched. In addition to the ten stocks on the platform, another 
  thirty are scattered around the piazza for punishing minor 
  crimes such as drunkenness. Arranged around the central 
  platform are dozens of stone benches for the crowds to rest or 
  stand upon for a better view. Conveniently, the stone slabs are 
  too heavy to serve as weapons in the event an execution turns 
  ugly. Executions occur once a week, and are conducted either 
  by hanging or beheading depending on the crime. On feast 
  days, the crowd may appeal for prisoners sentenced to death to 
  be pardoned by the cult of Verena.
  16. The Montecchi and Cappofero Families
  These two family lineages extend deeply into Reman 
  society. Members of each family can be found in prominent 
  positions among both merchant and criminal circles. Most of 
  Remas’ citizens tend to sympathise predominantly with one 
  faction or the other.
  Crime in the city tends to be run by one of 
  these families, with much smaller criminal groups 
  having to pay tribute and treat the head of one of 
  the families as its patron or be wiped out. Crimi-
  nals operating independently of them tend to have a 
  short life span but this doesn’t stop the more daring 
  entrepreneurs trying. Raids and reprisals are common-
  place, particularly in the poorer quarters of the city. 
  More than one riot has started as the result of violent 
  intrusions by rival crime gangs onto another faction’s 
  territory.
  The heads of these powerful families, Edoardo 
  Montecchi and Sabino Cappofero, are watched 
  closely by the head of the temple of Verena in Re-
  mas, Marcel Macaroni. High Priest Macaroni would 
  dearly love to have both men executed, but his 
  hands are tied by the same laws that he’s required 
  to enforce. So far, both men have proved more 
  than capable of ensuring that evidence never links 
  them directly to prosecutable crimes.
  Other Items of Note
  Urbino
  Urbino is a prosperous fishing town and waypoint for 
  caravans heading towards Bretonnia and the Empire. Urbino is 
  also a free city, administered by the town’s guilds with no ob-
  ligations to Remas. As a result, the town has become a fierce 
  political battleground between the Reman and Miragliano 
  city-states, each of which has infiltrated the town council in 
  an attempt to control local trade and anchorage rights. Most 
  councillors in Urbino are involved in the bickering and any 
  53
  
  Part two
  measures put before the council are usually used to increase 
  the influence of one city state or the other.
  At the moment Urbino is home to the Miragliano naval fleet 
  which managed to escape the destruction of its city relatively 
  intact. Around a thousand refugees from Miragliano are cur-
  rently sheltered in temporary quarters outside the city under 
  the guidance of Signor Alonzo Allbergo – a prominent mem-
  ber of the city’s Signori. 
  Catrazza
  Perched on cliffs overlooking the Tilean Sea, this small 
  village is barely noticeable from afar, except for the ruins of 
  several high towers. From these towers the inventor Daddallo 
  charted the flight of birds and dreamt of one day flying him-
  self. Shortly after his first attempt at creating a flying machine, 
  Daddallo was promptly run out of town when his contraption 
  plummeted into the rocky sea, taking with it the Baron’s son. 
  Daddallo would spend years roaming Tilea, inventing doz-
  ens of contraptions for the princes of city-states. However, it 
  wasn’t until Daddallo reached Verezzo that he finally achieved 
  his dream. Using volunteers and a goodly amount of funding 
  supplied by the city, Daddallo founded his famous Birdmen. 
  He recruited the captains of the Birdmen from his boyhood 
  friends in Catrazza. Daddallo now roams the Old World as an 
  adventurer, but his Birdmen still feature prominently in the 
  armies of Verezzo and other city-states.
  Nonucci
  The village of Nonucci is located on a small island in the 
  Tilean Sea along with the Fortezza di Penitente. The Fortezza 
  is a tall tower with a deep dungeon housing Myrmidian her-
  etics sentenced to life imprisonment. Heretics are given the 
  chance to atone for their sins by a strict regime of fasting and 
  prayer. Guards chosen to look after the inmates usually con-
  sider a term of service at the Fortezza di Penitente little better 
  than punishment, so conditions vary from strict and unpleas-
  ant to corrupt and barely tolerable. The prison usually holds 
  around thirty to a hundred criminals in its cells while around 
  twenty templars and priests of the Order of the Raptor’s Gaze 
  are stationed here to watch over them.
  Currently the prison’s longest serving inmates are Catarina 
  Farsa and Linda Verner, a Tilean and Imperial respectively. 
  The pair has shared the same cell for nearly twenty years, and 
  nowadays nobody can remember what they were originally 
  sentenced for. Catarina and Linda have recently launched an 
  appeal proclaiming their innocence, but since nobody can 
  quite remember what they were charged with (the women 
  were never actually told themselves) it’s anybody’s guess 
  what will happen next.
  Varieno
  Duke Manin has become increasingly oppressive in his rule 
  of this small town. First he introduced a system of passports 
  and taxes designed to control citizenship, meanwhile visi-
  tors were forced to register at the city gates and have their 
  weapons held until they departed. Duke Manin told indignant 
  travelling nobles that his laws were purely intended to protect 
  the town from bandits and vagabonds plying the trade road 
  from Trantio and the Trantine Hills. However, Duke Manin’s 
  methods have become excessive of late. A curfew is now in 
  effect, and several months ago the duke sent a letter to recruit 
  the elf Menghil Manflayer, a renowned torturer and mercenary 
  for hire.
  A little over a month ago, a group of mercenaries arrived 
  in Varieno by night and swiftly slew the gate guards before 
  marching to the Duke’s tower. The next night, half a dozen tall 
  men clad in black and purple apprehended many of Varieno’s 
  residents on charges of treason. At dawn, Duke Manin tried 
  and prosecuted nearly a dozen residents as subversive agents 
  and subjected them to tortures so extreme that several women 
  in the audience fainted outright, and Old Geraldo keeled over 
  dead from shock. Duke Manin’s torture spree has continued 
  since then. People are seized from their homes late at night, 
  tortured into confession and found dead in the morning tied to 
  posts. Caravans are beginning to avoid the Varieno route as a 
  result of the ongoing atrocity.
  54
  
  Part two
  Contado of Remas
  Settlement
  Size
  Ruler
  Pop
  Garrison
  Wealth
  Source
  Notes
  Remas
  CS
  Triumvir 
  Poppeia, Julia, 
  Crassus
  130000
  350a/500b/5000c
  5
  Trade, Govern-
  ment, Religion, 
  Fishing
  High Temples 
  for most cults, 
  Administrative 
  centre
  Stiani
  T
  Triumvir 
  Poppeia, Julia, 
  Crassus
  6000
  100b/500c
  4
  Trade, Agriculture, 
  Wine
  Remas rules 
  directly, Capa 
  Cuoco head of 
  garrison
  Bargia
  V
  Doge Tia 
  Carrara
  90
  10c
  2
  Agriculture, Cattle
  Certainlio
  V
  Podesta 
  Theo Certa-
  mente
  23
  5c
  1
  Subsistence
  Poggi-
  bonsi
  V
  AzzoneVis-
  conte
  53
  5c
  2
  Agriculture
  Farming settle-
  ment, most farm-
  ers live in Remas
  Bibblena
  ST
  Conte Fazio 
  di Gaddo
  530
  20b/30c
  3
  Agriculture, Tolls 
  on traffic, Gold-
  smithing
  Situated where 
  the Rivers Remo 
  and Riatti meet
  Ammer-
  time
  V
  Lucchino 
  Savanrolla
  25
  1b
  1
  Subsistence
  Farming settle-
  ment, most farm-
  ers live in Remas
  Settefrati
  F
  Condottiere 
  Luca Savoie
  137
  10a/30b/50c
  2
  Tolls
  Located near the 
  Trantine Hills
  Biterbit
  F
  Capo Heinz 
  Zimmer
  230
  50b/100c
  2
  Tolls
  Guards stretch 
  of coast leading 
  up to Urbimo
  Alatri
  V
  Armand 
  Gucci
  34
  3c
  2
  Agriculture
  Farming settle-
  ment, most farm-
  ers live in Remas
  Ven.
  Marco*
  V
  Podesta 
  Enzo Leoni
  67
  10c
  2
  Agriculture, Fish-
  ing, Sheep
  Celano
  V
  Hector 
  Endizzi
  40
  5c
  2
  Cattle, Tanning
  Farming settle-
  ment, most farm-
  ers live in Stiani
  Nanci
  V
  Doge Boni-
  fazio Donora-
  tico
  78
  5b/15c
  2
  Smuggling, Agri-
  culture
  Located near 
  Biterbit
  Benetizio
  V
  BaroneIgna-
  cio Leonidas
  45
  5c
  1
  Subsistence
  Acqua 
  Marina
  F
  Capo Frano 
  Visconte
  90
  20b/40c
  2
  Tolls
  Guards the 
  northern tip of 
  Remas lagoon
  *Ven.= Venerato/singular, Venerati/plural, i.e Venerati dei Chiaro, Venerato Lorenzo – Reikspeil: Venerated/Sacred Souls of 
  the Plains, Venerated/Sacred Lorenzo
  55
  
  Part two
  Miragliano
  The once-mighty city of Miragliano was the most powerful 
  Tilean city, but its fate is now uncertain since it was over-
  whelmed by an army of Skaven in 2522. Many Tileans believe 
  Miragliano will be rebuilt in a few years; meanwhile others 
  claim it will take decades, or will never happen. Much like the 
  regions of the Empire devastated by the Storm of Chaos, the 
  ruined city of Miragliano would make an ideal starting place 
  for adventurers thrown together by fate.
  Further details of Miragliano can be found online at http://
  user.cs.tu-berlin.de/~rossi/Wfrp/miragl.html
  Raganos
  Raganos is a small mining community high in the Irrana 
  Mountains, famous for its lifelike warrior statues. The town 
  is perpetually caught in a tug-of-war between the Tilean city 
  states and Estalian Kingdoms, but thus far it has managed to 
  play one side off against the other and remain functionally in-
  dependent. Currently Raganos claims to be nominally Tilean, 
  but following the recent devastation of Miragliano the town 
  faces an uncertain future.
  Tobaro and Sartosa
  Tobaro and Sartosa are major cities of Tilea, and details of 
  both cities can be in the WFRP Companion.
  Trantio and Pavona
  Trantio and Pavona have been trade rivals for millennia, 
  competing for trade imports from the eastern Dwarf realms 
  and Border Princes. The Trantine hills that separate the cities 
  have seen countless battles between the mercenaries of enter-
  prising merchant princes. Despite the perpetual conflict, other 
  city-states have never been able to take advantage. Every time 
  a foreign mercenary army appears in the region, merchants 
  from Trantio and Pavona band together to drive off the inter-
  loper before they resume fighting between themselves. 
  In between periods of heavy fighting, there have been many 
  attempts at reconciliation between the rival cities. Princely 
  families on both sides have become intertwined through a 
  long succession of marriage alliances. These pacts can be 
  short-lived as marriages are often ended in assassination by 
  poisoning or other forms of foul play if the bride or groom is 
  particularly obnoxious.
  Some Tileans speculate that if Trantio’s frequent skirmishes 
  with Pavona ever ceased, and the two cities managed to work 
  together, the region would become a major continental power 
  centre. More pragmatic Tileans are certain this alliance will 
  never happen.
  Trantio
  Trantio was one of the first cities in Tilea to become a Re-
  public in 1400 IC. The city was home to the famous explorer 
  Marco Colombo who claimed to have discovered Lustria. 
  Upon his return to Tilea, Colombo promptly overthrew the 
  Republicans at the head of a mercenary army, seized power, 
  and led Trantio into a golden age of expansion and growth. 
  The city has remained a Principality ever since.
  Trantio was the last of the Tilean cities to be devastated 
  by the Red Pox, a blight from which the city has never fully 
  recovered. Some districts are still rumoured to be home to 
  lurking Skaven. The city is widely renowned for its stylish 
  clothes and large domed temple of Myrmidia, but otherwise it 
  exercises little political power in the area.
  Prince Bologna di Grassi currently rules the city with the 
  help of a small council of merchants.
  Pavona
   The city of Pavona rose quickly to become a serious trade 
  rival to Trantio, but still it remains small in comparison to 
  other Tilean cities. Pavona is noted for the high quality of its 
  alchemy and brewing industries but is now more famous for 
  a more sinister export. The city is ruled by Lucrezzia Bel-
  ladonna who has both founded an academy of assassins and 
  encouraged the alchemists to experiment with ever more 
  potent potions.
  Malavigna
  The picturesque village of Malavigna is situated in the Tran-
  tine hills overlooking the broad sweeping River Remo. Most 
  villagers live simple lives that chiefly depend upon the quar-
  rying of marble and the tending of vineyards. Even for Tilea 
  the village is renowned for its pragmatism. Trapped between 
  Trantio and Pavona the village’s population spend much of 
  its time switching their loyalty between the two larger cities. 
  Occasionally a battle is fought nearby and somehow villagers 
  caught up in the struggle somehow manage not only to survive 
  but to hold onto the greater part of the loot.
  According to legend, Malavigna was originally founded by 
  a disinherited Bretonnian knight. Tales claim that the knight 
  brought only the shirt on his back, a handful of plundered 
  grape seeds and his mother’s recipe for distilling brandy. 
  Whatever the truth, Malavignan brandy is renowned through-
  out Tilea today. The drink is made from triple-distilled Tran-
  tine grapes, using the finest equipment that can be fashioned 
  with the help of the Dwarf artificers who flock there.
  Malavigna’s success in both quarrying and brewing has at-
  tracted interest from the Republic of Remas. Currently there is 
  much talk among Remas’ Council of Fifty about the possibil-
  ity of ‘liberating’ the village from the ‘oppression’ of Trantine 
  nobility. These imperialistic overtures have concerned Baroni 
  Dante Malavigna, who now seeks allies in Remas to discredit 
  the overambitious councillors. 
  Chapter 10: Other Areas
  56
  
  Part three
  Chapter 11: Playing a Tilean
  “It’s little wonder that Tileans love Opera, compared to real-
  ity the characters are almost believable.” - Heinrich Hügel, 
  Imperial Ambassador to Remas.
  “I ama Giorgio the greatesta Tileana merchanta, of course I 
  getta it for you,  it will be-a perfecta, mwaa mwaa, I kissa your 
  cheeks to seal the deal!” - Overheard near a market stall in 
  Nuln.
  “Bloody nobles, that'll do for today. Pass me that pipe 
  Dino.” - Overheard near the same market stall.
  “Of course your dress will be ready on time Signorina, may 
  the gods curse the name Randalpho if it is-a not!” – Edoardo 
  Rudolpho, Tilean Tailor.
  “Behind every great Tilean is a great woman. Usually it’s his 
  mother.” – Jacopo Salvatore, Tilean Entertainer.
  This book assumes you will be roleplaying from the per-
  spective of a Human from Tilea, as such the rules for rolling 
  up a character are very much the same as those in the WFRP 
  Core Rulebook. A table for generating Tilean birthplaces can 
  be found in the Appendix.
  Tilean PCs replace the skills Common Knowledge (The Em-
  pire) and Speak Language (Reikspiel) with Common Knowl-
  edge (Tilea) and Speak Language (Tilean). In addition rather 
  than listing every career in the Core Rulebook and the WFRP 
  Career Compendium and replacing its details to make it more 
  Tilean, simply replace the skills for Common Knowledge and 
  Speak Language as one would at character creation, swapping 
  Reikspiel for Tilean and The Empire for Tilea where appropri-
  ate.
  Getting Into Character
  A Tilean’s attitude to life is fundamentally different to that 
  of an Imperial citizen. While the Empire is arranged along 
  feudal lines and has at least the pretence of a structure in how 
  it is ruled, good government in Tilea is seen as something of 
  a myth.  Tileans are what some would term cynical but they 
  themselves would call pragmatic. Their first loyalty is always 
  to the family - it is every Tilean’s goal to increase his family’s 
  power, wealth and status, even if it takes generations. They 
  devote the same energies to this task as others do to ideals like 
  freedom, patriotism and honour. The family must always come 
  first.
  The second most important thing to bear in mind when play-
  ing a Tilean is that telling the story of life is vital to them, and 
  a Tilean always acts his part. 
  For example, when Tilean parents are alone they act much 
  the same as any other parents, they get tired and grumpy and 
  treat their child as you would expect, with a mix of anger, love, 
  respect and quiet patience. When around friends and strangers 
  they would instead act like the child was the most sacred ob-
  ject in existence, a precious object worthy only of adoration.  A 
  Tilean philosopher would act sagely and responsibly in public, 
  quoting from the most famous works and acting as if his words 
  are measured out carefully before speaking, but behind closed 
  doors he will happily indulge himself like anyone else, drink-
  ing heavily, gambling, and cheerfully reading rude pamphlets 
  on the latest gossip. What matters is that the front is always 
  maintained, that publicly there is a persona that the world sees 
  and which never slips.
  To act a part is to earn a reputation which becomes second 
  nature. If a Tilean does it right he becomes something more 
  than a person, a part of the city itself. A Tilean who becomes 
  the perfect blacksmith for example is safe, he is always there 
  regardless who is in charge and his position is available to 
  hand down to his heirs. Of course it is not a perfect system and 
  competition is fierce which is why the act must go on, sticking 
  in people’s memories. In order to distinguish himself from oth-
  ers the Tilean must excel in his part.
  In a land with so many divided loyalties these are survival 
  traits hammered into the Tilean psyche, while governments 
  come and go and ideologies change over time the family is 
  the one constant. As long as it prospers there is somewhere to 
  shelter should a Tilean’s fortunes change for the worse.
  All of this also serves to make Tileans the world’s finest 
  entertainers - what better way to learn the acting craft than to 
  practice a role every day, tailoring it to each and every person 
  you meet? Naturally there are exceptions to every rule... 
  T
  his section of the book presents some of the rules, careers and settings that provide a list of basic plot hooks and campaign 
  themes for a GM to use, as Tilea presents many changes to the usual game set in the Empire. This provides opportunities 
  for GMs to use plot hooks and storylines that do not focus on Beastmen or Chaos cults to a great extent, while allowing GMs to 
  change the political climate of Tilean cities as well as details of relations between Tilea as a whole and the rest of the Old World.
  57
  
  Part three
  Chapter 12: Tilean Careers
  Tilea offers many avenues of employment to its citizens - the following are some of the more unique careers available to 
  budding characters.
  —Cabriolet Driver—
  In many Tilean cities the Cabriolet Driver, or fiaccheraio in Tilean, can be found in public squares. The Cabriolet Driver 
  provides the rich with easy transportation in a two-wheeled coach. Like their cabs, the Cabriolet Drivers are presentable 
  and clean, taking pride in their groomed appearances. Cabriolet Drivers are excellent guides as well, telling their passengers 
  about the buildings and monuments they happen to pass and of course about the notable happenings in the city. The most 
  successful Cabriolet Drivers are dressed in the finest garments their profession allows and are in the know about some of 
  the seedier political details of the city. For a passenger, however, that kind of information may cost a bit extra. Whatever 
  you do, never call a Cabriolet Driver a cabbie; it particularly annoys them.
  —Cabriolet Driver Advance Scheme—
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +5%
  +5%
  -
  -
  +10%
  +5%
  -
  +10%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  -
  +2
  -
  -
  -
  -
  -
  -
  Skills: Academic Knowledge (Genealogy/Heraldry), Academic Knowledge (History), Animal Care, Charm, Common 
  Knowledge (any one), Drive, Gossip, Haggle, Navigation, Speak Language (any one), Speak Language (Tilean)
  Talents: Dealmaker or Etiquette, Savvy or Suave, Orientation
  Trappings: Good Craftsmanship Clothing, Cabriolet-cart, Horse, Smart Cap, Humble Opinions
  Career Entries: Coachman, Messenger, Outrider, Peasant, Tradesman, Vagabond, Valet
  Career Exits: Charlatan, Fence, Ferryman, Outlaw, Roadwarden, Spy
  —Pikeman—
  The Pikemen (picchieri in Tilean) are the characteristic Tilean mercenaries - their twenty-foot long heavy polearms are 
  the bane of cavalry units everywhere. There are numerous famous Pikemen mercenary companies throughout Tilea that 
  sometimes wander off to distant lands in search of better pay. Because of the chance to see far off lands and the fact that 
  Pikemen often get good salaries as mercenaries, it is no wonder that many Tilean boys aspire to become Pikemen one day! 
  Pikemen usually see themselves as an elite among other infantry troops, an attitude which can sometimes lead to drunken 
  brawls in taverns frequented by mercenaries.
  —Pikeman Advance Scheme—
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +10%
  -
  +10%
  +5%
  +5%
  -
  +5%
  +10%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  +1
  +2
  -
  -
  -
  -
  -
  -
  Skills: Animal Care or Gamble, Common Knowledge (Tilea), Dodge Blow, Gossip or Haggle, Ride or Drive, Perception 
  or Search, Secret Language (Battle Tongue), Speak Language (Tilean), 
  Talents: Disarm or Quick Draw, Specialist Weapon Group (Two-handed), Strike Mighty Blow, Strike to Injure, Strike to 
  Stun
  Trappings: Light Armour (Plate Helmet and Leather Jack), Tilean Pike, Shield
  Career Entries: Mercenary, Protagonist, Thug, Soldier, Watchman
  Career Exits: Bodyguard, Bounty Hunter, Outlaw, Republican Guard, Sergeant, Veteran, Judicial Champion
  58
  
  Part three
  —Catrazzan Birdman—
  Perhaps the most unusual type of mercenary in Tilea is the Catrazzan Birdman, who glides through the sky on a pedal-
  powered Ornithopter whilst shooting at enemies with his crossbows. Following the example of the famous inventor Daddal-
  lo, these dedicated warriors are among some of the best shots in all of Tilea, well-versed in the principles of modern science 
  and engineering. To further distinguish themselves from common mercenaries, the Catrazzan Birdmen wear grotesque 
  masks with long beaks instead of noses, based on traditional Tilean carnival masks.
  —Catrazzan Birdman Advance Scheme—
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +10%
  +25%
  +5%
  +5%
  +20%
  +15%
  +10%
  +15%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  -
  +4
  -
  -
  -
  -
  -
  -
  Skills: Academic Knowledge (Engineering or Science), Blather or Navigation, Dodge Blow, Perception, Read/Write, 
  Secret Language (Battle Tongue), Speak Language (Classical), Trade (Carpenter)
  Talents: Ornithoptrist*, Quick Draw, Rapid Reload, Sharpshooter, Sure Shot
  Trappings: Crossbow with 20 Bolts, Light Armour (Leather Jerkin), Mask, Trade Tools (engineer), Ornithopter, The 
  Right Stuff
  Career Entries: Engineer, Mercenary, Targeteer, Watchman
  Career Exits: Artisan, Bounty Hunter, Engineer, Outlaw, Scholar, Sergeant, Targeteer, Veteran
  * New Talent: Ornithoptrist
  You are trained with piloting strange flying machines known as Ornithopters. You may use any Ornithopter without pen-
  alty.
  —Banker—
  Bankers deal with bonds, debts and investments, swapping clients and assets with merchants, nobles and other Bankers 
  as if they were mere trade goods. In Tilea the Bankers gather in the town’s piazzas, operating their businesses from benches 
  carved from exotic wood or marble, the better to show off their tremendous wealth. Although luxurious, the life of a Banker 
  can be perilous as well. They are often the first people assaulted during riots and revolutions and sometimes their noble cli-
  ents exercise the annoying habit of having Bankers executed on some pretence or another, rather than repaying their debts.
  —Banker Advance Scheme—
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +15%
  +10%
  +10%
  +10%
  +15%
  +35%
  +25%
  +35%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  -
  +6
  -
  -
  -
  -
  -
  -
  Skills: Academic Knowledge (Law), Charm, Common Knowledge (Any Two), Evaluate, 
  Gamble, Gossip, Haggle, Intimidate, Read/Write, Secret Language (Guild Tongue), Speak 
  Language (any two), Speak Language (Tilean), Trade (Merchant).
  Talents: Dealmaker, Etiquette or Streetwise, Public Speaking or Schemer, Super Numerate
  Trappings: Best Craftsmanship Clothing, Total of 5,000 gc in coin and owed debt, Writing 
  Kit, Bodyguard, Guild Symbol, Personal Seal
  Career Entries: Fence, Guild Master, Merchant
  Career Exits: Crime Lord, Politician, Steward
  New Advanced Careers
  59
  
  Part three
  —Republican Guard— 
  Unique to the City-State of Remas, the Republican Guard are the guardians and soldiers of the Senate. Backed by the tax 
  money taken from powerful merchants, the Republican Guard are equipped with the finest armour and weapons money can 
  buy. Traditionally each Republican Guard also wears scarves of the finest red silk to represent the bloodied bandages of 
  those Republican Guard injured or lost in battle. It has become fashionable for the adoring ladies of Remas to donate these 
  scarves as a sign of their gratitude for the services of the Republican Guard. The Republican Guard patrol the most impor-
  tant areas of the city of Remas, but they are also tasked with enforcing the will of the Triumvirate.
  — Republican Guard Advance Scheme—
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  +25%
  -
  +20%
  +15%
  +15%
  -
  +10%
  +10%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  +1
  +4
  -
  -
  -
  -
  -
  -
  Skills: Academic Knowledge (Strategy/Tactics), Charm, Dodge Blow, Gamble or 
  Search, Perception, Secret Language (Battle Tongue), Speak Language (Any One), 
  Speak Language (Tilean)
  Talents: Disarm, Hardy, Quick Draw, Specialist Weapon group (Two-handed), 
  Strike Mighty Blow, Strike to Injure, Wrestling
  Trappings: Best Craftsmanship Tilean Pike (See the Pikeman sidebar), Best Craftsmanship Heavy Armour (Full Plate 
  Armour), Jewelry worth 200 gc
  Career Entries: Duellist, Mercenary, Pikeman, Sergeant, Soldier, Tilean Rat Catcher, Veteran, Watchman
  Career Exits: Captain, Duellist, Judicial Champion, Knight, Mercenary, Merchant, Racketeer
  New Equipment: Ornithopter
  Cost: 280 gc
  Enc: 100 when worn or carried, none when flying
  Availability: Very Rare
  Description: Originally invented by Daddallo of Verezzo, Ornithopters are a unique form of Tilean motivation. While the 
  original model was built from bedsheets and salvaged bits of furniture, over the years these contraptions have become more 
  and more elaborate with flapping canvas wings powered by foot stirrups, leaving the pilot’s arms free.
  If you have one of these and the Ornithoptrist Talent, you count as having the Flier Talent as detailed in Warhammer 
  Fantasy Roleplay (WFRP), page 139, with a Flying Movement Characteristic of 6. All Movement Characteristic penalties 
  from armour should be doubled when applying to your Flying Movement from this device. If you are using the optional 
  encumbrance rules, when flying, the first Movement Characteristic penalty comes into effect when you are carrying more 
  than your Strength Characteristic x 5 in encumbrance points and the following penalties come every twenty five points of 
  encumbrance, instead of fifty.
  If you do a Charge Attack, Disengage or a Run Action while operating an Ornithopter, you must pass a successful Agility 
  Test or fall to the ground. Your enemies may try to attack your Ornithopter instead of you at –20% to their Skill. An Orni-
  thopter has a Toughness of 2 and 6 Wounds. If your Ornithopter’s Wounds drop to zero, you fall to the ground. Whatever 
  the reason for your fall from the sky, when equipped with an Ornithopter you get a hit equal to the table 6-10 on WFRP 
  page 138, divided by two (rounded up).
  If you fall from the sky your Ornithopter is damaged, requiring at least a day of work, materials, a workplace, engineer’s 
  tools and a successful Trade (Carpenter) Skill Test to put your Ornithopter back into working condition. Should you fall 
  from high altitude or into particularly perilous terrain, your Ornithopter may be completely destroyed at GMs choice.
  Bolas, bows, elfbows, javelins, lassos, longbows, shortbows, slings, throwing spears, staff slings and whips may not be 
  used while operating an Ornithopter because the contraption’s wings limit the movement of your arms.
  Tilean Pikes
  *Tilean Pikes are described in Old World Armoury: Miscellania and Militaria (OWA), page 32. If you do not have access 
  to OWA but would like to use them anyway, weapon reach rules from many other games come close enough to represent 
  them. Failing that, use normal rules for spears instead. After the initial contact, the Pikemen’s usual tactic is to abandon the 
  Pike and use weapons better suited for hand-to-hand fighting
  60
  
  Part three
  S
  ince Tilea is not a single state it cannot be said to have a 
  single attitude towards any other nation. Tileans do tend 
  to share very broad opinions on other Old World Powers that 
  shape the outlook, if not always the policy, of their particu-
  lar city-state. In general Tileans are suspicious of powerful 
  neighbours that might try to invade their divided land, such 
  as Bretonnia, and suspicious of commercial rivals, such as 
  Marienburg and Estalia, but are not otherwise particularly 
  xenophobic.
  The Empire and Marienburg
  Tileans tend not to care to strongly about the Empire - rela-
  tions at the moment are cordial but not close. Tilean merce-
  naries served the Empire well during the Storm of Chaos and 
  the Empire is neither commercially nor militarily threatening 
  to the states nearest to its borders. The individual Elector 
  Counts and provinces all have their own relationships with the 
  city-states but the only Elector to recently make much of an 
  impression was Marius Leitdorf, whose patronage of Tilean 
  artists and the cult of Myrmidia won him a number of friends. 
  On the other hand the cults of Sigmar and Ulric’s moves to 
  reassert their primacy over the upstart cult of Myrmidia have 
  not been popular with Tileans, who see them as barbaric north-
  erners disrespecting the goddess. Another cause of friction is 
  the efforts of some Imperial noblemen to colonize the Border 
  Princedoms and bring them under their spheres of influence, 
  efforts that many Tileans see as intruding upon territory that 
  naturally belongs to them. Both of these matters may yet come 
  to a head.
  Relations between the Tilean States and Marienburg, on the 
  other hand, are strained by Marienburg’s increasing dominance 
  in some fields of Old World commerce and by the Marienburg-
  ers’ envied alliance with the Elves. Some Tileans have also 
  blamed Marienburg for the recent trend in Imperial Witch 
  Hunters manhandling Tilean merchants trading in the Empire 
  and, even worse, seizing their trade goods. 
  Bretonnia
  Tileans have generally felt free to ignore the Empire but 
  the Bretonnians are seen as a constant threat. The reasons for 
  the hostility between the two nations may have something to 
  do with the vastly different social systems of urban, largely 
  republican and mercenary Tilea and the more rural, feudal, 
  centralised Bretonnia, but there are more immediate concerns 
  as well. After Bretonnian knights were defeated in the Tourna-
  ment of Ravola, Bretonnia nearly went to war with the Tilean 
  states who participated, with the then-king almost declaring an 
  Errantry war against Tilea. Things have not gotten appreciably 
  better since. 
  Some Bretonnians see Tilean merchants as invaders and 
  rabble-rousers and should the merchants step out of line by, for 
  instance, by taking over a Bretonnian merchant concern, they 
  might take extreme reprisals. The Tileans, meanwhile, believe 
  that the Bretonnians are willing to conquer whatever bits of 
  Tilea that they can get their hands on. Of particular concern is 
  the possibility that the next Bretonnian King will be more ex-
  pansionist than the conservative Louen Leoncoeur - certainly 
  some lords in southern Bretonnia would love to see a more 
  aggressive approach taken against Tilea. A common rumour in 
  northern Tilea suggests that many Bretonnian lords have long 
  possessed forged title deeds to parts of northern Tilea and are 
  waiting for a suitable king to come to power before revealing 
  them.
  Estalia
  For Tileans, Estalia combines the worst aspects of both 
  Marienburg and Bretonnia. They are a feudal and largely rural 
  society but also one of the ascendant mercantile powers of the 
  Old World. If Estalian exploration continues at the current rate, 
  the overland trade routes to Ind and Cathay used by the Tileans 
  may soon become obsolete, a terrifying prospect to Tileans. 
  The simmering religious tension between both branches of 
  the cult of Myrmidia only adds to this. Fortunately, since only 
  Tobaro and small mountain towns share a land border with 
  Estalia and the Blighted Marshes lie between the rest of Tilea 
  and Estalia, most conflicts between Tileans and Estalians have 
  been at sea. Trade routes with Lustria, Marienburg, Bretonnia 
  and Araby are all disputed, with Miragliano and Remas most 
  involved in the fights for dominance. Estalians, however, are 
  wonderful allies of convenience for Tilean states fighting one 
  another, and Estalian mercenaries are prized. Both mercantile 
  and religious tensions between the two peoples are running 
  higher than usual of late and it is unclear how long the current 
  deadlock between the two branches of the cult of Myrmidia 
  will last. 
  Religion and trade converge in the dispute between Mag-
  ritta and Remas over the tiny Thousand Isla principality of 
  Minorilsa, which controls a choice trade route. The old prince, 
  allied to Remas, died and his eldest son, a devout follower of 
  the Estalian branch of the Myrmidian cult, allied himself to 
  Magritta upon succeeding to the throne, expelling all Tileans 
  who would not adopt the Estalian creed. Remas, incensed 
  Chapter 13: Diplomatic Relations
  61
  
  Part three
  by this behaviour and the threat to their mercantile interests 
  along with this insult to their religion, have put forward the 
  old prince’s brother as their own candidate. Ergo Magritta and 
  Remas now face a proxy war that could turn extremely ugly 
  extremely quickly if business is not handled quietly and very 
  fast, possibly by a judiciously placed stiletto.
  Kislev
  Relations, when they exist, have generally been cordial 
  between Tileans and these northerners, but by and large Kislev 
  is too far away for either nation to be interested in the other. 
  Recently, several units of Verezzonese mercenaries have gone 
  missing in the city of Praag and adventurers are being recruit-
  ed to investigate by the mercenaries’ Condotta guild.
  Norsemen
  These inhabitants of the North are seen as worthy seamen 
  and fighters and demand is high for their services as merce-
  naries and sailors. The more experienced Norse are able to 
  command prices almost as high as a captain’s share in the 
  profits of the forces they join. Norse Gladiators are particular 
  favourites with fight fans.
  The Far East - Ind, Cathay and Nippon
  There is no formal relation between most of the city-states 
  and these exotic locations. Instead, merchant guilds spend 
  fortunes sponsoring the exhibitions to them. Since few make 
  it there and back again, those that do can become fabulously 
  wealthy off of the profits from exotic goods such as tea and 
  silk.
  Araby
  The flow of trade and mercenaries between both nations 
  keeps relations cordial with both peoples seeing each other as 
  very much complimentary to one another, though that is not 
  to say that members of both na-
  tions would not do their utmost 
  to damage the others reputation. 
  Regardless of that, they see each 
  other as favoured enemies and 
  suitable business partners. Ara-
  byan mercenaries make excellent 
  light cavalry and skirmishers, 
  frequently employed in Tilean 
  armies while Tilean mercenar-
  ies, heavy knights and the famed 
  galloper guns are highly sought 
  after by the armies of Araby.
  The Elves
  Elves have a history of 
  monopolizing the seaborne 
  trade and their preferred trading 
  partner is Marienburg while Elf-
  ish “pirates” have often targeted 
  Tilean shipping. But Elves are 
  one of the few things keeping the 
  Estalians from exploring further 
  south and as a result the city of 
  Remas is recruiting adventur-
  ers to investigate rumours of 
  planned Estalian expeditions to 
  Ind and to inform the inhabit-
  ants of its Elf Quarter.  The prevention of Estalian expansion 
  southwards and respect for the influence the Elves have had 
  on Tilean history combined with the raids on Tilean cities and 
  shipping (see section below: Dark Elves and Chaos Dwarfs) 
  means that most Tileans are never entirely sure what to think 
  of the Elves. 
  The Dwarfs
  The Dwarfs inhabit the Vaults in large numbers but relations 
  between Tileans and Dwarves have never been very close or 
  formal, the Dwarfs preferring to deal with inhabitants of the 
  Empire instead. However, Dwarf increases on tolls on trade 
  through the mountain passes is a pressing issue and in the 
  last few hundred years there has been a noticeable increase in 
  Dwarf merchants and craftsmen traveling into the cities.
  Halflings
  Halflings are twisted northerners, stunted by too much beer 
  and cabbage and too little wine and fresh pasta. Recently a 
  troop of Halfling mercenaries caused a culinary controversy 
  when they asserted that pies were superior to pasta. As a result 
  several princes and chefs have declared a vendetta on Lumpin 
  Croop and his Fighting Cocks. 
  Other Relationships
  Skaven
  The Skaven have long been a threat to Tilea. Skulking in 
  their tunnels they have spread outwards from the Blighted 
  Marshes, infesting the sewers and tunnels beneath various 
  city-states. Unlike in the Empire, knowledge of the Skaven is 
  not repressed - citizens are encouraged to know about them 
  and many of the city-states have militias to hunt down Skaven 
  infiltrators. The cult of Myrmidia also sponsors investigators 
  and knights to patrol Tilea, investigating rumours of Skaven 
  tunnels or attacks. These men have 
  a reputation similar to Witch Hunt-
  ers in the Empire and often work 
  closely with Verenan Investigators.
  As a result Skaven plots in 
  Tilea are generally more cautious 
  and methodical than those in the 
  Empire—forces are amassed until 
  they are larger than used in the 
  Empire, institutions are more care-
  fully infiltrated using organizations 
  such as the cult of the Yellow Fang 
  because Tilean Skaven do not have 
  the element of surprise. It is entirely 
  possible that the adventurers will 
  simply stumble upon the Skaven’s 
  machinations, but it is somewhat 
  more likely that they will be invited 
  to investigate by a cult or by a par-
  ticularly far-sighted politician.
  Orcs and Goblins
  The Tileans have spent centuries 
  driving the Greenskins from their 
  lands, but raids from the tribes 
  inhabiting the Border Princes still 
  occur and many of the mountain 
  passes and peaks are still infested 
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  with them. Patrolling the mountains provides lucrative work 
  for many mercenary regiments. The most skilful of Condotta 
  agents pride themselves on their ability to persuade the Orcs 
  to fight each other instead of burning the nearest villages, a 
  divisive policy amongst mercenary generals as well as Green-
  skins. Those in favour of hiring the Orcs point to the success-
  ful career of Ruglud and his Armoured Orcs.
  Dark Elves and Chaos Dwarfs
  Knowledge of the darker cousins of the Elder races is lim-
  ited at best, the Elves and Dwarves are as reluctant to discuss 
  the split between themselves and their more sinister halves 
  with Tileans as they are with the rest of Humanity. Attacks 
  by the Dark Elves at sea and on land are attributed to ren-
  egade Elven pirates and Naggaroth’s existence is not common 
  knowledge. If the truth about the Dark Elves were ever to 
  become known it is uncertain how the Tilean city-states would 
  react.
  Knowledge of the Chaos Dwarfs is very limited indeed, 
  mainly confined to tales of Ogres and Hobgoblins along the 
  Silk Road being led or advised by strange looking Dwarfs. 
  These tales also mention strange creatures made of bronze and 
  iron with liquid rock for blood, along with cannons that cause 
  the ground to ripple like water - consequently few Tileans pay 
  them much attention.
  Lizardmen and Lustria
  There is no generally known information about the deni-
  zens of Lustria, instead rumours and tall tales provided by 
  the sailors of Luccini tell of strange lizard folk. Like relations 
  between far Eastern states and Tilea there are no formal ar-
  rangements between any of the city-states and the Lizardmen 
  and any diplomacy takes place between individual merchants 
  and requires a great deal of tact and caution. This is especially 
  true when trying to keep merchant crews from mutinying and 
  looting nearby temple-cities.
  Chaos
  Tilea has few dealings with the more overt threats of Chaos 
  Warriors and Beastmen herds and such threats are not un-
  known but very rarely encountered by most of the population 
  - they are an exotic threat rather than an immediate danger. 
  Chaos cults are also not as prevalent as some would expect, 
  or at least their members have a remarkably low success rate. 
  Well-traveled mercenary generals who settle down to become 
  civic leaders are well aware of the potential threat of cultists 
  due to the situation in the Empire - they consequently seek in-
  formation on cults and other organizations, whether by hiring 
  spies, buying information or having members abducted and 
  interrogated. The sheer number of patrons, alliances, vendettas 
  and various religious groups all interfere with dangerous long 
  term plans due to the level of deception and mistrust going 
  on at all times. A popular belief is that the more enemies you 
  make the more they get in each other’s way - like shoveling 
  cattle into a sausage grinder, they all just back up and create a 
  bloody mess.
  Of course there is always the possibility that the Chaos cults 
  are working on a much bigger scale and that the above is all 
  nonsense. Only time will tell.
  Vampires
  No horror is more integrated into Tilean society or more 
  cunningly concealed than the Vampire. Though all nations 
  have problems with Vampires in the shadows, the fractured 
  nature of Tilean society leaves it without a strong centralized 
  authority to root out vampires and their ilk. Of all the blood-
  lines, the Lahmian is the most common, probably because 
  their subtle plots perfectly fit in with Tilean society. Stories 
  circulate amongst some of the more radical scholars that per-
  haps even Myrmidia herself was a Vampire and that the entire 
  Tilean culture is nothing but a front for the predations of the 
  blood drinkers. Such scholars rarely survive for long if they 
  voice their theories too loudly or to the wrong person, which 
  in reality is nearly anyone.
  Of the other bloodlines, the Strigoi and Necrarchs are too 
  monstrous to fit in with any ease but isolated examples can 
  be found either in the dead tombs along the older roads or 
  amongst the ruins in the mountains. The Blood Dragons have 
  always been wanderers but some are found guarding bridges 
  or even serving amidst the pirate crews of Sartosa. When the 
  Von Carsteins first emerged into recorded history Tilea had 
  long since been infiltrated by the Lahmians, so instead they 
  settled far to the North in the land of Sylvania and few are 
  seen in Tilea.
  The Lahmians are not an immediate threat to Tilea, nor do 
  they seek to destroy society, they want only to insinuate them-
  selves into it and pull as many strings as they can. Many seek 
  food and comfort, but others have larger and darker plans that 
  are centuries in the making and perhaps just as long in coming 
  to fruition. Regardless, because the Lahmians rarely make a 
  mess and don’t generally try to overthrow the current order in 
  bloody coups (not visible ones, at least) the establishment is 
  not very eager to see them rooted out. Investigating Vampires 
  requires too much snooping into the dirty laundry of the rich 
  and powerful, so it is easier if people do not look. Thus those 
  sending adventurers off to look for Vampires will likely be 
  more marginal figures rather than civic authorities - younger, 
  zealous priests, political agitators eager to expose corrup-
  tion at the top and even rival nobles and merchants who want 
  dirt on their rivals. Alternately, the adventurers or those they 
  care for could fall victim, be targeted by a Vampiress or even 
  become clients to a Vampire patron without realising it.
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  Chapter 14: Tilean Adventures
  As lonely as a Scozzese farmer in Di Palma – Tilean Say-
  ing
  U
  nlike the Empire, Tilea is not a land of dark and forbid-
  ding forests overshadowed by a recent war against the 
  hordes of Chaos. Nor is it full of knights’ errant out to hunt 
  monsters for sport, like Bretonnia. Nevertheless, Tilea’s cities, 
  hills and mountains offer their own unique opportunities for 
  adventure.
  Given its distance from the battlefields of the Storm of 
  Chaos, it is perhaps unsurprising that, in Tilea, adventure 
  antagonists are more likely to be human than in the Empire. 
  Bandits, unemployed mercenaries, the soldiers and agents of 
  rival cities, and ruthless merchants’ hired muscle can present 
  just as much of a challenge as Orcs, Beastmen or even the 
  most crazed mutant cultists.
  However, the apparent lack of Chaotic influence in Tilea 
  should not be interpreted as an indication that the Dark Forces 
  are entirely absent or that the only challenges adventurers will 
  face are mundane ones. The Tileans openly acknowledge the 
  clear and deadly threat posed by the Skaven in almost every 
  Tilean city and, despite their relative lack of obvious success 
  when compared to their counterparts in the Empire; Chaos 
  cults are thought to be gradually growing in strength and 
  influence, quietly infiltrating Tilean society. Outside the cities, 
  tombs of ancient, forgotten kings litter the landscape, perhaps 
  hiding riches but almost certainly concealing darker things as 
  well.
  In Tilea, people from across the Old World meet and mingle 
  with traders, mercenaries, thieves and even stranger folk from, 
  Norsca or Cathay. The ensuing blend of exotic customs and 
  rites provides an fascinating tableau for all sorts of seedy and 
  sinister figures, from Arabyan wizards and their Djinn to slave 
  traders in the employ of any manner of disreputable or even 
  unspeakable customers. In the end, mundane or not, simple 
  human villainy and greed can inspire deeds that would make 
  even the most hardened northerner’s blood run cold.
  Rural Adventures
  The Plains and Hills
  Tilea’s population lives in a land of sunny, heavily-tilled 
  plains or rolling hills dominated by herds of sheep and, oc-
  casionally, goats. Most arable farmland is given over to wheat, 
  with vineyards and olive groves dominating south-facing 
  slopes. Peasant villages are typically as poor and downtrodden 
  as those in the Empire—whether they are noble landowners 
  or wool merchants, the wealthy have little reason to be kind, 
  so Tilean society gives few benefits to the tenant farmers that 
  feed it. If anything, the peasants’ position is worse in villages 
  dominated by olives and vineyards because, as hired hands, 
  the peasants have even less security than tenants. The shep-
  herds of the pasture lands are often better off than the grain 
  farmers but they are still fleeced by merchants who conspire 
  to keep prices for wool low. The tendency of landlords to evict 
  tenants in order to turn their plots over to more lucrative sheep 
  herding is a recurring problem in areas where wheat fields 
  border pasture land. Adventures in such regions are likely to 
  deal almost entirely with human problems and human antago-
  nists. For instance, tenants facing eviction might revolt against 
  the merchant-prince or noble landowner, with the adventurers 
  caught in the middle. Peasants oppressed by the ‘taxes’ of a 
  bandit chief might employ cut-rate mercenaries (the adventur-
  ers) to defend themselves.
  The Forests
  Tilea’s forests are drier and sunnier than those of the north-
  ern Old World and, without an Elven population or many 
  monsters, they are considerably less fearsome or mysterious. . 
  The earthiness of the forest-dwellers means that their vendet-
  tas are overt and bloody. In the backwoods many revenges that 
  would be kept private in the city (burying one’s foe alive, for 
  instance), are very public affairs. A significant number of Stri-
  gany clans also inhabit the forests and this occasionally leads 
  to conflict with native Tileans who object to what they see as 
  foreigners’ encroachment onto their ancestral lands.
  The problem is exacerbated by the fact that the forests are 
  slowly disappearing. Tilea’s seafaring culture supports a thriv-
  ing shipbuilding industry, which happily caters to princes’ 
  desire to one-up their peers or awe their rivals by amassing the 
  largest fleet or commissioning the most impressive vessels. 
  Naval rivalry, in particular, has intensified recently, and galleys 
  are frequently replaced. As a result, over time, hundreds of 
  square miles of woodland have been cleared and the forests 
  of Tilea have shrunk to the extent that they have become a 
  valuable resource, prized by every city-state with pretensions 
  to greatness. In the rush to exploit the forests the ancient rights 
  of those who live in them, particularly the right to use the 
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  Part three
  woods for their livelihood, have been trampled on.
  There are two major forests in Tilea, the Tettoverde and the 
  Sussurrio. 
  The Sussurrio lies in the south of the country, in the shadow 
  of the Appuccini Mountains, near Verezzo. The climate is dry, 
  rendering the Sussurrio prone to forest fires. As a result, the 
  terrain is quite open, with little undergrowth. Fire isn’t the 
  only danger here - the forest is frequented by Goblins wander-
  ing in from the Border Princes’. By contrast, the Tettoverde, 
  north of Pavona, sandwiched between the Trantine Hills and 
  Appuccini mountains lies in an area that is cooler and wet-
  ter. It’s generally regarded as being somewhat safer than the 
  Sussurrio. Both forests are at risk from the woodcutters, but 
  the competition for timber rights is uglier in the Sussurrio. 
  The cities of Luccini, Remas and Verezzo, even the pirates of 
  Sartosa seek to exploit the Sussurrio, while the small town of 
  Capelli struggles to defend its nominal control over the supply 
  of timber. In the north, Trantio and Pavona vie for the right to 
  exploit the Tettoverde.
  In both forests, dirty tricks like assassination, hiring merce-
  naries to masquerade as ‘bandits’ and threatening or bribing 
  local landowners have become commonplace. In order to 
  expand their influence in the area, the competing powers have 
  adopted a ‘divide and conquer’ approach, taking small villages 
  and clans under their ‘protection’ and aiding them in their 
  triumphing over their local rivals, whose lands can then be 
  seized. Thus, vendettas have grown bloodier than ever, while 
  the forest dwellers have become weaker and more divided an 
  effect most visible in the Sussurrio. For this reason, adventures 
  in Tilean forests will often throw the adventurers into politi-
  cal situations that they do not fully understand, surrounded by 
  people they cannot trust – similar in some ways to adventures 
  in Tilean cities, but with a higher potential for violence and 
  overt cruelty.
  Monsters complicate this volatile situation. Goblins are 
  much more common in the forests (particularly the Sussurrio) 
  than elsewhere in Tilea, and tribes of Orcs are not unheard of. 
  With the forest clans weakened by internecine fighting, they 
  are vulnerable to attacks from Greenskins and other monsters. 
  Horrifying rumours about the battle for control of the forests 
  are spreading to other parts of Tilea - one claims that some 
  clans have tricked Orcs into attacking rival settlements, while 
  another claims that Beastmen numbers are rising.
  The forests also harbour secrets such as ancient tombs, and 
  the conflict in the woods may well arouse their inhabitants. 
  Legends place the Tomb of Amenemhetum somewhere in the 
  vicinity of the Sussurrio, while the Necropolis of Lambrusco 
  lies in the hills above the forest. Both are of great interest to 
  the various powers vying for control of the forest. A faction 
  may employ the adventurers to find the Tomb or investigate 
  the Necropolis and its dead court, or prevent their rivals from 
  doing so. Alternatively, adventurers might be lured into them 
  by sheer greed only to find getting out more difficult than they 
  had expected.
  In conclusion, players in Tilea’s forests may find them-
  selves caught between rival clans or cities, in the midst of a 
  Greenskin attack on some hapless settlement, or perhaps all 
  of these at once. Adventurers may be hired by their home city 
  or a seemingly innocuous merchant concern, only to discover 
  that their mission is to pillage a small town. They may be re-
  cruited by a clan seeking to wipe out its rivals, or they may be 
  contacted by one of the secret societies such as the notorious 
  Brotherhood of Taal that seek to unite the clans and expel the 
  outsiders through indiscriminate massacre and assassination.
  The Mountains
  The two most important mountain ranges in Tilea are the 
  Vaults and the Appucinis. Untamed and more dangerous than 
  the lowlands, both ranges contain critical trade routes that 
  wind through their narrow passes. These passes are fiercely 
  contested by the various mountain clans, not least because of 
  the informal tolls which of can be imposed on travellers. Like 
  the forests, powers from beyond the highlands have taken an 
  interest in these conflicts although the degree of interference 
  has not reached the same levels as in the forests. As well as 
  the mountain folk, both mountain ranges harbour Greenskins 
  and other dangerous creatures, who occasionally venture into 
  the lowlands to attack and pillage vulnerable settlements. 
  Of the two ranges, the Appucinis are lower and more dense-
  ly settled and, therefore, are generally considered the safer 
  of the two. However, given their location next to the Border 
  Princes, Greenskin raiders are more likely to cross over them. 
  Because of their proximity to Tilea’s greatest cities, the Ap-
  pucinis foothills and the Trantine hills have become popular as 
  a location for villas, exposing the Appucini mountain clans to 
  wealthy lowlanders, whose influence is gradually leading the 
  clans’ politics and society to more closely resemble the rest of 
  Tilea. 
  Bandits are a constant problem, a situation that is compli-
  cated by the fact that many of them are in the employ of the 
  exiled prince of one city or another. It often seems as though 
  every city in Tilea has a pretender hiding somewhere in the 
  mountains, often supported by their former city’s rival. The 
  more settled, ‘Tilean’ nature of the Appucinis means that 
  adventures will likely be relatively human-centric, albeit with 
  greater opportunities for monster-slaying than in the low-
  lands - saving mountain villages from bandits or Greenskins; 
  investigating a city’s exiled party on behalf of the current ruler 
  or protecting a caravan as it travels through a pass are likely 
  adventures in the Appucinis.
  The Vaults are nearly twice as high as the Appucinis and are 
  capped by snow and glaciers through even the hottest sum-
  mers, while the Appucini snow fields retreat. The valleys of 
  the Vaults are high and narrow, and its passes are difficult and 
  treacherous, even in good weather, which has rendered routes 
  through the best passes particularly precious and the recently 
  discovered River of Echoes beneath the mountains a veritable 
  prize. The Vaults are also littered with caves, abandoned mine-
  shafts and Dwarf ruins, both above and below ground. 
  The Vaults and their foothills are the coldest and wettest 
  part of the country, and so are unpopular with urban Tileans 
  apart from a few aristocrats who travel to the foothills in high 
  summer. The inhabitants of the Vaults have little contact with 
  the rest of Tilea and their loyalties are often closer to their 
  neighbours - the Dwarfs and Empire - than to the city-states 
  that claim to rule them. 
  Adventurers in the Vaults can be engaged in everything 
  from simple exploration of dungeons to complicated politi-
  cal struggles between the mountain folk, the lowlanders, the 
  Dwarfs (who claim mining rights in the area) and the Imperi-
  als. The recently-discovered saltpetre mines in the guano de-
  posits of the Vaults’ caves are particularly contentious – they 
  need to be scouted out and defended from interlopers in order 
  to keep the lucrative gunpowder trade moving. However jobs 
  that on the face of it seem mundane and straightforward, like 
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  Part three
  defending mines from claim-jumpers, can become extremely 
  dangerous and complicated, when it turns out that Skaven 
  Night Runners and Dwarf rangers have decided to lay claim to 
  the mines
  There’s just as much opportunity for action above ground. 
  The adventurers might be hired to defend a caravan or a mine 
  from bandits, only for things to turn for the worse when the 
  Skaven appear instead. Adventurers brought in as the muscle 
  for a merchant might find themselves choosing to do the right 
  thing when Skaven attempt to carry off the population of the 
  mountain village they are passing through. City-states may 
  hire adventurers to keep the locals in line, enforce a claim 
  against Dwarf objections or assassinate an exile.
  The Marshes
  The Blighted Marshes are the most dangerous area in all 
  Tilea. There are legends of a great city at the swamp’s heart 
  but the true horror of Skavenblight is unknown outside the 
  fevered dreams of madmen. In the past, expeditions would 
  occasionally venture into the Marshes, aiming to root out 
  bandits or make a show of force against the creatures that lurk 
  within but, more often than not, those who go in do not come 
  out. Over time, word of the region’s peril spread until, today, 
  only the dregs of Tilean society – runaways, bandits and fugi-
  tives, who have nowhere else to go – are desperate enough 
  to attempt to eke out a living in the Marshes, congregating in 
  makeshift camps. 
  The Skaven’s influence spreads from the centre of the 
  Marshes like a canker. This is one of the easiest places for 
  them to recruit human spies and otherwise manipulate Hu-
  mans into doing their bidding. They control the bandit camps 
  from behind the scenes – many inhabitants are recruited into 
  various perverse variations of the horned-rat cult and the most 
  promising and successful bandits and fugitives are kidnapped 
  and ‘recruited’ by the Ratmen. The further into the Marshes 
  one ventures, the more detached from human society the 
  camps become, until one crosses the river Bercelli and the 
  Skaven rule openly.
  Players may be recruited and sent into the Marshes to cap-
  ture or kill some horror (Skaven or otherwise) or a particularly 
  notorious bandit, only to find themselves facing a camp of 
  angry, frightened people, desperate to defend themselves from 
  outsiders or a genuinely charismatic leader, doing his best to 
  help his people survive. Alternatively, they might be hired by 
  some mad scholar to investigate rumours of a great ruined city 
  located deep in the Marshes and then have to struggle back 
  through the Marshes when they realize just how unpleasant 
  the residents are. Perhaps most disturbingly, adventurers might 
  fall foul of the law and be forced to seek refuge in the Marsh-
  es. There, they will be forced to compete with fellow fugitives 
  and bandits, struggle against the Skaven intent on enslaving 
  them and evade bounty hunters sent to capture them, who are 
  most easily avoided by venturing deeper into the Marshes.
  Urban Adventures
  As in the Empire, most urban adventures will focus on 
  intrigue and power struggles between and amongst the various 
  factions, whether political, mercantile, criminal or more sin-
  ister in nature. The particular antagonists tend to be different 
  in Tilea than in the northern Old World, but the patterns are 
  similar.
  The Urban Landscape
  Earlier sections of this book detail the great cities of Tilea 
  but there are certain specific features of Tilean urban areas 
  that are worth noting. Perhaps the biggest difference between 
  many Tilean towns, particularly the smaller and older ones, 
  and those of the Empire, is the way in which Tilean towns 
  are laid out. The systems of vendetta and patronage are so 
  powerful that great families often bestow their patronage on 
  large numbers of people. As a result, the common people will 
  enlist with one great family or another to protect them from 
  their own rivals. In many old-fashioned towns, entire districts 
  are built around the stronghold of a great family which usu-
  ally inhabits a formidable but luxuriously-appointed tower. 
  This is less true in the larger cities, where the civil authorities 
  go to great lengths to keep these to a minimum and the great 
  families in check, going so far as to place limits on the height 
  of buildings and pull down any which exceed these.
  Like their Imperial counterparts, Tilean towns are crowded 
  and the buildings are often taller and narrower than is entirely 
  safe. The manner and materials of construction differs, how-
  ever - Tilean town houses usually have stucco walls and tile 
  roofs, rather than the half-timbered construction and thatched 
  (or wooden) roofs prevalent in the Empire. There are also 
  more open spaces and public areas in Tilean cities and they are 
  more planned and orderly than the squares and greens of the 
  rich of the Empire. 
  Sewers are much more common and complete in Tilean 
  towns than in Imperial ones of comparable size. Many Tilean 
  towns also have extensive catacombs and other subterranean 
  ruins - both these and the sewers are well-used by smugglers, 
  gangs and worse. 
  Politics and Factions
  Every Tilean city has factions of one kind or another. In 
  republican cities the factions are almost like political par-
  ties, championing different interests and policies and, often 
  different outside powers. Some republics have a popular and 
  an aristocratic party, but this is less common than it was in 
  ancient Tilea, since popular politics ended so badly in Re-
  man times. However, even principalities will have multiple 
  factions, be they representatives of the rival monarchs, as in 
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  Luccini, or frustrated republicans itching to take back the city 
  for the citizens, a common complaint in guild-ruled cities such 
  as Verezzo. 
  While rival factions are an accepted part of Tilean society 
  (in some republics, the right to openly oppose those in power 
  is shakily maintained), those in power will generally attempt 
  to exclude powerful opposition from public life, either by 
  discriminating against them and keeping them from positions 
  of authority, or occasionally by exiling or even killing them. 
  The level of aggression displayed by the faction in power to-
  wards their rivals inevitably increases in proportion to what is 
  at stakes: nobility are cruel to republicans and vice versa, and 
  struggles between popular and aristocratic parties often spill 
  over into street violence and riots. Players may find employ-
  ment as bruisers to frustrate the opposition. An agitator player 
  character might quickly find himself in over his head or earn-
  ing a living from both sides in a conflict. 
  Outside powers can complicate matters in the smaller cities 
  in central Tilea, as the balance of power between the Luccin-
  ian and Reman factions ebbs and flows with the state of diplo-
  matic relations between those two cities. Adventurers may be 
  hired to ferret out foreign agents in a city or to foment unrest 
  or stage a coup in another city.
  The Colours, mercantile guilds and criminal organizations 
  are allied, affiliated or otherwise involved with various fac-
  tions to greater or lesser degrees. By and large, the Colours are 
  most strongly tied to particular factions while crime syndicates 
  are more mercenary but there can be exceptions, particularly 
  when political leaders also happen to be crime lords. With few 
  local ties, new arrivals in a city are perfect for illicit activities 
  where plausible deniability is preferred, whether it be acting 
  as a simple messenger or go-between, when a faction needs to 
  contact someone they should not be, or carrying out tasks con-
  sidered too dangerous or sordid for the more established crime 
  syndicates, such as breaking into their rivals’ strongholds and 
  kidnapping or assassinating important figures. Adventurers 
  also make excellent patsies and fall guys as they are generally 
  new in town and are seen as disposable, particularly if they 
  have no patron or any other back-up or resources with which 
  to pursue a vendetta; they may be hired to do the dirty work 
  that the faction’s leaders don’t want traced back to them and 
  promptly chased out of town if it all goes wrong.
  Criminal Syndicates and the Underworld
  Criminals in Tilea are much like criminals anywhere: they 
  smuggle, they murder, and they steal. In the towns and cities, 
  they organize into factions, either a few (or very rarely just 
  one) large syndicates or many small ones. However, in Tilea 
  the relationship between criminals and those in power is 
  often much closer than it is elsewhere in the Old World. The 
  fragmented nature of Tilea increases the importance of smug-
  glers to merchants and the constant political infighting means 
  that politicians often find it useful to have allies who possess 
  the wherewithal and the willingness to poison and murder. 
  Consequently, running messages and errands between crime 
  syndicates and respectable members of society is a critical job.
  Forbidden cults
  Chaos cults are not as common in Tilea as they are in the 
  Empire. Tilea lacks the dark forests full of Beastmen and other 
  creatures of the Empire. Mutants are rarer and due to both its 
  distance from the Chaos Wastes and the defene offered by its 
  Northern Mountains, Tilea is less vulnerable to invasion by 
  the Ruinous Powers, making it a lower priority for the more 
  coordinated cults. Furthermore, the established Tilean fac-
  tions render the country an inhospitable place for secret cults. 
  Lahmian Vampires, in particular view Chaos cults as a threat 
  to their social position and their livestock, while the followers 
  of Ranald are often better informed than even the vampires of 
  what goes on in the dark places of the cities. 
  As a result, those cults that do exist are too small and weak 
  to be able to plot the ruin of cities, let alone nations. Their 
  objectives tend to be more modest, typically focused on the 
  accumulation of more power and influence, although the 
  more ambitious ones have been known to summon Demons, 
  with unfortunate results. They are predominantly Tzeentch 
  or Slaanesh affiliated, though some mercenaries have been 
  known to turn to the Blood god. 
  Tilean cults of Slaanesh are typically more artistic and aes-
  thetic, rather than mindlessly debauched, and typically have 
  greater success in acquiring influence, due to the artists and 
  67
  Daedadlian Art
  The south of Tilea has always been slightly poorer than the 
  north due to its proximity to Sartosa and the Border Princes 
  and the chaotic fighting that spills over into the Tilean plain . 
  As a result, the buildings have always been very spartan and 
  temples have often doubled as fortresses in times of trouble. 
  In the past southern temples were used to safeguard citizens’ 
  valuables. Temples were once filled with exquisite artworks 
  “loaned” to the priesthood by residents in return for prayers 
  and status within the village.
  After the Araby wars in the second millennium, the south-
  ern religious cults convened at an assembly in Remas in an 
  attempt to consolidate their influence.  They decreed that all 
  entrusted artwork would immediately become property of the 
  cults, for it was their temples that had kept the pieces safe, fur-
  thermore any religious icons in peoples’ homes were deemed 
  to belong to the cults. Bands of tithe collectors roamed the 
  countryside seizing property in the name of the temples and 
  carting it off to Remas, Luccini and even L’Anguille in great 
  Caravans, filled to bursting. 
  The cults’ relentless thieving continued for well over a cen-
  tury until the council of Trantio when the abolishment of taxa-
  tion and iconoclasm was announced. Sculptors and painters 
  who had previously been forced to hide their works emerged 
  from obscurity, and a new wave of artists swept the south. The 
  most outspoken proponent of this new wave was Deadalus 
  Byzantos, so his name given to the style. 
  Daedadlian art consists primarily of simple icons emulating 
  the styles of Araby, but depicting venerated souls and religious 
  myths from the south of Tilea and Border Princes. The unique 
  Daedadlian style remains distinct from the artwork of northern 
  Tilea, and indeed the rest of the Old World
  
  Part three
  patrons that have been initiated, many of them unwittingly. 
  Socially mobile or artistic adventurers might be invited to 
  join an artistic secret society that is actually a Slaanesh cult. 
  Tzeentch cults have been on the rise in recent years, perhaps 
  due to Northern cults establishing chapters south of the moun-
  tains. Typically they are strongest in cities with large merchant 
  classes, particularly ones that are growing rapidly, and expe-
  riencing significant political conflict. Tzeentch cults may be 
  behind some of Tilea’s nastiest political feuds – it is possible 
  that adventurers looking into a factional conflict’s roots might 
  find the strings being pulled by the Changer of Ways.
  The lack of a significant threat means that there is no organ-
  ized order of witch hunters in Tilea of a scale comparable to 
  those of the Empire (although smaller equivalents do exist 
  in the form of small knightly orders belonging to various 
  religious cults).
  The Religious cults
  Ostensibly, Tilean religious cults stay out of the factional 
  bickering of the politicians and merchants, and they are cer-
  tainly more successful in this than most other Tilean institu-
  tions. For this reason, religious cults (particularly those of 
  Verena and Myrmidia) are the most likely to send players 
  on a mission for the good of the city or Tilea itself, particu-
  larly one that needs expendable and deniable mercenaries to 
  avoid offending those in power. When groups are recruited to 
  undertake more ‘factional’ missions, they are more likely to be 
  serving the interests of an individual cult member, rather than 
  the interests of the cult as a whole. 
  Rivalry between religious cults is not as intense as, for 
  example the conflict between the cults of Sigmar and Ulric in 
  the Empire, although Estalians who are too open about their 
  disagreements with the Tilean branch of the cult of Myrmidia 
  may find themselves subjected to intimidation or attacks. This 
  is technically a violation of the truce between the two factions 
  of the cult which allows the Estalians autonomy, provided they 
  do not actively recruit or construct temples outside of their 
  own quarters. However, neither the cult nor the Tilean people 
  seem to care much about this.
  Foreigners
  Many Tilean cities, particularly the large ports, are full of 
  foreigners. This is in marked contrast to the Northern Old 
  World (with the exception of Marienburg). People from almost 
  every nation of the world can be found in Remas, for example. 
  Perhaps the most unique and exotic immigrant community in 
  Tilea are the Arabyans. They are spice traders, slavers, sorcer-
  ers and purveyors of curiosities of all kinds, with strange cus-
  toms and are seen as mostly harmless. Magic and alchemy can 
  be put to any number of unsavoury uses, which puts Arabyan 
  alchemists and wizards in high demand as assassins, spies and 
  saboteurs. The Arabyan practice of summoning and constrain-
  ing Djinn, the demons of the desert, can wreak havoc if one 
  of the spirits gets loose – players, particularly scholarly ones, 
  might be recruited to recapture an escaped Djinn and return it 
  to captivity. 
  Though Arabyans are exotic and often feared, Estalians are 
  the most troublesome of foreigners. They are numerous and, 
  from time to time, Estalian kingdoms have sought to rule 
  over Tilean cities. The Estalians endorse their own version of 
  the Myrmidian cult and confrontation with the more devout 
  Tileans can lead to vandalism, rioting and cold-blooded 
  murder. Some even try to set up shrines of their own and may 
  be seen as spies for Estalian princes— some of them no doubt 
  are. Adventurers may be tasked with investigating Estalians, 
  especially if tensions are running high. Alternatively, they may 
  be tasked with being intermediaries between a Tilean city and 
  Estalian expatriates or their governments at home. Particularly 
  altruistic adventurers may take up the cause of the Estalians 
  and defend them from persecution. 
  Adventure Themes and Plot Hooks
  Rise and Fall
  On several occasions in its history, Tilea has nearly become 
  the Old World’s dominant nation, largely due to the advan-
  tages of its location and the advances achieved by its scholars. 
  Each time, however, something catastrophic happened to 
  stymie Tilea’s ascent. First the Reman Empire collapsed, then 
  the goddess Myrmidia was slain upon her ascension to the 
  throne of Tilea and Estalia, and, most recently, the city of Mi-
  ragliano has seen one of the most successful leaders in Tilean 
  history assassinated before the city was almost utterly wiped 
  out by a Skaven invasion. Several periods of technological 
  advancement and political evolution have been sharply ended 
  by plague and conflict running rampant through the city-states, 
  the Red Pox and the Famines being the most notable exam-
  ples. 
  Currently, Tilea is embarking on another Renaissance-style 
  period of development and advancement. The field of sci-
  ence, in particular is benefitting from the legacy of men like 
  Leonardo di Miragliano. Men whose curiosity and willingness 
  to experiment with examples of Dwarf science and the ancient 
  lore of the Reman Empire blazes a trail for other scholars to 
  follow.
  Of course, it remains to be seen whether the momentum will 
  build and be maintained, or whether events will, once more, 
  conspire against Tilea.
  Campaigns based on this theme provide plenty of scope for 
  all types of player characters. Chaos cultists and Skaven are 
  likely to be particularly interested in influencing the nation on 
  a large scale. Removing a captain from an important post or 
  unleashing a plague on a city during an important event like a 
  festival can tip already-unstable areas into chaos.
  This type of campaign can also suit player characters who 
  are the scions or hired goons of some ancient family attempt-
  ing to return to power, or a merchant’s guild seeking to join 
  the top ranks for the first time. It is not uncommon for wiser 
  family elders to accept the inevitably of the family’s decline 
  and focus instead on laying the ground for future generations 
  to rise to power once more, with intricate plots and buried 
  treasure.
  Sample Plot Hooks and Campaign Themes
  Pirates of Penne
  Nothing is more suitable to a Tilean campaign than the quest 
  for gold, on land or on sea there is always someone robbing 
  another. Whether it is a swashbuckling adventure as privateers 
  for or against the Estalians or as desperate thieves robbing 
  and conning honest Condotierre of their pay packets, Tilea 
  should be more than suitable as a setting along these lines. 
  Perhaps the players will find that some things money can’t 
  buy but probably not. Then there are roles suitable for players 
  wishing to work as craftsmen, highly paid, highly sought after 
  men such as the real world Benvenuto Cellini or Sigismondo 
  Malatesta claim to have lived lives that would make even the 
  most avaricious player character happy.
  68
  
  Part three
  The End of Days
  Tales of the Storm of Chaos, rumours of further conflict 
  and dire prophecies have spread to the cities of Tilea, caus-
  ing thousands of mercenaries to leave for the far north. Few 
  reports have been received back from those who departed and 
  both the cities and the temples are fearful of attack from with-
  in and without. The player characters can either head north to 
  uncover news of the regiments that joined the Imperial armies 
  or work as muscle for hire to protect villagers in some remote 
  part of Tilea or the Border Princes. With the mercenaries gone, 
  are there enough men to protect fair Tilea?
  Recovery from the Ruins
  While Miragliano has to all intents and purposes been 
  destroyed to the outside world there are still defenders holding 
  out in the city, many of the more expensive buildings function 
  as fortresses in times of turmoil. Can these isolated defenders 
  drive the Skaven from the ruins and reclaim the city for them-
  selves? Or will the struggle for survival prove too much? 
  In Nomine Patris...
  A simple and classic theme is revenge and betrayal, of 
  a generations-old feud or a third party stirring up trouble 
  between friends and allies. The players may find themselves 
  hired by either side, to start or stop the fighting, caught in the 
  middle of events or as sacrifices or targets in a bitter struggle.
  Et Spiritus Sancti...
  Religion holds sway in Tilea, without the cults backing 
  secular leaders might find it difficult to rule. There are many 
  reasons this backing may be lost but the most basic and most 
  dangerous is greed. A tale of the lengths men will go to gain 
  power, the campaign revolves around cult members accusing 
  a politician of heresy or mutation. Whose side will the players 
  take? Is this just an excuse to sieze an innocent mans lands 
  and take them in the name of the cult or is there truth in the 
  accusations?
  Choices (Plot Hook)
  The player characters are hired by a Condotta guild to head 
  north and retrieve a report from one of their men in Nuln. 
  On the way, they have heard tales of Enrico la Cappuccio, a 
  bandit haunting the Northern Mountains. The PCs soon find 
  themselves in over their heads with a hard choice to make 
  when a horse throws a shoe, the adventurers find themselves 
  delayed in one of the fortified inns in the Vaults, when they 
  receive new that Enrico and his men are heading their way. 
  He has proclaimed a crusade upon the Empire in the name of 
  the goddess and many of the outlaws in the area are following 
  him. Will the player characters be able to escape before the inn 
  is taken? Will the Imperial garrisons let them through? 
  Enemies at the Gate (Plot Hook)
  Since Miragliano fell some months ago, the city of Urbino 
  has stood waiting for a Skaven onslaught. The city council 
  was targeted recently, with many of its more senior members 
  falling prey to Skaven assassins. Now, a vicious power strug-
  gle is taking place between the people of Urbino, a senior 
  member of Miragliano’s surviving signori and the Reman 
  ambassador. Rumours say that before Miragliano fell, a treaty 
  from the Reman Senate, offering submission was despatched 
  to the doomed city by messenger and that the document was 
  last seen in Urbino. The adventurers are hired by one of these 
  factions to find the document - is it still in the city or did it 
  reach Miragliano before the invasion? The situation may be 
  complicated by other factions seeking to take advantage of the 
  power vacuum left by the collapse of Miragliano. 
  The Enemy of my Enemy (Plot Hook)
  The merchants of Remas are renowned for their bitter quar-
  rels and the Cavalleri Merchant guild of Verezzo recently paid 
  the player characters to eliminate the head of the Montecchi 
  faction of the Hellenic Merchant House. As a result, a vi-
  cious gang war looked set to break out and consume Remas 
  in flames but then, the player characters’ contact with the 
  Cavalleri was found dead in the river. Now, they are being 
  chased by both the Montecchi and the Capofero families. Can 
  the players get out of Remas alive and discover who betrayed 
  them?
  One Summer in Ascano. (Plot Hook)
  The PCs are recruited as part of a band of mercenaries 
  by the exiled first family of Ascano. Of course our heroes’ 
  employers tell a stirring tale of heroic escapes, and dastardly 
  deeds by wicked and treacherous servants soon to be set 
  aright. The truth of their expulsion could be a very different 
  story or it could be entirely true.
  Chiaroscuro (Plot Hook)
  The famous artist Gehard van Both has run off to Tilea to 
  perfect his skill. Or at least that’s what the note says. This 
  leaves Adalbert Henschmann with his Seduction of Shallya 
  (with depiction of Ranald as a certain Gentleman of Marien-
  burg) unfinished. Enter the PCs, probably at knife-point, 
  with a commission to find the runaway and get the painting 
  finished.
  Thálatta! Thálatta! (Plot Hook)
  Budding mercenaries will find employment in Tilea. It is 
  also where leaders from around the world go to recruit them. 
  Imagine an0 Arabyan prince out to oust his brother hiring the 
  best swords the Old World can offer. What could possibly go 
  wrong?
  The Village (Plot Hook)
  The village of Gaggino, on the outskirts of the Blighted 
  Marshes, is surrounded by a tall, sturdy wall, which is manned 
  at all times by torch-bearing sentinels, and the villagers lock 
  and bar their doors at night. Nevertheless, some creature oc-
  casionally breaches the village and kills someone before the 
  guards arrive to deal with it. And they always do. Recently, 
  however, far more such intrusions than normal have occured, 
  and the guards have taken longer and longer to arrive - ever 
  since that foreigner was installed as Captain of the Guard. 
  Those few villagers who dare peek out between the curtains 
  at night swear that the main gate is left open, but surely this 
  is just a rumour. After all, surely the guards wouldn’t just let 
  anything in... right?
  Something Rotten in those Finances (Plot Hook)
  A rich merchant house is propering at the expense of others. 
  It is rummored that a wizard is helping them. They always 
  seem to benefit from the weather and their ships are always 
  in port when the worst of storms strike sinking many of their 
  rivals. Nothing illegal seems to be going on yet they seem to 
  prosper where their competition does not. The heads of the 
  family all seem on the up and up. Just how are they doing 
  this? Is it luck or have they got an ace up thier sleeve?
  69
  
  aPPendIx
  Appendix I
  PC Orgins
  This section offers an alternative table for PC origins, this replaces table 2:14 – Human Birthplace in the WFRP Rulebook
  Human Birthplace
  The first roll lists the nearest major human settlement or city-state and allows the characters to add +10 to any common 
  knowledge skills involving this area while the second roll determines exactly where the character was born. A roll of 1-2 on this 
  second chart indicates the character was born inside the settlement rolled in the first roll.
  d10
  City-State
  d10
  Settlement Type
  1
  Tobaro
  1-2
  City-State
  2
  Trantio
  3
  Prosperous Town
  3
  Pavona
  4
  Market Town
  4-5
  Remas
  5
  Farming Village
  6-7
  Luccini
  6
  Poor Village
  8
  Verezzo
  7
  Small Settlement (Hamlet, Coaching 
  Inn)
  9
  Miragliano
  8
  Farm
  10
  Sartosa
  9-10
  Castle/Mercenary Camp
  Starting Skills (Repeated from Chapter 11)
  Tilean PCs replace the skills Common Knowledge (The Empire) and Speak Language (Reikspiel) with Common Knowledge 
  (Tilea) and Speak Language (Tilean). In addition rather than listing every career in the Core Rulebook and the WFRP Career 
  Compendium and replacing its details to make it more Tilean, simply replace the skills for Common Knowledge and Speak 
  Language as one would at character creation, swapping Reikspiel for Tilean and The Empire for Tilea where appropriate.
  70
  
  aPPendIx
  68
  Romero
  Renata
  Poletti
  69
  Romulo
  Rosa
  Quintieri
  70
  Rosario
  Rosalinda
  Ramacciotti
  71
  Ricardo
  Rosana
  Rao
  72
  Sabino
  Sabrina
  Rizzo
  73
  Sandro
  Samanta
  Rosetti
  74
  Saulo
  Sandra
  Rosso
  75
  Sergio
  Selene
  Rota
  76
  Severino
  Serena
  Sabattini
  77
  Silvio 
  Silvia
  Santini
  78
  Socrate
  Simone
  Santoro
  79
  Stefano
  Sofia
  Spinelli
  80
  Severo
  Stella
  Salvatore
  81
  Tommi
  Tabita
  Steffano
  82
  Tonni
  Tamara
  Strozzi
  83
  Tito
  Tarsilla
  Teobaldi
  84
  Tullio
  Tea
  Testori
  85
  Taddeo
  Telica
  Tozzi
  86
  Tarso
  Teodora
  Tremontti
  87
  Teodoro
  Teresa
  Tamontina
  88
  Telmo
  Tullia
  Torelli
  89
  Uberto
  Ugolina
  Tucci
  90
  Ugo
  Ulfa
  Ungaro
  91
  Ultimo
  Uliva
  Umberto
  92
  Ursino
  Unna
  Utimo
  93
  Valente
  Valentina
  Valente
  94
  Valerio
  Valeria
  Vavoso
  95
  Vasco
  Vanda
  Venturini
  96
  Virgilio
  Vanessa
  Verdicchio
  97
  Vito
  Vittoria
  Vieri
  98
  Zefiro
  Zabina
  Vitali
  99
  Zeno
  Zelinda
  Vitorio
  00
  Zetico
  Zoe
  Zucchi
  Appendix II: Character Names
  d100
  Masculine
  Feminine
  Surname
  1
  Adalberto
  Adriana
  Adorno
  2 
  Agrippa
  Alice
  Armani
  3 
  Alfredo
  Amelia
  Andretti
  4 
  Antonello
  Annabella
  Bagio
  5 
  Basilio
  Barbara
  Barzinni
  6 
  Benito
  Beatrice
  Baglioni
  7 
  Bino
  Bianca
  Bonello
  8 
  Bruno
  Bruna
  Brancaleone
  9 
  Caio
  Camila
  Camilleri
  10
  Celso
  Carla
  Cauchi
  11
  Ciro
  Claudia
  Chetcuti
  12
  Constante
  Cristina
  Corleone
  13
  Danilo
  Dalila
  Castello
  14
  Demetrio
  Debora
  Caprio
  15
  Dino
  Diana
  Coppola
  16
  Domini
  Dora
  Costa
  17
  Edimondo
  Eliana
  Cotomaccio
  18
  Edoardo
  Elisa
  Defendi
  19
  Ennio
  Emanuelle
  Donato
  20
  Enzo
  Estella
  Danilo
  21
  Fabiano
  Fabiola
  Davide
  22
  Fabrizio
  Fatima
  Endizzi
  23
  Ferdinando
  Felicia
  Eppolito
  24
  Francesco
  Franca
  Esposito
  25
  Gaspare
  Gabriella
  Evangelisti
  26
  Gianno
  Gilda
  Enzo
  27
  Gilberto
  Graziella
  Endo
  28
  Giuliano
  Greta
  Ferrari
  29 
  Haroldo
  Haline
  Finetti
  30
  Hector
  Heglia
  Fiorentino
  31
  Homero
  Hitta
  Fortunato
  32
  Hugo
  Homellia
  Galilei
  33
  Icaro
  Iolanda
  Gasparini
  34
  Igor
  Iris
  Genovese
  35
  Ignacio
  Irene
  Gentili
  36
  Ippolito
  Isabella
  Giordani
  37
  Jober
  Janis
  Ghirlandaio
  38
  Julius
  Joanna
  Garibaldi
  39
  Jonas
  Julia
  Lazzari
  40
  Juliano
  Juliana
  Leoni
  41
  Lauro
  Laura
  Lombardo
  42
  Lazzaro
  Lia
  Leonidas
  43
  Leandro
  Linda
  Leonardo
  44
  Luigi
  Luisa
  Lobato
  45
  Manfredo
  Magdalena
  Luccini
  46
  Magno
  Manuella
  Luca
  47
  Mario
  Marianna
  Macari
  48
  Michele
  Monica
  Manccini
  49
  Narciso
  Natalia
  Marcello
  50
  Nero
  Nicoletta
  Marchesi
  51
  Nestor
  Norma
  Matarazzo
  52
  Nicco
  Nina
  Martini
  53
  Olimpio
  Ofelia
  Medaglia
  54
  Omar
  Odette
  Muzzeti
  55
  Oscar
  Olga
  Mancini
  56
  Octavio
  Otillia
  Napolitano
  57
  Paolo
  Pamela
  Negri
  58
  Patrizio
  Paola
  Neri
  59
  Pietro
  Penelope
  Nero
  60
  Primo
  Priscilla
  Ongaro
  61
  Quarto
  Quartilla
  Otto
  62
  Quasimodo
  Quieta
  Orsini
  63
  Quintino
  Quel
  Pacetti
  64
  Quinzio
  Quiteria
  Paladino
  65
  Remo
  Rachelle
  Pancamo
  66
  Roberto
  Rebecca
  Pellegrini
  67
  Rocco
  Regina
  Petrelli
  71
  
  aPPendIx
  Alternate Spell Lists
  Spell lists for the Tilean schools of magic described in Chap-
  ter 5.
  Astral College
  Higher Understanding 
  Casting Number: 11
  Casting Time: 1 minute
  Duration: Once per 24 hours
  Area of Effect: The caster
  Ingredient: A pinch of pure phosphorus(+2)
  Description: Using Azur to filter out emotions and distrac-
  tions, the caster can focus on a single study or observational 
  task. This spell allows for absolute concentration when regard-
  ing a problem, a calculation, or the observation of a natural 
  phenomenon. This means that the next skill test is granted a 
  +10 bonus for the solution of generic problems, a +20 bonus 
  for mathematical calculations, and a +30 bonus for astronomi-
  cal calculations. However, once the skill roll is made, all other 
  skill tests have a -20 penalty. The wizard can cancel the spell 
  at will to avoid this penalty.
  Adverse Fate 
  Casting Number: 21
  Casting Time: 1 minute 
  Duration: Once per 24 hours
  Area of Effect: Within 1 kilometer
  Ingredient: A pinch of stardust (+3)
  Description: An enemy gets cursed. By manipulating Azur 
  to interfere with all of the victim’s actions, the wizard forces 
  him to automatically fail a skill test, giving the worst possible 
  result. When this spell is successfully cast, the wizard needs 
  to specify to which action Adverse Fate will be applied (for 
  example, when the enemy rolls to hit or to dodge in combat,  
  etc.)
  Aethiric Instability 
  Casting Number: 13
  Casting Time: Half action
  Duration: 1 round per Magic Characteristic
  Area of Effect: Within 48 meters
  Ingredient: A meteorite fragment (+2)
  Description: Using Azur, the wizard interferes with a char-
  acter’s ability to manipulate the Winds of Magic. If the spell 
  targets a magic user, regardless of his type, the first spell this 
  character casts within the spell’s duration fails. Dice need to be 
  rolled anyways to determine Tzeentch’s Curse.
  Astral Light 
  Casting Number: 14
  Casting Time: 2 full actions
  Duration: 1 round per Magic Characteristic
  Area of Effect: within 48 meters, large template
  Ingredient: A stellar map (+2)
  Description: This spell must be cast in areas touched by 
  natural light. Everything under the large template becomes 
  illuminated by a soft light, revealing all things or persons hid-
  den in shadows, either naturally or magically
  Meteorites 
  Casting Number: 19
  Casting Time: Full action
  Duration: Instantaneous
  Area of Effect: Within 24 meters, small template
  Ingredient: Fragment of meteoric iron (+2)
  Description: Casting this spell while looking at the sky, the 
  wizard calls down dust from the air, and aggregate this dust to 
  form rocks, which will fall to the ground like miniature mete-
  orites. Everyone under the large template will suffer a hit with 
  Damage 4. Meteorites are not dodgeable.
  Unfavorable Prediction 
  Casting Number: 13
  Casting Time: Half action
  Duration:  2 turns per Magic Characteristic
  Area of Effect: within 24 meters
  Ingredient: A fragment of a broken astronomical lens (+2)
  Description: Manipulating Azur to interfere with a target’s 
  actions, the wizard forces him to reroll any successful skill 
  test.
  Accurate Vision 
  Casting Number: 7
  Casting Time: Full action
  Duration: 1 minute per Magic Characteristic
  Area of Effect: The caster
  Ingredient: A lens which has never been used (+1)
  Description: Successfully casting this spell, the wizard 
  is granted a significant bonus to his eyesight, doubling the 
  distance at which he can see and spotting details with more 
  clarity. This spell does not work with instruments but only 
  with natural vision, and it gives a +20 bonus on all attempts 
  to perceive things where the only factor is distance, or a +10 
  bonus where there are also other impediments, such as smoke 
  or fog.
  Astral Flight 
  Casting Number: 19
  Casting Time: Full action
  Duration: 1 minute per Magic Characteristic
  Area of Effect: The caster, 100 meters
  Ingredient: A Griffon’s feather (+2)
  Description: The astral body of the wizard separates from 
  Appendix III: New Spells
  72
  
  aPPendIx
  the physical one, barely visible like a ghost. He can project 
  his astral body up to 100 meters with a Movement character-
  istic of 12, and see everything that is visible, but he can not 
  interact with material objects or speak. His physical body lies 
  in a stasis state, and it is incapable of performing any action or 
  perceiving his surroundings. The wizard can cancel the spell 
  instantaneously.
  Way of the Body
  Forma Aquilae 
  Casting Number: 9
  Casting Time: 2 full actions
  Duration: 1 hour per Magic Characteristic
  Area of Effect: The caster
  Ingredient: an eagle’s feather (+2)
  Description: the wizard transforms his body (but not his 
  clothes or other possessions) into an eagle. He gains all stats 
  for a standard eagle but retains his Intelligence and WP. The 
  spell can be terminated at will. If he suffers a wound, he must 
  make a successful Hard (-20%) WP test to retain the eagle 
  form.
  Artus Ferinum 
  Casting Number: 8
  Casting Time: Half action
  Duration: 1 minute per Magic Characteristic
  Area of Effect: The caster
  Ingredient: A feline’s claw (+1)
  Description: Both arms change to resemble those of a wild 
  beast. The hands grow long claws that cannot hold objects. 
  These claws grant the Natural Weapons talent and count as 
  having the Fast quality, giving a +20% bonus to WS and a 
  SB+1 damage for the spell’s duration. After that, the claws can 
  be maintained with a successful WP test.
  Brachii Flexibilis 
  Casting Number: 7
  Casting Time: Half action
  Duration: 1 minute per Magic Characteristic
  Area of Effect: The caster
  Ingredient: A rubber band (+1)
  Description: Both arms become elastic, they can thin up to 
  2cm in diameter and stretch up to 1 meter per Magic Charac-
  teristic, and they can bend in all directions.
  Centaurus 
  Casting Number: 17
  Casting Time: 2 full actions
  Duration: 1 hour per Magic Characteristic
  Area of Effect: The caster
  Ingredient: A piece of hide from a Centigor or Bull Centaur 
  (+2)
  Description: The wizard transforms his leg (but not his 
  clothes, shoes or the other items he wears) into the body and 
  legs of an equine, assuming the form of a centaur. He keeps 
  his stats except for Movement which becomes the same as the 
  chosen animal. The spell can be cancelled at will. If he suffers 
  a wound, he must make a successful Hard (-20%) WP test to 
  maintain this form.
  Cutis Corium 
  Casting Number: 8
  Casting Time: Half action
  Duration: 1 minute per Magic Characteristic
  Area of Effect: One subject (even the caster), contact
  Ingredient: A piece of leather (+1)
  Description: With this spell the skin becomes as hard as 
  leather, giving 2 Armor Points in all locations, but these are 
  not cumulative with other armour.
  Corpore Sano 
  Casting Number: 8
  Casting Time: Half action
  Duration: Permanent
  Area of Effect: One subject (even the caster), contact
  Ingredient: A piece of gauze (+1)
  Description: The wizard can heal the injured parts of a 
  natural body; if the target is Heavily Wounded he recovers 1 
  Wound, otherwise he recovers a number of Wounds equal to 
  the wizard’s Magic Characteristic.
  Excaecare 
  Casting Number: 13
  Casting Time: Half action
  Duration: 2 rounds per Magic Characteristic
  Area of Effect: Single subject, contact
  Ingredient: A fragment of smoked glass (+2)
  Description: The wizard makes a touch attack versus a tar-
  get, and the victim must pass a Toughness test or be blinded. A 
  blind character has BS 0, and halves his WS and Ag (rounded 
  down).
  Figura Angelica 
  Casting Number: 26
  Casting Time: 2 full actions
  Duration: 1 hour
  Area of Effect: The caster
  Ingredient: A hippogriff’s feather (+3)
  Description: The wizard’s shoulder blades erupt from his 
  skin, and take the aspect of large bird’s wings with feathers the 
  colour of the wizard’s choice. At the end of the transformation 
  they are completely functional, allowing the wizard to fly with 
  a Movement of 6. The spell can be terminated at will. If he 
  suffers a wound, he must make a successful Hard (-20%) WP 
  to keep this form.
  Liquefacio Articulus 
  Casting Number: 12
  Casting Time: Half action
  Duration: 2 rounds per Magic Characteristic
  Area of Effect: Single subject, contact
  Ingredient: A shard of bone from an arthritic (+2)
  Description: The wizard can modify the bone structure of 
  the joints of a touched limb, temporarily locking them into 
  position. The victim can take a Challenging (-10%) Toughness 
  test to resist the spell, if he fails the limb will be completely 
  useless for the spells duration.
  73
  
  aPPendIx
  Mors Simulata 
  Casting Number: 21
  Casting Time: 2 full actions
  Duration: 1 day per Magic Characteristic
  Area of Effect: One subject (even the caster), contact
  Ingredient: A piece of cloth from a wraith (+3)
  Description: With this spell the wizard makes a person ap-
  pear dead. The heart barely beats, breathing is imperceptible 
  and the body looks dead in everyway. The subject retains his 
  ability to hear, but otherwise can do nothing. An unwilling 
  target can resist this spell with a successful WP test. The spell 
  can be cancelled by the caster at will.
  Permutatio 
  Casting Number: 11
  Casting Time: 2 full actions
  Duration: 10 minutes per Magic Characteristic
  Area of Effect: The caster
  Ingredient: Mandrake root (+1)
  Description: The wizard can modify the shape of his body. 
  The aspect must be humanoid, and his mass and general char-
  acteristics are unchanged: he can’t add limbs, wings or similar. 
  Small modifications are possible, such as a non-prehensile tail, 
  horns, and hooves or similar. However, in this case he suffers 
  a penalty of -5% to his Agility for every addition to his body. 
  The wizard can take the form of a specific target with +2 to the 
  Casting Number of the spell which becomes +4 if the wizard 
  is unfamiliar with the target (has never met him, has a poor 
  portrait of him). He cannot modify his voice, but he can try to 
  imitate his targets.
  Recupero Sanitatem 
  Casting Number: 9
  Casting Time: Full action
  Duration: 1 minute per Magic Characteristic
  Area of Effect: One subject (even the caster), contact
  Ingredient: A piece of willow bark (+1)
  Description: The wizard lays his hand on a subject and re-
  moves all the symptoms of diseases from him, but not the dis-
  ease itself. This spell can be used only once for each disease.
  Vis Corporis 
  Casting Number: 10
  Casting Time: Full action
  Duration: 1 minute per Magic Characteristic
  Area of Effect: One subject (even the caster), contact
  Ingredient: Iron filings (+1)
  Description: The character temporarily gains +10% to his 
  Strength and Toughness, and +2 Wounds. If during the dura-
  tion of the spell the subject suffers any wound, these are first 
  applied to the additional wounds.
  Way of the Mind
  Absentia Mentis 
  Casting Number: 13
  Casting Time: Full action
  Duration: 1 round per Magic Characteristic
  Area of Effect: Single subject, contact
  Ingredient: A piece of a madman’s brain (+2)
  Description: The target of this spell must pass a Willpower 
  test or be stunned, rendered incapable of taking any action. In 
  combat he will be considered helpless.
  Fascinationis 
  Casting Number: 15
  Casting Time: 2 full actions
  Duration: Until caster out of sight (see description), up to 5 
  minutes per Magic Characteristic
  Area of Effect: Single subject, within 24 meters
  Ingredient: A drop of a madman’s cerebral liquid (+2)
  Description: The caster influences his target’s mind. The 
  victim can resist with a successful WP test. If he fails, as long 
  as the wizard is within his sight he will consider him extreme-
  ly attractive, trustworthy and his best friend. He will obey 
  requests from the caster, although those that are go against his 
  natural inclinations will allow him to make another WP test 
  to break the spell, with a difficulty modifier dependent on the 
  type of request. If the wizard is attacked, the subject will try to 
  defend him.
  Fortitudo Mentalis 
  Casting Number: 9
  Casting Time: Half action
  Duration: 1 round per Magic Characteristic
  Area of Effect: Single subject, even the caster, contact
  Ingredient: Iron powder (+1)
  Description: The target of the spell is granted a bonus of 
  +20% to his WP; at the beginning of his next turn he can also 
  reroll any WP test he has failed within the last round, such as 
  Fear or Terror tests, unless the failed test has already caused 
  a permanent effect. It can also be used offensively, reducing a 
  target’s WP by -20% and forcing him to reroll any successful 
  WP test.
  Interioris Sanatio 
  Casting Number: 18
  Casting Time: 1 minute (minimum, see description)
  Duration: Permanent
  Area of Effect: One subject (even the caster), contact
  Ingredient: A unicorn’s horn (+2)
  Description: This spell soothes any mental illness, and the 
  subject will see his mental problems with clarity. After an ad-
  equate time, determined by the GM, in which the target has to 
  remain in contact with the caster, he can try to remove Insanity 
  Points from his characteristics. He must take a WP test every 
  minute, and he removes an Insanity Point for every successful 
  test. He can continue doing so until he fails a test, until he has 
  no more Insanity Points, or until the wizard decides to end the 
  spell. With three or more degrees of failure, both the subject 
  and the caster gain an IP and the spell ends. The wizard must 
  roll to cast this spell again every 5 minutes in order to maintain 
  it.
  Perturbatio 
  Casting Number: 9
  Casting Time: Half action
  Duration: 1 round per Magic Characteristic
  Area of Effect: Single subject on sight
  74
  
  aPPendIx
  Ingredient: Aluminium powder (+1)
  Description: The target of the spell must take a WP test, 
  if the test fails he will become confused and suffer a -20% 
  penalty to all actions.
  Pensiero Telepatico 
  Casting Number: 15
  Casting Time: Half action
  Duration: Instantaneous
  Area of Effect: Single subject, 10 kilometers
  Ingredient: A wire of pure copper (+2)
  Description: The caster can send his thoughts to a subject 
  he knows. The receiver must pass an Intelligence test, modi-
  fied by the degree of acquaintance with the mentalist (Very 
  Easy if close friend, Very Hard if met only a few times), to un-
  derstand the message. If the test if failed, the subject receives 
  only fleeting and meaningless images.
  Percepitio Distortam 
  Casting Number: 12
  Casting Time: Full action
  Duration: 1 round per Magic Characteristic
  Area of Effect: Within 24 meters, large template
  Ingredient: A dark grey piece of cloth (+2)
  Description: The caster appears to merge with his surround-
  ings, becoming for all purposes invisible to those influenced 
  by the spell. Only a Challenging (-10%) Intelligence test al-
  lows someone to spot a shadow where the mentalist is.
  Rivisitatio Tempori  
  Casting Number: 9
  Casting Time: 2 full actions
  Duration: 1 hour
  Area of Effect: The caster
  Ingredient: A grain of pure salt (+1)
  Description: The caster searches his deepest thoughts, al-
  lowing him to recall events which occurred  within the past 24 
  hours and analyze them further with an Intelligence test, gain-
  ing a +10% bonus for each point of the casters Magic Charac-
  teristic. Enabling him to remember minor details overlooked at 
  the time or subtle nuances to previous conversations.
  Salus Infirmorum  
  Casting Number: 11
  Casting Time: Full action
  Duration: Instantaneous
  Area of Effect: The caster
  Ingredient: Healing potion (+2)
  Description: The caster manipulates the Aethir, focusing 
  it on his physical ailments, allowing him to heal 1 Wound for 
  each point of his Magic Characteristic, and preventing poten-
  tial infections but not an existing infection or disease.
  Scutum Aethiricus 
  Casting Number: 17
  Casting Time: Full action
  Duration: 1 round, extendable
  Area of Effect: Large template centred on the caster
  Ingredient: A perfect crystal sphere (+2)
  Description: The caster thickens the Aethir to create a 
  physical, transparent barrier the diameter of the large template 
  that forms a dome centred over the wizard. This barrier has 
  a WP stat equal to the casters WP plus and additional 5% for 
  each point in his Magic Characteristic and a Toughness equal 
  to twenty times his Magic Characteristic and Wounds equal to 
  double the wizard’s maximum wounds. The sphere is immo-
  bile after casting. Physically and Magical attacks cannot go 
  through the barrier but can target the barrier directly to damage 
  it. Other effects such as fear, intimidate or non-damaging 
  spells directed at targets inside the barrier use the barriers 
  characteristics to determine the effects. After it is created, the 
  barrier can be maintained by a half action, by passing a WP 
  test. The remaining half action cannot be magical. If the shield 
  is destroyed the wizard loses 1 Wound and must make a WP 
  test or receive 1 Insanity Point. 
  Attacks from within the barrier to outside it are not affected 
  and apply as normal but GM’s may wish to house-rule critical 
  failures strike the barrier and cause damage 
  Trasportium Aethiricus 
  Casting Number: 7
  Casting Time: Full action
  Duration: 1 Round
  Area of Effect: Single object within sight
  Ingredient: Bird feather (+1)
  Description: The mentalist can use Aethir to move objects 
  with his mind. The object’s Encumbrance must be under 50, 
  doubling for each point in the caster’s Magic Characteristic. 
  The object can be moved 1 yard for each point of the caster’s 
  Magic Characteristic.
  75
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Liber Fanatica/Spears Of the Maiden - A Guide to Tilea.pdf