TEXT: FFIMIR
  IMIR
  An Introduction to the Fimir for Second Edition WFRP
  An Introduction to the Fimir for Second Edition WFRP
  Written by Graeme Davis
  Written by Graeme Davis
  Art by Paul Bonner and Gary Chalk
  Art by Paul Bonner and Gary Chalk
  Updated for WFRP 2nd edition by Alexander J Bateman
  Updated for WFRP 2nd edition by Alexander J Bateman
  Copyright © Games Workshop Limited 2012. Games Workshop, the Games Workshop logo, Black Industries and their respective
  logos, Warhammer and all associated marks, logos, places, names, creatures, races and race insignia / devices / logos / symbols,
  locations, weapons, units, characters, products, illustrations and images from Warhammer are either ®, TM and/or © Games
  Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. All Rights Reserved.
  Warhammer Fantasy Roleplay - Fimir
  Warhammer Fantasy Roleplay - Fimir
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  To isolated and lonely settlements on fog-shrouded fen and
  swamp, from the hinterlands of the empire to the edges of far
  Cathay, the Fimir are a creature of horrific legend made
  manifest. Cold and cruel and mightier than any man, with a
  single baleful eye atop a pointed snout bristling with jagged
  fangs, to some these scaled nightmares are daemons
  incarnate, but the truth is far stranger and darker.
  Once when all the world was fog-shrouded and dark, legend
  has it that these cyclopean fiends ravaged the Old World in
  mighty warbands, tearing down the cities of the High Elves and
  struggling in bloody conflict with the wild men who dwelt in the
  lands that would millennia later become the Empire long before
  Sigmar arose there. For centuries, they roared the praises of
  the dark gods of Chaos and many creatures, now long
  forgotten, were butchered on their gore-splattered altars. Then
  their time came to end, the world changed and the fickle lords
  of Chaos abandoned them to a slow lingering death amid their
  crumbling fortresses and lost glory.
  Now the dwindling Fimir, degenerate and malign, are reduced
  to plotting petty raids with their forlorn strongholds and nursing
  bitter hatred for those that now rule where once they were
  masters. Their strongholds are forbidding, craggy piles of rock,
  crudely built in the semblance of a Human castle and constantly
  wreathed in mist. Frequently, the Fimir refurbish and occupy the
  ruins of ancient Human strongholds rather than building their
  own. Some legends tell of a Fimir capital, a vast castle of
  obsidian rising from a craggy island surrounded by treacherous
  rocks and reefs. The location of this island is not known, but
  some accounts claim that it vanishes from time to time, to
  appear somewhere else.
  Fimir communities are divided into four castes. The lowest
  caste is that of the Shearl or thralls, a caste of servitors and
  menials; next are the ranks of the Fimm or warriors, to which
  the Fimir nobility belongs, and from which the race takes its
  name. Finally, there are the Dirach or Balefiends, a small but
  powerful caste of magicians, and, most feared of all, the
  Meargh or hags, the witch-queens that rule over Fimir
  strongholds. The Meargh are the only female Fimir.
  The caste of the young Fimir is evident from birth, and females
  are very rare, being born perhaps once a century in any
  stronghold. When a female is born, it is usually killed, unless
  the Meargh in charge of the stronghold is old and near death. In
  these cases, it will be raised by the Meargh as a daughter and
  successor. When a stronghold becomes overcrowded, its
  Meargh may raise another Meargh and send her out, with a
  number of followers, to found a new settlement.
  If a Meargh dies without having trained a successor, the
  stronghold will disband. Each noble takes the Fimm and Shearl
  of his retinue and sets out on a death-quest. The Dirach from
  the stronghold will go with the nobles, holding them together for
  as long as they can in loose alliances fraught with mistrust and
  suspicion.
  An Introduction to the Fimir for second edition WFRP
  An Introduction to the Fimir for second edition WFRP
  
  An Introduction to the Fimir for second edition WFRP
  An Introduction to the Fimir for second edition WFRP
  Warhammer Fantasy Roleplay - Fimir
  Warhammer Fantasy Roleplay - Fimir
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  Occasionally, an ambitious, insubordinate or incompetent Fimm
  noble may be banished from his stronghold, taking all his
  retainers with him and embarking on a death-quest.
  While on a death-quest, Fimir will fight for or against any race,
  with no thought for the odds or for their personal safety. It is
  very rare for a death-quest to result in anything but the eventual
  annihilation of the Fimir involved.
  Little is known of the religion and deities of the Fimir; it may be
  that they worship certain of the more powerful Greater Demons
  to whom they are allied. At least some groups of Fimir call upon
  a deity or daemon called Bator, of whom little is known except
  that he is of immense size, and has one eye; it is said that
  several Fimir are needed to lift the eyelid, but when the eye is
  open it has the power to kill every living thing it looks upon.
  One common symbol which is found repeated on Fimir
  banners, armour and equipment is a diamond-shape inside a
  larger, hollow diamond, with short rays projecting from the sides
  of the larger diamond. This is rumoured to be a conventional
  symbol for Bator’s death-dealing eye, but, as is invariably the
  case with Fimir, little is known for certain.
  Fimir Warbands
  Fimir Warbands
  Thick swirling mist always shrouds Fimir strongholds. This weird
  mist is generated by the Fimir themselves in order to screen
  them from the sunlight, which they loath. Any Fimir warband
  ranging far from its lair will be shrouded in such an enchanted
  mist.
  The fearful Fimm raiders are the scourge of human settlements
  along the coasts or the fenland margins. They come forth
  seeking human captives for whom a foul and hideous fate
  awaits and disappear back into the marshes. Large Fimir
  warbands, that might join forces with other races as allies are
  the result of the sundering of Fimir clans. Restless and
  disturbed bands of Fimir (who have been banished from a
  stronghold) become the allies of other Destruction races such
  as Orcs and Goblins or Dark Elves.
  Only the Warrior Fimm and the elite Fianna Fimm, retainers of
  the Fimm nobles, are likely to turn up as allies of other races.
  Such contingents will certainly contain Dirach wizards or
  possibly even a Meargh, but the wretched Shearls, as the Fimir
  slave caste is known, perish with the sundering of the clan.
  Fimir associate with Daemons and may even worship them.
  Fimir Witch-Queens are masters of daemonic magic and the
  Meargh of a Fimir clan will often make pacts with Daemons
  sealed by bloodthirsty sacrifices. Capturing victims for sacrifice
  is frequently a motive for Fimir raids on human settlements.
  Fimir Profiles
  Fimir Profiles
  The Fimir are an amphibious humanoid monsters that haunt
  bogs, fens and desolate moorlands throughout the northern and
  western Old World. Their strongholds take the form of
  
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  An Introduction to the Fimir for second edition WFRP
  An Introduction to the Fimir for second edition WFRP
  forbidding, craggy piles of rock, crudely built in the semblance
  of castles of more civilised races. Such dwellings are seldom
  seen by outsiders, for they are wreathed in thick mist, a miasma
  which is magically generated by the Fimir to shield their
  fortresses from prying eyes, and themselves from the harsh
  glare of the sun.
  Long before the rise of Man, the Fimir worshipped the Chaos
  Gods, and for a time enjoyed their favour. Alas, the Eye of the
  Gods was swiftly drawn to the more vibrant and amusing race
  of Man, and the Fimir were abandoned, reduced to seeking
  boons from bound demons when once they had enjoyed the
  blessings of the gods. Nowadays, the Fimir are a dwindling and
  reclusive race, little leaving their swampy fortresses, save for
  the occasional raid for food and slaves. Only the Fimir
  sorcerers, known as Dirach or sometimes Balefiends, spend
  prolonged periods in the lands beyond the mists. Such
  creatures have but one goal – to destabilise the barrier between
  the mortal world and the Realm of Chaos, thus aiding the
  Chaos Gods to their ultimate victory, and so regaining their
  favour.
  NEW LESSER MAGIC SPELL
  From the Mist
  Casting Number: 6
  Casting Time: Half Action
  Duration: 1 Hour
  Range: You
  Ingredients: A pint of Brackish Water (+1)
  Description: This spell summons a dense mist to conceal
  the Fimir from the Sun’s blinding rays and the sight of the
  Dark Gods. This spell surrounds the caster with thick fog,
  protecting him and any other Fimir within 5 yards of him.
  All ranged attacks against the Fimir suffer a -10% penalty
  to Ballistic Skill. Creatures attempting to charge a Fimir
  under the protection of this spell must first make a
  Challenging (-10%) Perception skill check. If this is failed,
  they fail to close the distance and waste their turn. Fimir
  may ignore any penalties created by this spell, even if
  cast by an enemy spell caster.
  
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  An Introduction to the Fimir for second edition WFRP
  Dirach
  Dirach
  Fimir (Dirach) Balefiend
  A Balefiend’s sorceries seem crude and ritualistic
  compared to the magic of Elves or even Men, but they
  are no less potent, for they are woven with power stolen
  from Daemons. A Balefiend’s cyclopean eye can see the
  ebb and flow of the Winds of Magic in the same way a
  Man’s perceives light and shade, which allows them to
  make the best use of whatever magical power is
  available.
  Skills: Academic Knowledge (Daemonology +10%, any
  One), Channelling +10%, Common Knowledge (Fimir,
  any Three), Gossip, Heal, Intimidate, Magical Sense,
  Perception, Search, Silent Move, Speak Arcane
  Language (Demonic), Speak Language (Dark Tongue,
  any Two), Swim
  Talents: Aethyric Attunement, Arcane Lore (Fire or
  Shadows), Dark Magic, Fast Hands, Lesser Magic
  (From the Mist, any One), Petty Magic (Chaos or
  Hedge), Strike to Injure or Strike to Stun
  Traits: Night Vision, Scales (1), Unsettling
  SPECIAL RULES:
  Cold Blooded: A Fimir’s reptilian mind makes it seem
  calm compared to more hot-blooded races. Whenever
  an effect would force a Fimir to flee (such as failing a
  Fear test), the Fimir may make a Will Power test, if this
  is successful, the Fimir may move normally.
  Eye of the Balefiend: A Dirach Balefiend’s cyclopean
  eye can perceive the Wind’s of Magic in the same way
  a man’s perceives light and shade. If a Dirach
  Balefiend uses the Channelling Skill, he adds +6 to his
  Casting Roll rather than his Magic Characteristic.
  Staff of Pain: Counts as a Quarterstaff. This is a
  Magic Item and can affect creatures invulnerable to
  mundane attacks.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  43%
  21% 47% 48% 20% 35% 38% 24%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  3
  24
  4
  4
  6
  2
  0
  0
  Combat:
  Magic: 2; Arcane Lore (Fire or Shadow), From the Mist,
  Petty Magic (Chaos or Hedge), any One Lesser Magic
  Spell
  Armour (none): Robes and Scaly Skin
  AP: Head 1 (5), Arms 1 (5), Body 1 (5), Legs 1 (5)
  Weapons: Staff of Pain (Quarterstaff, 1d10+2,
  Defensive, Pummelling)
  Slaughter Margin: Hard (-20%)
  
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  An Introduction to the Fimir for second edition WFRP
  Fimm
  Fimm
  Fimir (Fimm) Fimm Warrior
  Larger and more ferocious then their sorcerous Dirach
  brethren, with tails tipped with bony clubs, the Fimir Fimm
  are mighty warriors, their deathly yellow-grey flesh all but
  immune to pain so that each can shrug off blows that
  would kill a man outright. They now march forth from the
  few remaining hidden Fimir holds under blankets of fog –
  summoned and controlled by primitive talismans forged
  in blood and bronze by the Dirach and their foul
  matriarchs, there goal to tear the warm-blooded
  screaming from their shattered homes and holdfasts.
  Skills: Command, Common Knowledge (Fimir), Dodge
  Blow, Intimidate, Perception, Search, Silent Move,
  Speak Language (Dark Tongue, any One), Swim
  Talents: Specialist Weapon Group (Two-handed),
  Strike Mighty Blow, Strike to Injure, Strike to Stun,
  Unsettling
  Traits: Night Vision, Scales (1), Unsettling
  Special Rules:
  Cold Blooded: A Fimir’s reptilian mind makes it seem
  calm compared to more hot-blooded races. Whenever
  an effect would force a Fimir to flee (such as failing a
  Fear test), the Fimir may make a Will Power test, if this
  is successful, the Fimir may move normally.
  Tail Attack: Whenever a Fimm Warrior successfully
  uses Dodge Blow to avoid an enemy melee attack, he
  may make an immediate tail attack in return. This
  attack is Damage 5 and has a +10% Bonus to hit.
  Combat:
  Armour (Heavy): Mail Shirt with Helmet, Belly Plate
  and Scaly Skin
  AP: Head 5 (10), Arms 3 (8), Body 5 (10), Legs 1 (6)
  Weapons: Hand Weapon (1d10+5, CV +1),
  Greatweapon (1d10+5, CV +1, Impact, Slow)
  Slaughter Margin: Hard (-20%)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  43%
  22% 46% 57% 20% 20% 31% 24%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  3
  25
  4
  5
  6
  0
  0
  0
  Fianna Fimm
  Fianna Fimm
  Fimir (Fimm) Brute (ex-Fimm Warrior)
  These are the elite retainers of Fimm nobles, and are
  nearly always led by a noble. They are the noble’s
  personal bodyguard, and the fighting core of his retinue.
  The following stat block represents an experienced
  Fianna Fimm, around halfway through the Brute Career
  Skills: Command, Common Knowledge (Fimir),
  Consume Alcohol, Dodge Blow, Intimidate, Perception,
  Search, Silent Move, Speak Language (Dark Tongue,
  any One), Swim
  Talents: Specialist Weapon Group (Two-handed),
  Street Fighting, Strike Mighty Blow, Strike to Injure,
  Strike to Stun
  Traits: Night Vision, Scales (1), Unsettling
  Special Rules:
  Cold Blooded: A Fimir’s reptilian mind makes it seem
  calm compared to more hot-blooded races. Whenever
  an effect would force a Fimir to flee (such as failing a
  Fear test), the Fimir may make a Will Power test, if this
  is successful, the Fimir may move normally.
  Tail Attack: Whenever a Fianna Fimm successfully
  uses Dodge Blow to avoid an enemy melee attack, he
  may make an immediate tail attack in return. This
  attack is Damage 6 and has a +10% Bonus to hit.
  Combat:
  Armour (Heavy): Mail Shirt with Helmet, Belly Plate
  and Scaly Skin
  AP: Head 5 (11), Arms 3 (9), Body 5 (11), Legs 1 (7)
  Weapons: Hand Weapon (1d10+5, CV +1),
  Greatweapon (1d10+5, CV +1, Impact, Slow)
  Slaughter Margin: Hard (-20%)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  53%
  22% 56% 67% 30% 20% 41% 29%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  3
  28
  5
  6
  6
  0
  0
  0
  
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  Fimm Noble
  Fimm Noble
  Fimir (Fimm) Chief (ex-Fimm Warrior, ex-
  Brute)
  The most powerful of the Fimm are the Nobles, who rule
  the tribe on behalf of the Meargh. Many nobles have
  particularly impressive tails, furnished with many spikes
  or even cleaver-like blades. These tails are a source of
  much pride for the noble, a visible sign of his prowess.
  The following stat block represents a young Fimm Noble
  who has recently entered the Chief career.
  Skills: Academic Knowledge (Strategy/Tactics),
  Command +10%, Common Knowledge (Fimir),
  Consume Alcohol, Dodge Blow+10%, Intimidate+10%,
  Perception +10%, Search, Silent Move, Speak
  Language (Dark Tongue, any One), Swim
  Talents: Lightning Parry, Menacing, Specialist Weapon
  Group (Two-handed), Street Fighting, Strike Mighty
  Blow, Strike to Injure, Strike to Stun
  Traits: Night Vision, Scales (1), Unsettling
  Special Rules:
  Cold Blooded: A Fimir’s reptilian mind makes it seem
  calm compared to more hot-blooded races. Whenever
  an effect would force a Fimir to flee (such as failing a
  Fear test), the Fimir may make a Will Power test, if this
  is successful, the Fimir may move normally.
  Tail Attack: Whenever a Fimm Noble successfully
  uses Dodge Blow to avoid an enemy melee attack, he
  may make an immediate tail attack in return. This
  attack is Damage 7 and has a +10% Bonus to hit.
  Combat:
  Armour (Heavy): Mail Shirt with Helmet, Belly Plate
  and Scaly Skin
  AP: Head 5 (12), Arms 3 (10), Body 5 (12), Legs 1 (8)
  Weapons: Hand Weapon (1d10+6, CV +1),
  Greatweapon (1d10+6, CV +1, Impact, Slow)
  Slaughter Margin: Very Hard (-30%)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  63%
  32% 61% 72% 35% 25% 46% 34%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  4
  32
  6
  7
  6
  0
  0
  0
  Shearl
  Shearl
  Fimir (Shearl) Fimir Thrall
  The wretched thrall class of Fimir are smaller than any of
  the other castes, with smooth tails and no horns.
  Skills: Common Knowledge (Fimir), Concealment,
  Outdoor Survival, Perception, Silent Move, Speak
  Language (Dark Tongue), Swim, Trade (any One)
  Talents: Flee!
  Traits: Night Vision, Scales (1)
  Special Rules:
  Cold Blooded: A Fimir’s reptilian mind makes it seem
  calm compared to more hot-blooded races. Whenever
  an effect would force a Fimir to flee (such as failing a
  Fear test), the Fimir may make a Will Power test, if this
  is successful, the Fimir may move normally.
  Combat:
  Armour (none): Scaly Skin
  AP: Head 1 (4), Arms 1 (4), Body 1 (4), Legs 1 (4)
  Weapons: Dagger (1d10+1)
  Slaughter Margin: Average (+0%)
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  28%
  9%
  42% 35% 22% 14% 18% 14%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  16
  4
  3
  4
  0
  0
  0
  AEGIS OF MISTS
  Academic Knowledge: Daemonology
  Powers: With a successful Will Power test, a Fimm
  caste Fimir may attempt to use this item cast the
  From the Mist spell (Lesser Magic) as if he had a
  Magic Characteristic of 2.
  History: The Dirach and Meargh forge these small
  bronze disks to allow members of the Fimm Warrior
  caste to summon fog and mist on raids where they
  are unaccompanied by magical support.
  
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  Meargh
  Meargh
  Fimir (Meargh) Witch-Queen
  The Meargh differ from other Fimir in that their heads are
  covered in lank, greasy hair, generally dark green or
  blue-black. They frequently have horns, although these
  are smaller than those of the Dirach. Their skin is often
  heavily wrinkled, indicating the great age to which they
  can live. Like the Dirach, their tails are smooth.
  This profile represents a Meargh at the very start of her
  rulership, who has probably seen no more than 100
  years. Many Meargh are far more powerful.
  Skills: Academic Knowledge (Daemonology +10%, any
  Two), Channelling +10%, Command +20%, Common
  Knowledge (Fimir +10%, any One), Concealment,
  Dodge Blow, Hypnotism or Prepare Poison, Intimidate,
  Magical Sense +10%, Perception +10%, Read/Write,
  Search, Speak Arcane Language (Daemonic), Speak
  Language (Dark Tongue), Swim, Torture
  Talents: Aethyric Attunement, Dark Lore (Chaos), Dark
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  48%
  21% 52% 48% 27% 36% 38% 24%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  3
  26
  5
  4
  6
  2
  0
  0
  Magic, Lesser Magic (From the Mist, any Two),
  Menacing or Sixth Sense, Petty Magic (Chaos or
  Hedge), Public Speaking, Schemer, 
  Traits: Night Vision, Scales (1), Unsettling
  Special Rules:
  Cold Blooded: A Fimir’s reptilian mind makes it seem
  calm compared to more hot-blooded races. Whenever
  an effect would force a Fimir to flee (such as failing a
  Fear test), the Fimir may make a Will Power test, if this
  is successful, the Fimir may move normally.
  Eye of the Witch-Queen: A Meargh Witch-Queen’s
  cyclopean eye can perceive the Winds of Magic in the
  same way a man’s perceives light and shade. If a
  Meargh Witch-Queen uses the Channelling Skill, she
  adds +6 to her Casting Roll rather than her Magic
  Characteristic.
  Combat:
  Magic: 2; Dark Lore (Chaos), From the Mist, Lesser
  Magic (any Two), Petty Magic (Chaos or Hedge)
  Armour (none): Robes and Scaly Skin
  AP: Head 1 (5), Arms 1 (5), Body 1 (5), Legs 1 (5)
  Weapons: Dagger (1d10+2)
  Slaughter Margin: Hard (-20%)
  
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  There’s a One-Eyed Fellow Hiding to the South of Kammendun
  There’s a One-Eyed Fellow Hiding to the South of Kammendun
  This short adventure is set in the Schadensumpf, about
  110 miles west of Middenheim. It is designed to introduce
  characters to the Fimir as a race, but with a little
  adjustment to the plot, almost any large humanoid
  monster – such as Ogres or Trolls – can be used instead.
  “Taal’s beard, what a fog!” Johann Sumpfer peered
  through the gloom. In a lifetime on the marshes, he had
  never seen fog like this. It reminded him of the Fimir
  stories his mother used to tell him as a child, to frighten
  him into obedience.
  As he rowed, the marshy shoreline gave way to crags.
  A rocky hummock appeared through the fog, and
  Sumpfer groaned as he realised that he was at the old
  mine – more than ten miles away from the village.
  The light was fading fast. He wouldn’t get home tonight,
  but at least the mine would give him shelter – and
  perhaps a fire, if he could salvage a couple of ph-props
  without bringing the place down on his head.
  Lighting a torch, Sumpfer picked his way down the
  minehead. He and his friends had played dares in here
  as children, and he knew that the passage opened into
  a broad, low working chamber after a few dozen paces.
  He was about half way down the passage when he
  heard the cries. A blend of hiss, bleat and grizzle, they
  weren’t Human, but their meaning was clear.
  Somewhere in the mine was something very young,
  and very afraid.
  Something moved close beside him as he entered the
  chamber. He turned too late – pain flared as ribs
  snapped, and his back grazed the low ceiling as he
  was hurled across the chamber.
  Unconsciousness beckoned as the massive stooping
  figure loped towards him. I don’t have to be here when it
  happens, a whispering voice said in his brain, just close my
  eyes and fall into darkness...
  In the light of his fallen and guttering torch, Sumpfer
  glimpsed strong, three-toed feet, a thick tail and a
  tapering head with a single eye.
  His body screamed with pain as he rolled. The bronze-
  shod staff hit the floor with a harsh crack where his
  head had been. Groping hands found the torch, and
  there was a hissing scream as he thrust it upwards
  towards the Fimir’s face.
  The rest was a blur. He was no more than a spectator
  as his body scrambled out of the mine, pushed his boat
  out into the lake, and clambered aboard. He had to
  warn the village, he kept telling himself – Fimir in the old
  mine, he had to warn them!
  “WHERE ISS HHHE?!! I WANT THHAT
  BACKSSSTABBER FFFOUND!! I’LL CUT HHHISSS
  LIVER OUT AND HAVE IT IN A SSSTEW WITH
  HHHISS EYE FOR A GARNISHHH?!”
  Bryz of the Fianna Fimm swallowed hard and tried to
  look briskly efficient and suitably respectful at the same
  time. He had never seen Mother Skattach in such a
  rage before – on the other hand, he had to admit, he
  had never seen anyone plot to kill her before.
  “I’LL JAM HHHISSS TAIL DOWN HHHISSS
  TIIHHROAT TILL IT COMESSS OUT AT THIIHE
  OTHHHER END AND THHHEN I’LL GRAB IT AND
  PULL HHHIM INSSSIDE OUT!!”
  “We’ll ssset out aﬀfter hhhim immediatellly...” Bryz faltered,
  discreetly sidestepping a marsh rat that the Meargh
  had hurled in her rage. It hit the wall with a moist
  crunch, and slithered down to the floor. Reminded of
  his presence, Mother Skattach turned on him.
  “WHHHATTT ARE YOU DOING SSSTILLL HHIIERE,
  VERMIN? WHHHY AREN’T YOU OUT
  SSSEARCHHHING FOR THHHAT TRAITOR? BY
  BATOR’SSS KILLING EYE, I’LL EAT YOUR LIVER IF
  HHHE ISSSN’T FFFOUND?!”
  “Mmmothhher…” stammered the Prince, “We know
  whhhich way hhhe went...” Mother Skattach turned to
  continue her furious pacing, and Bryz hopped to avoid
  her lashing tail. Bator be thanked it wasn’t bladed like
  his own – they would all have been headless by now.
  “...Hhhe went oﬀ sssouth-eassst,” Bryz continued nervously,
  “Thhere’s nothhhing thhhat way for daysss...”
  “THHHERE MUSSST BESSSOMETHING, OR HHHE
  WOULDN’T GO THHHAT WAY, FFFOOLLL!”
  Bryz narrowed his eye in thought, “…I did hhhear thhhere
  wasss a tiny lllittlle Hhhuman village about thhhree daysss
  away. Whhhat wasss it called now... Kanunendun?”
  
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  Summary
  Summary
  Mother Skattach is the Meargh of a small Fimir
  stronghold in Schadensumpf, the huge marsh to the west
  of Middenheim. The Fimir occasionally raid remote
  Human villages nearby, but the only reaction has been
  the partial abandonment of the area by Human settlers
  and a couple of half-hearted expeditions commissioned
  by Elector Count Boris Todbringer, neither of which has
  found the Fimir stronghold.
  The Fimir are presently recovering from a treacherous
  attempt on Mother Skattach’s life. A female was born
  recently, and was to have been destroyed since Mother
  Skattach is still young and strong, and the stronghold is
  as yet too small to start budding off colonies. But among
  the Dirach of the hold is one named Gobniu, who saw the
  birth as an opportunity. He plotted to assassinate the
  Meargh and replace her with the new young female,
  whom he would control. Thus, he would effectively rule
  the stronghold.
  Gobniu was discovered, but managed to escape with the
  youngster, heading southward into the moors beyond the
  normal raiding and foraging area of the Fimir. He has
  holed up in a worked out iron-mine across a lake from the
  Human village of Kammendun, and the other Fimir are
  combing the moors looking for the two runaways. The
  village lies right in their path.
  Enter Our Heroes
  Enter Our Heroes
  The Schadensumpf is a remote area, so you will need
  some excuse to draw your characters there. Here are a
  few ideas:
  – Several villages on the edges of the marsh have
  recently suffered from Fimir raids; the characters could
  have set out to investigate this, or an appeal for
  mercenaries and adventurers could have gone out from
  Graf Boris.
  – The characters might be in hot pursuit of a cult leader
  or other antagonist who escaped them at the end of a
  prior adventure; this antagonist heads into the marsh,
  either to lose them or to carry out some dastardly plan.
  – The characters might be hired by a Merchant to escort
  a wagon train through the forest as it heads into the
  marsh to buy bog-iron.
  A Meeting in the Mist
  A Meeting in the Mist
  The characters are travelling on a little-used track
  through the Mirror Moors, heading for the village of
  Kammendun. It is late afternoon, two or three hours
  before sunset. The characters follow the trail over the
  crest of a rise and down into a shallow valley. As they
  reach the valley floor, a mist begins to form; not unusual
  for this time of day and this kind of country, as any
  characters with Navigation or Outdoor Survival will
  realise. By the time the characters are halfway up the
  other side of the valley, the mist has thickened
  considerably, reducing visibility to a few yards.
  If any character expresses concern about this mist
  (characters with Outdoor Survival or Magic Sense will
  realise that it is not natural on a successful skill test),
  make a note, and then have each character make a
  Perception skill test (at -30% – due to the deadening
  effect of the mist, everything counts as a soft noise).
  Characters who have previously expressed surprise or
  concern over the sudden thickening of the mist have a
  +20% bonus to the test.
  On a successful Perception skill test, the characters will
  hear sounds of movement – shuffling, faint jingling and
  clanking. The sound seems to come from all around, but
  this may be no more than the distorting effect of the mist.
  Nothing can yet be seen through the mist – even skills
  like Excellent Vision and Night Vision are useless under
  these circumstances.
  “SSSTOPP, HUMANSSS!” This hissing cry seems to come
  from everywhere and nowhere; it is in heavily accented
  Reikspiel, and the voice does not sound Human.
  Whether or not the party stops, a group of three Fimir
  emerges from the mist ahead of them. All around, bulky
  shapes can be seen closing in through the mist – the
  party is surrounded, by at least two dozen Fimir!
  
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  An Introduction to the Fimir for second edition WFRP
  The Fimir make no move to attack, although they will
  quite happily kill the characters if they do anything rash.
  Emphasise the huge size of the Fimir (as big as Ogres, or
  even taller if they straightened up out of their habitual
  stoop) and their numbers, so that the players realise that
  fighting them is not a good idea.
  Two of the Fimir step forward – a blade-tailed Fimm
  noble, and a horned, smooth-tailed Dirach. The Fimm
  wears a shirt of bronze mail underneath an ornate
  circular bronze belly-plate, and carries an axe in one
  hand and a mace in the other. Both weapons would count
  as two-handed weapons for a Human-sized creature. The
  Dirach carries a long, gnarled wooden staff.
  “Careﬀfulll, Humansss,” hisses the Fimm, his tail lashing
  warningly as he approaches. He stops about ten feet
  away from the nearest character. “It isss runnnawaysss we
  lllvok ﬀfor, yesss... sssmoothtail like thisss... (indicating the Dirach)
  ...you ssseee?”
  If the characters tell the truth and say that they haven’t
  seen any other Fimir, the Fimm narrows his single eye.
  “Welll,” he says, “Onnn we sssearchhh... Hhhhuman villlage
  clllose... maybe we killl thhhere... unlesss we fﬃnd runnnawaysss
  beﬀfore...”
  If the characters try to get rid of the Fimir by sending
  them on a wild goose chase, the Fimm leads his
  followers off in the direction that the characters indicate,
  making a similar threat against the Human village as he
  leaves.
  In either case, the Fimir depart, leaving the characters to
  continue to Kammendun. In addition to the business
  which brought them to the Mirror Moors, the characters
  now have a more urgent quest – to warn the people of
  Kammendun that the Fimir are abroad, and that the
  village may be in danger.
  The Village
  The Village
  The village of Kammendun consists of half-a-dozen
  shacks by the point where the River Schaumfluss flows
  westward into the marsh. As well as the homes of its 28
  inhabitants, there is a small forge and a wooden shed
  where boats are laid up to be repaired.
  Kammendun is covered by the gazetteer in ‘Sigmar’s
  Heirs’. A small village (Wealth 1), its prime sources of
  income are from fishing and iron-pan mining, and is
  officially part of the domain of Elector Count Todbringer.
  The characters will be courteously received at
  Kammendun, and the locals will do what they can to see
  that they have comfortable accommodation. There are
  few spare places to sleep in the village, but the villagers
  will happily cut extra rushes for bedding, and so on. The
  villagers will cooperate with characters who can pay
  there way, parties that are broke (or who are obviously
  outlaws) may have profiles. About half an hour after the
  characters arrive, a shout goes up from the direction of
  the small beach. A boat has been sighted in the lake,
  drifting and apparently empty; it belonged to a villager
  called Johann Sumpfer, who did not return last night.
  A couple of boats put out immediately, and the drifting
  boat is brought back to shore. Sumpfer is lying in the
  bottom of the boat, unconscious from exhaustion and
  blood loss. His clothing is torn and bloodstained, and he
  has three broken ribs and a concussion. He can be
  restored to health by a Heal skill test or magical/herbal
  healing; if none is available, have him regain semi-
  consciousness as he is lifted out of his boat, as he has
  an important message to pass on.
  “Fimir!” he murmurs weakly, “Fimir in the old mine! Nearly
  killed me... got to do something... got to...” With that, he lapses
  into unconsciousness again.
  If the characters ask where the old mine is, the villagers
  will point almost due south across the lake – a long way
  away from where the characters encountered the Fimir
  search party. This should lead them to the conclusion that
  the Fimir will find the village before they find the
  runaways, which will be a very bad thing for all
  concerned.
  At this stage, the characters have two options – they can
  go to the old mine, recover the runaways, and hope to
  hand them over to the Fimir search party, or they can
  stay in the village and help to defend it against the
  expected Fimir attack, in the best Seven Samurai
  tradition.
  You can handle this any way you like. If the characters
  want to stay and defend the village, but you want them to
  go to the mine, then you can have all the villagers grab
  their valuables and put out in their boats into the middle
  of the lake until they are sure that the Fimir have gone
  away. Sumpfer can become semiconscious again and
  point out that he only saw one Fimir in the mine, and he
  heard the cry of what must have been an infant Fimir –
  whereupon Our Heroes find themselves with 28 pairs of
  expectant eyes upon them.
  On the other hand, if you want the characters and
  villagers to slug it out against the Fimir, you can simply
  have the search party turn up shortly after the characters
  arrive at the village, before they get the chance to put any
  plans into effect. The defence of the village could make
  an enjoyable Warhammer Fantasy Battle skirmish, and
  some notes on that subject are given at the end of the
  adventure.
  
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  An Introduction to the Fimir for second edition WFRP
  The Old Mine
  The Old Mine
  If the characters set out in search of the old mine, they
  should reach it without difficulty. If necessary, one or
  more of the villagers will row them there. They won’t stay
  around afterwards, however – the best the characters
  can expect is that they will put out into the lake again and
  wait and watch from a distance.
  The Schadensumpf is an important source of bog-iron, a
  low-grade iron ore which collects in the saltpan of the
  marsh bottom. Like most of the small and scattered
  villages of the area, Kammendun supplements its
  meagre subsistence from fishing, farming and foraging by
  extracting and selling bog-iron, and many years ago a
  Dwarven mercantile concern from Middenheim tried to
  open a mine in the area. Initial results were encouraging,
  but the mine was quickly worked out and the merchants
  concluded that the lifetime’s output of a mine in the area
  did not justify the expense of its construction. Since then,
  the mine has stood derelict.
  Area I – Entrance
  Area I – Entrance
  The rusting and rotting remains of a cart railway make
  this passage count as difficult ground. Characters that
  run or charge in the passage must make an Agility test;
  failure indicates a severely twisted ankle (loss of 1 wound
  regardless of TB or Armour and the character may only
  move at cautious rate for the next 2d10 turns). The clutter
  and debris also adds a +10% bonus to all Perception skill
  tests based on hearing made by the Fimir in the mine.
  Make three Perception skill tests for the Fimir while the
  characters are in this area – one when the characters
  enters the passage, one when they are halfway along
  and one when they reach the end of the passage. On the
  first successful test, the youngster will start to cry – a
  strange blend of hiss, bleat and grizzle, not a Human but
  clearly the sound of a very young and frightened
  creature. This noise will alert the Dirach, who will try to
  destroy the intruders before they reach Area 4.
  
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  Area 2 – Workface
  Area 2 – Workface
  This is the area where the main workings of the mine
  took place. A few pillars of rock have been left to support
  the ceiling, and evidence of previous activity can be seen
  in the form of tools and pit props left lying about. Part of
  the chamber is flooded – to a depth of less than a foot –
  and a shallow stream disappears through an inch-wide
  crack in the wall of the chamber.
  If he has time to prepare, the Dirach will use spells such
  as Sounds and Marsh Lights to draw the characters into
  the far side of this chamber, to enable him to assess their
  strength and to give him time to prepare some kind of
  defences in Area 3. He might, if the party appears to be
  very strong, throw in a Shadow Knives or even a
  Universal Confusion spell to soften them up a little,
  before withdrawing into Area 3.
  Area 3 – Prospecting Tunnels
  Area 3 – Prospecting Tunnels
  When the main workface was worked out, the miners
  drove a number of exploratory tunnels out from the main
  chamber, in the hope of encountering a fresh band of
  high-grade iron ore. They encountered nothing but
  underground water and part of a flooded cave system,
  but their tunnels now form the Dirach’s main line of
  defence. His intention is to lead the characters round in a
  circle through the passages, where he can come on them
  from behind and pick off the hindmost if the opportunity
  arises. He will always leave himself a clear line of escape
  to Area 4 in case the fight goes against him.
  The pool connecting Areas 3 and 4 will be difficult to
  cross; the curtain of rock between the two chambers
  reaches almost to water level, and a successful Search
  test is required to spot the entrance to Area 4, even with
  the young Fimir’s almost-continuous wailing. Having
  located the chamber, the only way between the two is to
  wade across the pool and duck under the rock wall.
  Fimir can do this with no trouble, but characters must
  make a Swim skill test (-20% is wearing medium armour,
  -40% if wearing heavy, +10% bonus if the character is
  under 5ft tall); a failed test means that the character
  surfaces spluttering and choking in one chamber or the
  other (decide which randomly), counting as Helpless for a
  round.
  Area 4 – Cave
  Area 4 – Cave
  This cavern is where the Dirach has hidden himself and
  the youngster, and he will withdraw here to make a last
  stand if necessary. He will make the most of his
  advantage when the characters are still in the water, and
  may even wade in and try to drown a few of them. This
  can be resolved using the Grappling and Suffocation
  rules. Alternatively, it may be quicker to resolve with
  opposed Strength tests: If the character succeeds and
  the Fimir fails the character can make it out of the pool
  into either chamber (player’s choice); if both succeed or
  fail nothing happens either way; and if the Fimir succeeds
  and the character fails the character loses 1 W due to a
  combination of strangulation and drowning.
  The Dirach will only fight to the death if escape is
  impossible; if hard pressed, he will take any opportunity
  to grab the youngster, duck under the water and flee the
  mine, casting Shroud of Invisibility or Shadowsteed (see
  Realms of Sorcery), hoping to get as far away as
  possible.
  Concluding the Adventure
  Concluding the Adventure
  This adventure can end in one of two ways – either the
  characters capture the renegade Dirach and the
  youngster, or they allow them to escape. In either case,
  what happens next depends on how mean you’re feeling.
  The Fimir search party will arrive at the mine shortly after
  the characters emerge. If the runaways escape but the
  party has acquitted itself well and you are feeling
  generous, you might decide that the characters chase the
  runaways straight into the waiting search party; the Fimir
  capture them and take them back to the stronghold for
  execution, forgetting all about the Humans. If the
  characters kill the runaways, they can hand the bodies
  over to the search party, which will take them back to the
  stronghold. All that remains is to reckon the experience
  point awards.
  If the party fumbles things or never really gets to grips
  with the adventure, the runaways might get clean away.
  Then the search party will attack the village; allow the
  characters to escape from the mine into the waiting boats
  of the villagers before the search party arrives, and give
  them an hour or so to organise the villagers and prepare
  a defence. The plan of the village will be helpful here. If
  you are feeling particularly mean, the search party might
  attack the village even if the characters kill the two
  runaways and hand their bodies over; they may have
  been under sentence of death anyway, but their death at
  the hands of mere Humans (Elves, Dwarfs, whatever) is
  an insult to the Fimir race which can only be washed out
  in blood.
  The attacking Fimir should be balanced to give the
  characters and villagers at least an even chance of
  survival – one Fimm noble, a dozen or so Fimm warriors
  and a Dirach should be quite enough to give them a run
  for their money.
  The defence of the village could also make an enjoyable
  Warhammer Fantasy Battle skirmish; some notes on this
  are given at the end of the adventure.
  
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  Experience Point Awards
  Experience Point Awards
  This adventure has only one objective – finding and
  killing or capturing the two runaway Fimir. This objective
  is worth 50 experience points to each participating
  character. Additionally, you should award up to 50 points
  to each character for good play, bright ideas and other
  contributions to an enjoyable game.
  Information
  Information
  The more imaginative and intelligent players may attempt
  to capture the Dirach in order to question hire about the
  Fimir. Capturing him should be difficult, since his first
  priority is to escape with the youngster and he will fight to
  the death rather than allowing himself to be captured and
  handed over to the search party. However, if the
  characters come up with an effective plan to capture the
  Dirach, you should not prevent it from succeeding.
  If captured, the Dirach will try to bargain for his life and
  freedom by offering the characters information. He will
  willingly give the characters the general information on
  Fimir society and motivations at the beginning of this
  document, but will be unwilling to give the location of the
  stronghold in the Schadensumpf – although he is a
  renegade under sentence of death, he will not willingly
  betray his own race to mere Humans. However, a
  successful Interrogation test, threats against the
  youngster’s life, and/or convincing threats to hand him
  over to the search party might change his mind. To make
  the most of this possibility, play the interrogation out in
  full, and have the players coax information out of him
  piece by piece.
  Extending the Adventure
  Extending the Adventure
  The possibility of a Seven Samurai style defence of the
  village has already been mentioned; another possibility
  for expanding this adventure is an expedition against the
  Fimir stronghold itself. This will not be easy, though, and
  is only recommended if your party is very strong and well
  equipped and/or if they can persuade Boris Todbringer to
  provide them with some troops to help eradicate the
  stronghold once and for all.
  A Warhammer Fantasy Battle Skirmish
  A Warhammer Fantasy Battle Skirmish
  It is possible to develop an enjoyable Warhammer
  Fantasy Battle skirmish from the situation in this short
  role-playing adventure. The plan of the village and its
  immediate surroundings can be used to set up your
  wargames table; you may prefer to use fewer buildings in
  the village than are shown on the map – this is fine, and
  probably more practical for wargaming. The shallow
  stream counts as an obstacle, and the soft sand of the
  beach counts as difficult ground.
  Using the rules in Storm of Magic and Monstrous
  Arcanum, make a force of a Dirach and a dozen or so
  Fimir Warriors. You could also add some typical Fimir
  allies, such as Orcs, Goblins or even Gnoblars according
  to the models you have available – of course, you can
  use Ogres, Trolls or any other race if you prefer.
  Then, using the Empire Army Book put together a
  defending force of equal Points Value. A unit of 20 or so
  Free Company Militia could represent the villagers
  themselves. The rest of the force could be Middenland or
  Middenheim forces sent by Elector Count Todbringer,
  Wood Elves who have befriended the villagers, Dwarfs
  who have been opening up an iron-mine or trading for
  ore in the area – or anything else you like, according to
  the figures you have available.
  The defenders may set up inside the hedge that surround
  the village, or outside the hedge but not more than 12”
  away from it. The attacking Fimir set up within 12” of the
  opposite table edge.
  Victory conditions are simple – a side wins if all the
  models of the opposing side are killed and/or driven off
  the table.
  
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  An Introduction to the Fimir for second edition WFRP
  Adventure Profiles
  Adventure Profiles
  Typical Villager
  Typical Villager
  Fishermen
  Most of the villagers of Kammendun make their living
  gathering fish or bog iron from the Schadensumpf
  marshlands.
  Skills:  Common Knowledge (The Empire), Consume
  Alcohol or Haggle, Navigation, Outdoor Survival,
  Perception, Row, Sail, Speak Language (Reikspiel),
  Swim
  Talents: Hardy, Orientation
  Combat:
  Armour (none): Sturdy Clothing
  AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)
  Weapons: Spear (1d10+3, Fast), Dagger (1d10+0) or
  Short Sword (Hand Weapon, 1d10+3)
  Trappings: Fishhook and Line, Nets, Small Boat, Purse
  (with 2d10 pence)
  The Fimir Search Party
  The Fimir Search Party
  Use the profile for the Dirach, Fimm Warriors and Fimm
  Noble for the Fimir Profiles section of this document. The
  Search party Dirach utilises the Lore of Fire and the
  Noble is armed with an Axe and Club (Good
  Craftsmanship Hand Weapons).
  Gobniu, Renegade Dirach
  Gobniu, Renegade Dirach
  Fimir (Dirach) Sneak (ex-Balefiend)
  Ambitious, treacherous and downright murderous, the
  Dirach Gobniu plans to supplant Mother Skattach with
  the Young Female Fimir he has stolen. He utilises his
  Shadow Magic to confuse and confound his enemies.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  55%
  41% 57% 58% 40% 45% 53% 14%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  4
  28
  5
  5
  6
  3
  0
  0
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP
  Fel
  33%
  25% 32% 36% 30% 29% 29% 29%
  Secondary Profile
  A
  W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  3
  3
  4
  0
  0
  0
  Skills: Academic Knowledge (Astronomy, Daemonology
  +10%), Channelling +10%, Command, Common
  Knowledge (The Empire, Fimir, Orcs, the Wasteland),
  Concealment, Dodge Blow, Follow Trail, Gossip, Heal,
  Intimidate, Magical Sense, Navigation, Outdoor
  Survival, Perception, Ride, Search, Shadowing, Silent
  Move +10%, Speak Arcane Language (Demonic),
  Speak Language (Dark Tongue, Goblin Tongue,
  Reikspiel), Swim
  Talents: Additional Spell (Marsh Lights, Sounds),
  Aethyric Attunement, Arcane Lore (Shadows), Dark
  Magic, Fast Hands, Lesser Magic (Dispel, From the
  Mist), Orientation, Petty Magic (Hedge), Rover,
  Sharpshooter, Specialist Weapon Group (Throwing),
  Strike to Injure, Sure Shot, Tunnel Rat
  Traits: Scales (1), Unsettling
  Special Rules:
  Cold Blooded: A Fimir’s reptilian mind makes it seem
  calm compared to more hot-blooded races. Whenever
  an effect would force a Fimir to flee (such as failing a
  Fear test), the Fimir may make a Will Power test, if this
  is successful, the Fimir may move normally.
  Eye of the Balefiend: A Dirach Balefiend’s cyclopean
  eye can perceive the Wind’s of Magic in the same way
  a man’s perceives light and shade. If a Dirach
  Balefiend uses the Channelling Skill, he adds +6 to his
  Casting Roll rather than his Magic Characteristic.
  Staff of Pain: Counts as a Quarterstaff. This is a
  Magic Item and can affect creatures invulnerable to
  mundane attacks.
  Combat:
  Magic: 2; Dispel, Arcane Lore (Shadow), From the Mist,
  Marsh Lights, Petty Magic (Hedge), Sounds
  Armour (none): Robes and Scaly Skin
  AP: Head 1 (6), Arms 1 (6), Body 1 (6), Legs 1 (6)
  Weapons: Staff of Pain (Quarterstaff, 1d10+3, CV+1,
  Defensive, Pummelling), four Throwing Daggers
  (1d10+2, Range 6/12, Reload Free)
  Trappings:  various spell comments, other minor items
  as needed
  The Young Female Fimir
  The Young Female Fimir
  The infant is too young, small, weak and frightened to
  take any active part in this adventure. She may be killed
  automatically by any character who tries to do so. You
  might like to rule that a character who tries to take her
  alive must make a successful Agility test to avoid a
  severely bitten finger (Fimir have a full set of teeth right
  from birth); a failed test means that the character drops
  the youngster, who dives into the pool and tries to hide
  elsewhere in the mine. Play this up for just long enough
  to irritate the players without boring them.
  
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  An Introduction to the Fimir for second edition WFRP
  An Introduction to the Fimir for second edition WFRP
  The foregoing article would have been impossible without the brains of one man... the eyes of another, the hands of a
  third, the legs of a fourth...
  Conceived, written, illustrated and edited by...
  Graeme Davis, Rick Priestley, Nigel Stillman, Jim Bambra, Nick Bibby, Paul Bonner, Gary Chalk and Jes Goodwin
  Updated to Warhammer Fantasy Roleplay Second Edition by Alexander J Bateman
  With additional material by Robin Low and T. S. Luikart and with exerts from ‘Storm of Magic’ (2010) by Mathew
  Vetock and Jeremy Ward and ‘Monstrous Arcanum’ (2012) by Alan Bligh, Neil Wylie and Talima Fox
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Grognard/By Jadrax/Fimir and Kammendun.pdf