How can I introduce Warforged into my Warhammer D&D Campaign?

Emirikol

Adventurer
How can I introduce Warforged into my Warhammer D&D Campaign? One of my players is interested in playing an artificer, which is akin to the engineer career. Now, how could I introduce warforged?

Thanks,

Jay H
 

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Seeing how the setting's attitudes varies from novel to novel and book to book I suppose it depends on the default assumptions you have about your Old World setting.

I'm just tossing out ideas for this one, and keep in mind that I'm a little rusty on my Warhammer lore.. Especially the spelling.

They could be seen as marvelous new inventions from Altdorf's Engineering college (if that's where the Engineering college was from). In this case they would probably be viewed in a positive light, but never seen as anything beyond a new weapon/tool/toy that has been designed to protect the Empire.

They could be animated with spirits within them, brought to life by the Winds of Magic. In this case a Warforged would probably socially function much like a spellcaster, but be even less conspicuous and an easier target to be blamed for bad crops, warts, and anything else. They would probably have to have licenses and be feared by the uneducated.

In any case, they would probably be veeery unique.

OR on the flip side maybe they are a new race that has come from some distant land, created by the Old Ones as a work force much like the Slaan and lizardmen? They prove to be staunch enemies of Chaos and thus these new armored men are possible allies to the Empire, Dwarfs, Kislevites and so on. They would be mistrusted and watched, but tolerated in Imperial cities.

Some would say that they would be killed on sight (as has been the warcry whenever someone asks to introduce anything new to their own Warhammer world), but if the Empire can work with ogre mercenaries and allow them in certain areas of their cities then they are a bit more open-minded than what a lot of people claim them to be. They are willing to work with other races/cultures against a greater enemy, at the very least.
 

I would say they either come from the Imperial Engineering College (at Nuln, Dragon... magic is in Altdorf. :)) or from the dwarves.

After all, the College of Engineers has made steam-tanks, so why not a mechanical man? For stats, I would make them similar to humans -- neutral -- but the drawback to their plague and poison immunity would be that healing flat-out doesn't work on them. They don't have an Aethyric presence, so magic just doesn't work.

Given the usual rate of healing in Warhammer, though, you might be able to repair a Warforged faster than heal naturally!

If you want to go even farther down the machine route, you might make various parts for them -- switch out to THIS arm and your Ballistics skill drops by 10%, but your strength goes up by the same. Or a different set of legs that give +1M downhill (rollerskates!)

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Going in completely the opposite direction (and still agreeing with Dragonbait!) is the possibility of the Golden Order -- the Wind of Chamon. They're the master alchemists and perform something they call "Alchemical Thaumaturgy" amongst other things.

One of their big calling cards is turning big chunks of their bodies into metal. Maybe some of the grand masters have been doing experiements with *direct transfer* and moving (for example) the mortally wounded into metal bodies? 1st career warforged would serve as one of these 'unfortunate volunteers' who would have otherwise died. Might not even remember their old life and now they're turned loose to see how well they do in the world.

And as a sidenote... that explanation gives a nice thematic link between your new Warforged and the Imperial Dreadnoughts of Warhammer 40k...
 

Excellent tips. I'm trying to find ways to /allow/ stuff rather than disallow stuff for my 4e D&D Warhammer campaign.

I just can't find a way to allow PC's as:
* Half demons..uh, er teieieiflings
* Dragonbourne
* Greenskins
* Going-off-the-deep-end-races from the FR players guide

Your mention of the ogres in the empire as mercenaries is a reminder that much more can go than meets the eye..especially against chaos..but when moving from one superstitious town into the next can lead to a repetitive 'here we go again' factor when there are too many off the wall races that just dont /need/ to be PC'd out.

Thoughts on the new PHBII races?

jh
 

If ... and that's a pretty big "if" ... I would introduce Warforged in my WFRP campaign, I'd make them of dwarf origin, combined with some spiritism. Reborn dwarf souls, incarnated in metallic bodies to protect the Halls of the Ancestors, and maybe to carry out dangerous tasks outside the halls.

They would be very rare, and most people would mistake them for armoured warriors.

Alternatively ... go the golem route. An alchemical process to bring dead matter to life, and some sort of spark of chaos to give them sentient life. They would be hunted by Witchhunters, and would have to hide from the rest of society, unless bound to perform tedious tasks. Read Feet of Clay by Terry Pratchett for more inspiration if you go this route.

/M
 





I'd go with some sort of Skaven construct :) But I'm a rat fan and that might not fly with the players (That, and it'd probably be the equivelent of radioactive)
 

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