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.
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
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
Dirach
Fimir (Dirach) Balefiend
A Balefiends 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 Balefiends cyclopean eye can see the
ebb and flow of the Winds of Magic in the same way a
Mans perceives light and shade, which allows them to
make the best use of whatever magical power is
available.
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 (8) 2 0 0
Cold Blooded: A Fimirs reptilian mind makes it seem AP: Head 1 (5), Arms 1 (5), Body 1 (5), Legs 1 (5)
calm compared to more hot-blooded races. Whenever Weapons: Staff of Pain (Quarterstaff, 1d10+2,
an effect would force a Fimir to flee (such as failing a Defensive, Pummelling)
Fear test), the Fimir may make a Will Power test, if this
is successful, the Fimir may move normally.
Slaughter Margin: Hard (-20%)
Cold Blooded: A Fimirs reptilian mind makes it seem Weapons: Dagger (1d10+1)
calm compared to more hot-blooded races. Whenever Slaughter Margin: Average (+0%)
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
AEGIS OF MISTS
uses Dodge Blow to avoid an enemy melee attack, he
may make an immediate tail attack in return. This Academic Knowledge: Daemonology
attack is Damage 7 and has a +10% Bonus to hit. Powers: With a successful Will Power test, a Fimm
caste Fimir may attempt to use this item cast the
Combat: From the Mist spell (Lesser Magic) as if he had a
Armour (Heavy): Mail Shirt with Helmet, Belly Plate Magic Characteristic of 2.
and Scaly Skin History: The Dirach and Meargh forge these small
AP: Head 5 (12), Arms 3 (10), Body 5 (12), Legs 1 (8) bronze disks to allow members of the Fimm Warrior
caste to summon fog and mist on raids where they
Weapons: Hand Weapon (1d10+6, CV +1), are unaccompanied by magical support.
Greatweapon (1d10+6, CV +1, Impact, Slow)
Slaughter Margin: Very Hard (-30%)
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 Skattachs 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.
characters with Navigation or Outdoor Survival will
Enter Our Heroes realise. By the time the characters are halfway up the
The Schadensumpf is a remote area, so you will need other side of the valley, the mist has thickened
some excuse to draw your characters there. Here are a considerably, reducing visibility to a few yards.
few ideas: If any character expresses concern about this mist
Several villages on the edges of the marsh have (characters with Outdoor Survival or Magic Sense will
recently suffered from Fimir raids; the characters could realise that it is not natural on a successful skill test),
have set out to investigate this, or an appeal for make a note, and then have each character make a
mercenaries and adventurers could have gone out from Perception skill test (at -30% due to the deadening
Graf Boris. effect of the mist, everything counts as a soft noise).
The characters might be in hot pursuit of a cult leader Characters who have previously expressed surprise or
or other antagonist who escaped them at the end of a concern over the sudden thickening of the mist have a
prior adventure; this antagonist heads into the marsh, +20% bonus to the test.
either to lose them or to carry out some dastardly plan. On a successful Perception skill test, the characters will
The characters might be hired by a Merchant to escort hear sounds of movement shuffling, faint jingling and
a wagon train through the forest as it heads into the clanking. The sound seems to come from all around, but
marsh to buy bog-iron. this may be no more than the distorting effect of the mist.
Nothing can yet be seen through the mist even skills
A Meeting in the Mist like Excellent Vision and Night Vision are useless under
these circumstances.
The characters are travelling on a little-used track
through the Mirror Moors, heading for the village of SSSTOPP, HUMANSSS! This hissing cry seems to come
Kammendun. It is late afternoon, two or three hours from everywhere and nowhere; it is in heavily accented
before sunset. The characters follow the trail over the Reikspiel, and the voice does not sound Human.
crest of a rise and down into a shallow valley. As they Whether or not the party stops, a group of three Fimir
reach the valley floor, a mist begins to form; not unusual emerges from the mist ahead of them. All around, bulky
for this time of day and this kind of country, as any shapes can be seen closing in through the mist the
party is surrounded, by at least two dozen Fimir!
The Fimir make no move to attack, although they will there way, parties that are broke (or who are obviously
quite happily kill the characters if they do anything rash. outlaws) may have profiles. About half an hour after the
Emphasise the huge size of the Fimir (as big as Ogres, or characters arrive, a shout goes up from the direction of
even taller if they straightened up out of their habitual the small beach. A boat has been sighted in the lake,
stoop) and their numbers, so that the players realise that drifting and apparently empty; it belonged to a villager
fighting them is not a good idea. called Johann Sumpfer, who did not return last night.
Two of the Fimir step forward a blade-tailed Fimm A couple of boats put out immediately, and the drifting
noble, and a horned, smooth-tailed Dirach. The Fimm boat is brought back to shore. Sumpfer is lying in the
wears a shirt of bronze mail underneath an ornate bottom of the boat, unconscious from exhaustion and
circular bronze belly-plate, and carries an axe in one blood loss. His clothing is torn and bloodstained, and he
hand and a mace in the other. Both weapons would count has three broken ribs and a concussion. He can be
as two-handed weapons for a Human-sized creature. The restored to health by a Heal skill test or magical/herbal
Dirach carries a long, gnarled wooden staff. healing; if none is available, have him regain semi-
consciousness as he is lifted out of his boat, as he has
Carefulll, Humansss, hisses the Fimm, his tail lashing
an important message to pass on.
warningly as he approaches. He stops about ten feet
away from the nearest character. It isss runnnawaysss we 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.
lllvok for, yesss... sssmoothtail like thisss... (indicating the Dirach)
...you ssseee?
If the characters tell the truth and say that they havent If the characters ask where the old mine is, the villagers
seen any other Fimir, the Fimm narrows his single eye. will point almost due south across the lake a long way
away from where the characters encountered the Fimir
Welll, he says, Onnn we sssearchhh... Hhhhuman villlage
search party. This should lead them to the conclusion that
the Fimir will find the village before they find the
clllose... maybe we killl thhhere... unlesss we fnd runnnawaysss
runaways, which will be a very bad thing for all
before...
If the characters try to get rid of the Fimir by sending concerned.
them on a wild goose chase, the Fimm leads his
At this stage, the characters have two options they can
followers off in the direction that the characters indicate,
go to the old mine, recover the runaways, and hope to
making a similar threat against the Human village as he
hand them over to the Fimir search party, or they can
leaves.
stay in the village and help to defend it against the
In either case, the Fimir depart, leaving the characters to expected Fimir attack, in the best Seven Samurai
continue to Kammendun. In addition to the business tradition.
which brought them to the Mirror Moors, the characters
You can handle this any way you like. If the characters
now have a more urgent quest to warn the people of
want to stay and defend the village, but you want them to
Kammendun that the Fimir are abroad, and that the
go to the mine, then you can have all the villagers grab
village may be in danger.
their valuables and put out in their boats into the middle
The Village of the lake until they are sure that the Fimir have gone
away. Sumpfer can become semiconscious again and
The village of Kammendun consists of half-a-dozen point out that he only saw one Fimir in the mine, and he
shacks by the point where the River Schaumfluss flows heard the cry of what must have been an infant Fimir
westward into the marsh. As well as the homes of its 28 whereupon Our Heroes find themselves with 28 pairs of
inhabitants, there is a small forge and a wooden shed expectant eyes upon them.
where boats are laid up to be repaired.
On the other hand, if you want the characters and
Kammendun is covered by the gazetteer in Sigmars villagers to slug it out against the Fimir, you can simply
Heirs. A small village (Wealth 1), its prime sources of have the search party turn up shortly after the characters
income are from fishing and iron-pan mining, and is arrive at the village, before they get the chance to put any
officially part of the domain of Elector Count Todbringer. plans into effect. The defence of the village could make
an enjoyable Warhammer Fantasy Battle skirmish, and
The characters will be courteously received at
some notes on that subject are given at the end of the
Kammendun, and the locals will do what they can to see
adventure.
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
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