The Old World - Warriors & Heroes - Complete Online Rule Book



Races
Races of the Old World
There are numerous nations and races in the Warhammer World. Mankind, the most prominent, often proves to be the most susceptible to the corrupting influence of Chaos. Most of the human nations are based in the Old World. The Empire, Bretonnia, and Kislev. Further east of them is another powerful human civilization known as Grand Cathay.
The Elves were the first civilized race to walk the Warhammer world. Brought into creation by the Old Ones, the Elves showed a natural talent for magic and superlative martial skills. The once thriving civilization of the Elves was torn asunder many thousands of years ago by a bitter civil war, resulting in the sundering of the race into three distinct kindreds: the evil, twisted Dark Elves, the proud, noble, and magical High Elves who continue the ancient traditions from before the sundering, and a third group as the rustic, sylvan and mysterious Wood Elves. The High Elves inhabit the magical island of Ulthuan. In contrast, the Dark Elves inhabit the desolate icy continent of Naggaroth. The Wood Elves live in the forests of Athel Loren in the Old World.
Dwarfs are an ancient, gritty, and determined race integral to the founding of the Empire. They are stalwart and loyal. However, they are equally unforgiving of those who cross them. Dwarfs are the greatest craftsmen in the Warhammer World, a skill only matched by the Chaos Dwarfs who split from their brothers after being corrupted by Chaos.
In the jungles of the Lustria continent are the Lizardmen. An ancient race created by the Old Ones to aid in their great works. The Slann, who act as leaders and priests, now lead the Lizardmen blindly, via ancient prophesies containing almost incomprehensible instructions left by the Old Ones.
Orcs & Goblins, and their kin are relatively primitive and disorganized, but their instinctive belligerence threatens the various nations. Though perhaps not explicitly a unique race there are also the Undead. They were created by the black sorceries of the first necromancer, Nagash, in the long distant past.
While the world is filled with distinct races, only some are playable in this game. The following section is dedicated to the playable races of the Old World. These are the forces of order.


Manlings (Humans)
Manlings are the most prolific of all races in the Old World. They are divided into dozens of different factions. The race of men was one of the last intelligent peoples in the world to become civilized. Manlings are short-lived in comparison to the other races. Notably, the elves commonly call them ‘May Flies’ referring to their tiny life spans. Despite their short span, in comparison to other races they have advanced their technology significantly.
They are very versatile. They have few hinderances as a result. If the various factions and subdivisions of Manlings were to work together, they could probably stop the invasions of chaos for good. However, the great weakness of man is their short-sightedness.
Manlings are found on every continent in the Old World. They have learned to adapt to virtually every type of condition that exists. However, their infighting has often limited their ability to thrive. They were also one of the last races to come to an understanding of the winds of magic. It was the elves that first taught them its use and how to control it. None the less they are capable of fielding powerful wizards in combat. However, their limited life span and control limits their mastery of schools of magic to a single lore.
They are noted for their desire to understand and influence their environment, and like all the races of the Old World they can be influenced by the power of chaos.

Racial Traits
Average Height: 5'9"
Average Lifespan: 70 Years
Abilities
Adaptable: Humans begin at level 1 with an extra 2 Ability points. They may spend these on any skill they choose. They must meet all its requirements as usual.
Weaknesses
Ordinary: Since humans are the base line for comparison in the Old World, they are not considered especially gifted or cursed with special traits.


Asur (High Elves)
The elves are one of the most ancient and powerful races of the Warhammer world. They are tall and slender beings who are inherently gifted with magic. Their life span can extend for millennia. Though at one time they were a single race, they have long since shattered into three distinct factions. The Asur are the root of all these factions. The Druchii are elves who fell to their darkness, twisted by their greed and ambition. As for the Asrai, they left the Asur behind to follow the will of the forests. The Asur remained in Ulthuan, driven by divine purpose to guard the world from ruin.
Elves experience emotions and thoughts more strongly than other races. In the right circumstances, this can be helpful. It may cause them to obsessively train in certain skills until they master them to perfection. However, it may also cause them to lose themselves in the deep abyss of their own mind.
The Asur in particular originate on the continent of Ulthuan. Ulthuan is generally not open to any other race. Elves from this region are commonly arrogant and courtly. They genuinely believe that the Asur are the only ones that can protect the world from the forces of chaos. This self-belief is at least well-earned. Thousands of years ago, it was the Asur that stopped the first invasion of Chaos. However, that came at great cost. They may be arrogant, but they are gifted with words. Often they can manage to charm their way through difficult circumstances.

Racial Traits
Average Height: 6'5"
Average Lifespan: 1000 Years (technically Immortal)
Abilities
Agile: +2 Agility Score +1 Pace.
Sophisticated: +2 Persuasion Modifier.
Low Light Vision: Can see in dim lighting.
Sharp Eyes: +2 Notice Modifier on vision-based notice rolls.
Immune: Disease
Weaknesses
Arrogant: Must challenge the most powerful foe present in battle.
Curious: Curious characters may be forced to investigate against their will by the GM.


Asrai (Wood Elves)
The Asrai are reclusive by nature. Long ago they became bonded to the great forests of the world and dedicated themselves to protecting these places. Life in the wild forests can be difficult and dangerous. This has led the Asrai to become physically stronger and more resilient than their city-dwelling cousins from Ulthuan.
They are physically identical to the Asur and Druchii but differ greatly in behavior and ideology. Their focus revolves around the protection of nature. They have bonded so closely with forests that they have a natural affinity for wildlife. Few wild beasts would ever attack an Asrai without first being attacked.
Their dedication to the wilds has caused them to withdraw from other societies completely. Asrai venturing out of the great forests would struggle with interactions and commerce. Since Asrai have no use for money, they sometimes find the concept of trade confusing. However, they are intelligent and quick learners. Even with their natural gifts in speech, communicating with Manlings or Dwarfs can be difficult since they have been disconnected from the outside world for so long. Like the Asur, they too reject many forms of technology, preferring the old ways of doing things. They are dedicated to purity above all else.

Racial Traits
Average Height: 6'5"
Average Lifespan: 1000 Years (technically Immortal)
Abilities
Agile: +2 Agility Score +1 Pace.
Beast Master: Automatically gain Beast Master ability.
Low Light Vision: Can see in dim lighting.
Sharp Eyes: +2 Notice Modifier on vision-based notice rolls.
Immune: Disease
Weaknesses
Outsider: -10 renown at level 1
Curious: Curious characters may be forced to investigate against their will by the GM.


Dawi (Dwarfs)
The Dwarfs, also sometimes called the Dawi, are an ancient race. They are typically short, sturdy beings with a gruff nature. They have a great love of mining and smithing. Unlike other races in the Old World, the Dwarfs have no affinity with magic. This led them to develop rune lore.
The Dwarfs are extremely resilient. They have stone-like skin, long beards, and broad bodies. They have a high resistance to arcane effects, making them more resistant to the forces of chaos. The Dwarfs are also known for their love of brewing. Dwarf ale is the finest in the Old World. However, many brews they concoct are dangerous for other races to drink (Possibly the iron shavings they add). Their beards are a mark of their age and a sign of respect. So much so that wars have been fought over the shaving of a beard.
Dwarfs are stubborn and loyal. Once they have their mind set on something, there is no shifting it. That includes grudges. Dwarfs are generally not easy to offend. However, if they are offended, they will hold a grudge for the length of their lives. Even keeping detailed records of such offenses in books passed down from generation to generation. Even so, grudges can be forgiven if the offending party puts in the work. On the other hand, this stubbornness makes them incredibly loyal allies. A Dwarf will never abandon a friend under any circumstance. Likewise, any oath a Dwarf takes will never be abandoned.

Racial Traits
Average Height: 4'8"
Average Lifespan: 200 Years (Possibly 400+)
Abilities
Tough: +2 Strength Score, +10 Hit Points.
Sturdy: Weight capacity equals 8 times strength score.
Low Light Vision: Can see in dim lighting.
Arcane Resistant: All incoming magic effects are reduced by 50% rounded up.
Weaknesses
No Nonsense: -2 Persuasion Score with non-Dwarf races.
Short Legs: Pace -1


Halflings (Mootlings)
A race roughly half a man’s size that has always seemed to be wherever Mankind has gone. The Dwarfs record that a tribe of “beardless Manlings we first thought to be children” travelled with the human tribes as they passed through the Worlds Edge Mountains. On the other hand, some Imperial scholars think the Halflings are a race of men experimented on by Verena to find a way to resist Chaos, while a few others argue Ranald (a manling god) created them as a bizarre joke. Regardless of what others say, the Halflings simply say they are as they have always been, and they "like it quite a bit, thank you very much".
Being rural folk, even in their towns, the Halflings are earthy types who enjoy good food, strong drink, a good smoke, and conversation that would turn a Marienburg marine’s ears blue. Expressive to a fault, Halflings think nothing of discussing their aunt’s nightly business with perfect strangers in complete detail. “Just to pass the time, y’know.” They love a good chat and strangers are welcomed by farmers along the roads as long as they bring gossip, coin, or lunch. Or preferably all three.
Halflings outside the Moot usually are seen by the small-minded as nothing more than cooks or thieves though this is rather unfair because it creates stereotypes out of two Halfling traits. The first is their indisputable ability to make a fine meal out of almost any ingredients. The second is their differing views on property, ownership, and theft. Most Halflings have grown up in what is effectively a large extended family of siblings, aunts, uncles, “cousins by way of marriage,” and the like. The practice of taking what is needful, be it a pie, a few crowns or even a piece of jewelry, is deeply embedded in the Halfling character.

Racial Traits
Average Height: 3'6"
Average Lifespan: 120 Years
Abilities
Disarming Charm: +2 Persuasion Score.
Nimble: May exit base contact without provoking attacks of opportunity. May travel through enemy spaces for any creature size 2 or larger.
Diminutive: +3 Stealth Score.
Weaknesses
Undersized: -4 Intimidation Score, -1 size.
Short Legs: Pace -1


Lizardmen (Saurus)
Alien, enigmatic, and without mercy, the Lizardmen were there when it all began and will be there when the world draws its last dying breath, never tiring nor relenting until order is finally restored to this uncaring, chaotic world. Such is what they were made to do, for they are the ancient servants of the Old Ones, the one true protectors of this very world.
The Lizardmen are unique among the forces of order. They are a people dedicated to single minded focus. They are born from great spawning pools and live for the single purpose of carrying out the plans of the old ones. The old ones being the creators of all life on the planet. They share little of their knowledge with the other races of the world. However, they will on occasion work with those in line with their goals.
The only universally known objective of the lizard men is the total destruction of the forces of Chaos. Since this is a goal common among the races of Manlings, Dwarfs and elves, they generally do not conflict with races. However, at any time, this can change. They are strangely impassive and seem to lack empathy or emotions more common to the other sentient races of the world. Nonetheless, they are very intelligent. Despite the technology they use appearing tribal and simple, in truth they possess greater skill in crafting than any other race in the Old World.
Players wishing to play as Lizardmen will find that few in the mortal realms welcome them. Many humans may even fear them, thinking them savages or wild brutes. Such ignorance will require skill to overcome.
It’s important to remember that lizardmen are extremely rare in the Old World. Many Manlings may think they are nothing more than a myth.

Racial Traits
Average Height: 6'6"
Average Lifespan: 4000 Years
Abilities
Natural Armor: +10 Armor Score.
Single Focus: +4 Spirit Score.
Natural Might: +2 Strength Score.
Immune: Disease
Weaknesses
Alien nature: -4 persuasion rolls.
Unfamiliar Economy: Has no understanding of trade-based economies or money.