Loss of Faith: a Adventure in Nimenra Plot in Nimenra | World Anvil

Loss of Faith: a Adventure in Nimenra

This adventure and one-shot take place in Astria, the capital of The Theocracy of Nilari and Minrans, or Nilaminra for short. You will more than likely not need to explore all of it since it is located within two of its quarters. The adventure takes place before the Battle at Tellmenn and two weeks after the Nilandrian army has left the country border. The adventure is most suitable with the pre-generated characters, but creating your own characters is also fine. The adventure is balanced around 4-5 lvl 3 characters in DnD5e or with 750 exp worth of advances in WFRP4e (at a max of 15 on each characteristic or skill). Depending on the RPG system used (DnD5e or Warhammer FRP 4ed) the GM will find appropriate references in the texts. Stat blocks can be found in the respective books or the System Reference Documents (SRD) for DND5e.  

Background

As the The War for Marlun reignites once again, the countries of Humanity start to feel the echoes of long-gone conflicts and prepare for the future. Nilaminra is seen as one of the centrepieces as a new Heroine has been chosen by Reliona to fight in the war. Having sent the Heroine and her companions to the warzone against the Demons, the capital Astria is now as vulnerable it can be for what comes with war: corruption, opportunism, and fear.
What waits within the capital of this theocracy?
  Game Master synopsis (GM ONLY)
The story starts around midday in the Maiden's Favour, a tavern that is mostly filled with pilgrims who are there to visit the great Lavinra Cathedral but also some travellers who are looking for food. The PC:s are sitting around either one or two tables and wait for the client to show themselves. This client is a priestess of Reliona, Daphne Renlaoine, who fear for a rumoured plot to assassinate The Nini and that something is happening today. She will be accompanied by a Kinghtess of the Relinnias in case something would happen. After the explanation, the priestess gives them their first clue from an old man, Jone, who might have seen the perpetrators. After collecting information on where to find him, the Players will be able to ask him for information about this. While not hard since he is collaborative, they will find themselves pointed to a house nearby.
Here is where the assassins are hiding, with 2 Thugs and 1 Scout is in the entrance and waiting at the entrance while the rest, 4 Thugs, are in the basement planning. After having dealt with them, they find out that the assassins have something planned at the Peace-Leaf Church of Nilari in the Maidens Quarters. While they are down in the basement, they also find the lost girl Finisa who carried the messages for the assassins between their contractor and them. While she is scared to say anything, cleaver or good-willing PC:s might get information out of her.
Will all the evidence needed for locating the meeting, the PC:s will have to disarm themselves when going into the Peace-Leaf Church. Upon arrival inside, the assassin has either began to disperse or are still talking to their patron: Marra Fillette. A battle will ensure if they shall try to apprehend the assassins and the priestess, who is armed with a dagger inside the church! In the end, the PC:s have the priestess in custody, giving her over to the authorities and will be the heroes for the day, in spirit at least.

Beginning

The characters start in a tavern, the Maiden's Favour in the Old Winter quarter, where they and three others have read to meet the quest giver. They have all seen a listing or heard rumours of someone asking for aid in exchange for coin. The characters are waiting in their seats around different tables, some are asked what they want to eat or drink or already eating. Time goes by at a steady pace. After thirty minutes have passed the three non-PC will leave and swear over that it was all a ruse. About five minutes after they are gone, the client and another cloaked individual will approach the table. She is a priestess of Reliona with long black hair, middle-aged but good on the eye. She will start by saying:
I am sorry for the wait. I had to make sure that only the most trustworthy and patient people were chosen. The ones that left were not up for the discrepancy that is needed. I hope that you can be that, however.
She presents herself as Daphne Renlaoine, a priestess of Reliona within the politics of Nilaminra. While not presenting her companion, she will stand close by and watch each of the Player Characters (PC:s). Renlaoine will tell the PC:s that the Nini and leader of Nilaminra might be in danger after she overheard one of the higher ranking priestesses talking to a "ruffian" as she calls him. She won't reveal what was said beyond that something is happening today, but she wants some good people to investigate. While all she knows is this and some rumours about some voices that are not content with the current Nini, there is one man named Jone that might be of help. According to gossip in this tavern, he has seen some "unruly people". While Renlaoine has yet to locate him, she can't further involve herself. Lastly, she promises 100 silver to each person.
The PC:s should start by asking around as soon as Renloaine and her companion have left the tavern. As they are not common proprietors at the establishment, there is a pessimism from the owner and pilgrims and traveller will probably not know any of Jone. If Belandra is present, she will have an advantage when asking around. A roll to convince the owner to loosen his lips is a DC 15 Charisma (WFRP4e use Charm with a Difficult modifier)
Daphne Renlaoine is young and have yet to fare into the world of Nilaminra's religious and worldly politics. She is devout to the course of the current Nini and a great admirer of Her. When she heard the words of another priestess threatening the Nini, she hesitated at first before acting on her own. She recruited a Knightess to help her, Merridan, who is next to her at all times when the PC:s meet her.
Merridan is a Knightess of Reliona, a Relinnias as they are called. If a PC would demand more money or be hostile/interrogative in any way, like questioning the priestess if she truly heard about a plot, she will step in and be aggressive as well. This is what has caused her to not move up the ranks or allowed to follow the army into Marlun. She will protect but not be rash and attack the PC:s. A warning, she is a strong knight, using the knight at career lvl 2 with a high Strenght in WFRP4e or a stronger Knight stat block in DND5e.
without a bribe, a DC 10 with a bribe of 10 silver or more (Changes WFRP4e to a simple test). If you ask around the guests, a DC 12 Charisma (WFRP4e Gossip with Difficult modifier).
If the PC:s don't succeed then there is an old man entering after 30 minutes. Old, having a pair of glasses hanging around his neck and a happy-go-lucky attitude, he approaches the owner of the tavern and asks for a good meal. The owner will say his name, Jone, and do as he says.
If they do succeed in convincing anyone to tell them about Jone's whereabouts, then whoever tells them will give them directions to the old man's house where they can find him. He is most happy with having guests and welcomes them inside.

Finding and figuring

Jone is easy to speak to but hard to listen to. As the PC:s will discover, he talks. A LOT. The owner of the tavern knows this and will avoid starting a conversation with him if the party is still in the tavern.
As the party will notice this, his tendency to talk drags the conversations on and on. His favourite subject is his talks with other elders that he knows. Asking him about the would-be assassins will seem impossible and should be mimicked here. When asked about the suspicious individuals he will detail many things he has seen, like Old Jam, another older gentleman, trying to talk to the married lady that lives next to Jone. Or the fact that he has seen quite the number of pilgrims running around with the wrong directions but never asks him anything. The PC:s should take a Wisdom Saving Throw of DC 10 (WFRP4e does this with a Simple Cool test) to stay awake or miss out on vital information and an additional hour of time (If all fail that is). One piece of information is that activity has declined over time and that he has seen a lady running back and forth with packages and letters, but she has disappeared since a couple of days ago.
If the PC:s fall asleep they will know when he is finished when he claps his hands and tells them the location of the house. This is almost right across the street it seems...
While going in blind could yield success, cautious PC:s will probably try to get more information. While Jone does not know anything else, asking outside or trying to look around might give them more information. Doing some asking around with a Persuasion check against a DC 15 (WFRP4e simple Gossip) will not give much more than that there has been a lot of activity. At least 10 different odd people have gone in and out according to some neighbours.
As the PC:s approach the house's door, they will notice movement in the otherwise dark windows. There is only one way inside the house, as the PC:s will find out. While going in through a window might be suggested, it might also look like a break-in. In the Old Winter quarters, there is a medium presence of the city watch and they might get called out and even arrested.
One neighbour is oddly enough a Dwarf named Forduin. While there is a Dwarven community in Astria, this Dwarf lives away from that enclave. It turns out, like Rumger if he is in the party, that Forduin is from The Dwarven Kingdom. Unlike Rumger, however, Forduin is exiled for a crime. Rumger will see the marking on Forduin's clothes or his arm and acknowledge that. A Dwarf with the Dwarven Kingdom background will do so too. Forduin is not showing his shame but it can be used later for fighting the assassins and the leader of the plot if PC:s asks for his help. He is an old Soldier having 15 advances in both characteristics and skills in WFRP4e or a Veteran in DnD5e.
 
If the PC:s decide to wait for a better time, the GM can kindly make them remember that there was something going on today.

The House

Knocking on the door yields no results, it is supposed to be abandoned after all. There is no lock and one can walk right inside. If they do, they will see one man (A Scout from the DnD5eSRD) who already is aiming towards the door since he has spotted them from the beginning. There are two other men (Two Thugs from the DnD5eSRD) that will be standing ready with swords. This fight can seem easy, but there is no telling for the PC:s how many more can come running in, if the GM thinks it is going too fast, allowing one of the Thugs to run down to the basement and get help would not be unthinkable.
However it is decided, once the first floor is clear the PC:s can look around. As they will find out, there is not much to look at. There are four old chairs and an equally old table, an old collapsed bookcase stands against the protruding wall, some old foodstuff and various trash lie in a corner. There is also some scattered paper lying under the table, which is an easy find and needs no skill check whats so ever. What might be more interesting to describe is that in the next room is a kitchen with a basement door. Some fresh foodstuff left on the counter.
If Brend, or any other hunter, is in the party they can see that the meat among either the thrash or the fresh food is probably wild meat and poached if they do a DC 10 Nature check (WFRP4e Outdoor Survival with Routine modifier for a hunter, Hard for everyone else). It seems that they have done some hunting outside of Astria.
If Mildren , or a character with some sort of religious background, looks around during an Investigation check and success a DC 15 (WFRP4e Simple Search), she will notice that some paper laying around that describes routines for a nun or monk. This would indicate that the attempted

Assassins in WFRP4e

Assassin (Human)
M WS
4 33
BS S
25 31
T Int
28 41
Ag Dex
38 34
Int WP
30 42
Fel W
36 10
Traits:
Sword+6 (with modifiers) and Bow+5
assassination would take place in a monastery, church or any place of worship.
If Belandra, or anyone with experience in the Nilaminran army or nobility, takes their time to look around at the papers that are scattered around, they will find the torn symbol of the Fleuvriim House, a noble house of the middle nobility. They will know this with a History check against a DC 15 (WFRP4e Lore (Heraldry) or (History) with a Difficult modifier). Otherwise, they might just be suspicious and need to look further into it with help.
When the PC:s are ready to move on into the basement and not have summoned the rest of the assassins, they can hear faint voices coming from downstairs. It is hard to hear what is said, only that "waiting" and "tired" is repeated several times. Below are four Thugs (DnD5 use Thugs same as before, WFRP4e Assassins stat block above) waiting and might be surprised to find enemies if not the PC:s do something that will take their attention before that.
The basement is not as empty as the upstairs. Here the PC:s can find a map if they take their time to look together with writing on it. Even for someone who can read Renvaren is hard since the handwriting is terrible. What can be made out is the words "Strike" and "meet" at the same location in the Maidens Quarters: Peace-Leaf Church of Nilari. Everything else, except the arrows and circles, is hard to determine. There are also some documents in Renvaren that seems to be a shopping list and letters that indicate Ravero is behind the attack. On closer inspection, however, the badly done seals and obvious nature of the letters are far too incriminating to be real, a DC 10 Intelligence (WFRP4e Intelligence with an Easy modifier) will tell the PC:s this. This fabrication is made to look like it is Ravero trying to assassinate the Nini.
The rest of the room has ten "sleeping stacks" where the would-be assassins have slept. There are also three white and blue coats with Nilaris silver leaf on each shoulder, one hanging off the table and the other two lying on a broken-down dresser. Beyond personal belongings worth a few silver there little else to gain. Treviur, if present, can determine that the straw has been regularly changed and tell the party that the assassins have had some activities beyond the house.
The PC:s will also note that there are several doors to three smaller rooms, one of which is closed and locked. Opening it by smashing it in, A DC 10 with Strength (WFRP4e Strength a simple test) since the lock is old and unattended, or Pick Locking with Thieves' tools, a Dexterity DC 15 (WFRP4e Lockpicking with a Hard modifier) due to the rusted old lock. Inside they will find a young woman who looks scared and dirty, her clothes nothing more than rags. She says with tears in her eyes:
Who are you? Where are those filthy, lying snake-foxes?
She can still put up the appearance of having a strong face for others, but underneath she is terrified. She was running errands for the assassins, mostly letters and small parcels of food. More than anything, she wants to get out.
Finsia is young, steely-hearted and could be good-looking was it not for her neglect and unkempt appearance. While usually having much more flare to herself, it has since been extinguished due to her entrapment. She is a "child of the streets" or "Ladem's child" as they are called, those who have no home and either has run away from the children's home or their families. Ever since Finsia's family was killed she has been living in the Winter quaters' streets and mostly ran errands or begged. Now she is a scared seventeen-year-old child who wants nothing to do with the assassins or get more involved than she already was.
 
Convincing her to talk, however, is problematic. She has endured beatings to be quiet, less than scraps for food and is malnourished. More than that, she was threatened that if she told anyone about them, they would find her. She took this seriously and won't tell anyone about what she read, overheard and got her locked up.  
There is a need for a Persuasion with a DC 20 (WFRP4e Charm with Hard modifier) due to her fright and fear for her life. Even if the PC:s tell her that the assassins are dead, she can count them and say that there are more of them. That information, combined with what PC:s maybe already have, might be what that need (but if there is ten bed and not ten dead, there might be a chance that it is too obvious). But more than that, she knows where the rest of them probably are and meeting the conspirator and patron to the assassins. She delivered a message from Fleuvriim, telling the assassins to meet with "de Bien" at The Peace-Leaf Chruch, but she also overheard them talking about killing the Nini within a week and meet "Talfey" Fleuvriim in that time. That was five days ago and since then she has been locked up.
  The PC:s can lower or even remove the DC or skill test with good roleplaying as usual. Appealing with money won't work, as money won't help someone who is dead. Promising to protect her won't either if the PC:s have Treviur, who does not look like he is up for the task, or anyone else with the appearance of a bandit, peasant or in any way not up for the task. Finsia is cautious and afraid, comforting her, promising her shelter for the time being (or permanent if a PC have a house and live in Astria) or having a good hand with younger people might help. Belandra is one who can do and promise all of this combined with good roleplay. Either way, this should reduce the DC to between 10-15 (WFRP4e Charm with difficult or no modifier).
After the PC:s have resolved all this, Finsia will follow them to the door, having or not told what she knows. She will not follow them to the Church or searching for Fleuvriim and instead go to her home street or the home of a PC if she is promised shelter there.

Finding and meeting Fleuvriim

The question of who Fleuvriim is can be easily resolved by asking around with a DC 15 Persuasion (WFRP4e Charm with a Difficult modifier). The name is connected to a visiting noble who is staying at a wealthy merchants house by the riverside. Travelling there takes ten minutes and they will discover that Talfey Fleuvriim is indeed staying there when the servant who answered the door is asked. They will not reveal anything else, however. Bribing 10 silver might work though, and that leads them back to the Old Winter quarter and an alehouse where Fleuvriim is a frequent patron. Any other way of getting the information from the servant is failed (Or a DC 20 Persusssion on good Roleplay (WFRP4e Charm with Hard modifier)). Threats or "false information about the noble" are not taken lightly as the servant slams the door and will not answer again. Inside the alehouse is only patrons with money in their pockets, merchants and blacksmiths. Dwarfs are not allowed inside, only humans, as any Dwarven PC:s will get to know. Thérry Fleuvriim is drinking with his two guards. When approached, he will be more than happy to share a drink with them. He is a peoples man after all. When asked about the accusation, he is shocked to hear them and asks for evidence immediately.

How involved is Fleuvriim?

A knowledgeable PC might recall the history (DC 20 (WFRP4e Lore (History) with hard modifier) of Nilaminra and the Avenon Council conflict. One of the involved noble names was Fleuvriim. As a matter of fact, the family, especially the new noble head Thérry, has not forgotten the slight they endured afterwards and having to rebuild everything from the ground up. He did, however, not start the conspiracy, only gave money to its leader so that the assassins could be hired. This was covered up as donations to the Nilaminran Church of Reliona so no foul play can be traced back to him.
Fleuvriim involvement in this adventure is over. He can, however, return in future adventures if one wants to continue after this one-shot.
 
If the PC:s show such or told about their witness, he and his guards will be dumbfounded. Fleuvriim has no problems with the current Nini or any other Nini for that matter. The name "Talfey" was his father's given name and he has been dead for the last ten years. He swears that he has nothing to do with this, which a DC 15 Insight (WFRP4e Intuition with difficult modifier) tells that he is saying the truth. This seems like a dead-end, which in turn, it is... However, Fleuvriim is willing to give the PC:s two of his best guards to follow them and find the enemies to the Nini, if the PC:s so want to.
Fleuvriim can only wish them good luck afterwards... and hastily exits the alehouse as soon as the PC:s are gone...

The Peace-Leaf Chruch of Nilari

The large church dedicated to Nilari, the Goddes of Peace, Prosperity and Happiness. The outside is of finely carved, white rocks with blue details that create beautiful imagery of herbs, flowers and figures in different plays. Several gatherings of pilgrims stand outside, praying or hoping for the War is going to end soon. When you enter into the antechamber, the doorkeepers will ask the party to hand in their weapons, since having them inside is a crime against the church. Once inside, you are met with a large hall with chandeliers that have Fyris stone burning bright blue within them. The walls are decorated with depictions of Nilari and of love, harmony and the spring in several different ways. Some paintings also hang in the corner to the right with Reliona and Nilari depicted together.
This large church is the location of the meeting between the conspirator and her assassins. Weapons are forbidden inside, for nobility, commoners and guards alike. There is, however, some things to consider by this time:
  • If the PC:s have taken more than 3 hours in-game time (up to the GM:s discretion with the guidelines given in the adventure text), then the meeting is at its end and the assassins are given the final information needed to make the attempt of the Nini's life. The assassins will by the time the PC:s enter have melted into the crowd of pilgrims and local devotes, they will try not to engage the PC:s if they make their intentions known. Attempts to find them are hard or close to impossible with a DC 25 Perception (WFRP4e Perception with Very Hard modifier) to find them in the crowd. They can still apprehend or take the priestess who have two guards and still is talking to one of the assassins.
  • What more, if the PC:s arrive within the 4-5 hours, they can spot the meeting going on at the back of the church due to the coats that the PC:s hopefully have seen in the house. Compared to other priestesses around, these are rather worn and even at a distance seems off and old. There is also the obvious two guards that usually don't stand so close to a non-high-ranking priestess.
In all, there are three assassins, two guards and the priestess. Depending on how the party approached the situation, the assassins and their patron might see them. To approach quietly the PC:s have to make Stealth checks against their intended targets Passive Perception (WFRP4e Stealth against enemies Perception rolls). The assassins use the same stat blocks as described before (DND5e use the Thugs and Assassin for WFRP4e, they have daggers instead of swords at the time) while the guards around use the guards' stat blocks (Without their weapons) in the DnD5eSRD or the one given here.
If they are spotted before being in range (Two to four meters) then the priestess will try to make her escape immediately. The same goes for the assassins, who will split up, one following the priestess and the other two starting to run along the sides. The guards will approach and try to stop the party from reaching either one, knowingly giving their lives for the priestess. If within range, the party can talk and accuse the priestess, who will say that she is innocent of all accusations. When the party presses on, she yells and the assassins will attack together with the guards.

Guard in WFRP4e

Guard (Human)
M WS
4 41
BS S
33 32
T Int
30 34
Ag Dex
22 38
Int WP
30 40
Fel W
36 11
Traits:
Sword+7 (with modifiers) and Bow+5
Armour+2 (Without modifiers)
Guard, Perception 40
Battle is inevitable and either end quickly or being dragged out. The priestess will try to escape through the side door to the adjacent side room and then to the back door of the same room with the one assassin with her. This assassin will continue to run away, even if the priestess is caught. When she is caught, however, she will end her resistance if she knows that the guards and assassins are dead. She is not a fighter but has a dagger, a slight to the church halls! While attempting to attack, it is easily wrestled out of her hands. She is more likely to draw the attention of the other priestesses in the room and who will question these actions that are happening.
When all is done, the priestess is revealed to be Marra Fillette, a respected Reader and priestess in the Nilaminran Chruch of Reliona. The struggle inside the church has caught the attention of the guards and the head of the Religious guards, who may have weapons inside any of the religious grounds. At first, they will demand that the priestess is released but with the evidence and accusations they will hold on to that order.
Outside they will meet with Daphne Renlaoine and her companion Merridan again who is shocked to see who the patron to the assassins is. Fillette is obviously angered at the fact she was caught but more saddened and held back by it. When asked by Renlaoin why she did it, Fillette will answer that she could not accept the current situation that was allowed to proceed after the last Nini. While the PC:s and Renlaoin does not know what she means, she will only tell them that they are ignorant and blind by the war that will come to them. Fillette is ordered away by the head of the Religious guard. Renlaoine thanks the PC:s for their duty there and accompanies the guards to the Lavinra Cathedral, where Marra Fillette will be detained. Merridan will proceed to give the PC:s their rewards and tell them not to speak of this to anyone, not yet anyway. She feels that this is far from over for Nilaminra, but that the PC:s have done their part.

The aftermath

The scandal becomes the biggest news since the last Nini's death, or the announcement of Nilaminra joining the War for Marlun. Further two arrests are made, one of even higher ranking than Marra Fillette. The "corruption" as it will be called, seems to strive from the former Nini's reign due to her unpopularity among the priestess hood and her ruling agenda. This has spilt over to the current Nini's reign as the conspirators see it as some sort of continuation of the formers.
The PC:s will go back to their normal lives for the time being. For the pre-generated, they will have various reasons for staying in the capital for now. Marra Fillette is detained, for now, her punishment will be severe. Daphne Renlaoine is celebrated for her uncovering of the assassination attempt, even if she did so unwarranted. She is given a new position in the government and promoted in the priestess hood.
However, one or more assassin escaped in the end, whether the PC:s did take out the last ones or not. Despite the best attempts at finding them, they seem to have disappeared. While the attempt planned by Fillette never happens, the security around the Nini remained large. Lucky so, as an attempt by the assassins happens two months later during a walk through Astria. They fail, but harm is still done as fear and hostility take their hold in the capital.
  But that is a story for another time...

Short Information

Adventure setting:
Nilaminra, Astria
Character Level on adventure:
Lvl 3 for DnD5e, 750 exp for WFRP4e with 15 advances max for skills and characteristics
Important named NPC:s:
Daphne Renlaoine
Merridan
Jone
Finsia
Marra Fillette
Abbrivations:
GM = Game Master
PC(s) = Player Character(s)
DnD5e = Dungeons and Dragons 5:th Edition
WFRP4e = Warhammer Fantasy Roleplay 4:th Edition
Simple test = No modyfier
Difficult modifyer = -10% on dice throw
Hard modifyer = -20 on dice throw
Rewards:
100 silver
500 exp
(WFRP4e 150 exp)
Pre-generated Characters:
Treviur Mossiuer
Brend Ivvre
Rumger Ivorneimaden
Lanrin Snowpeak
Belandra Moncharr
Mildren Nilindrii (Under construction, to be made)

Recommended reading:

RPG in the world of Nimenra
Generic article | Apr 4, 2023

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Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use, the Open Game Content.   5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original Creation and/or You have sufficient rights to grant the rights conveyed by this License.   6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.   7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a Challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.   8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.   9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.   10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.   11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.   12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.   13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.   14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.   15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
 

There is no OGL for Warhammer Fantasy Roleplay 4e. Thereby the Author encourages you to BUY the respective Cubical 7:s products to be able to use the WRFR 4e ruleset.


Cover image: Town Fair by a Gothic Church in France by Albert Schwendy

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