THE FACTS OF LIFE
The scenario will try and bring the Old World alive for your characters. This means that you need to be aware that not everything revolves around you or your adventure. NPCs have lives too. Your character “knows” a variety of “facts”. Most of these will have nothing to do with the adventure – probably.
Much of this is folklore passed down by your family. This consists of a variety of notions about how things work, such as that cats’ eyes are so sharp that they pierce the darkness with beams of light. It also includes guides on how to solve problems, such as that at birth a part of the foal’s placenta
makes a love charm. In these cases, knowledge is based upon a mixture of experience and observation. In other cases, it is drawn more from need. For example, rabies is a major problem. This means you should be wary of stray animals, especially those acting strangely. If infected, however, folklore can also offer a cure to those unable to pay Physician Guild fees or find a cleric; you may be cured by killing the infected animal, cutting a slice of meat from it, and eating this between two slices of bread.
Remember that in The Empire you should act as an Old Worlder. This means that, in general, you believe in the existing nature of things. Strict social classifications, bowing to one’s natural superiors and belief in a polytheistic godhood are normal modes of behaviour. This does not preclude you rejecting such norms, but you should have valid reasons for doing so – such as playing an agitator career. In general, the class system is natural and the divine will of Sigmar, and no comments to the opposite will be appreciated or expressed. By all means play a more ‘modern’ attitude, but be prepared to reap the very negative results.
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